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Fixed some warnings
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1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3
4 This file is part of Lugaru.
5
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
14
15 See the GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
20 */
21
22 // Enable full math definitions
23 #define _USE_MATH_DEFINES
24
25 #if PLATFORM_UNIX
26 #include <sys/stat.h>
27 #include <sys/types.h>
28 #include <unistd.h>
29 #else
30 #include <direct.h>
31 #endif
32
33
34 #include <limits>
35 #include <ctime>
36 #include <cmath>
37 #include <dirent.h>
38 #include "Game.h"
39 #include "openal_wrapper.h"
40 #include "Settings.h"
41 #include "Input.h"
42 #include "Animation.h"
43 #include "Awards.h"
44 #include "Menu.h"
45
46 #include <algorithm>
47 #include <set>
48
49 using namespace std;
50 using namespace Game;
51
52 // Added more evilness needed for MSVC
53 #ifdef _MSC_VER
54 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
55 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
56 #endif
57
58
59 extern float multiplier;
60 extern XYZ viewer;
61 extern int environment;
62 extern Terrain terrain;
63 extern float screenwidth, screenheight;
64 extern float gravity;
65 extern int detail;
66 extern float texdetail;
67 extern Objects objects;
68 extern int slomo;
69 extern float slomodelay;
70 extern bool floatjump;
71 extern float volume;
72 extern Light light;
73 extern float camerashake;
74 extern float woozy;
75 extern float blackout;
76 extern bool cellophane;
77 extern bool musictoggle;
78 extern int difficulty;
79 extern int bloodtoggle;
80 extern bool invertmouse;
81 extern float windvar;
82 extern float precipdelay;
83 extern XYZ viewerfacing;
84 extern bool ambientsound;
85 extern bool mousejump;
86 extern float viewdistance;
87 extern bool freeze;
88 extern bool keyboardfrozen;
89 extern bool loadingstuff;
90 extern XYZ windvector;
91 extern bool debugmode;
92 static int leveltheme;
93 extern int mainmenu;
94 extern int oldmainmenu;
95 extern bool visibleloading;
96 extern XYZ envsound[30];
97 extern float envsoundvol[30];
98 extern int numenvsounds;
99 extern float envsoundlife[30];
100 extern float usermousesensitivity;
101 extern bool ismotionblur;
102 extern bool showdamagebar; // (des)activate the damage bar
103 extern bool decals;
104 extern float tintr, tintg, tintb;
105 extern bool skyboxtexture;
106 extern float skyboxr;
107 extern float skyboxg;
108 extern float skyboxb;
109 extern float skyboxlightr;
110 extern float skyboxlightg;
111 extern float skyboxlightb;
112 extern float fadestart;
113 extern float slomospeed;
114 extern float slomofreq;
115 extern int tutoriallevel;
116 extern float smoketex;
117 extern float tutorialstagetime;
118 extern int tutorialstage;
119 extern float tutorialmaxtime;
120 extern float tutorialsuccess;
121 extern bool againbonus;
122 extern bool reversaltrain;
123 extern bool canattack;
124 extern bool cananger;
125 extern float damagedealt;
126 extern int maptype;
127 extern int editoractive;
128 extern int editorpathtype;
129 extern TGAImageRec texture;
130
131 extern float hostiletime;
132
133 extern bool gamestarted;
134
135 extern int numhotspots;
136 extern int killhotspot;
137 extern XYZ hotspot[40];
138 extern int hotspottype[40];
139 extern float hotspotsize[40];
140 extern char hotspottext[40][256];
141 extern int currenthotspot;
142
143 extern int hostile;
144
145 extern bool stillloading;
146 extern bool winfreeze;
147
148 extern bool campaign;
149
150
151 extern void toggleFullscreen();
152
153
154 void Loadlevel(int which);
155 void Loadlevel(const char *name);
156
157
158 class CampaignLevel
159 {
160 private:
161     int width;
162     struct Position {
163         int x, y;
164     };
165 public:
166     std::string mapname;
167     std::string description;
168     int choosenext;
169     /*
170     0 = Immediately load next level at the end of this one.
171     1 = Go back to the world map.
172     2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
173     */
174     //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
175     std::vector<int> nextlevel;
176     Position location;
177     CampaignLevel() : width(10) {
178         choosenext = 1;
179         location.x = 0;
180         location.y = 0;
181     }
182     int getStartX() {
183         return 30 + 120 + location.x * 400 / 512;
184     }
185     int getStartY() {
186         return 30 + 30 + (512 - location.y) * 400 / 512;
187     }
188     int getEndX() {
189         return getStartX() + width;
190     }
191     int getEndY() {
192         return getStartY() + width;
193     }
194     XYZ getCenter() {
195         XYZ center;
196         center.x = getStartX() + width / 2;
197         center.y = getStartY() + width / 2;
198         return center;
199     }
200     int getWidth() {
201         return width;
202     }
203     istream& operator<< (istream& is) {
204         is.ignore(256, ':');
205         is.ignore(256, ':');
206         is.ignore(256, ' ');
207         is >> mapname;
208         is.ignore(256, ':');
209         is >> description;
210         for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
211             description.replace(pos, 1, 1, ' ');
212         }
213         is.ignore(256, ':');
214         is >> choosenext;
215         is.ignore(256, ':');
216         int numnext, next;
217         is >> numnext;
218         for (int j = 0; j < numnext; j++) {
219             is.ignore(256, ':');
220             is >> next;
221             nextlevel.push_back(next - 1);
222         }
223         is.ignore(256, ':');
224         is >> location.x;
225         is.ignore(256, ':');
226         is >> location.y;
227         return is;
228     }
229     friend istream& operator>> (istream& is, CampaignLevel& cl) {
230         return cl << is;
231     }
232 };
233
234 int indemo = 0;
235 bool won = false;
236 int entername = 0;
237 vector<CampaignLevel> campaignlevels;
238 int whichchoice = 0;
239 int actuallevel = 0;
240 bool winhotspot = false;
241 bool windialogue = false;
242 bool realthreat = 0;
243 XYZ cameraloc;
244 float cameradist = 0;
245 bool oldattackkey = 0;
246 int whichlevel = 0;
247 float musicvolume[4] = {};
248 float oldmusicvolume[4] = {};
249 int musicselected = 0;
250
251
252
253 static const char *rabbitskin[] = {
254     ":Data:Textures:Fur3.jpg",
255     ":Data:Textures:Fur.jpg",
256     ":Data:Textures:Fur2.jpg",
257     ":Data:Textures:Lynx.jpg",
258     ":Data:Textures:Otter.jpg",
259     ":Data:Textures:Opal.jpg",
260     ":Data:Textures:Sable.jpg",
261     ":Data:Textures:Chocolate.jpg",
262     ":Data:Textures:BW2.jpg",
263     ":Data:Textures:WB2.jpg"
264 };
265
266 static const char *wolfskin[] = {
267     ":Data:Textures:Wolf.jpg",
268     ":Data:Textures:Darkwolf.jpg",
269     ":Data:Textures:Snowwolf.jpg"
270 };
271
272 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
273 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
274
275 static const char **creatureskin[] = {rabbitskin, wolfskin};
276
277 /* Return true if PFX is a prefix of STR (case-insensitive).  */
278 static bool stripfx(const char *str, const char *pfx)
279 {
280     return !strncasecmp(str, pfx, strlen(pfx));
281 }
282
283 static const char *cmd_names[] = {
284 #define DECLARE_COMMAND(cmd) #cmd,
285 #include "ConsoleCmds.h"
286 #undef  DECLARE_COMMAND
287 };
288
289 typedef void (*console_handler)(const char *args);
290
291 #define DECLARE_COMMAND(cmd) static void ch_##cmd(const char *args);
292 #include "ConsoleCmds.h"
293 #undef  DECLARE_COMMAND
294
295 static console_handler cmd_handlers[] = {
296 #define DECLARE_COMMAND(cmd) ch_##cmd,
297 #include "ConsoleCmds.h"
298 #undef  DECLARE_COMMAND
299 };
300
301
302
303 // utility functions
304
305 // TODO: this is slightly incorrect
306 inline float roughDirection(XYZ vec)
307 {
308     Normalise(&vec);
309     float angle = -asin(-vec.x) * 180 / M_PI;
310     if (vec.z < 0)
311         angle = 180 - angle;
312     return angle;
313 }
314 inline float roughDirectionTo(XYZ start, XYZ end)
315 {
316     return roughDirection(end - start);
317 }
318 inline float pitchOf(XYZ vec)
319 {
320     Normalise(&vec);
321     return -asin(vec.y) * 180 / M_PI;
322 }
323 inline float pitchTo(XYZ start, XYZ end)
324 {
325     return pitchOf(end - start);
326 }
327 inline float sq(float n)
328 {
329     return n * n;
330 }
331 inline float stepTowardf(float from, float to, float by)
332 {
333     if (fabs(from - to) < by)
334         return to;
335     else if (from > to)
336         return from - by;
337     else
338         return from + by;
339 }
340
341 void playdialogueboxsound()
342 {
343     XYZ temppos;
344     temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
345     temppos = temppos - viewer;
346     Normalise(&temppos);
347     temppos += viewer;
348
349     int sound = -1;
350     switch (dialogueboxsound[whichdialogue][indialogue]) {
351     case -6:
352         sound = alarmsound;
353         break;
354     case -4:
355         sound = consolefailsound;
356         break;
357     case -3:
358         sound = consolesuccesssound;
359         break;
360     case -2:
361         sound = firestartsound;
362         break;
363     case -1:
364         sound = fireendsound;
365         break;
366     case 1:
367         sound = rabbitchitter;
368         break;
369     case 2:
370         sound = rabbitchitter2;
371         break;
372     case 3:
373         sound = rabbitpainsound;
374         break;
375     case 4:
376         sound = rabbitpain1sound;
377         break;
378     case 5:
379         sound = rabbitattacksound;
380         break;
381     case 6:
382         sound = rabbitattack2sound;
383         break;
384     case 7:
385         sound = rabbitattack3sound;
386         break;
387     case 8:
388         sound = rabbitattack4sound;
389         break;
390     case 9:
391         sound = growlsound;
392         break;
393     case 10:
394         sound = growl2sound;
395         break;
396     case 11:
397         sound = snarlsound;
398         break;
399     case 12:
400         sound = snarl2sound;
401         break;
402     case 13:
403         sound = barksound;
404         break;
405     case 14:
406         sound = bark2sound;
407         break;
408     case 15:
409         sound = bark3sound;
410         break;
411     case 16:
412         sound = barkgrowlsound;
413         break;
414     default:
415         break;
416     }
417     if (sound != -1)
418         emit_sound_at(sound, temppos);
419 }
420
421 // ================================================================
422
423 bool AddClothes(const char *fileName, GLubyte *array)
424 {
425     LOGFUNC;
426     //Load Image
427     unsigned char fileNamep[256];
428     CopyCStringToPascal(fileName, fileNamep);
429     bool opened;
430     opened = upload_image( fileNamep , 1);
431
432     float alphanum;
433     //Is it valid?
434     if (opened) {
435         if (tintr > 1) tintr = 1;
436         if (tintg > 1) tintg = 1;
437         if (tintb > 1) tintb = 1;
438
439         if (tintr < 0) tintr = 0;
440         if (tintg < 0) tintg = 0;
441         if (tintb < 0) tintb = 0;
442
443         int bytesPerPixel = texture.bpp / 8;
444
445         int tempnum = 0;
446         alphanum = 255;
447         for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
448             if (bytesPerPixel == 3)
449                 alphanum = 255;
450             else if ((i + 1) % 4 == 0)
451                 alphanum = texture.data[i];
452             //alphanum/=2;
453             if ((i + 1) % 4 || bytesPerPixel == 3) {
454                 if ((i % 4) == 0)
455                     texture.data[i] *= tintr;
456                 if ((i % 4) == 1)
457                     texture.data[i] *= tintg;
458                 if ((i % 4) == 2)
459                     texture.data[i] *= tintb;
460                 array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255);
461                 tempnum++;
462             }
463         }
464     } else
465         return 0;
466     return 1;
467 }
468
469
470
471 static void ch_quit(const char *args)
472 {
473     tryquit = 1;
474 }
475
476 static void ch_map(const char *args)
477 {
478     Loadlevel(args);
479     whichlevel = -2;
480     campaign = 0;
481 }
482
483 static void ch_save(const char *args)
484 {
485     char buf[64];
486     snprintf(buf, 63, ":Data:Maps:%s", args);
487
488     int mapvers = 12;
489
490     FILE *tfile;
491     tfile = fopen( ConvertFileName(buf), "wb" );
492     fpackf(tfile, "Bi", mapvers);
493     fpackf(tfile, "Bi", maptype);
494     fpackf(tfile, "Bi", hostile);
495     fpackf(tfile, "Bf Bf", viewdistance, fadestart);
496     fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
497     fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
498     fpackf(tfile, "Bf Bf Bf Bf Bf Bi", Person::players[0]->coords.x, Person::players[0]->coords.y, Person::players[0]->coords.z,
499            Person::players[0]->yaw, Person::players[0]->targetyaw, Person::players[0]->num_weapons);
500     if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
501         for (int j = 0; j < Person::players[0]->num_weapons; j++)
502             fpackf(tfile, "Bi", weapons[Person::players[0]->weaponids[j]].getType());
503
504     fpackf(tfile, "Bf Bf Bf", Person::players[0]->armorhead, Person::players[0]->armorhigh, Person::players[0]->armorlow);
505     fpackf(tfile, "Bf Bf Bf", Person::players[0]->protectionhead, Person::players[0]->protectionhigh, Person::players[0]->protectionlow);
506     fpackf(tfile, "Bf Bf Bf", Person::players[0]->metalhead, Person::players[0]->metalhigh, Person::players[0]->metallow);
507     fpackf(tfile, "Bf Bf", Person::players[0]->power, Person::players[0]->speedmult);
508
509     fpackf(tfile, "Bi", Person::players[0]->numclothes);
510
511     fpackf(tfile, "Bi Bi", Person::players[0]->whichskin, Person::players[0]->creature);
512
513     fpackf(tfile, "Bi", numdialogues);
514
515     for (int k = 0; k < numdialogues; k++) {
516         fpackf(tfile, "Bi", numdialogueboxes[k]);
517         fpackf(tfile, "Bi", dialoguetype[k]);
518         for (int l = 0; l < 10; l++) {
519             fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
520             fpackf(tfile, "Bf", participantyaw[k][l]);
521         }
522         for (int l = 0; l < numdialogueboxes[k]; l++) {
523             fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
524             fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
525             fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
526             fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
527             fpackf(tfile, "Bi", dialogueboxsound[k][l]);
528
529             int templength = strlen(dialoguetext[k][l]);
530             fpackf(tfile, "Bi", (templength));
531             for (int m = 0; m < templength; m++) {
532                 fpackf(tfile, "Bb", dialoguetext[k][l][m]);
533                 if (dialoguetext[k][l][m] == '\0')
534                     break;
535             }
536
537             templength = strlen(dialoguename[k][l]);
538             fpackf(tfile, "Bi", templength);
539             for (int m = 0; m < templength; m++) {
540                 fpackf(tfile, "Bb", dialoguename[k][l][m]);
541                 if (dialoguename[k][l][m] == '\0')
542                     break;
543             }
544
545             fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
546             fpackf(tfile, "Bi", participantfocus[k][l]);
547             fpackf(tfile, "Bi", participantaction[k][l]);
548
549             for (int m = 0; m < 10; m++)
550                 fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
551
552             fpackf(tfile, "Bf Bf", dialoguecamerayaw[k][l], dialoguecamerapitch[k][l]);
553         }
554     }
555
556     for (int k = 0; k < Person::players[0]->numclothes; k++) {
557         int templength = strlen(Person::players[0]->clothes[k]);
558         fpackf(tfile, "Bi", templength);
559         for (int l = 0; l < templength; l++)
560             fpackf(tfile, "Bb", Person::players[0]->clothes[k][l]);
561         fpackf(tfile, "Bf Bf Bf", Person::players[0]->clothestintr[k], Person::players[0]->clothestintg[k], Person::players[0]->clothestintb[k]);
562     }
563
564     fpackf(tfile, "Bi", environment);
565
566     fpackf(tfile, "Bi", objects.numobjects);
567
568     for (int k = 0; k < objects.numobjects; k++)
569         fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.yaw[k], objects.pitch[k],
570                objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
571
572     fpackf(tfile, "Bi", numhotspots);
573     for (int i = 0; i < numhotspots; i++) {
574         fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i], hotspotsize[i], hotspot[i].x, hotspot[i].y, hotspot[i].z);
575         int templength = strlen(hotspottext[i]);
576         fpackf(tfile, "Bi", templength);
577         for (int l = 0; l < templength; l++)
578             fpackf(tfile, "Bb", hotspottext[i][l]);
579     }
580
581     fpackf(tfile, "Bi", Person::players.size());
582     if (Person::players.size() > maxplayers) {
583         cout << "Warning: this level contains more players than allowed" << endl;
584     }
585     for (unsigned j = 1; j < Person::players.size(); j++) {
586         fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", Person::players[j]->whichskin, Person::players[j]->creature,
587                Person::players[j]->coords.x, Person::players[j]->coords.y, Person::players[j]->coords.z,
588                Person::players[j]->num_weapons, Person::players[j]->howactive, Person::players[j]->scale, Person::players[j]->immobile, Person::players[j]->yaw);
589         if (Person::players[j]->num_weapons < 5)
590             for (int k = 0; k < Person::players[j]->num_weapons; k++)
591                 fpackf(tfile, "Bi", weapons[Person::players[j]->weaponids[k]].getType());
592         if (Person::players[j]->numwaypoints < 30) {
593             fpackf(tfile, "Bi", Person::players[j]->numwaypoints);
594             for (int k = 0; k < Person::players[j]->numwaypoints; k++) {
595                 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].x);
596                 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].y);
597                 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].z);
598                 fpackf(tfile, "Bi", Person::players[j]->waypointtype[k]);
599             }
600             fpackf(tfile, "Bi", Person::players[j]->waypoint);
601         } else {
602             Person::players[j]->numwaypoints = 0;
603             Person::players[j]->waypoint = 0;
604             fpackf(tfile, "Bi Bi Bi", Person::players[j]->numwaypoints, Person::players[j]->waypoint, Person::players[j]->waypoint);
605         }
606
607         fpackf(tfile, "Bf Bf Bf", Person::players[j]->armorhead, Person::players[j]->armorhigh, Person::players[j]->armorlow);
608         fpackf(tfile, "Bf Bf Bf", Person::players[j]->protectionhead, Person::players[j]->protectionhigh, Person::players[j]->protectionlow);
609         fpackf(tfile, "Bf Bf Bf", Person::players[j]->metalhead, Person::players[j]->metalhigh, Person::players[j]->metallow);
610         fpackf(tfile, "Bf Bf", Person::players[j]->power, Person::players[j]->speedmult);
611
612         float headprop, bodyprop, armprop, legprop;
613         if (Person::players[j]->creature == wolftype) {
614             headprop = Person::players[j]->proportionhead.x / 1.1;
615             bodyprop = Person::players[j]->proportionbody.x / 1.1;
616             armprop = Person::players[j]->proportionarms.x / 1.1;
617             legprop = Person::players[j]->proportionlegs.x / 1.1;
618         } else if (Person::players[j]->creature == rabbittype) {
619             headprop = Person::players[j]->proportionhead.x / 1.2;
620             bodyprop = Person::players[j]->proportionbody.x / 1.05;
621             armprop = Person::players[j]->proportionarms.x / 1.00;
622             legprop = Person::players[j]->proportionlegs.x / 1.1;
623         }
624
625         fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
626
627         fpackf(tfile, "Bi", Person::players[j]->numclothes);
628         if (Person::players[j]->numclothes)
629             for (int k = 0; k < Person::players[j]->numclothes; k++) {
630                 int templength;
631                 templength = strlen(Person::players[j]->clothes[k]);
632                 fpackf(tfile, "Bi", templength);
633                 for (int l = 0; l < templength; l++)
634                     fpackf(tfile, "Bb", Person::players[j]->clothes[k][l]);
635                 fpackf(tfile, "Bf Bf Bf", Person::players[j]->clothestintr[k], Person::players[j]->clothestintg[k], Person::players[j]->clothestintb[k]);
636             }
637     }
638
639     fpackf(tfile, "Bi", numpathpoints);
640     for (int j = 0; j < numpathpoints; j++) {
641         fpackf(tfile, "Bf Bf Bf Bi", pathpoint[j].x, pathpoint[j].y, pathpoint[j].z, numpathpointconnect[j]);
642         for (int k = 0; k < numpathpointconnect[j]; k++)
643             fpackf(tfile, "Bi", pathpointconnect[j][k]);
644     }
645
646     fpackf(tfile, "Bf Bf Bf Bf", mapcenter.x, mapcenter.y, mapcenter.z, mapradius);
647
648     fclose(tfile);
649 }
650
651 static void ch_cellar(const char *args)
652 {
653     Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Furdarko.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
654 }
655
656 static void ch_tint(const char *args)
657 {
658     sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
659 }
660
661 static void ch_tintr(const char *args)
662 {
663     tintr = atof(args);
664 }
665
666 static void ch_tintg(const char *args)
667 {
668     tintg = atof(args);
669 }
670
671 static void ch_tintb(const char *args)
672 {
673     tintb = atof(args);
674 }
675
676 static void ch_speed(const char *args)
677 {
678     Person::players[0]->speedmult = atof(args);
679 }
680
681 static void ch_strength(const char *args)
682 {
683     Person::players[0]->power = atof(args);
684 }
685
686 static void ch_power(const char *args)
687 {
688     Person::players[0]->power = atof(args);
689 }
690
691 static void ch_size(const char *args)
692 {
693     Person::players[0]->scale = atof(args) * .2;
694 }
695
696 static int findClosestPlayer()
697 {
698     int closest = -1;
699     float closestdist = std::numeric_limits<float>::max();
700
701     for (unsigned i = 1; i < Person::players.size(); i++) {
702         float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
703         if (distance < closestdist) {
704             closestdist = distance;
705             closest = i;
706         }
707     }
708     return closest;
709 }
710
711 static int findClosestObject()
712 {
713     int closest = -1;
714     float closestdist = std::numeric_limits<float>::max();
715
716     for (int i = 0; i < objects.numobjects; i++) {
717         float distance = distsq(&objects.position[i], &Person::players[0]->coords);
718         if (distance < closestdist) {
719             closestdist = distance;
720             closest = i;
721         }
722     }
723     return closest;
724 }
725
726 static void ch_sizenear(const char *args)
727 {
728     int closest = findClosestPlayer();
729     if (closest >= 0)
730         Person::players[closest]->scale = atof(args) * .2;
731 }
732
733 static void set_proportion(int pnum, const char *args)
734 {
735     float headprop, bodyprop, armprop, legprop;
736
737     sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
738
739     if (Person::players[pnum]->creature == wolftype) {
740         Person::players[pnum]->proportionhead = 1.1 * headprop;
741         Person::players[pnum]->proportionbody = 1.1 * bodyprop;
742         Person::players[pnum]->proportionarms = 1.1 * armprop;
743         Person::players[pnum]->proportionlegs = 1.1 * legprop;
744     } else if (Person::players[pnum]->creature == rabbittype) {
745         Person::players[pnum]->proportionhead = 1.2 * headprop;
746         Person::players[pnum]->proportionbody = 1.05 * bodyprop;
747         Person::players[pnum]->proportionarms = 1.00 * armprop;
748         Person::players[pnum]->proportionlegs = 1.1 * legprop;
749         Person::players[pnum]->proportionlegs.y = 1.05 * legprop;
750     }
751 }
752
753 static void ch_proportion(const char *args)
754 {
755     set_proportion(0, args);
756 }
757
758 static void ch_proportionnear(const char *args)
759 {
760     int closest = findClosestPlayer();
761     if (closest >= 0)
762         set_proportion(closest, args);
763 }
764
765 static void set_protection(int pnum, const char *args)
766 {
767     float head, high, low;
768     sscanf(args, "%f%f%f", &head, &high, &low);
769
770     Person::players[pnum]->protectionhead = head;
771     Person::players[pnum]->protectionhigh = high;
772     Person::players[pnum]->protectionlow  = low;
773 }
774
775 static void ch_protection(const char *args)
776 {
777     set_protection(0, args);
778 }
779
780 static void ch_protectionnear(const char *args)
781 {
782     int closest = findClosestPlayer();
783     if (closest >= 0)
784         set_protection(closest, args);
785 }
786
787 static void set_armor(int pnum, const char *args)
788 {
789     float head, high, low;
790     sscanf(args, "%f%f%f", &head, &high, &low);
791
792     Person::players[pnum]->armorhead = head;
793     Person::players[pnum]->armorhigh = high;
794     Person::players[pnum]->armorlow  = low;
795 }
796
797 static void ch_armor(const char *args)
798 {
799     set_armor(0, args);
800 }
801
802 static void ch_armornear(const char *args)
803 {
804     int closest = findClosestPlayer();
805     if (closest >= 0)
806         set_armor(closest, args);
807 }
808
809 static void ch_protectionreset(const char *args)
810 {
811     set_protection(0, "1 1 1");
812     set_armor(0, "1 1 1");
813 }
814
815 static void set_metal(int pnum, const char *args)
816 {
817     float head, high, low;
818     sscanf(args, "%f%f%f", &head, &high, &low);
819
820     Person::players[pnum]->metalhead = head;
821     Person::players[pnum]->metalhigh = high;
822     Person::players[pnum]->metallow  = low;
823 }
824
825 static void ch_metal(const char *args)
826 {
827     set_metal(0, args);
828 }
829
830 static void set_noclothes(int pnum, const char *args)
831 {
832     Person::players[pnum]->numclothes = 0;
833     Person::players[pnum]->skeleton.drawmodel.textureptr.load(
834         creatureskin[Person::players[pnum]->creature][Person::players[pnum]->whichskin], 1,
835         &Person::players[pnum]->skeleton.skinText[0], &Person::players[pnum]->skeleton.skinsize);
836 }
837
838 static void ch_noclothes(const char *args)
839 {
840     set_noclothes(0, args);
841 }
842
843 static void ch_noclothesnear(const char *args)
844 {
845     int closest = findClosestPlayer();
846     if (closest >= 0)
847         set_noclothes(closest, args);
848 }
849
850
851 static void set_clothes(int pnum, const char *args)
852 {
853     char buf[64];
854     snprintf(buf, 63, ":Data:Textures:%s.png", args);
855
856     if (!AddClothes(buf, &Person::players[pnum]->skeleton.skinText[pnum]))
857         return;
858
859     Person::players[pnum]->DoMipmaps();
860     strcpy(Person::players[pnum]->clothes[Person::players[pnum]->numclothes], buf);
861     Person::players[pnum]->clothestintr[Person::players[pnum]->numclothes] = tintr;
862     Person::players[pnum]->clothestintg[Person::players[pnum]->numclothes] = tintg;
863     Person::players[pnum]->clothestintb[Person::players[pnum]->numclothes] = tintb;
864     Person::players[pnum]->numclothes++;
865 }
866
867 static void ch_clothes(const char *args)
868 {
869     set_clothes(0, args);
870 }
871
872 static void ch_clothesnear(const char *args)
873 {
874     int closest = findClosestPlayer();
875     if (closest >= 0)
876         set_clothes(closest, args);
877 }
878
879 static void ch_belt(const char *args)
880 {
881     Person::players[0]->skeleton.clothes = !Person::players[0]->skeleton.clothes;
882 }
883
884
885 static void ch_cellophane(const char *args)
886 {
887     cellophane = !cellophane;
888     float mul = (cellophane ? 0 : 1);
889
890     for (auto player : Person::players) {
891         player->proportionhead.z = player->proportionhead.x * mul;
892         player->proportionbody.z = player->proportionbody.x * mul;
893         player->proportionarms.z = player->proportionarms.x * mul;
894         player->proportionlegs.z = player->proportionlegs.x * mul;
895     }
896 }
897
898 static void ch_funnybunny(const char *args)
899 {
900     Person::players[0]->skeleton.id = 0;
901     Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure", ":Data:Skeleton:Basic Figurelow",
902                             ":Data:Skeleton:Rabbitbelt", ":Data:Models:Body.solid",
903                             ":Data:Models:Body2.solid", ":Data:Models:Body3.solid",
904                             ":Data:Models:Body4.solid", ":Data:Models:Body5.solid",
905                             ":Data:Models:Body6.solid", ":Data:Models:Body7.solid",
906                             ":Data:Models:Bodylow.solid", ":Data:Models:Belt.solid", 1);
907     Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
908     Person::players[0]->creature = rabbittype;
909     Person::players[0]->scale = .2;
910     Person::players[0]->headless = 0;
911     Person::players[0]->damagetolerance = 200;
912     set_proportion(0, "1 1 1 1");
913 }
914
915 static void ch_wolfie(const char *args)
916 {
917     Person::players[0]->skeleton.id = 0;
918     Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure Wolf", ":Data:Skeleton:Basic Figure Wolf Low",
919                             ":Data:Skeleton:Rabbitbelt", ":Data:Models:Wolf.solid",
920                             ":Data:Models:Wolf2.solid", ":Data:Models:Wolf3.solid",
921                             ":Data:Models:Wolf4.solid", ":Data:Models:Wolf5.solid",
922                             ":Data:Models:Wolf6.solid", ":Data:Models:Wolf7.solid",
923                             ":Data:Models:Wolflow.solid", ":Data:Models:Belt.solid", 0);
924     Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
925     Person::players[0]->creature = wolftype;
926     Person::players[0]->damagetolerance = 300;
927     set_proportion(0, "1 1 1 1");
928 }
929
930 static void ch_wolfieisgod(const char *args)
931 {
932     ch_wolfie(args);
933 }
934
935 static void ch_wolf(const char *args)
936 {
937     Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
938 }
939
940 static void ch_snowwolf(const char *args)
941 {
942     Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:SnowWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
943 }
944
945 static void ch_darkwolf(const char *args)
946 {
947     Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:DarkWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
948 }
949
950 static void ch_lizardwolf(const char *args)
951 {
952     Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Lizardwolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
953 }
954
955 static void ch_white(const char *args)
956 {
957     Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
958 }
959
960 static void ch_brown(const char *args)
961 {
962     Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
963 }
964
965 static void ch_black(const char *args)
966 {
967     Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur2.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
968 }
969
970 static void ch_sizemin(const char *args)
971 {
972     for (unsigned i = 1; i < Person::players.size(); i++)
973         if (Person::players[i]->scale < 0.8 * 0.2)
974             Person::players[i]->scale = 0.8 * 0.2;
975 }
976
977 static void ch_tutorial(const char *args)
978 {
979     tutoriallevel = atoi(args);
980 }
981
982 static void ch_hostile(const char *args)
983 {
984     hostile = atoi(args);
985 }
986
987 static void ch_indemo(const char *args)
988 {
989     indemo = 1;
990     hotspot[numhotspots] = Person::players[0]->coords;
991     hotspotsize[numhotspots] = 0;
992     hotspottype[numhotspots] = -111;
993     strcpy(hotspottext[numhotspots], "mapname");
994     numhotspots++;
995 }
996
997 static void ch_notindemo(const char *args)
998 {
999     indemo = 0;
1000     numhotspots--;
1001 }
1002
1003 static void ch_type(const char *args)
1004 {
1005     int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
1006     for (int i = 0; i < n; i++)
1007         if (stripfx(args, editortypenames[i])) {
1008             editoractive = i;
1009             break;
1010         }
1011 }
1012
1013 static void ch_path(const char *args)
1014 {
1015     int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
1016     for (int i = 0; i < n; i++)
1017         if (stripfx(args, pathtypenames[i])) {
1018             editorpathtype = i;
1019             break;
1020         }
1021 }
1022
1023 static void ch_hs(const char *args)
1024 {
1025     hotspot[numhotspots] = Person::players[0]->coords;
1026
1027     float size;
1028     int type, shift;
1029     sscanf(args, "%f%d %n", &size, &type, &shift);
1030
1031     hotspotsize[numhotspots] = size;
1032     hotspottype[numhotspots] = type;
1033
1034     strcpy(hotspottext[numhotspots], args + shift);
1035     strcat(hotspottext[numhotspots], "\n");
1036
1037     numhotspots++;
1038 }
1039
1040 static void ch_dialogue(const char *args)
1041 {
1042     int dlg;
1043     char buf1[32], buf2[64];
1044
1045     sscanf(args, "%d %31s", &dlg, buf1);
1046     snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
1047
1048     dialoguetype[numdialogues] = dlg;
1049
1050     memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
1051     memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
1052
1053     ifstream ipstream(ConvertFileName(buf2));
1054     ipstream.ignore(256, ':');
1055     ipstream >> numdialogueboxes[numdialogues];
1056     for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
1057         ipstream.ignore(256, ':');
1058         ipstream.ignore(256, ':');
1059         ipstream.ignore(256, ' ');
1060         ipstream >> dialogueboxlocation[numdialogues][i];
1061         ipstream.ignore(256, ':');
1062         ipstream >> dialogueboxcolor[numdialogues][i][0];
1063         ipstream >> dialogueboxcolor[numdialogues][i][1];
1064         ipstream >> dialogueboxcolor[numdialogues][i][2];
1065         ipstream.ignore(256, ':');
1066         ipstream.getline(dialoguename[numdialogues][i], 64);
1067         ipstream.ignore(256, ':');
1068         ipstream.ignore(256, ' ');
1069         ipstream.getline(dialoguetext[numdialogues][i], 128);
1070         for (int j = 0; j < 128; j++) {
1071             if (dialoguetext[numdialogues][i][j] == '\\')
1072                 dialoguetext[numdialogues][i][j] = '\n';
1073         }
1074         ipstream.ignore(256, ':');
1075         ipstream >> dialogueboxsound[numdialogues][i];
1076     }
1077
1078     for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
1079         for (unsigned j = 0; j < Person::players.size(); j++) {
1080             participantfacing[numdialogues][i][j] = Person::players[j]->facing;
1081         }
1082     }
1083     ipstream.close();
1084
1085     directing = 1;
1086     indialogue = 0;
1087     whichdialogue = numdialogues;
1088
1089     numdialogues++;
1090 }
1091
1092 static void ch_fixdialogue(const char *args)
1093 {
1094     char buf1[32], buf2[64];
1095     int whichdi;
1096
1097     sscanf(args, "%d %31s", &whichdi, buf1);
1098     snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
1099
1100     memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
1101     memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
1102
1103     ifstream ipstream(ConvertFileName(buf2));
1104     ipstream.ignore(256, ':');
1105     ipstream >> numdialogueboxes[whichdi];
1106     for (int i = 0; i < numdialogueboxes[whichdi]; i++) {
1107         ipstream.ignore(256, ':');
1108         ipstream.ignore(256, ':');
1109         ipstream.ignore(256, ' ');
1110         ipstream >> dialogueboxlocation[whichdi][i];
1111         ipstream.ignore(256, ':');
1112         ipstream >> dialogueboxcolor[whichdi][i][0];
1113         ipstream >> dialogueboxcolor[whichdi][i][1];
1114         ipstream >> dialogueboxcolor[whichdi][i][2];
1115         ipstream.ignore(256, ':');
1116         ipstream.getline(dialoguename[whichdi][i], 64);
1117         ipstream.ignore(256, ':');
1118         ipstream.ignore(256, ' ');
1119         ipstream.getline(dialoguetext[whichdi][i], 128);
1120         for (int j = 0; j < 128; j++) {
1121             if (dialoguetext[whichdi][i][j] == '\\')
1122                 dialoguetext[whichdi][i][j] = '\n';
1123         }
1124         ipstream.ignore(256, ':');
1125         ipstream >> dialogueboxsound[whichdi][i];
1126     }
1127
1128     ipstream.close();
1129 }
1130
1131 static void ch_fixtype(const char *args)
1132 {
1133     int dlg;
1134     sscanf(args, "%d", &dlg);
1135     dialoguetype[0] = dlg;
1136 }
1137
1138 static void ch_fixrotation(const char *args)
1139 {
1140     participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]] = Person::players[participantfocus[whichdialogue][indialogue]]->yaw;
1141 }
1142
1143 static void ch_ddialogue(const char *args)
1144 {
1145     if (numdialogues)
1146         numdialogues--;
1147 }
1148
1149 static void ch_dhs(const char *args)
1150 {
1151     if (numhotspots)
1152         numhotspots--;
1153 }
1154
1155 static void ch_immobile(const char *args)
1156 {
1157     Person::players[0]->immobile = 1;
1158 }
1159
1160 static void ch_allimmobile(const char *args)
1161 {
1162     for (unsigned i = 1; i < Person::players.size(); i++)
1163         Person::players[i]->immobile = 1;
1164 }
1165
1166 static void ch_mobile(const char *args)
1167 {
1168     Person::players[0]->immobile = 0;
1169 }
1170
1171 static void ch_default(const char *args)
1172 {
1173     Person::players[0]->armorhead = 1;
1174     Person::players[0]->armorhigh = 1;
1175     Person::players[0]->armorlow = 1;
1176     Person::players[0]->protectionhead = 1;
1177     Person::players[0]->protectionhigh = 1;
1178     Person::players[0]->protectionlow = 1;
1179     Person::players[0]->metalhead = 1;
1180     Person::players[0]->metalhigh = 1;
1181     Person::players[0]->metallow = 1;
1182     Person::players[0]->power = 1;
1183     Person::players[0]->speedmult = 1;
1184     Person::players[0]->scale = 1;
1185
1186     if (Person::players[0]->creature == wolftype) {
1187         Person::players[0]->proportionhead = 1.1;
1188         Person::players[0]->proportionbody = 1.1;
1189         Person::players[0]->proportionarms = 1.1;
1190         Person::players[0]->proportionlegs = 1.1;
1191     } else if (Person::players[0]->creature == rabbittype) {
1192         Person::players[0]->proportionhead = 1.2;
1193         Person::players[0]->proportionbody = 1.05;
1194         Person::players[0]->proportionarms = 1.00;
1195         Person::players[0]->proportionlegs = 1.1;
1196         Person::players[0]->proportionlegs.y = 1.05;
1197     }
1198
1199     Person::players[0]->numclothes = 0;
1200     Person::players[0]->skeleton.drawmodel.textureptr.load(
1201         creatureskin[Person::players[0]->creature][Person::players[0]->whichskin], 1,
1202         &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
1203
1204     editoractive = typeactive;
1205     Person::players[0]->immobile = 0;
1206 }
1207
1208 static void ch_play(const char *args)
1209 {
1210     int dlg;
1211     sscanf(args, "%d", &dlg);
1212     whichdialogue = dlg;
1213
1214     if (whichdialogue >= numdialogues)
1215         return;
1216
1217     for (int i = 0; i < numdialogueboxes[whichdialogue]; i++) {
1218         Person::players[participantfocus[whichdialogue][i]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
1219         Person::players[participantfocus[whichdialogue][i]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
1220         Person::players[participantfocus[whichdialogue][i]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
1221         Person::players[participantfocus[whichdialogue][i]]->velocity = 0;
1222         Person::players[participantfocus[whichdialogue][i]]->animTarget = Person::players[participantfocus[whichdialogue][i]]->getIdle();
1223         Person::players[participantfocus[whichdialogue][i]]->frameTarget = 0;
1224     }
1225
1226     directing = 0;
1227     indialogue = 0;
1228
1229     playdialogueboxsound();
1230 }
1231
1232 static void ch_mapkilleveryone(const char *args)
1233 {
1234     maptype = mapkilleveryone;
1235 }
1236
1237 static void ch_mapkillmost(const char *args)
1238 {
1239     maptype = mapkillmost;
1240 }
1241
1242 static void ch_mapkillsomeone(const char *args)
1243 {
1244     maptype = mapkillsomeone;
1245 }
1246
1247 static void ch_mapgosomewhere(const char *args)
1248 {
1249     maptype = mapgosomewhere;
1250 }
1251
1252 static void ch_viewdistance(const char *args)
1253 {
1254     viewdistance = atof(args) * 100;
1255 }
1256
1257 static void ch_fadestart(const char *args)
1258 {
1259     fadestart = atof(args);
1260 }
1261
1262 static void ch_slomo(const char *args)
1263 {
1264     slomospeed = atof(args);
1265     slomo = !slomo;
1266     slomodelay = 1000;
1267 }
1268
1269 static void ch_slofreq(const char *args)
1270 {
1271     slomofreq = atof(args);
1272 }
1273
1274 static void ch_skytint(const char *args)
1275 {
1276     sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
1277
1278     skyboxlightr = skyboxr;
1279     skyboxlightg = skyboxg;
1280     skyboxlightb = skyboxb;
1281
1282     SetUpLighting();
1283
1284     terrain.DoShadows();
1285     objects.DoShadows();
1286 }
1287
1288 static void ch_skylight(const char *args)
1289 {
1290     sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1291
1292     SetUpLighting();
1293
1294     terrain.DoShadows();
1295     objects.DoShadows();
1296 }
1297
1298 static void ch_skybox(const char *args)
1299 {
1300     skyboxtexture = !skyboxtexture;
1301
1302     SetUpLighting();
1303
1304     terrain.DoShadows();
1305     objects.DoShadows();
1306 }
1307
1308 static void cmd_dispatch(const string cmd)
1309 {
1310     int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
1311
1312     for (i = 0; i < n_cmds; i++)
1313         if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
1314             cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
1315             cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
1316             break;
1317         }
1318     emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
1319 }
1320
1321 /********************> Tick() <*****/
1322 extern bool save_image(const char * fname);
1323 void Screenshot (void)
1324 {
1325     char filename[1024];
1326     time_t t = time(NULL);
1327     struct tm *tme = localtime(&t);
1328     sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
1329             tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
