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1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
4
5 This file is part of Lugaru.
6
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
19 */
20
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
23
24 #include "Game.hpp"
25
26 #include "Animation/Animation.hpp"
27 #include "Audio/openal_wrapper.hpp"
28 #include "Devtools/ConsoleCmds.hpp"
29 #include "Level/Awards.hpp"
30 #include "Level/Campaign.hpp"
31 #include "Level/Dialog.hpp"
32 #include "Level/Hotspot.hpp"
33 #include "Menu/Menu.hpp"
34 #include "User/Settings.hpp"
35 #include "Utils/Folders.hpp"
36 #include "Utils/Input.hpp"
37 #include "Tutorial.hpp"
38
39 #if PLATFORM_UNIX
40 #include <sys/stat.h>
41 #include <sys/types.h>
42 #include <unistd.h>
43 #else
44 #include <direct.h>
45 #endif
46
47 #include <algorithm>
48 #include <cmath>
49 #include <ctime>
50 #include <dirent.h>
51 #include <limits>
52 #include <set>
53
54 using namespace std;
55 using namespace Game;
56
57 // Added more evilness needed for MSVC
58 #ifdef _MSC_VER
59 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
60 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
61 #endif
62
63
64 extern float multiplier;
65 extern XYZ viewer;
66 extern int environment;
67 extern Terrain terrain;
68 extern float screenwidth, screenheight;
69 extern float gravity;
70 extern int detail;
71 extern float texdetail;
72 extern int slomo;
73 extern float slomodelay;
74 extern bool floatjump;
75 extern float volume;
76 extern Light light;
77 extern float camerashake;
78 extern float woozy;
79 extern float blackout;
80 extern bool cellophane;
81 extern bool musictoggle;
82 extern int difficulty;
83 extern int bloodtoggle;
84 extern bool invertmouse;
85 extern float windvar;
86 extern float precipdelay;
87 extern XYZ viewerfacing;
88 extern bool ambientsound;
89 extern bool mousejump;
90 extern float viewdistance;
91 extern bool freeze;
92 extern XYZ windvector;
93 extern bool devtools;
94 int leveltheme;
95 extern int mainmenu;
96 extern int oldmainmenu;
97 extern bool visibleloading;
98 extern XYZ envsound[30];
99 extern float envsoundvol[30];
100 extern int numenvsounds;
101 extern float envsoundlife[30];
102 extern float usermousesensitivity;
103 extern bool ismotionblur;
104 extern bool showdamagebar; // (des)activate the damage bar
105 extern bool decals;
106 extern bool skyboxtexture;
107 extern float skyboxr;
108 extern float skyboxg;
109 extern float skyboxb;
110 extern float skyboxlightr;
111 extern float skyboxlightg;
112 extern float skyboxlightb;
113 extern float fadestart;
114 extern float slomospeed;
115 extern float slomofreq;
116 extern float smoketex;
117 extern bool againbonus;
118 extern bool reversaltrain;
119 extern bool canattack;
120 extern bool cananger;
121 extern float damagedealt;
122 extern int maptype;
123 extern int editoractive;
124 extern int editorpathtype;
125
126 extern float hostiletime;
127
128 extern bool gamestarted;
129
130 extern int hostile;
131
132 extern bool stillloading;
133 extern bool winfreeze;
134
135 extern bool campaign;
136
137 extern void toggleFullscreen();
138
139 bool won = false;
140 int whichchoice = 0;
141 bool winhotspot = false;
142 bool windialogue = false;
143 bool realthreat = 0;
144 XYZ cameraloc;
145 float cameradist = 0;
146 bool oldattackkey = 0;
147 int whichlevel = 0;
148 float musicvolume[4] = {};
149 float oldmusicvolume[4] = {};
150 int musicselected = 0;
151
152 const char *rabbitskin[] = {
153     "Textures/Fur3.jpg",
154     "Textures/Fur.jpg",
155     "Textures/Fur2.jpg",
156     "Textures/Lynx.jpg",
157     "Textures/Otter.jpg",
158     "Textures/Opal.jpg",
159     "Textures/Sable.jpg",
160     "Textures/Chocolate.jpg",
161     "Textures/BW2.jpg",
162     "Textures/WB2.jpg"
163 };
164
165 const char *wolfskin[] = {
166     "Textures/Wolf.jpg",
167     "Textures/DarkWolf.jpg",
168     "Textures/SnowWolf.jpg"
169 };
170
171 const char **creatureskin[] = {rabbitskin, wolfskin};
172
173 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
174 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
175
176 // utility functions
177
178 // TODO: this is slightly incorrect
179 inline float roughDirection(XYZ vec)
180 {
181     Normalise(&vec);
182     float angle = -asin(-vec.x) * 180 / M_PI;
183     if (vec.z < 0)
184         angle = 180 - angle;
185     return angle;
186 }
187 inline float roughDirectionTo(XYZ start, XYZ end)
188 {
189     return roughDirection(end - start);
190 }
191 inline float pitchOf(XYZ vec)
192 {
193     Normalise(&vec);
194     return -asin(vec.y) * 180 / M_PI;
195 }
196 inline float pitchTo(XYZ start, XYZ end)
197 {
198     return pitchOf(end - start);
199 }
200 inline float sq(float n)
201 {
202     return n * n;
203 }
204 inline float stepTowardf(float from, float to, float by)
205 {
206     if (fabs(from - to) < by)
207         return to;
208     else if (from > to)
209         return from - by;
210     else
211         return from + by;
212 }
213
214 void Game::playdialoguescenesound()
215 {
216     XYZ temppos;
217     temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
218     temppos = temppos - viewer;
219     Normalise(&temppos);
220     temppos += viewer;
221
222     int sound = -1;
223     switch (Dialog::currentScene().sound) {
224     case -6:
225         sound = alarmsound;
226         break;
227     case -4:
228         sound = consolefailsound;
229         break;
230     case -3:
231         sound = consolesuccesssound;
232         break;
233     case -2:
234         sound = firestartsound;
235         break;
236     case -1:
237         sound = fireendsound;
238         break;
239     case 1:
240         sound = rabbitchitter;
241         break;
242     case 2:
243         sound = rabbitchitter2;
244         break;
245     case 3:
246         sound = rabbitpainsound;
247         break;
248     case 4:
249         sound = rabbitpain1sound;
250         break;
251     case 5:
252         sound = rabbitattacksound;
253         break;
254     case 6:
255         sound = rabbitattack2sound;
256         break;
257     case 7:
258         sound = rabbitattack3sound;
259         break;
260     case 8:
261         sound = rabbitattack4sound;
262         break;
263     case 9:
264         sound = growlsound;
265         break;
266     case 10:
267         sound = growl2sound;
268         break;
269     case 11:
270         sound = snarlsound;
271         break;
272     case 12:
273         sound = snarl2sound;
274         break;
275     case 13:
276         sound = barksound;
277         break;
278     case 14:
279         sound = bark2sound;
280         break;
281     case 15:
282         sound = bark3sound;
283         break;
284     case 16:
285         sound = barkgrowlsound;
286         break;
287     default:
288         break;
289     }
290     if (sound != -1)
291         emit_sound_at(sound, temppos);
292 }
293
294 // ================================================================
295
296 int Game::findClosestPlayer()
297 {
298     int closest = -1;
299     float closestdist = std::numeric_limits<float>::max();
300
301     for (unsigned i = 1; i < Person::players.size(); i++) {
302         float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
303         if (distance < closestdist) {
304             closestdist = distance;
305             closest = i;
306         }
307     }
308     return closest;
309 }
310
311 static int findClosestObject()
312 {
313     int closest = -1;
314     float closestdist = std::numeric_limits<float>::max();
315
316     for (int i = 0; i < Object::objects.size(); i++) {
317         float distance = distsq(&Object::objects[i]->position, &Person::players[0]->coords);
318         if (distance < closestdist) {
319             closestdist = distance;
320             closest = i;
321         }
322     }
323     return closest;
324 }
325
326 static void cmd_dispatch(const string cmd)
327 {
328     int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
329
330     for (i = 0; i < n_cmds; i++)
331         if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
332             cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
333             cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
334             break;
335         }
336     emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
337 }
338
339 /********************> Tick() <*****/
340 extern bool save_screenshot(const char * fname);
341 void Screenshot (void)
342 {
343     char filename[1024];
344     time_t t = time(NULL);
345     struct tm *tme = localtime(&t);
346     sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
347             tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
348
349     save_screenshot(filename);
350 }
351
352 void Game::SetUpLighting()
353 {
354     if (environment == snowyenvironment)
355         light.setColors(.65, .65, .7, .4, .4, .44);
356     if (environment == desertenvironment)
357         light.setColors(.95, .95, .95, .4, .35, .3);
358     if (environment == grassyenvironment)
359         light.setColors(.95, .95, 1, .4, .4, .44);
360     if (!skyboxtexture)
361         light.setColors(1, 1, 1, .4, .4, .4);
362     float average;
363     average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
364     light.color[0] *= (skyboxlightr + average) / 2;
365     light.color[1] *= (skyboxlightg + average) / 2;
366     light.color[2] *= (skyboxlightb + average) / 2;
367     light.ambient[0] *= (skyboxlightr + average) / 2;
368     light.ambient[1] *= (skyboxlightg + average) / 2;
369     light.ambient[2] *= (skyboxlightb + average) / 2;
370 }
371
372 int findPathDist(int start, int end)
373 {
374     int smallestcount, count, connected;
375     int last, last2, last3, last4;
376     int closest;
377
378     smallestcount = 1000;
379     for (int i = 0; i < 50; i++) {
380         count = 0;
381         last = start;
382         last2 = -1;
383         last3 = -1;
384         last4 = -1;
385         while (last != end && count < 30) {
386             closest = -1;
387             for (int j = 0; j < numpathpoints; j++) {
388                 if (j != last && j != last2 && j != last3 && j != last4) {
389                     connected = 0;
390                     if (numpathpointconnect[j])
391                         for (int k = 0; k < numpathpointconnect[j]; k++) {
392                             if (pathpointconnect[j][k] == last)connected = 1;
393                         }
394                     if (!connected)
395                         if (numpathpointconnect[last])
396                             for (int k = 0; k < numpathpointconnect[last]; k++) {
397                                 if (pathpointconnect[last][k] == j)connected = 1;
398                             }
399                     if (connected)
400                         if (closest == -1 || Random() % 2 == 0) {
401                             closest = j;
402                         }
403                 }
404             }
405             last4 = last3;
406             last3 = last2;
407             last2 = last;
408             last = closest;
409             count++;
410         }
411         if (count < smallestcount)
412             smallestcount = count;
413     }
414     return smallestcount;
415 }
416
417 void Setenvironment(int which)
418 {
419     LOGFUNC;
420
421     LOG(" Setting environment...");
422
423     float temptexdetail;
424     environment = which;
425
426     pause_sound(stream_snowtheme);
427     pause_sound(stream_grasstheme);
428     pause_sound(stream_deserttheme);
429     pause_sound(stream_wind);
430     pause_sound(stream_desertambient);
431
432
433     if (environment == snowyenvironment) {
434         windvector = 0;
435         windvector.z = 3;
436         if (ambientsound)
437             emit_stream_np(stream_wind);
438
439         Object::treetextureptr.load("Textures/SnowTree.png", 0);
440         Object::bushtextureptr.load("Textures/BushSnow.png", 0);
441         Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
442         Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
443
444         footstepsound = footstepsn1;
445         footstepsound2 = footstepsn2;
446         footstepsound3 = footstepst1;
447         footstepsound4 = footstepst2;
448
449         terraintexture.load("Textures/Snow.jpg", 1);
450         terraintexture2.load("Textures/Rock.jpg", 1);
451
452
453         temptexdetail = texdetail;
454         if (texdetail > 1)
455             texdetail = 4;
456         skybox->load(   "Textures/Skybox(snow)/Front.jpg",
457                         "Textures/Skybox(snow)/Left.jpg",
458                         "Textures/Skybox(snow)/Back.jpg",
459                         "Textures/Skybox(snow)/Right.jpg",
460                         "Textures/Skybox(snow)/Up.jpg",
461                         "Textures/Skybox(snow)/Down.jpg");
462
463
464
465
466         texdetail = temptexdetail;
467     } else if (environment == desertenvironment) {
468         windvector = 0;
469         windvector.z = 2;
470         Object::treetextureptr.load("Textures/DesertTree.png", 0);
471         Object::bushtextureptr.load("Textures/BushDesert.png", 0);
472         Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
473         Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
474
475
476         if (ambientsound)
477             emit_stream_np(stream_desertambient);
478
479         footstepsound = footstepsn1;
480         footstepsound2 = footstepsn2;
481         footstepsound3 = footstepsn1;
482         footstepsound4 = footstepsn2;
483
484         terraintexture.load("Textures/Sand.jpg", 1);
485         terraintexture2.load("Textures/SandSlope.jpg", 1);
486
487
488         temptexdetail = texdetail;
489         if (texdetail > 1)
490             texdetail = 4;
491         skybox->load(   "Textures/Skybox(sand)/Front.jpg",
492                         "Textures/Skybox(sand)/Left.jpg",
493                         "Textures/Skybox(sand)/Back.jpg",
494                         "Textures/Skybox(sand)/Right.jpg",
495                         "Textures/Skybox(sand)/Up.jpg",
496                         "Textures/Skybox(sand)/Down.jpg");
497
498
499
500
501         texdetail = temptexdetail;
502     } else if (environment == grassyenvironment) {
503         windvector = 0;
504         windvector.z = 2;
505         Object::treetextureptr.load("Textures/Tree.png", 0);
506         Object::bushtextureptr.load("Textures/Bush.png", 0);
507         Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
508         Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
509
510         if (ambientsound)
511             emit_stream_np(stream_wind, 100.);
512
513         footstepsound = footstepgr1;
514         footstepsound2 = footstepgr2;
515         footstepsound3 = footstepst1;
516         footstepsound4 = footstepst2;
517
518         terraintexture.load("Textures/GrassDirt.jpg", 1);
519         terraintexture2.load("Textures/MossRock.jpg", 1);
520
521
522         temptexdetail = texdetail;
523         if (texdetail > 1)
524             texdetail = 4;
525         skybox->load(   "Textures/Skybox(grass)/Front.jpg",
526                         "Textures/Skybox(grass)/Left.jpg",
527                         "Textures/Skybox(grass)/Back.jpg",
528                         "Textures/Skybox(grass)/Right.jpg",
529                         "Textures/Skybox(grass)/Up.jpg",
530                         "Textures/Skybox(grass)/Down.jpg");
531
532
533
534         texdetail = temptexdetail;
535     }
536     temptexdetail = texdetail;
537     texdetail = 1;
538     terrain.load("Textures/HeightMap.png");
539
540     texdetail = temptexdetail;
541 }
542
543 void Game::Loadlevel(int which)
544 {
545     stealthloading = 0;
546     whichlevel = which;
547
548     if (which == -1) {
549         Loadlevel("tutorial", true);
550     } else if (which >= 0 && which <= 15) {
551         char buf[32];
552         snprintf(buf, 32, "map%d", which + 1); // challenges
553         Loadlevel(buf);
554     } else
555         Loadlevel("mapsave");
556 }
557
558 void Game::Loadlevel(const std::string& name, bool tutorial)
559 {
560     int indemo; // FIXME this should be removed
561     int templength;
562     float lamefloat;
563
564     LOGFUNC;
565
566     LOG(std::string("Loading level...") + name);
567
568     if (!gameon)
569         visibleloading = 1;
570     if (stealthloading)
571         visibleloading = 0;
572     if (!stillloading)
573         loadtime = 0;
574     gamestarted = 1;
575
576     numenvsounds = 0;
577
578     Tutorial::active = tutorial;
579
580     if (Tutorial::active) {
581         Tutorial::stage = 0;
582     }
583     if (Tutorial::stage == 0) {
584         Tutorial::stagetime = 0;
585         Tutorial::maxtime = 1;
586     }
587     pause_sound(whooshsound);
588     pause_sound(stream_firesound);
589
590     int mapvers;
591     FILE *tfile;
592     errno = 0;
593     tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
594
595     pause_sound(stream_firesound);
596     scoreadded = 0;
597     windialogue = false;
598     hostiletime = 0;
599     won = 0;
600
601     //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
602
603     Dialog::dialogs.clear();
604
605     Dialog::indialogue = -1;
606     cameramode = 0;
607
608     damagedealt = 0;
609     damagetaken = 0;
610
611     if (Account::hasActive()) {
612         difficulty = Account::active().getDifficulty();
613     }
614
615     Hotspot::hotspots.clear();
616     Hotspot::current = -1;
617     bonustime = 1;
618
619     skyboxtexture = 1;
620     skyboxr = 1;
621     skyboxg = 1;
622     skyboxb = 1;
623
624     freeze = 0;
625     winfreeze = 0;
626
627     for (int i = 0; i < 100; i++)
628         bonusnum[i] = 0;
629
630     numfalls = 0;
631     numflipfail = 0;
632     numseen = 0;
633     numstaffattack = 0;
634     numswordattack = 0;
635     numknifeattack = 0;
636     numunarmedattack = 0;
637     numescaped = 0;
638     numflipped = 0;
639     numwallflipped = 0;
640     numthrowkill = 0;
641     numafterkill = 0;
642     numreversals = 0;
643     numattacks = 0;
644     maxalarmed = 0;
645     numresponded = 0;
646
647     bonustotal = startbonustotal;
648     bonus = 0;
649     gameon = 1;
650     changedelay = 0;
651     if (console) {
652         emit_sound_np(consolesuccesssound);
653         freeze = 0;
654         console = false;
655     }
656
657     if (!stealthloading) {
658         terrain.numdecals = 0;
659         Sprite::deleteSprites();
660
661         for (int i = 0; i < subdivision; i++) {
662             for (int j = 0; j < subdivision; j++) {
663                 terrain.patchobjectnum[i][j] = 0;
664             }
665         }
666         if (visibleloading)
667             LoadingScreen();
668     }
669
670     weapons.clear();
671     Person::players.resize(1);
672
673     funpackf(tfile, "Bi", &mapvers);
674     if (mapvers < 12) {
675         cerr << name << " has obsolete map version " << mapvers << endl;
676     }
677     if (mapvers >= 15)
678         funpackf(tfile, "Bi", &indemo);
679     else
680         indemo = 0;
681     if (mapvers >= 5)
682         funpackf(tfile, "Bi", &maptype);
683     else
684         maptype = mapkilleveryone;
685     if (mapvers >= 6)
686         funpackf(tfile, "Bi", &hostile);
687     else
688         hostile = 1;
689     if (mapvers >= 4)
690         funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
691     else {
692         viewdistance = 100;
693         fadestart = .6;
694     }
695     if (mapvers >= 2)
696         funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
697     else {
698         skyboxtexture = 1;
699         skyboxr = 1;
700         skyboxg = 1;
701         skyboxb = 1;
702     }
703     if (mapvers >= 10)
704         funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
705     else {
706         skyboxlightr = skyboxr;
707         skyboxlightg = skyboxg;
708         skyboxlightb = skyboxb;
709     }
710     /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
711     if (stealthloading) {
712         funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
713     } else {
714         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);
715     }
716     if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
717         for (int j = 0; j < Person::players[0]->num_weapons; j++) {
718             Person::players[0]->weaponids[j] = weapons.size();
719             int type;
720             funpackf(tfile, "Bi", &type);
721             weapons.push_back(Weapon(type, 0));
722         }
723
724     if (visibleloading)
725         LoadingScreen();
726
727     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
728     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
729     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
730     funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
731
732     funpackf(tfile, "Bi", &Person::players[0]->numclothes);
733
734     if (mapvers >= 9)
735         funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
736     else {
737         Person::players[0]->whichskin = 0;
738         Person::players[0]->creature = rabbittype;
739     }
740
741     Person::players[0]->lastattack = -1;
742     Person::players[0]->lastattack2 = -1;
743     Person::players[0]->lastattack3 = -1;
744
745     //dialogues
746     if (mapvers >= 8) {
747         Dialog::loadDialogs(tfile);
748     }
749
750     for (int k = 0; k < Person::players[0]->numclothes; k++) {
751         funpackf(tfile, "Bi", &templength);
752         for (int l = 0; l < templength; l++)
753             funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
754         Person::players[0]->clothes[k][templength] = '\0';
755         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
756     }
757
758     funpackf(tfile, "Bi", &environment);
759
760     Object::LoadObjectsFromFile(tfile, stealthloading);
761
762     if (mapvers >= 7) {
763         int numhotspots;
764         funpackf(tfile, "Bi", &numhotspots);
765         if (numhotspots < 0) {
766             cerr << "Map " << name << " have an invalid number of hotspots" << endl;
767             numhotspots = 0;
768         }
769         Hotspot::hotspots.resize(numhotspots);
770         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
771             funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
772             funpackf(tfile, "Bi", &templength);
773             if (templength)
774                 for (int l = 0; l < templength; l++)
775                     funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
776             Hotspot::hotspots[i].text[templength] = '\0';
777             if (Hotspot::hotspots[i].type == -111)
778                 indemo = 1;
779         }
780     } else {
781         Hotspot::hotspots.clear();
782     }
783
784     if (visibleloading)
785         LoadingScreen();
786
787     if (!stealthloading) {
788         Object::ComputeCenter();
789
790         if (visibleloading)
791             LoadingScreen();
792
793         Object::ComputeRadius();
794     }
795
796     if (visibleloading)
797         LoadingScreen();
798
799     int numplayers;
800     funpackf(tfile, "Bi", &numplayers);
801     if (numplayers > maxplayers) {
802         cout << "Warning: this level contains more players than allowed" << endl;
803     }
804     unsigned j = 1;
805     for (int i = 1; i < numplayers; i++) {
806         try {
807             Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
808             j++;
809         } catch (InvalidPersonException e) {
810             cerr << "Invalid Person found in " << name << endl;
811         }
812     }
813     if (visibleloading)
814         LoadingScreen();
815
816     funpackf(tfile, "Bi", &numpathpoints);
817     if (numpathpoints > 30 || numpathpoints < 0)
818         numpathpoints = 0;
819     for (int j = 0; j < numpathpoints; j++) {
820         funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
821         for (int k = 0; k < numpathpointconnect[j]; k++) {
822             funpackf(tfile, "Bi", &pathpointconnect[j][k]);
823         }
824     }
825     if (visibleloading)
826         LoadingScreen();
827
828     funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
829
830     SetUpLighting();
831     if (environment != oldenvironment)
832         Setenvironment(environment);
833     oldenvironment = environment;
834
835     if (!stealthloading) {
836         Object::AddObjectsToTerrain();
837         terrain.DoShadows();
838         if (visibleloading)
839             LoadingScreen();
840         Object::DoShadows();
841         if (visibleloading)
842             LoadingScreen();
843     }
844
845     fclose(tfile);
846
847     for (unsigned i = 0; i < Person::players.size(); i++) {
848         if (visibleloading)
849             LoadingScreen();
850         if (i == 0) {
851             Person::players[i]->burnt = 0;
852             Person::players[i]->bled = 0;
853             Person::players[i]->onfire = 0;
854             Person::players[i]->scale = .2;
855             if (mapvers < 9) {
856                 Person::players[i]->creature = rabbittype;
857             }
858         }
859         Person::players[i]->skeleton.free = 0;
860
861         Person::players[i]->skeletonLoad();
862
863         Person::players[i]->addClothes();
864
865         if (i == 0) {
866             Person::players[i]->animCurrent = bounceidleanim;
867             Person::players[i]->animTarget = bounceidleanim;
868             Person::players[i]->frameCurrent = 0;
869             Person::players[i]->frameTarget = 1;
870             Person::players[i]->target = 0;
871         }
872         Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
873         if (difficulty == 0)
874             Person::players[i]->speed -= .2;
875         if (difficulty == 1)
876             Person::players[i]->speed -= .1;
877
878         if (i == 0) {
879             Person::players[i]->velocity = 0;
880             Person::players[i]->oldcoords = Person::players[i]->coords;
881             Person::players[i]->realoldcoords = Person::players[i]->coords;
882
883             Person::players[i]->id = i;
884             Person::players[i]->updatedelay = 0;
885             Person::players[i]->normalsupdatedelay = 0;
886
887             Person::players[i]->proportionhead = 1.2;
888             Person::players[i]->proportionbody = 1.05;
889             Person::players[i]->proportionarms = 1.00;
890             Person::players[i]->proportionlegs = 1.1;
891             Person::players[i]->proportionlegs.y = 1.05;
892             Person::players[i]->headless = 0;
893             Person::players[i]->currentoffset = 0;
894             Person::players[i]->targetoffset = 0;
895             if (Person::players[i]->creature == wolftype) {
896                 Person::players[i]->scale = .23;
897                 Person::players[i]->damagetolerance = 300;
898             } else {
899                 Person::players[i]->damagetolerance = 200;
900             }
901         }
902
903
904         if (visibleloading)
905             LoadingScreen();
906
907         if (cellophane) {
908             Person::players[i]->proportionhead.z = 0;
909             Person::players[i]->proportionbody.z = 0;
910             Person::players[i]->proportionarms.z = 0;
911             Person::players[i]->proportionlegs.z = 0;
912         }
913
914         Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
915
916         if (i == 0) {
917             Person::players[i]->headmorphness = 0;
918             Person::players[i]->targetheadmorphness = 1;
919             Person::players[i]->headmorphstart = 0;
920             Person::players[i]->headmorphend = 0;
921
922             Person::players[i]->pausetime = 0;
923
924             Person::players[i]->dead = 0;
925             Person::players[i]->jumppower = 5;
926             Person::players[i]->damage = 0;
927             Person::players[i]->permanentdamage = 0;
928             Person::players[i]->superpermanentdamage = 0;
929
930             Person::players[i]->forwardkeydown = 0;
931             Person::players[i]->leftkeydown = 0;
932             Person::players[i]->backkeydown = 0;
933             Person::players[i]->rightkeydown = 0;
934             Person::players[i]->jumpkeydown = 0;
935             Person::players[i]->crouchkeydown = 0;
936             Person::players[i]->throwkeydown = 0;
937
938             Person::players[i]->collided = -10;
939             Person::players[i]->loaded = 1;
940             Person::players[i]->bloodloss = 0;
941             Person::players[i]->weaponactive = -1;
942             Person::players[i]->weaponstuck = -1;
943             Person::players[i]->bleeding = 0;
944             Person::players[i]->deathbleeding = 0;
945             Person::players[i]->stunned = 0;
946             Person::players[i]->hasvictim = 0;
947             Person::players[i]->wentforweapon = 0;
948         }
949     }
950
951     Person::players[0]->aitype = playercontrolled;
952
953     if (difficulty == 1) {
954         Person::players[0]->power = 1 / .9;
955         Person::players[0]->damagetolerance = 250;
956     } else if (difficulty == 0) {
957         Person::players[0]->power = 1 / .8;
958         Person::players[0]->damagetolerance = 300;
959         Person::players[0]->armorhead *= 1.5;
960         Person::players[0]->armorhigh *= 1.5;
961         Person::players[0]->armorlow *= 1.5;
962     }
963
964     cameraloc = Person::players[0]->coords;
965     cameraloc.y += 5;
966     yaw = Person::players[0]->yaw;
967
968     hawkcoords = Person::players[0]->coords;
969     hawkcoords.y += 30;
970
971     if (visibleloading)
972         LoadingScreen();
973
974     LOG("Starting background music...");
975
976     OPENAL_StopSound(OPENAL_ALL);
977     if (ambientsound) {
978         if (environment == snowyenvironment) {
979             emit_stream_np(stream_wind);
980         } else if (environment == desertenvironment) {
981             emit_stream_np(stream_desertambient);
982         } else if (environment == grassyenvironment) {
983             emit_stream_np(stream_wind, 100.);
984         }
985     }
986     oldmusicvolume[0] = 0;
987     oldmusicvolume[1] = 0;
988     oldmusicvolume[2] = 0;
989     oldmusicvolume[3] = 0;
990
991     if (!firstload)
992         firstload = 1;
993
994     leveltime = 0;
995     wonleveltime = 0;
996     visibleloading = 0;
997 }
998
999 void doDevKeys()
1000 {
1001     float headprop, bodyprop, armprop, legprop;
1002     if (!devtools) {
1003         return;
1004     }
1005
1006     if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
1007         /* Invicible */
1008         if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1009             Person::players[0]->damagetolerance = 200000;
1010             Person::players[0]->damage = 0;
1011             Person::players[0]->burnt = 0;
1012             Person::players[0]->permanentdamage = 0;
1013             Person::players[0]->superpermanentdamage = 0;
1014         }
1015
1016         /* Change environment */
1017         if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1018             environment++;
1019             if (environment > 2)
1020                 environment = 0;
1021             Setenvironment(environment);
1022         }
1023
1024         /* Camera mode */
1025         if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1026             cameramode = !cameramode;
1027         }
1028
1029         /* Toggle Slow motion */
1030         if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1031             slomo = 1 - slomo;
1032             slomodelay = 1000;
1033         }
1034
1035         /* Ragdoll */
1036         if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1037             Person::players[0]->RagDoll(0);
1038
1039             emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1040         }
1041
1042         /* Grow tree leaves?? */
1043         if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1044             for (int i = 0; i < Object::objects.size(); i++) {
1045                 if (Object::objects[i]->type == treeleavestype) {
1046                     Object::objects[i]->scale *= .9;
1047                 }
1048             }
1049         }
1050
1051         /* Change (or add) weapon */
1052         if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1053             int closest = 0;
1054             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1055                 closest = findClosestPlayer();
1056             }
1057
1058             if (closest >= 0) {
1059                 if (Person::players[closest]->num_weapons > 0) {
1060                     if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
1061                         weapons[Person::players[closest]->weaponids[0]].setType(staff);
1062                     else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
1063                         weapons[Person::players[closest]->weaponids[0]].setType(knife);
1064                     else
1065                         weapons[Person::players[closest]->weaponids[0]].setType(sword);
1066                 } else {
1067                     Person::players[closest]->weaponids[0] = weapons.size();
1068
1069                     weapons.push_back(Weapon(knife, closest));
1070
1071                     Person::players[closest]->num_weapons = 1;
1072                 }
1073             }
1074         }
1075
1076         /* Change yaw? */
1077         if (Input::isKeyDown(SDL_SCANCODE_U)) {
1078             int closest = 0;
1079             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1080                 closest = findClosestPlayer();
1081             }
1082
1083             if (closest >= 0) {
1084                 Person::players[closest]->yaw += multiplier * 50;
1085                 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1086             }
1087         }
1088
1089         /* Toggle fire */
1090         if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1091             Person::players[0]->onfire = 1 - Person::players[0]->onfire;
1092             if (Person::players[0]->onfire) {
1093                 Person::players[0]->CatchFire();
1094             }
1095             if (!Person::players[0]->onfire) {
1096                 emit_sound_at(fireendsound, Person::players[0]->coords);
1097                 pause_sound(stream_firesound);
1098             }
1099         }
1100
1101         /* Change skin */
1102         if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1103             int closest = 0;
1104             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1105                 closest = findClosestPlayer();
1106             }
1107
1108             if (closest >= 0) {
1109                 Person::players[closest]->whichskin++;
1110                 if (Person::players[closest]->whichskin > 9)
1111                     Person::players[closest]->whichskin = 0;
1112                 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1113                     Person::players[closest]->whichskin = 0;
1114
1115                 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1116                         &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1117             }
1118
1119             Person::players[closest]->addClothes();
1120         }
1121
1122         /* Change creature type */
1123         if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1124             int closest = 0;
1125             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1126                 closest = findClosestPlayer();
1127             }
1128
1129             if (closest >= 0) {
1130                 if (Person::players[closest]->creature == wolftype) {