1330
1331 #if defined(_WIN32)
1332     mkdir("Screenshots");
1333 #endif
1334
1335     save_image(filename);
1336 }
1337
1338 void Game::SetUpLighting()
1339 {
1340     if (environment == snowyenvironment)
1341         light.setColors(.65, .65, .7, .4, .4, .44);
1342     if (environment == desertenvironment)
1343         light.setColors(.95, .95, .95, .4, .35, .3);
1344     if (environment == grassyenvironment)
1345         light.setColors(.95, .95, 1, .4, .4, .44);
1346     if (!skyboxtexture)
1347         light.setColors(1, 1, 1, .4, .4, .4);
1348     float average;
1349     average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
1350     light.color[0] *= (skyboxlightr + average) / 2;
1351     light.color[1] *= (skyboxlightg + average) / 2;
1352     light.color[2] *= (skyboxlightb + average) / 2;
1353     light.ambient[0] *= (skyboxlightr + average) / 2;
1354     light.ambient[1] *= (skyboxlightg + average) / 2;
1355     light.ambient[2] *= (skyboxlightb + average) / 2;
1356 }
1357
1358 int findPathDist(int start, int end)
1359 {
1360     int smallestcount, count, connected;
1361     int last, last2, last3, last4;
1362     int closest;
1363
1364     smallestcount = 1000;
1365     for (int i = 0; i < 50; i++) {
1366         count = 0;
1367         last = start;
1368         last2 = -1;
1369         last3 = -1;
1370         last4 = -1;
1371         while (last != end && count < 30) {
1372             closest = -1;
1373             for (int j = 0; j < numpathpoints; j++) {
1374                 if (j != last && j != last2 && j != last3 && j != last4) {
1375                     connected = 0;
1376                     if (numpathpointconnect[j])
1377                         for (int k = 0; k < numpathpointconnect[j]; k++) {
1378                             if (pathpointconnect[j][k] == last)connected = 1;
1379                         }
1380                     if (!connected)
1381                         if (numpathpointconnect[last])
1382                             for (int k = 0; k < numpathpointconnect[last]; k++) {
1383                                 if (pathpointconnect[last][k] == j)connected = 1;
1384                             }
1385                     if (connected)
1386                         if (closest == -1 || Random() % 2 == 0) {
1387                             closest = j;
1388                         }
1389                 }
1390             }
1391             last4 = last3;
1392             last3 = last2;
1393             last2 = last;
1394             last = closest;
1395             count++;
1396         }
1397         if (count < smallestcount)
1398             smallestcount = count;
1399     }
1400     return smallestcount;
1401 }
1402
1403 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
1404 {
1405     static XYZ colpoint, colviewer, coltarget;
1406     static float minx, minz, maxx, maxz, miny, maxy;
1407
1408     minx = min(startpoint.x, endpoint.x) - 1;
1409     miny = min(startpoint.y, endpoint.y) - 1;
1410     minz = min(startpoint.z, endpoint.z) - 1;
1411     maxx = max(startpoint.x, endpoint.x) + 1;
1412     maxy = max(startpoint.y, endpoint.y) + 1;
1413     maxz = max(startpoint.z, endpoint.z) + 1;
1414
1415     for (int i = 0; i < objects.numobjects; i++) {
1416         if (     objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
1417                  objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
1418                  objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
1419                  objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
1420                  objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
1421                  objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
1422             if (     objects.type[i] != treeleavestype &&
1423                      objects.type[i] != bushtype &&
1424                      objects.type[i] != firetype) {
1425                 colviewer = startpoint;
1426                 coltarget = endpoint;
1427                 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
1428                     return i;
1429             }
1430         }
1431     }
1432
1433     //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1434
1435     return -1;
1436 }
1437
1438 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
1439 {
1440     static XYZ colpoint, colviewer, coltarget;
1441     static float minx, minz, maxx, maxz, miny, maxy;
1442     static int i; //FIXME: see below
1443
1444     minx = min(startpoint.x, endpoint.x) - 1;
1445     miny = min(startpoint.y, endpoint.y) - 1;
1446     minz = min(startpoint.z, endpoint.z) - 1;
1447     maxx = max(startpoint.x, endpoint.x) + 1;
1448     maxy = max(startpoint.y, endpoint.y) + 1;
1449     maxz = max(startpoint.z, endpoint.z) + 1;
1450
1451     if (what != 1000) {
1452         if (     objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
1453                  objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
1454                  objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
1455                  objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
1456                  objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
1457                  objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
1458             if (     objects.type[what] != treeleavestype &&
1459                      objects.type[what] != bushtype &&
1460                      objects.type[what] != firetype) {
1461                 colviewer = startpoint;
1462                 coltarget = endpoint;
1463                 //FIXME: i/what
1464                 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
1465                     return i;
1466             }
1467         }
1468     }
1469
1470     if (what == 1000)
1471         if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
1472             return 1000;
1473
1474     return -1;
1475 }
1476
1477 void Setenvironment(int which)
1478 {
1479     LOGFUNC;
1480
1481     LOG(" Setting environment...");
1482
1483     float temptexdetail;
1484     environment = which;
1485
1486     pause_sound(stream_snowtheme);
1487     pause_sound(stream_grasstheme);
1488     pause_sound(stream_deserttheme);
1489     pause_sound(stream_wind);
1490     pause_sound(stream_desertambient);
1491
1492
1493     if (environment == snowyenvironment) {
1494         windvector = 0;
1495         windvector.z = 3;
1496         if (ambientsound)
1497             emit_stream_np(stream_wind);
1498
1499         objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1);
1500         objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1);
1501         objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0);
1502         objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0);
1503
1504         footstepsound = footstepsn1;
1505         footstepsound2 = footstepsn2;
1506         footstepsound3 = footstepst1;
1507         footstepsound4 = footstepst2;
1508
1509         terraintexture.load(":Data:Textures:snow.jpg", 1, 0);
1510         terraintexture2.load(":Data:Textures:rock.jpg", 1, 0);
1511
1512         //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1513
1514
1515
1516
1517         temptexdetail = texdetail;
1518         if (texdetail > 1)
1519             texdetail = 4;
1520         skybox->load(   ":Data:Textures:Skybox(snow):Front.jpg",
1521                         ":Data:Textures:Skybox(snow):Left.jpg",
1522                         ":Data:Textures:Skybox(snow):Back.jpg",
1523                         ":Data:Textures:Skybox(snow):Right.jpg",
1524                         ":Data:Textures:Skybox(snow):Up.jpg",
1525                         ":Data:Textures:Skybox(snow):Down.jpg");
1526
1527
1528
1529
1530         texdetail = temptexdetail;
1531     } else if (environment == desertenvironment) {
1532         windvector = 0;
1533         windvector.z = 2;
1534         objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1);
1535         objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1);
1536         objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0);
1537         objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0);
1538
1539
1540         if (ambientsound)
1541             emit_stream_np(stream_desertambient);
1542
1543         footstepsound = footstepsn1;
1544         footstepsound2 = footstepsn2;
1545         footstepsound3 = footstepsn1;
1546         footstepsound4 = footstepsn2;
1547
1548         terraintexture.load(":Data:Textures:sand.jpg", 1, 0);
1549         terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0);
1550
1551         //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1552
1553
1554
1555         temptexdetail = texdetail;
1556         if (texdetail > 1)
1557             texdetail = 4;
1558         skybox->load(   ":Data:Textures:Skybox(sand):Front.jpg",
1559                         ":Data:Textures:Skybox(sand):Left.jpg",
1560                         ":Data:Textures:Skybox(sand):Back.jpg",
1561                         ":Data:Textures:Skybox(sand):Right.jpg",
1562                         ":Data:Textures:Skybox(sand):Up.jpg",
1563                         ":Data:Textures:Skybox(sand):Down.jpg");
1564
1565
1566
1567
1568         texdetail = temptexdetail;
1569     } else if (environment == grassyenvironment) {
1570         windvector = 0;
1571         windvector.z = 2;
1572         objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1);
1573         objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1);
1574         objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0);
1575         objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0);
1576
1577         if (ambientsound)
1578             emit_stream_np(stream_wind, 100.);
1579
1580         footstepsound = footstepgr1;
1581         footstepsound2 = footstepgr2;
1582         footstepsound3 = footstepst1;
1583         footstepsound4 = footstepst2;
1584
1585         terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
1586         terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
1587
1588         //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1589
1590
1591
1592         temptexdetail = texdetail;
1593         if (texdetail > 1)
1594             texdetail = 4;
1595         skybox->load(   ":Data:Textures:Skybox(grass):Front.jpg",
1596                         ":Data:Textures:Skybox(grass):Left.jpg",
1597                         ":Data:Textures:Skybox(grass):Back.jpg",
1598                         ":Data:Textures:Skybox(grass):Right.jpg",
1599                         ":Data:Textures:Skybox(grass):Up.jpg",
1600                         ":Data:Textures:Skybox(grass):Down.jpg");
1601
1602
1603
1604         texdetail = temptexdetail;
1605     }
1606     temptexdetail = texdetail;
1607     texdetail = 1;
1608     terrain.load(":Data:Textures:heightmap.png");
1609
1610     texdetail = temptexdetail;
1611 }
1612
1613 void LoadCampaign()
1614 {
1615     if (!accountactive)
1616         return;
1617     ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
1618     if (!ipstream.good()) {
1619         if (accountactive->getCurrentCampaign() == "main") {
1620             cerr << "Could not found main campaign!" << endl;
1621             return;
1622         }
1623         cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
1624         accountactive->setCurrentCampaign("main");
1625         return LoadCampaign();
1626     }
1627     ipstream.ignore(256, ':');
1628     int numlevels;
1629     ipstream >> numlevels;
1630     campaignlevels.clear();
1631     for (int i = 0; i < numlevels; i++) {
1632         CampaignLevel cl;
1633         ipstream >> cl;
1634         campaignlevels.push_back(cl);
1635     }
1636     ipstream.close();
1637
1638     ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
1639     if (test.good()) {
1640         Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0);
1641     } else {
1642         Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0);
1643     }
1644
1645     if (accountactive->getCampaignChoicesMade() == 0) {
1646         accountactive->setCampaignScore(0);
1647         accountactive->resetFasttime();
1648     }
1649 }
1650
1651 vector<string> ListCampaigns()
1652 {
1653     DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
1654     struct dirent *campaign = NULL;
1655     if (!campaigns) {
1656         perror("Problem while loading campaigns");
1657         cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
1658         exit(EXIT_FAILURE);
1659     }
1660     vector<string> campaignNames;
1661     while ((campaign = readdir(campaigns)) != NULL) {
1662         string name(campaign->d_name);
1663         if (name.length() < 5)
1664             continue;
1665         if (!name.compare(name.length() - 4, 4, ".txt")) {
1666             campaignNames.push_back(name.substr(0, name.length() - 4));
1667         }
1668     }
1669     closedir(campaigns);
1670     return campaignNames;
1671 }
1672
1673 void Loadlevel(int which)
1674 {
1675     stealthloading = 0;
1676     whichlevel = which;
1677
1678     if (which == -1) {
1679         tutoriallevel = -1;
1680         Loadlevel("tutorial");
1681     } else if (which >= 0 && which <= 15) {
1682         char buf[32];
1683         snprintf(buf, 32, "map%d", which + 1); // challenges
1684         Loadlevel(buf);
1685     } else
1686         Loadlevel("mapsave");
1687 }
1688
1689 void Loadlevel(const char *name)
1690 {
1691     int templength;
1692     float lamefloat;
1693     static const char *pfx = ":Data:Maps:";
1694     char *buf;
1695
1696     float headprop, legprop, armprop, bodyprop;
1697
1698     LOGFUNC;
1699
1700     LOG(std::string("Loading level...") + name);
1701
1702     if (!gameon)
1703         visibleloading = 1;
1704     if (stealthloading)
1705         visibleloading = 0;
1706     if (!stillloading)
1707         loadtime = 0;
1708     gamestarted = 1;
1709
1710     numenvsounds = 0;
1711
1712     if (tutoriallevel != -1)
1713         tutoriallevel = 0;
1714     else
1715         tutoriallevel = 1;
1716
1717     if (tutoriallevel == 1)
1718         tutorialstage = 0;
1719     if (tutorialstage == 0) {
1720         tutorialstagetime = 0;
1721         tutorialmaxtime = 1;
1722     }
1723     loadingstuff = 1;
1724     pause_sound(whooshsound);
1725     pause_sound(stream_firesound);
1726
1727     // Change the map filename into something that is os specific
1728     buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
1729     sprintf(buf, "%s%s", pfx, name);
1730     const char *FixedFN = ConvertFileName(buf);
1731
1732     int mapvers;
1733     FILE *tfile;
1734     //~ char* buff=getcwd(NULL,0);
1735     //~ cout << buff << " " << FixedFN << endl;
1736     //~ free(buff);
1737     tfile = fopen( FixedFN, "rb" );
1738     if (tfile) {
1739         pause_sound(stream_firesound);
1740         scoreadded = 0;
1741         windialogue = false;
1742         hostiletime = 0;
1743         won = 0;
1744
1745         animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
1746
1747         numdialogues = 0;
1748
1749         for (int i = 0; i < 20; i++)
1750             dialoguegonethrough[i] = 0;
1751
1752         indialogue = -1;
1753         cameramode = 0;
1754
1755         damagedealt = 0;
1756         damagetaken = 0;
1757
1758         if (accountactive)
1759             difficulty = accountactive->getDifficulty();
1760
1761         numhotspots = 0;
1762         currenthotspot = -1;
1763         bonustime = 1;
1764
1765         skyboxtexture = 1;
1766         skyboxr = 1;
1767         skyboxg = 1;
1768         skyboxb = 1;
1769
1770         freeze = 0;
1771         winfreeze = 0;
1772
1773         for (int i = 0; i < 100; i++)
1774             bonusnum[i] = 0;
1775
1776         numfalls = 0;
1777         numflipfail = 0;
1778         numseen = 0;
1779         numstaffattack = 0;
1780         numswordattack = 0;
1781         numknifeattack = 0;
1782         numunarmedattack = 0;
1783         numescaped = 0;
1784         numflipped = 0;
1785         numwallflipped = 0;
1786         numthrowkill = 0;
1787         numafterkill = 0;
1788         numreversals = 0;
1789         numattacks = 0;
1790         maxalarmed = 0;
1791         numresponded = 0;
1792
1793         bonustotal = startbonustotal;
1794         bonus = 0;
1795         gameon = 1;
1796         changedelay = 0;
1797         if (console) {
1798             emit_sound_np(consolesuccesssound);
1799             freeze = 0;
1800             console = false;
1801         }
1802
1803         if (!stealthloading) {
1804             terrain.numdecals = 0;
1805             Sprite::deleteSprites();
1806             for (int i = 0; i < objects.numobjects; i++)
1807                 objects.model[i].numdecals = 0;
1808
1809             int j = objects.numobjects;
1810             for (int i = 0; i < j; i++) {
1811                 objects.DeleteObject(0);
1812                 if (visibleloading)
1813                     LoadingScreen();
1814             }
1815
1816             for (int i = 0; i < subdivision; i++)
1817                 for (int j = 0; j < subdivision; j++)
1818                     terrain.patchobjectnum[i][j] = 0;
1819             if (visibleloading)
1820                 LoadingScreen();
1821         }
1822
1823         weapons.clear();
1824
1825         funpackf(tfile, "Bi", &mapvers);
1826         if (mapvers >= 15)
1827             funpackf(tfile, "Bi", &indemo);
1828         else
1829             indemo = 0;
1830         if (mapvers >= 5)
1831             funpackf(tfile, "Bi", &maptype);
1832         else
1833             maptype = mapkilleveryone;
1834         if (mapvers >= 6)
1835             funpackf(tfile, "Bi", &hostile);
1836         else
1837             hostile = 1;
1838         if (mapvers >= 4)
1839             funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1840         else {
1841             viewdistance = 100;
1842             fadestart = .6;
1843         }
1844         if (mapvers >= 2)
1845             funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1846         else {
1847             skyboxtexture = 1;
1848             skyboxr = 1;
1849             skyboxg = 1;
1850             skyboxb = 1;
1851         }
1852         if (mapvers >= 10)
1853             funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1854         else {
1855             skyboxlightr = skyboxr;
1856             skyboxlightg = skyboxg;
1857             skyboxlightb = skyboxb;
1858         }
1859         if (!stealthloading)
1860             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);
1861         if (stealthloading)
1862             funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
1863         Person::players[0]->originalcoords = Person::players[0]->coords;
1864         if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
1865             for (int j = 0; j < Person::players[0]->num_weapons; j++) {
1866                 Person::players[0]->weaponids[j] = weapons.size();
1867                 int type;
1868                 funpackf(tfile, "Bi", &type);
1869                 weapons.push_back(Weapon(type, 0));
1870             }
1871
1872         if (visibleloading)
1873             LoadingScreen();
1874
1875         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
1876         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
1877         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
1878         funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
1879
1880         funpackf(tfile, "Bi", &Person::players[0]->numclothes);
1881
1882         if (mapvers >= 9)
1883             funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
1884         else {
1885             Person::players[0]->whichskin = 0;
1886             Person::players[0]->creature = rabbittype;
1887         }
1888
1889         Person::players[0]->lastattack = -1;
1890         Person::players[0]->lastattack2 = -1;
1891         Person::players[0]->lastattack3 = -1;
1892
1893         //dialogues
1894         if (mapvers >= 8) {
1895             funpackf(tfile, "Bi", &numdialogues);
1896             for (int k = 0; k < numdialogues; k++) {
1897                 funpackf(tfile, "Bi", &numdialogueboxes[k]);
1898                 funpackf(tfile, "Bi", &dialoguetype[k]);
1899                 for (int l = 0; l < 10; l++) {
1900                     funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1901                     funpackf(tfile, "Bf", &participantyaw[k][l]);
1902                 }
1903                 for (int l = 0; l < numdialogueboxes[k]; l++) {
1904                     funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1905                     funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1906                     funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1907                     funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1908                     funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1909
1910                     funpackf(tfile, "Bi", &templength);
1911                     if (templength > 128 || templength <= 0)
1912                         templength = 128;
1913                     int m;
1914                     for (m = 0; m < templength; m++) {
1915                         funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1916                         if (dialoguetext[k][l][m] == '\0')
1917                             break;
1918                     }
1919                     dialoguetext[k][l][m] = 0;
1920
1921                     funpackf(tfile, "Bi", &templength);
1922                     if (templength > 64 || templength <= 0)
1923                         templength = 64;
1924                     for (m = 0; m < templength; m++) {
1925                         funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1926                         if (dialoguename[k][l][m] == '\0')
1927                             break;
1928                     }
1929                     dialoguename[k][l][m] = 0;
1930                     funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1931                     funpackf(tfile, "Bi", &participantfocus[k][l]);
1932                     funpackf(tfile, "Bi", &participantaction[k][l]);
1933
1934                     for (m = 0; m < 10; m++)
1935                         funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1936
1937                     funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
1938                 }
1939             }
1940         } else
1941             numdialogues = 0;
1942
1943         for (int k = 0; k < Person::players[0]->numclothes; k++) {
1944             funpackf(tfile, "Bi", &templength);
1945             for (int l = 0; l < templength; l++)
1946                 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
1947             Person::players[0]->clothes[k][templength] = '\0';
1948             funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
1949         }
1950
1951         funpackf(tfile, "Bi", &environment);
1952
1953         funpackf(tfile, "Bi", &objects.numobjects);
1954         for (int i = 0; i < objects.numobjects; i++) {
1955             funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]);
1956             if (objects.type[i] == treeleavestype)
1957                 objects.scale[i] = objects.scale[i - 1];
1958         }
1959
1960         if (mapvers >= 7) {
1961             funpackf(tfile, "Bi", &numhotspots);
1962             for (int i = 0; i < numhotspots; i++) {
1963                 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1964                 funpackf(tfile, "Bi", &templength);
1965                 if (templength)
1966                     for (int l = 0; l < templength; l++)
1967                         funpackf(tfile, "Bb", &hotspottext[i][l]);
1968                 hotspottext[i][templength] = '\0';
1969                 if (hotspottype[i] == -111)
1970                     indemo = 1;
1971             }
1972         } else
1973             numhotspots = 0;
1974
1975         if (visibleloading)
1976             LoadingScreen();
1977
1978         if (!stealthloading) {
1979             objects.center = 0;
1980             for (int i = 0; i < objects.numobjects; i++)
1981                 objects.center += objects.position[i];
1982             objects.center /= objects.numobjects;
1983
1984
1985             if (visibleloading)
1986                 LoadingScreen();
1987
1988             float maxdistance = 0;
1989             float tempdist;
1990             //~ int whichclosest;
1991             for (int i = 0; i < objects.numobjects; i++) {
1992                 tempdist = distsq(&objects.center, &objects.position[i]);
1993                 if (tempdist > maxdistance) {
1994                     //~ whichclosest=i;
1995                     maxdistance = tempdist;
1996                 }
1997             }
1998             objects.radius = fast_sqrt(maxdistance);
1999         }
2000
2001         if (visibleloading)
2002             LoadingScreen();
2003
2004         int numplayers;
2005         funpackf(tfile, "Bi", &numplayers);
2006         int howmanyremoved = 0;
2007         bool removeanother = 0;
2008         if (numplayers > maxplayers) {
2009             cout << "Warning: this level contains more players than allowed" << endl;
2010         }
2011         if (numplayers > 1) {
2012             for (int i = 1; i < numplayers; i++) {
2013                 Person::players.push_back(shared_ptr<Person>(new Person()));
2014                 if (visibleloading)
2015                     LoadingScreen();
2016                 removeanother = 0;
2017
2018                 funpackf(tfile, "Bi Bi Bf Bf Bf Bi", &Person::players[i - howmanyremoved]->whichskin, &Person::players[i - howmanyremoved]->creature, &Person::players[i - howmanyremoved]->coords.x, &Person::players[i - howmanyremoved]->coords.y, &Person::players[i - howmanyremoved]->coords.z, &Person::players[i - howmanyremoved]->num_weapons);
2019                 if (mapvers >= 5)
2020                     funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
2021                 else
2022                     Person::players[i - howmanyremoved]->howactive = typeactive;
2023                 if (mapvers >= 3)
2024                     funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
2025                 else
2026                     Person::players[i - howmanyremoved]->scale = -1;
2027                 if (mapvers >= 11)
2028                     funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
2029                 else
2030                     Person::players[i - howmanyremoved]->immobile = 0;
2031                 if (mapvers >= 12)
2032                     funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
2033                 else
2034                     Person::players[i - howmanyremoved]->yaw = 0;
2035                 Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
2036                 if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
2037                     removeanother = 1;
2038                     howmanyremoved++;
2039                 }
2040                 if (!removeanother) {
2041                     if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
2042                         for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
2043                             Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
2044                             int type;
2045                             funpackf(tfile, "Bi", &type);
2046                             weapons.push_back(Weapon(type, i));
2047                         }
2048                     }
2049                     funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
2050                     //Person::players[i-howmanyremoved]->numwaypoints=10;
2051                     for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
2052                         funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
2053                         funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
2054                         funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
2055                         if (mapvers >= 5)
2056                             funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
2057                         else
2058                             Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
2059                     }
2060
2061                     funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
2062                     if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
2063                         Person::players[i - howmanyremoved]->waypoint = 0;
2064
2065                     funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
2066                     funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
2067                     funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
2068                     funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
2069
2070                     if (mapvers >= 4)
2071                         funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
2072                     else {
2073                         headprop = 1;
2074                         bodyprop = 1;
2075                         armprop = 1;
2076                         legprop = 1;
2077                     }
2078                     if (Person::players[i - howmanyremoved]->creature == wolftype) {
2079                         Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
2080                         Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
2081                         Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
2082                         Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
2083                     }
2084
2085                     if (Person::players[i - howmanyremoved]->creature == rabbittype) {
2086                         Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
2087                         Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
2088                         Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
2089                         Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
2090                         Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
2091                     }
2092
2093                     funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
2094                     if (Person::players[i - howmanyremoved]->numclothes) {
2095                         for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
2096                             int templength;
2097                             funpackf(tfile, "Bi", &templength);
2098                             for (int l = 0; l < templength; l++)
2099                                 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
2100                             Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
2101                             funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
2102                         }
2103                     }
2104                 }
2105             }
2106         }
2107         if (visibleloading)
2108             LoadingScreen();
2109
2110         numplayers -= howmanyremoved;
2111         Person::players.resize(numplayers);
2112
2113         funpackf(tfile, "Bi", &numpathpoints);
2114         if (numpathpoints > 30 || numpathpoints < 0)
2115             numpathpoints = 0;
2116         for (int j = 0; j < numpathpoints; j++) {
2117             funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
2118             for (int k = 0; k < numpathpointconnect[j]; k++) {
2119                 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
2120             }
2121         }
2122         if (visibleloading)
2123             LoadingScreen();
2124
2125         funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
2126
2127         SetUpLighting();
2128         if (environment != oldenvironment)
2129             Setenvironment(environment);
2130         oldenvironment = environment;
2131
2132         if (!stealthloading) {
2133             int j = objects.numobjects;
2134             objects.numobjects = 0;
2135             for (int i = 0; i < j; i++) {
2136                 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
2137                 if (visibleloading)
2138                     LoadingScreen();
2139             }
2140
2141             terrain.DoShadows();
2142             if (visibleloading)
2143                 LoadingScreen();
2144             objects.DoShadows();
2145             if (visibleloading)
2146                 LoadingScreen();
2147         }
2148
2149         fclose(tfile);
2150
2151         for (unsigned i = 0; i < Person::players.size(); i++) {
2152             if (visibleloading)
2153                 LoadingScreen();
2154             Person::players[i]->burnt = 0;
2155             Person::players[i]->bled = 0;
2156             Person::players[i]->onfire = 0;
2157             if (i == 0 || Person::players[i]->scale < 0)
2158                 Person::players[i]->scale = .2;
2159             Person::players[i]->skeleton.free = 0;
2160             Person::players[i]->skeleton.id = i;
2161             if (i == 0 && mapvers < 9)
2162                 Person::players[i]->creature = rabbittype;
2163             if (Person::players[i]->creature != wolftype) {
2164                 Person::players[i]->skeleton.Load(
2165                     (char *)":Data:Skeleton:Basic Figure",
2166                     (char *)":Data:Skeleton:Basic Figurelow",
2167                     (char *)":Data:Skeleton:Rabbitbelt",
2168                     (char *)":Data:Models:Body.solid",
2169                     (char *)":Data:Models:Body2.solid",
2170                     (char *)":Data:Models:Body3.solid",
2171                     (char *)":Data:Models:Body4.solid",
2172                     (char *)":Data:Models:Body5.solid",
2173                     (char *)":Data:Models:Body6.solid",
2174                     (char *)":Data:Models:Body7.solid",
2175                     (char *)":Data:Models:Bodylow.solid",
2176                     (char *)":Data:Models:Belt.solid", 0);
2177             } else {
2178                 if (Person::players[i]->creature != wolftype) {
2179                     Person::players[i]->skeleton.Load(
2180                         (char *)":Data:Skeleton:Basic Figure",
2181                         (char *)":Data:Skeleton:Basic Figurelow",
2182                         (char *)":Data:Skeleton:Rabbitbelt",
2183                         (char *)":Data:Models:Body.solid",
2184                         (char *)":Data:Models:Body2.solid",
2185                         (char *)":Data:Models:Body3.solid",
2186                         (char *)":Data:Models:Body4.solid",
2187                         (char *)":Data:Models:Body5.solid",
2188                         (char *)":Data:Models:Body6.solid",
2189                         (char *)":Data:Models:Body7.solid",
2190                         (char *)":Data:Models:Bodylow.solid",
2191                         (char *)":Data:Models:Belt.solid", 1);
2192                     Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
2193                 }
2194                 if (Person::players[i]->creature == wolftype) {
2195                     Person::players[i]->skeleton.Load(
2196                         (char *)":Data:Skeleton:Basic Figure Wolf",
2197                         (char *)":Data:Skeleton:Basic Figure Wolf Low",
2198                         (char *)":Data:Skeleton:Rabbitbelt",
2199                         (char *)":Data:Models:Wolf.solid",
2200                         (char *)":Data:Models:Wolf2.solid",
2201                         (char *)":Data:Models:Wolf3.solid",
2202                         (char *)":Data:Models:Wolf4.solid",
2203                         (char *)":Data:Models:Wolf5.solid",
2204                         (char *)":Data:Models:Wolf6.solid",
2205                         (char *)":Data:Models:Wolf7.solid",
2206                         (char *)":Data:Models:Wolflow.solid",
2207                         (char *)":Data:Models:Belt.solid", 0);
2208                 }
2209             }
2210
2211             Person::players[i]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[i]->creature][Person::players[i]->whichskin], 1, &Person::players[i]->skeleton.skinText[0], &Person::players[i]->skeleton.skinsize);
2212
2213             if (Person::players[i]->numclothes) {
2214                 for (int j = 0; j < Person::players[i]->numclothes; j++) {
2215                     tintr = Person::players[i]->clothestintr[j];
2216                     tintg = Person::players[i]->clothestintg[j];
2217                     tintb = Person::players[i]->clothestintb[j];
2218                     AddClothes((char *)Person::players[i]->clothes[j], &Person::players[i]->skeleton.skinText[0]);
2219                 }
2220                 Person::players[i]->DoMipmaps();
2221             }
2222
2223             Person::players[i]->animCurrent = bounceidleanim;
2224             Person::players[i]->animTarget = bounceidleanim;
2225             Person::players[i]->frameCurrent = 0;
2226             Person::players[i]->frameTarget = 1;
2227             Person::players[i]->target = 0;
2228             Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
2229             if (difficulty == 0)
2230                 Person::players[i]->speed -= .2;
2231             if (difficulty == 1)
2232                 Person::players[i]->speed -= .1;
2233
2234             Person::players[i]->velocity = 0;
2235             Person::players[i]->oldcoords = Person::players[i]->coords;
2236             Person::players[i]->realoldcoords = Person::players[i]->coords;
2237
2238             Person::players[i]->id = i;
2239             Person::players[i]->skeleton.id = i;
2240             Person::players[i]->updatedelay = 0;
2241             Person::players[i]->normalsupdatedelay = 0;
2242
2243             Person::players[i]->aitype = passivetype;
2244             Person::players[i]->madskills = 0;
2245
2246             if (i == 0) {
2247                 Person::players[i]->proportionhead = 1.2;
2248                 Person::players[i]->proportionbody = 1.05;
2249                 Person::players[i]->proportionarms = 1.00;
2250                 Person::players[i]->proportionlegs = 1.1;
2251                 Person::players[i]->proportionlegs.y = 1.05;
2252             }
2253             Person::players[i]->headless = 0;
2254             Person::players[i]->currentoffset = 0;
2255             Person::players[i]->targetoffset = 0;
2256
2257             Person::players[i]->damagetolerance = 200;
2258
2259             if (Person::players[i]->creature == wolftype) {
2260                 if (i == 0 || Person::players[i]->scale < 0)
2261                     Person::players[i]->scale = .23;
2262                 Person::players[i]->damagetolerance = 300;
2263             }
2264
2265             if (visibleloading)
2266                 LoadingScreen();
2267             if (cellophane) {
2268                 Person::players[i]->proportionhead.z = 0;
2269                 Person::players[i]->proportionbody.z = 0;
2270                 Person::players[i]->proportionarms.z = 0;
2271                 Person::players[i]->proportionlegs.z = 0;
2272             }
2273
2274             Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
2275
2276             Person::players[i]->headmorphness = 0;
2277             Person::players[i]->targetheadmorphness = 1;
2278             Person::players[i]->headmorphstart = 0;
2279             Person::players[i]->headmorphend = 0;
2280
2281             Person::players[i]->pausetime = 0;
2282
2283             Person::players[i]->dead = 0;
2284             Person::players[i]->jumppower = 5;
2285             Person::players[i]->damage = 0;
2286             Person::players[i]->permanentdamage = 0;
2287             Person::players[i]->superpermanentdamage = 0;
2288
2289             Person::players[i]->forwardkeydown = 0;
2290             Person::players[i]->leftkeydown = 0;
2291             Person::players[i]->backkeydown = 0;
2292             Person::players[i]->rightkeydown = 0;
2293             Person::players[i]->jumpkeydown = 0;
2294             Person::players[i]->crouchkeydown = 0;
2295             Person::players[i]->throwkeydown = 0;
2296
2297             Person::players[i]->collided = -10;
2298             Person::players[i]->loaded = 1;
2299             Person::players[i]->bloodloss = 0;
2300             Person::players[i]->weaponactive = -1;
2301             Person::players[i]->weaponstuck = -1;
2302             Person::players[i]->bleeding = 0;
2303             Person::players[i]->deathbleeding = 0;
2304             Person::players[i]->stunned = 0;
2305             Person::players[i]->hasvictim = 0;
2306             Person::players[i]->wentforweapon = 0;
2307         }
2308
2309         Person::players[0]->aitype = playercontrolled;
2310         Person::players[0]->weaponactive = -1;
2311
2312         if (difficulty == 1) {
2313             Person::players[0]->power = 1 / .9;
2314             Person::players[0]->damagetolerance = 250;
2315         } else if (difficulty == 0) {
2316             Person::players[0]->power = 1 / .8;
2317             Person::players[0]->damagetolerance = 300;
2318             Person::players[0]->armorhead *= 1.5;
2319             Person::players[0]->armorhigh *= 1.5;
2320             Person::players[0]->armorlow *= 1.5;
2321         }
2322
2323         cameraloc = Person::players[0]->coords;
2324         cameraloc.y += 5;
2325         yaw = Person::players[0]->yaw;
2326
2327         hawkcoords = Person::players[0]->coords;
2328         hawkcoords.y += 30;
2329
2330         if (visibleloading)
2331             LoadingScreen();
2332
2333         LOG("Starting background music...");
2334
2335         OPENAL_StopSound(OPENAL_ALL);
2336         if (ambientsound) {
2337             if (environment == snowyenvironment) {
2338                 emit_stream_np(stream_wind);
2339             } else if (environment == desertenvironment) {
2340                 emit_stream_np(stream_desertambient);
2341             } else if (environment == grassyenvironment) {
2342                 emit_stream_np(stream_wind, 100.);
2343             }
2344         }
2345         oldmusicvolume[0] = 0;
2346         oldmusicvolume[1] = 0;
2347         oldmusicvolume[2] = 0;
2348         oldmusicvolume[3] = 0;
2349
2350         if (!firstload)
2351             firstload = 1;
2352     } else {
2353         perror("Problem");
2354     }
2355     leveltime = 0;
2356     loadingstuff = 0;
2357     visibleloading = 0;
2358 }
2359
2360 void doTutorial()
2361 {
2362     if (tutorialstagetime > tutorialmaxtime) {
2363         tutorialstage++;
2364         tutorialsuccess = 0;
2365         if (tutorialstage <= 1) {
2366             canattack = 0;
2367             cananger = 0;