1131                     headprop = Person::players[closest]->proportionhead.x / 1.1;
1132                     bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1133                     armprop = Person::players[closest]->proportionarms.x / 1.1;
1134                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
1135                 } else {
1136                     // rabbittype
1137                     headprop = Person::players[closest]->proportionhead.x / 1.2;
1138                     bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1139                     armprop = Person::players[closest]->proportionarms.x / 1.00;
1140                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
1141                 }
1142
1143
1144                 if (Person::players[closest]->creature == rabbittype) {
1145                     Person::players[closest]->creature = wolftype;
1146                     Person::players[closest]->whichskin = 0;
1147                     Person::players[closest]->skeletonLoad();
1148
1149                     Person::players[closest]->proportionhead = 1.1;
1150                     Person::players[closest]->proportionbody = 1.1;
1151                     Person::players[closest]->proportionarms = 1.1;
1152                     Person::players[closest]->proportionlegs = 1.1;
1153                     Person::players[closest]->proportionlegs.y = 1.1;
1154                     Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1155
1156                     Person::players[closest]->damagetolerance = 300;
1157                 } else {
1158                     Person::players[closest]->creature = rabbittype;
1159                     Person::players[closest]->whichskin = 0;
1160                     Person::players[closest]->skeletonLoad(true);
1161
1162                     Person::players[closest]->proportionhead = 1.2;
1163                     Person::players[closest]->proportionbody = 1.05;
1164                     Person::players[closest]->proportionarms = 1.00;
1165                     Person::players[closest]->proportionlegs = 1.1;
1166                     Person::players[closest]->proportionlegs.y = 1.05;
1167                     Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1168
1169                     Person::players[closest]->damagetolerance = 200;
1170                 }
1171
1172                 if (Person::players[closest]->creature == wolftype) {
1173                     Person::players[closest]->proportionhead = 1.1 * headprop;
1174                     Person::players[closest]->proportionbody = 1.1 * bodyprop;
1175                     Person::players[closest]->proportionarms = 1.1 * armprop;
1176                     Person::players[closest]->proportionlegs = 1.1 * legprop;
1177                 }
1178
1179                 if (Person::players[closest]->creature == rabbittype) {
1180                     Person::players[closest]->proportionhead = 1.2 * headprop;
1181                     Person::players[closest]->proportionbody = 1.05 * bodyprop;
1182                     Person::players[closest]->proportionarms = 1.00 * armprop;
1183                     Person::players[closest]->proportionlegs = 1.1 * legprop;
1184                     Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1185                 }
1186
1187             }
1188         }
1189
1190         /* Decapitate */
1191         if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1192             int closest = -1;
1193             float closestdist = std::numeric_limits<float>::max();
1194
1195             for (unsigned i = 1; i < Person::players.size(); i++) {
1196                 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1197                 if (!Person::players[i]->headless)
1198                     if (distance < closestdist) {
1199                         closestdist = distance;
1200                         closest = i;
1201                     }
1202             }
1203
1204             XYZ flatfacing2, flatvelocity2;
1205             XYZ blah;
1206             if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1207                 blah = Person::players[closest]->coords;
1208                 XYZ headspurtdirection;
1209                 //int i = Person::players[closest]->skeleton.jointlabels[head];
1210                 Joint& headjoint = Person::players[closest]->joint(head);
1211                 for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
1212                     if (!Person::players[closest]->skeleton.free)
1213                         flatvelocity2 = Person::players[closest]->velocity;
1214                     if (Person::players[closest]->skeleton.free)
1215                         flatvelocity2 = headjoint.velocity;
1216                     if (!Person::players[closest]->skeleton.free)
1217                         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;
1218                     if (Person::players[closest]->skeleton.free)
1219                         flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1220                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1221                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1222                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1223                     headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1224                     Normalise(&headspurtdirection);
1225                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1226                     flatvelocity2 += headspurtdirection * 8;
1227                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1228                 }
1229                 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1230
1231                 emit_sound_at(splattersound, blah);
1232                 emit_sound_at(breaksound2, blah, 100.);
1233
1234                 if (Person::players[closest]->skeleton.free == 2)
1235                     Person::players[closest]->skeleton.free = 0;
1236                 Person::players[closest]->RagDoll(0);
1237                 Person::players[closest]->dead = 2;
1238                 Person::players[closest]->headless = 1;
1239                 Person::players[closest]->DoBloodBig(3, 165);
1240
1241                 camerashake += .3;
1242             }
1243         }
1244
1245         /* Explode */
1246         if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1247             int closest = findClosestPlayer();
1248             XYZ flatfacing2, flatvelocity2;
1249             XYZ blah;
1250             if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1251                 blah = Person::players[closest]->coords;
1252                 emit_sound_at(splattersound, blah);
1253                 emit_sound_at(breaksound2, blah);
1254
1255                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1256                     if (!Person::players[closest]->skeleton.free)
1257                         flatvelocity2 = Person::players[closest]->velocity;
1258                     if (Person::players[closest]->skeleton.free)
1259                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1260                     if (!Person::players[closest]->skeleton.free)
1261                         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;
1262                     if (Person::players[closest]->skeleton.free)
1263                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1264                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1265                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1266                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1267                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1268                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1269                     Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1270                 }
1271
1272                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1273                     if (!Person::players[closest]->skeleton.free)
1274                         flatvelocity2 = Person::players[closest]->velocity;
1275                     if (Person::players[closest]->skeleton.free)
1276                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1277                     if (!Person::players[closest]->skeleton.free)
1278                         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;
1279                     if (Person::players[closest]->skeleton.free)
1280                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1281                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1282                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1283                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1284                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1285                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1286                 }
1287
1288                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1289                     if (!Person::players[closest]->skeleton.free)
1290                         flatvelocity2 = Person::players[closest]->velocity;
1291                     if (Person::players[closest]->skeleton.free)
1292                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1293                     if (!Person::players[closest]->skeleton.free)
1294                         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;
1295                     if (Person::players[closest]->skeleton.free)
1296                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1297                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1298                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1299                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1300                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1301                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1302                 }
1303
1304                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1305                     if (!Person::players[closest]->skeleton.free)
1306                         flatvelocity2 = Person::players[closest]->velocity;
1307                     if (Person::players[closest]->skeleton.free)
1308                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1309                     if (!Person::players[closest]->skeleton.free)
1310                         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;
1311                     if (Person::players[closest]->skeleton.free)
1312                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1313                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1314                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1315                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1316                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1317                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1318                 }
1319
1320                 XYZ temppos;
1321                 for (unsigned j = 0; j < Person::players.size(); j++) {
1322                     if (int(j) != closest) {
1323                         if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1324                             Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1325                             if (Person::players[j]->skeleton.free == 2)
1326                                 Person::players[j]->skeleton.free = 1;
1327                             Person::players[j]->skeleton.longdead = 0;
1328                             Person::players[j]->RagDoll(0);
1329                             for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1330                                 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1331                                 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1332                                     flatvelocity2 = temppos - Person::players[closest]->coords;
1333                                     Normalise(&flatvelocity2);
1334                                     Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1335                                 }
1336                             }
1337                         }
1338                     }
1339                 }
1340
1341                 Person::players[closest]->DoDamage(10000);
1342                 Person::players[closest]->RagDoll(0);
1343                 Person::players[closest]->dead = 2;
1344                 Person::players[closest]->coords = 20;
1345                 Person::players[closest]->skeleton.free = 2;
1346
1347                 camerashake += .6;
1348
1349             }
1350         }
1351
1352         /* Enable editor */
1353         if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1354             editorenabled = !editorenabled;
1355             if (editorenabled) {
1356                 Person::players[0]->damagetolerance = 100000;
1357             } else {
1358                 Person::players[0]->damagetolerance = 200;
1359             }
1360             Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
1361             Person::players[0]->permanentdamage = 0;
1362             Person::players[0]->superpermanentdamage = 0;
1363             Person::players[0]->bloodloss = 0;
1364             Person::players[0]->deathbleeding = 0;
1365         }
1366     }
1367
1368     //skip level
1369     if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1370         targetlevel++;
1371         if (targetlevel > numchallengelevels - 1)
1372             targetlevel = 0;
1373         loading = 1;
1374         leveltime = 5;
1375     }
1376
1377     if (editorenabled) {
1378         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1379             int closest = findClosestPlayer();
1380             if (closest >= 0) {
1381                 Person::players.erase(Person::players.begin()+closest);
1382             }
1383         }
1384
1385         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1386             int closest = findClosestObject();
1387             if (closest >= 0) {
1388                 Object::objects[closest]->position.y -= 500;
1389             }
1390         }
1391
1392         if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1393             if (Object::objects.size() < max_objects - 1) {
1394                 XYZ scenecoords;
1395                 scenecoords.x = Person::players[0]->coords.x;
1396                 scenecoords.z = Person::players[0]->coords.z;
1397                 scenecoords.y = Person::players[0]->coords.y - 3;
1398                 if (editortype == bushtype)
1399                     scenecoords.y = Person::players[0]->coords.y - .5;
1400                 if (editortype == firetype)
1401                     scenecoords.y = Person::players[0]->coords.y - .5;
1402                 float temprotat, temprotat2;
1403                 temprotat = editoryaw;
1404                 temprotat2 = editorpitch;
1405                 if (temprotat < 0 || editortype == bushtype)
1406                     temprotat = Random() % 360;
1407                 if (temprotat2 < 0)
1408                     temprotat2 = Random() % 360;
1409
1410                 Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
1411                 if (editortype == treetrunktype)
1412                     Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1413             }
1414         }
1415
1416         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1417             Person::players.push_back(shared_ptr<Person>(new Person()));
1418
1419             Person::players.back()->id = Person::players.size()-1;
1420
1421             Person::players.back()->scale = Person::players[0]->scale;
1422             Person::players.back()->creature = rabbittype;
1423             Person::players.back()->howactive = editoractive;
1424
1425             int k = abs(Random() % 2) + 1;
1426             if (k == 0) {
1427                 Person::players.back()->whichskin = 0;
1428             } else if (k == 1) {
1429                 Person::players.back()->whichskin = 1;
1430             } else {
1431                 Person::players.back()->whichskin = 2;
1432             }
1433
1434             Person::players.back()->skeletonLoad(true);
1435
1436             Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1437             Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1438
1439             Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1440             Person::players.back()->yaw = Person::players[0]->yaw;
1441
1442             Person::players.back()->coords = Person::players[0]->coords;
1443             Person::players.back()->oldcoords = Person::players.back()->coords;
1444             Person::players.back()->realoldcoords = Person::players.back()->coords;
1445
1446             if (Person::players[0]->creature == wolftype) {
1447                 headprop = Person::players[0]->proportionhead.x / 1.1;
1448                 bodyprop = Person::players[0]->proportionbody.x / 1.1;
1449                 armprop = Person::players[0]->proportionarms.x / 1.1;
1450                 legprop = Person::players[0]->proportionlegs.x / 1.1;
1451             } else {
1452                 // rabbittype
1453                 headprop = Person::players[0]->proportionhead.x / 1.2;
1454                 bodyprop = Person::players[0]->proportionbody.x / 1.05;
1455                 armprop = Person::players[0]->proportionarms.x / 1.00;
1456                 legprop = Person::players[0]->proportionlegs.x / 1.1;
1457             }
1458
1459             if (Person::players.back()->creature == wolftype) {
1460                 Person::players.back()->proportionhead = 1.1 * headprop;
1461                 Person::players.back()->proportionbody = 1.1 * bodyprop;
1462                 Person::players.back()->proportionarms = 1.1 * armprop;
1463                 Person::players.back()->proportionlegs = 1.1 * legprop;
1464             }
1465
1466             if (Person::players.back()->creature == rabbittype) {
1467                 Person::players.back()->proportionhead = 1.2 * headprop;
1468                 Person::players.back()->proportionbody = 1.05 * bodyprop;
1469                 Person::players.back()->proportionarms = 1.00 * armprop;
1470                 Person::players.back()->proportionlegs = 1.1 * legprop;
1471                 Person::players.back()->proportionlegs.y = 1.05 * legprop;
1472             }
1473
1474             if (cellophane) {
1475                 Person::players.back()->proportionhead.z = 0;
1476                 Person::players.back()->proportionbody.z = 0;
1477                 Person::players.back()->proportionarms.z = 0;
1478                 Person::players.back()->proportionlegs.z = 0;
1479             }
1480
1481             Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
1482
1483             Person::players.back()->damagetolerance = 200;
1484
1485             Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1486             Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1487             Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1488             Person::players.back()->armorhead = Person::players[0]->armorhead;
1489             Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1490             Person::players.back()->armorlow = Person::players[0]->armorlow;
1491             Person::players.back()->metalhead = Person::players[0]->metalhead;
1492             Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1493             Person::players.back()->metallow = Person::players[0]->metallow;
1494
1495             Person::players.back()->immobile = Person::players[0]->immobile;
1496
1497             Person::players.back()->numclothes = Person::players[0]->numclothes;
1498             for (int i = 0; i < Person::players.back()->numclothes; i++) {
1499                 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1500                 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1501                 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1502                 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1503             }
1504             Person::players.back()->addClothes();
1505
1506             Person::players.back()->power = Person::players[0]->power;
1507             Person::players.back()->speedmult = Person::players[0]->speedmult;
1508
1509             Person::players.back()->loaded = true;
1510         }
1511
1512         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1513             if (Person::players.back()->numwaypoints < 90) {
1514                 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1515                 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1516                 Person::players.back()->numwaypoints++;
1517             }
1518         }
1519
1520         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1521             if (numpathpoints < 30) {
1522                 bool connected, alreadyconnected;
1523                 connected = 0;
1524                 if (numpathpoints > 1)
1525                     for (int i = 0; i < numpathpoints; i++) {
1526                         if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1527                             alreadyconnected = 0;
1528                             for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1529                                 if (pathpointconnect[pathpointselected][j] == i)
1530                                     alreadyconnected = 1;
1531                             }
1532                             if (!alreadyconnected) {
1533                                 numpathpointconnect[pathpointselected]++;
1534                                 connected = 1;
1535                                 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1536                             }
1537                         }
1538                     }
1539                 if (!connected) {
1540                     numpathpoints++;
1541                     pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1542                     numpathpointconnect[numpathpoints - 1] = 0;
1543                     if (numpathpoints > 1 && pathpointselected != -1) {
1544                         numpathpointconnect[pathpointselected]++;
1545                         pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1546                     }
1547                     pathpointselected = numpathpoints - 1;
1548                 }
1549             }
1550         }
1551
1552         if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1553             pathpointselected++;
1554             if (pathpointselected >= numpathpoints)
1555                 pathpointselected = -1;
1556         }
1557
1558         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1559             pathpointselected--;
1560             if (pathpointselected <= -2)
1561                 pathpointselected = numpathpoints - 1;
1562         }
1563
1564         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1565             if (pathpointselected != -1) {
1566                 numpathpoints--;
1567                 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1568                 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1569                 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1570                     pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1571                 }
1572                 for (int i = 0; i < numpathpoints; i++) {
1573                     for (int j = 0; j < numpathpointconnect[i]; j++) {
1574                         if (pathpointconnect[i][j] == pathpointselected) {
1575                             pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1576                             numpathpointconnect[i]--;
1577                         }
1578                         if (pathpointconnect[i][j] == numpathpoints) {
1579                             pathpointconnect[i][j] = pathpointselected;
1580                         }
1581                     }
1582                 }
1583                 pathpointselected = numpathpoints - 1;
1584             }
1585         }
1586
1587         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1588             editortype--;
1589             if (editortype == treeleavestype || editortype == 10)
1590                 editortype--;
1591             if (editortype < 0)
1592                 editortype = firetype;
1593         }
1594
1595         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1596             editortype++;
1597             if (editortype == treeleavestype || editortype == 10)
1598                 editortype++;
1599             if (editortype > firetype)
1600                 editortype = 0;
1601         }
1602
1603         if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1604             editoryaw -= multiplier * 100;
1605             if (editoryaw < -.01)
1606                 editoryaw = -.01;
1607         }
1608
1609         if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1610             editoryaw += multiplier * 100;
1611         }
1612
1613         if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1614             editorsize += multiplier;
1615         }
1616
1617         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1618             editorsize -= multiplier;
1619             if (editorsize < .1)
1620                 editorsize = .1;
1621         }
1622
1623
1624         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1625             mapradius -= multiplier * 10;
1626         }
1627
1628         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1629             mapradius += multiplier * 10;
1630         }
1631
1632         if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1633             editorpitch += multiplier * 100;
1634         }
1635
1636         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1637             editorpitch -= multiplier * 100;
1638             if (editorpitch < -.01)
1639                 editorpitch = -.01;
1640         }
1641
1642         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Object::objects.size() && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1643             int closest = findClosestObject();
1644             if (closest >= 0) {
1645                 Object::DeleteObject(closest);
1646             }
1647         }
1648     }
1649 }
1650
1651 void doJumpReversals()
1652 {
1653     for (unsigned k = 0; k < Person::players.size(); k++)
1654         for (unsigned i = k; i < Person::players.size(); i++) {
1655             if (i == k)
1656                 continue;
1657             if (     Person::players[k]->skeleton.free == 0 &&
1658                      Person::players[i]->skeleton.oldfree == 0 &&
1659                      (Person::players[i]->animTarget == jumpupanim ||
1660                       Person::players[k]->animTarget == jumpupanim) &&
1661                      (Person::players[i]->aitype == playercontrolled ||
1662                       Person::players[k]->aitype == playercontrolled) &&
1663                      ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1664                       (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1665                 if (     distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1666                          distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1667                     //TODO: refactor two huge similar ifs
1668                     if (Person::players[i]->animTarget == jumpupanim &&
1669                             Person::players[k]->animTarget != getupfrombackanim &&
1670                             Person::players[k]->animTarget != getupfromfrontanim &&
1671                             Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1672                             normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1673                             ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
1674                              Person::players[k]->aitype != playercontrolled)) {
1675                         Person::players[i]->victim = Person::players[k];
1676                         Person::players[i]->velocity = 0;
1677                         Person::players[i]->animCurrent = jumpreversedanim;
1678                         Person::players[i]->animTarget = jumpreversedanim;
1679                         Person::players[i]->frameCurrent = 0;
1680                         Person::players[i]->frameTarget = 1;
1681                         Person::players[i]->targettilt2 = 0;
1682                         Person::players[k]->victim = Person::players[i];
1683                         Person::players[k]->velocity = 0;
1684                         Person::players[k]->animCurrent = jumpreversalanim;
1685                         Person::players[k]->animTarget = jumpreversalanim;
1686                         Person::players[k]->frameCurrent = 0;
1687                         Person::players[k]->frameTarget = 1;
1688                         Person::players[k]->targettilt2 = 0;
1689                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1690                             Person::players[i]->animCurrent = rabbitkickreversedanim;
1691                             Person::players[i]->animTarget = rabbitkickreversedanim;
1692                             Person::players[i]->frameCurrent = 1;
1693                             Person::players[i]->frameTarget = 2;
1694                             Person::players[k]->animCurrent = rabbitkickreversalanim;
1695                             Person::players[k]->animTarget = rabbitkickreversalanim;
1696                             Person::players[k]->frameCurrent = 1;
1697                             Person::players[k]->frameTarget = 2;
1698                         }
1699                         Person::players[i]->target = 0;
1700                         Person::players[k]->oldcoords = Person::players[k]->coords;
1701                         Person::players[i]->coords = Person::players[k]->coords;
1702                         Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1703                         Person::players[k]->yaw = Person::players[i]->targetyaw;
1704                         if (Person::players[k]->aitype == attacktypecutoff)
1705                             Person::players[k]->stunned = .5;
1706                     }
1707                     if (Person::players[k]->animTarget == jumpupanim &&
1708                             Person::players[i]->animTarget != getupfrombackanim &&
1709                             Person::players[i]->animTarget != getupfromfrontanim &&
1710                             Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1711                             normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1712                             ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
1713                              Person::players[i]->aitype != playercontrolled)) {
1714                         Person::players[k]->victim = Person::players[i];
1715                         Person::players[k]->velocity = 0;
1716                         Person::players[k]->animCurrent = jumpreversedanim;
1717                         Person::players[k]->animTarget = jumpreversedanim;
1718                         Person::players[k]->frameCurrent = 0;
1719                         Person::players[k]->frameTarget = 1;
1720                         Person::players[k]->targettilt2 = 0;
1721                         Person::players[i]->victim = Person::players[k];
1722                         Person::players[i]->velocity = 0;
1723                         Person::players[i]->animCurrent = jumpreversalanim;
1724                         Person::players[i]->animTarget = jumpreversalanim;
1725                         Person::players[i]->frameCurrent = 0;
1726                         Person::players[i]->frameTarget = 1;
1727                         Person::players[i]->targettilt2 = 0;
1728                         if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1729                             Person::players[k]->animTarget = rabbitkickreversedanim;
1730                             Person::players[k]->animCurrent = rabbitkickreversedanim;
1731                             Person::players[i]->animCurrent = rabbitkickreversalanim;
1732                             Person::players[i]->animTarget = rabbitkickreversalanim;
1733                             Person::players[k]->frameCurrent = 1;
1734                             Person::players[k]->frameTarget = 2;
1735                             Person::players[i]->frameCurrent = 1;
1736                             Person::players[i]->frameTarget = 2;
1737                         }
1738                         Person::players[k]->target = 0;
1739                         Person::players[i]->oldcoords = Person::players[i]->coords;
1740                         Person::players[k]->coords = Person::players[i]->coords;
1741                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1742                         Person::players[i]->yaw = Person::players[k]->targetyaw;
1743                         if (Person::players[i]->aitype == attacktypecutoff)
1744                             Person::players[i]->stunned = .5;
1745                     }
1746                 }
1747             }
1748         }
1749 }
1750
1751 void doAerialAcrobatics()
1752 {
1753     static XYZ facing, flatfacing;
1754     for (unsigned k = 0; k < Person::players.size(); k++) {
1755         Person::players[k]->turnspeed = 500;
1756
1757         if ((Person::players[k]->isRun() &&
1758                 ((Person::players[k]->targetyaw != rabbitrunninganim &&
1759                   Person::players[k]->targetyaw != wolfrunninganim) ||
1760                  Person::players[k]->frameTarget == 4)) ||
1761                 Person::players[k]->animTarget == removeknifeanim ||
1762                 Person::players[k]->animTarget == crouchremoveknifeanim ||
1763                 Person::players[k]->animTarget == flipanim ||
1764                 Person::players[k]->animTarget == fightsidestep ||
1765                 Person::players[k]->animTarget == walkanim) {
1766             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1767         }
1768
1769
1770         if (Person::players[k]->isStop() ||
1771                 Person::players[k]->isLanding() ||
1772                 Person::players[k]->animTarget == staggerbackhighanim ||
1773                 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1774                 Person::players[k]->animTarget == staggerbackhardanim ||
1775                 Person::players[k]->animTarget == backhandspringanim ||
1776                 Person::players[k]->animTarget == dodgebackanim ||
1777                 Person::players[k]->animTarget == rollanim ||
1778                 (Animation::animations[Person::players[k]->animTarget].attack &&
1779                  Person::players[k]->animTarget != rabbitkickanim &&
1780                  (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1781                  (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1782             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1783         }
1784
1785         if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1786             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1787         }
1788
1789         Person::players[k]->DoStuff();
1790         if (Person::players[k]->immobile && k != 0)
1791             Person::players[k]->coords = Person::players[k]->realoldcoords;
1792
1793         //if player's position has changed (?)
1794         if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1795                 !Person::players[k]->skeleton.free &&
1796                 Person::players[k]->animTarget != climbanim &&
1797                 Person::players[k]->animTarget != hanganim) {
1798             XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1799             int whichhit;
1800             bool tempcollide = 0;
1801
1802             if (Person::players[k]->collide < -.3)
1803                 Person::players[k]->collide = -.3;
1804             if (Person::players[k]->collide > 1)
1805                 Person::players[k]->collide = 1;
1806             Person::players[k]->collide -= multiplier * 30;
1807
1808             //clip to terrain
1809             Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1810
1811             for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
1812                 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1813                 if (Object::objects[i]->type != rocktype ||
1814                         Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
1815                         Object::objects[i]->position.y > Person::players[k]->coords.y) {
1816                     lowpoint = Person::players[k]->coords;
1817                     if (Person::players[k]->animTarget != jumpupanim &&
1818                             Person::players[k]->animTarget != jumpdownanim &&
1819                             !Person::players[k]->isFlip())
1820                         lowpoint.y += 1.25;
1821                     else
1822                         lowpoint.y += 1.3;
1823                     if (     Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1824                              Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
1825                         Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1826                     if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1827                         flatfacing = lowpoint - Person::players[k]->coords;
1828                         Person::players[k]->coords = lowpoint;
1829                         Person::players[k]->coords.y -= 1.3;
1830                         Person::players[k]->collide = 1;
1831                         tempcollide = 1;
1832                         //wall jumps
1833                         //TODO: refactor four similar blocks
1834                         if (Person::players[k]->aitype == playercontrolled &&
1835                                 (Person::players[k]->animTarget == jumpupanim ||
1836                                  Person::players[k]->animTarget == jumpdownanim ||
1837                                  Person::players[k]->isFlip()) &&
1838                                 !Person::players[k]->jumptogglekeydown &&
1839                                 Person::players[k]->jumpkeydown) {
1840                             lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1841                             XYZ tempcoords1 = lowpoint;
1842                             whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1843                             if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
1844                                 Person::players[k]->setAnimation(walljumpleftanim);
1845                                 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1846                                 if (k == 0)
1847                                     pause_sound(whooshsound);
1848
1849                                 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1850                                 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1851                                 if (lowpointtarget.z < 0)
1852                                     Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1853                                 Person::players[k]->targetyaw = Person::players[k]->yaw;
1854                                 Person::players[k]->lowyaw = Person::players[k]->yaw;
1855                                 if (k == 0)
1856                                     numwallflipped++;
1857                             } else {
1858                                 lowpoint = tempcoords1;
1859                                 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
1860                                 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1861                                 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
1862                                     Person::players[k]->setAnimation(walljumprightanim);
1863                                     emit_sound_at(movewhooshsound, Person::players[k]->coords);
1864                                     if (k == 0)
1865                                         pause_sound(whooshsound);
1866
1867                                     lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1868                                     Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1869                                     if (lowpointtarget.z < 0)
1870                                         Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1871                                     Person::players[k]->targetyaw = Person::players[k]->yaw;
1872                                     Person::players[k]->lowyaw = Person::players[k]->yaw;
1873                                     if (k == 0)
1874                                         numwallflipped++;
1875                                 } else {
1876                                     lowpoint = tempcoords1;
1877                                     lowpointtarget = lowpoint + Person::players[k]->facing * 2;
1878                                     whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1879                                     if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
1880                                         Person::players[k]->setAnimation(walljumpbackanim);
1881                                         emit_sound_at(movewhooshsound, Person::players[k]->coords);
1882                                         if (k == 0)
1883                                             pause_sound(whooshsound);
1884
1885                                         lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1886                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1887                                         if (lowpointtarget.z < 0)
1888                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1889                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
1890                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
1891                                         if (k == 0)
1892                                             numwallflipped++;
1893                                     } else {
1894                                         lowpoint = tempcoords1;
1895                                         lowpointtarget = lowpoint - Person::players[k]->facing * 2;
1896                                         whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1897                                         if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
1898                                             Person::players[k]->setAnimation(walljumpfrontanim);
1899                                             emit_sound_at(movewhooshsound, Person::players[k]->coords);
1900                                             if (k == 0)
1901                                                 pause_sound(whooshsound);
1902
1903                                             lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1904                                             Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1905                                             if (lowpointtarget.z < 0)
1906                                                 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1907                                             Person::players[k]->yaw += 180;
1908                                             Person::players[k]->targetyaw = Person::players[k]->yaw;
1909                                             Person::players[k]->lowyaw = Person::players[k]->yaw;
1910                                             if (k == 0)
1911                                                 numwallflipped++;
1912                                         }
1913                                     }
1914                                 }
1915                             }
1916                         }
1917                     }
1918                 } else if (Object::objects[i]->type == rocktype) {
1919                     lowpoint2 = Person::players[k]->coords;
1920                     lowpoint = Person::players[k]->coords;
1921                     lowpoint.y += 2;
1922                     if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
1923                         Person::players[k]->coords = colpoint;
1924                         Person::players[k]->collide = 1;
1925                         tempcollide = 1;
1926
1927                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
1928                             //flipped into a rock
1929                             if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
1930                                 Person::players[k]->RagDoll(0);
1931
1932                             if (Person::players[k]->animTarget == jumpupanim) {
1933                                 Person::players[k]->jumppower = -4;
1934                                 Person::players[k]->animTarget = Person::players[k]->getIdle();
1935                             }
1936                             Person::players[k]->target = 0;
1937                             Person::players[k]->frameTarget = 0;
1938                             Person::players[k]->onterrain = 1;
1939
1940                             if (Person::players[k]->id == 0) {
1941                                 pause_sound(whooshsound);
1942                                 OPENAL_SetVolume(channels[whooshsound], 0);
1943                             }
1944
1945                             //landing
1946                             if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
1947                                 if (Person::players[k]->isFlip())
1948                                     Person::players[k]->jumppower = -4;
1949                                 Person::players[k]->animTarget = Person::players[k]->getLanding();
1950                                 emit_sound_at(landsound, Person::players[k]->coords, 128.);
1951                                 if (k == 0) {
1952                                     addEnvSound(Person::players[k]->coords);
1953                                 }
1954                             }
1955                         }
1956                     }
1957                 }
1958             }
1959
1960             if (tempcollide)
1961                 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
1962                     int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1963                     lowpoint = Person::players[k]->coords;
1964                     lowpoint.y += 1.35;
1965                     if (Object::objects[i]->type != rocktype)
1966                         if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1967                             if (Person::players[k]->animTarget != jumpupanim &&
1968                                     Person::players[k]->animTarget != jumpdownanim &&
1969                                     Person::players[k]->onterrain)
1970                                 Person::players[k]->avoidcollided = 1;
1971                             Person::players[k]->coords = lowpoint;
1972                             Person::players[k]->coords.y -= 1.35;
1973                             Person::players[k]->collide = 1;
1974
1975                             if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
1976                                     (Person::players[k]->animCurrent != climbanim &&
1977                                      Person::players[k]->animCurrent != hanganim &&
1978                                      !Person::players[k]->isWallJump() ||
1979                                      Person::players[k]->animTarget == jumpupanim ||
1980                                      Person::players[k]->animTarget == jumpdownanim)) {
1981                                 lowpoint = Person::players[k]->coords;
1982                                 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
1983                                 lowpoint = Person::players[k]->coords;
1984                                 lowpoint.y += .05;
1985                                 facing = 0;
1986                                 facing.z = -1;
1987                                 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
1988                                 lowpointtarget = lowpoint + facing * 1.4;
1989                                 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1990                                 if (whichhit != -1) {
1991                                     lowpoint = Person::players[k]->coords;
1992                                     lowpoint.y += .1;
1993                                     lowpointtarget = lowpoint + facing * 1.4;
1994                                     lowpoint2 = lowpoint;
1995                                     lowpointtarget2 = lowpointtarget;
1996                                     lowpoint3 = lowpoint;
1997                                     lowpointtarget3 = lowpointtarget;
1998                                     lowpoint4 = lowpoint;
1999                                     lowpointtarget4 = lowpointtarget;
2000                                     lowpoint5 = lowpoint;
2001                                     lowpointtarget5 = lowpointtarget;
2002                                     lowpoint6 = lowpoint;
2003                                     lowpointtarget6 = lowpointtarget;
2004                                     lowpoint7 = lowpoint;
2005                                     lowpointtarget7 = lowpoint;
2006                                     lowpoint2.x += .1;
2007                                     lowpointtarget2.x += .1;
2008                                     lowpoint3.z += .1;
2009                                     lowpointtarget3.z += .1;
2010                                     lowpoint4.x -= .1;
2011                                     lowpointtarget4.x -= .1;
2012                                     lowpoint5.z -= .1;
2013                                     lowpointtarget5.z -= .1;
2014                                     lowpoint6.y += 45 / 13;
2015                                     lowpointtarget6.y += 45 / 13;
2016                                     lowpointtarget6 += facing * .6;
2017                                     lowpointtarget7.y += 90 / 13;
2018                                     whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2019                                     if (Object::objects[i]->friction > .5)
2020                                         if (whichhit != -1) {
2021                                             if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
2022                                                 Person::players[k]->collided = 1;
2023                                             if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1)
2024                                                 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1)
2025                                                     if (     Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
2026                                                              &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2027                                                              Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
2028                                                                      &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2029                                                              Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
2030                                                                      &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2031                                                              Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
2032                                                                      &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
2033                                                         for (int j = 0; j < 45; j++) {
2034                                                             lowpoint = Person::players[k]->coords;
2035                                                             lowpoint.y += (float)j / 13;
2036                                                             lowpointtarget = lowpoint + facing * 1.4;
2037                                                             if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
2038                                                                                                    &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
2039                                                                 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
2040                                                                     break;
2041                                                                 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2042                                                                     lowpoint = Person::players[k]->coords;
2043                                                                     lowpoint.y += (float)j / 13;
2044                                                                     lowpointtarget = lowpoint + facing * 1.3;
2045                                                                     flatfacing = Person::players[k]->coords;
2046                                                                     Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * .01;
2047                                                                     Person::players[k]->coords.y = lowpointtarget.y - .07;
2048                                                                     Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2049
2050                                                                     if (j > 10 || !Person::players[k]->isRun()) {
2051                                                                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2052                                                                             if (k == 0)
2053                                                                                 pause_sound(whooshsound);
2054                                                                         }
2055                                                                         emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2056
2057                                                                         lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
2058                                                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2059                                                                         if (lowpointtarget.z < 0)
2060                                                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2061                                                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
2062                                                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
2063
2064                                                                         //Person::players[k]->velocity=lowpointtarget*.03;
2065                                                                         Person::players[k]->velocity = 0;
2066
2067                                                                         //climb ledge (?)
2068                                                                         if (Person::players[k]->animTarget == jumpupanim) {
2069                                                                             Person::players[k]->animTarget = climbanim;
2070                                                                             Person::players[k]->jumppower = 0;
2071                                                                             Person::players[k]->jumpclimb = 1;
2072                                                                         }
2073                                                                         Person::players[k]->transspeed = 6;
2074                                                                         Person::players[k]->target = 0;
2075                                                                         Person::players[k]->frameTarget = 1;
2076                                                                         //hang ledge (?)
2077                                                                         if (j > 25) {
2078                                                                             Person::players[k]->setAnimation(hanganim);
2079                                                                             Person::players[k]->jumppower = 0;
2080                                                                         }
2081                                                                     }
2082                                                                     break;
2083                                                                 }
2084                                                             }
2085                                                         }
2086                                         }
2087                                 }
2088                             }
2089                         }
2090                 }
2091             if (Person::players[k]->collide <= 0) {
2092                 //in the air
2093                 if (!Person::players[k]->onterrain &&
2094                         Person::players[k]->animTarget != jumpupanim &&
2095                         Person::players[k]->animTarget != jumpdownanim &&
2096                         Person::players[k]->animTarget != climbanim &&
2097                         Person::players[k]->animTarget != hanganim &&
2098                         !Person::players[k]->isWallJump() &&
2099                         !Person::players[k]->isFlip()) {
2100                     if (Person::players[k]->animCurrent != climbanim &&
2101                             Person::players[k]->animCurrent != tempanim &&
2102                             Person::players[k]->animTarget != backhandspringanim &&
2103                             (Person::players[k]->animTarget != rollanim ||
2104                              Person::players[k]->frameTarget < 2 ||
2105                              Person::players[k]->frameTarget > 6)) {
2106                         //stagger off ledge (?)
2107                         if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2108                             Person::players[k]->RagDoll(0);
2109                         Person::players[k]->setAnimation(jumpdownanim);
2110
2111                         if (!k)
2112                             emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2113                     }
2114                     //gravity
2115                     Person::players[k]->velocity.y += gravity;
2116                 }
2117             }
2118         }
2119         Person::players[k]->realoldcoords = Person::players[k]->coords;
2120     }
2121 }
2122
2123 void doAttacks()
2124 {
2125     static int randattack;
2126     static bool playerrealattackkeydown = 0;
2127
2128     if (!Input::isKeyDown(attackkey))
2129         oldattackkey = 0;
2130     if (oldattackkey)
2131         Person::players[0]->attackkeydown = 0;
2132     if (oldattackkey)
2133         playerrealattackkeydown = 0;
2134     if (!oldattackkey)
2135         playerrealattackkeydown = Input::isKeyDown(attackkey);
2136     if ((Person::players[0]->parriedrecently <= 0 ||
2137             Person::players[0]->weaponactive == -1) &&
2138             (!oldattackkey ||
2139              (realthreat &&
2140               Person::players[0]->lastattack != swordslashanim &&
2141               Person::players[0]->lastattack != knifeslashstartanim &&
2142               Person::players[0]->lastattack != staffhitanim &&
2143               Person::players[0]->lastattack != staffspinhitanim)))
2144         Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2145     if (Input::isKeyDown(attackkey) &&
2146             !oldattackkey &&
2147             !Person::players[0]->backkeydown) {
2148         for (unsigned k = 0; k < Person::players.size(); k++) {
2149             if ((Person::players[k]->animTarget == swordslashanim ||
2150                     Person::players[k]->animTarget == staffhitanim ||
2151                     Person::players[k]->animTarget == staffspinhitanim) &&
2152                     Person::players[0]->animCurrent != dodgebackanim &&
2153                     !Person::players[k]->skeleton.free)
2154                 Person::players[k]->Reverse();
2155         }
2156     }
2157
2158     if (!hostile || Dialog::inDialog())
2159         Person::players[0]->attackkeydown = 0;
2160
2161     for (unsigned k = 0; k < Person::players.size(); k++) {
2162         if (Dialog::inDialog())
2163             Person::players[k]->attackkeydown = 0;
2164         if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2165             if (Person::players[k]->aitype != playercontrolled)
2166                 Person::players[k]->victim = Person::players[0];
2167             //attack key pressed
2168             if (Person::players[k]->attackkeydown) {
2169                 //dodge backward
2170                 if (Person::players[k]->backkeydown &&
2171                         Person::players[k]->animTarget != backhandspringanim &&
2172                         (Person::players[k]->isIdle() ||
2173                          Person::players[k]->isStop() ||
2174                          Person::players[k]->isRun() ||
2175                          Person::players[k]->animTarget == walkanim)) {
2176                     if (Person::players[k]->jumppower <= 1) {
2177                         Person::players[k]->jumppower -= 2;
2178                     } else {
2179                         for (unsigned i = 0; i < Person::players.size(); i++) {
2180                             if (i == k)
2181                                 continue;
2182                             if (Person::players[i]->animTarget == swordslashanim ||
2183                                     Person::players[i]->animTarget == knifeslashstartanim ||
2184                                     Person::players[i]->animTarget == staffhitanim ||
2185                                     Person::players[i]->animTarget == staffspinhitanim)
2186                                 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2187                                     Person::players[k]->setAnimation(dodgebackanim);
2188                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2189                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2190                                 }
2191                         }
2192                         if (Person::players[k]->animTarget != dodgebackanim) {
2193                             if (k == 0)
2194                                 numflipped++;
2195                             Person::players[k]->setAnimation(backhandspringanim);
2196                             Person::players[k]->targetyaw = -yaw + 180;
2197                             if (Person::players[k]->leftkeydown)
2198                                 Person::players[k]->targetyaw -= 45;
2199                             if (Person::players[k]->rightkeydown)
2200                                 Person::players[k]->targetyaw += 45;
2201                             Person::players[k]->yaw = Person::players[k]->targetyaw;
2202                             Person::players[k]->jumppower -= 2;
2203                         }
2204                     }
2205                 }
2206                 //attack
2207                 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2208                         !Person::players[k]->backkeydown &&
2209                         (Person::players[k]->isIdle() ||
2210                          Person::players[k]->isRun() ||
2211                          Person::players[k]->animTarget == walkanim ||
2212                          Person::players[k]->animTarget == sneakanim ||
2213                          Person::players[k]->isCrouch())) {
2214                     const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2215                     //normal attacks (?)