2368             reversaltrain = 0;
2369         }
2370         switch (tutorialstage) {
2371         case 1:
2372             tutorialmaxtime = 5;
2373             break;
2374         case 2:
2375             tutorialmaxtime = 2;
2376             break;
2377         case 3:
2378             tutorialmaxtime = 600;
2379             break;
2380         case 4:
2381             tutorialmaxtime = 1000;
2382             break;
2383         case 5:
2384             tutorialmaxtime = 600;
2385             break;
2386         case 6:
2387             tutorialmaxtime = 600;
2388             break;
2389         case 7:
2390             tutorialmaxtime = 600;
2391             break;
2392         case 8:
2393             tutorialmaxtime = 600;
2394             break;
2395         case 9:
2396             tutorialmaxtime = 600;
2397             break;
2398         case 10:
2399             tutorialmaxtime = 2;
2400             break;
2401         case 11:
2402             tutorialmaxtime = 1000;
2403             break;
2404         case 12:
2405             tutorialmaxtime = 1000;
2406             break;
2407         case 13:
2408             tutorialmaxtime = 2;
2409             break;
2410         case 14: {
2411             tutorialmaxtime = 3;
2412
2413             XYZ temp, temp2;
2414
2415             temp.x = 1011;
2416             temp.y = 84;
2417             temp.z = 491;
2418             temp2.x = 1025;
2419             temp2.y = 75;
2420             temp2.z = 447;
2421
2422             Person::players[1]->coords = (temp + temp2) / 2;
2423
2424             emit_sound_at(fireendsound, Person::players[1]->coords);
2425
2426             for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
2427                 if (Random() % 2 == 0) {
2428                     if (!Person::players[1]->skeleton.free)
2429                         temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
2430                     if (Person::players[1]->skeleton.free)
2431                         temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
2432                     if (!Person::players[1]->skeleton.free)
2433                         temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
2434                     if (Person::players[1]->skeleton.free)
2435                         temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
2436                     Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
2437                 }
2438             }
2439         }
2440         break;
2441         case 15:
2442             tutorialmaxtime = 500;
2443             break;
2444         case 16:
2445             tutorialmaxtime = 500;
2446             break;
2447         case 17:
2448             tutorialmaxtime = 500;
2449             break;
2450         case 18:
2451             tutorialmaxtime = 500;
2452             break;
2453         case 19:
2454             tutorialstage = 20;
2455             //tutorialmaxtime=500;
2456             break;
2457         case 20:
2458             tutorialmaxtime = 500;
2459             break;
2460         case 21:
2461             tutorialmaxtime = 500;
2462             if (bonus == cannon) {
2463                 bonus = Slicebonus;
2464                 againbonus = 1;
2465             } else
2466                 againbonus = 0;
2467             break;
2468         case 22:
2469             tutorialmaxtime = 500;
2470             break;
2471         case 23:
2472             tutorialmaxtime = 500;
2473             break;
2474         case 24:
2475             tutorialmaxtime = 500;
2476             break;
2477         case 25:
2478             tutorialmaxtime = 500;
2479             break;
2480         case 26:
2481             tutorialmaxtime = 2;
2482             break;
2483         case 27:
2484             tutorialmaxtime = 4;
2485             reversaltrain = 1;
2486             cananger = 1;
2487             Person::players[1]->aitype = attacktypecutoff;
2488             break;
2489         case 28:
2490             tutorialmaxtime = 400;
2491             break;
2492         case 29:
2493             tutorialmaxtime = 400;
2494             Person::players[0]->escapednum = 0;
2495             break;
2496         case 30:
2497             tutorialmaxtime = 4;
2498             reversaltrain = 0;
2499             cananger = 0;
2500             Person::players[1]->aitype = passivetype;
2501             break;
2502         case 31:
2503             tutorialmaxtime = 13;
2504             break;
2505         case 32:
2506             tutorialmaxtime = 8;
2507             break;
2508         case 33:
2509             tutorialmaxtime = 400;
2510             cananger = 1;
2511             canattack = 1;
2512             Person::players[1]->aitype = attacktypecutoff;
2513             break;
2514         case 34:
2515             tutorialmaxtime = 400;
2516             break;
2517         case 35:
2518             tutorialmaxtime = 400;
2519             break;
2520         case 36:
2521             tutorialmaxtime = 2;
2522             reversaltrain = 0;
2523             cananger = 0;
2524             Person::players[1]->aitype = passivetype;
2525             break;
2526         case 37:
2527             damagedealt = 0;
2528             damagetaken = 0;
2529             tutorialmaxtime = 50;
2530             cananger = 1;
2531             canattack = 1;
2532             Person::players[1]->aitype = attacktypecutoff;
2533             break;
2534         case 38:
2535             tutorialmaxtime = 4;
2536             canattack = 0;
2537             cananger = 0;
2538             Person::players[1]->aitype = passivetype;
2539             break;
2540         case 39: {
2541             XYZ temp, temp2;
2542
2543             temp.x = 1011;
2544             temp.y = 84;
2545             temp.z = 491;
2546             temp2.x = 1025;
2547             temp2.y = 75;
2548             temp2.z = 447;
2549
2550             Weapon w(knife, -1);
2551             w.position = (temp + temp2) / 2;
2552             w.tippoint = (temp + temp2) / 2;
2553
2554             w.velocity = 0.1;
2555             w.tipvelocity = 0.1;
2556             w.missed = 1;
2557             w.hitsomething = 0;
2558             w.freetime = 0;
2559             w.firstfree = 1;
2560             w.physics = 1;
2561
2562             weapons.push_back(w);
2563         }
2564         break;
2565         case 40:
2566             tutorialmaxtime = 300;
2567             break;
2568         case 41:
2569             tutorialmaxtime = 300;
2570             break;
2571         case 42:
2572             tutorialmaxtime = 8;
2573             break;
2574         case 43:
2575             tutorialmaxtime = 300;
2576             break;
2577         case 44:
2578             weapons[0].owner = 1;
2579             Person::players[0]->weaponactive = -1;
2580             Person::players[0]->num_weapons = 0;
2581             Person::players[1]->weaponactive = 0;
2582             Person::players[1]->num_weapons = 1;
2583             Person::players[1]->weaponids[0] = 0;
2584
2585             cananger = 1;
2586             canattack = 1;
2587             Person::players[1]->aitype = attacktypecutoff;
2588
2589             tutorialmaxtime = 300;
2590             break;
2591         case 45:
2592             weapons[0].owner = 1;
2593             Person::players[0]->weaponactive = -1;
2594             Person::players[0]->num_weapons = 0;
2595             Person::players[1]->weaponactive = 0;
2596             Person::players[1]->num_weapons = 1;
2597             Person::players[1]->weaponids[0] = 0;
2598
2599             tutorialmaxtime = 300;
2600             break;
2601         case 46:
2602             weapons[0].owner = 1;
2603             Person::players[0]->weaponactive = -1;
2604             Person::players[0]->num_weapons = 0;
2605             Person::players[1]->weaponactive = 0;
2606             Person::players[1]->num_weapons = 1;
2607             Person::players[1]->weaponids[0] = 0;
2608
2609             weapons[0].setType(sword);
2610
2611             tutorialmaxtime = 300;
2612             break;
2613         case 47: {
2614             tutorialmaxtime = 10;
2615
2616             XYZ temp, temp2;
2617
2618             temp.x = 1011;
2619             temp.y = 84;
2620             temp.z = 491;
2621             temp2.x = 1025;
2622             temp2.y = 75;
2623             temp2.z = 447;
2624
2625             Weapon w(sword, -1);
2626             w.position = (temp + temp2) / 2;
2627             w.tippoint = (temp + temp2) / 2;
2628
2629             w.velocity = 0.1;
2630             w.tipvelocity = 0.1;
2631             w.missed = 1;
2632             w.hitsomething = 0;
2633             w.freetime = 0;
2634             w.firstfree = 1;
2635             w.physics = 1;
2636
2637             weapons.push_back(w);
2638
2639             weapons[0].owner = 1;
2640             weapons[1].owner = 0;
2641             Person::players[0]->weaponactive = 0;
2642             Person::players[0]->num_weapons = 1;
2643             Person::players[0]->weaponids[0] = 1;
2644             Person::players[1]->weaponactive = 0;
2645             Person::players[1]->num_weapons = 1;
2646             Person::players[1]->weaponids[0] = 0;
2647
2648         }
2649         break;
2650         case 48:
2651             canattack = 0;
2652             cananger = 0;
2653             Person::players[1]->aitype = passivetype;
2654
2655             tutorialmaxtime = 15;
2656
2657             weapons[0].owner = 1;
2658             weapons[1].owner = 0;
2659             Person::players[0]->weaponactive = 0;
2660             Person::players[0]->num_weapons = 1;
2661             Person::players[0]->weaponids[0] = 1;
2662             Person::players[1]->weaponactive = 0;
2663             Person::players[1]->num_weapons = 1;
2664             Person::players[1]->weaponids[0] = 0;
2665
2666             if (Person::players[0]->weaponactive != -1)
2667                 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
2668             else
2669                 weapons[0].setType(staff);
2670             break;
2671         case 49:
2672             canattack = 0;
2673             cananger = 0;
2674             Person::players[1]->aitype = passivetype;
2675
2676             tutorialmaxtime = 200;
2677
2678             weapons[1].position = 1000;
2679             weapons[1].tippoint = 1000;
2680
2681             weapons[0].setType(knife);
2682
2683             weapons[0].owner = 0;
2684             Person::players[1]->weaponactive = -1;
2685             Person::players[1]->num_weapons = 0;
2686             Person::players[0]->weaponactive = 0;
2687             Person::players[0]->num_weapons = 1;
2688             Person::players[0]->weaponids[0] = 0;
2689
2690             break;
2691         case 50: {
2692             tutorialmaxtime = 8;
2693
2694             XYZ temp, temp2;
2695             emit_sound_at(fireendsound, Person::players[1]->coords);
2696
2697             for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
2698                 if (Random() % 2 == 0) {
2699                     if (!Person::players[1]->skeleton.free)
2700                         temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
2701                     if (Person::players[1]->skeleton.free)
2702                         temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
2703                     if (!Person::players[1]->skeleton.free)
2704                         temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
2705                     if (Person::players[1]->skeleton.free)
2706                         temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
2707                     Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
2708                 }
2709             }
2710
2711             Person::players[1]->num_weapons = 0;
2712             Person::players[1]->weaponstuck = -1;
2713             Person::players[1]->weaponactive = -1;
2714
2715             weapons.clear();
2716         }
2717         break;
2718         case 51:
2719             tutorialmaxtime = 80000;
2720             break;
2721         default:
2722             break;
2723         }
2724         if (tutorialstage <= 51)
2725             tutorialstagetime = 0;
2726     }
2727
2728     //Tutorial success
2729     if (tutorialstagetime < tutorialmaxtime - 3) {
2730         switch (tutorialstage) {
2731         case 3:
2732             if (deltah || deltav)
2733                 tutorialsuccess += multiplier;
2734             break;
2735         case 4:
2736             if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
2737                 tutorialsuccess += multiplier;
2738             break;
2739         case 5:
2740             if (Person::players[0]->jumpkeydown)
2741                 tutorialsuccess = 1;
2742             break;
2743         case 6:
2744             if (Person::players[0]->isCrouch())
2745                 tutorialsuccess = 1;
2746             break;
2747         case 7:
2748             if (Person::players[0]->animTarget == rollanim)
2749                 tutorialsuccess = 1;
2750             break;
2751         case 8:
2752             if (Person::players[0]->animTarget == sneakanim)
2753                 tutorialsuccess += multiplier;
2754             break;
2755         case 9:
2756             if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
2757                 tutorialsuccess += multiplier;
2758             break;
2759         case 11:
2760             if (Person::players[0]->isWallJump())
2761                 tutorialsuccess = 1;
2762             break;
2763         case 12:
2764             if (Person::players[0]->animTarget == flipanim)
2765                 tutorialsuccess = 1;
2766             break;
2767         case 15:
2768             if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
2769                 tutorialsuccess = 1;
2770             break;
2771         case 16:
2772             if (Person::players[0]->animTarget == winduppunchanim)
2773                 tutorialsuccess = 1;
2774             break;
2775         case 17:
2776             if (Person::players[0]->animTarget == spinkickanim)
2777                 tutorialsuccess = 1;
2778             break;
2779         case 18:
2780             if (Person::players[0]->animTarget == sweepanim)
2781                 tutorialsuccess = 1;
2782             break;
2783         case 19:
2784             if (Person::players[0]->animTarget == dropkickanim)
2785                 tutorialsuccess = 1;
2786             break;
2787         case 20:
2788             if (Person::players[0]->animTarget == rabbitkickanim)
2789                 tutorialsuccess = 1;
2790             break;
2791         case 21:
2792             if (bonus == cannon)
2793                 tutorialsuccess = 1;
2794             break;
2795         case 22:
2796             if (bonus == spinecrusher)
2797                 tutorialsuccess = 1;
2798             break;
2799         case 23:
2800             if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
2801                 tutorialsuccess = 1;
2802             break;
2803         case 24:
2804             if (Person::players[0]->animTarget == rabbittacklinganim)
2805                 tutorialsuccess = 1;
2806             break;
2807         case 25:
2808             if (Person::players[0]->animTarget == backhandspringanim)
2809                 tutorialsuccess = 1;
2810             break;
2811         case 28:
2812             if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
2813                 tutorialsuccess = 1;
2814             break;
2815         case 29:
2816             if (Person::players[0]->escapednum == 2) {
2817                 tutorialsuccess = 1;
2818                 reversaltrain = 0;
2819                 cananger = 0;
2820                 Person::players[1]->aitype = passivetype;
2821             }
2822             break;
2823         case 33:
2824             if (animation[Person::players[0]->animTarget].attack == reversal)
2825                 tutorialsuccess = 1;
2826             break;
2827         case 34:
2828             if (animation[Person::players[0]->animTarget].attack == reversal)
2829                 tutorialsuccess = 1;
2830             break;
2831         case 35:
2832             if (animation[Person::players[0]->animTarget].attack == reversal) {
2833                 tutorialsuccess = 1;
2834                 reversaltrain = 0;
2835                 cananger = 0;
2836                 Person::players[1]->aitype = passivetype;
2837             }
2838             break;
2839         case 40:
2840             if (Person::players[0]->num_weapons > 0)
2841                 tutorialsuccess = 1;
2842             break;
2843         case 41:
2844             if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
2845                 tutorialsuccess = 1;
2846             break;
2847         case 43:
2848             if (Person::players[0]->animTarget == knifeslashstartanim)
2849                 tutorialsuccess = 1;
2850             break;
2851         case 44:
2852             if (animation[Person::players[0]->animTarget].attack == reversal)
2853                 tutorialsuccess = 1;
2854             break;
2855         case 45:
2856             if (animation[Person::players[0]->animTarget].attack == reversal)
2857                 tutorialsuccess = 1;
2858             break;
2859         case 46:
2860             if (animation[Person::players[0]->animTarget].attack == reversal)
2861                 tutorialsuccess = 1;
2862             break;
2863         case 49:
2864             if (Person::players[1]->weaponstuck != -1)
2865                 tutorialsuccess = 1;
2866             break;
2867         default:
2868             break;
2869         }
2870         if (tutorialsuccess >= 1)
2871             tutorialstagetime = tutorialmaxtime - 3;
2872
2873
2874         if (tutorialstagetime == tutorialmaxtime - 3) {
2875             emit_sound_np(consolesuccesssound);
2876         }
2877
2878         if (tutorialsuccess >= 1) {
2879             if (tutorialstage == 34 || tutorialstage == 35)
2880                 tutorialstagetime = tutorialmaxtime - 1;
2881         }
2882     }
2883
2884     if (tutorialstage < 14 || tutorialstage >= 50) {
2885         Person::players[1]->coords.y = 300;
2886         Person::players[1]->velocity = 0;
2887     }
2888 }
2889
2890 void doDebugKeys()
2891 {
2892     float headprop, bodyprop, armprop, legprop;
2893     if (debugmode) {
2894         if (Input::isKeyPressed(SDL_SCANCODE_H)) {
2895             Person::players[0]->damagetolerance = 200000;
2896             Person::players[0]->damage = 0;
2897             Person::players[0]->burnt = 0;
2898             Person::players[0]->permanentdamage = 0;
2899             Person::players[0]->superpermanentdamage = 0;
2900         }
2901
2902         if (Input::isKeyPressed(SDL_SCANCODE_J)) {
2903             environment++;
2904             if (environment > 2)
2905                 environment = 0;
2906             Setenvironment(environment);
2907         }
2908
2909         if (Input::isKeyPressed(SDL_SCANCODE_C)) {
2910             cameramode = 1 - cameramode;
2911         }
2912
2913         if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2914             if (Person::players[0]->num_weapons > 0) {
2915                 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
2916                     weapons[Person::players[0]->weaponids[0]].setType(staff);
2917                 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
2918                     weapons[Person::players[0]->weaponids[0]].setType(knife);
2919                 else
2920                     weapons[Person::players[0]->weaponids[0]].setType(sword);
2921             }
2922         }
2923
2924         if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2925             int closest = findClosestPlayer();
2926             if (closest >= 0) {
2927                 if (Person::players[closest]->num_weapons) {
2928                     if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
2929                         weapons[Person::players[closest]->weaponids[0]].setType(staff);
2930                     else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
2931                         weapons[Person::players[closest]->weaponids[0]].setType(knife);
2932                     else
2933                         weapons[Person::players[closest]->weaponids[0]].setType(sword);
2934                 }
2935                 if (!Person::players[closest]->num_weapons) {
2936                     Person::players[closest]->weaponids[0] = weapons.size();
2937
2938                     weapons.push_back(Weapon(knife, closest));
2939
2940                     Person::players[closest]->num_weapons = 1;
2941                 }
2942             }
2943         }
2944
2945         if (Input::isKeyDown(SDL_SCANCODE_U)) {
2946             int closest = findClosestPlayer();
2947             if (closest >= 0) {
2948                 Person::players[closest]->yaw += multiplier * 50;
2949                 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
2950             }
2951         }
2952
2953
2954         if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2955             int closest = findClosestPlayer();
2956             if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
2957                 closest = 0;
2958
2959             if (closest >= 0) {
2960                 Person::players[closest]->whichskin++;
2961                 if (Person::players[closest]->whichskin > 9)
2962                     Person::players[closest]->whichskin = 0;
2963                 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
2964                     Person::players[closest]->whichskin = 0;
2965
2966                 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
2967                         &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2968             }
2969
2970             if (Person::players[closest]->numclothes) {
2971                 for (int i = 0; i < Person::players[closest]->numclothes; i++) {
2972                     tintr = Person::players[closest]->clothestintr[i];
2973                     tintg = Person::players[closest]->clothestintg[i];
2974                     tintb = Person::players[closest]->clothestintb[i];
2975                     AddClothes((char *)Person::players[closest]->clothes[i], &Person::players[closest]->skeleton.skinText[0]);
2976                 }
2977                 Person::players[closest]->DoMipmaps();
2978             }
2979         }
2980
2981         if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2982             int closest = findClosestPlayer();
2983             if (closest >= 0) {
2984                 if (Person::players[closest]->creature == wolftype) {
2985                     headprop = Person::players[closest]->proportionhead.x / 1.1;
2986                     bodyprop = Person::players[closest]->proportionbody.x / 1.1;
2987                     armprop = Person::players[closest]->proportionarms.x / 1.1;
2988                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
2989                 }
2990
2991                 if (Person::players[closest]->creature == rabbittype) {
2992                     headprop = Person::players[closest]->proportionhead.x / 1.2;
2993                     bodyprop = Person::players[closest]->proportionbody.x / 1.05;
2994                     armprop = Person::players[closest]->proportionarms.x / 1.00;
2995                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
2996                 }
2997
2998
2999                 if (Person::players[closest]->creature == rabbittype) {
3000                     Person::players[closest]->skeleton.id = closest;
3001                     Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf", (char *)":Data:Skeleton:Basic Figure Wolf Low", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Wolf.solid", (char *)":Data:Models:Wolf2.solid", (char *)":Data:Models:Wolf3.solid", (char *)":Data:Models:Wolf4.solid", (char *)":Data:Models:Wolf5.solid", (char *)":Data:Models:Wolf6.solid", (char *)":Data:Models:Wolf7.solid", (char *)":Data:Models:Wolflow.solid", (char *)":Data:Models:Belt.solid", 0);
3002                     Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[closest], &Person::players[closest]->skeleton.skinsize);
3003                     Person::players[closest]->whichskin = 0;
3004                     Person::players[closest]->creature = wolftype;
3005
3006                     Person::players[closest]->proportionhead = 1.1;
3007                     Person::players[closest]->proportionbody = 1.1;
3008                     Person::players[closest]->proportionarms = 1.1;
3009                     Person::players[closest]->proportionlegs = 1.1;
3010                     Person::players[closest]->proportionlegs.y = 1.1;
3011                     Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
3012
3013                     Person::players[closest]->damagetolerance = 300;
3014                 } else {
3015                     Person::players[closest]->skeleton.id = closest;
3016                     Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
3017                     Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
3018                     Person::players[closest]->whichskin = 0;
3019                     Person::players[closest]->creature = rabbittype;
3020
3021                     Person::players[closest]->proportionhead = 1.2;
3022                     Person::players[closest]->proportionbody = 1.05;
3023                     Person::players[closest]->proportionarms = 1.00;
3024                     Person::players[closest]->proportionlegs = 1.1;
3025                     Person::players[closest]->proportionlegs.y = 1.05;
3026                     Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
3027
3028                     Person::players[closest]->damagetolerance = 200;
3029                 }
3030
3031                 if (Person::players[closest]->creature == wolftype) {
3032                     Person::players[closest]->proportionhead = 1.1 * headprop;
3033                     Person::players[closest]->proportionbody = 1.1 * bodyprop;
3034                     Person::players[closest]->proportionarms = 1.1 * armprop;
3035                     Person::players[closest]->proportionlegs = 1.1 * legprop;
3036                 }
3037
3038                 if (Person::players[closest]->creature == rabbittype) {
3039                     Person::players[closest]->proportionhead = 1.2 * headprop;
3040                     Person::players[closest]->proportionbody = 1.05 * bodyprop;
3041                     Person::players[closest]->proportionarms = 1.00 * armprop;
3042                     Person::players[closest]->proportionlegs = 1.1 * legprop;
3043                     Person::players[closest]->proportionlegs.y = 1.05 * legprop;
3044                 }
3045
3046             }
3047         }
3048
3049         if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3050             slomo = 1 - slomo;
3051             slomodelay = 1000;
3052         }
3053
3054
3055         if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
3056             int closest = -1;
3057             float closestdist = std::numeric_limits<float>::max();
3058
3059             for (unsigned i = 1; i < Person::players.size(); i++) {
3060                 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
3061                 if (!Person::players[i]->headless)
3062                     if (distance < closestdist) {
3063                         closestdist = distance;
3064                         closest = i;
3065                     }
3066             }
3067
3068             XYZ flatfacing2, flatvelocity2;
3069             XYZ blah;
3070             if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
3071                 blah = Person::players[closest]->coords;
3072                 XYZ headspurtdirection;
3073                 //int i = Person::players[closest]->skeleton.jointlabels[head];
3074                 Joint& headjoint = Person::players[closest]->joint(head);
3075                 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
3076                     if (!Person::players[closest]->skeleton.free)
3077                         flatvelocity2 = Person::players[closest]->velocity;
3078                     if (Person::players[closest]->skeleton.free)
3079                         flatvelocity2 = headjoint.velocity;
3080                     if (!Person::players[closest]->skeleton.free)
3081                         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;
3082                     if (Person::players[closest]->skeleton.free)
3083                         flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
3084                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3085                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3086                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3087                     headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
3088                     Normalise(&headspurtdirection);
3089                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
3090                     flatvelocity2 += headspurtdirection * 8;
3091                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
3092                 }
3093                 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
3094
3095                 emit_sound_at(splattersound, blah);
3096                 emit_sound_at(breaksound2, blah, 100.);
3097
3098                 if (Person::players[closest]->skeleton.free == 2)
3099                     Person::players[closest]->skeleton.free = 0;
3100                 Person::players[closest]->RagDoll(0);
3101                 Person::players[closest]->dead = 2;
3102                 Person::players[closest]->headless = 1;
3103                 Person::players[closest]->DoBloodBig(3, 165);
3104
3105                 camerashake += .3;
3106             }
3107         }
3108
3109         if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
3110             int closest = findClosestPlayer();
3111             XYZ flatfacing2, flatvelocity2;
3112             XYZ blah;
3113             if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
3114                 blah = Person::players[closest]->coords;
3115                 emit_sound_at(splattersound, blah);
3116                 emit_sound_at(breaksound2, blah);
3117
3118                 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3119                     if (!Person::players[closest]->skeleton.free)
3120                         flatvelocity2 = Person::players[closest]->velocity;
3121                     if (Person::players[closest]->skeleton.free)
3122                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3123                     if (!Person::players[closest]->skeleton.free)
3124                         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;
3125                     if (Person::players[closest]->skeleton.free)
3126                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3127                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3128                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3129                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3130                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
3131                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
3132                     Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
3133                 }
3134
3135                 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3136                     if (!Person::players[closest]->skeleton.free)
3137                         flatvelocity2 = Person::players[closest]->velocity;
3138                     if (Person::players[closest]->skeleton.free)
3139                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3140                     if (!Person::players[closest]->skeleton.free)
3141                         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;
3142                     if (Person::players[closest]->skeleton.free)
3143                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3144                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3145                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3146                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3147                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
3148                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
3149                 }
3150
3151                 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3152                     if (!Person::players[closest]->skeleton.free)
3153                         flatvelocity2 = Person::players[closest]->velocity;
3154                     if (Person::players[closest]->skeleton.free)
3155                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3156                     if (!Person::players[closest]->skeleton.free)
3157                         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;
3158                     if (Person::players[closest]->skeleton.free)
3159                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3160                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3161                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3162                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3163                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
3164                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
3165                 }
3166
3167                 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3168                     if (!Person::players[closest]->skeleton.free)
3169                         flatvelocity2 = Person::players[closest]->velocity;
3170                     if (Person::players[closest]->skeleton.free)
3171                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3172                     if (!Person::players[closest]->skeleton.free)
3173                         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;
3174                     if (Person::players[closest]->skeleton.free)
3175                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3176                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3177                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3178                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3179                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
3180                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
3181                 }
3182
3183                 XYZ temppos;
3184                 for (unsigned j = 0; j < Person::players.size(); j++) {
3185                     if (int(j) != closest) {
3186                         if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
3187                             Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
3188                             if (Person::players[j]->skeleton.free == 2)
3189                                 Person::players[j]->skeleton.free = 1;
3190                             Person::players[j]->skeleton.longdead = 0;
3191                             Person::players[j]->RagDoll(0);
3192                             for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
3193                                 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
3194                                 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
3195                                     flatvelocity2 = temppos - Person::players[closest]->coords;
3196                                     Normalise(&flatvelocity2);
3197                                     Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
3198                                 }
3199                             }
3200                         }
3201                     }
3202                 }
3203
3204                 Person::players[closest]->DoDamage(10000);
3205                 Person::players[closest]->RagDoll(0);
3206                 Person::players[closest]->dead = 2;
3207                 Person::players[closest]->coords = 20;
3208                 Person::players[closest]->skeleton.free = 2;
3209
3210                 camerashake += .6;
3211
3212             }
3213         }
3214
3215         if (Input::isKeyPressed(SDL_SCANCODE_F)) {
3216             Person::players[0]->onfire = 1 - Person::players[0]->onfire;
3217             if (Person::players[0]->onfire) {
3218                 Person::players[0]->CatchFire();
3219             }
3220             if (!Person::players[0]->onfire) {
3221                 emit_sound_at(fireendsound, Person::players[0]->coords);
3222                 pause_sound(stream_firesound);
3223             }
3224         }
3225
3226         if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3227             //if(!Person::players[0]->skeleton.free)Person::players[0]->damage+=500;
3228             Person::players[0]->RagDoll(0);
3229             //Person::players[0]->spurt=1;
3230             //Person::players[0]->DoDamage(1000);
3231
3232             emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
3233         }
3234
3235         if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3236             for (int i = 0; i < objects.numobjects; i++) {
3237                 if (objects.type[i] == treeleavestype) {
3238                     objects.scale[i] *= .9;
3239                 }
3240             }
3241         }
3242
3243         if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3244             editorenabled = 1 - editorenabled;
3245             if (editorenabled) {
3246                 Person::players[0]->damagetolerance = 100000;
3247             } else {
3248                 Person::players[0]->damagetolerance = 200;
3249             }
3250             Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
3251             Person::players[0]->permanentdamage = 0;
3252             Person::players[0]->superpermanentdamage = 0;
3253             Person::players[0]->bloodloss = 0;
3254             Person::players[0]->deathbleeding = 0;
3255         }
3256
3257         //skip level
3258         if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
3259             targetlevel++;
3260             if (targetlevel > numchallengelevels - 1)
3261                 targetlevel = 0;
3262             loading = 1;
3263             leveltime = 5;
3264         }
3265
3266         if (editorenabled) {
3267             if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3268                 int closest = findClosestPlayer();
3269                 if (closest >= 0) {
3270                     Person::players.erase(Person::players.begin()+closest);
3271                 }
3272             }
3273
3274             if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3275                 int closest = findClosestObject();
3276                 if (closest >= 0)
3277                     objects.position[closest].y -= 500;
3278             }
3279
3280             if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3281                 //drawmode++;
3282                 //if(drawmode>2)drawmode=0;
3283                 if (objects.numobjects < max_objects - 1) {
3284                     XYZ boxcoords;
3285                     boxcoords.x = Person::players[0]->coords.x;
3286                     boxcoords.z = Person::players[0]->coords.z;
3287                     boxcoords.y = Person::players[0]->coords.y - 3;
3288                     if (editortype == bushtype)
3289                         boxcoords.y = Person::players[0]->coords.y - .5;
3290                     if (editortype == firetype)
3291                         boxcoords.y = Person::players[0]->coords.y - .5;
3292                     //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
3293                     float temprotat, temprotat2;
3294                     temprotat = editoryaw;
3295                     temprotat2 = editorpitch;
3296                     if (temprotat < 0 || editortype == bushtype)
3297                         temprotat = Random() % 360;
3298                     if (temprotat2 < 0)
3299                         temprotat2 = Random() % 360;
3300
3301                     objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
3302                     if (editortype == treetrunktype)
3303                         objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
3304                 }
3305             }
3306
3307             if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3308                 Person::players.push_back(shared_ptr<Person>(new Person()));
3309
3310                 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
3311                 Person::players.back()->creature = rabbittype;
3312                 Person::players.back()->howactive = editoractive;
3313                 Person::players.back()->skeleton.id = Person::players.size()-1;
3314                 Person::players.back()->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
3315
3316                 int k = abs(Random() % 2) + 1;
3317                 if (k == 0) {
3318                     Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3319                     Person::players.back()->whichskin = 0;
3320                 } else if (k == 1) {
3321                     Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3322                     Person::players.back()->whichskin = 1;
3323                 } else {
3324                     Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3325                     Person::players.back()->whichskin = 2;
3326                 }
3327
3328                 Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
3329                 Person::players.back()->power = 1;
3330                 Person::players.back()->speedmult = 1;
3331                 Person::players.back()->animCurrent = bounceidleanim;
3332                 Person::players.back()->animTarget = bounceidleanim;
3333                 Person::players.back()->frameCurrent = 0;
3334                 Person::players.back()->frameTarget = 1;
3335                 Person::players.back()->target = 0;
3336                 Person::players.back()->bled = 0;
3337                 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
3338
3339                 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
3340                 Person::players.back()->yaw = Person::players[0]->yaw;
3341
3342                 Person::players.back()->velocity = 0;
3343                 Person::players.back()->coords = Person::players[0]->coords;
3344                 Person::players.back()->oldcoords = Person::players.back()->coords;