2216                     Person::players[k]->hasvictim = 0;
2217                     if (Person::players.size() > 1)
2218                         for (unsigned i = 0; i < Person::players.size(); i++) {
2219                             if (i == k || !(k == 0 || i == 0))
2220                                 continue;
2221                             if (!Person::players[k]->hasvictim)
2222                                 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2223                                     //choose an attack
2224                                     const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2225                                     if (distance < 4.5 &&
2226                                             !Person::players[i]->skeleton.free &&
2227                                             Person::players[i]->howactive < typedead1 &&
2228                                             Person::players[i]->animTarget != jumpreversedanim &&
2229                                             Person::players[i]->animTarget != rabbitkickreversedanim &&
2230                                             Person::players[i]->animTarget != rabbitkickanim &&
2231                                             Person::players[k]->animTarget != rabbitkickanim &&
2232                                             Person::players[i]->animTarget != getupfrombackanim &&
2233                                             (Person::players[i]->animTarget != staggerbackhighanim &&
2234                                              (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2235                                             Person::players[i]->animTarget != jumpdownanim &&
2236                                             Person::players[i]->animTarget != jumpupanim &&
2237                                             Person::players[i]->animTarget != getupfromfrontanim) {
2238                                         Person::players[k]->victim = Person::players[i];
2239                                         Person::players[k]->hasvictim = 1;
2240                                         if (Person::players[k]->aitype == playercontrolled) { //human player
2241                                             //sweep
2242                                             if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2243                                                     Person::players[k]->crouchkeydown &&
2244                                                     Animation::animations[Person::players[i]->animTarget].height != lowheight)
2245                                                 Person::players[k]->animTarget = sweepanim;
2246                                             //winduppunch
2247                                             else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2248                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2249                                                      !Person::players[k]->forwardkeydown &&
2250                                                      !Person::players[k]->leftkeydown &&
2251                                                      !Person::players[k]->rightkeydown &&
2252                                                      !Person::players[k]->crouchkeydown &&
2253                                                      !attackweapon &&
2254                                                      !reversaltrain)
2255                                                 Person::players[k]->animTarget = winduppunchanim;
2256                                             //upunch
2257                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2258                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2259                                                      !Person::players[k]->forwardkeydown &&
2260                                                      !Person::players[k]->leftkeydown &&
2261                                                      !Person::players[k]->rightkeydown &&
2262                                                      !Person::players[k]->crouchkeydown &&
2263                                                      !attackweapon)
2264                                                 Person::players[k]->animTarget = upunchanim;
2265                                             //knifefollow
2266                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2267                                                      Person::players[i]->staggerdelay > 0 &&
2268                                                      attackweapon == knife &&
2269                                                      Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
2270                                                 Person::players[k]->animTarget = knifefollowanim;
2271                                             //knifeslashstart
2272                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2273                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2274                                                      !Person::players[k]->forwardkeydown &&
2275                                                      !Person::players[k]->leftkeydown &&
2276                                                      !Person::players[k]->rightkeydown &&
2277                                                      !Person::players[k]->crouchkeydown &&
2278                                                      attackweapon == knife &&
2279                                                      Person::players[k]->weaponmissdelay <= 0)
2280                                                 Person::players[k]->animTarget = knifeslashstartanim;
2281                                             //swordslash
2282                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2283                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2284                                                      !Person::players[k]->crouchkeydown &&
2285                                                      attackweapon == sword &&
2286                                                      Person::players[k]->weaponmissdelay <= 0)
2287                                                 Person::players[k]->animTarget = swordslashanim;
2288                                             //staffhit
2289                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2290                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2291                                                      !Person::players[k]->crouchkeydown &&
2292                                                      attackweapon == staff &&
2293                                                      Person::players[k]->weaponmissdelay <= 0 &&
2294                                                      !Person::players[k]->leftkeydown &&
2295                                                      !Person::players[k]->rightkeydown &&
2296                                                      !Person::players[k]->forwardkeydown)
2297                                                 Person::players[k]->animTarget = staffhitanim;
2298                                             //staffspinhit
2299                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2300                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2301                                                      !Person::players[k]->crouchkeydown &&
2302                                                      attackweapon == staff &&
2303                                                      Person::players[k]->weaponmissdelay <= 0)
2304                                                 Person::players[k]->animTarget = staffspinhitanim;
2305                                             //spinkick
2306                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2307                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight)
2308                                                 Person::players[k]->animTarget = spinkickanim;
2309                                             //lowkick
2310                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2311                                                      Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2312                                                      Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2313                                                 Person::players[k]->animTarget = lowkickanim;
2314                                         } else { //AI player
2315                                             if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2316                                                 randattack = abs(Random() % 5);
2317                                                 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2318                                                     //sweep
2319                                                     if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2320                                                         Person::players[k]->animTarget = sweepanim;
2321                                                     //upunch
2322                                                     else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2323                                                              !attackweapon)
2324                                                         Person::players[k]->animTarget = upunchanim;
2325                                                     //spinkick
2326                                                     else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2327                                                         Person::players[k]->animTarget = spinkickanim;
2328                                                     //lowkick
2329                                                     else if (Animation::animations[Person::players[i]->animTarget].height == lowheight)
2330                                                         Person::players[k]->animTarget = lowkickanim;
2331                                                 }
2332                                                 if (attackweapon) {
2333                                                     //sweep
2334                                                     if ((!Tutorial::active || !attackweapon) &&
2335                                                             distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2336                                                             randattack == 0 &&
2337                                                             Animation::animations[Person::players[i]->animTarget].height != lowheight)
2338                                                         Person::players[k]->animTarget = sweepanim;
2339                                                     //knifeslashstart
2340                                                     else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2341                                                              attackweapon == knife &&
2342                                                              Person::players[k]->weaponmissdelay <= 0)
2343                                                         Person::players[k]->animTarget = knifeslashstartanim;
2344                                                     //swordslash
2345                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
2346                                                                Person::players[0]->hasvictim &&
2347                                                                Person::players[0]->animTarget == swordslashanim) &&
2348                                                              attackweapon == sword &&
2349                                                              Person::players[k]->weaponmissdelay <= 0)
2350                                                         Person::players[k]->animTarget = swordslashanim;
2351                                                     //staffhit
2352                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
2353                                                                Person::players[0]->hasvictim &&
2354                                                                Person::players[0]->animTarget == swordslashanim) &&
2355                                                              attackweapon == staff &&
2356                                                              Person::players[k]->weaponmissdelay <= 0 &&
2357                                                              randattack < 3)
2358                                                         Person::players[k]->animTarget = staffhitanim;
2359                                                     //staffspinhit
2360                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
2361                                                                Person::players[0]->hasvictim &&
2362                                                                Person::players[0]->animTarget == swordslashanim) &&
2363                                                              attackweapon == staff &&
2364                                                              Person::players[k]->weaponmissdelay <= 0 &&
2365                                                              randattack >= 3)
2366                                                         Person::players[k]->animTarget = staffspinhitanim;
2367                                                     //spinkick
2368                                                     else if ((!Tutorial::active || !attackweapon) &&
2369                                                              distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2370                                                              randattack == 1 &&
2371                                                              Animation::animations[Person::players[i]->animTarget].height != lowheight)
2372                                                         Person::players[k]->animTarget = spinkickanim;
2373                                                     //lowkick
2374                                                     else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2375                                                              Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2376                                                              Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2377                                                         Person::players[k]->animTarget = lowkickanim;
2378                                                 }
2379                                             }
2380                                         }
2381                                         //upunch becomes wolfslap
2382                                         if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
2383                                             Person::players[k]->animTarget = wolfslapanim;
2384                                     }
2385                                     //sneak attacks
2386                                     if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2387                                             Person::players[i]->howactive < typedead1 &&
2388                                             distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2389                                             !Person::players[i]->skeleton.free &&
2390                                             Person::players[i]->animTarget != getupfrombackanim &&
2391                                             Person::players[i]->animTarget != getupfromfrontanim &&
2392                                             (Person::players[i]->surprised > 0 ||
2393                                              Person::players[i]->aitype == passivetype ||
2394                                              attackweapon && Person::players[i]->stunned > 0) &&
2395                                             normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2396                                         //sneakattack
2397                                         if (!attackweapon) {
2398                                             Person::players[k]->animCurrent = sneakattackanim;
2399                                             Person::players[k]->animTarget = sneakattackanim;
2400                                             Person::players[i]->animCurrent = sneakattackedanim;
2401                                             Person::players[i]->animTarget = sneakattackedanim;
2402                                             Person::players[k]->oldcoords = Person::players[k]->coords;
2403                                             Person::players[k]->coords = Person::players[i]->coords;
2404                                         }
2405                                         //knifesneakattack
2406                                         if (attackweapon == knife) {
2407                                             Person::players[k]->animCurrent = knifesneakattackanim;
2408                                             Person::players[k]->animTarget = knifesneakattackanim;
2409                                             Person::players[i]->animCurrent = knifesneakattackedanim;
2410                                             Person::players[i]->animTarget = knifesneakattackedanim;
2411                                             Person::players[i]->oldcoords = Person::players[i]->coords;
2412                                             Person::players[i]->coords = Person::players[k]->coords;
2413                                         }
2414                                         //swordsneakattack
2415                                         if (attackweapon == sword) {
2416                                             Person::players[k]->animCurrent = swordsneakattackanim;
2417                                             Person::players[k]->animTarget = swordsneakattackanim;
2418                                             Person::players[i]->animCurrent = swordsneakattackedanim;
2419                                             Person::players[i]->animTarget = swordsneakattackedanim;
2420                                             Person::players[i]->oldcoords = Person::players[i]->coords;
2421                                             Person::players[i]->coords = Person::players[k]->coords;
2422                                         }
2423                                         if (attackweapon != staff) {
2424                                             Person::players[k]->victim = Person::players[i];
2425                                             Person::players[k]->hasvictim = 1;
2426                                             Person::players[i]->targettilt2 = 0;
2427                                             Person::players[i]->frameTarget = 1;
2428                                             Person::players[i]->frameCurrent = 0;
2429                                             Person::players[i]->target = 0;
2430                                             Person::players[i]->velocity = 0;
2431                                             Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2432                                             Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2433                                             Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2434                                             Person::players[k]->target = Person::players[i]->target;
2435                                             Person::players[k]->velocity = 0;
2436                                             Person::players[k]->targetyaw = Person::players[i]->yaw;
2437                                             Person::players[k]->yaw = Person::players[i]->yaw;
2438                                             Person::players[i]->targetyaw = Person::players[i]->yaw;
2439                                         }
2440                                     }
2441                                     if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2442                                             Person::players[k]->victim == Person::players[i] &&
2443                                             (!Person::players[i]->skeleton.free)) {
2444                                         oldattackkey = 1;
2445                                         Person::players[k]->frameTarget = 0;
2446                                         Person::players[k]->target = 0;
2447
2448                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2449                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2450                                         Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2451                                         Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2452                                         Person::players[k]->lastattack = Person::players[k]->animTarget;
2453                                     }
2454                                     if (Person::players[k]->animTarget == knifefollowanim &&
2455                                             Person::players[k]->victim == Person::players[i]) {
2456                                         oldattackkey = 1;
2457                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2458                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2459                                         Person::players[k]->victim = Person::players[i];
2460                                         Person::players[k]->hasvictim = 1;
2461                                         Person::players[i]->animTarget = knifefollowedanim;
2462                                         Person::players[i]->animCurrent = knifefollowedanim;
2463                                         Person::players[i]->targettilt2 = 0;
2464                                         Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2465                                         Person::players[i]->frameTarget = 1;
2466                                         Person::players[i]->frameCurrent = 0;
2467                                         Person::players[i]->target = 0;
2468                                         Person::players[i]->velocity = 0;
2469                                         Person::players[k]->animCurrent = knifefollowanim;
2470                                         Person::players[k]->animTarget = knifefollowanim;
2471                                         Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2472                                         Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2473                                         Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2474                                         Person::players[k]->target = Person::players[i]->target;
2475                                         Person::players[k]->velocity = 0;
2476                                         Person::players[k]->oldcoords = Person::players[k]->coords;
2477                                         Person::players[i]->coords = Person::players[k]->coords;
2478                                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2479                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2480                                         Person::players[k]->yaw = Person::players[k]->targetyaw;
2481                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2482                                     }
2483                                 }
2484                         }
2485                     const bool hasstaff = attackweapon == staff;
2486                     if (k == 0 && Person::players.size() > 1)
2487                         for (unsigned i = 0; i < Person::players.size(); i++) {
2488                             if (i == k)
2489                                 continue;
2490                             if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2491                                     Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2492                                 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2493                                 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
2494                                     if (Person::players[i]->skeleton.free)
2495                                         if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2496                                                 (Person::players[i]->dead ||
2497                                                  Person::players[i]->skeleton.longdead > 1000 ||
2498                                                  Person::players[k]->isRun() ||
2499                                                  hasstaff ||
2500                                                  (attackweapon &&
2501                                                   (Person::players[i]->skeleton.longdead > 2000 ||
2502                                                    Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2503                                                    Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2504                                                   distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2505                                             Person::players[k]->victim = Person::players[i];
2506                                             Person::players[k]->hasvictim = 1;
2507                                             if (attackweapon && !Tutorial::active) {
2508                                                 //crouchstab
2509                                                 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
2510                                                     Person::players[k]->animTarget = crouchstabanim;
2511                                                 //swordgroundstab
2512                                                 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
2513                                                     Person::players[k]->animTarget = swordgroundstabanim;
2514                                                 //staffgroundsmash
2515                                                 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
2516                                                     Person::players[k]->animTarget = staffgroundsmashanim;
2517                                             }
2518                                             if (distance < 2.5 &&
2519                                                     Person::players[k]->crouchkeydown &&
2520                                                     Person::players[k]->animTarget != crouchstabanim &&
2521                                                     !attackweapon &&
2522                                                     Person::players[i]->dead &&
2523                                                     Person::players[i]->skeleton.free &&
2524                                                     Person::players[i]->skeleton.longdead > 1000) {
2525                                                 Person::players[k]->animTarget = killanim;
2526                                                 //TODO: refactor this out, what does it do?
2527                                                 for (int j = 0; j < terrain.numdecals; j++) {
2528                                                     if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
2529                                                             terrain.decalalivetime[j] < 2)
2530                                                         terrain.DeleteDecal(j);
2531                                                 }
2532                                                 for (int l = 0; l < Object::objects.size(); l++) {
2533                                                     if (Object::objects[l]->model.type == decalstype)
2534                                                         for (int j = 0; j < Object::objects[l]->model.numdecals; j++) {
2535                                                             if ((Object::objects[l]->model.decaltype[j] == blooddecal ||
2536                                                                     Object::objects[l]->model.decaltype[j] == blooddecalslow) &&
2537                                                                     Object::objects[l]->model.decalalivetime[j] < 2)
2538                                                                 Object::objects[l]->model.DeleteDecal(j);
2539                                                         }
2540                                                 }
2541                                             }
2542                                             if (!Person::players[i]->dead || musictype != 2)
2543                                                 if (distance < 3.5 &&
2544                                                         (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2545                                                         Person::players[k]->staggerdelay <= 0 &&
2546                                                         (Person::players[i]->dead ||
2547                                                          Person::players[i]->skeleton.longdead < 300 &&
2548                                                          Person::players[k]->lastattack != spinkickanim &&
2549                                                          Person::players[i]->skeleton.free) &&
2550                                                         (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2551                                                     Person::players[k]->animTarget = dropkickanim;
2552                                                     for (int j = 0; j < terrain.numdecals; j++) {
2553                                                         if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
2554                                                                 terrain.decalalivetime[j] < 2) {
2555                                                             terrain.DeleteDecal(j);
2556                                                         }
2557                                                     }
2558                                                     for (int l = 0; l < Object::objects.size(); l++) {
2559                                                         if (Object::objects[l]->model.type == decalstype)
2560                                                             for (int j = 0; j < Object::objects[l]->model.numdecals; j++) {
2561                                                                 if ((Object::objects[l]->model.decaltype[j] == blooddecal ||
2562                                                                         Object::objects[l]->model.decaltype[j] == blooddecalslow) &&
2563                                                                         Object::objects[l]->model.decalalivetime[j] < 2) {
2564                                                                     Object::objects[l]->model.DeleteDecal(j);
2565                                                                 }
2566                                                             }
2567                                                     }
2568                                                 }
2569                                         }
2570                                 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2571                                         Person::players[k]->victim == Person::players[i] &&
2572                                         (!Person::players[i]->skeleton.free ||
2573                                          Person::players[k]->animTarget == killanim ||
2574                                          Person::players[k]->animTarget == crouchstabanim ||
2575                                          Person::players[k]->animTarget == swordgroundstabanim ||
2576                                          Person::players[k]->animTarget == staffgroundsmashanim ||
2577                                          Person::players[k]->animTarget == dropkickanim)) {
2578                                     oldattackkey = 1;
2579                                     Person::players[k]->frameTarget = 0;
2580                                     Person::players[k]->target = 0;
2581
2582                                     XYZ targetpoint = Person::players[i]->coords;
2583                                     if (Person::players[k]->animTarget == crouchstabanim ||
2584                                             Person::players[k]->animTarget == swordgroundstabanim ||
2585                                             Person::players[k]->animTarget == staffgroundsmashanim) {
2586                                         targetpoint += (Person::players[i]->jointPos(abdomen) +
2587                                                         Person::players[i]->jointPos(neck)) / 2 *
2588                                                        Person::players[i]->scale;
2589                                     }
2590                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2591                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2592
2593                                     if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2594                                         Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2595                                     }
2596
2597                                     if (Person::players[k]->animTarget == staffgroundsmashanim)
2598                                         Person::players[k]->targettilt2 += 10;
2599
2600                                     Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2601                                     Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2602                                     Person::players[k]->lastattack = Person::players[k]->animTarget;
2603
2604                                     if (Person::players[k]->animTarget == swordgroundstabanim) {
2605                                         Person::players[k]->targetyaw += 30;
2606                                     }
2607                                 }
2608                             }
2609                         }
2610                     if (!Person::players[k]->hasvictim) {
2611                         //find victim
2612                         for (unsigned i = 0; i < Person::players.size(); i++) {
2613                             if (i == k || !(i == 0 || k == 0))
2614                                 continue;
2615                             if (!Person::players[i]->skeleton.free) {
2616                                 if (Person::players[k]->hasvictim) {
2617                                     if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2618                                             distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
2619                                         Person::players[k]->victim = Person::players[i];
2620                                 } else {
2621                                     Person::players[k]->victim = Person::players[i];
2622                                     Person::players[k]->hasvictim = 1;
2623                                 }
2624                             }
2625                         }
2626                     }
2627                     if (Person::players[k]->aitype == playercontrolled)
2628                         //rabbit kick
2629                         if (Person::players[k]->attackkeydown &&
2630                                 Person::players[k]->isRun() &&
2631                                 Person::players[k]->wasRun() &&
2632                                 ((Person::players[k]->hasvictim &&
2633                                   distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2634                                   distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2635                                   !Person::players[k]->victim->skeleton.free &&
2636                                   Person::players[k]->victim->animTarget != getupfrombackanim &&
2637                                   Person::players[k]->victim->animTarget != getupfromfrontanim &&
2638                                   Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2639                                   Person::players[k]->aitype != playercontrolled && //wat???
2640                                   normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2641                                   Person::players[k]->rabbitkickenabled) ||
2642                                  Person::players[k]->jumpkeydown)) {
2643                             oldattackkey = 1;
2644                             Person::players[k]->setAnimation(rabbitkickanim);
2645                         }
2646                     //update counts
2647                     if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2648                         numattacks++;
2649                         switch (attackweapon) {
2650                         case 0:
2651                             numunarmedattack++;
2652                             break;
2653                         case knife:
2654                             numknifeattack++;
2655                             break;
2656                         case sword:
2657                             numswordattack++;
2658                             break;
2659                         case staff:
2660                             numstaffattack++;
2661                             break;
2662                         }
2663                     }
2664                 }
2665             }
2666         }
2667     }
2668 }
2669
2670 void doPlayerCollisions()
2671 {
2672     static XYZ rotatetarget;
2673     static float collisionradius;
2674     if (Person::players.size() > 1)
2675         for (unsigned k = 0; k < Person::players.size(); k++)
2676             for (unsigned i = k + 1; i < Person::players.size(); i++) {
2677                 //neither player is part of a reversal
2678                 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2679                         Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2680                         Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2681                         Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
2682                     if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2683                             Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2684                             Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2685                             Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
2686                         //neither is sleeping
2687                         if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
2688                             if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
2689                                 //in same patch, neither is climbing
2690                                 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2691                                         Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2692                                         Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2693                                         Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2694                                         Person::players[i]->animTarget != climbanim &&
2695                                         Person::players[i]->animTarget != hanganim &&
2696                                         Person::players[k]->animTarget != climbanim &&
2697                                         Person::players[k]->animTarget != hanganim)
2698                                     //players are close (bounding box test)
2699                                     if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
2700                                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
2701                                             if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
2702                                                 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
2703                                                     if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
2704                                                         if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2705                                                             //spread fire from player to player
2706                                                             if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
2707                                                                     < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2708                                                                 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2709                                                                     if (!Person::players[i]->onfire)
2710                                                                         Person::players[i]->CatchFire();
2711                                                                     if (!Person::players[k]->onfire)
2712                                                                         Person::players[k]->CatchFire();
2713                                                                 }
2714                                                             }
2715
2716                                                             XYZ tempcoords1 = Person::players[i]->coords;
2717                                                             XYZ tempcoords2 = Person::players[k]->coords;
2718                                                             if (!Person::players[i]->skeleton.oldfree)
2719                                                                 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2720                                                             if (!Person::players[k]->skeleton.oldfree)
2721                                                                 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2722                                                             collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2723                                                             if (Person::players[0]->hasvictim)
2724                                                                 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
2725                                                                     collisionradius = 3;
2726                                                             if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2727                                                                     (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2728                                                                      distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2729                                                                 //jump down on a dead body
2730                                                                 if (k == 0 || i == 0) {
2731                                                                     int l = i ? i : k;
2732                                                                     if (Person::players[0]->animTarget == jumpdownanim &&
2733                                                                             !Person::players[0]->skeleton.oldfree &&
2734                                                                             !Person::players[0]->skeleton.free &&
2735                                                                             Person::players[l]->skeleton.oldfree &&
2736                                                                             Person::players[l]->skeleton.free &&
2737                                                                             Person::players[l]->dead &&
2738                                                                             Person::players[0]->lastcollide <= 0 &&
2739                                                                             fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2740                                                                             distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2741                                                                         Person::players[0]->coords.y = Person::players[l]->coords.y;
2742                                                                         Person::players[l]->velocity = Person::players[0]->velocity;
2743                                                                         Person::players[l]->skeleton.free = 0;
2744                                                                         Person::players[l]->yaw = 0;
2745                                                                         Person::players[l]->RagDoll(0);
2746                                                                         Person::players[l]->DoDamage(20);
2747                                                                         camerashake += .3;
2748                                                                         Person::players[l]->skeleton.longdead = 0;
2749                                                                         Person::players[0]->lastcollide = 1;
2750                                                                     }
2751                                                                 }
2752
2753                                                                 if (     (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2754                                                                          (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2755                                                                          (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2756                                                                     rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2757                                                                     if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2758                                                                             Person::players[i]->skeleton.free) &&
2759                                                                             (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2760                                                                              Person::players[k]->skeleton.free))
2761                                                                         if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2762                                                                                 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2763                                                                                 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2764                                                                                 (k == 0 ||
2765                                                                                  k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2766                                                                                  /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2767                                                                                 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2768                                                                                 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2769                                                                                 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2770                                                                             //If hit by body
2771                                                                             if (     (i != 0 || Person::players[i]->skeleton.free) &&
2772                                                                                      (k != 0 || Person::players[k]->skeleton.free) ||
2773                                                                                      (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2774                                                                                       Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2775                                                                                 if (!Tutorial::active) {
2776                                                                                     emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2777                                                                                 }
2778
2779                                                                                 Person::players[i]->RagDoll(0);
2780                                                                                 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2781                                                                                     award_bonus(0, aimbonus);
2782                                                                                 }
2783                                                                                 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2784                                                                                 Person::players[k]->RagDoll(0);
2785                                                                                 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2786                                                                                     award_bonus(0, aimbonus); // Huh, again?
2787                                                                                 }
2788                                                                                 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2789
2790                                                                                 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2791                                                                                     Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2792                                                                                 }
2793                                                                                 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2794                                                                                     Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2795                                                                                 }
2796
2797                                                                             }
2798                                                                         }
2799                                                                     if (     (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2800                                                                               Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2801                                                                              (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2802                                                                               Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2803                                                                         //If bumped
2804                                                                         if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2805                                                                             if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2806                                                                                 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2807                                                                                 Normalise(&rotatetarget);
2808                                                                                 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2809                                                                                 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
2810                                                                                                    * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2811                                                                                 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2812                                                                                 if (Person::players[k]->howactive == typeactive || hostile)
2813                                                                                     if (Person::players[k]->isIdle()) {
2814                                                                                         if (Person::players[k]->howactive < typesleeping)
2815                                                                                             Person::players[k]->setAnimation(Person::players[k]->getStop());
2816                                                                                         else if (Person::players[k]->howactive == typesleeping)
2817                                                                                             Person::players[k]->setAnimation(getupfromfrontanim);
2818                                                                                         if (!editorenabled)
2819                                                                                             Person::players[k]->howactive = typeactive;
2820                                                                                     }
2821                                                                                 if (Person::players[i]->howactive == typeactive || hostile)
2822                                                                                     if (Person::players[i]->isIdle()) {
2823                                                                                         if (Person::players[i]->howactive < typesleeping)
2824                                                                                             Person::players[i]->setAnimation(Person::players[k]->getStop());
2825                                                                                         else
2826                                                                                             Person::players[i]->setAnimation(getupfromfrontanim);
2827                                                                                         if (!editorenabled)
2828                                                                                             Person::players[i]->howactive = typeactive;
2829                                                                                     }
2830                                                                             }
2831                                                                             //jump down on player
2832                                                                             if (hostile) {
2833                                                                                 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
2834                                                                                         !Person::players[i]->isCrouch() &&
2835                                                                                         Person::players[i]->animTarget != rollanim &&
2836                                                                                         !Person::players[k]->skeleton.oldfree && !
2837                                                                                         Person::players[k]->skeleton.free &&
2838                                                                                         Person::players[k]->lastcollide <= 0 &&
2839                                                                                         Person::players[k]->velocity.y < -10) {
2840                                                                                     Person::players[i]->velocity = Person::players[k]->velocity;
2841                                                                                     Person::players[k]->velocity = Person::players[k]->velocity * -.5;
2842                                                                                     Person::players[k]->velocity.y = Person::players[i]->velocity.y;
2843                                                                                     Person::players[i]->DoDamage(20);
2844                                                                                     Person::players[i]->RagDoll(0);
2845                                                                                     Person::players[k]->lastcollide = 1;
2846                                                                                     award_bonus(k, AboveBonus);
2847                                                                                 }
2848                                                                                 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
2849                                                                                         !Person::players[k]->isCrouch() &&
2850                                                                                         Person::players[k]->animTarget != rollanim &&
2851                                                                                         !Person::players[i]->skeleton.oldfree &&
2852                                                                                         !Person::players[i]->skeleton.free &&
2853                                                                                         Person::players[i]->lastcollide <= 0 &&
2854                                                                                         Person::players[i]->velocity.y < -10) {
2855                                                                                     Person::players[k]->velocity = Person::players[i]->velocity;
2856                                                                                     Person::players[i]->velocity = Person::players[i]->velocity * -.3;
2857                                                                                     Person::players[i]->velocity.y = Person::players[k]->velocity.y;
2858                                                                                     Person::players[k]->DoDamage(20);
2859                                                                                     Person::players[k]->RagDoll(0);
2860                                                                                     Person::players[i]->lastcollide = 1;
2861                                                                                     award_bonus(i, AboveBonus);
2862                                                                                 }
2863                                                                             }
2864                                                                         }
2865                                                                     }
2866                                                                 }
2867                                                                 Person::players[i]->CheckKick();
2868                                                                 Person::players[k]->CheckKick();
2869                                                             }
2870                                                         }
2871             }
2872 }
2873
2874 void doAI(unsigned i)
2875 {
2876     static bool connected;
2877     if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
2878         Person::players[i]->jumpclimb = 0;
2879         //disable movement in editor
2880         if (editorenabled)
2881             Person::players[i]->stunned = 1;
2882
2883         Person::players[i]->pause = 0;
2884         if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
2885                 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
2886                 !Person::players[0]->onterrain)
2887             Person::players[i]->pause = 1;
2888
2889         //pathfinding
2890         if (Person::players[i]->aitype == pathfindtype) {
2891             if (Person::players[i]->finalpathfindpoint == -1) {
2892                 float closestdistance;
2893                 float tempdist;
2894                 int closest;
2895                 XYZ colpoint;
2896                 closest = -1;
2897                 closestdistance = -1;
2898                 for (int j = 0; j < numpathpoints; j++) {
2899                     if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
2900                         closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
2901                         closest = j;
2902                         Person::players[i]->finaltarget = pathpoint[j];
2903                     }
2904                 }
2905                 Person::players[i]->finalpathfindpoint = closest;
2906                 for (int j = 0; j < numpathpoints; j++) {
2907                     for (int k = 0; k < numpathpointconnect[j]; k++) {
2908                         DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint);
2909                         if (sq(tempdist) < closestdistance)
2910                             if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
2911                                     findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
2912                                 closestdistance = sq(tempdist);
2913                                 closest = j;
2914                                 Person::players[i]->finaltarget = colpoint;
2915                             }
2916                     }
2917                 }
2918                 Person::players[i]->finalpathfindpoint = closest;
2919
2920             }
2921             if (Person::players[i]->targetpathfindpoint == -1) {
2922                 float closestdistance;
2923                 float tempdist;
2924                 int closest;
2925                 XYZ colpoint;
2926                 closest = -1;
2927                 closestdistance = -1;
2928                 if (Person::players[i]->lastpathfindpoint == -1) {
2929                     for (int j = 0; j < numpathpoints; j++) {
2930                         if (j != Person::players[i]->lastpathfindpoint)
2931                             if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
2932                                 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
2933                                 closest = j;
2934                             }
2935                     }
2936                     Person::players[i]->targetpathfindpoint = closest;
2937                     for (int j = 0; j < numpathpoints; j++)
2938                         if (j != Person::players[i]->lastpathfindpoint)
2939                             for (int k = 0; k < numpathpointconnect[j]; k++) {
2940                                 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
2941                                 if (sq(tempdist) < closestdistance) {
2942                                     if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
2943                                             findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
2944                                         closestdistance = sq(tempdist);
2945                                         closest = j;
2946                                     }
2947                                 }
2948                             }
2949                     Person::players[i]->targetpathfindpoint = closest;
2950                 } else {
2951                     for (int j = 0; j < numpathpoints; j++)
2952                         if (j != Person::players[i]->lastpathfindpoint &&
2953                                 j != Person::players[i]->lastpathfindpoint2 &&
2954                                 j != Person::players[i]->lastpathfindpoint3 &&
2955                                 j != Person::players[i]->lastpathfindpoint4) {
2956                             connected = 0;
2957                             if (numpathpointconnect[j])
2958                                 for (int k = 0; k < numpathpointconnect[j]; k++)
2959                                     if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
2960                                         connected = 1;
2961                             if (!connected)
2962                                 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
2963                                     for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
2964                                         if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
2965                                             connected = 1;
2966                             if (connected) {
2967                                 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
2968                                 if (closest == -1 || tempdist < closestdistance) {
2969                                     closestdistance = tempdist;
2970                                     closest = j;
2971                                 }
2972                             }
2973                         }
2974                     Person::players[i]->targetpathfindpoint = closest;
2975                 }
2976             }
2977             Person::players[i]->losupdatedelay -= multiplier;
2978
2979             Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
2980             Person::players[i]->lookyaw = Person::players[i]->targetyaw;
2981
2982             //reached target point
2983             if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
2984                 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
2985                 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
2986                 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
2987                 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
2988                 if (Person::players[i]->lastpathfindpoint2 == -1)
2989                     Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
2990                 if (Person::players[i]->lastpathfindpoint3 == -1)
2991                     Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
2992                 if (Person::players[i]->lastpathfindpoint4 == -1)
2993                     Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
2994                 Person::players[i]->targetpathfindpoint = -1;
2995             }
2996             if (     distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
2997                      distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
2998                      distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
2999                      Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3000                 Person::players[i]->aitype = passivetype;
3001             }
3002
3003             Person::players[i]->forwardkeydown = 1;
3004             Person::players[i]->leftkeydown = 0;
3005             Person::players[i]->backkeydown = 0;
3006             Person::players[i]->rightkeydown = 0;
3007             Person::players[i]->crouchkeydown = 0;
3008             Person::players[i]->attackkeydown = 0;
3009             Person::players[i]->throwkeydown = 0;
3010
3011             if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3012                 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3013
3014             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3015                 Person::players[i]->jumpkeydown = 0;
3016             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3017                 Person::players[i]->jumpkeydown = 1;
3018
3019             if ((!Tutorial::active || cananger) &&
3020                     hostile &&
3021                     !Person::players[0]->dead &&
3022                     distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3023                     Person::players[i]->occluded < 25) {
3024                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3025                         Animation::animations[Person::players[0]->animTarget].height != lowheight &&
3026                         !editorenabled &&
3027                         (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
3028                     Person::players[i]->aitype = attacktypecutoff;
3029                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3030                         Animation::animations[Person::players[0]->animTarget].height == highheight &&
3031                         !editorenabled)
3032                     Person::players[i]->aitype = attacktypecutoff;
3033
3034                 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3035                     Person::players[i]->losupdatedelay = .2;
3036                     for (unsigned j = 0; j < Person::players.size(); j++)
3037                         if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
3038                             if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3039                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3040                                     if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3041                                         if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
3042                                             if (!Person::players[j]->isWallJump() && -1 == Object::checkcollide(
3043                                                         DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
3044                                                         *Person::players[i]->scale + Person::players[i]->coords,
3045                                                         DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
3046                                                         *Person::players[j]->scale + Person::players[j]->coords) ||
3047                                                     (Person::players[j]->animTarget == hanganim &&
3048                                                      normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3049                                                 Person::players[i]->aitype = searchtype;
3050                                                 Person::players[i]->lastchecktime = 12;
3051                                                 Person::players[i]->lastseen = Person::players[j]->coords;
3052                                                 Person::players[i]->lastseentime = 12;
3053                                             }
3054                 }
3055             }
3056             if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
3057                 if (Person::players[i]->creature != wolftype) {
3058                     Person::players[i]->stunned = .6;
3059                     Person::players[i]->surprised = .6;
3060                 }
3061         }
3062
3063         if (Person::players[i]->aitype != passivetype && leveltime > .5)
3064             Person::players[i]->howactive = typeactive;
3065
3066         if (Person::players[i]->aitype == passivetype) {
3067             Person::players[i]->aiupdatedelay -= multiplier;
3068             Person::players[i]->losupdatedelay -= multiplier;
3069             Person::players[i]->lastseentime += multiplier;
3070             Person::players[i]->pausetime -= multiplier;
3071             if (Person::players[i]->lastseentime > 1)
3072                 Person::players[i]->lastseentime = 1;
3073
3074             if (Person::players[i]->aiupdatedelay < 0) {
3075                 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
3076                     Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
3077                     Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3078                     Person::players[i]->aiupdatedelay = .05;
3079
3080                     if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
3081                         if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
3082                             Person::players[i]->pausetime = 4;
3083                         Person::players[i]->waypoint++;
3084                         if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
3085                             Person::players[i]->waypoint = 0;
3086
3087                     }
3088                 }
3089
3090                 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
3091                     Person::players[i]->forwardkeydown = 1;
3092                 else
3093                     Person::players[i]->forwardkeydown = 0;
3094                 Person::players[i]->leftkeydown = 0;
3095                 Person::players[i]->backkeydown = 0;
3096                 Person::players[i]->rightkeydown = 0;
3097                 Person::players[i]->crouchkeydown = 0;
3098                 Person::players[i]->attackkeydown = 0;
3099                 Person::players[i]->throwkeydown = 0;
3100
3101                 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3102                     if (!Person::players[i]->avoidsomething)
3103                         Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3104                     else {
3105                         XYZ leftpos, rightpos;
3106                         float leftdist, rightdist;
3107                         leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3108                         rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3109                         leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3110                         rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3111                         if (leftdist < rightdist)
3112                             Person::players[i]->targetyaw += 90;
3113                         else
3114                             Person::players[i]->targetyaw -= 90;
3115                     }
3116                 }
3117             }
3118             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3119                 Person::players[i]->jumpkeydown = 0;
3120             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3121                 Person::players[i]->jumpkeydown = 1;
3122
3123
3124             //hearing sounds
3125             if (!editorenabled) {
3126                 if (Person::players[i]->howactive <= typesleeping)
3127                     if (numenvsounds > 0 && (!Tutorial::active || cananger) && hostile)
3128                         for (int j = 0; j < numenvsounds; j++) {
3129                             float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
3130                             if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
3131                                     2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
3132                                 Person::players[i]->aitype = attacktypecutoff;
3133                         }
3134
3135                 if (Person::players[i]->aitype != passivetype) {
3136                     if (Person::players[i]->howactive == typesleeping)
3137                         Person::players[i]->setAnimation(getupfromfrontanim);
3138                     Person::players[i]->howactive = typeactive;
3139                 }
3140             }
3141
3142             if (Person::players[i]->howactive < typesleeping &&
3143                     ((!Tutorial::active || cananger) && hostile) &&
3144                     !Person::players[0]->dead &&
3145                     distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3146                     Person::players[i]->occluded < 25) {
3147                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3148                         Animation::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled)
3149                     Person::players[i]->aitype = attacktypecutoff;
3150                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3151                         Animation::animations[Person::players[0]->animTarget].height == highheight && !editorenabled)
3152                     Person::players[i]->aitype = attacktypecutoff;
3153
3154                 //wolf smell
3155                 if (Person::players[i]->creature == wolftype) {
3156                     XYZ windsmell;
3157                     for (unsigned j = 0; j < Person::players.size(); j++) {
3158                         if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
3159                             float smelldistance = 50;
3160                             if (j == 0 && Person::players[j]->num_weapons > 0) {
3161                                 if (weapons[Person::players[j]->weaponids[0]].bloody)
3162                                     smelldistance = 100;
3163                                 if (Person::players[j]->num_weapons == 2)
3164                                     if (weapons[Person::players[j]->weaponids[1]].bloody)
3165                                         smelldistance = 100;
3166                             }
3167                             if (j != 0)
3168                                 smelldistance = 100;
3169                             windsmell = windvector;
3170                             Normalise(&windsmell);
3171                             windsmell = windsmell * 2 + Person::players[j]->coords;
3172                             if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
3173                                 Person::players[i]->aitype = attacktypecutoff;
3174                         }
3175                     }
3176                 }
3177
3178                 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3179                     Person::players[i]->losupdatedelay = .2;
3180                     for (unsigned j = 0; j < Person::players.size(); j++) {
3181                         if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
3182                             if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3183                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3184                                     if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3185                                         if ((-1 == Object::checkcollide(
3186                                                     DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
3187                                                     Person::players[i]->scale + Person::players[i]->coords,
3188                                                     DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
3189                                                     Person::players[j]->scale + Person::players[j]->coords) &&
3190                                                 !Person::players[j]->isWallJump()) ||
3191                                                 (Person::players[j]->animTarget == hanganim &&
3192                                                  normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3193                                             Person::players[i]->lastseentime -= .2;
3194                                             if (j == 0 && Animation::animations[Person::players[j]->animTarget].height == lowheight)
3195                                                 Person::players[i]->lastseentime -= .4;
3196                                             else
3197                                                 Person::players[i]->lastseentime -= .6;
3198                                         }
3199                             if (Person::players[i]->lastseentime <= 0) {
3200                                 Person::players[i]->aitype = searchtype;
3201                                 Person::players[i]->lastchecktime = 12;
3202                                 Person::players[i]->lastseen = Person::players[j]->coords;
3203                                 Person::players[i]->lastseentime = 12;
3204                             }
3205                         }
3206                     }
3207                 }
3208             }
3209             //alerted surprise
3210             if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
3211                 if (Person::players[i]->creature != wolftype) {
3212                     Person::players[i]->stunned = .6;
3213                     Person::players[i]->surprised = .6;
3214                 }
3215                 if (Person::players[i]->creature == wolftype) {
3216                     Person::players[i]->stunned = .47;
3217                     Person::players[i]->surprised = .47;
3218                 }
3219                 numseen++;
3220             }
3221         }
3222
3223         //search for player
3224         int j;
3225         if (Person::players[i]->aitype == searchtype) {
3226             Person::players[i]->aiupdatedelay -= multiplier;
3227             Person::players[i]->losupdatedelay -= multiplier;
3228             if (!Person::players[i]->pause)
3229                 Person::players[i]->lastseentime -= multiplier;
3230             Person::players[i]->lastchecktime -= multiplier;
3231
3232             if (Person::players[i]->isRun() && !Person::players[i]->onground) {
3233                 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
3234                     XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
3235                     test2.y += 5;
3236                     XYZ test = Person::players[i]->coords + Person::players[i]->facing;
3237                     test.y -= 10;
3238                     j = Object::checkcollide(test2, test, Person::players[i]->laststanding);
3239                     if (j == -1)
3240                         j = Object::checkcollide(test2, test);
3241                     if (j == -1) {
3242                         Person::players[i]->velocity = 0;
3243                         Person::players[i]->setAnimation(Person::players[i]->getStop());
3244                         Person::players[i]->targetyaw += 180;
3245                         Person::players[i]->stunned = .5;
3246                         //Person::players[i]->aitype=passivetype;
3247                         Person::players[i]->aitype = pathfindtype;
3248                         Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
3249                         Person::players[i]->finalpathfindpoint = -1;
3250                         Person::players[i]->targetpathfindpoint = -1;
3251                         Person::players[i]->lastpathfindpoint = -1;
3252                         Person::players[i]->lastpathfindpoint2 = -1;
3253                         Person::players[i]->lastpathfindpoint3 = -1;
3254                         Person::players[i]->lastpathfindpoint4 = -1;
3255                     } else
3256                         Person::players[i]->laststanding = j;
3257                 }
3258             }
3259             //check out last seen location
3260             if (Person::players[i]->aiupdatedelay < 0) {
3261                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
3262                 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3263                 Person::players[i]->aiupdatedelay = .05;
3264                 Person::players[i]->forwardkeydown = 1;
3265
3266                 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
3267                     Person::players[i]->forwardkeydown = 0;
3268                     Person::players[i]->aiupdatedelay = 1;
3269                     Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
3270                     Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
3271                     Person::players[i]->lastchecktime = 3;
3272                 }
3273
3274                 Person::players[i]->leftkeydown = 0;
3275                 Person::players[i]->backkeydown = 0;
3276                 Person::players[i]->rightkeydown = 0;
3277                 Person::players[i]->crouchkeydown = 0;
3278                 Person::players[i]->attackkeydown = 0;
3279                 Person::players[i]->throwkeydown = 0;
3280
3281                 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3282                     if (!Person::players[i]->avoidsomething)
3283                         Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3284                     else {
3285                         XYZ leftpos, rightpos;
3286                         float leftdist, rightdist;
3287                         leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3288                         rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3289                         leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3290                         rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3291                         if (leftdist < rightdist)
3292                             Person::players[i]->targetyaw += 90;
3293                         else
3294                             Person::players[i]->targetyaw -= 90;
3295                     }
3296                 }
3297             }
3298             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3299                 Person::players[i]->jumpkeydown = 0;
3300             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3301                 Person::players[i]->jumpkeydown = 1;
3302
3303             if (numenvsounds > 0 && ((!Tutorial::active || cananger) && hostile))
3304                 for (int k = 0; k < numenvsounds; k++) {
3305                     if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
3306                         Person::players[i]->aitype = attacktypecutoff;
3307                     }
3308                 }
3309
3310             if (!Person::players[0]->dead &&
3311                     Person::players[i]->losupdatedelay < 0 &&
3312                     !editorenabled &&
3313                     Person::players[i]->occluded < 2 &&
3314                     ((!Tutorial::active || cananger) && hostile)) {
3315                 Person::players[i]->losupdatedelay = .2;
3316                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
3317                     Person::players[i]->aitype = attacktypecutoff;
3318                     Person::players[i]->lastseentime = 1;
3319                 }
3320                 if (abs(Random() % 2) || Animation::animations[Person::players[i]->animTarget].height != lowheight)
3321                     //TODO: factor out canSeePlayer()
3322                     if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
3323                         if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
3324                             if ((Object::checkcollide(
3325                                         DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
3326                                         Person::players[i]->scale + Person::players[i]->coords,
3327                                         DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
3328                                         Person::players[0]->scale + Person::players[0]->coords) == -1) ||
3329                                     (Person::players[0]->animTarget == hanganim && normaldotproduct(
3330                                          Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
3331                                 /* //TODO: changed j to 0 on a whim, make sure this is correct
3332                                 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
3333                                     Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
3334                                 */
3335                                 Person::players[i]->aitype = attacktypecutoff;
3336                                 Person::players[i]->lastseentime = 1;
3337                             }
3338             }
3339             //player escaped
3340             if (Person::players[i]->lastseentime < 0) {
3341                 //Person::players[i]->aitype=passivetype;
3342                 numescaped++;
3343                 Person::players[i]->aitype = pathfindtype;
3344                 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
3345                 Person::players[i]->finalpathfindpoint = -1;
3346                 Person::players[i]->targetpathfindpoint = -1;
3347                 Person::players[i]->lastpathfindpoint = -1;
3348                 Person::players[i]->lastpathfindpoint2 = -1;
3349                 Person::players[i]->lastpathfindpoint3 = -1;
3350                 Person::players[i]->lastpathfindpoint4 = -1;
3351             }
3352         }
3353
3354         if (Person::players[i]->aitype != gethelptype)
3355             Person::players[i]->runninghowlong = 0;
3356
3357         //get help from buddies
3358         if (Person::players[i]->aitype == gethelptype) {
3359             Person::players[i]->runninghowlong += multiplier;
3360             Person::players[i]->aiupdatedelay -= multiplier;
3361
3362             if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
3363                 Person::players[i]->aiupdatedelay = .2;
3364
3365                 //find closest ally
3366                 //TODO: factor out closest search somehow
3367                 if (!Person::players[i]->ally) {
3368                     int closest = -1;
3369                     float closestdist = -1;
3370                     for (unsigned k = 0; k < Person::players.size(); k++) {
3371                         if (k != i && k != 0 && !Person::players[k]->dead &&
3372                                 Person::players[k]->howactive < typedead1 &&
3373                                 !Person::players[k]->skeleton.free &&
3374                                 Person::players[k]->aitype == passivetype) {
3375                             float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
3376                             if (closestdist == -1 || distance < closestdist) {
3377                                 closestdist = distance;
3378                                 closest = k;
3379                             }
3380                             closest = k;
3381                         }
3382                     }
3383                     if (closest != -1)
3384                         Person::players[i]->ally = closest;
3385                     else
3386                         Person::players[i]->ally = 0;
3387                     Person::players[i]->lastseen = Person::players[0]->coords;
3388                     Person::players[i]->lastseentime = 12;
3389                 }
3390
3391
3392                 Person::players[i]->lastchecktime = 12;
3393
3394                 XYZ facing = Person::players[i]->coords;
3395                 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
3396                 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
3397                 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
3398                 if (-1 != Object::checkcollide(facing, flatfacing))
3399                     Person::players[i]->lastseentime -= .1;
3400
3401                 //no available ally, run back to player
3402                 if (Person::players[i]->ally <= 0 ||
3403                         Person::players[Person::players[i]->ally]->skeleton.free ||
3404                         Person::players[Person::players[i]->ally]->aitype != passivetype ||
3405                         Person::players[i]->lastseentime <= 0) {
3406                     Person::players[i]->aitype = searchtype;
3407                     Person::players[i]->lastseentime = 12;
3408                 }
3409
3410                 //seek out ally
3411                 if (Person::players[i]->ally > 0) {
3412                     Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
3413                     Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3414                     Person::players[i]->aiupdatedelay = .05;
3415                     Person::players[i]->forwardkeydown = 1;
3416
3417                     if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
3418                         Person::players[i]->aitype = searchtype;
3419                         Person::players[i]->lastseentime = 12;
3420                         Person::players[Person::players[i]->ally]->aitype = searchtype;
3421                         if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
3422                             Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
3423                             Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
3424                             Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
3425                         }
3426                     }
3427
3428                     if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3429                         if (!Person::players[i]->avoidsomething)
3430                             Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3431                         else {
3432                             XYZ leftpos, rightpos;
3433                             float leftdist, rightdist;
3434                             leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3435                             rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3436                             leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3437                             rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3438                             if (leftdist < rightdist)
3439                                 Person::players[i]->targetyaw += 90;
3440                             else
3441                                 Person::players[i]->targetyaw -= 90;
3442                         }
3443                     }
3444                 }
3445
3446                 Person::players[i]->leftkeydown = 0;
3447                 Person::players[i]->backkeydown = 0;
3448                 Person::players[i]->rightkeydown = 0;
3449                 Person::players[i]->crouchkeydown = 0;
3450                 Person::players[i]->attackkeydown = 0;
3451             }
3452             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3453                 Person::players[i]->jumpkeydown = 0;
3454             if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
3455                 Person::players[i]->jumpkeydown = 1;
3456         }
3457
3458         //retreiving a weapon on the ground
3459         if (Person::players[i]->aitype == getweapontype) {
3460             Person::players[i]->aiupdatedelay -= multiplier;
3461             Person::players[i]->lastchecktime -= multiplier;
3462
3463             if (Person::players[i]->aiupdatedelay < 0) {
3464                 Person::players[i]->aiupdatedelay = .2;
3465
3466                 //ALLY IS WEPON
3467                 if (Person::players[i]->ally < 0) {
3468                     int closest = -1;
3469                     float closestdist = -1;
3470                     for (unsigned k = 0; k < weapons.size(); k++)
3471                         if (weapons[k].owner == -1) {
3472                             float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
3473                             if (closestdist == -1 || distance < closestdist) {
3474                                 closestdist = distance;
3475                                 closest = k;
3476                             }
3477                             closest = k;
3478                         }
3479                     if (closest != -1)
3480                         Person::players[i]->ally = closest;
3481                     else
3482                         Person::players[i]->ally = -1;
3483                 }
3484
3485                 Person::players[i]->lastseentime = 12;
3486
3487                 if (!Person::players[0]->dead && ((!Tutorial::active || cananger) && hostile))
3488                     if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
3489                         Person::players[i]->aitype = attacktypecutoff;
3490                         Person::players[i]->lastseentime = 1;
3491                     }
3492                 if (!Person::players[0]->dead)
3493                     if (Person::players[i]->ally >= 0) {
3494                         if (weapons[Person::players[i]->ally].owner != -1 ||
3495                                 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
3496                             Person::players[i]->aitype = attacktypecutoff;
3497                             Person::players[i]->lastseentime = 1;
3498                         }
3499                         //TODO: factor these out as moveToward()
3500                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
3501                         Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3502                         Person::players[i]->aiupdatedelay = .05;
3503                         Person::players[i]->forwardkeydown = 1;
3504
3505
3506                         if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3507                             if (!Person::players[i]->avoidsomething)
3508                                 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3509                             else {
3510                                 XYZ leftpos, rightpos;
3511                                 float leftdist, rightdist;
3512                                 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3513                                 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3514                                 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3515                                 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3516                                 if (leftdist < rightdist)
3517                                     Person::players[i]->targetyaw += 90;
3518                                 else
3519                                     Person::players[i]->targetyaw -= 90;
3520                             }
3521                         }
3522                     }
3523
3524                 Person::players[i]->leftkeydown = 0;
3525                 Person::players[i]->backkeydown = 0;
3526                 Person::players[i]->rightkeydown = 0;
3527                 Person::players[i]->attackkeydown = 0;
3528                 Person::players[i]->throwkeydown = 1;
3529                 Person::players[i]->crouchkeydown = 0;
3530                 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
3531                         Person::players[i]->animTarget != removeknifeanim)
3532                     Person::players[i]->throwtogglekeydown = 0;
3533                 Person::players[i]->drawkeydown = 0;
3534             }
3535             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3536                 Person::players[i]->jumpkeydown = 0;
3537             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3538                 Person::players[i]->jumpkeydown = 1;
3539         }
3540
3541         if (Person::players[i]->aitype == attacktypecutoff) {
3542             Person::players[i]->aiupdatedelay -= multiplier;
3543             //dodge or reverse rabbit kicks, knife throws, flips
3544             if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
3545                 if ((Person::players[0]->animTarget == rabbitkickanim ||
3546                         Person::players[0]->animTarget == knifethrowanim ||
3547                         (Person::players[0]->isFlip() &&
3548                          normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
3549                         !Person::players[0]->skeleton.free &&
3550                         (Person::players[i]->aiupdatedelay < .1)) {
3551                     Person::players[i]->attackkeydown = 0;
3552                     if (Person::players[i]->isIdle())
3553                         Person::players[i]->crouchkeydown = 1;
3554                     if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
3555                         if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
3556                             if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
3557                                 if (abs(Random() % 2) == 0)
3558                                     Person::players[i]->setAnimation(backhandspringanim);
3559                                 else
3560                                     Person::players[i]->setAnimation(rollanim);
3561                                 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
3562                                 Person::players[i]->wentforweapon = 0;
3563                             }
3564                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
3565                                 Person::players[i]->setAnimation(flipanim);
3566                         }
3567                     }
3568                     Person::players[i]->forwardkeydown = 0;
3569                     Person::players[i]->aiupdatedelay = .02;
3570                 }
3571             //get confused by flips
3572             if (Person::players[0]->isFlip() &&
3573                     !Person::players[0]->skeleton.free &&
3574                     Person::players[0]->animTarget != walljumprightkickanim &&
3575                     Person::players[0]->animTarget != walljumpleftkickanim) {
3576                 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
3577                     if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
3578                         Person::players[i]->stunned = 1;
3579             }
3580             //go for weapon on the ground
3581             if (Person::players[i]->wentforweapon < 3)
3582                 for (unsigned k = 0; k < weapons.size(); k++)
3583                     if (Person::players[i]->creature != wolftype)
3584                         if (Person::players[i]->num_weapons == 0 &&
3585                                 weapons[k].owner == -1 &&
3586                                 weapons[i].velocity.x == 0 &&
3587                                 weapons[i].velocity.z == 0 &&
3588                                 weapons[i].velocity.y == 0) {
3589                             if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
3590                                 Person::players[i]->wentforweapon++;
3591                                 Person::players[i]->lastchecktime = 6;
3592                                 Person::players[i]->aitype = getweapontype;
3593                                 Person::players[i]->ally = -1;
3594                             }
3595                         }
3596             //dodge/reverse walljump kicks
3597             if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
3598                 if (Animation::animations[Person::players[i]->animTarget].height != highheight)
3599                     if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
3600                             ((Person::players[0]->animTarget == walljumprightkickanim ||
3601                               Person::players[0]->animTarget == walljumpleftkickanim) &&
3602                              ((Person::players[i]->aiupdatedelay < .15 &&
3603                                difficulty == 2) ||
3604                               (Person::players[i]->aiupdatedelay < .08 &&
3605                                difficulty != 2)))) {
3606                         Person::players[i]->crouchkeydown = 1;
3607                     }
3608             //walked off a ledge (?)
3609             if (Person::players[i]->isRun() && !Person::players[i]->onground)
3610                 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
3611                     XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
3612                     test2.y += 5;
3613                     XYZ test = Person::players[i]->coords + Person::players[i]->facing;
3614                     test.y -= 10;
3615                     j = Object::checkcollide(test2, test, Person::players[i]->laststanding);
3616                     if (j == -1)
3617                         j = Object::checkcollide(test2, test);
3618                     if (j == -1) {
3619                         Person::players[i]->velocity = 0;
3620                         Person::players[i]->setAnimation(Person::players[i]->getStop());
3621                         Person::players[i]->targetyaw += 180;
3622                         Person::players[i]->stunned = .5;
3623                         Person::players[i]->aitype = pathfindtype;
3624                         Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
3625                         Person::players[i]->finalpathfindpoint = -1;
3626                         Person::players[i]->targetpathfindpoint = -1;
3627                         Person::players[i]->lastpathfindpoint = -1;
3628                         Person::players[i]->lastpathfindpoint2 = -1;
3629                         Person::players[i]->lastpathfindpoint3 = -1;
3630                         Person::players[i]->lastpathfindpoint4 = -1;
3631                     } else
3632                         Person::players[i]->laststanding = j;
3633                 }
3634             //lose sight of player in the air (?)