3345                 Person::players.back()->realoldcoords = Person::players.back()->coords;
3346
3347                 Person::players.back()->id = Person::players.size()-1;
3348                 Person::players.back()->updatedelay = 0;
3349                 Person::players.back()->normalsupdatedelay = 0;
3350
3351                 Person::players.back()->aitype = passivetype;
3352
3353                 if (Person::players[0]->creature == wolftype) {
3354                     headprop = Person::players[0]->proportionhead.x / 1.1;
3355                     bodyprop = Person::players[0]->proportionbody.x / 1.1;
3356                     armprop = Person::players[0]->proportionarms.x / 1.1;
3357                     legprop = Person::players[0]->proportionlegs.x / 1.1;
3358                 }
3359
3360                 if (Person::players[0]->creature == rabbittype) {
3361                     headprop = Person::players[0]->proportionhead.x / 1.2;
3362                     bodyprop = Person::players[0]->proportionbody.x / 1.05;
3363                     armprop = Person::players[0]->proportionarms.x / 1.00;
3364                     legprop = Person::players[0]->proportionlegs.x / 1.1;
3365                 }
3366
3367                 if (Person::players.back()->creature == wolftype) {
3368                     Person::players.back()->proportionhead = 1.1 * headprop;
3369                     Person::players.back()->proportionbody = 1.1 * bodyprop;
3370                     Person::players.back()->proportionarms = 1.1 * armprop;
3371                     Person::players.back()->proportionlegs = 1.1 * legprop;
3372                 }
3373
3374                 if (Person::players.back()->creature == rabbittype) {
3375                     Person::players.back()->proportionhead = 1.2 * headprop;
3376                     Person::players.back()->proportionbody = 1.05 * bodyprop;
3377                     Person::players.back()->proportionarms = 1.00 * armprop;
3378                     Person::players.back()->proportionlegs = 1.1 * legprop;
3379                     Person::players.back()->proportionlegs.y = 1.05 * legprop;
3380                 }
3381
3382                 Person::players.back()->headless = 0;
3383                 Person::players.back()->onfire = 0;
3384
3385                 if (cellophane) {
3386                     Person::players.back()->proportionhead.z = 0;
3387                     Person::players.back()->proportionbody.z = 0;
3388                     Person::players.back()->proportionarms.z = 0;
3389                     Person::players.back()->proportionlegs.z = 0;
3390                 }
3391
3392                 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
3393
3394                 Person::players.back()->damagetolerance = 200;
3395
3396                 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
3397                 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
3398                 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
3399                 Person::players.back()->armorhead = Person::players[0]->armorhead;
3400                 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
3401                 Person::players.back()->armorlow = Person::players[0]->armorlow;
3402                 Person::players.back()->metalhead = Person::players[0]->metalhead;
3403                 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
3404                 Person::players.back()->metallow = Person::players[0]->metallow;
3405
3406                 Person::players.back()->immobile = Person::players[0]->immobile;
3407
3408                 Person::players.back()->numclothes = Person::players[0]->numclothes;
3409                 if (Person::players.back()->numclothes)
3410                     for (int i = 0; i < Person::players.back()->numclothes; i++) {
3411                         strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
3412                         Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
3413                         Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
3414                         Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
3415                         tintr = Person::players.back()->clothestintr[i];
3416                         tintg = Person::players.back()->clothestintg[i];
3417                         tintb = Person::players.back()->clothestintb[i];
3418                         AddClothes((char *)Person::players.back()->clothes[i], &Person::players.back()->skeleton.skinText[0]);
3419                     }
3420                 if (Person::players.back()->numclothes) {
3421                     Person::players.back()->DoMipmaps();
3422                 }
3423
3424                 Person::players.back()->power = Person::players[0]->power;
3425                 Person::players.back()->speedmult = Person::players[0]->speedmult;
3426
3427                 Person::players.back()->damage = 0;
3428                 Person::players.back()->permanentdamage = 0;
3429                 Person::players.back()->superpermanentdamage = 0;
3430                 Person::players.back()->deathbleeding = 0;
3431                 Person::players.back()->bleeding = 0;
3432                 Person::players.back()->numwaypoints = 0;
3433                 Person::players.back()->waypoint = 0;
3434                 Person::players.back()->jumppath = 0;
3435                 Person::players.back()->weaponstuck = -1;
3436                 Person::players.back()->weaponactive = -1;
3437                 Person::players.back()->num_weapons = 0;
3438                 Person::players.back()->bloodloss = 0;
3439                 Person::players.back()->dead = 0;
3440
3441                 Person::players.back()->loaded = 1;
3442             }
3443
3444             if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3445                 if (Person::players.back()->numwaypoints < 90) {
3446                     Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
3447                     Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
3448                     Person::players.back()->numwaypoints++;
3449                 }
3450             }
3451
3452             if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3453                 if (numpathpoints < 30) {
3454                     bool connected, alreadyconnected;
3455                     connected = 0;
3456                     if (numpathpoints > 1)
3457                         for (int i = 0; i < numpathpoints; i++) {
3458                             if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
3459                                 alreadyconnected = 0;
3460                                 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
3461                                     if (pathpointconnect[pathpointselected][j] == i)
3462                                         alreadyconnected = 1;
3463                                 }
3464                                 if (!alreadyconnected) {
3465                                     numpathpointconnect[pathpointselected]++;
3466                                     connected = 1;
3467                                     pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
3468                                 }
3469                             }
3470                         }
3471                     if (!connected) {
3472                         numpathpoints++;
3473                         pathpoint[numpathpoints - 1] = Person::players[0]->coords;
3474                         numpathpointconnect[numpathpoints - 1] = 0;
3475                         if (numpathpoints > 1 && pathpointselected != -1) {
3476                             numpathpointconnect[pathpointselected]++;
3477                             pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
3478                         }
3479                         pathpointselected = numpathpoints - 1;
3480                     }
3481                 }
3482             }
3483
3484             if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
3485                 pathpointselected++;
3486                 if (pathpointselected >= numpathpoints)
3487                     pathpointselected = -1;
3488             }
3489             if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3490                 pathpointselected--;
3491                 if (pathpointselected <= -2)
3492                     pathpointselected = numpathpoints - 1;
3493             }
3494             if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3495                 if (pathpointselected != -1) {
3496                     numpathpoints--;
3497                     pathpoint[pathpointselected] = pathpoint[numpathpoints];
3498                     numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
3499                     for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
3500                         pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
3501                     }
3502                     for (int i = 0; i < numpathpoints; i++) {
3503                         for (int j = 0; j < numpathpointconnect[i]; j++) {
3504                             if (pathpointconnect[i][j] == pathpointselected) {
3505                                 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
3506                                 numpathpointconnect[i]--;
3507                             }
3508                             if (pathpointconnect[i][j] == numpathpoints) {
3509                                 pathpointconnect[i][j] = pathpointselected;
3510                             }
3511                         }
3512                     }
3513                     pathpointselected = numpathpoints - 1;
3514                 }
3515             }
3516
3517             if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3518                 editortype--;
3519                 if (editortype == treeleavestype || editortype == 10)
3520                     editortype--;
3521                 if (editortype < 0)
3522                     editortype = firetype;
3523             }
3524
3525             if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3526                 editortype++;
3527                 if (editortype == treeleavestype || editortype == 10)
3528                     editortype++;
3529                 if (editortype > firetype)
3530                     editortype = 0;
3531             }
3532
3533             if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3534                 editoryaw -= multiplier * 100;
3535                 if (editoryaw < -.01)
3536                     editoryaw = -.01;
3537             }
3538
3539             if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3540                 editoryaw += multiplier * 100;
3541             }
3542
3543             if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3544                 editorsize += multiplier;
3545             }
3546
3547             if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3548                 editorsize -= multiplier;
3549                 if (editorsize < .1)
3550                     editorsize = .1;
3551             }
3552
3553
3554             if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3555                 mapradius -= multiplier * 10;
3556             }
3557
3558             if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3559                 mapradius += multiplier * 10;
3560             }
3561             if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3562                 editorpitch += multiplier * 100;
3563             }
3564
3565             if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3566                 editorpitch -= multiplier * 100;
3567                 if (editorpitch < -.01)
3568                     editorpitch = -.01;
3569             }
3570             if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3571                 int closest = findClosestObject();
3572                 if (closest >= 0)
3573                     objects.DeleteObject(closest);
3574             }
3575         }
3576     }
3577 }
3578
3579 void doJumpReversals()
3580 {
3581     for (unsigned k = 0; k < Person::players.size(); k++)
3582         for (unsigned i = k; i < Person::players.size(); i++) {
3583             if (i == k)
3584                 continue;
3585             if (     Person::players[k]->skeleton.free == 0 &&
3586                      Person::players[i]->skeleton.oldfree == 0 &&
3587                      (Person::players[i]->animTarget == jumpupanim ||
3588                       Person::players[k]->animTarget == jumpupanim) &&
3589                      (Person::players[i]->aitype == playercontrolled ||
3590                       Person::players[k]->aitype == playercontrolled) &&
3591                      ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
3592                       (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
3593                 if (     distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
3594                          distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3595                     //TODO: refactor two huge similar ifs
3596                     if (Person::players[i]->animTarget == jumpupanim &&
3597                             Person::players[k]->animTarget != getupfrombackanim &&
3598                             Person::players[k]->animTarget != getupfromfrontanim &&
3599                             animation[Person::players[k]->animTarget].height == middleheight &&
3600                             normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
3601                             ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
3602                              Person::players[k]->aitype != playercontrolled)) {
3603                         Person::players[i]->victim = Person::players[k];
3604                         Person::players[i]->velocity = 0;
3605                         Person::players[i]->animCurrent = jumpreversedanim;
3606                         Person::players[i]->animTarget = jumpreversedanim;
3607                         Person::players[i]->frameCurrent = 0;
3608                         Person::players[i]->frameTarget = 1;
3609                         Person::players[i]->targettilt2 = 0;
3610                         Person::players[k]->victim = Person::players[i];
3611                         Person::players[k]->velocity = 0;
3612                         Person::players[k]->animCurrent = jumpreversalanim;
3613                         Person::players[k]->animTarget = jumpreversalanim;
3614                         Person::players[k]->frameCurrent = 0;
3615                         Person::players[k]->frameTarget = 1;
3616                         Person::players[k]->targettilt2 = 0;
3617                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
3618                             Person::players[i]->animCurrent = rabbitkickreversedanim;
3619                             Person::players[i]->animTarget = rabbitkickreversedanim;
3620                             Person::players[i]->frameCurrent = 1;
3621                             Person::players[i]->frameTarget = 2;
3622                             Person::players[k]->animCurrent = rabbitkickreversalanim;
3623                             Person::players[k]->animTarget = rabbitkickreversalanim;
3624                             Person::players[k]->frameCurrent = 1;
3625                             Person::players[k]->frameTarget = 2;
3626                         }
3627                         Person::players[i]->target = 0;
3628                         Person::players[k]->oldcoords = Person::players[k]->coords;
3629                         Person::players[i]->coords = Person::players[k]->coords;
3630                         Person::players[k]->targetyaw = Person::players[i]->targetyaw;
3631                         Person::players[k]->yaw = Person::players[i]->targetyaw;
3632                         if (Person::players[k]->aitype == attacktypecutoff)
3633                             Person::players[k]->stunned = .5;
3634                     }
3635                     if (Person::players[k]->animTarget == jumpupanim &&
3636                             Person::players[i]->animTarget != getupfrombackanim &&
3637                             Person::players[i]->animTarget != getupfromfrontanim &&
3638                             animation[Person::players[i]->animTarget].height == middleheight &&
3639                             normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
3640                             ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
3641                              Person::players[i]->aitype != playercontrolled)) {
3642                         Person::players[k]->victim = Person::players[i];
3643                         Person::players[k]->velocity = 0;
3644                         Person::players[k]->animCurrent = jumpreversedanim;
3645                         Person::players[k]->animTarget = jumpreversedanim;
3646                         Person::players[k]->frameCurrent = 0;
3647                         Person::players[k]->frameTarget = 1;
3648                         Person::players[k]->targettilt2 = 0;
3649                         Person::players[i]->victim = Person::players[k];
3650                         Person::players[i]->velocity = 0;
3651                         Person::players[i]->animCurrent = jumpreversalanim;
3652                         Person::players[i]->animTarget = jumpreversalanim;
3653                         Person::players[i]->frameCurrent = 0;
3654                         Person::players[i]->frameTarget = 1;
3655                         Person::players[i]->targettilt2 = 0;
3656                         if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
3657                             Person::players[k]->animTarget = rabbitkickreversedanim;
3658                             Person::players[k]->animCurrent = rabbitkickreversedanim;
3659                             Person::players[i]->animCurrent = rabbitkickreversalanim;
3660                             Person::players[i]->animTarget = rabbitkickreversalanim;
3661                             Person::players[k]->frameCurrent = 1;
3662                             Person::players[k]->frameTarget = 2;
3663                             Person::players[i]->frameCurrent = 1;
3664                             Person::players[i]->frameTarget = 2;
3665                         }
3666                         Person::players[k]->target = 0;
3667                         Person::players[i]->oldcoords = Person::players[i]->coords;
3668                         Person::players[k]->coords = Person::players[i]->coords;
3669                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3670                         Person::players[i]->yaw = Person::players[k]->targetyaw;
3671                         if (Person::players[i]->aitype == attacktypecutoff)
3672                             Person::players[i]->stunned = .5;
3673                     }
3674                 }
3675             }
3676         }
3677 }
3678
3679 void doAerialAcrobatics()
3680 {
3681     static XYZ facing, flatfacing;
3682     for (unsigned k = 0; k < Person::players.size(); k++) {
3683         Person::players[k]->turnspeed = 500;
3684
3685         if ((Person::players[k]->isRun() &&
3686                 ((Person::players[k]->targetyaw != rabbitrunninganim &&
3687                   Person::players[k]->targetyaw != wolfrunninganim) ||
3688                  Person::players[k]->frameTarget == 4)) ||
3689                 Person::players[k]->animTarget == removeknifeanim ||
3690                 Person::players[k]->animTarget == crouchremoveknifeanim ||
3691                 Person::players[k]->animTarget == flipanim ||
3692                 Person::players[k]->animTarget == fightsidestep ||
3693                 Person::players[k]->animTarget == walkanim) {
3694             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
3695         }
3696
3697
3698         if (Person::players[k]->isStop() ||
3699                 Person::players[k]->isLanding() ||
3700                 Person::players[k]->animTarget == staggerbackhighanim ||
3701                 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
3702                 Person::players[k]->animTarget == staggerbackhardanim ||
3703                 Person::players[k]->animTarget == backhandspringanim ||
3704                 Person::players[k]->animTarget == dodgebackanim ||
3705                 Person::players[k]->animTarget == rollanim ||
3706                 (animation[Person::players[k]->animTarget].attack &&
3707                  Person::players[k]->animTarget != rabbitkickanim &&
3708                  (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
3709                  (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
3710             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
3711         }
3712
3713         if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
3714             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
3715         }
3716
3717         /*if(Person::players[k]->aitype!=passivetype||(distsq(&Person::players[k]->coords,&viewer)<viewdistance*viewdistance))*/
3718         Person::players[k]->DoStuff();
3719         if (Person::players[k]->immobile && k != 0)
3720             Person::players[k]->coords = Person::players[k]->realoldcoords;
3721
3722         //if player's position has changed (?)
3723         if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
3724                 !Person::players[k]->skeleton.free &&
3725                 Person::players[k]->animTarget != climbanim &&
3726                 Person::players[k]->animTarget != hanganim) {
3727             XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
3728             int whichhit;
3729             bool tempcollide = 0;
3730
3731             if (Person::players[k]->collide < -.3)
3732                 Person::players[k]->collide = -.3;
3733             if (Person::players[k]->collide > 1)
3734                 Person::players[k]->collide = 1;
3735             Person::players[k]->collide -= multiplier * 30;
3736
3737             //clip to terrain
3738             Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
3739
3740             for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3741                 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3742                 if (objects.type[i] != rocktype ||
3743                         objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
3744                         objects.position[i].y > Person::players[k]->coords.y) {
3745                     lowpoint = Person::players[k]->coords;
3746                     if (Person::players[k]->animTarget != jumpupanim &&
3747                             Person::players[k]->animTarget != jumpdownanim &&
3748                             !Person::players[k]->isFlip())
3749                         lowpoint.y += 1.25;
3750                     else
3751                         lowpoint.y += 1.3;
3752                     if (     Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
3753                              Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
3754                         Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
3755                     if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3756                         flatfacing = lowpoint - Person::players[k]->coords;
3757                         Person::players[k]->coords = lowpoint;
3758                         Person::players[k]->coords.y -= 1.3;
3759                         Person::players[k]->collide = 1;
3760                         tempcollide = 1;
3761                         //wall jumps
3762                         //TODO: refactor four similar blocks
3763                         if (Person::players[k]->aitype == playercontrolled &&
3764                                 (Person::players[k]->animTarget == jumpupanim ||
3765                                  Person::players[k]->animTarget == jumpdownanim ||
3766                                  Person::players[k]->isFlip()) &&
3767                                 !Person::players[k]->jumptogglekeydown &&
3768                                 Person::players[k]->jumpkeydown) {
3769                             lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
3770                             XYZ tempcoords1 = lowpoint;
3771                             whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3772                             if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3773                                 Person::players[k]->setAnimation(walljumpleftanim);
3774                                 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3775                                 if (k == 0)
3776                                     pause_sound(whooshsound);
3777
3778                                 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3779                                 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3780                                 if (lowpointtarget.z < 0)
3781                                     Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3782                                 Person::players[k]->targetyaw = Person::players[k]->yaw;
3783                                 Person::players[k]->lowyaw = Person::players[k]->yaw;
3784                                 if (k == 0)
3785                                     numwallflipped++;
3786                             } else {
3787                                 lowpoint = tempcoords1;
3788                                 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
3789                                 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3790                                 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3791                                     Person::players[k]->setAnimation(walljumprightanim);
3792                                     emit_sound_at(movewhooshsound, Person::players[k]->coords);
3793                                     if (k == 0)
3794                                         pause_sound(whooshsound);
3795
3796                                     lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3797                                     Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3798                                     if (lowpointtarget.z < 0)
3799                                         Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3800                                     Person::players[k]->targetyaw = Person::players[k]->yaw;
3801                                     Person::players[k]->lowyaw = Person::players[k]->yaw;
3802                                     if (k == 0)
3803                                         numwallflipped++;
3804                                 } else {
3805                                     lowpoint = tempcoords1;
3806                                     lowpointtarget = lowpoint + Person::players[k]->facing * 2;
3807                                     whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3808                                     if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3809                                         Person::players[k]->setAnimation(walljumpbackanim);
3810                                         emit_sound_at(movewhooshsound, Person::players[k]->coords);
3811                                         if (k == 0)
3812                                             pause_sound(whooshsound);
3813
3814                                         lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3815                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3816                                         if (lowpointtarget.z < 0)
3817                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3818                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
3819                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
3820                                         if (k == 0)
3821                                             numwallflipped++;
3822                                     } else {
3823                                         lowpoint = tempcoords1;
3824                                         lowpointtarget = lowpoint - Person::players[k]->facing * 2;
3825                                         whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3826                                         if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3827                                             Person::players[k]->setAnimation(walljumpfrontanim);
3828                                             emit_sound_at(movewhooshsound, Person::players[k]->coords);
3829                                             if (k == 0)
3830                                                 pause_sound(whooshsound);
3831
3832                                             lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3833                                             Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3834                                             if (lowpointtarget.z < 0)
3835                                                 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3836                                             Person::players[k]->yaw += 180;
3837                                             Person::players[k]->targetyaw = Person::players[k]->yaw;
3838                                             Person::players[k]->lowyaw = Person::players[k]->yaw;
3839                                             if (k == 0)
3840                                                 numwallflipped++;
3841                                         }
3842                                     }
3843                                 }
3844                             }
3845                         }
3846                     }
3847                 } else if (objects.type[i] == rocktype) {
3848                     lowpoint2 = Person::players[k]->coords;
3849                     lowpoint = Person::players[k]->coords;
3850                     lowpoint.y += 2;
3851                     if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
3852                         Person::players[k]->coords = colpoint;
3853                         Person::players[k]->collide = 1;
3854                         tempcollide = 1;
3855
3856                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
3857                             //flipped into a rock
3858                             if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
3859                                 Person::players[k]->RagDoll(0);
3860
3861                             if (Person::players[k]->animTarget == jumpupanim) {
3862                                 Person::players[k]->jumppower = -4;
3863                                 Person::players[k]->animTarget = Person::players[k]->getIdle();
3864                             }
3865                             Person::players[k]->target = 0;
3866                             Person::players[k]->frameTarget = 0;
3867                             Person::players[k]->onterrain = 1;
3868
3869                             if (Person::players[k]->id == 0) {
3870                                 pause_sound(whooshsound);
3871                                 OPENAL_SetVolume(channels[whooshsound], 0);
3872                             }
3873
3874                             //landing
3875                             if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
3876                                 if (Person::players[k]->isFlip())
3877                                     Person::players[k]->jumppower = -4;
3878                                 Person::players[k]->animTarget = Person::players[k]->getLanding();
3879                                 emit_sound_at(landsound, Person::players[k]->coords, 128.);
3880                                 if (k == 0) {
3881                                     envsound[numenvsounds] = Person::players[k]->coords;
3882                                     envsoundvol[numenvsounds] = 16;
3883                                     envsoundlife[numenvsounds] = .4;
3884                                     numenvsounds++;
3885                                 }
3886
3887                             }
3888                         }
3889                     }
3890                 }
3891             }
3892
3893             if (tempcollide && (/*Person::players[k]->jumptogglekeydown*/1 == 1 || Person::players[k]->aitype != playercontrolled))
3894                 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3895                     int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3896                     lowpoint = Person::players[k]->coords;
3897                     lowpoint.y += 1.35;
3898                     if (objects.type[i] != rocktype)
3899                         if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3900                             if (Person::players[k]->animTarget != jumpupanim &&
3901                                     Person::players[k]->animTarget != jumpdownanim &&
3902                                     Person::players[k]->onterrain)
3903                                 Person::players[k]->avoidcollided = 1;
3904                             Person::players[k]->coords = lowpoint;
3905                             Person::players[k]->coords.y -= 1.35;
3906                             Person::players[k]->collide = 1;
3907
3908                             if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
3909                                     (Person::players[k]->animCurrent != climbanim &&
3910                                      Person::players[k]->animCurrent != hanganim &&
3911                                      !Person::players[k]->isWallJump() ||
3912                                      Person::players[k]->animTarget == jumpupanim ||
3913                                      Person::players[k]->animTarget == jumpdownanim)) {
3914                                 lowpoint = Person::players[k]->coords;
3915                                 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
3916                                 lowpoint = Person::players[k]->coords;
3917                                 lowpoint.y += .05;
3918                                 facing = 0;
3919                                 facing.z = -1;
3920                                 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
3921                                 lowpointtarget = lowpoint + facing * 1.4;
3922                                 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3923                                 if (whichhit != -1) {
3924                                     lowpoint = Person::players[k]->coords;
3925                                     lowpoint.y += .1;
3926                                     lowpointtarget = lowpoint + facing * 1.4;
3927                                     lowpoint2 = lowpoint;
3928                                     lowpointtarget2 = lowpointtarget;
3929                                     lowpoint3 = lowpoint;
3930                                     lowpointtarget3 = lowpointtarget;
3931                                     lowpoint4 = lowpoint;
3932                                     lowpointtarget4 = lowpointtarget;
3933                                     lowpoint5 = lowpoint;
3934                                     lowpointtarget5 = lowpointtarget;
3935                                     lowpoint6 = lowpoint;
3936                                     lowpointtarget6 = lowpointtarget;
3937                                     lowpoint7 = lowpoint;
3938                                     lowpointtarget7 = lowpoint;
3939                                     lowpoint2.x += .1;
3940                                     lowpointtarget2.x += .1;
3941                                     lowpoint3.z += .1;
3942                                     lowpointtarget3.z += .1;
3943                                     lowpoint4.x -= .1;
3944                                     lowpointtarget4.x -= .1;
3945                                     lowpoint5.z -= .1;
3946                                     lowpointtarget5.z -= .1;
3947                                     lowpoint6.y += 45 / 13;
3948                                     lowpointtarget6.y += 45 / 13;
3949                                     lowpointtarget6 += facing * .6;
3950                                     lowpointtarget7.y += 90 / 13;
3951                                     whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3952                                     if (objects.friction[i] > .5)
3953                                         if (whichhit != -1) {
3954                                             if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
3955                                                 Person::players[k]->collided = 1;
3956                                             if (checkcollide(lowpoint7, lowpointtarget7) == -1)
3957                                                 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
3958                                                     if (     objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
3959                                                              &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3960                                                              objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
3961                                                                      &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3962                                                              objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
3963                                                                      &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3964                                                              objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
3965                                                                      &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
3966                                                         for (int j = 0; j < 45; j++) {
3967                                                             lowpoint = Person::players[k]->coords;
3968                                                             lowpoint.y += (float)j / 13;
3969                                                             lowpointtarget = lowpoint + facing * 1.4;
3970                                                             if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
3971                                                                                                    &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
3972                                                                 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
3973                                                                     break;
3974                                                                 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
3975                                                                     lowpoint = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0);
3976                                                                     lowpoint = Person::players[k]->coords;
3977                                                                     lowpoint.y += (float)j / 13;
3978                                                                     lowpointtarget = lowpoint + facing * 1.3;
3979                                                                     flatfacing = Person::players[k]->coords;
3980                                                                     Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
3981                                                                     Person::players[k]->coords.y = lowpointtarget.y - .07;
3982                                                                     Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
3983
3984                                                                     if (j > 10 || !Person::players[k]->isRun()) {
3985                                                                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
3986                                                                             if (k == 0)
3987                                                                                 pause_sound(whooshsound);
3988                                                                         }
3989                                                                         emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
3990
3991                                                                         lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3992                                                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3993                                                                         if (lowpointtarget.z < 0)
3994                                                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3995                                                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
3996                                                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
3997
3998                                                                         //Person::players[k]->velocity=lowpointtarget*.03;
3999                                                                         Person::players[k]->velocity = 0;
4000
4001                                                                         //climb ledge (?)
4002                                                                         if (Person::players[k]->animTarget == jumpupanim) {
4003                                                                             Person::players[k]->animTarget = climbanim;
4004                                                                             Person::players[k]->jumppower = 0;
4005                                                                             Person::players[k]->jumpclimb = 1;
4006                                                                         }
4007                                                                         Person::players[k]->transspeed = 6;
4008                                                                         Person::players[k]->target = 0;
4009                                                                         Person::players[k]->frameTarget = 1;
4010                                                                         //hang ledge (?)