3635             if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
3636                     Animation::animations[Person::players[0]->animTarget].height != highheight &&
3637                     !Person::players[0]->onterrain) {
3638                 Person::players[i]->aitype = pathfindtype;
3639                 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
3640                 Person::players[i]->finalpathfindpoint = -1;
3641                 Person::players[i]->targetpathfindpoint = -1;
3642                 Person::players[i]->lastpathfindpoint = -1;
3643                 Person::players[i]->lastpathfindpoint2 = -1;
3644                 Person::players[i]->lastpathfindpoint3 = -1;
3645                 Person::players[i]->lastpathfindpoint4 = -1;
3646             }
3647             //it's time to think (?)
3648             if (Person::players[i]->aiupdatedelay < 0 &&
3649                     !Animation::animations[Person::players[i]->animTarget].attack &&
3650                     Person::players[i]->animTarget != staggerbackhighanim &&
3651                     Person::players[i]->animTarget != staggerbackhardanim &&
3652                     Person::players[i]->animTarget != backhandspringanim &&
3653                     Person::players[i]->animTarget != dodgebackanim) {
3654                 //draw weapon
3655                 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
3656                     Person::players[i]->drawkeydown = Random() % 2;
3657                 else
3658                     Person::players[i]->drawkeydown = 0;
3659                 Person::players[i]->rabbitkickenabled = Random() % 2;
3660                 //chase player
3661                 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
3662                 XYZ targetpoint = Person::players[0]->coords;
3663                 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
3664                         distsq(&rotatetarget, &Person::players[i]->coords))
3665                     targetpoint += Person::players[0]->velocity *
3666                                    findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
3667                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
3668                 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3669                 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
3670
3671                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
3672                     Person::players[i]->forwardkeydown = 1;
3673                 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
3674                           distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
3675                          Person::players[0]->weaponactive != -1)
3676                     Person::players[i]->forwardkeydown = 1;
3677                 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
3678                     Person::players[i]->forwardkeydown = 1;
3679                 else
3680                     Person::players[i]->forwardkeydown = 0;
3681                 //chill out around the corpse
3682                 if (Person::players[0]->dead) {
3683                     Person::players[i]->forwardkeydown = 0;
3684                     if (Random() % 10 == 0)
3685                         Person::players[i]->forwardkeydown = 1;
3686                     if (Random() % 100 == 0) {
3687                         Person::players[i]->aitype = pathfindtype;
3688                         Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
3689                         Person::players[i]->finalpathfindpoint = -1;
3690                         Person::players[i]->targetpathfindpoint = -1;
3691                         Person::players[i]->lastpathfindpoint = -1;
3692                         Person::players[i]->lastpathfindpoint2 = -1;
3693                         Person::players[i]->lastpathfindpoint3 = -1;
3694                         Person::players[i]->lastpathfindpoint4 = -1;
3695                     }
3696                 }
3697                 Person::players[i]->leftkeydown = 0;
3698                 Person::players[i]->backkeydown = 0;
3699                 Person::players[i]->rightkeydown = 0;
3700                 Person::players[i]->crouchkeydown = 0;
3701                 Person::players[i]->throwkeydown = 0;
3702
3703                 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3704                     Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3705                 //attack!!!
3706                 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
3707                     Person::players[i]->attackkeydown = 1;
3708                 else
3709                     Person::players[i]->attackkeydown = 0;
3710                 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
3711                     Person::players[i]->attackkeydown = 0;
3712
3713                 //TODO: wat
3714                 if (Person::players[i]->aitype != playercontrolled &&
3715                         (Person::players[i]->isIdle() ||
3716                          Person::players[i]->isCrouch() ||
3717                          Person::players[i]->isRun())) {
3718                     int target = -2;
3719                     for (unsigned j = 0; j < Person::players.size(); j++)
3720                         if (j != i && !Person::players[j]->skeleton.free &&
3721                                 Person::players[j]->hasvictim &&
3722                                 (Tutorial::active && reversaltrain ||
3723                                  Random() % 2 == 0 && difficulty == 2 ||
3724                                  Random() % 4 == 0 && difficulty == 1 ||
3725                                  Random() % 8 == 0 && difficulty == 0 ||
3726                                  Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
3727                                  Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
3728                                  (Random() % 2 == 0 || difficulty == 2) ||
3729                                  (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
3730                                  Person::players[j]->weaponactive != -1 ||
3731                                  Person::players[j]->animTarget == swordslashanim &&
3732                                  Person::players[i]->weaponactive != -1 ||
3733                                  Person::players[j]->animTarget == staffhitanim ||
3734                                  Person::players[j]->animTarget == staffspinhitanim))
3735                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
3736                                     Person::players[j]->victim == Person::players[i] &&
3737                                     (Person::players[j]->animTarget == sweepanim ||
3738                                      Person::players[j]->animTarget == spinkickanim ||
3739                                      Person::players[j]->animTarget == staffhitanim ||
3740                                      Person::players[j]->animTarget == staffspinhitanim ||
3741                                      Person::players[j]->animTarget == winduppunchanim ||
3742                                      Person::players[j]->animTarget == upunchanim ||
3743                                      Person::players[j]->animTarget == wolfslapanim ||
3744                                      Person::players[j]->animTarget == knifeslashstartanim ||
3745                                      Person::players[j]->animTarget == swordslashanim &&
3746                                      (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
3747                                       Person::players[i]->weaponactive != -1))) {
3748                                 if (target >= 0)
3749                                     target = -1;
3750                                 else
3751                                     target = j;
3752                             }
3753                     if (target >= 0)
3754                         Person::players[target]->Reverse();
3755                 }
3756
3757                 if (Person::players[i]->collided < 1)
3758                     Person::players[i]->jumpkeydown = 0;
3759                 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
3760                         distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
3761                         Person::players[i]->onterrain &&
3762                         Person::players[i]->creature == rabbittype)
3763                     Person::players[i]->jumpkeydown = 1;
3764                 //TODO: why are we controlling the human?
3765                 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
3766                     Person::players[0]->jumpkeydown = 0;
3767                 if (Person::players[0]->animTarget == jumpdownanim &&
3768                         distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
3769                     Person::players[i]->crouchkeydown = 1;
3770                 if (Person::players[i]->jumpkeydown)
3771                     Person::players[i]->attackkeydown = 0;
3772
3773                 if (Tutorial::active)
3774                     if (!canattack)
3775                         Person::players[i]->attackkeydown = 0;
3776
3777
3778                 XYZ facing = Person::players[i]->coords;
3779                 XYZ flatfacing = Person::players[0]->coords;
3780                 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
3781                 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
3782                 if (Person::players[i]->occluded >= 2)
3783                     if (-1 != Object::checkcollide(facing, flatfacing)) {
3784                         if (!Person::players[i]->pause)
3785                             Person::players[i]->lastseentime -= .2;
3786                         if (Person::players[i]->lastseentime <= 0 &&
3787                                 (Person::players[i]->creature != wolftype ||
3788                                  Person::players[i]->weaponstuck == -1)) {
3789                             Person::players[i]->aitype = searchtype;
3790                             Person::players[i]->lastchecktime = 12;
3791                             Person::players[i]->lastseen = Person::players[0]->coords;
3792                             Person::players[i]->lastseentime = 12;
3793                         }
3794                     } else
3795                         Person::players[i]->lastseentime = 1;
3796             }
3797         }
3798         if (Animation::animations[Person::players[0]->animTarget].height == highheight &&
3799                 (Person::players[i]->aitype == attacktypecutoff ||
3800                  Person::players[i]->aitype == searchtype))
3801             if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
3802                 XYZ test = Person::players[0]->coords;
3803                 test.y -= 40;
3804                 if (-1 == Object::checkcollide(Person::players[0]->coords, test))
3805                     Person::players[i]->stunned = 1;
3806             }
3807         //stunned
3808         if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
3809                 Person::players[i]->stunned > 0 ||
3810                 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
3811             if (Person::players[i]->pause)
3812                 Person::players[i]->lastseentime = 1;
3813             Person::players[i]->targetyaw = Person::players[i]->yaw;
3814             Person::players[i]->forwardkeydown = 0;
3815             Person::players[i]->leftkeydown = 0;
3816             Person::players[i]->backkeydown = 0;
3817             Person::players[i]->rightkeydown = 0;
3818             Person::players[i]->jumpkeydown = 0;
3819             Person::players[i]->attackkeydown = 0;
3820             Person::players[i]->crouchkeydown = 0;
3821             Person::players[i]->throwkeydown = 0;
3822         }
3823
3824
3825         XYZ facing;
3826         facing = 0;
3827         facing.z = -1;
3828
3829         XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3830         facing = flatfacing;
3831
3832         if (Person::players[i]->aitype == attacktypecutoff) {
3833             Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
3834             Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
3835         } else if (Person::players[i]->howactive >= typesleeping) {
3836             Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
3837             Person::players[i]->targetheadpitch = 0;
3838         } else {
3839             if (Person::players[i]->interestdelay <= 0) {
3840                 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
3841                 Person::players[i]->headtarget = Person::players[i]->coords;
3842                 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
3843                 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
3844                 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
3845                 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
3846             }
3847             Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
3848             Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
3849         }
3850     }
3851 }
3852
3853 void Game::Tick()
3854 {
3855     static XYZ facing, flatfacing;
3856     static int target;
3857
3858     Input::Tick();
3859
3860     if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
3861         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
3862             stereoreverse = true;
3863         else
3864             stereoreverse = false;
3865
3866         if (stereoreverse)
3867             printf("Stereo reversed\n");
3868         else
3869             printf("Stereo unreversed\n");
3870     }
3871
3872     if (Input::isKeyDown(SDL_SCANCODE_F7)) {
3873         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
3874             stereoseparation -= 0.001;
3875         else
3876             stereoseparation -= 0.010;
3877         printf("Stereo decreased increased to %f\n", stereoseparation);
3878     }
3879
3880     if (Input::isKeyDown(SDL_SCANCODE_F8)) {
3881         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
3882             stereoseparation += 0.001;
3883         else
3884             stereoseparation += 0.010;
3885         printf("Stereo separation increased to %f\n", stereoseparation);
3886     }
3887
3888
3889     if (Input::isKeyPressed(SDL_SCANCODE_TAB) && Tutorial::active) {
3890         if (Tutorial::stage != 51) {
3891             Tutorial::stagetime = Tutorial::maxtime;
3892         }
3893         emit_sound_np(consolefailsound, 128.);
3894     }
3895
3896     /*
3897     Values of mainmenu :
3898     1 Main menu
3899     2 Menu pause (resume/end game)
3900     3 Option menu
3901     4 Controls configuration menu
3902     5 Main game menu (choose level or challenge)
3903     6 Deleting user menu
3904     7 User managment menu (select/add)
3905     8 Choose difficulty menu
3906     9 Challenge level selection menu
3907     10 End of the campaign congratulation (is that really a menu?)
3908     11 Same that 9 ??? => unused
3909     18 stereo configuration
3910     */
3911
3912     if (!console) {
3913         //campaign over?
3914         if (mainmenu && endgame == 1)
3915             mainmenu = 10;
3916         //go to level select after completing a campaign level
3917         if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
3918             mainmenu = 5;
3919             gameon = 0;
3920             winfreeze = 0;
3921             fireSound();
3922             flash();
3923             if (musictoggle) {
3924                 OPENAL_SetFrequency(OPENAL_ALL);
3925                 emit_stream_np(stream_menutheme);
3926                 pause_sound(leveltheme);
3927             }
3928             Menu::Load();
3929         }
3930         //escape key pressed
3931         if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
3932                 (gameon || mainmenu == 0)) {
3933             selected = -1;
3934             if (mainmenu == 0 && !winfreeze)
3935                 mainmenu = 2; //pause
3936             else if (mainmenu == 1 || mainmenu == 2) {
3937                 mainmenu = 0; //unpause
3938             }
3939             //play menu theme
3940             if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
3941                 OPENAL_SetFrequency(OPENAL_ALL);
3942                 emit_stream_np(stream_menutheme);
3943                 pause_sound(leveltheme);
3944             }
3945             //on resume, play level music
3946             if (!mainmenu) {
3947                 pause_sound(stream_menutheme);
3948                 resume_stream(leveltheme);
3949             }
3950         }
3951     }
3952
3953     if (mainmenu) {
3954         Menu::Tick();
3955     }
3956
3957     if (!mainmenu) {
3958         if (hostile == 1)
3959             hostiletime += multiplier;
3960         else
3961             hostiletime = 0;
3962         if (!winfreeze)
3963             leveltime += multiplier;
3964
3965         //keys
3966         if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
3967             freeze = !freeze;
3968             if (freeze) {
3969                 OPENAL_SetFrequency(OPENAL_ALL);
3970             }
3971         }
3972
3973         if (Input::isKeyPressed(consolekey) && devtools) {
3974             console = !console;
3975             if (console) {
3976                 OPENAL_SetFrequency(OPENAL_ALL);
3977             } else {
3978                 freeze = 0;
3979                 waiting = false;
3980             }
3981         }
3982
3983         if (console)
3984             freeze = 1;
3985         if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
3986             inputText(consoletext[0], &consoleselected);
3987             if (!waiting) {
3988                 if (!consoletext[0].empty()) {
3989                     cmd_dispatch(consoletext[0]);
3990                     for (int k = 14; k >= 1; k--) {
3991                         consoletext[k] = consoletext[k - 1];
3992                     }
3993                     consoletext[0].clear();
3994                     consoleselected = 0;
3995                 }
3996             }
3997
3998             consoleblinkdelay -= multiplier;
3999             if (consoleblinkdelay <= 0) {
4000                 consoleblinkdelay = .3;
4001                 consoleblink = !consoleblink;
4002             }
4003         }
4004
4005         static int oldwinfreeze;
4006         if (winfreeze && !oldwinfreeze) {
4007             OPENAL_SetFrequency(OPENAL_ALL);
4008             emit_sound_np(consolesuccesssound);
4009         }
4010         if (winfreeze == 0)
4011             oldwinfreeze = winfreeze;
4012         else
4013             oldwinfreeze++;
4014
4015         if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
4016             if (winfreeze)
4017                 winfreeze = 0;
4018         if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
4019             if (console) {
4020                 console = false;
4021                 freeze = 0;
4022             } else if (winfreeze) {
4023                 mainmenu = 9;
4024                 gameon = 0;
4025             }
4026         }
4027
4028
4029
4030         if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
4031
4032             //dialogues
4033             static float talkdelay = 0;
4034
4035             if (Dialog::inDialog())
4036                 talkdelay = 1;
4037             talkdelay -= multiplier;
4038
4039             if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
4040                 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
4041                     Dialog::dialogs[i].tick(i);
4042                 }
4043             }
4044
4045             windvar += multiplier;
4046             smoketex += multiplier;
4047             Tutorial::stagetime += multiplier;
4048
4049             //hotspots
4050             static float hotspotvisual[40];
4051             if (Hotspot::hotspots.size()) {
4052                 XYZ hotspotsprite;
4053                 if (editorenabled) {
4054                     for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4055                         hotspotvisual[i] -= multiplier / 320;
4056                     }
4057                 }
4058
4059                 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4060                     while (hotspotvisual[i] < 0) {
4061                         hotspotsprite = 0;
4062                         hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
4063                         hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
4064                         hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
4065                         hotspotsprite += Hotspot::hotspots[i].position;
4066                         Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
4067                         hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
4068                     }
4069                 }
4070
4071                 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4072                     if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
4073                         Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
4074                     }
4075                 }
4076             }
4077
4078             //Tutorial
4079             if (Tutorial::active) {
4080                 Tutorial::Do(multiplier);
4081             }
4082
4083             //bonuses
4084             if (!Tutorial::active) {
4085                 if (bonustime == 0 &&
4086                         bonus != solidhit &&
4087                         bonus != spinecrusher &&
4088                         bonus != tracheotomy &&
4089                         bonus != backstab &&
4090                         bonusvalue > 10) {
4091                     emit_sound_np(consolesuccesssound);
4092                 }
4093             } else if (bonustime == 0) {
4094                 emit_sound_np(fireendsound);
4095             }
4096             if (bonustime == 0) {
4097                 if (bonus != solidhit &&
4098                         bonus != twoxcombo &&
4099                         bonus != threexcombo &&
4100                         bonus != fourxcombo &&
4101                         bonus != megacombo)
4102                     bonusnum[bonus]++;
4103                 else
4104                     bonusnum[bonus] += 0.15;
4105                 if (Tutorial::active)
4106                     bonusvalue = 0;
4107                 bonusvalue /= bonusnum[bonus];
4108                 bonustotal += bonusvalue;
4109             }
4110             bonustime += multiplier;
4111
4112             //snow effects
4113             if (environment == snowyenvironment) {
4114                 precipdelay -= multiplier;
4115                 while (precipdelay < 0) {
4116                     precipdelay += .04;
4117                     if (!detail)
4118                         precipdelay += .04;
4119                     XYZ footvel, footpoint;
4120
4121                     footvel = 0;
4122                     footpoint = viewer + viewerfacing * 6;
4123                     footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
4124                     footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
4125                     footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
4126                     Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
4127                 }
4128             }
4129
4130
4131             doAerialAcrobatics();
4132
4133
4134             static XYZ oldviewer;
4135
4136             //control keys
4137             if (!Dialog::inDialog()) {
4138                 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
4139                 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
4140                 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
4141                 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
4142                 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
4143                 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
4144                 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
4145                 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
4146             } else {
4147                 Person::players[0]->forwardkeydown = 0;
4148                 Person::players[0]->leftkeydown = 0;
4149                 Person::players[0]->backkeydown = 0;
4150                 Person::players[0]->rightkeydown = 0;
4151                 Person::players[0]->jumpkeydown = 0;
4152                 Person::players[0]->crouchkeydown = 0;
4153                 Person::players[0]->drawkeydown = 0;
4154                 Person::players[0]->throwkeydown = 0;
4155             }
4156
4157             if (!Person::players[0]->jumpkeydown)
4158                 Person::players[0]->jumpclimb = 0;
4159
4160
4161             if (Dialog::inDialog()) {
4162                 cameramode = 1;
4163                 if (Dialog::directing) {
4164                     facing = 0;
4165                     facing.z = -1;
4166
4167                     facing = DoRotation(facing, -pitch, 0, 0);
4168                     facing = DoRotation(facing, 0, 0 - yaw, 0);
4169
4170                     flatfacing = 0;
4171                     flatfacing.z = -1;
4172
4173                     flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
4174
4175                     if (Input::isKeyDown(forwardkey))
4176                         viewer += facing * multiplier * 4;
4177                     if (Input::isKeyDown(backkey))
4178                         viewer -= facing * multiplier * 4;
4179                     if (Input::isKeyDown(leftkey))
4180                         viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
4181                     if (Input::isKeyDown(rightkey))
4182                         viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
4183                     if (Input::isKeyDown(jumpkey))
4184                         viewer.y += multiplier * 4;
4185                     if (Input::isKeyDown(crouchkey))
4186                         viewer.y -= multiplier * 4;
4187                     if (     Input::isKeyPressed(SDL_SCANCODE_1) ||
4188                              Input::isKeyPressed(SDL_SCANCODE_2) ||
4189                              Input::isKeyPressed(SDL_SCANCODE_3) ||
4190                              Input::isKeyPressed(SDL_SCANCODE_4) ||
4191                              Input::isKeyPressed(SDL_SCANCODE_5) ||
4192                              Input::isKeyPressed(SDL_SCANCODE_6) ||
4193                              Input::isKeyPressed(SDL_SCANCODE_7) ||
4194                              Input::isKeyPressed(SDL_SCANCODE_8) ||
4195                              Input::isKeyPressed(SDL_SCANCODE_9) ||
4196                              Input::isKeyPressed(SDL_SCANCODE_0) ||
4197                              Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
4198                         int whichend;
4199                         if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
4200                         if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
4201                         if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
4202                         if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
4203                         if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
4204                         if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
4205                         if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
4206                         if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
4207                         if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
4208                         if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
4209                         if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
4210                             whichend = -1;
4211                         if (whichend != -1) {
4212                             Dialog::currentScene().participantfocus = whichend;
4213                             Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
4214                             Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
4215                         }
4216                         if (whichend == -1) {
4217                             Dialog::currentScene().participantfocus = -1;
4218                         }
4219                         /* FIXME: potentially accessing -1 in Person::players! */
4220                         if (Person::players[Dialog::currentScene().participantfocus]->dead) {
4221                             Dialog::indialogue = -1;
4222                             Dialog::directing = false;
4223                             cameramode = 0;
4224                         }
4225                         Dialog::currentScene().camera = viewer;
4226                         Dialog::currentScene().camerayaw = yaw;
4227                         Dialog::currentScene().camerapitch = pitch;
4228                         Dialog::indialogue++;
4229                         if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
4230                             if (Dialog::currentScene().sound != 0) {
4231                                 playdialoguescenesound();
4232                             }
4233                         }
4234
4235                         for (unsigned j = 0; j < Person::players.size(); j++) {
4236                             Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
4237                         }
4238                     }
4239                     //TODO: should these be KeyDown or KeyPressed?
4240                     if (     Input::isKeyDown(SDL_SCANCODE_KP_1) ||
4241                              Input::isKeyDown(SDL_SCANCODE_KP_2) ||
4242                              Input::isKeyDown(SDL_SCANCODE_KP_3) ||
4243                              Input::isKeyDown(SDL_SCANCODE_KP_4) ||
4244                              Input::isKeyDown(SDL_SCANCODE_KP_5) ||
4245                              Input::isKeyDown(SDL_SCANCODE_KP_6) ||
4246                              Input::isKeyDown(SDL_SCANCODE_KP_7) ||
4247                              Input::isKeyDown(SDL_SCANCODE_KP_8) ||
4248                              Input::isKeyDown(SDL_SCANCODE_KP_9) ||
4249                              Input::isKeyDown(SDL_SCANCODE_KP_0)) {
4250                         int whichend;
4251                         if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
4252                         if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
4253                         if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
4254                         if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
4255                         if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
4256                         if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
4257                         if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
4258                         if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
4259                         if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
4260                         if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
4261                         Dialog::currentScene().participantfacing[whichend] = facing;
4262                     }
4263                     if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
4264                         Dialog::indialogue = -1;
4265                         Dialog::directing = false;
4266                         cameramode = 0;
4267                     }
4268                 }
4269                 if (!Dialog::directing) {
4270                     pause_sound(whooshsound);
4271                     viewer = Dialog::currentScene().camera;
4272                     viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
4273                     yaw = Dialog::currentScene().camerayaw;
4274                     pitch = Dialog::currentScene().camerapitch;
4275                     if (Dialog::dialoguetime > 0.5) {
4276                         if (Input::isKeyPressed(attackkey)) {
4277                             Dialog::indialogue++;
4278                             if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
4279                                 if (Dialog::currentScene().sound != 0) {
4280                                     playdialoguescenesound();
4281                                     if (Dialog::currentScene().sound == -5) {
4282                                         Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
4283                                     }
4284                                     if (Dialog::currentScene().sound == -6) {
4285                                         hostile = 1;
4286                                     }
4287
4288                                     if (Person::players[Dialog::currentScene().participantfocus]->dead) {
4289                                         Dialog::indialogue = -1;
4290                                         Dialog::directing = false;
4291                                         cameramode = 0;
4292                                     }
4293                                 }
4294                             }
4295                         }
4296                     }
4297                     if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
4298                         Dialog::indialogue = -1;
4299                         Dialog::directing = false;
4300                         cameramode = 0;
4301                         if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
4302                             hostile = 1;
4303                         }
4304                         if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
4305                             windialogue = true;
4306                         }
4307                         if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
4308                             hostile = 1;
4309                             for (unsigned i = 1; i < Person::players.size(); i++) {
4310                                 Person::players[i]->aitype = attacktypecutoff;
4311                             }
4312                         }
4313                     }
4314                 }
4315             }
4316
4317             if (!Person::players[0]->jumpkeydown) {
4318                 Person::players[0]->jumptogglekeydown = 0;
4319             }
4320             if (Person::players[0]->jumpkeydown &&
4321                     Person::players[0]->animTarget != jumpupanim &&
4322                     Person::players[0]->animTarget != jumpdownanim &&
4323                     !Person::players[0]->isFlip())
4324                 Person::players[0]->jumptogglekeydown = 1;
4325
4326
4327             Dialog::dialoguetime += multiplier;
4328             hawkyaw += multiplier * 25;
4329             realhawkcoords = 0;
4330             realhawkcoords.x = 25;
4331             realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
4332             hawkcalldelay -= multiplier / 2;
4333
4334             if (hawkcalldelay <= 0) {
4335                 emit_sound_at(hawksound, realhawkcoords);
4336
4337                 hawkcalldelay = 16 + abs(Random() % 8);
4338             }
4339
4340             doDevKeys();
4341
4342             doAttacks();
4343
4344             doPlayerCollisions();
4345
4346             doJumpReversals();
4347
4348             for (unsigned k = 0; k < Person::players.size(); k++)
4349                 if (k != 0 && Person::players[k]->immobile)
4350                     Person::players[k]->coords = Person::players[k]->realoldcoords;
4351
4352             for (unsigned k = 0; k < Person::players.size(); k++) {
4353                 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
4354                     if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
4355                         Person::players[k]->DoDamage(1000);
4356                     }
4357                 }
4358             }
4359
4360             //respawn
4361             static bool respawnkeydown;
4362             if (!editorenabled &&
4363                     (whichlevel != -2 &&
4364                      (Input::isKeyDown(SDL_SCANCODE_Z) &&
4365                       Input::isKeyDown(SDL_SCANCODE_LGUI) &&
4366                       devtools) ||
4367                      (Input::isKeyDown(jumpkey) &&
4368                       !respawnkeydown &&
4369                       !oldattackkey &&
4370                       Person::players[0]->dead))) {
4371                 targetlevel = whichlevel;
4372                 loading = 1;
4373                 leveltime = 5;
4374             }
4375             respawnkeydown = Input::isKeyDown(jumpkey);
4376
4377
4378             static bool movekey;
4379
4380             //?
4381             for (unsigned i = 0; i < Person::players.size(); i++) {
4382                 static float oldtargetyaw;
4383                 if (!Person::players[i]->skeleton.free) {
4384                     oldtargetyaw = Person::players[i]->targetyaw;
4385                     if (i == 0 && !Dialog::inDialog()) {
4386                         //TODO: refactor repetitive code
4387                         if (!Animation::animations[Person::players[0]->animTarget].attack &&
4388                                 Person::players[0]->animTarget != staggerbackhighanim &&
4389                                 Person::players[0]->animTarget != staggerbackhardanim &&
4390                                 Person::players[0]->animTarget != crouchremoveknifeanim &&
4391                                 Person::players[0]->animTarget != removeknifeanim &&
4392                                 Person::players[0]->animTarget != backhandspringanim &&
4393                                 Person::players[0]->animTarget != dodgebackanim &&
4394                                 Person::players[0]->animTarget != walljumprightkickanim &&
4395                                 Person::players[0]->animTarget != walljumpleftkickanim) {
4396                             if (cameramode)
4397                                 Person::players[0]->targetyaw = 0;
4398                             else
4399                                 Person::players[0]->targetyaw = -yaw + 180;
4400                         }
4401
4402                         facing = 0;
4403                         facing.z = -1;
4404
4405                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4406                         if (cameramode) {
4407                             facing = flatfacing;
4408                         } else {
4409                             facing = DoRotation(facing, -pitch, 0, 0);
4410                             facing = DoRotation(facing, 0, 0 - yaw, 0);
4411                         }
4412
4413                         Person::players[0]->lookyaw = -yaw;
4414
4415                         Person::players[i]->targetheadyaw = yaw;
4416                         Person::players[i]->targetheadpitch = pitch;
4417                     }
4418                     if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
4419                         if (!Animation::animations[Person::players[i]->animTarget].attack &&
4420                                 Person::players[i]->animTarget != staggerbackhighanim &&
4421                                 Person::players[i]->animTarget != staggerbackhardanim &&
4422                                 Person::players[i]->animTarget != crouchremoveknifeanim &&
4423                                 Person::players[i]->animTarget != removeknifeanim &&
4424                                 Person::players[i]->animTarget != backhandspringanim &&
4425                                 Person::players[i]->animTarget != dodgebackanim &&
4426                                 Person::players[i]->animTarget != walljumprightkickanim &&
4427                                 Person::players[i]->animTarget != walljumpleftkickanim) {
4428                             Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
4429                         }
4430
4431                         facing = 0;
4432                         facing.z = -1;
4433
4434                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4435
4436                         facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
4437                         facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
4438
4439                         Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
4440                         Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
4441                     }
4442                     if (Dialog::inDialog()) {
4443                         Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
4444                         Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
4445                     }
4446
4447                     if (leveltime < .5)
4448                         numenvsounds = 0;
4449
4450                     Person::players[i]->avoidsomething = 0;
4451
4452                     //avoid flaming things
4453                     for (int j = 0; j < Object::objects.size(); j++)
4454                         if (Object::objects[j]->onfire)
4455                             if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200)
4456                                 if (     distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
4457                                          distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
4458                                     Person::players[i]->collided = 0;
4459                                     Person::players[i]->avoidcollided = 1;
4460                                     if (Person::players[i]->avoidsomething == 0 ||
4461                                             distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
4462                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
4463                                         Person::players[i]->avoidwhere = Object::objects[j]->position;
4464                                         Person::players[i]->avoidsomething = 1;
4465                                     }
4466                                 }
4467
4468                     //avoid flaming players
4469                     for (unsigned j = 0; j < Person::players.size(); j++)
4470                         if (Person::players[j]->onfire)
4471                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
4472                                 if (     distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
4473                                          distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
4474                                     Person::players[i]->collided = 0;
4475                                     Person::players[i]->avoidcollided = 1;
4476                                     if (Person::players[i]->avoidsomething == 0 ||
4477                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
4478                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
4479                                         Person::players[i]->avoidwhere = Person::players[j]->coords;
4480                                         Person::players[i]->avoidsomething = 1;
4481                                     }
4482                                 }
4483
4484                     if (Person::players[i]->collided > .8)
4485                         Person::players[i]->avoidcollided = 0;
4486
4487                     doAI(i);
4488
4489                     if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
4490                         //Person::players[i]->targetyaw=Person::players[i]->yaw;
4491                         Person::players[i]->forwardkeydown = 0;
4492                         Person::players[i]->leftkeydown = 0;
4493                         Person::players[i]->backkeydown = 0;
4494                         Person::players[i]->rightkeydown = 0;
4495                         Person::players[i]->jumpkeydown = 0;
4496                         Person::players[i]->attackkeydown = 0;
4497                         //Person::players[i]->crouchkeydown=0;
4498                         Person::players[i]->throwkeydown = 0;
4499                     }
4500
4501                     if (Dialog::inDialog()) {
4502                         Person::players[i]->forwardkeydown = 0;
4503                         Person::players[i]->leftkeydown = 0;
4504                         Person::players[i]->backkeydown = 0;
4505                         Person::players[i]->rightkeydown = 0;
4506                         Person::players[i]->jumpkeydown = 0;
4507                         Person::players[i]->crouchkeydown = 0;
4508                         Person::players[i]->drawkeydown = 0;
4509                         Person::players[i]->throwkeydown = 0;
4510                     }
4511
4512                     if (Person::players[i]->collided < -.3)
4513                         Person::players[i]->collided = -.3;
4514                     if (Person::players[i]->collided > 1)
4515                         Person::players[i]->collided = 1;
4516                     Person::players[i]->collided -= multiplier * 4;
4517                     Person::players[i]->whichdirectiondelay -= multiplier;
4518                     if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
4519                         Person::players[i]->avoidcollided = -.3;
4520                         Person::players[i]->whichdirection = abs(Random() % 2);
4521                         Person::players[i]->whichdirectiondelay = .4;
4522                     }
4523                     if (Person::players[i]->avoidcollided > 1)
4524                         Person::players[i]->avoidcollided = 1;
4525                     Person::players[i]->avoidcollided -= multiplier / 4;
4526                     if (!Person::players[i]->skeleton.free) {
4527                         Person::players[i]->stunned -= multiplier;
4528                         Person::players[i]->surprised -= multiplier;
4529                     }
4530                     if (i != 0 && Person::players[i]->surprised <= 0 &&
4531                             Person::players[i]->aitype == attacktypecutoff &&
4532                             !Person::players[i]->dead &&
4533                             !Person::players[i]->skeleton.free &&
4534                             Animation::animations[Person::players[i]->animTarget].attack == neutral)
4535                         numresponded = 1;
4536
4537                     if (!Person::players[i]->throwkeydown)
4538                         Person::players[i]->throwtogglekeydown = 0;
4539
4540                     //pick up weapon
4541                     if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
4542                         if (Person::players[i]->weaponactive == -1 &&
4543                                 Person::players[i]->num_weapons < 2 &&
4544                                 (Person::players[i]->isIdle() ||
4545                                  Person::players[i]->isCrouch() ||
4546                                  Person::players[i]->animTarget == sneakanim ||
4547                                  Person::players[i]->animTarget == rollanim ||
4548                                  Person::players[i]->animTarget == backhandspringanim ||
4549                                  Person::players[i]->isFlip() ||
4550                                  Person::players[i]->aitype != playercontrolled)) {
4551                             for (unsigned j = 0; j < weapons.size(); j++) {
4552                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
4553                                         Person::players[i]->aitype == playercontrolled) &&
4554                                         weapons[j].owner == -1 &&
4555                                         Person::players[i]->weaponactive == -1)
4556                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
4557                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
4558                                             if (Person::players[i]->isCrouch() ||
4559                                                     Person::players[i]->animTarget == sneakanim ||
4560                                                     Person::players[i]->isRun() ||
4561                                                     Person::players[i]->isIdle() ||
4562                                                     Person::players[i]->aitype != playercontrolled) {
4563                                                 Person::players[i]->throwtogglekeydown = 1;
4564                                                 Person::players[i]->setAnimation(crouchremoveknifeanim);
4565                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
4566                                                 Person::players[i]->hasvictim = 0;
4567                                             }
4568                                             if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
4569                                                 Person::players[i]->throwtogglekeydown = 1;
4570                                                 Person::players[i]->hasvictim = 0;
4571
4572                                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
4573                                                         Person::players[i]->aitype == playercontrolled) &&
4574                                                         weapons[j].owner == -1 ||
4575                                                         Person::players[i]->victim &&
4576                                                         weapons[j].owner == int(Person::players[i]->victim->id))
4577                                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
4578                                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
4579                                                             if (weapons[j].getType() != staff)
4580                                                                 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
4581
4582                                                             Person::players[i]->takeWeapon(j);
4583                                                         }
4584                                             }
4585                                         } else if ((Person::players[i]->isIdle() ||
4586                                                     Person::players[i]->isFlip() ||
4587                                                     Person::players[i]->aitype != playercontrolled) &&
4588                                                    distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
4589                                                    Person::players[i]->coords.y < weapons[j].position.y) {
4590                                             if (!Person::players[i]->isFlip()) {
4591                                                 Person::players[i]->throwtogglekeydown = 1;
4592                                                 Person::players[i]->setAnimation(removeknifeanim);
4593                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
4594                                             }
4595                                             if (Person::players[i]->isFlip()) {
4596                                                 Person::players[i]->throwtogglekeydown = 1;
4597                                                 Person::players[i]->hasvictim = 0;
4598
4599                                                 for (unsigned k = 0; k < weapons.size(); k++) {
4600                                                     if (Person::players[i]->weaponactive == -1)
4601                                                         if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
4602                                                                 Person::players[i]->aitype == playercontrolled) &&
4603                                                                 weapons[k].owner == -1 ||
4604                                                                 Person::players[i]->victim &&
4605                                                                 weapons[k].owner == int(Person::players[i]->victim->id))
4606                                                             if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
4607                                                                     Person::players[i]->weaponactive == -1) {
4608                                                                 if (weapons[k].getType() != staff)
4609                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
4610
4611                                                                 Person::players[i]->takeWeapon(k);
4612                                                             }
4613                                                 }
4614                                             }
4615                                         }
4616                                     }
4617                             }
4618                             if (Person::players[i]->isCrouch() ||
4619                                     Person::players[i]->animTarget == sneakanim ||
4620                                     Person::players[i]->isRun() ||
4621                                     Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
4622                                     Person::players[i]->animTarget == backhandspringanim) {
4623                                 if (Person::players.size() > 1)
4624                                     for (unsigned j = 0; j < Person::players.size(); j++) {
4625                                         if (Person::players[i]->weaponactive == -1)
4626                                             if (j != i)
4627                                                 if (Person::players[j]->num_weapons &&
4628                                                         Person::players[j]->skeleton.free &&
4629                                                         distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
4630                                                         (((Person::players[j]->skeleton.forward.y < 0 &&
4631                                                            Person::players[j]->weaponstuckwhere == 0) ||
4632                                                           (Person::players[j]->skeleton.forward.y > 0 &&
4633                                                            Person::players[j]->weaponstuckwhere == 1)) ||
4634                                                          Person::players[j]->weaponstuck == -1 ||
4635                                                          Person::players[j]->num_weapons > 1)) {
4636                                                     if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
4637                                                         Person::players[i]->throwtogglekeydown = 1;
4638                                                         Person::players[i]->victim = Person::players[j];
4639                                                         Person::players[i]->hasvictim = 1;
4640                                                         Person::players[i]->setAnimation(crouchremoveknifeanim);
4641                                                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
4642                                                     }
4643                                                     if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
4644                                                         Person::players[i]->throwtogglekeydown = 1;
4645                                                         Person::players[i]->victim = Person::players[j];
4646                                                         Person::players[i]->hasvictim = 1;
4647                                                         int k = Person::players[j]->weaponids[0];
4648                                                         if (Person::players[i]->hasvictim) {
4649                                                             bool fleshstuck;
4650                                                             fleshstuck = 0;
4651                                                             if (Person::players[i]->victim->weaponstuck != -1) {
4652                                                                 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
4653                                                                     fleshstuck = 1;
4654                                                                 }
4655                                                             }
4656                                                             if (!fleshstuck) {
4657                                                                 if (weapons[k].getType() != staff)
4658                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
4659                                                             }
4660                                                             if (fleshstuck)
4661                                                                 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
4662
4663                                                             if (weapons[k].owner != -1) {
4664                                                                 if (Person::players[i]->victim->num_weapons == 1)
4665                                                                     Person::players[i]->victim->num_weapons = 0;
4666                                                                 else
4667                                                                     Person::players[i]->victim->num_weapons = 1;
4668
4669                                                                 Person::players[i]->victim->skeleton.longdead = 0;
4670                                                                 Person::players[i]->victim->skeleton.free = 1;
4671                                                                 Person::players[i]->victim->skeleton.broken = 0;
4672
4673                                                                 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
4674                                                                     Person::players[i]->victim->skeleton.joints[l].velchange = 0;
4675                                                                     Person::players[i]->victim->skeleton.joints[l].locked = 0;
4676                                                                 }
4677
4678                                                                 XYZ relative;
4679                                                                 relative = 0;
4680                                                                 relative.y = 10;
4681                                                                 Normalise(&relative);
4682                                                                 XYZ footvel, footpoint;
4683                                                                 footvel = 0;
4684                                                                 footpoint = weapons[k].position;
4685                                                                 if (Person::players[i]->victim->weaponstuck != -1) {
4686                                                                     if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
4687                                                                         if (bloodtoggle)
4688                                                                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
4689                                                                         weapons[k].bloody = 2;
4690                                                                         weapons[k].blooddrip = 5;
4691                                                                         Person::players[i]->victim->weaponstuck = -1;
4692                                                                         Person::players[i]->victim->bloodloss += 2000;
4693                                                                         Person::players[i]->victim->DoDamage(2000);
4694                                                                     }
4695                                                                 }
4696                                                                 if (Person::players[i]->victim->num_weapons > 0) {
4697                                                                     if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
4698                                                                         Person::players[i]->victim->weaponstuck = 0;
4699                                                                     if (Person::players[i]->victim->weaponids[0] == k)
4700                                                                         Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
4701                                                                 }
4702
4703                                                                 Person::players[i]->victim->weaponactive = -1;
4704
4705                                                                 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
4706                                                                 Person::players[i]->victim->jointVel(neck) += relative * 6;
4707                                                                 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
4708                                                                 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
4709                                                             }
4710                                                             Person::players[i]->takeWeapon(k);
4711                                                         }
4712                                                     }
4713                                                 }
4714                                     }
4715                             }
4716                         }
4717                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
4718                             if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
4719                                 if (Person::players[i]->isIdle() ||
4720                                         Person::players[i]->isRun() ||
4721                                         Person::players[i]->isCrouch() ||
4722                                         Person::players[i]->animTarget == sneakanim ||
4723                                         Person::players[i]->isFlip())
4724                                     if (Person::players.size() > 1)
4725                                         for (unsigned j = 0; j < Person::players.size(); j++) {
4726                                             if (i != j)
4727                                                 if (!Tutorial::active || Tutorial::stage == 49)
4728                                                     if (hostile)
4729                                                         if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
4730                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
4731                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
4732                                                                 !Person::players[j]->skeleton.free &&
4733                                                                 -1 == Object::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)) {
4734                                                             if (!Person::players[i]->isFlip()) {
4735                                                                 Person::players[i]->throwtogglekeydown = 1;
4736                                                                 Person::players[i]->victim = Person::players[j];
4737                                                                 Person::players[i]->setAnimation(knifethrowanim);
4738                                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
4739                                                                 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
4740                                                             }
4741                                                             if (Person::players[i]->isFlip()) {
4742                                                                 if (Person::players[i]->weaponactive != -1) {
4743                                                                     Person::players[i]->throwtogglekeydown = 1;
4744                                                                     Person::players[i]->victim = Person::players[j];
4745                                                                     XYZ aim;
4746                                                                     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);
4747                                                                     Normalise(&aim);
4748
4749                                                                     aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
4750
4751                                                                     weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
4752                                                                     Person::players[i]->num_weapons--;
4753                                                                     if (Person::players[i]->num_weapons) {
4754                                                                         Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
4755                                                                     }
4756                                                                     Person::players[i]->weaponactive = -1;
4757                                                                 }
4758                                                             }
4759                                                         }
4760                                         }
4761                             }
4762                         }
4763                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
4764                             if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
4765                                 Person::players[i]->throwtogglekeydown = 1;
4766                                 XYZ tempVelocity = Person::players[i]->velocity * .2;
4767                                 if (tempVelocity.x == 0)
4768                                     tempVelocity.x = .1;
4769                                 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
4770                                 Person::players[i]->num_weapons--;
4771                                 if (Person::players[i]->num_weapons) {
4772                                     Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
4773                                     if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
4774                                         Person::players[i]->weaponstuck = 0;
4775                                 }
4776
4777                                 Person::players[i]->weaponactive = -1;
4778                                 for (unsigned j = 0; j < Person::players.size(); j++) {
4779                                     Person::players[j]->wentforweapon = 0;
4780                                 }
4781                             }
4782                         }
4783
4784                     }
4785
4786                     //draw weapon
4787                     if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
4788                         if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
4789                                 (Person::players[i]->num_weapons == 2) &&
4790                                 (Person::players[i]->weaponactive == -1) &&
4791                                 Person::players[i]->isIdle() ||
4792                                 Person::players[0]->dead &&
4793                                 (Person::players[i]->weaponactive != -1) &&
4794                                 i != 0) {
4795                             bool isgood = true;
4796                             if (Person::players[i]->weaponactive != -1)
4797                                 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
4798                                     isgood = false;
4799                             if (isgood && Person::players[i]->creature != wolftype) {
4800                                 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
4801                                     Person::players[i]->setAnimation(drawrightanim);
4802                                     Person::players[i]->drawtogglekeydown = 1;
4803                                 }
4804                                 if ((Person::players[i]->isIdle() ||
4805                                         (Person::players[i]->aitype != playercontrolled &&
4806                                          Person::players[0]->weaponactive != -1 &&
4807                                          Person::players[i]->isRun())) &&
4808                                         Person::players[i]->num_weapons &&
4809                                         weapons[Person::players[i]->weaponids[0]].getType() == sword) {
4810                                     Person::players[i]->setAnimation(drawleftanim);
4811                                     Person::players[i]->drawtogglekeydown = 1;
4812                                 }
4813                                 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
4814                                     Person::players[i]->setAnimation(crouchdrawrightanim);
4815                                     Person::players[i]->drawtogglekeydown = 1;
4816                                 }
4817                             }
4818                         }
4819                     }
4820
4821                     //clean weapon
4822                     if (Person::players[i]->weaponactive != -1) {
4823                         if (Person::players[i]->isCrouch() &&
4824                                 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
4825                                 bloodtoggle &&
4826                                 Person::players[i]->onterrain &&
4827                                 Person::players[i]->num_weapons &&
4828                                 Person::players[i]->attackkeydown &&
4829                                 musictype != stream_fighttheme) {
4830                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
4831                                 Person::players[i]->setAnimation(crouchstabanim);
4832                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
4833                                 Person::players[i]->setAnimation(swordgroundstabanim);
4834                             Person::players[i]->hasvictim = 0;
4835                         }
4836                     }
4837
4838                     if (!Person::players[i]->drawkeydown)
4839                         Person::players[i]->drawtogglekeydown = 0;
4840
4841                     XYZ absflatfacing;
4842                     if (i == 0) {
4843                         absflatfacing = 0;
4844                         absflatfacing.z = -1;
4845
4846                         absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
4847                     } else
4848                         absflatfacing = flatfacing;
4849
4850                     if (Dialog::inDialog()) {
4851                         Person::players[i]->forwardkeydown = 0;
4852                         Person::players[i]->leftkeydown = 0;
4853                         Person::players[i]->backkeydown = 0;
4854                         Person::players[i]->rightkeydown = 0;
4855                         Person::players[i]->jumpkeydown = 0;
4856                         Person::players[i]->crouchkeydown = 0;
4857                         Person::players[i]->drawkeydown = 0;
4858                         Person::players[i]->throwkeydown = 0;
4859                     }
4860                     movekey = 0;
4861                     //Do controls
4862                     if (!Animation::animations[Person::players[i]->animTarget].attack &&
4863                             Person::players[i]->animTarget != staggerbackhighanim &&
4864                             Person::players[i]->animTarget != staggerbackhardanim &&
4865                             Person::players[i]->animTarget != backhandspringanim &&
4866                             Person::players[i]->animTarget != dodgebackanim) {
4867                         if (!Person::players[i]->forwardkeydown)
4868                             Person::players[i]->forwardstogglekeydown = 0;
4869                         if (Person::players[i]->crouchkeydown) {
4870                             //Crouch
4871                             target = -2;
4872                             if (i == 0) {
4873                                 Person::players[i]->superruntoggle = 1;
4874                                 if (Person::players.size() > 1)
4875                                     for (unsigned j = 0; j < Person::players.size(); j++)
4876                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
4877                                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
4878                                                 Person::players[i]->superruntoggle = 0;
4879                             }
4880
4881                             if (Person::players.size() > 1)
4882                                 for (unsigned j = 0; j < Person::players.size(); j++) {
4883                                     if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
4884                                         if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4885                                                 Person::players[j]->victim == Person::players[i] &&
4886                                                 (Person::players[j]->animTarget == sweepanim ||
4887                                                  Person::players[j]->animTarget == upunchanim ||
4888                                                  Person::players[j]->animTarget == wolfslapanim ||
4889                                                  ((Person::players[j]->animTarget == swordslashanim ||
4890                                                    Person::players[j]->animTarget == knifeslashstartanim ||
4891                                                    Person::players[j]->animTarget == staffhitanim ||
4892                                                    Person::players[j]->animTarget == staffspinhitanim) &&
4893                                                   distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
4894                                             if (target >= 0)
4895                                                 target = -1;
4896                                             else
4897                                                 target = j;
4898                                         }
4899                                     }
4900                                 }
4901                             if (target >= 0)
4902                                 Person::players[target]->Reverse();
4903                             Person::players[i]->lowreversaldelay = .5;
4904
4905                             if (Person::players[i]->isIdle()) {
4906                                 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
4907                                 Person::players[i]->transspeed = 10;
4908                             }
4909                             if (Person::players[i]->isRun() ||
4910                                     (Person::players[i]->isStop() &&
4911                                      (Person::players[i]->leftkeydown ||
4912                                       Person::players[i]->rightkeydown ||
4913                                       Person::players[i]->forwardkeydown ||
4914                                       Person::players[i]->backkeydown))) {
4915                                 Person::players[i]->setAnimation(rollanim);
4916                                 Person::players[i]->transspeed = 20;
4917                             }
4918                         }
4919                         if (!Person::players[i]->crouchkeydown) {
4920                             //Uncrouch
4921                             if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
4922                                 Person::players[i]->superruntoggle = 0;
4923                             target = -2;
4924                             if (Person::players[i]->isCrouch()) {
4925                                 if (Person::players.size() > 1)
4926                                     for (unsigned j = 0; j < Person::players.size(); j++) {
4927                                         if (j != i &&
4928                                                 !Person::players[j]->skeleton.free &&
4929                                                 Person::players[j]->victim &&
4930                                                 Person::players[i]->highreversaldelay <= 0) {
4931                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4932                                                     Person::players[j]->victim == Person::players[i] &&
4933                                                     (Person::players[j]->animTarget == spinkickanim) &&
4934                                                     Person::players[i]->isCrouch()) {
4935                                                 if (target >= 0)
4936                                                     target = -1;
4937                                                 else
4938                                                     target = j;
4939                                             }
4940                                         }
4941                                     }
4942                                 if (target >= 0)
4943                                     Person::players[target]->Reverse();
4944                                 Person::players[i]->highreversaldelay = .5;
4945
4946                                 if (Person::players[i]->isCrouch()) {
4947                                     if (!Person::players[i]->wasCrouch()) {
4948                                         Person::players[i]->animCurrent = Person::players[i]->getCrouch();
4949                                         Person::players[i]->frameCurrent = 0;
4950                                     }
4951                                     Person::players[i]->setAnimation(Person::players[i]->getIdle());
4952                                     Person::players[i]->transspeed = 10;
4953                                 }
4954                             }
4955                             if (Person::players[i]->animTarget == sneakanim) {
4956                                 Person::players[i]->setAnimation(Person::players[i]->getIdle());
4957                                 Person::players[i]->transspeed = 10;
4958                             }
4959                         }
4960                         if (Person::players[i]->forwardkeydown) {
4961                             if (Person::players[i]->isIdle() ||
4962                                     (Person::players[i]->isStop() &&
4963                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4964                                     (Person::players[i]->isLanding() &&
4965                                      Person::players[i]->frameTarget > 0 &&
4966                                      !Person::players[i]->jumpkeydown) ||
4967                                     (Person::players[i]->isLandhard() &&
4968                                      Person::players[i]->frameTarget > 0 &&
4969                                      !Person::players[i]->jumpkeydown &&
4970                                      Person::players[i]->crouchkeydown)) {
4971                                 if (Person::players[i]->aitype == passivetype)
4972                                     Person::players[i]->setAnimation(walkanim);
4973                                 else
4974                                     Person::players[i]->setAnimation(Person::players[i]->getRun());
4975                             }
4976                             if (Person::players[i]->isCrouch()) {
4977                                 Person::players[i]->animTarget = sneakanim;
4978                                 if (Person::players[i]->wasCrouch())
4979                                     Person::players[i]->target = 0;
4980                                 Person::players[i]->frameTarget = 0;
4981                             }
4982                             if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
4983                                 Person::players[i]->setAnimation(climbanim);
4984                                 Person::players[i]->frameTarget = 1;
4985                                 Person::players[i]->jumpclimb = 1;
4986                             }
4987                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4988                                 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
4989                             }
4990                             Person::players[i]->forwardstogglekeydown = 1;
4991                             movekey = 1;
4992                         }
4993                         if (Person::players[i]->rightkeydown) {
4994                             if (Person::players[i]->isIdle() ||
4995                                     (Person::players[i]->isStop() &&
4996                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4997                                     (Person::players[i]->isLanding() &&
4998                                      Person::players[i]->frameTarget > 0 &&
4999                                      !Person::players[i]->jumpkeydown) ||
5000                                     (Person::players[i]->isLandhard() &&
5001                                      Person::players[i]->frameTarget > 0 &&
5002                                      !Person::players[i]->jumpkeydown &&
5003                                      Person::players[i]->crouchkeydown)) {
5004                                 Person::players[i]->setAnimation(Person::players[i]->getRun());
5005                             }
5006                             if (Person::players[i]->isCrouch()) {
5007                                 Person::players[i]->animTarget = sneakanim;
5008                                 if (Person::players[i]->wasCrouch())
5009                                     Person::players[i]->target = 0;
5010                                 Person::players[i]->frameTarget = 0;
5011                             }
5012                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5013                                 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
5014                             }
5015                             Person::players[i]->targetyaw -= 90;
5016                             if (Person::players[i]->forwardkeydown)
5017                                 Person::players[i]->targetyaw += 45;
5018                             if (Person::players[i]->backkeydown)
5019                                 Person::players[i]->targetyaw -= 45;
5020                             movekey = 1;
5021                         }
5022                         if ( Person::players[i]->leftkeydown) {
5023                             if (Person::players[i]->isIdle() ||
5024                                     (Person::players[i]->isStop() &&
5025                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
5026                                     (Person::players[i]->isLanding() &&
5027                                      Person::players[i]->frameTarget > 0 &&
5028                                      !Person::players[i]->jumpkeydown) ||
5029                                     (Person::players[i]->isLandhard() &&
5030                                      Person::players[i]->frameTarget > 0 &&
5031                                      !Person::players[i]->jumpkeydown &&
5032                                      Person::players[i]->crouchkeydown)) {
5033                                 Person::players[i]->setAnimation(Person::players[i]->getRun());
5034                             }
5035                             if (Person::players[i]->isCrouch()) {
5036                                 Person::players[i]->animTarget = sneakanim;
5037                                 if (Person::players[i]->wasCrouch())
5038                                     Person::players[i]->target = 0;
5039                                 Person::players[i]->frameTarget = 0;
5040                             }
5041                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5042                                 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
5043                             }
5044                             Person::players[i]->targetyaw += 90;
5045                             if (Person::players[i]->forwardkeydown)
5046                                 Person::players[i]->targetyaw -= 45;
5047                             if (Person::players[i]->backkeydown)
5048                                 Person::players[i]->targetyaw += 45;
5049                             movekey = 1;
5050                         }
5051                         if (Person::players[i]->backkeydown) {
5052                             if (Person::players[i]->isIdle() ||
5053                                     (Person::players[i]->isStop() &&
5054                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
5055                                     (Person::players[i]->isLanding() &&
5056                                      Person::players[i]->frameTarget > 0 &&
5057                                      !Person::players[i]->jumpkeydown) ||
5058                                     (Person::players[i]->isLandhard() &&
5059                                      Person::players[i]->frameTarget > 0 &&
5060                                      !Person::players[i]->jumpkeydown &&
5061                                      Person::players[i]->crouchkeydown)) {
5062                                 Person::players[i]->setAnimation(Person::players[i]->getRun());
5063                             }
5064                             if (Person::players[i]->isCrouch()) {
5065                                 Person::players[i]->animTarget = sneakanim;
5066                                 if (Person::players[i]->wasCrouch())
5067                                     Person::players[i]->target = 0;
5068                                 Person::players[i]->frameTarget = 0;
5069                             }
5070                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5071                                 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
5072                             }
5073                             if (Person::players[i]->animTarget == hanganim) {
5074                                 Person::players[i]->animCurrent = jumpdownanim;
5075                                 Person::players[i]->animTarget = jumpdownanim;
5076                                 Person::players[i]->target = 0;
5077                                 Person::players[i]->frameCurrent = 0;
5078                                 Person::players[i]->frameTarget = 1;
5079                                 Person::players[i]->velocity = 0;
5080                                 Person::players[i]->velocity.y += gravity;
5081                                 Person::players[i]->coords.y -= 1.4;
5082                                 Person::players[i]->grabdelay = 1;
5083                             }
5084                             if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
5085                                 Person::players[i]->targetyaw += 180;
5086                             movekey = 1;
5087                         }
5088                         if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
5089                             if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
5090                                     Person::players[i]->isRun() ||
5091                                     Person::players[i]->animTarget == walkanim ||
5092                                     Person::players[i]->isCrouch() ||
5093                                     Person::players[i]->animTarget == sneakanim) &&
5094                                     Person::players[i]->jumppower > 1) &&
5095                                     ((Person::players[i]->animTarget != rabbitrunninganim &&
5096                                       Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
5097                                 Person::players[i]->jumpstart = 0;
5098                                 Person::players[i]->setAnimation(jumpupanim);
5099                                 Person::players[i]->yaw = Person::players[i]->targetyaw;
5100                                 Person::players[i]->transspeed = 20;
5101                                 Person::players[i]->FootLand(leftfoot, 1);
5102                                 Person::players[i]->FootLand(rightfoot, 1);
5103
5104                                 facing = 0;
5105                                 facing.z = -1;
5106                                 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
5107
5108                                 if (movekey)
5109                                     Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
5110                                 if (!movekey)
5111                                     Person::players[i]->velocity = 0;
5112
5113                                 //Dodge sweep?