4011                                                                         if (j > 25) {
4012                                                                             Person::players[k]->setAnimation(hanganim);
4013                                                                             Person::players[k]->jumppower = 0;
4014                                                                         }
4015                                                                     }
4016                                                                     break;
4017                                                                 }
4018                                                             }
4019                                                         }
4020                                         }
4021                                 }
4022                             }
4023                         }
4024                 }
4025             if (Person::players[k]->collide <= 0) {
4026                 //in the air
4027                 if (!Person::players[k]->onterrain &&
4028                         Person::players[k]->animTarget != jumpupanim &&
4029                         Person::players[k]->animTarget != jumpdownanim &&
4030                         Person::players[k]->animTarget != climbanim &&
4031                         Person::players[k]->animTarget != hanganim &&
4032                         !Person::players[k]->isWallJump() &&
4033                         !Person::players[k]->isFlip()) {
4034                     if (Person::players[k]->animCurrent != climbanim &&
4035                             Person::players[k]->animCurrent != tempanim &&
4036                             Person::players[k]->animTarget != backhandspringanim &&
4037                             (Person::players[k]->animTarget != rollanim ||
4038                              Person::players[k]->frameTarget < 2 ||
4039                              Person::players[k]->frameTarget > 6)) {
4040                         //stagger off ledge (?)
4041                         if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
4042                             Person::players[k]->RagDoll(0);
4043                         Person::players[k]->setAnimation(jumpdownanim);
4044
4045                         if (!k)
4046                             emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
4047                     }
4048                     //gravity
4049                     Person::players[k]->velocity.y += gravity;
4050                 }
4051             }
4052         }
4053         Person::players[k]->realoldcoords = Person::players[k]->coords;
4054     }
4055 }
4056
4057 void doAttacks()
4058 {
4059     static XYZ relative;
4060     static int randattack;
4061     static bool playerrealattackkeydown = 0;
4062
4063     if (!Input::isKeyDown(attackkey))
4064         oldattackkey = 0;
4065     if (oldattackkey)
4066         Person::players[0]->attackkeydown = 0;
4067     if (oldattackkey)
4068         playerrealattackkeydown = 0;
4069     if (!oldattackkey)
4070         playerrealattackkeydown = Input::isKeyDown(attackkey);
4071     if ((Person::players[0]->parriedrecently <= 0 ||
4072             Person::players[0]->weaponactive == -1) &&
4073             (!oldattackkey ||
4074              (realthreat &&
4075               Person::players[0]->lastattack != swordslashanim &&
4076               Person::players[0]->lastattack != knifeslashstartanim &&
4077               Person::players[0]->lastattack != staffhitanim &&
4078               Person::players[0]->lastattack != staffspinhitanim)))
4079         Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
4080     if (Input::isKeyDown(attackkey) &&
4081             !oldattackkey &&
4082             !Person::players[0]->backkeydown) {
4083         for (unsigned k = 0; k < Person::players.size(); k++) {
4084             if ((Person::players[k]->animTarget == swordslashanim ||
4085                     Person::players[k]->animTarget == staffhitanim ||
4086                     Person::players[k]->animTarget == staffspinhitanim) &&
4087                     Person::players[0]->animCurrent != dodgebackanim &&
4088                     !Person::players[k]->skeleton.free)
4089                 Person::players[k]->Reverse();
4090         }
4091     }
4092
4093     if (!hostile || indialogue != -1)
4094         Person::players[0]->attackkeydown = 0;
4095
4096     for (unsigned k = 0; k < Person::players.size(); k++) {
4097         if (indialogue != -1)
4098             Person::players[k]->attackkeydown = 0;
4099         if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
4100             if (Person::players[k]->aitype != playercontrolled)
4101                 Person::players[k]->victim = Person::players[0];
4102             //attack key pressed
4103             if (Person::players[k]->attackkeydown) {
4104                 //dodge backward
4105                 if (Person::players[k]->backkeydown &&
4106                         Person::players[k]->animTarget != backhandspringanim &&
4107                         (Person::players[k]->isIdle() ||
4108                          Person::players[k]->isStop() ||
4109                          Person::players[k]->isRun() ||
4110                          Person::players[k]->animTarget == walkanim)) {
4111                     if (Person::players[k]->jumppower <= 1) {
4112                         Person::players[k]->jumppower -= 2;
4113                     } else {
4114                         for (unsigned i = 0; i < Person::players.size(); i++) {
4115                             if (i == k)
4116                                 continue;
4117                             if (Person::players[i]->animTarget == swordslashanim ||
4118                                     Person::players[i]->animTarget == knifeslashstartanim ||
4119                                     Person::players[i]->animTarget == staffhitanim ||
4120                                     Person::players[i]->animTarget == staffspinhitanim)
4121                                 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
4122                                     Person::players[k]->setAnimation(dodgebackanim);
4123                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4124                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4125                                 }
4126                         }
4127                         if (Person::players[k]->animTarget != dodgebackanim) {
4128                             if (k == 0)
4129                                 numflipped++;
4130                             Person::players[k]->setAnimation(backhandspringanim);
4131                             Person::players[k]->targetyaw = -yaw + 180;
4132                             if (Person::players[k]->leftkeydown)
4133                                 Person::players[k]->targetyaw -= 45;
4134                             if (Person::players[k]->rightkeydown)
4135                                 Person::players[k]->targetyaw += 45;
4136                             Person::players[k]->yaw = Person::players[k]->targetyaw;
4137                             Person::players[k]->jumppower -= 2;
4138                         }
4139                     }
4140                 }
4141                 //attack
4142                 if (!animation[Person::players[k]->animTarget].attack &&
4143                         !Person::players[k]->backkeydown &&
4144                         (Person::players[k]->isIdle() ||
4145                          Person::players[k]->isRun() ||
4146                          Person::players[k]->animTarget == walkanim ||
4147                          Person::players[k]->animTarget == sneakanim ||
4148                          Person::players[k]->isCrouch())) {
4149                     const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
4150                     //normal attacks (?)
4151                     Person::players[k]->hasvictim = 0;
4152                     if (Person::players.size() > 1)
4153                         for (unsigned i = 0; i < Person::players.size(); i++) {
4154                             if (i == k || !(k == 0 || i == 0))
4155                                 continue;
4156                             if (!Person::players[k]->hasvictim)
4157                                 if (animation[Person::players[k]->animTarget].attack != reversal) {
4158                                     //choose an attack
4159                                     const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
4160                                     if (distance < 4.5 &&
4161                                             !Person::players[i]->skeleton.free &&
4162                                             Person::players[i]->howactive < typedead1 &&
4163                                             Person::players[i]->animTarget != jumpreversedanim &&
4164                                             Person::players[i]->animTarget != rabbitkickreversedanim &&
4165                                             Person::players[i]->animTarget != rabbitkickanim &&
4166                                             Person::players[k]->animTarget != rabbitkickanim &&
4167                                             Person::players[i]->animTarget != getupfrombackanim &&
4168                                             (Person::players[i]->animTarget != staggerbackhighanim &&
4169                                              (Person::players[i]->animTarget != staggerbackhardanim ||
4170                                               animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
4171                                             Person::players[i]->animTarget != jumpdownanim &&
4172                                             Person::players[i]->animTarget != jumpupanim &&
4173                                             Person::players[i]->animTarget != getupfromfrontanim) {
4174                                         Person::players[k]->victim = Person::players[i];
4175                                         Person::players[k]->hasvictim = 1;
4176                                         if (Person::players[k]->aitype == playercontrolled) { //human player
4177                                             //sweep
4178                                             if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4179                                                     Person::players[k]->crouchkeydown &&
4180                                                     animation[Person::players[i]->animTarget].height != lowheight)
4181                                                 Person::players[k]->animTarget = sweepanim;
4182                                             //winduppunch
4183                                             else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
4184                                                      animation[Person::players[i]->animTarget].height != lowheight &&
4185                                                      !Person::players[k]->forwardkeydown &&
4186                                                      !Person::players[k]->leftkeydown &&
4187                                                      !Person::players[k]->rightkeydown &&
4188                                                      !Person::players[k]->crouchkeydown &&
4189                                                      !attackweapon &&
4190                                                      !reversaltrain)
4191                                                 Person::players[k]->animTarget = winduppunchanim;
4192                                             //upunch
4193                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4194                                                      animation[Person::players[i]->animTarget].height != lowheight &&
4195                                                      !Person::players[k]->forwardkeydown &&
4196                                                      !Person::players[k]->leftkeydown &&
4197                                                      !Person::players[k]->rightkeydown &&
4198                                                      !Person::players[k]->crouchkeydown &&
4199                                                      !attackweapon)
4200                                                 Person::players[k]->animTarget = upunchanim;
4201                                             //knifefollow
4202                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4203                                                      Person::players[i]->staggerdelay > 0 &&
4204                                                      attackweapon == knife &&
4205                                                      Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
4206                                                 Person::players[k]->animTarget = knifefollowanim;
4207                                             //knifeslashstart
4208                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4209                                                      animation[Person::players[i]->animTarget].height != lowheight &&
4210                                                      !Person::players[k]->forwardkeydown &&
4211                                                      !Person::players[k]->leftkeydown &&
4212                                                      !Person::players[k]->rightkeydown &&
4213                                                      !Person::players[k]->crouchkeydown &&
4214                                                      attackweapon == knife &&
4215                                                      Person::players[k]->weaponmissdelay <= 0)
4216                                                 Person::players[k]->animTarget = knifeslashstartanim;
4217                                             //swordslash
4218                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4219                                                      animation[Person::players[i]->animTarget].height != lowheight &&
4220                                                      !Person::players[k]->crouchkeydown &&
4221                                                      attackweapon == sword &&
4222                                                      Person::players[k]->weaponmissdelay <= 0)
4223                                                 Person::players[k]->animTarget = swordslashanim;
4224                                             //staffhit
4225                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4226                                                      animation[Person::players[i]->animTarget].height != lowheight &&
4227                                                      !Person::players[k]->crouchkeydown &&
4228                                                      attackweapon == staff &&
4229                                                      Person::players[k]->weaponmissdelay <= 0 &&
4230                                                      !Person::players[k]->leftkeydown &&
4231                                                      !Person::players[k]->rightkeydown &&
4232                                                      !Person::players[k]->forwardkeydown)
4233                                                 Person::players[k]->animTarget = staffhitanim;
4234                                             //staffspinhit
4235                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4236                                                      animation[Person::players[i]->animTarget].height != lowheight &&
4237                                                      !Person::players[k]->crouchkeydown &&
4238                                                      attackweapon == staff &&
4239                                                      Person::players[k]->weaponmissdelay <= 0)
4240                                                 Person::players[k]->animTarget = staffspinhitanim;
4241                                             //spinkick
4242                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4243                                                      animation[Person::players[i]->animTarget].height != lowheight)
4244                                                 Person::players[k]->animTarget = spinkickanim;
4245                                             //lowkick
4246                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4247                                                      animation[Person::players[i]->animTarget].height == lowheight &&
4248                                                      animation[Person::players[k]->animTarget].attack != normalattack)
4249                                                 Person::players[k]->animTarget = lowkickanim;
4250                                         } else { //AI player
4251                                             if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
4252                                                 randattack = abs(Random() % 5);
4253                                                 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
4254                                                     //sweep
4255                                                     if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
4256                                                         Person::players[k]->animTarget = sweepanim;
4257                                                     //upunch
4258                                                     else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
4259                                                              !attackweapon)
4260                                                         Person::players[k]->animTarget = upunchanim;
4261                                                     //spinkick
4262                                                     else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
4263                                                         Person::players[k]->animTarget = spinkickanim;
4264                                                     //lowkick
4265                                                     else if (animation[Person::players[i]->animTarget].height == lowheight)
4266                                                         Person::players[k]->animTarget = lowkickanim;
4267                                                 }
4268                                                 if (attackweapon) {
4269                                                     //sweep
4270                                                     if ((tutoriallevel != 1 || !attackweapon) &&
4271                                                             distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4272                                                             randattack == 0 &&
4273                                                             animation[Person::players[i]->animTarget].height != lowheight)
4274                                                         Person::players[k]->animTarget = sweepanim;
4275                                                     //knifeslashstart
4276                                                     else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4277                                                              attackweapon == knife &&
4278                                                              Person::players[k]->weaponmissdelay <= 0)
4279                                                         Person::players[k]->animTarget = knifeslashstartanim;
4280                                                     //swordslash
4281                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
4282                                                                Person::players[0]->hasvictim &&
4283                                                                Person::players[0]->animTarget == swordslashanim) &&
4284                                                              attackweapon == sword &&
4285                                                              Person::players[k]->weaponmissdelay <= 0)
4286                                                         Person::players[k]->animTarget = swordslashanim;
4287                                                     //staffhit
4288                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
4289                                                                Person::players[0]->hasvictim &&
4290                                                                Person::players[0]->animTarget == swordslashanim) &&
4291                                                              attackweapon == staff &&
4292                                                              Person::players[k]->weaponmissdelay <= 0 &&
4293                                                              randattack < 3)
4294                                                         Person::players[k]->animTarget = staffhitanim;
4295                                                     //staffspinhit
4296                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
4297                                                                Person::players[0]->hasvictim &&
4298                                                                Person::players[0]->animTarget == swordslashanim) &&
4299                                                              attackweapon == staff &&
4300                                                              Person::players[k]->weaponmissdelay <= 0 &&
4301                                                              randattack >= 3)
4302                                                         Person::players[k]->animTarget = staffspinhitanim;
4303                                                     //spinkick
4304                                                     else if ((tutoriallevel != 1 || !attackweapon) &&
4305                                                              distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4306                                                              randattack == 1 &&
4307                                                              animation[Person::players[i]->animTarget].height != lowheight)
4308                                                         Person::players[k]->animTarget = spinkickanim;
4309                                                     //lowkick
4310                                                     else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4311                                                              animation[Person::players[i]->animTarget].height == lowheight &&
4312                                                              animation[Person::players[k]->animTarget].attack != normalattack)
4313                                                         Person::players[k]->animTarget = lowkickanim;
4314                                                 }
4315                                             }
4316                                         }
4317                                         //upunch becomes wolfslap
4318                                         if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
4319                                             Person::players[k]->animTarget = wolfslapanim;
4320                                     }
4321                                     //sneak attacks
4322                                     if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
4323                                             Person::players[i]->howactive < typedead1 &&
4324                                             distance < 1.5 * sq(Person::players[k]->scale * 5) &&
4325                                             !Person::players[i]->skeleton.free &&
4326                                             Person::players[i]->animTarget != getupfrombackanim &&
4327                                             Person::players[i]->animTarget != getupfromfrontanim &&
4328                                             (Person::players[i]->stunned > 0 && Person::players[k]->madskills ||
4329                                              Person::players[i]->surprised > 0 ||
4330                                              Person::players[i]->aitype == passivetype ||
4331                                              attackweapon && Person::players[i]->stunned > 0) &&
4332                                             normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
4333                                         //sneakattack
4334                                         if (!attackweapon) {
4335                                             Person::players[k]->animCurrent = sneakattackanim;
4336                                             Person::players[k]->animTarget = sneakattackanim;
4337                                             Person::players[i]->animCurrent = sneakattackedanim;
4338                                             Person::players[i]->animTarget = sneakattackedanim;
4339                                             Person::players[k]->oldcoords = Person::players[k]->coords;
4340                                             Person::players[k]->coords = Person::players[i]->coords;
4341                                         }
4342                                         //knifesneakattack
4343                                         if (attackweapon == knife) {
4344                                             Person::players[k]->animCurrent = knifesneakattackanim;
4345                                             Person::players[k]->animTarget = knifesneakattackanim;
4346                                             Person::players[i]->animCurrent = knifesneakattackedanim;
4347                                             Person::players[i]->animTarget = knifesneakattackedanim;
4348                                             Person::players[i]->oldcoords = Person::players[i]->coords;
4349                                             Person::players[i]->coords = Person::players[k]->coords;
4350                                         }
4351                                         //swordsneakattack
4352                                         if (attackweapon == sword) {
4353                                             Person::players[k]->animCurrent = swordsneakattackanim;
4354                                             Person::players[k]->animTarget = swordsneakattackanim;
4355                                             Person::players[i]->animCurrent = swordsneakattackedanim;
4356                                             Person::players[i]->animTarget = swordsneakattackedanim;
4357                                             Person::players[i]->oldcoords = Person::players[i]->coords;
4358                                             Person::players[i]->coords = Person::players[k]->coords;
4359                                         }
4360                                         if (attackweapon != staff) {
4361                                             Person::players[k]->victim = Person::players[i];
4362                                             Person::players[k]->hasvictim = 1;
4363                                             Person::players[i]->targettilt2 = 0;
4364                                             Person::players[i]->frameTarget = 1;
4365                                             Person::players[i]->frameCurrent = 0;
4366                                             Person::players[i]->target = 0;
4367                                             Person::players[i]->velocity = 0;
4368                                             Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
4369                                             Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
4370                                             Person::players[k]->frameTarget = Person::players[i]->frameTarget;
4371                                             Person::players[k]->target = Person::players[i]->target;
4372                                             Person::players[k]->velocity = 0;
4373                                             Person::players[k]->targetyaw = Person::players[i]->yaw;
4374                                             Person::players[k]->yaw = Person::players[i]->yaw;
4375                                             Person::players[i]->targetyaw = Person::players[i]->yaw;
4376                                         }
4377                                     }
4378                                     if (animation[Person::players[k]->animTarget].attack == normalattack &&
4379                                             Person::players[k]->victim == Person::players[i] &&
4380                                             (!Person::players[i]->skeleton.free)) {
4381                                         oldattackkey = 1;
4382                                         Person::players[k]->frameTarget = 0;
4383                                         Person::players[k]->target = 0;
4384
4385                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4386                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4387                                         Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
4388                                         Person::players[k]->lastattack2 = Person::players[k]->lastattack;
4389                                         Person::players[k]->lastattack = Person::players[k]->animTarget;
4390                                     }
4391                                     if (Person::players[k]->animTarget == knifefollowanim &&
4392                                             Person::players[k]->victim == Person::players[i]) {
4393                                         oldattackkey = 1;
4394                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4395                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4396                                         Person::players[k]->victim = Person::players[i];
4397                                         Person::players[k]->hasvictim = 1;
4398                                         Person::players[i]->animTarget = knifefollowedanim;
4399                                         Person::players[i]->animCurrent = knifefollowedanim;
4400                                         Person::players[i]->targettilt2 = 0;
4401                                         Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
4402                                         Person::players[i]->frameTarget = 1;
4403                                         Person::players[i]->frameCurrent = 0;
4404                                         Person::players[i]->target = 0;
4405                                         Person::players[i]->velocity = 0;
4406                                         Person::players[k]->animCurrent = knifefollowanim;
4407                                         Person::players[k]->animTarget = knifefollowanim;
4408                                         Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
4409                                         Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
4410                                         Person::players[k]->frameTarget = Person::players[i]->frameTarget;
4411                                         Person::players[k]->target = Person::players[i]->target;
4412                                         Person::players[k]->velocity = 0;
4413                                         Person::players[k]->oldcoords = Person::players[k]->coords;
4414                                         Person::players[i]->coords = Person::players[k]->coords;
4415                                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
4416                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
4417                                         Person::players[k]->yaw = Person::players[k]->targetyaw;
4418                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
4419                                     }
4420                                 }
4421                         }
4422                     const bool hasstaff = attackweapon == staff;
4423                     if (k == 0 && Person::players.size() > 1)
4424                         for (unsigned i = 0; i < Person::players.size(); i++) {
4425                             if (i == k)
4426                                 continue;
4427                             if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
4428                                     animation[Person::players[k]->animTarget].attack == neutral) {
4429                                 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
4430                                 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
4431                                     if (Person::players[i]->skeleton.free)
4432                                         if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
4433                                                 (Person::players[i]->dead ||
4434                                                  Person::players[i]->skeleton.longdead > 1000 ||
4435                                                  Person::players[k]->isRun() ||
4436                                                  hasstaff ||
4437                                                  (attackweapon &&
4438                                                   (Person::players[i]->skeleton.longdead > 2000 ||
4439                                                    Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
4440                                                    Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
4441                                                   distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
4442                                             Person::players[k]->victim = Person::players[i];
4443                                             Person::players[k]->hasvictim = 1;
4444                                             if (attackweapon && tutoriallevel != 1) {
4445                                                 //crouchstab
4446                                                 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
4447                                                     Person::players[k]->animTarget = crouchstabanim;
4448                                                 //swordgroundstab
4449                                                 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
4450                                                     Person::players[k]->animTarget = swordgroundstabanim;
4451                                                 //staffgroundsmash
4452                                                 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
4453                                                     Person::players[k]->animTarget = staffgroundsmashanim;
4454                                             }
4455                                             if (distance < 2.5 &&
4456                                                     Person::players[k]->crouchkeydown &&
4457                                                     Person::players[k]->animTarget != crouchstabanim &&
4458                                                     !attackweapon &&
4459                                                     Person::players[i]->dead &&
4460                                                     Person::players[i]->skeleton.free &&
4461                                                     Person::players[i]->skeleton.longdead > 1000) {
4462                                                 Person::players[k]->animTarget = killanim;
4463                                                 //TODO: refactor this out, what does it do?
4464                                                 for (int j = 0; j < terrain.numdecals; j++) {
4465                                                     if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
4466                                                             terrain.decalalivetime[j] < 2)
4467                                                         terrain.DeleteDecal(j);
4468                                                 }
4469                                                 for (int l = 0; l < objects.numobjects; l++) {
4470                                                     if (objects.model[l].type == decalstype)
4471                                                         for (int j = 0; j < objects.model[l].numdecals; j++) {
4472                                                             if ((objects.model[l].decaltype[j] == blooddecal ||
4473                                                                     objects.model[l].decaltype[j] == blooddecalslow) &&
4474                                                                     objects.model[l].decalalivetime[j] < 2)
4475                                                                 objects.model[l].DeleteDecal(j);
4476                                                         }
4477                                                 }
4478                                             }
4479                                             if (!Person::players[i]->dead || musictype != 2)
4480                                                 if (distance < 3.5 &&
4481                                                         (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
4482                                                         Person::players[k]->staggerdelay <= 0 &&
4483                                                         (Person::players[i]->dead ||
4484                                                          Person::players[i]->skeleton.longdead < 300 &&
4485                                                          Person::players[k]->lastattack != spinkickanim &&
4486                                                          Person::players[i]->skeleton.free) &&
4487                                                         (!Person::players[i]->dead || musictype != stream_fighttheme)) {
4488                                                     Person::players[k]->animTarget = dropkickanim;
4489                                                     for (int j = 0; j < terrain.numdecals; j++) {
4490                                                         if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
4491                                                                 terrain.decalalivetime[j] < 2) {
4492                                                             terrain.DeleteDecal(j);
4493                                                         }
4494                                                     }
4495                                                     for (int l = 0; l < objects.numobjects; l++) {
4496                                                         if (objects.model[l].type == decalstype)
4497                                                             for (int j = 0; j < objects.model[l].numdecals; j++) {
4498                                                                 if ((objects.model[l].decaltype[j] == blooddecal ||
4499                                                                         objects.model[l].decaltype[j] == blooddecalslow) &&
4500                                                                         objects.model[l].decalalivetime[j] < 2) {
4501                                                                     objects.model[l].DeleteDecal(j);
4502                                                                 }
4503                                                             }
4504                                                     }
4505                                                 }
4506                                         }
4507                                 if (animation[Person::players[k]->animTarget].attack == normalattack &&
4508                                         Person::players[k]->victim == Person::players[i] &&
4509                                         (!Person::players[i]->skeleton.free ||
4510                                          Person::players[k]->animTarget == killanim ||
4511                                          Person::players[k]->animTarget == crouchstabanim ||
4512                                          Person::players[k]->animTarget == swordgroundstabanim ||
4513                                          Person::players[k]->animTarget == staffgroundsmashanim ||
4514                                          Person::players[k]->animTarget == dropkickanim)) {
4515                                     oldattackkey = 1;
4516                                     Person::players[k]->frameTarget = 0;
4517                                     Person::players[k]->target = 0;
4518
4519                                     XYZ targetpoint = Person::players[i]->coords;
4520                                     if (Person::players[k]->animTarget == crouchstabanim ||
4521                                             Person::players[k]->animTarget == swordgroundstabanim ||
4522                                             Person::players[k]->animTarget == staffgroundsmashanim) {
4523                                         targetpoint += (Person::players[i]->jointPos(abdomen) +
4524                                                         Person::players[i]->jointPos(neck)) / 2 *
4525                                                        Person::players[i]->scale;
4526                                     }
4527                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
4528                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
4529
4530                                     if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
4531                                         Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
4532                                     }
4533
4534                                     if (Person::players[k]->animTarget == staffgroundsmashanim)
4535                                         Person::players[k]->targettilt2 += 10;
4536
4537                                     Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
4538                                     Person::players[k]->lastattack2 = Person::players[k]->lastattack;
4539                                     Person::players[k]->lastattack = Person::players[k]->animTarget;
4540
4541                                     if (Person::players[k]->animTarget == swordgroundstabanim) {
4542                                         Person::players[k]->targetyaw += 30;
4543                                     }
4544                                 }
4545                             }
4546                         }
4547                     if (!Person::players[k]->hasvictim) {
4548                         //find victim
4549                         for (unsigned i = 0; i < Person::players.size(); i++) {
4550                             if (i == k || !(i == 0 || k == 0))
4551                                 continue;
4552                             if (!Person::players[i]->skeleton.free) {
4553                                 if (Person::players[k]->hasvictim) {
4554                                     if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
4555                                             distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
4556                                         Person::players[k]->victim = Person::players[i];
4557                                 } else {
4558                                     Person::players[k]->victim = Person::players[i];
4559                                     Person::players[k]->hasvictim = 1;
4560                                 }
4561                             }
4562                         }
4563                     }
4564                     if (Person::players[k]->aitype == playercontrolled)
4565                         //rabbit kick
4566                         if (Person::players[k]->attackkeydown &&
4567                                 Person::players[k]->isRun() &&
4568                                 Person::players[k]->wasRun() &&
4569                                 ((Person::players[k]->hasvictim &&
4570                                   distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
4571                                   distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
4572                                   !Person::players[k]->victim->skeleton.free &&
4573                                   Person::players[k]->victim->animTarget != getupfrombackanim &&
4574                                   Person::players[k]->victim->animTarget != getupfromfrontanim &&
4575                                   animation[Person::players[k]->victim->animTarget].height != lowheight &&
4576                                   Person::players[k]->aitype != playercontrolled && //wat???
4577                                   normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
4578                                   Person::players[k]->rabbitkickenabled) ||
4579                                  Person::players[k]->jumpkeydown)) {
4580                             oldattackkey = 1;
4581                             Person::players[k]->setAnimation(rabbitkickanim);
4582                         }
4583                     //update counts
4584                     if (animation[Person::players[k]->animTarget].attack && k == 0) {
4585                         numattacks++;
4586                         switch (attackweapon) {
4587                         case 0:
4588                             numunarmedattack++;
4589                             break;
4590                         case knife:
4591                             numknifeattack++;
4592                             break;
4593                         case sword:
4594                             numswordattack++;
4595                             break;
4596                         case staff:
4597                             numstaffattack++;
4598                             break;
4599                         }
4600                     }
4601                 }
4602             }
4603         }
4604     }
4605 }
4606
4607 void doPlayerCollisions()
4608 {
4609     static XYZ rotatetarget;
4610     static float collisionradius;
4611     if (Person::players.size() > 1)
4612         for (unsigned k = 0; k < Person::players.size(); k++)
4613             for (unsigned i = k + 1; i < Person::players.size(); i++) {
4614                 //neither player is part of a reversal
4615                 if ((animation[Person::players[i]->animTarget].attack != reversed &&
4616                         animation[Person::players[i]->animTarget].attack != reversal &&
4617                         animation[Person::players[k]->animTarget].attack != reversed &&
4618                         animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
4619                     if ((animation[Person::players[i]->animCurrent].attack != reversed &&
4620                             animation[Person::players[i]->animCurrent].attack != reversal &&
4621                             animation[Person::players[k]->animCurrent].attack != reversed &&
4622                             animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
4623                         //neither is sleeping
4624                         if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
4625                             if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
4626                                 //in same patch, neither is climbing
4627                                 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
4628                                         Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
4629                                         Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
4630                                         Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
4631                                         Person::players[i]->animTarget != climbanim &&
4632                                         Person::players[i]->animTarget != hanganim &&
4633                                         Person::players[k]->animTarget != climbanim &&
4634                                         Person::players[k]->animTarget != hanganim)
4635                                     //players are close (bounding box test)
4636                                     if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
4637                                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
4638                                             if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
4639                                                 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
4640                                                     if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
4641                                                         if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
4642                                                             //spread fire from player to player
4643                                                             if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
4644                                                                     < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
4645                                                                 if (Person::players[i]->onfire || Person::players[k]->onfire) {
4646                                                                     if (!Person::players[i]->onfire)
4647                                                                         Person::players[i]->CatchFire();
4648                                                                     if (!Person::players[k]->onfire)
4649                                                                         Person::players[k]->CatchFire();
4650                                                                 }
4651                                                             }
4652
4653                                                             XYZ tempcoords1 = Person::players[i]->coords;
4654                                                             XYZ tempcoords2 = Person::players[k]->coords;
4655                                                             if (!Person::players[i]->skeleton.oldfree)
4656                                                                 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
4657                                                             if (!Person::players[k]->skeleton.oldfree)
4658                                                                 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
4659                                                             collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4660                                                             if (Person::players[0]->hasvictim)
4661                                                                 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
4662                                                                     collisionradius = 3;
4663                                                             if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
4664                                                                     (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
4665                                                                      distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
4666                                                                 //jump down on a dead body
4667                                                                 if (k == 0 || i == 0) {
4668                                                                     int l = i ? i : k;
4669                                                                     if (Person::players[0]->animTarget == jumpdownanim &&
4670                                                                             !Person::players[0]->skeleton.oldfree &&
4671                                                                             !Person::players[0]->skeleton.free &&
4672                                                                             Person::players[l]->skeleton.oldfree &&
4673                                                                             Person::players[l]->skeleton.free &&
4674                                                                             Person::players[l]->dead &&
4675                                                                             Person::players[0]->lastcollide <= 0 &&
4676                                                                             fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
4677                                                                             distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
4678                                                                         Person::players[0]->coords.y = Person::players[l]->coords.y;
4679                                                                         Person::players[l]->velocity = Person::players[0]->velocity;
4680                                                                         Person::players[l]->skeleton.free = 0;
4681                                                                         Person::players[l]->yaw = 0;
4682                                                                         Person::players[l]->RagDoll(0);
4683                                                                         Person::players[l]->DoDamage(20);
4684                                                                         camerashake += .3;
4685                                                                         Person::players[l]->skeleton.longdead = 0;
4686                                                                         Person::players[0]->lastcollide = 1;
4687                                                                     }
4688                                                                 }
4689
4690                                                                 if (     (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
4691                                                                          (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
4692                                                                          (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
4693                                                                     rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
4694                                                                     if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
4695                                                                             Person::players[i]->skeleton.free) &&
4696                                                                             (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
4697                                                                              Person::players[k]->skeleton.free))
4698                                                                         if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
4699                                                                                 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
4700                                                                                 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
4701                                                                                 (k == 0 ||
4702                                                                                  k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
4703                                                                                  /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
4704                                                                                 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
4705                                                                                 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
4706                                                                                 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
4707                                                                             //If hit by body
4708                                                                             if (     (i != 0 || Person::players[i]->skeleton.free) &&
4709                                                                                      (k != 0 || Person::players[k]->skeleton.free) ||
4710                                                                                      (animation[Person::players[i]->animTarget].height == highheight &&
4711                                                                                       animation[Person::players[k]->animTarget].height == highheight)) {
4712                                                                                 if (tutoriallevel != 1) {
4713                                                                                     emit_sound_at(heavyimpactsound, Person::players[i]->coords);
4714                                                                                 }
4715
4716                                                                                 Person::players[i]->RagDoll(0);
4717                                                                                 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
4718                                                                                     award_bonus(0, aimbonus);
4719                                                                                 }
4720                                                                                 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
4721                                                                                 Person::players[k]->RagDoll(0);
4722                                                                                 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
4723                                                                                     award_bonus(0, aimbonus); // Huh, again?
4724                                                                                 }
4725                                                                                 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
4726
4727                                                                                 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
4728                                                                                     Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
4729                                                                                 }
4730                                                                                 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
4731                                                                                     Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
4732                                                                                 }
4733
4734                                                                             }
4735                                                                         }
4736                                                                     if (     (animation[Person::players[i]->animTarget].attack == neutral ||
4737                                                                               animation[Person::players[i]->animTarget].attack == normalattack) &&
4738                                                                              (animation[Person::players[k]->animTarget].attack == neutral ||
4739                                                                               animation[Person::players[k]->animTarget].attack == normalattack)) {
4740                                                                         //If bumped
4741                                                                         if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
4742                                                                             if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
4743                                                                                 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
4744                                                                                 Normalise(&rotatetarget);
4745                                                                                 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
4746                                                                                 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
4747                                                                                                    * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4748                                                                                 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4749                                                                                 if (Person::players[k]->howactive == typeactive || hostile)
4750                                                                                     if (Person::players[k]->isIdle()) {
4751                                                                                         if (Person::players[k]->howactive < typesleeping)
4752                                                                                             Person::players[k]->setAnimation(Person::players[k]->getStop());
4753                                                                                         else if (Person::players[k]->howactive == typesleeping)
4754                                                                                             Person::players[k]->setAnimation(getupfromfrontanim);
4755                                                                                         if (!editorenabled)
4756                                                                                             Person::players[k]->howactive = typeactive;
4757                                                                                     }
4758                                                                                 if (Person::players[i]->howactive == typeactive || hostile)
4759                                                                                     if (Person::players[i]->isIdle()) {
4760                                                                                         if (Person::players[i]->howactive < typesleeping)
4761                                                                                             Person::players[i]->setAnimation(Person::players[k]->getStop());
4762                                                                                         else
4763                                                                                             Person::players[i]->setAnimation(getupfromfrontanim);
4764                                                                                         if (!editorenabled)
4765                                                                                             Person::players[i]->howactive = typeactive;
4766                                                                                     }
4767                                                                             }
4768                                                                             //jump down on player
4769                                                                             if (hostile) {
4770                                                                                 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
4771                                                                                         !Person::players[i]->isCrouch() &&
4772                                                                                         Person::players[i]->animTarget != rollanim &&
4773                                                                                         !Person::players[k]->skeleton.oldfree && !