5114                                 target = -2;
5115                                 if (Person::players.size() > 1)
5116                                     for (unsigned j = 0; j < Person::players.size(); j++) {
5117                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
5118                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
5119                                                     (Person::players[j]->victim == Person::players[i]) &&
5120                                                     (Person::players[j]->animTarget == sweepanim)) {
5121                                                 if (target >= 0)
5122                                                     target = -1;
5123                                                 else
5124                                                     target = j;
5125                                             }
5126                                         }
5127                                     }
5128                                 if (target >= 0)
5129                                     Person::players[i]->velocity.y = 1;
5130                                 else
5131                                     if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
5132                                     Person::players[i]->velocity.y = 7;
5133                                     Person::players[i]->crouchtogglekeydown = 1;
5134                                 } else Person::players[i]->velocity.y = 5;
5135
5136                                 if (mousejump && i == 0 && devtools) {
5137                                     if (!Person::players[i]->isLanding())
5138                                         Person::players[i]->tempdeltav = deltav;
5139                                     if (Person::players[i]->tempdeltav < 0)
5140                                         Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
5141                                 }
5142
5143                                 Person::players[i]->coords.y += .2;
5144                                 Person::players[i]->jumppower -= 1;
5145
5146                                 if (!i)
5147                                     emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
5148
5149                                 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
5150                             }
5151                             if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
5152                                 Person::players[i]->setAnimation(Person::players[i]->getLanding());
5153                                 Person::players[i]->frameTarget = 2;
5154                                 Person::players[i]->landhard = 0;
5155                                 Person::players[i]->jumpstart = 1;
5156                                 Person::players[i]->tempdeltav = deltav;
5157                             }
5158                             if (Person::players[i]->animTarget == jumpupanim &&
5159                                     (((!floatjump &&
5160                                        !editorenabled) ||
5161                                       !devtools) ||
5162                                      Person::players[i]->aitype != playercontrolled)) {
5163                                 if (Person::players[i]->jumppower > multiplier * 6) {
5164                                     Person::players[i]->velocity.y += multiplier * 6;
5165                                     Person::players[i]->jumppower -= multiplier * 6;
5166                                 }
5167                                 if (Person::players[i]->jumppower <= multiplier * 6) {
5168                                     Person::players[i]->velocity.y += Person::players[i]->jumppower;
5169                                     Person::players[i]->jumppower = 0;
5170                                 }
5171                             }
5172                             if (((floatjump || editorenabled) && devtools) && i == 0)
5173                                 Person::players[i]->velocity.y += multiplier * 30;
5174                         }
5175
5176                         if (!movekey) {
5177                             if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
5178                                 Person::players[i]->setAnimation(Person::players[i]->getStop());
5179                             if (Person::players[i]->animTarget == sneakanim) {
5180                                 Person::players[i]->animTarget = Person::players[i]->getCrouch();
5181                                 if (Person::players[i]->animCurrent == sneakanim)
5182                                     Person::players[i]->target = 0;
5183                                 Person::players[i]->frameTarget = 0;
5184                             }
5185                         }
5186                         if (Person::players[i]->animTarget == walkanim &&
5187                                 (Person::players[i]->aitype == attacktypecutoff ||
5188                                  Person::players[i]->aitype == searchtype ||
5189                                  (Person::players[i]->aitype == passivetype &&
5190                                   Person::players[i]->numwaypoints <= 1)))
5191                             Person::players[i]->setAnimation(Person::players[i]->getStop());
5192                         if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
5193                             Person::players[i]->setAnimation(Person::players[i]->getStop());
5194                     }
5195                 }
5196                 if (Person::players[i]->animTarget == rollanim)
5197                     Person::players[i]->targetyaw = oldtargetyaw;
5198             }
5199
5200             //Rotation
5201             for (unsigned k = 0; k < Person::players.size(); k++) {
5202                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
5203                     if (Person::players[k]->yaw > Person::players[k]->targetyaw)
5204                         Person::players[k]->yaw -= 360;
5205                     else
5206                         Person::players[k]->yaw += 360;
5207                 }
5208
5209                 //stop to turn in right direction
5210                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
5211                     Person::players[k]->setAnimation(Person::players[k]->getStop());
5212
5213                 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
5214                     Person::players[k]->targettilt = 0;
5215
5216                 if (Person::players[k]->animTarget != jumpupanim &&
5217                         Person::players[k]->animTarget != backhandspringanim &&
5218                         Person::players[k]->animTarget != jumpdownanim &&
5219                         !Person::players[k]->isFlip()) {
5220                     Person::players[k]->targettilt = 0;
5221                     if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
5222                         Person::players[k]->jumppower = 0;
5223                     Person::players[k]->jumppower += multiplier * 7;
5224                     if (Person::players[k]->isCrouch())
5225                         Person::players[k]->jumppower += multiplier * 7;
5226                     if (Person::players[k]->jumppower > 5)
5227                         Person::players[k]->jumppower = 5;
5228                 }
5229
5230                 if (Person::players[k]->isRun())
5231                     Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
5232
5233                 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
5234                 Person::players[k]->grabdelay -= multiplier;
5235             }
5236
5237             //do animations
5238             for (unsigned k = 0; k < Person::players.size(); k++) {
5239                 Person::players[k]->DoAnimations();
5240                 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
5241                 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
5242             }
5243
5244             //do stuff
5245             Object::DoStuff();
5246
5247             for (int j = numenvsounds - 1; j >= 0; j--) {
5248                 envsoundlife[j] -= multiplier;
5249                 if (envsoundlife[j] < 0) {
5250                     numenvsounds--;
5251                     envsoundlife[j] = envsoundlife[numenvsounds];
5252                     envsound[j] = envsound[numenvsounds];
5253                 }
5254             }
5255             OPENAL_SetFrequency(OPENAL_ALL, slomo);
5256
5257             if (Tutorial::active) {
5258                 Tutorial::DoStuff(multiplier);
5259             }
5260
5261
5262             //3d sound
5263             static float gLoc[3];
5264             gLoc[0] = viewer.x;
5265             gLoc[1] = viewer.y;
5266             gLoc[2] = viewer.z;
5267             static float vel[3];
5268             vel[0] = (viewer.x - oldviewer.x) / multiplier;
5269             vel[1] = (viewer.y - oldviewer.y) / multiplier;
5270             vel[2] = (viewer.z - oldviewer.z) / multiplier;
5271
5272             //Set orientation with forward and up vectors
5273             static XYZ upvector;
5274             upvector = 0;
5275             upvector.z = -1;
5276
5277             upvector = DoRotation(upvector, -pitch + 90, 0, 0);
5278             upvector = DoRotation(upvector, 0, 0 - yaw, 0);
5279
5280             facing = 0;
5281             facing.z = -1;
5282
5283             facing = DoRotation(facing, -pitch, 0, 0);
5284             facing = DoRotation(facing, 0, 0 - yaw, 0);
5285
5286
5287             static float ori[6];
5288             ori[0] = -facing.x;
5289             ori[1] = facing.y;
5290             ori[2] = -facing.z;
5291             ori[3] = -upvector.x;
5292             ori[4] = upvector.y;
5293             ori[5] = -upvector.z;
5294
5295             OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
5296             OPENAL_Update();
5297
5298             oldviewer = viewer;
5299         }
5300     }
5301
5302     if (Input::isKeyPressed(SDL_SCANCODE_F1))
5303         Screenshot();
5304 }
5305
5306 void Game::TickOnce()
5307 {
5308     if (mainmenu) {
5309         yaw += multiplier * 5;
5310     } else if (Dialog::directing || !Dialog::inDialog()) {
5311         yaw += deltah * .7;
5312         if (invertmouse) {
5313             pitch -= deltav * .7;
5314         } else {
5315             pitch += deltav * .7;
5316         }
5317         if (pitch > 90)
5318             pitch = 90;
5319         if (pitch < -70)
5320             pitch = -70;
5321     }
5322 }
5323
5324 void Game::TickOnceAfter()
5325 {
5326     static XYZ colviewer;
5327     static XYZ coltarget;
5328     static XYZ target;
5329     static XYZ col;
5330     static XYZ facing;
5331     static float changedelay;
5332     static bool alldead;
5333     static float unseendelay;
5334     static float cameraspeed;
5335
5336     if (!mainmenu) {
5337         static int oldmusictype = musictype;
5338
5339         if (environment == snowyenvironment)
5340             leveltheme = stream_snowtheme;
5341         if (environment == grassyenvironment)
5342             leveltheme = stream_grasstheme;
5343         if (environment == desertenvironment)
5344             leveltheme = stream_deserttheme;
5345
5346         realthreat = 0;
5347
5348         musictype = leveltheme;
5349         for (unsigned i = 0; i < Person::players.size(); i++) {
5350             if ((Person::players[i]->aitype == attacktypecutoff ||
5351                     Person::players[i]->aitype == getweapontype ||
5352                     Person::players[i]->aitype == gethelptype ||
5353                     Person::players[i]->aitype == searchtype) &&
5354                     !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
5355                     (Person::players[i]->animTarget != sneakattackedanim &&
5356                      Person::players[i]->animTarget != knifesneakattackedanim &&
5357                      Person::players[i]->animTarget != swordsneakattackedanim)) {
5358                 musictype = stream_fighttheme;
5359                 realthreat = 1;
5360             }
5361         }
5362         if (Person::players[0]->dead)
5363             musictype = stream_menutheme;
5364
5365
5366         if (musictype == stream_fighttheme)
5367             unseendelay = 1;
5368
5369         if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
5370             unseendelay -= multiplier;
5371             if (unseendelay > 0)
5372                 musictype = stream_fighttheme;
5373         }
5374
5375
5376         if (loading == 2) {
5377             musictype = stream_menutheme;
5378             musicvolume[2] = 512;
5379             musicvolume[0] = 0;
5380             musicvolume[1] = 0;
5381             musicvolume[3] = 0;
5382         }
5383
5384         if (musictoggle)
5385             if (musictype != oldmusictype && musictype == stream_fighttheme)
5386                 emit_sound_np(alarmsound);
5387         musicselected = musictype;
5388
5389         if (musicselected == leveltheme)
5390             musicvolume[0] += multiplier * 450;
5391         else
5392             musicvolume[0] -= multiplier * 450;
5393         if (musicselected == stream_fighttheme)
5394             musicvolume[1] += multiplier * 450;
5395         else
5396             musicvolume[1] -= multiplier * 450;
5397         if (musicselected == stream_menutheme)
5398             musicvolume[2] += multiplier * 450;
5399         else
5400             musicvolume[2] -= multiplier * 450;
5401
5402         for (int i = 0; i < 3; i++) {
5403             if (musicvolume[i] < 0)
5404                 musicvolume[i] = 0;
5405             if (musicvolume[i] > 512)
5406                 musicvolume[i] = 512;
5407         }
5408
5409         if (musicvolume[2] > 128 && !loading && !mainmenu)
5410             musicvolume[2] = 128;
5411
5412         if (musictoggle) {
5413             if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
5414                 emit_stream_np(leveltheme, musicvolume[0]);
5415             if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
5416                 emit_stream_np(stream_fighttheme, musicvolume[1]);
5417             if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
5418                 emit_stream_np(stream_menutheme, musicvolume[2]);
5419             if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
5420                 pause_sound(leveltheme);
5421             if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
5422                 pause_sound(stream_fighttheme);
5423             if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
5424                 pause_sound(stream_menutheme);
5425
5426             if (musicvolume[0] != oldmusicvolume[0])
5427                 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
5428             if (musicvolume[1] != oldmusicvolume[1])
5429                 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
5430             if (musicvolume[2] != oldmusicvolume[2])
5431                 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
5432
5433             for (int i = 0; i < 3; i++)
5434                 oldmusicvolume[i] = musicvolume[i];
5435         } else {
5436             pause_sound(leveltheme);
5437             pause_sound(stream_fighttheme);
5438             pause_sound(stream_menutheme);
5439
5440             for (int i = 0; i < 4; i++) {
5441                 oldmusicvolume[i] = 0;
5442                 musicvolume[i] = 0;
5443             }
5444         }
5445
5446         Hotspot::killhotspot = 2;
5447         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
5448             if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
5449                 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
5450                     Hotspot::killhotspot = 0;
5451                 else if (Hotspot::killhotspot == 2)
5452                     Hotspot::killhotspot = 1;
5453             }
5454         }
5455         if (Hotspot::killhotspot == 2)
5456             Hotspot::killhotspot = 0;
5457
5458
5459         winhotspot = false;
5460         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
5461             if (Hotspot::hotspots[i].type == -1) {
5462                 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
5463                     winhotspot = true;
5464                 }
5465             }
5466         }
5467
5468         int numalarmed = 0;
5469         for (unsigned i = 1; i < Person::players.size(); i++) {
5470             if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
5471                 numalarmed++;
5472             }
5473         }
5474         if (numalarmed > maxalarmed) {
5475             maxalarmed = numalarmed;
5476         }
5477
5478         if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
5479             if (Person::players[0]->dead && changedelay <= 0) {
5480                 changedelay = 1;
5481                 targetlevel = whichlevel;
5482             }
5483             alldead = true;
5484             for (unsigned i = 1; i < Person::players.size(); i++) {
5485                 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
5486                     alldead = false;
5487                     break;
5488                 }
5489             }
5490
5491
5492             if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
5493                 changedelay = 1;
5494                 targetlevel = whichlevel + 1;
5495                 if (targetlevel > numchallengelevels - 1)
5496                     targetlevel = 0;
5497             }
5498             if (winhotspot || windialogue) {
5499                 changedelay = 0.1;
5500                 targetlevel = whichlevel + 1;
5501                 if (targetlevel > numchallengelevels - 1)
5502                     targetlevel = 0;
5503             }
5504
5505
5506             if (Hotspot::killhotspot) {
5507                 changedelay = 1;
5508                 targetlevel = whichlevel + 1;
5509                 if (targetlevel > numchallengelevels - 1)
5510                     targetlevel = 0;
5511             }
5512
5513             if (changedelay > 0 && !Person::players[0]->dead && !won) {
5514                 //high scores, awards, win
5515                 if (campaign) {
5516                     Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
5517                     scoreadded = 1;
5518                 } else {
5519                     wonleveltime = leveltime;
5520                     Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
5521                 }
5522                 won = 1;
5523                 Account::saveFile(Folders::getUserSavePath());
5524             }
5525         }
5526
5527         if (!winfreeze) {
5528
5529             if (leveltime < 1) {
5530                 loading = 0;
5531                 changedelay = .1;
5532                 alldead = false;
5533                 winhotspot = false;
5534                 Hotspot::killhotspot = 0;
5535             }
5536
5537             if (!editorenabled && gameon && !mainmenu) {
5538                 if (changedelay != -999)
5539                     changedelay -= multiplier / 7;
5540                 if (Person::players[0]->dead)
5541                     targetlevel = whichlevel;
5542                 if (loading == 2 && !campaign) {
5543                     flash();
5544
5545                     fireSound(firestartsound);
5546
5547                     if (!Person::players[0]->dead && targetlevel != whichlevel)
5548                         startbonustotal = bonustotal;
5549                     if (Person::players[0]->dead)
5550                         Loadlevel(whichlevel);
5551                     else
5552                         Loadlevel(targetlevel);
5553
5554                     fireSound();
5555
5556                     loading = 3;
5557                 }
5558                 if (loading == 2 && targetlevel == whichlevel) {
5559                     flash();
5560                     loadtime = 0;
5561
5562                     fireSound(firestartsound);
5563
5564                     Loadlevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
5565
5566                     fireSound();
5567
5568                     loading = 3;
5569                 }
5570                 if (changedelay <= -999 &&
5571                         whichlevel != -2 &&
5572                         !loading &&
5573                         (Person::players[0]->dead ||
5574                          (alldead && maptype == mapkilleveryone) ||
5575                          (winhotspot) ||
5576                          (Hotspot::killhotspot)))
5577                     loading = 1;
5578                 if ((Person::players[0]->dead ||
5579                         (alldead && maptype == mapkilleveryone) ||
5580                         (winhotspot) ||
5581                         (windialogue) ||
5582                         (Hotspot::killhotspot)) &&
5583                         changedelay <= 0) {
5584                     if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
5585                         winfreeze = true;
5586                         changedelay = -999;
5587                     }
5588                     if (Person::players[0]->dead)
5589                         loading = 1;
5590                 }
5591             }
5592
5593             if (campaign) {
5594                 // campaignchoosenext determines what to do when the level is complete:
5595                 // 0 = load next level
5596                 // 1 = go back to level select screen
5597                 // 2 = stealthload next level
5598                 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
5599                     if (campaignlevels[actuallevel].nextlevel.empty())
5600                         endgame = 1;
5601                 } else if (mainmenu == 0 && winfreeze) {
5602                     stealthloading = (campaignlevels[actuallevel].choosenext == 2);
5603
5604                     if (!stealthloading) {
5605                         fireSound(firestartsound);
5606
5607                         flash();
5608                     }
5609
5610                     startbonustotal = 0;
5611
5612                     LoadCampaign();
5613
5614                     loading = 2;
5615                     loadtime = 0;
5616                     targetlevel = 7;
5617                     if (!firstload)
5618                         LoadStuff();
5619                     whichchoice = 0;
5620                     actuallevel = campaignlevels[actuallevel].nextlevel.front();
5621                     visibleloading = 1;
5622                     stillloading = 1;
5623                     Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5624                     campaign = 1;
5625                     mainmenu = 0;
5626                     gameon = 1;
5627                     pause_sound(stream_menutheme);
5628
5629                     stealthloading = 0;
5630                 }
5631             }
5632
5633             if (loading == 3)
5634                 loading = 0;
5635
5636         }
5637
5638         oldmusictype = musictype;
5639     }
5640
5641     facing = 0;
5642     facing.z = -1;
5643
5644     facing = DoRotation(facing, -pitch, 0, 0);
5645     facing = DoRotation(facing, 0, 0 - yaw, 0);
5646     viewerfacing = facing;
5647
5648     if (!cameramode) {
5649         if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
5650             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;
5651         else
5652             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;
5653         target.y += .1;
5654         if (Person::players[0]->skeleton.free) {
5655             for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
5656                 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
5657                     target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
5658             }
5659             target.y += .1;
5660         }
5661         if (Person::players[0]->skeleton.free != 2) {
5662             cameraspeed = 20;
5663             if (findLengthfast(&Person::players[0]->velocity) > 400) {
5664                 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
5665             }
5666             if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
5667                 target.y += 1.4;
5668             coltarget = target - cameraloc;
5669             if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
5670                 cameraloc = target;
5671             else {
5672                 Normalise(&coltarget);
5673                 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
5674                     cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
5675                 else
5676                     cameraloc = cameraloc + coltarget * multiplier * 8;
5677             }
5678             if (editorenabled)
5679                 cameraloc = target;
5680             cameradist += multiplier * 5;
5681             if (cameradist > 2.3)
5682                 cameradist = 2.3;
5683             viewer = cameraloc - facing * cameradist;
5684             colviewer = viewer;
5685             coltarget = cameraloc;
5686             Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
5687             if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
5688                 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
5689                     int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
5690                     colviewer = viewer;
5691                     coltarget = cameraloc;
5692                     if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
5693                         viewer = col;
5694                 }
5695             if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
5696                 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
5697                     int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
5698                     colviewer = viewer;
5699                     if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
5700                         viewer = colviewer;
5701                     }
5702                 }
5703             cameradist = findDistance(&viewer, &target);
5704             viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
5705             if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
5706                 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
5707             }
5708         }
5709         if (camerashake > .8)
5710             camerashake = .8;
5711         woozy += multiplier;
5712         if (Person::players[0]->dead)
5713             camerashake = 0;
5714         if (Person::players[0]->dead)
5715             woozy = 0;
5716         camerashake -= multiplier * 2;
5717         blackout -= multiplier * 2;
5718         if (camerashake < 0)
5719             camerashake = 0;
5720         if (blackout < 0)
5721             blackout = 0;
5722         if (camerashake) {
5723             viewer.x += (float)(Random() % 100) * .0005 * camerashake;
5724             viewer.y += (float)(Random() % 100) * .0005 * camerashake;
5725             viewer.z += (float)(Random() % 100) * .0005 * camerashake;
5726         }
5727     }
5728 }
5729