4774                                                                                         Person::players[k]->skeleton.free &&
4775                                                                                         Person::players[k]->lastcollide <= 0 &&
4776                                                                                         Person::players[k]->velocity.y < -10) {
4777                                                                                     Person::players[i]->velocity = Person::players[k]->velocity;
4778                                                                                     Person::players[k]->velocity = Person::players[k]->velocity * -.5;
4779                                                                                     Person::players[k]->velocity.y = Person::players[i]->velocity.y;
4780                                                                                     Person::players[i]->DoDamage(20);
4781                                                                                     Person::players[i]->RagDoll(0);
4782                                                                                     Person::players[k]->lastcollide = 1;
4783                                                                                     award_bonus(k, AboveBonus);
4784                                                                                 }
4785                                                                                 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
4786                                                                                         !Person::players[k]->isCrouch() &&
4787                                                                                         Person::players[k]->animTarget != rollanim &&
4788                                                                                         !Person::players[i]->skeleton.oldfree &&
4789                                                                                         !Person::players[i]->skeleton.free &&
4790                                                                                         Person::players[i]->lastcollide <= 0 &&
4791                                                                                         Person::players[i]->velocity.y < -10) {
4792                                                                                     Person::players[k]->velocity = Person::players[i]->velocity;
4793                                                                                     Person::players[i]->velocity = Person::players[i]->velocity * -.3;
4794                                                                                     Person::players[i]->velocity.y = Person::players[k]->velocity.y;
4795                                                                                     Person::players[k]->DoDamage(20);
4796                                                                                     Person::players[k]->RagDoll(0);
4797                                                                                     Person::players[i]->lastcollide = 1;
4798                                                                                     award_bonus(i, AboveBonus);
4799                                                                                 }
4800                                                                             }
4801                                                                         }
4802                                                                     }
4803                                                                 }
4804                                                                 Person::players[i]->CheckKick();
4805                                                                 Person::players[k]->CheckKick();
4806                                                             }
4807                                                         }
4808             }
4809 }
4810
4811 void doAI(int i)
4812 {
4813     static bool connected;
4814     if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
4815         Person::players[i]->jumpclimb = 0;
4816         //disable movement in editor
4817         if (editorenabled)
4818             Person::players[i]->stunned = 1;
4819
4820         Person::players[i]->pause = 0;
4821         if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
4822                 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
4823                 !Person::players[0]->onterrain)
4824             Person::players[i]->pause = 1;
4825
4826         //pathfinding
4827         if (Person::players[i]->aitype == pathfindtype) {
4828             if (Person::players[i]->finalpathfindpoint == -1) {
4829                 float closestdistance;
4830                 float tempdist;
4831                 int closest;
4832                 XYZ colpoint;
4833                 closest = -1;
4834                 closestdistance = -1;
4835                 for (int j = 0; j < numpathpoints; j++)
4836                     if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
4837                         closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
4838                         closest = j;
4839                         Person::players[i]->finaltarget = pathpoint[j];
4840                     }
4841                 Person::players[i]->finalpathfindpoint = closest;
4842                 for (int j = 0; j < numpathpoints; j++)
4843                     for (int k = 0; k < numpathpointconnect[j]; k++) {
4844                         DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4845                         if (sq(tempdist) < closestdistance)
4846                             if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4847                                     findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4848                                 closestdistance = sq(tempdist);
4849                                 closest = j;
4850                                 Person::players[i]->finaltarget = colpoint;
4851                             }
4852                     }
4853                 Person::players[i]->finalpathfindpoint = closest;
4854
4855             }
4856             if (Person::players[i]->targetpathfindpoint == -1) {
4857                 float closestdistance;
4858                 float tempdist;
4859                 int closest;
4860                 XYZ colpoint;
4861                 closest = -1;
4862                 closestdistance = -1;
4863                 if (Person::players[i]->lastpathfindpoint == -1) {
4864                     for (int j = 0; j < numpathpoints; j++) {
4865                         if (j != Person::players[i]->lastpathfindpoint)
4866                             if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
4867                                 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
4868                                 closest = j;
4869                             }
4870                     }
4871                     Person::players[i]->targetpathfindpoint = closest;
4872                     for (int j = 0; j < numpathpoints; j++)
4873                         if (j != Person::players[i]->lastpathfindpoint)
4874                             for (int k = 0; k < numpathpointconnect[j]; k++) {
4875                                 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4876                                 if (sq(tempdist) < closestdistance) {
4877                                     if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4878                                             findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4879                                         closestdistance = sq(tempdist);
4880                                         closest = j;
4881                                     }
4882                                 }
4883                             }
4884                     Person::players[i]->targetpathfindpoint = closest;
4885                 } else {
4886                     for (int j = 0; j < numpathpoints; j++)
4887                         if (j != Person::players[i]->lastpathfindpoint &&
4888                                 j != Person::players[i]->lastpathfindpoint2 &&
4889                                 j != Person::players[i]->lastpathfindpoint3 &&
4890                                 j != Person::players[i]->lastpathfindpoint4) {
4891                             connected = 0;
4892                             if (numpathpointconnect[j])
4893                                 for (int k = 0; k < numpathpointconnect[j]; k++)
4894                                     if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
4895                                         connected = 1;
4896                             if (!connected)
4897                                 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
4898                                     for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
4899                                         if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
4900                                             connected = 1;
4901                             if (connected) {
4902                                 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
4903                                 if (closest == -1 || tempdist < closestdistance) {
4904                                     closestdistance = tempdist;
4905                                     closest = j;
4906                                 }
4907                             }
4908                         }
4909                     Person::players[i]->targetpathfindpoint = closest;
4910                 }
4911             }
4912             Person::players[i]->losupdatedelay -= multiplier;
4913
4914             Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
4915             Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4916
4917             //reached target point
4918             if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
4919                 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4920                 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4921                 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4922                 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
4923                 if (Person::players[i]->lastpathfindpoint2 == -1)
4924                     Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4925                 if (Person::players[i]->lastpathfindpoint3 == -1)
4926                     Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4927                 if (Person::players[i]->lastpathfindpoint4 == -1)
4928                     Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4929                 Person::players[i]->targetpathfindpoint = -1;
4930             }
4931             if (     distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
4932                      distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
4933                      distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
4934                      Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
4935                 Person::players[i]->aitype = passivetype;
4936             }
4937
4938             Person::players[i]->forwardkeydown = 1;
4939             Person::players[i]->leftkeydown = 0;
4940             Person::players[i]->backkeydown = 0;
4941             Person::players[i]->rightkeydown = 0;
4942             Person::players[i]->crouchkeydown = 0;
4943             Person::players[i]->attackkeydown = 0;
4944             Person::players[i]->throwkeydown = 0;
4945
4946             if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4947                 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4948
4949             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4950                 Person::players[i]->jumpkeydown = 0;
4951             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4952                 Person::players[i]->jumpkeydown = 1;
4953
4954             if ((tutoriallevel != 1 || cananger) &&
4955                     hostile &&
4956                     !Person::players[0]->dead &&
4957                     distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4958                     Person::players[i]->occluded < 25) {
4959                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4960                         animation[Person::players[0]->animTarget].height != lowheight &&
4961                         !editorenabled &&
4962                         (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
4963                     Person::players[i]->aitype = attacktypecutoff;
4964                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4965                         animation[Person::players[0]->animTarget].height == highheight &&
4966                         !editorenabled)
4967                     Person::players[i]->aitype = attacktypecutoff;
4968
4969                 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4970                     Person::players[i]->losupdatedelay = .2;
4971                     for (unsigned j = 0; j < Person::players.size(); j++)
4972                         if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
4973                             if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4974                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4975                                     if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4976                                         if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
4977                                             if (!Person::players[j]->isWallJump() && -1 == checkcollide(
4978                                                         DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
4979                                                         *Person::players[i]->scale + Person::players[i]->coords,
4980                                                         DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
4981                                                         *Person::players[j]->scale + Person::players[j]->coords) ||
4982                                                     (Person::players[j]->animTarget == hanganim &&
4983                                                      normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4984                                                 Person::players[i]->aitype = searchtype;
4985                                                 Person::players[i]->lastchecktime = 12;
4986                                                 Person::players[i]->lastseen = Person::players[j]->coords;
4987                                                 Person::players[i]->lastseentime = 12;
4988                                             }
4989                 }
4990             }
4991             if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
4992                 if (Person::players[i]->creature != wolftype) {
4993                     Person::players[i]->stunned = .6;
4994                     Person::players[i]->surprised = .6;
4995                 }
4996         }
4997
4998         if (Person::players[i]->aitype != passivetype && leveltime > .5)
4999             Person::players[i]->howactive = typeactive;
5000
5001         if (Person::players[i]->aitype == passivetype) {
5002             Person::players[i]->aiupdatedelay -= multiplier;
5003             Person::players[i]->losupdatedelay -= multiplier;
5004             Person::players[i]->lastseentime += multiplier;
5005             Person::players[i]->pausetime -= multiplier;
5006             if (Person::players[i]->lastseentime > 1)
5007                 Person::players[i]->lastseentime = 1;
5008
5009             if (Person::players[i]->aiupdatedelay < 0) {
5010                 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
5011                     Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
5012                     Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5013                     Person::players[i]->aiupdatedelay = .05;
5014
5015                     if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
5016                         if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
5017                             Person::players[i]->pausetime = 4;
5018                         Person::players[i]->waypoint++;
5019                         if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
5020                             Person::players[i]->waypoint = 0;
5021
5022                     }
5023                 }
5024
5025                 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
5026                     Person::players[i]->forwardkeydown = 1;
5027                 else
5028                     Person::players[i]->forwardkeydown = 0;
5029                 Person::players[i]->leftkeydown = 0;
5030                 Person::players[i]->backkeydown = 0;
5031                 Person::players[i]->rightkeydown = 0;
5032                 Person::players[i]->crouchkeydown = 0;
5033                 Person::players[i]->attackkeydown = 0;
5034                 Person::players[i]->throwkeydown = 0;
5035
5036                 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5037                     if (!Person::players[i]->avoidsomething)
5038                         Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5039                     else {
5040                         XYZ leftpos, rightpos;
5041                         float leftdist, rightdist;
5042                         leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5043                         rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5044                         leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5045                         rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5046                         if (leftdist < rightdist)
5047                             Person::players[i]->targetyaw += 90;
5048                         else
5049                             Person::players[i]->targetyaw -= 90;
5050                     }
5051                 }
5052             }
5053             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5054                 Person::players[i]->jumpkeydown = 0;
5055             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5056                 Person::players[i]->jumpkeydown = 1;
5057
5058
5059             //hearing sounds
5060             if (!editorenabled) {
5061                 if (Person::players[i]->howactive <= typesleeping)
5062                     if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
5063                         for (int j = 0; j < numenvsounds; j++) {
5064                             float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
5065                             if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
5066                                     2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
5067                                 Person::players[i]->aitype = attacktypecutoff;
5068                         }
5069
5070                 if (Person::players[i]->aitype != passivetype) {
5071                     if (Person::players[i]->howactive == typesleeping)
5072                         Person::players[i]->setAnimation(getupfromfrontanim);
5073                     Person::players[i]->howactive = typeactive;
5074                 }
5075             }
5076
5077             if (Person::players[i]->howactive < typesleeping &&
5078                     ((tutoriallevel != 1 || cananger) && hostile) &&
5079                     !Person::players[0]->dead &&
5080                     distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
5081                     Person::players[i]->occluded < 25) {
5082                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
5083                         animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
5084                     Person::players[i]->aitype = attacktypecutoff;
5085                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
5086                         animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
5087                     Person::players[i]->aitype = attacktypecutoff;
5088
5089                 //wolf smell
5090                 if (Person::players[i]->creature == wolftype) {
5091                     XYZ windsmell;
5092                     for (unsigned j = 0; j < Person::players.size(); j++) {
5093                         if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
5094                             float smelldistance = 50;
5095                             if (j == 0 && Person::players[j]->num_weapons > 0) {
5096                                 if (weapons[Person::players[j]->weaponids[0]].bloody)
5097                                     smelldistance = 100;
5098                                 if (Person::players[j]->num_weapons == 2)
5099                                     if (weapons[Person::players[j]->weaponids[1]].bloody)
5100                                         smelldistance = 100;
5101                             }
5102                             if (j != 0)
5103                                 smelldistance = 100;
5104                             windsmell = windvector;
5105                             Normalise(&windsmell);
5106                             windsmell = windsmell * 2 + Person::players[j]->coords;
5107                             if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
5108                                 Person::players[i]->aitype = attacktypecutoff;
5109                         }
5110                     }
5111                 }
5112
5113                 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
5114                     Person::players[i]->losupdatedelay = .2;
5115                     for (unsigned j = 0; j < Person::players.size(); j++) {
5116                         if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
5117                             if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
5118                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
5119                                     if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
5120                                         if ((-1 == checkcollide(
5121                                                     DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
5122                                                     Person::players[i]->scale + Person::players[i]->coords,
5123                                                     DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
5124                                                     Person::players[j]->scale + Person::players[j]->coords) &&
5125                                                 !Person::players[j]->isWallJump()) ||
5126                                                 (Person::players[j]->animTarget == hanganim &&
5127                                                  normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
5128                                             Person::players[i]->lastseentime -= .2;
5129                                             if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
5130                                                 Person::players[i]->lastseentime -= .4;
5131                                             else
5132                                                 Person::players[i]->lastseentime -= .6;
5133                                         }
5134                             if (Person::players[i]->lastseentime <= 0) {
5135                                 Person::players[i]->aitype = searchtype;
5136                                 Person::players[i]->lastchecktime = 12;
5137                                 Person::players[i]->lastseen = Person::players[j]->coords;
5138                                 Person::players[i]->lastseentime = 12;
5139                             }
5140                         }
5141                     }
5142                 }
5143             }
5144             //alerted surprise
5145             if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
5146                 if (Person::players[i]->creature != wolftype) {
5147                     Person::players[i]->stunned = .6;
5148                     Person::players[i]->surprised = .6;
5149                 }
5150                 if (Person::players[i]->creature == wolftype) {
5151                     Person::players[i]->stunned = .47;
5152                     Person::players[i]->surprised = .47;
5153                 }
5154                 numseen++;
5155             }
5156         }
5157
5158         //search for player
5159         int j;
5160         if (Person::players[i]->aitype == searchtype) {
5161             Person::players[i]->aiupdatedelay -= multiplier;
5162             Person::players[i]->losupdatedelay -= multiplier;
5163             if (!Person::players[i]->pause)
5164                 Person::players[i]->lastseentime -= multiplier;
5165             Person::players[i]->lastchecktime -= multiplier;
5166
5167             if (Person::players[i]->isRun() && !Person::players[i]->onground) {
5168                 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
5169                     XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
5170                     test2.y += 5;
5171                     XYZ test = Person::players[i]->coords + Person::players[i]->facing;
5172                     test.y -= 10;
5173                     j = checkcollide(test2, test, Person::players[i]->laststanding);
5174                     if (j == -1)
5175                         j = checkcollide(test2, test);
5176                     if (j == -1) {
5177                         Person::players[i]->velocity = 0;
5178                         Person::players[i]->setAnimation(Person::players[i]->getStop());
5179                         Person::players[i]->targetyaw += 180;
5180                         Person::players[i]->stunned = .5;
5181                         //Person::players[i]->aitype=passivetype;
5182                         Person::players[i]->aitype = pathfindtype;
5183                         Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5184                         Person::players[i]->finalpathfindpoint = -1;
5185                         Person::players[i]->targetpathfindpoint = -1;
5186                         Person::players[i]->lastpathfindpoint = -1;
5187                         Person::players[i]->lastpathfindpoint2 = -1;
5188                         Person::players[i]->lastpathfindpoint3 = -1;
5189                         Person::players[i]->lastpathfindpoint4 = -1;
5190                     } else
5191                         Person::players[i]->laststanding = j;
5192                 }
5193             }
5194             //check out last seen location
5195             if (Person::players[i]->aiupdatedelay < 0) {
5196                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
5197                 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5198                 Person::players[i]->aiupdatedelay = .05;
5199                 Person::players[i]->forwardkeydown = 1;
5200
5201                 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
5202                     Person::players[i]->forwardkeydown = 0;
5203                     Person::players[i]->aiupdatedelay = 1;
5204                     Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
5205                     Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
5206                     Person::players[i]->lastchecktime = 3;
5207                 }
5208
5209                 Person::players[i]->leftkeydown = 0;
5210                 Person::players[i]->backkeydown = 0;
5211                 Person::players[i]->rightkeydown = 0;
5212                 Person::players[i]->crouchkeydown = 0;
5213                 Person::players[i]->attackkeydown = 0;
5214                 Person::players[i]->throwkeydown = 0;
5215
5216                 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5217                     if (!Person::players[i]->avoidsomething)
5218                         Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5219                     else {
5220                         XYZ leftpos, rightpos;
5221                         float leftdist, rightdist;
5222                         leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5223                         rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5224                         leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5225                         rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5226                         if (leftdist < rightdist)
5227                             Person::players[i]->targetyaw += 90;
5228                         else
5229                             Person::players[i]->targetyaw -= 90;
5230                     }
5231                 }
5232             }
5233             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5234                 Person::players[i]->jumpkeydown = 0;
5235             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5236                 Person::players[i]->jumpkeydown = 1;
5237
5238             if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
5239                 for (int k = 0; k < numenvsounds; k++) {
5240                     if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
5241                         Person::players[i]->aitype = attacktypecutoff;
5242                     }
5243                 }
5244
5245             if (!Person::players[0]->dead &&
5246                     Person::players[i]->losupdatedelay < 0 &&
5247                     !editorenabled &&
5248                     Person::players[i]->occluded < 2 &&
5249                     ((tutoriallevel != 1 || cananger) && hostile)) {
5250                 Person::players[i]->losupdatedelay = .2;
5251                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
5252                     Person::players[i]->aitype = attacktypecutoff;
5253                     Person::players[i]->lastseentime = 1;
5254                 }
5255                 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
5256                     //TODO: factor out canSeePlayer()
5257                     if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
5258                         if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
5259                             if ((checkcollide(
5260                                         DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
5261                                         Person::players[i]->scale + Person::players[i]->coords,
5262                                         DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
5263                                         Person::players[0]->scale + Person::players[0]->coords) == -1) ||
5264                                     (Person::players[0]->animTarget == hanganim && normaldotproduct(
5265                                          Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
5266                                 /* //TODO: changed j to 0 on a whim, make sure this is correct
5267                                 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
5268                                     Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
5269                                 */
5270                                 Person::players[i]->aitype = attacktypecutoff;
5271                                 Person::players[i]->lastseentime = 1;
5272                             }
5273             }
5274             //player escaped
5275             if (Person::players[i]->lastseentime < 0) {
5276                 //Person::players[i]->aitype=passivetype;
5277                 numescaped++;
5278                 Person::players[i]->aitype = pathfindtype;
5279                 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5280                 Person::players[i]->finalpathfindpoint = -1;
5281                 Person::players[i]->targetpathfindpoint = -1;
5282                 Person::players[i]->lastpathfindpoint = -1;
5283                 Person::players[i]->lastpathfindpoint2 = -1;
5284                 Person::players[i]->lastpathfindpoint3 = -1;
5285                 Person::players[i]->lastpathfindpoint4 = -1;
5286             }
5287         }
5288
5289         if (Person::players[i]->aitype != gethelptype)
5290             Person::players[i]->runninghowlong = 0;
5291
5292         //get help from buddies
5293         if (Person::players[i]->aitype == gethelptype) {
5294             Person::players[i]->runninghowlong += multiplier;
5295             Person::players[i]->aiupdatedelay -= multiplier;
5296
5297             if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
5298                 Person::players[i]->aiupdatedelay = .2;
5299
5300                 //find closest ally
5301                 //TODO: factor out closest search somehow
5302                 if (!Person::players[i]->ally) {
5303                     int closest = -1;
5304                     float closestdist = -1;
5305                     for (unsigned k = 0; k < Person::players.size(); k++) {
5306                         if (k != i && k != 0 && !Person::players[k]->dead &&
5307                                 Person::players[k]->howactive < typedead1 &&
5308                                 !Person::players[k]->skeleton.free &&
5309                                 Person::players[k]->aitype == passivetype) {
5310                             float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
5311                             if (closestdist == -1 || distance < closestdist) {
5312                                 closestdist = distance;
5313                                 closest = k;
5314                             }
5315                             closest = k;
5316                         }
5317                     }
5318                     if (closest != -1)
5319                         Person::players[i]->ally = closest;
5320                     else
5321                         Person::players[i]->ally = 0;
5322                     Person::players[i]->lastseen = Person::players[0]->coords;
5323                     Person::players[i]->lastseentime = 12;
5324                 }
5325
5326
5327                 Person::players[i]->lastchecktime = 12;
5328
5329                 XYZ facing = Person::players[i]->coords;
5330                 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
5331                 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
5332                 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
5333                 if (-1 != checkcollide(facing, flatfacing))
5334                     Person::players[i]->lastseentime -= .1;
5335
5336                 //no available ally, run back to player
5337                 if (Person::players[i]->ally <= 0 ||
5338                         Person::players[Person::players[i]->ally]->skeleton.free ||
5339                         Person::players[Person::players[i]->ally]->aitype != passivetype ||
5340                         Person::players[i]->lastseentime <= 0) {
5341                     Person::players[i]->aitype = searchtype;
5342                     Person::players[i]->lastseentime = 12;
5343                 }
5344
5345                 //seek out ally
5346                 if (Person::players[i]->ally > 0) {
5347                     Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
5348                     Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5349                     Person::players[i]->aiupdatedelay = .05;
5350                     Person::players[i]->forwardkeydown = 1;
5351
5352                     if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
5353                         Person::players[i]->aitype = searchtype;
5354                         Person::players[i]->lastseentime = 12;
5355                         Person::players[Person::players[i]->ally]->aitype = searchtype;
5356                         if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
5357                             Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
5358                             Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
5359                             Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
5360                         }
5361                     }
5362
5363                     if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5364                         if (!Person::players[i]->avoidsomething)
5365                             Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5366                         else {
5367                             XYZ leftpos, rightpos;
5368                             float leftdist, rightdist;
5369                             leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5370                             rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5371                             leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5372                             rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5373                             if (leftdist < rightdist)
5374                                 Person::players[i]->targetyaw += 90;
5375                             else
5376                                 Person::players[i]->targetyaw -= 90;
5377                         }
5378                     }
5379                 }
5380
5381                 Person::players[i]->leftkeydown = 0;
5382                 Person::players[i]->backkeydown = 0;
5383                 Person::players[i]->rightkeydown = 0;
5384                 Person::players[i]->crouchkeydown = 0;
5385                 Person::players[i]->attackkeydown = 0;
5386             }
5387             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5388                 Person::players[i]->jumpkeydown = 0;
5389             if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
5390                 Person::players[i]->jumpkeydown = 1;
5391         }
5392
5393         //retreiving a weapon on the ground
5394         if (Person::players[i]->aitype == getweapontype) {
5395             Person::players[i]->aiupdatedelay -= multiplier;
5396             Person::players[i]->lastchecktime -= multiplier;
5397
5398             if (Person::players[i]->aiupdatedelay < 0) {
5399                 Person::players[i]->aiupdatedelay = .2;
5400
5401                 //ALLY IS WEPON
5402                 if (Person::players[i]->ally < 0) {
5403                     int closest = -1;
5404                     float closestdist = -1;
5405                     for (int k = 0; k < weapons.size(); k++)
5406                         if (weapons[k].owner == -1) {
5407                             float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
5408                             if (closestdist == -1 || distance < closestdist) {
5409                                 closestdist = distance;
5410                                 closest = k;
5411                             }
5412                             closest = k;
5413                         }
5414                     if (closest != -1)
5415                         Person::players[i]->ally = closest;
5416                     else
5417                         Person::players[i]->ally = -1;
5418                 }
5419
5420                 Person::players[i]->lastseentime = 12;
5421
5422                 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
5423                     if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
5424                         Person::players[i]->aitype = attacktypecutoff;
5425                         Person::players[i]->lastseentime = 1;
5426                     }
5427                 if (!Person::players[0]->dead)
5428                     if (Person::players[i]->ally >= 0) {
5429                         if (weapons[Person::players[i]->ally].owner != -1 ||
5430                                 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
5431                             Person::players[i]->aitype = attacktypecutoff;
5432                             Person::players[i]->lastseentime = 1;
5433                         }
5434                         //TODO: factor these out as moveToward()
5435                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
5436                         Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5437                         Person::players[i]->aiupdatedelay = .05;
5438                         Person::players[i]->forwardkeydown = 1;
5439
5440
5441                         if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5442                             if (!Person::players[i]->avoidsomething)
5443                                 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5444                             else {
5445                                 XYZ leftpos, rightpos;
5446                                 float leftdist, rightdist;
5447                                 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5448                                 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5449                                 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5450                                 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5451                                 if (leftdist < rightdist)
5452                                     Person::players[i]->targetyaw += 90;
5453                                 else
5454                                     Person::players[i]->targetyaw -= 90;
5455                             }
5456                         }
5457                     }
5458
5459                 Person::players[i]->leftkeydown = 0;
5460                 Person::players[i]->backkeydown = 0;
5461                 Person::players[i]->rightkeydown = 0;
5462                 Person::players[i]->attackkeydown = 0;
5463                 Person::players[i]->throwkeydown = 1;
5464                 Person::players[i]->crouchkeydown = 0;
5465                 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
5466                         Person::players[i]->animTarget != removeknifeanim)
5467                     Person::players[i]->throwtogglekeydown = 0;
5468                 Person::players[i]->drawkeydown = 0;
5469             }
5470             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5471                 Person::players[i]->jumpkeydown = 0;
5472             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5473                 Person::players[i]->jumpkeydown = 1;
5474         }
5475
5476         if (Person::players[i]->aitype == attacktypecutoff) {
5477             Person::players[i]->aiupdatedelay -= multiplier;
5478             //dodge or reverse rabbit kicks, knife throws, flips
5479             if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
5480                 if ((Person::players[0]->animTarget == rabbitkickanim ||
5481                         Person::players[0]->animTarget == knifethrowanim ||
5482                         (Person::players[0]->isFlip() &&
5483                          normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
5484                         !Person::players[0]->skeleton.free &&
5485                         (Person::players[i]->aiupdatedelay < .1)) {
5486                     Person::players[i]->attackkeydown = 0;
5487                     if (Person::players[i]->isIdle())
5488                         Person::players[i]->crouchkeydown = 1;
5489                     if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
5490                         if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
5491                             if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
5492                                 if (abs(Random() % 2 == 0))
5493                                     Person::players[i]->setAnimation(backhandspringanim);
5494                                 else
5495                                     Person::players[i]->setAnimation(rollanim);
5496                                 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
5497                                 Person::players[i]->wentforweapon = 0;
5498                             }
5499                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
5500                                 Person::players[i]->setAnimation(flipanim);
5501                         }
5502                     }
5503                     Person::players[i]->forwardkeydown = 0;
5504                     Person::players[i]->aiupdatedelay = .02;
5505                 }
5506             //get confused by flips
5507             if (Person::players[0]->isFlip() &&
5508                     !Person::players[0]->skeleton.free &&
5509                     Person::players[0]->animTarget != walljumprightkickanim &&
5510                     Person::players[0]->animTarget != walljumpleftkickanim) {
5511                 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
5512                     if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
5513                         Person::players[i]->stunned = 1;
5514             }
5515             //go for weapon on the ground
5516             if (Person::players[i]->wentforweapon < 3)
5517                 for (int k = 0; k < weapons.size(); k++)
5518                     if (Person::players[i]->creature != wolftype)
5519                         if (Person::players[i]->num_weapons == 0 &&
5520                                 weapons[k].owner == -1 &&
5521                                 weapons[i].velocity.x == 0 &&
5522                                 weapons[i].velocity.z == 0 &&
5523                                 weapons[i].velocity.y == 0) {
5524                             if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
5525                                 Person::players[i]->wentforweapon++;
5526                                 Person::players[i]->lastchecktime = 6;
5527                                 Person::players[i]->aitype = getweapontype;
5528                                 Person::players[i]->ally = -1;
5529                             }
5530                         }
5531             //dodge/reverse walljump kicks
5532             if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
5533                 if (animation[Person::players[i]->animTarget].height != highheight)
5534                     if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
5535                             ((Person::players[0]->animTarget == walljumprightkickanim ||
5536                               Person::players[0]->animTarget == walljumpleftkickanim) &&
5537                              ((Person::players[i]->aiupdatedelay < .15 &&
5538                                difficulty == 2) ||
5539                               (Person::players[i]->aiupdatedelay < .08 &&
5540                                difficulty != 2)))) {
5541                         Person::players[i]->crouchkeydown = 1;
5542                     }
5543             //walked off a ledge (?)
5544             if (Person::players[i]->isRun() && !Person::players[i]->onground)
5545                 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
5546                     XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
5547                     test2.y += 5;
5548                     XYZ test = Person::players[i]->coords + Person::players[i]->facing;
5549                     test.y -= 10;
5550                     j = checkcollide(test2, test, Person::players[i]->laststanding);
5551                     if (j == -1)
5552                         j = checkcollide(test2, test);
5553                     if (j == -1) {
5554                         Person::players[i]->velocity = 0;
5555                         Person::players[i]->setAnimation(Person::players[i]->getStop());
5556                         Person::players[i]->targetyaw += 180;
5557                         Person::players[i]->stunned = .5;
5558                         Person::players[i]->aitype = pathfindtype;
5559                         Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5560                         Person::players[i]->finalpathfindpoint = -1;
5561                         Person::players[i]->targetpathfindpoint = -1;
5562                         Person::players[i]->lastpathfindpoint = -1;
5563                         Person::players[i]->lastpathfindpoint2 = -1;
5564                         Person::players[i]->lastpathfindpoint3 = -1;
5565                         Person::players[i]->lastpathfindpoint4 = -1;
5566                     } else
5567                         Person::players[i]->laststanding = j;
5568                 }
5569             //lose sight of player in the air (?)
5570             if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
5571                     animation[Person::players[0]->animTarget].height != highheight &&
5572                     !Person::players[0]->onterrain) {
5573                 Person::players[i]->aitype = pathfindtype;
5574                 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5575                 Person::players[i]->finalpathfindpoint = -1;
5576                 Person::players[i]->targetpathfindpoint = -1;
5577                 Person::players[i]->lastpathfindpoint = -1;
5578                 Person::players[i]->lastpathfindpoint2 = -1;
5579                 Person::players[i]->lastpathfindpoint3 = -1;
5580                 Person::players[i]->lastpathfindpoint4 = -1;
5581             }
5582             //it's time to think (?)
5583             if (Person::players[i]->aiupdatedelay < 0 &&
5584                     !animation[Person::players[i]->animTarget].attack &&
5585                     Person::players[i]->animTarget != staggerbackhighanim &&
5586                     Person::players[i]->animTarget != staggerbackhardanim &&
5587                     Person::players[i]->animTarget != backhandspringanim &&
5588                     Person::players[i]->animTarget != dodgebackanim) {
5589                 //draw weapon
5590                 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
5591                     Person::players[i]->drawkeydown = Random() % 2;
5592                 else
5593                     Person::players[i]->drawkeydown = 0;
5594                 Person::players[i]->rabbitkickenabled = Random() % 2;
5595                 //chase player
5596                 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
5597                 XYZ targetpoint = Person::players[0]->coords;
5598                 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
5599                         distsq(&rotatetarget, &Person::players[i]->coords))
5600                     targetpoint += Person::players[0]->velocity *
5601                                    findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
5602                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
5603                 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5604                 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
5605
5606                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
5607                     Person::players[i]->forwardkeydown = 1;
5608                 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
5609                           distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
5610                          Person::players[0]->weaponactive != -1)
5611                     Person::players[i]->forwardkeydown = 1;
5612                 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
5613                     Person::players[i]->forwardkeydown = 1;
5614                 else
5615                     Person::players[i]->forwardkeydown = 0;
5616                 //chill out around the corpse
5617                 if (Person::players[0]->dead) {
5618                     Person::players[i]->forwardkeydown = 0;
5619                     if (Random() % 10 == 0)
5620                         Person::players[i]->forwardkeydown = 1;
5621                     if (Random() % 100 == 0) {
5622                         Person::players[i]->aitype = pathfindtype;
5623                         Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5624                         Person::players[i]->finalpathfindpoint = -1;
5625                         Person::players[i]->targetpathfindpoint = -1;
5626                         Person::players[i]->lastpathfindpoint = -1;
5627                         Person::players[i]->lastpathfindpoint2 = -1;
5628                         Person::players[i]->lastpathfindpoint3 = -1;
5629                         Person::players[i]->lastpathfindpoint4 = -1;
5630                     }
5631                 }
5632                 Person::players[i]->leftkeydown = 0;
5633                 Person::players[i]->backkeydown = 0;
5634                 Person::players[i]->rightkeydown = 0;
5635                 Person::players[i]->crouchkeydown = 0;
5636                 Person::players[i]->throwkeydown = 0;
5637
5638                 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
5639                     Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5640                 //attack!!!
5641                 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
5642                     Person::players[i]->attackkeydown = 1;
5643                 else
5644                     Person::players[i]->attackkeydown = 0;
5645                 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
5646                     Person::players[i]->attackkeydown = 0;
5647
5648                 //TODO: wat
5649                 if (Person::players[i]->aitype != playercontrolled &&
5650                         (Person::players[i]->isIdle() ||
5651                          Person::players[i]->isCrouch() ||
5652                          Person::players[i]->isRun())) {
5653                     int target = -2;
5654                     for (unsigned j = 0; j < Person::players.size(); j++)
5655                         if (j != i && !Person::players[j]->skeleton.free &&
5656                                 Person::players[j]->hasvictim &&
5657                                 (tutoriallevel == 1 && reversaltrain ||
5658                                  Random() % 2 == 0 && difficulty == 2 ||
5659                                  Random() % 4 == 0 && difficulty == 1 ||
5660                                  Random() % 8 == 0 && difficulty == 0 ||
5661                                  Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
5662                                  Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
5663                                  (Random() % 2 == 0 || difficulty == 2) ||
5664                                  (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
5665                                  Person::players[j]->weaponactive != -1 ||
5666                                  Person::players[j]->animTarget == swordslashanim &&
5667                                  Person::players[i]->weaponactive != -1 ||
5668                                  Person::players[j]->animTarget == staffhitanim ||
5669                                  Person::players[j]->animTarget == staffspinhitanim))
5670                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
5671                                     Person::players[j]->victim == Person::players[i] &&
5672                                     (Person::players[j]->animTarget == sweepanim ||
5673                                      Person::players[j]->animTarget == spinkickanim ||
5674                                      Person::players[j]->animTarget == staffhitanim ||
5675                                      Person::players[j]->animTarget == staffspinhitanim ||
5676                                      Person::players[j]->animTarget == winduppunchanim ||
5677                                      Person::players[j]->animTarget == upunchanim ||
5678                                      Person::players[j]->animTarget == wolfslapanim ||
5679                                      Person::players[j]->animTarget == knifeslashstartanim ||
5680                                      Person::players[j]->animTarget == swordslashanim &&
5681                                      (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
5682                                       Person::players[i]->weaponactive != -1))) {
5683                                 if (target >= 0)
5684                                     target = -1;
5685                                 else
5686                                     target = j;
5687                             }
5688                     if (target >= 0)
5689                         Person::players[target]->Reverse();
5690                 }
5691
5692                 if (Person::players[i]->collided < 1)
5693                     Person::players[i]->jumpkeydown = 0;
5694                 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
5695                         distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
5696                         Person::players[i]->onterrain &&
5697                         Person::players[i]->creature == rabbittype)
5698                     Person::players[i]->jumpkeydown = 1;
5699                 //TODO: why are we controlling the human?
5700                 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
5701                     Person::players[0]->jumpkeydown = 0;
5702                 if (Person::players[0]->animTarget == jumpdownanim &&
5703                         distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
5704                     Person::players[i]->crouchkeydown = 1;
5705                 if (Person::players[i]->jumpkeydown)
5706                     Person::players[i]->attackkeydown = 0;
5707
5708                 if (tutoriallevel == 1)
5709                     if (!canattack)
5710                         Person::players[i]->attackkeydown = 0;
5711
5712
5713                 XYZ facing = Person::players[i]->coords;
5714                 XYZ flatfacing = Person::players[0]->coords;
5715                 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
5716                 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
5717                 if (Person::players[i]->occluded >= 2)
5718                     if (-1 != checkcollide(facing, flatfacing)) {
5719                         if (!Person::players[i]->pause)
5720                             Person::players[i]->lastseentime -= .2;
5721                         if (Person::players[i]->lastseentime <= 0 &&
5722                                 (Person::players[i]->creature != wolftype ||
5723                                  Person::players[i]->weaponstuck == -1)) {
5724                             Person::players[i]->aitype = searchtype;
5725                             Person::players[i]->lastchecktime = 12;
5726                             Person::players[i]->lastseen = Person::players[0]->coords;
5727                             Person::players[i]->lastseentime = 12;
5728                         }
5729                     } else
5730                         Person::players[i]->lastseentime = 1;
5731             }
5732         }
5733         if (animation[Person::players[0]->animTarget].height == highheight &&
5734                 (Person::players[i]->aitype == attacktypecutoff ||
5735                  Person::players[i]->aitype == searchtype))
5736             if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
5737                 XYZ test = Person::players[0]->coords;
5738                 test.y -= 40;
5739                 if (-1 == checkcollide(Person::players[0]->coords, test))
5740                     Person::players[i]->stunned = 1;
5741             }
5742         //stunned
5743         if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
5744                 Person::players[i]->stunned > 0 ||
5745                 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
5746             if (Person::players[i]->pause)
5747                 Person::players[i]->lastseentime = 1;
5748             Person::players[i]->targetyaw = Person::players[i]->yaw;
5749             Person::players[i]->forwardkeydown = 0;
5750             Person::players[i]->leftkeydown = 0;
5751             Person::players[i]->backkeydown = 0;
5752             Person::players[i]->rightkeydown = 0;
5753             Person::players[i]->jumpkeydown = 0;
5754             Person::players[i]->attackkeydown = 0;
5755             Person::players[i]->crouchkeydown = 0;
5756             Person::players[i]->throwkeydown = 0;
5757         }
5758
5759
5760         XYZ facing;
5761         facing = 0;
5762         facing.z = -1;
5763
5764         XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5765         facing = flatfacing;
5766
5767         if (Person::players[i]->aitype == attacktypecutoff) {
5768             Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
5769             Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
5770         } else if (Person::players[i]->howactive >= typesleeping) {
5771             Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
5772             Person::players[i]->targetheadpitch = 0;
5773         } else {
5774             if (Person::players[i]->interestdelay <= 0) {
5775                 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
5776                 Person::players[i]->headtarget = Person::players[i]->coords;
5777                 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
5778                 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
5779                 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
5780                 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
5781             }
5782             Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
5783             Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
5784         }
5785     }
5786 }
5787
5788
5789
5790 void updateSettingsMenu()
5791 {
5792     char sbuf[256];
5793     if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
5794         sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
5795     else
5796         sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
5797     Menu::setText(0, sbuf);
5798     Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
5799     if (newdetail == 0) Menu::setText(1, "Detail: Low");
5800     if (newdetail == 1) Menu::setText(1, "Detail: Medium");
5801     if (newdetail == 2) Menu::setText(1, "Detail: High");
5802     if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
5803     if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
5804     if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
5805     if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
5806     if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
5807     if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
5808     Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
5809     Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
5810     Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
5811     Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
5812     sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
5813     Menu::setText(10, sbuf);
5814     sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
5815     Menu::setText(11, sbuf);
5816     Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
5817     if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
5818         sprintf (sbuf, "Back");
5819     else
5820         sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
5821     Menu::setText(8, sbuf);
5822 }
5823
5824 void updateStereoConfigMenu()
5825 {
5826     char sbuf[256];
5827     sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
5828     Menu::setText(0, sbuf);
5829     sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
5830     Menu::setText(1, sbuf);
5831     sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
5832     Menu::setText(2, sbuf);
5833 }
5834
5835 void updateControlsMenu()
5836 {
5837     Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
5838     Menu::setText(1, (string)"Back: "    + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
5839     Menu::setText(2, (string)"Left: "    + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
5840     Menu::setText(3, (string)"Right: "   + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
5841     Menu::setText(4, (string)"Crouch: "  + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
5842     Menu::setText(5, (string)"Jump: "    + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
5843     Menu::setText(6, (string)"Draw: "    + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
5844     Menu::setText(7, (string)"Throw: "   + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
5845     Menu::setText(8, (string)"Attack: "  + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
5846     if (debugmode)
5847         Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
5848 }
5849
5850 /*
5851 Values of mainmenu :
5852 1 Main menu
5853 2 Menu pause (resume/end game)
5854 3 Option menu
5855 4 Controls configuration menu
5856 5 Main game menu (choose level or challenge)
5857 6 Deleting user menu
5858 7 User managment menu (select/add)
5859 8 Choose difficulty menu
5860 9 Challenge level selection menu
5861 10 End of the campaign congratulation (is that really a menu?)
5862 11 Same that 9 ??? => unused
5863 18 stereo configuration
5864 */
5865
5866 void Game::LoadMenu()
5867 {
5868     Menu::clearMenu();
5869     switch (mainmenu) {
5870     case 1:
5871     case 2:
5872         Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
5873         Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
5874         Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
5875         Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
5876         break;
5877     case 3:
5878         Menu::addButton( 0, "", 10 + 20, 440);
5879         Menu::addButton(14, "", 10 + 400, 440);
5880         Menu::addButton( 1, "", 10 + 60, 405);
5881         Menu::addButton( 2, "", 10 + 70, 370);
5882         Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
5883         Menu::addButton( 4, "", 10   , 335);
5884         Menu::addButton( 5, "", 10 + 60, 300);
5885         Menu::addButton( 6, "", 10 + 70, 265);
5886         Menu::addButton( 9, "", 10   , 230);
5887         Menu::addButton(10, "", 20   , 195);
5888         Menu::addButton(11, "", 10 + 60, 160);
5889         Menu::addButton(13, "", 30   , 125);
5890         Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
5891         Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
5892         Menu::addButton(8, "Back", 10, 10);
5893         updateSettingsMenu();
5894         break;
5895     case 4:
5896         Menu::addButton(0, "", 10   , 400);
5897         Menu::addButton(1, "", 10 + 40, 360);
5898         Menu::addButton(2, "", 10 + 40, 320);
5899         Menu::addButton(3, "", 10 + 30, 280);
5900         Menu::addButton(4, "", 10 + 20, 240);
5901         Menu::addButton(5, "", 10 + 40, 200);
5902         Menu::addButton(6, "", 10 + 40, 160);
5903         Menu::addButton(7, "", 10 + 30, 120);
5904         Menu::addButton(8, "", 10 + 20, 80);
5905         if (debugmode)
5906             Menu::addButton(9, "", 10 + 10, 40);
5907         Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
5908         updateControlsMenu();
5909         break;
5910     case 5: {
5911         LoadCampaign();
5912         Menu::addLabel(-1, accountactive->getName(), 5, 400);
5913         Menu::addButton(1, "Tutorial", 5, 300);
5914         Menu::addButton(2, "Challenge", 5, 240);
5915         Menu::addButton(3, "Delete User", 400, 10);
5916         Menu::addButton(4, "Main Menu", 5, 10);
5917         Menu::addButton(5, "Change User", 5, 180);
5918         Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
5919
5920         //show campaign map
5921         //with (2,-5) offset from old code
5922         Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
5923         //show levels
5924         int numlevels = accountactive->getCampaignChoicesMade();
5925         numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
5926         for (int i = 0; i < numlevels; i++) {
5927             XYZ midpoint = campaignlevels[i].getCenter();
5928             float itemsize = campaignlevels[i].getWidth();
5929             const bool active = i >= accountactive->getCampaignChoicesMade();
5930             if (!active)
5931                 itemsize /= 2;
5932
5933             if (i >= 1) {
5934                 XYZ start = campaignlevels[i - 1].getCenter();
5935                 Menu::addMapLine(start.x, start.y, midpoint.x - start.x, midpoint.y - start.y, 0.5, active ? 1 : 0.5, active ? 1 : 0.5, 0, 0);
5936             }
5937             Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
5938                                midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
5939
5940             if (active) {
5941                 Menu::addMapLabel(-2, campaignlevels[i].description,
5942                                   campaignlevels[i].getStartX() + 10,
5943                                   campaignlevels[i].getStartY() - 4);
5944             }
5945         }
5946     }
5947     break;
5948     case 6:
5949         Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
5950         Menu::addButton(1, "Yes", 10, 360);
5951         Menu::addButton(2, "No", 10, 320);
5952         break;
5953     case 7:
5954         if (Account::getNbAccounts() < 8)
5955             Menu::addButton(0, "New User", 10, 400);
5956         else
5957             Menu::addLabel(0, "No More Users", 10, 400);
5958         Menu::addLabel(-2, "", 20, 400);
5959         Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
5960         for (int i = 0; i < Account::getNbAccounts(); i++)
5961             Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
5962         break;
5963     case 8:
5964         Menu::addButton(0, "Easier", 10, 400);
5965         Menu::addButton(1, "Difficult", 10, 360);
5966         Menu::addButton(2, "Insane", 10, 320);
5967         break;
5968     case 9:
5969         for (int i = 0; i < numchallengelevels; i++) {
5970             char temp[255];
5971             string name = "";
5972             sprintf (temp, "Level %d", i + 1);
5973             for (int j = strlen(temp); j < 17; j++)
5974                 strcat(temp, " ");
5975             name += temp;
5976             sprintf (temp, "%d", (int)accountactive->getHighScore(i));
5977             for (int j = strlen(temp); j < (32 - 17); j++)
5978                 strcat(temp, " ");
5979             name += temp;
5980             sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
5981             if ((int)(accountactive->getFastTime(i)) % 60 < 10)
5982                 strcat(temp, "0");
5983             name += temp;
5984             sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
5985             name += temp;
5986
5987             Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
5988         }
5989
5990         Menu::addButton(-1, "             High Score      Best Time", 10, 440);
5991         Menu::addButton(numchallengelevels, "Back", 10, 10);
5992         break;
5993     case 10: {
5994         Menu::addLabel(0, "Congratulations!", 220, 330);
5995         Menu::addLabel(1, "You have avenged your family and", 140, 300);
5996         Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
5997         Menu::addButton(3, "Back", 10, 10);
5998         char sbuf[256];
5999         sprintf(sbuf, "Your score:         %d", (int)accountactive->getCampaignScore());
6000         Menu::addLabel(4, sbuf, 190, 200);
6001         sprintf(sbuf, "Highest score:      %d", (int)accountactive->getCampaignHighScore());
6002         Menu::addLabel(5, sbuf, 190, 180);
6003     }
6004     break;
6005     case 18:
6006         Menu::addButton(0, "", 70, 400);
6007         Menu::addButton(1, "", 10, 360);
6008         Menu::addButton(2, "", 40, 320);
6009         Menu::addButton(3, "Back", 10, 10);
6010         updateStereoConfigMenu();
6011         break;
6012     }
6013 }
6014
6015 extern set<pair<int,int>> resolutions;
6016
6017 void MenuTick()
6018 {
6019     //menu buttons
6020     selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
6021
6022     // some specific case where we do something even if the left mouse button is not pressed.
6023     if ((mainmenu == 5) && (endgame == 2)) {
6024         accountactive->endGame();
6025         endgame = 0;
6026     }
6027     if (mainmenu == 10)
6028         endgame = 2;
6029     if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
6030         stereoseparation -= 0.001;
6031         updateStereoConfigMenu();
6032     }
6033
6034     static int oldmainmenu = mainmenu;
6035
6036     char sbuf[256];
6037
6038     if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
6039         set<pair<int,int>>::iterator newscreenresolution;
6040         switch (mainmenu) {
6041         case 1:
6042         case 2:
6043             switch (selected) {
6044             case 1:
6045                 if (gameon) { //resume
6046                     mainmenu = 0;
6047                     pause_sound(stream_menutheme);
6048                     resume_stream(leveltheme);
6049                 } else { //new game
6050                     fireSound(firestartsound);
6051                     flash();
6052                     mainmenu = (accountactive ? 5 : 7);
6053                     selected = -1;
6054                 }
6055                 break;
6056             case 2: //options
6057                 fireSound();
6058                 flash();
6059                 mainmenu = 3;
6060                 if (newdetail > 2)
6061                     newdetail = detail;
6062                 if (newdetail < 0)
6063                     newdetail = detail;
6064                 if (newscreenwidth > 3000)
6065                     newscreenwidth = screenwidth;
6066                 if (newscreenwidth < 0)
6067                     newscreenwidth = screenwidth;
6068                 if (newscreenheight > 3000)
6069                     newscreenheight = screenheight;
6070                 if (newscreenheight < 0)
6071                     newscreenheight = screenheight;
6072                 break;
6073             case 3:
6074                 fireSound();
6075                 flash();
6076                 if (gameon) { //end game
6077                     gameon = 0;
6078                     mainmenu = 1;
6079                 } else { //quit
6080                     tryquit = 1;
6081                     pause_sound(stream_menutheme);
6082                 }
6083                 break;
6084             }
6085             break;
6086         case 3:
6087             fireSound();
6088             switch (selected) {
6089             case 0:
6090                 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
6091                 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
6092                 newscreenresolution++;
6093                 if (newscreenresolution == resolutions.end()) {
6094                     /* It was the last one (or not found), go back to the beginning */
6095                     newscreenresolution = resolutions.begin();
6096                 }
6097                 newscreenwidth  = newscreenresolution->first;
6098                 newscreenheight = newscreenresolution->second;
6099                 break;
6100             case 1:
6101                 newdetail++;
6102                 if (newdetail > 2)
6103                     newdetail = 0;
6104                 break;
6105             case 2:
6106                 bloodtoggle++;
6107                 if (bloodtoggle > 2)
6108                     bloodtoggle = 0;
6109                 break;
6110             case 3:
6111                 difficulty++;
6112                 if (difficulty > 2)
6113                     difficulty = 0;
6114                 break;
6115             case 4:
6116                 ismotionblur = !ismotionblur;
6117                 break;
6118             case 5:
6119                 decals = !decals;
6120                 break;
6121             case 6:
6122                 musictoggle = !musictoggle;
6123                 if (musictoggle) {
6124                     emit_stream_np(stream_menutheme);
6125                 } else {
6126                     pause_sound(leveltheme);
6127                     pause_sound(stream_fighttheme);
6128                     pause_sound(stream_menutheme);
6129
6130                     for (int i = 0; i < 4; i++) {
6131                         oldmusicvolume[i] = 0;
6132                         musicvolume[i] = 0;
6133                     }
6134                 }
6135                 break;
6136             case 7: // controls
6137                 flash();
6138                 mainmenu = 4;
6139                 selected = -1;
6140                 keyselect = -1;
6141                 break;
6142             case 8:
6143                 flash();
6144                 SaveSettings();
6145                 mainmenu = gameon ? 2 : 1;
6146                 break;
6147             case 9:
6148                 invertmouse = !invertmouse;
6149                 break;
6150             case 10:
6151                 usermousesensitivity += .2;
6152                 if (usermousesensitivity > 2)
6153                     usermousesensitivity = .2;
6154                 break;
6155             case 11:
6156                 volume += .1f;
6157                 if (volume > 1.0001f)
6158                     volume = 0;
6159                 OPENAL_SetSFXMasterVolume((int)(volume * 255));
6160                 break;
6161             case 12:
6162                 flash();
6163                 newstereomode = stereomode;
6164                 mainmenu = 18;
6165                 keyselect = -1;
6166                 break;
6167             case 13:
6168                 showdamagebar = !showdamagebar;
6169                 break;
6170             case 14:
6171                 toggleFullscreen();
6172                 break;
6173             }
6174             updateSettingsMenu();
6175             break;
6176         case 4:
6177             if (!waiting) {
6178                 fireSound();
6179                 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
6180                     keyselect = selected;
6181                 if (keyselect != -1)
6182                     setKeySelected();
6183                 if (selected == (debugmode ? 10 : 9)) {
6184                     flash();
6185                     mainmenu = 3;
6186                 }
6187             }
6188             updateControlsMenu();
6189             break;
6190         case 5:
6191             fireSound();
6192             flash();
6193             if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
6194                 startbonustotal = 0;
6195
6196                 loading = 2;
6197                 loadtime = 0;
6198                 targetlevel = 7;
6199                 if (firstload)
6200                     TickOnceAfter();
6201                 else
6202                     LoadStuff();
6203                 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
6204                 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
6205                 visibleloading = 1;
6206                 stillloading = 1;
6207                 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
6208                 campaign = 1;
6209                 mainmenu = 0;
6210                 gameon = 1;
6211                 pause_sound(stream_menutheme);
6212             }
6213             switch (selected) {
6214             case 1:
6215                 startbonustotal = 0;
6216
6217                 loading = 2;
6218                 loadtime = 0;
6219                 targetlevel = -1;
6220                 if (firstload) {
6221                     TickOnceAfter();
6222                 } else
6223                     LoadStuff();
6224                 Loadlevel(-1);
6225
6226                 mainmenu = 0;
6227                 gameon = 1;
6228                 pause_sound(stream_menutheme);
6229                 break;
6230             case 2:
6231                 mainmenu = 9;
6232                 break;
6233             case 3:
6234                 mainmenu = 6;
6235                 break;
6236             case 4:
6237                 mainmenu = (gameon ? 2 : 1);
6238                 break;
6239             case 5:
6240                 mainmenu = 7;
6241                 break;
6242             case 6:
6243                 vector<string> campaigns = ListCampaigns();
6244                 vector<string>::iterator c;
6245                 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
6246                     if (!campaigns.empty())
6247                         accountactive->setCurrentCampaign(campaigns.front());
6248                 } else {
6249                     c++;
6250                     if (c == campaigns.end())
6251                         c = campaigns.begin();
6252                     accountactive->setCurrentCampaign(*c);
6253                 }
6254                 LoadMenu();
6255                 break;
6256             }
6257             break;
6258         case 6:
6259             fireSound();
6260             if (selected == 1) {
6261                 flash();
6262                 accountactive = Account::destroy(accountactive);
6263                 mainmenu = 7;
6264             } else if (selected == 2) {
6265                 flash();
6266                 mainmenu = 5;
6267             }
6268             break;
6269         case 7:
6270             fireSound();
6271             if (selected == 0 && Account::getNbAccounts() < 8) {
6272                 entername = 1;
6273             } else if (selected < Account::getNbAccounts() + 1) {
6274                 flash();
6275                 mainmenu = 5;
6276                 accountactive = Account::get(selected - 1);
6277             } else if (selected == Account::getNbAccounts() + 1) {
6278                 flash();
6279                 if (accountactive)
6280                     mainmenu = 5;
6281                 else
6282                     mainmenu = 1;
6283                 displaytext[0].clear();
6284                 displayselected = 0;
6285                 entername = 0;
6286             }
6287             break;
6288         case 8:
6289             fireSound();
6290             flash();
6291             if (selected <= 2)
6292                 accountactive->setDifficulty(selected);
6293             mainmenu = 5;
6294             break;
6295         case 9:
6296             if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
6297                 fireSound();
6298                 flash();
6299
6300                 startbonustotal = 0;
6301
6302                 loading = 2;
6303                 loadtime = 0;
6304                 targetlevel = selected;
6305                 if (firstload)
6306                     TickOnceAfter();
6307                 else
6308                     LoadStuff();
6309                 Loadlevel(selected);
6310                 campaign = 0;
6311
6312                 mainmenu = 0;
6313                 gameon = 1;
6314                 pause_sound(stream_menutheme);
6315             }
6316             if (selected == numchallengelevels) {
6317                 fireSound();
6318                 flash();
6319                 mainmenu = 5;
6320             }
6321             break;
6322         case 10:
6323             if (selected == 3) {
6324                 fireSound();
6325                 flash();
6326                 mainmenu = 5;
6327             }
6328             break;
6329         case 18:
6330             if (selected == 1)
6331                 stereoseparation += 0.001;
6332             else {
6333                 fireSound();
6334                 if (selected == 0) {
6335                     newstereomode = (StereoMode)(newstereomode + 1);
6336                     while (!CanInitStereo(newstereomode)) {
6337                         printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
6338                         newstereomode = (StereoMode)(newstereomode + 1);
6339                         if (newstereomode >= stereoCount)
6340                             newstereomode = stereoNone;
6341                     }
6342                 } else if (selected == 2) {
6343                     stereoreverse = !stereoreverse;
6344                 } else if (selected == 3) {
6345                     flash();
6346                     mainmenu = 3;
6347
6348                     stereomode = newstereomode;
6349                     InitStereo(stereomode);
6350                 }
6351             }
6352             updateStereoConfigMenu();
6353             break;
6354         }
6355     }
6356
6357     if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
6358         tryquit = 1;
6359         if (mainmenu == 3) {
6360             SaveSettings();
6361         }
6362     }
6363
6364     OPENAL_SetFrequency(channels[stream_menutheme], 22050);
6365
6366     if (entername) {
6367         inputText(displaytext[0], &displayselected);
6368         if (!waiting) { // the input as finished
6369             if (!displaytext[0].empty()) { // with enter
6370                 accountactive = Account::add(string(displaytext[0]));
6371
6372                 mainmenu = 8;
6373
6374                 flash();
6375
6376                 fireSound(firestartsound);
6377
6378                 displaytext[0].clear();
6379
6380                 displayselected = 0;
6381             }
6382             entername = 0;
6383             LoadMenu();
6384         }
6385
6386         displayblinkdelay -= multiplier;
6387         if (displayblinkdelay <= 0) {
6388             displayblinkdelay = .3;
6389             displayblink = 1 - displayblink;
6390         }
6391     }
6392
6393     if (entername) {
6394         Menu::setText(0, displaytext[0], 20, 400, -1, -1);
6395         Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
6396     }
6397
6398     if (oldmainmenu != mainmenu)
6399         LoadMenu();
6400     oldmainmenu = mainmenu;
6401
6402 }
6403
6404 void Game::Tick()
6405 {
6406     static XYZ facing, flatfacing;
6407     static int target;
6408
6409     for (int i = 0; i < 15; i++) {
6410         displaytime[i] += multiplier;
6411     }
6412
6413     keyboardfrozen = false;
6414     Input::Tick();
6415
6416     if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
6417         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
6418             stereoreverse = true;
6419         else
6420             stereoreverse = false;
6421
6422         if (stereoreverse)
6423             printf("Stereo reversed\n");
6424         else
6425             printf("Stereo unreversed\n");
6426     }
6427
6428     if (Input::isKeyDown(SDL_SCANCODE_F7)) {
6429         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
6430             stereoseparation -= 0.001;
6431         else
6432             stereoseparation -= 0.010;
6433         printf("Stereo decreased increased to %f\n", stereoseparation);
6434     }
6435
6436     if (Input::isKeyDown(SDL_SCANCODE_F8)) {
6437         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
6438             stereoseparation += 0.001;
6439         else
6440             stereoseparation += 0.010;
6441         printf("Stereo separation increased to %f\n", stereoseparation);
6442     }
6443
6444
6445     if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
6446         if (tutorialstage != 51)
6447             tutorialstagetime = tutorialmaxtime;
6448         emit_sound_np(consolefailsound, 128.);
6449     }
6450
6451     /*
6452     Values of mainmenu :
6453     1 Main menu
6454     2 Menu pause (resume/end game)
6455     3 Option menu
6456     4 Controls configuration menu
6457     5 Main game menu (choose level or challenge)
6458     6 Deleting user menu
6459     7 User managment menu (select/add)
6460     8 Choose difficulty menu
6461     9 Challenge level selection menu
6462     10 End of the campaign congratulation (is that really a menu?)
6463     11 Same that 9 ??? => unused
6464     18 stereo configuration
6465     */
6466
6467     if (!console) {
6468         //campaign over?
6469         if (mainmenu && endgame == 1)
6470             mainmenu = 10;
6471         //go to level select after completing a campaign level
6472         if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
6473             mainmenu = 5;
6474             gameon = 0;
6475             winfreeze = 0;
6476             fireSound();
6477             flash();
6478             if (musictoggle) {
6479                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6480                 emit_stream_np(stream_menutheme);
6481                 pause_sound(leveltheme);
6482             }
6483             LoadMenu();
6484         }
6485         //escape key pressed
6486         if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
6487                 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
6488             selected = -1;
6489             if (mainmenu == 0 && !winfreeze)
6490                 mainmenu = 2; //pause
6491             else if (mainmenu == 1 || mainmenu == 2) {
6492                 mainmenu = 0; //unpause
6493             }
6494             //play menu theme
6495             if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
6496                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6497                 emit_stream_np(stream_menutheme);
6498                 pause_sound(leveltheme);
6499             }
6500             //on resume, play level music
6501             if (!mainmenu) {
6502                 pause_sound(stream_menutheme);
6503                 resume_stream(leveltheme);
6504             }
6505             //finished with settings menu
6506             if (mainmenu == 3) {
6507                 SaveSettings();
6508             }
6509             //effects
6510             if (mainmenu >= 3 && mainmenu != 8) {
6511                 fireSound();
6512                 flash();
6513             }
6514             //go back
6515             switch (mainmenu) {
6516             case 3:
6517             case 5:
6518                 mainmenu = gameon ? 2 : 1;
6519                 break;
6520             case 4:
6521             case 18:
6522                 mainmenu = 3;
6523                 break;
6524             case 6:
6525             case 7:
6526             case 9:
6527             case 10:
6528                 mainmenu = 5;
6529                 break;
6530             }
6531         }
6532     }
6533
6534     if (mainmenu) {
6535         MenuTick();
6536     }
6537
6538     if (!mainmenu) {
6539         if (hostile == 1)
6540             hostiletime += multiplier;
6541         else
6542             hostiletime = 0;
6543         if (!winfreeze)
6544             leveltime += multiplier;
6545
6546         //keys
6547         if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
6548             freeze = 1 - freeze;
6549             if (freeze) {
6550                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6551             }
6552         }
6553
6554         if (Input::isKeyPressed(consolekey) && debugmode) {
6555             console = !console;
6556             if (console) {
6557                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6558             } else {
6559                 freeze = 0;
6560                 waiting = false;
6561             }
6562         }
6563
6564         if (console)
6565             freeze = 1;
6566         if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
6567             inputText(consoletext[0], &consoleselected);
6568             if (!waiting) {
6569                 if (!consoletext[0].empty()) {
6570                     cmd_dispatch(consoletext[0]);
6571                     for (int k = 14; k >= 1; k--) {
6572                         consoletext[k] = consoletext[k - 1];
6573                     }
6574                     consoletext[0].clear();
6575                     consoleselected = 0;
6576                 }
6577             }
6578
6579             consoleblinkdelay -= multiplier;
6580             if (consoleblinkdelay <= 0) {
6581                 consoleblinkdelay = .3;
6582                 consoleblink = 1 - consoleblink;
6583             }
6584         }
6585
6586
6587
6588         if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
6589             tryquit = 1;
6590             if (mainmenu == 3) {
6591                 SaveSettings();
6592             }
6593         }
6594
6595         static int oldwinfreeze;
6596         if (winfreeze && !oldwinfreeze) {
6597             OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6598             emit_sound_np(consolesuccesssound);
6599         }
6600         if (winfreeze == 0)
6601             oldwinfreeze = winfreeze;
6602         else
6603             oldwinfreeze++;
6604
6605         if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
6606             if (winfreeze)
6607                 winfreeze = 0;
6608         if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
6609             if (console) {
6610                 console = false;
6611                 freeze = 0;
6612             } else if (winfreeze) {
6613                 mainmenu = 9;
6614                 gameon = 0;
6615             }
6616         }
6617
6618
6619
6620         if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
6621
6622             //dialogues
6623             static float talkdelay = 0;
6624
6625             if (indialogue != -1)
6626                 talkdelay = 1;
6627             talkdelay -= multiplier;
6628
6629             if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
6630                 for (int i = 0; i < numdialogues; i++) {
6631                     int realdialoguetype;
6632                     bool special;
6633                     if (dialoguetype[i] > 49) {
6634                         realdialoguetype = dialoguetype[i] - 50;
6635                         special = 1;
6636                     } else if (dialoguetype[i] > 39) {
6637                         realdialoguetype = dialoguetype[i] - 40;
6638                         special = 1;
6639                     } else if (dialoguetype[i] > 29) {
6640                         realdialoguetype = dialoguetype[i] - 30;
6641                         special = 1;
6642                     } else if (dialoguetype[i] > 19) {
6643                         realdialoguetype = dialoguetype[i] - 20;
6644                         special = 1;
6645                     } else if (dialoguetype[i] > 9) {
6646                         realdialoguetype = dialoguetype[i] - 10;
6647                         special = 1;
6648                     } else {
6649                         realdialoguetype = dialoguetype[i];
6650                         special = 0;
6651                     }
6652                     if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
6653                             realdialoguetype < Person::players.size() &&
6654                             realdialoguetype > 0 &&
6655                             (dialoguegonethrough[i] == 0 || !special) &&
6656                             (special || Input::isKeyPressed(attackkey))) {
6657                         if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
6658                                 Person::players[realdialoguetype]->howactive >= typedead1 ||
6659                                 dialoguetype[i] > 40 && dialoguetype[i] < 50) {
6660                             whichdialogue = i;
6661                             for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
6662                                 Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
6663                                 Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
6664                                 Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
6665                                 Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
6666                                 Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
6667                                 Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
6668                             }
6669                             directing = 0;
6670                             indialogue = 0;
6671                             dialoguetime = 0;
6672                             dialoguegonethrough[i]++;
6673                             if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6674                                 playdialogueboxsound();
6675                             }
6676                         }
6677                     }
6678                 }
6679
6680             windvar += multiplier;
6681             smoketex += multiplier;
6682             tutorialstagetime += multiplier;
6683
6684             //hotspots
6685             static float hotspotvisual[40];
6686             if (numhotspots) {
6687                 XYZ hotspotsprite;
6688                 if (editorenabled)
6689                     for (int i = 0; i < numhotspots; i++)
6690                         hotspotvisual[i] -= multiplier / 320;
6691
6692                 for (int i = 0; i < numhotspots; i++) {
6693                     //if(hotspottype[i]<=10)
6694                     while (hotspotvisual[i] < 0) {
6695                         hotspotsprite = 0;
6696                         hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
6697                         hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
6698                         hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
6699                         hotspotsprite += hotspot[i];
6700                         Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
6701                         hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
6702                     }
6703                 }
6704
6705                 for (int i = 0; i < numhotspots; i++) {
6706                     if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
6707                         hotspot[i] = Person::players[hotspottype[i]]->coords;
6708                     }
6709                 }
6710             }
6711
6712             //Tutorial
6713             if (tutoriallevel) {
6714                 doTutorial();
6715             }
6716
6717             //bonuses
6718             if (tutoriallevel != 1) {
6719                 if (bonustime == 0 &&
6720                         bonus != solidhit &&
6721                         bonus != spinecrusher &&
6722                         bonus != tracheotomy &&
6723                         bonus != backstab &&
6724                         bonusvalue > 10) {
6725                     emit_sound_np(consolesuccesssound);
6726                 }
6727             } else if (bonustime == 0) {
6728                 emit_sound_np(fireendsound);
6729             }
6730             if (bonustime == 0) {
6731                 if (bonus != solidhit &&
6732                         bonus != twoxcombo &&
6733                         bonus != threexcombo &&
6734                         bonus != fourxcombo &&
6735                         bonus != megacombo)
6736                     bonusnum[bonus]++;
6737                 else
6738                     bonusnum[bonus] += 0.15;
6739                 if (tutoriallevel)
6740                     bonusvalue = 0;
6741                 bonusvalue /= bonusnum[bonus];
6742                 bonustotal += bonusvalue;
6743             }
6744             bonustime += multiplier;
6745
6746             //snow effects
6747             if (environment == snowyenvironment) {
6748                 precipdelay -= multiplier;
6749                 while (precipdelay < 0) {
6750                     precipdelay += .04;
6751                     if (!detail)
6752                         precipdelay += .04;
6753                     XYZ footvel, footpoint;
6754
6755                     footvel = 0;
6756                     footpoint = viewer + viewerfacing * 6;
6757                     footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
6758                     footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
6759                     footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
6760                     Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
6761                 }
6762             }
6763
6764
6765             doAerialAcrobatics();
6766
6767
6768             static XYZ oldviewer;
6769
6770             //control keys
6771             if (indialogue == -1) {
6772                 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
6773                 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
6774                 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
6775                 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
6776                 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
6777                 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
6778                 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
6779                 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
6780             } else {
6781                 Person::players[0]->forwardkeydown = 0;
6782                 Person::players[0]->leftkeydown = 0;
6783                 Person::players[0]->backkeydown = 0;
6784                 Person::players[0]->rightkeydown = 0;
6785                 Person::players[0]->jumpkeydown = 0;
6786                 Person::players[0]->crouchkeydown = 0;
6787                 Person::players[0]->drawkeydown = 0;
6788                 Person::players[0]->throwkeydown = 0;
6789             }
6790
6791             if (!Person::players[0]->jumpkeydown)
6792                 Person::players[0]->jumpclimb = 0;
6793
6794
6795             if (indialogue != -1) {
6796                 cameramode = 1;
6797                 if (directing) {
6798                     facing = 0;
6799                     facing.z = -1;
6800
6801                     facing = DoRotation(facing, -pitch, 0, 0);
6802                     facing = DoRotation(facing, 0, 0 - yaw, 0);
6803
6804                     flatfacing = 0;
6805                     flatfacing.z = -1;
6806
6807                     flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
6808
6809                     if (Input::isKeyDown(forwardkey))
6810                         viewer += facing * multiplier * 4;
6811                     if (Input::isKeyDown(backkey))
6812                         viewer -= facing * multiplier * 4;
6813                     if (Input::isKeyDown(leftkey))
6814                         viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
6815                     if (Input::isKeyDown(rightkey))
6816                         viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
6817                     if (Input::isKeyDown(jumpkey))
6818                         viewer.y += multiplier * 4;
6819                     if (Input::isKeyDown(crouchkey))
6820                         viewer.y -= multiplier * 4;
6821                     if (     Input::isKeyPressed(SDL_SCANCODE_1) ||
6822                              Input::isKeyPressed(SDL_SCANCODE_2) ||
6823                              Input::isKeyPressed(SDL_SCANCODE_3) ||
6824                              Input::isKeyPressed(SDL_SCANCODE_4) ||
6825                              Input::isKeyPressed(SDL_SCANCODE_5) ||
6826                              Input::isKeyPressed(SDL_SCANCODE_6) ||
6827                              Input::isKeyPressed(SDL_SCANCODE_7) ||
6828                              Input::isKeyPressed(SDL_SCANCODE_8) ||
6829                              Input::isKeyPressed(SDL_SCANCODE_9) ||
6830                              Input::isKeyPressed(SDL_SCANCODE_0) ||
6831                              Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
6832                         int whichend;
6833                         if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
6834                         if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
6835                         if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
6836                         if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
6837                         if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
6838                         if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
6839                         if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
6840                         if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
6841                         if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
6842                         if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
6843                         if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
6844                             whichend = -1;
6845                         if (whichend != -1) {
6846                             participantfocus[whichdialogue][indialogue] = whichend;
6847                             participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
6848                             participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
6849                         }
6850                         if (whichend == -1) {
6851                             participantfocus[whichdialogue][indialogue] = -1;
6852                         }
6853                         if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6854                             indialogue = -1;
6855                             directing = 0;
6856                             cameramode = 0;
6857                         }
6858                         dialoguecamera[whichdialogue][indialogue] = viewer;
6859                         dialoguecamerayaw[whichdialogue][indialogue] = yaw;
6860                         dialoguecamerapitch[whichdialogue][indialogue] = pitch;
6861                         indialogue++;
6862                         if (indialogue < numdialogueboxes[whichdialogue]) {
6863                             if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6864                                 playdialogueboxsound();
6865                             }
6866                         }
6867
6868                         for (unsigned j = 0; j < Person::players.size(); j++) {
6869                             participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
6870                         }
6871                     }
6872                     //TODO: should these be KeyDown or KeyPressed?
6873                     if (     Input::isKeyDown(SDL_SCANCODE_KP_1) ||
6874                              Input::isKeyDown(SDL_SCANCODE_KP_2) ||
6875                              Input::isKeyDown(SDL_SCANCODE_KP_3) ||
6876                              Input::isKeyDown(SDL_SCANCODE_KP_4) ||
6877                              Input::isKeyDown(SDL_SCANCODE_KP_5) ||
6878                              Input::isKeyDown(SDL_SCANCODE_KP_6) ||
6879                              Input::isKeyDown(SDL_SCANCODE_KP_7) ||
6880                              Input::isKeyDown(SDL_SCANCODE_KP_8) ||
6881                              Input::isKeyDown(SDL_SCANCODE_KP_9) ||
6882                              Input::isKeyDown(SDL_SCANCODE_KP_0)) {
6883                         int whichend;
6884                         if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
6885                         if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
6886                         if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
6887                         if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
6888                         if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
6889                         if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
6890                         if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
6891                         if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
6892                         if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
6893                         if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
6894                         participantfacing[whichdialogue][indialogue][whichend] = facing;
6895                     }
6896                     if (indialogue >= numdialogueboxes[whichdialogue]) {
6897                         indialogue = -1;
6898                         directing = 0;
6899                         cameramode = 0;
6900                     }
6901                 }
6902                 if (!directing) {
6903                     pause_sound(whooshsound);
6904                     viewer = dialoguecamera[whichdialogue][indialogue];
6905                     viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
6906                     yaw = dialoguecamerayaw[whichdialogue][indialogue];
6907                     pitch = dialoguecamerapitch[whichdialogue][indialogue];
6908                     if (dialoguetime > 0.5)
6909                         if (     Input::isKeyPressed(SDL_SCANCODE_1) ||
6910                                  Input::isKeyPressed(SDL_SCANCODE_2) ||
6911                                  Input::isKeyPressed(SDL_SCANCODE_3) ||
6912                                  Input::isKeyPressed(SDL_SCANCODE_4) ||
6913                                  Input::isKeyPressed(SDL_SCANCODE_5) ||
6914                                  Input::isKeyPressed(SDL_SCANCODE_6) ||
6915                                  Input::isKeyPressed(SDL_SCANCODE_7) ||
6916                                  Input::isKeyPressed(SDL_SCANCODE_8) ||
6917                                  Input::isKeyPressed(SDL_SCANCODE_9) ||
6918                                  Input::isKeyPressed(SDL_SCANCODE_0) ||
6919                                  Input::isKeyPressed(SDL_SCANCODE_MINUS) ||
6920                                  Input::isKeyPressed(attackkey)) {
6921                             indialogue++;
6922                             if (indialogue < numdialogueboxes[whichdialogue]) {
6923                                 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6924                                     playdialogueboxsound();
6925                                     if (dialogueboxsound[whichdialogue][indialogue] == -5) {
6926                                         hotspot[numhotspots] = Person::players[0]->coords;
6927                                         hotspotsize[numhotspots] = 10;
6928                                         hotspottype[numhotspots] = -1;
6929
6930                                         numhotspots++;
6931                                     }
6932                                     if (dialogueboxsound[whichdialogue][indialogue] == -6) {
6933                                         hostile = 1;
6934                                     }
6935
6936                                     if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6937                                         indialogue = -1;
6938                                         directing = 0;
6939                                         cameramode = 0;
6940                                     }
6941                                 }
6942                             }
6943                         }
6944                     if (indialogue >= numdialogueboxes[whichdialogue]) {
6945                         indialogue = -1;
6946                         directing = 0;
6947                         cameramode = 0;
6948                         if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
6949                             hostile = 1;
6950                         }
6951                         if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
6952                             windialogue = true;
6953                         }
6954                         if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
6955                             hostile = 1;
6956                             for (int i = 1; i < Person::players.size(); i++) {
6957                                 Person::players[i]->aitype = attacktypecutoff;
6958                             }
6959                         }
6960                     }
6961                 }
6962             }
6963
6964             if (!Person::players[0]->jumpkeydown) {
6965                 Person::players[0]->jumptogglekeydown = 0;
6966             }
6967             if (Person::players[0]->jumpkeydown &&
6968                     Person::players[0]->animTarget != jumpupanim &&
6969                     Person::players[0]->animTarget != jumpdownanim &&
6970                     !Person::players[0]->isFlip())
6971                 Person::players[0]->jumptogglekeydown = 1;
6972
6973
6974             dialoguetime += multiplier;
6975             hawkyaw += multiplier * 25;
6976             realhawkcoords = 0;
6977             realhawkcoords.x = 25;
6978             realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
6979             hawkcalldelay -= multiplier / 2;
6980
6981             if (hawkcalldelay <= 0) {
6982                 emit_sound_at(hawksound, realhawkcoords);
6983
6984                 hawkcalldelay = 16 + abs(Random() % 8);
6985             }
6986
6987             doDebugKeys();
6988
6989             doAttacks();
6990
6991             doPlayerCollisions();
6992
6993             doJumpReversals();
6994
6995             for (unsigned k = 0; k < Person::players.size(); k++)
6996                 if (k != 0 && Person::players[k]->immobile)
6997                     Person::players[k]->coords = Person::players[k]->realoldcoords;
6998
6999             for (unsigned k = 0; k < Person::players.size(); k++) {
7000                 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
7001                     if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
7002                         Person::players[k]->DoDamage(1000);
7003                     }
7004                 }
7005             }
7006
7007             //respawn
7008             static bool respawnkeydown;
7009             if (!editorenabled &&
7010                     (whichlevel != -2 &&
7011                      (Input::isKeyDown(SDL_SCANCODE_Z) &&
7012                       Input::isKeyDown(SDL_SCANCODE_LGUI) &&
7013                       debugmode) ||
7014                      (Input::isKeyDown(jumpkey) &&
7015                       !respawnkeydown &&
7016                       !oldattackkey &&
7017                       Person::players[0]->dead))) {
7018                 targetlevel = whichlevel;
7019                 loading = 1;
7020                 leveltime = 5;
7021             }
7022             if (!Input::isKeyDown(jumpkey))
7023                 respawnkeydown = 0;
7024             if (Input::isKeyDown(jumpkey))
7025                 respawnkeydown = 1;
7026
7027
7028
7029
7030             static bool movekey;
7031
7032             //?
7033             for (unsigned i = 0; i < Person::players.size(); i++) {
7034                 static float oldtargetyaw;
7035                 if (!Person::players[i]->skeleton.free) {
7036                     oldtargetyaw = Person::players[i]->targetyaw;
7037                     if (i == 0 && indialogue == -1) {
7038                         //TODO: refactor repetitive code
7039                         if (!animation[Person::players[0]->animTarget].attack &&
7040                                 Person::players[0]->animTarget != staggerbackhighanim &&
7041                                 Person::players[0]->animTarget != staggerbackhardanim &&
7042                                 Person::players[0]->animTarget != crouchremoveknifeanim &&
7043                                 Person::players[0]->animTarget != removeknifeanim &&
7044                                 Person::players[0]->animTarget != backhandspringanim &&
7045                                 Person::players[0]->animTarget != dodgebackanim &&
7046                                 Person::players[0]->animTarget != walljumprightkickanim &&
7047                                 Person::players[0]->animTarget != walljumpleftkickanim) {
7048                             if (cameramode)
7049                                 Person::players[0]->targetyaw = 0;
7050                             else
7051                                 Person::players[0]->targetyaw = -yaw + 180;
7052                         }
7053
7054                         facing = 0;
7055                         facing.z = -1;
7056
7057                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
7058                         if (cameramode) {
7059                             facing = flatfacing;
7060                         } else {
7061                             facing = DoRotation(facing, -pitch, 0, 0);
7062                             facing = DoRotation(facing, 0, 0 - yaw, 0);
7063                         }
7064
7065                         Person::players[0]->lookyaw = -yaw;
7066
7067                         Person::players[i]->targetheadyaw = yaw;
7068                         Person::players[i]->targetheadpitch = pitch;
7069                     }
7070                     if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
7071                         if (!animation[Person::players[i]->animTarget].attack &&
7072                                 Person::players[i]->animTarget != staggerbackhighanim &&
7073                                 Person::players[i]->animTarget != staggerbackhardanim &&
7074                                 Person::players[i]->animTarget != crouchremoveknifeanim &&
7075                                 Person::players[i]->animTarget != removeknifeanim &&
7076                                 Person::players[i]->animTarget != backhandspringanim &&
7077                                 Person::players[i]->animTarget != dodgebackanim &&
7078                                 Person::players[i]->animTarget != walljumprightkickanim &&
7079                                 Person::players[i]->animTarget != walljumpleftkickanim) {
7080                             Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
7081                         }
7082
7083                         facing = 0;
7084                         facing.z = -1;
7085
7086                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
7087
7088                         facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
7089                         facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
7090
7091                         Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
7092                         Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
7093                     }
7094                     if (indialogue != -1) {
7095                         Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
7096                         Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
7097                     }
7098
7099                     if (leveltime < .5)
7100                         numenvsounds = 0;
7101
7102                     Person::players[i]->avoidsomething = 0;
7103
7104                     //avoid flaming things
7105                     for (int j = 0; j < objects.numobjects; j++)
7106                         if (objects.onfire[j])
7107                             if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
7108                                 if (     distsq(&Person::players[i]->coords, &objects.position[j]) <
7109                                          distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
7110                                     Person::players[i]->collided = 0;
7111                                     Person::players[i]->avoidcollided = 1;
7112                                     if (Person::players[i]->avoidsomething == 0 ||
7113                                             distsq(&Person::players[i]->coords, &objects.position[j]) <
7114                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
7115                                         Person::players[i]->avoidwhere = objects.position[j];
7116                                         Person::players[i]->avoidsomething = 1;
7117                                     }
7118                                 }
7119
7120                     //avoid flaming players
7121                     for (unsigned j = 0; j < Person::players.size(); j++)
7122                         if (Person::players[j]->onfire)
7123                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
7124                                 if (     distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
7125                                          distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
7126                                     Person::players[i]->collided = 0;
7127                                     Person::players[i]->avoidcollided = 1;
7128                                     if (Person::players[i]->avoidsomething == 0 ||
7129                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
7130                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
7131                                         Person::players[i]->avoidwhere = Person::players[j]->coords;
7132                                         Person::players[i]->avoidsomething = 1;
7133                                     }
7134                                 }
7135
7136                     if (Person::players[i]->collided > .8)
7137                         Person::players[i]->avoidcollided = 0;
7138
7139                     doAI(i);
7140
7141                     if (animation[Person::players[i]->animTarget].attack == reversed) {
7142                         //Person::players[i]->targetyaw=Person::players[i]->yaw;
7143                         Person::players[i]->forwardkeydown = 0;
7144                         Person::players[i]->leftkeydown = 0;
7145                         Person::players[i]->backkeydown = 0;
7146                         Person::players[i]->rightkeydown = 0;
7147                         Person::players[i]->jumpkeydown = 0;
7148                         Person::players[i]->attackkeydown = 0;
7149                         //Person::players[i]->crouchkeydown=0;
7150                         Person::players[i]->throwkeydown = 0;
7151                     }
7152
7153                     if (indialogue != -1) {
7154                         Person::players[i]->forwardkeydown = 0;
7155                         Person::players[i]->leftkeydown = 0;
7156                         Person::players[i]->backkeydown = 0;
7157                         Person::players[i]->rightkeydown = 0;
7158                         Person::players[i]->jumpkeydown = 0;
7159                         Person::players[i]->crouchkeydown = 0;
7160                         Person::players[i]->drawkeydown = 0;
7161                         Person::players[i]->throwkeydown = 0;
7162                     }
7163
7164                     if (Person::players[i]->collided < -.3)
7165                         Person::players[i]->collided = -.3;
7166                     if (Person::players[i]->collided > 1)
7167                         Person::players[i]->collided = 1;
7168                     Person::players[i]->collided -= multiplier * 4;
7169                     Person::players[i]->whichdirectiondelay -= multiplier;
7170                     if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
7171                         Person::players[i]->avoidcollided = -.3;
7172                         Person::players[i]->whichdirection = abs(Random() % 2);
7173                         Person::players[i]->whichdirectiondelay = .4;
7174                     }
7175                     if (Person::players[i]->avoidcollided > 1)
7176                         Person::players[i]->avoidcollided = 1;
7177                     Person::players[i]->avoidcollided -= multiplier / 4;
7178                     if (!Person::players[i]->skeleton.free) {
7179                         Person::players[i]->stunned -= multiplier;
7180                         Person::players[i]->surprised -= multiplier;
7181                     }
7182                     if (i != 0 && Person::players[i]->surprised <= 0 &&
7183                             Person::players[i]->aitype == attacktypecutoff &&
7184                             !Person::players[i]->dead &&
7185                             !Person::players[i]->skeleton.free &&
7186                             animation[Person::players[i]->animTarget].attack == neutral)
7187                         numresponded = 1;
7188
7189                     if (!Person::players[i]->throwkeydown)
7190                         Person::players[i]->throwtogglekeydown = 0;
7191
7192                     //pick up weapon
7193                     if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
7194                         if (Person::players[i]->weaponactive == -1 &&
7195                                 Person::players[i]->num_weapons < 2 &&
7196                                 (Person::players[i]->isIdle() ||
7197                                  Person::players[i]->isCrouch() ||
7198                                  Person::players[i]->animTarget == sneakanim ||
7199                                  Person::players[i]->animTarget == rollanim ||
7200                                  Person::players[i]->animTarget == backhandspringanim ||
7201                                  Person::players[i]->isFlip() ||
7202                                  Person::players[i]->isFlip() ||
7203                                  Person::players[i]->aitype != playercontrolled)) {
7204                             for (int j = 0; j < weapons.size(); j++) {
7205                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
7206                                         Person::players[i]->aitype == playercontrolled) &&
7207                                         weapons[j].owner == -1 &&
7208                                         Person::players[i]->weaponactive == -1)
7209                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
7210                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
7211                                             if (Person::players[i]->isCrouch() ||
7212                                                     Person::players[i]->animTarget == sneakanim ||
7213                                                     Person::players[i]->isRun() ||
7214                                                     Person::players[i]->isIdle() ||
7215                                                     Person::players[i]->aitype != playercontrolled) {
7216                                                 Person::players[i]->throwtogglekeydown = 1;
7217                                                 Person::players[i]->setAnimation(crouchremoveknifeanim);
7218                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
7219                                                 Person::players[i]->hasvictim = 0;
7220                                             }
7221                                             if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
7222                                                 Person::players[i]->throwtogglekeydown = 1;
7223                                                 Person::players[i]->hasvictim = 0;
7224
7225                                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
7226                                                         Person::players[i]->aitype == playercontrolled) &&
7227                                                         weapons[j].owner == -1 ||
7228                                                         Person::players[i]->victim &&
7229                                                         weapons[j].owner == Person::players[i]->victim->id)
7230                                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
7231                                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
7232                                                             if (weapons[j].getType() != staff)
7233                                                                 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7234
7235                                                             Person::players[i]->weaponactive = 0;
7236                                                             weapons[j].owner = Person::players[i]->id;
7237                                                             if (Person::players[i]->num_weapons > 0)
7238                                                                 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7239                                                             Person::players[i]->num_weapons++;
7240                                                             Person::players[i]->weaponids[0] = j;
7241                                                         }
7242                                             }
7243                                         } else if ((Person::players[i]->isIdle() ||
7244                                                     Person::players[i]->isFlip() ||
7245                                                     Person::players[i]->aitype != playercontrolled) &&
7246                                                    distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
7247                                                    Person::players[i]->coords.y < weapons[j].position.y) {
7248                                             if (!Person::players[i]->isFlip()) {
7249                                                 Person::players[i]->throwtogglekeydown = 1;
7250                                                 Person::players[i]->setAnimation(removeknifeanim);
7251                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
7252                                             }
7253                                             if (Person::players[i]->isFlip()) {
7254                                                 Person::players[i]->throwtogglekeydown = 1;
7255                                                 Person::players[i]->hasvictim = 0;
7256
7257                                                 for (int k = 0; k < weapons.size(); k++) {
7258                                                     if (Person::players[i]->weaponactive == -1)
7259                                                         if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
7260                                                                 Person::players[i]->aitype == playercontrolled) &&
7261                                                                 weapons[k].owner == -1 ||
7262                                                                 Person::players[i]->victim &&
7263                                                                 weapons[k].owner == Person::players[i]->victim->id)
7264                                                             if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
7265                                                                     Person::players[i]->weaponactive == -1) {
7266                                                                 if (weapons[k].getType() != staff)
7267                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7268
7269                                                                 Person::players[i]->weaponactive = 0;
7270                                                                 weapons[k].owner = Person::players[i]->id;
7271                                                                 if (Person::players[i]->num_weapons > 0)
7272                                                                     Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7273                                                                 Person::players[i]->num_weapons++;
7274                                                                 Person::players[i]->weaponids[0] = k;
7275                                                             }
7276                                                 }
7277                                             }
7278                                         }
7279                                     }
7280                             }
7281                             if (Person::players[i]->isCrouch() ||
7282                                     Person::players[i]->animTarget == sneakanim ||
7283                                     Person::players[i]->isRun() ||
7284                                     Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
7285                                     Person::players[i]->animTarget == backhandspringanim) {
7286                                 if (Person::players.size() > 1)
7287                                     for (unsigned j = 0; j < Person::players.size(); j++) {
7288                                         if (Person::players[i]->weaponactive == -1)
7289                                             if (j != i)
7290                                                 if (Person::players[j]->num_weapons &&
7291                                                         Person::players[j]->skeleton.free &&
7292                                                         distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
7293                                                         (((Person::players[j]->skeleton.forward.y < 0 &&
7294                                                            Person::players[j]->weaponstuckwhere == 0) ||
7295                                                           (Person::players[j]->skeleton.forward.y > 0 &&
7296                                                            Person::players[j]->weaponstuckwhere == 1)) ||
7297                                                          Person::players[j]->weaponstuck == -1 ||
7298                                                          Person::players[j]->num_weapons > 1)) {
7299                                                     if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
7300                                                         Person::players[i]->throwtogglekeydown = 1;
7301                                                         Person::players[i]->victim = Person::players[j];
7302                                                         Person::players[i]->hasvictim = 1;
7303                                                         Person::players[i]->setAnimation(crouchremoveknifeanim);
7304                                                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
7305                                                     }
7306                                                     if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
7307                                                         Person::players[i]->throwtogglekeydown = 1;
7308                                                         Person::players[i]->victim = Person::players[j];
7309                                                         Person::players[i]->hasvictim = 1;
7310                                                         int k = Person::players[j]->weaponids[0];
7311                                                         if (Person::players[i]->hasvictim) {
7312                                                             bool fleshstuck;
7313                                                             fleshstuck = 0;
7314                                                             if (Person::players[i]->victim->weaponstuck != -1) {
7315                                                                 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
7316                                                                     fleshstuck = 1;
7317                                                                 }
7318                                                             }
7319                                                             if (!fleshstuck) {
7320                                                                 if (weapons[k].getType() != staff)
7321                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7322                                                             }
7323                                                             if (fleshstuck)
7324                                                                 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
7325
7326                                                             Person::players[i]->weaponactive = 0;
7327                                                             if (weapons[k].owner != -1) {
7328                                                                 if (Person::players[i]->victim->num_weapons == 1)
7329                                                                     Person::players[i]->victim->num_weapons = 0;
7330                                                                 else
7331                                                                     Person::players[i]->victim->num_weapons = 1;
7332
7333                                                                 Person::players[i]->victim->skeleton.longdead = 0;
7334                                                                 Person::players[i]->victim->skeleton.free = 1;
7335                                                                 Person::players[i]->victim->skeleton.broken = 0;
7336
7337                                                                 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
7338                                                                     Person::players[i]->victim->skeleton.joints[l].velchange = 0;
7339                                                                     Person::players[i]->victim->skeleton.joints[l].locked = 0;
7340                                                                 }
7341
7342                                                                 XYZ relative;
7343                                                                 relative = 0;
7344                                                                 relative.y = 10;
7345                                                                 Normalise(&relative);
7346                                                                 XYZ footvel, footpoint;
7347                                                                 footvel = 0;
7348                                                                 footpoint = weapons[k].position;
7349                                                                 if (Person::players[i]->victim->weaponstuck != -1) {
7350                                                                     if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
7351                                                                         if (bloodtoggle)
7352                                                                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
7353                                                                         weapons[k].bloody = 2;
7354                                                                         weapons[k].blooddrip = 5;
7355                                                                         Person::players[i]->victim->weaponstuck = -1;
7356                                                                         Person::players[i]->victim->bloodloss += 2000;
7357                                                                         Person::players[i]->victim->DoDamage(2000);
7358                                                                     }
7359                                                                 }
7360                                                                 if (Person::players[i]->victim->num_weapons > 0) {
7361                                                                     if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
7362                                                                         Person::players[i]->victim->weaponstuck = 0;
7363                                                                     if (Person::players[i]->victim->weaponids[0] == k)
7364                                                                         Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
7365                                                                 }
7366
7367                                                                 Person::players[i]->victim->weaponactive = -1;
7368
7369                                                                 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
7370                                                                 Person::players[i]->victim->jointVel(neck) += relative * 6;
7371                                                                 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
7372                                                                 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
7373                                                             }
7374                                                             weapons[k].owner = i;
7375                                                             if (Person::players[i]->num_weapons > 0) {
7376                                                                 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7377                                                             }
7378                                                             Person::players[i]->num_weapons++;
7379                                                             Person::players[i]->weaponids[0] = k;
7380                                                         }
7381                                                     }
7382                                                 }
7383                                     }
7384                             }
7385                         }
7386                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
7387                             if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7388                                 if (Person::players[i]->isIdle() ||
7389                                         Person::players[i]->isRun() ||
7390                                         Person::players[i]->isCrouch() ||
7391                                         Person::players[i]->animTarget == sneakanim ||
7392                                         Person::players[i]->isFlip())
7393                                     if (Person::players.size() > 1)
7394                                         for (unsigned j = 0; j < Person::players.size(); j++) {
7395                                             if (i != j)
7396                                                 if (tutoriallevel != 1 || tutorialstage == 49)
7397                                                     if (hostile)
7398                                                         if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
7399                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
7400                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
7401                                                                 !Person::players[j]->skeleton.free &&
7402                                                                 -1 == checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) {
7403                                                             if (!Person::players[i]->isFlip()) {
7404                                                                 Person::players[i]->throwtogglekeydown = 1;
7405                                                                 Person::players[i]->victim = Person::players[j];
7406                                                                 Person::players[i]->setAnimation(knifethrowanim);
7407                                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
7408                                                                 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
7409                                                             }
7410                                                             if (Person::players[i]->isFlip()) {
7411                                                                 if (Person::players[i]->weaponactive != -1) {
7412                                                                     Person::players[i]->throwtogglekeydown = 1;
7413                                                                     Person::players[i]->victim = Person::players[j];
7414                                                                     XYZ aim;
7415                                                                     weapons[Person::players[i]->weaponids[0]].owner = -1;
7416                                                                     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);
7417                                                                     Normalise(&aim);
7418
7419                                                                     aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
7420
7421                                                                     weapons[Person::players[i]->weaponids[0]].velocity = aim * 50;
7422                                                                     weapons[Person::players[i]->weaponids[0]].tipvelocity = aim * 50;
7423                                                                     weapons[Person::players[i]->weaponids[0]].missed = 0;
7424                                                                     weapons[Person::players[i]->weaponids[0]].freetime = 0;
7425                                                                     weapons[Person::players[i]->weaponids[0]].firstfree = 1;
7426                                                                     weapons[Person::players[i]->weaponids[0]].physics = 0;
7427                                                                     Person::players[i]->num_weapons--;
7428                                                                     if (Person::players[i]->num_weapons) {
7429                                                                         Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
7430                                                                     }
7431                                                                     Person::players[i]->weaponactive = -1;
7432                                                                 }
7433                                                             }
7434                                                         }
7435                                         }
7436                             }
7437                         }
7438                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
7439                             if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
7440                                 Person::players[i]->throwtogglekeydown = 1;
7441                                 weapons[Person::players[i]->weaponids[0]].owner = -1;
7442                                 weapons[Person::players[i]->weaponids[0]].velocity = Person::players[i]->velocity * .2;
7443                                 if (weapons[Person::players[i]->weaponids[0]].velocity.x == 0)
7444                                     weapons[Person::players[i]->weaponids[0]].velocity.x = .1;
7445                                 weapons[Person::players[i]->weaponids[0]].tipvelocity = weapons[Person::players[i]->weaponids[0]].velocity;
7446                                 weapons[Person::players[i]->weaponids[0]].missed = 1;
7447                                 weapons[Person::players[i]->weaponids[0]].freetime = 0;
7448                                 weapons[Person::players[i]->weaponids[0]].firstfree = 1;
7449                                 weapons[Person::players[i]->weaponids[0]].physics = 1;
7450                                 Person::players[i]->num_weapons--;
7451                                 if (Person::players[i]->num_weapons) {
7452                                     Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
7453                                     if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
7454                                         Person::players[i]->weaponstuck = 0;
7455                                 }
7456
7457                                 Person::players[i]->weaponactive = -1;
7458                                 for (unsigned j = 0; j < Person::players.size(); j++) {
7459                                     Person::players[j]->wentforweapon = 0;
7460                                 }
7461                             }
7462                         }
7463
7464                     }
7465
7466                     //draw weapon
7467                     if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
7468                         if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
7469                                 (Person::players[i]->num_weapons == 2) &&
7470                                 (Person::players[i]->weaponactive == -1) &&
7471                                 Person::players[i]->isIdle() ||
7472                                 Person::players[0]->dead &&
7473                                 (Person::players[i]->weaponactive != -1) &&
7474                                 i != 0) {
7475                             bool isgood = true;
7476                             if (Person::players[i]->weaponactive != -1)
7477                                 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
7478                                     isgood = false;
7479                             if (isgood && Person::players[i]->creature != wolftype) {
7480                                 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7481                                     Person::players[i]->setAnimation(drawrightanim);
7482                                     Person::players[i]->drawtogglekeydown = 1;
7483                                 }
7484                                 if ((Person::players[i]->isIdle() ||
7485                                         (Person::players[i]->aitype != playercontrolled &&
7486                                          Person::players[0]->weaponactive != -1 &&
7487                                          Person::players[i]->isRun())) &&
7488                                         Person::players[i]->num_weapons &&
7489                                         weapons[Person::players[i]->weaponids[0]].getType() == sword) {
7490                                     Person::players[i]->setAnimation(drawleftanim);
7491                                     Person::players[i]->drawtogglekeydown = 1;
7492                                 }
7493                                 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7494                                     Person::players[i]->setAnimation(crouchdrawrightanim);
7495                                     Person::players[i]->drawtogglekeydown = 1;
7496                                 }
7497                             }
7498                         }
7499                     }
7500
7501                     //clean weapon
7502                     if (Person::players[i]->weaponactive != -1) {
7503                         if (Person::players[i]->isCrouch() &&
7504                                 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
7505                                 bloodtoggle &&
7506                                 Person::players[i]->onterrain &&
7507                                 Person::players[i]->num_weapons &&
7508                                 Person::players[i]->attackkeydown &&
7509                                 musictype != stream_fighttheme) {
7510                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
7511                                 Person::players[i]->setAnimation(crouchstabanim);
7512                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
7513                                 Person::players[i]->setAnimation(swordgroundstabanim);
7514                             Person::players[i]->hasvictim = 0;
7515                         }
7516                     }
7517
7518                     if (!Person::players[i]->drawkeydown)
7519                         Person::players[i]->drawtogglekeydown = 0;
7520
7521                     XYZ absflatfacing;
7522                     if (i == 0) {
7523                         absflatfacing = 0;
7524                         absflatfacing.z = -1;
7525
7526                         absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
7527                     } else
7528                         absflatfacing = flatfacing;
7529
7530                     if (indialogue != -1) {
7531                         Person::players[i]->forwardkeydown = 0;
7532                         Person::players[i]->leftkeydown = 0;
7533                         Person::players[i]->backkeydown = 0;
7534                         Person::players[i]->rightkeydown = 0;
7535                         Person::players[i]->jumpkeydown = 0;
7536                         Person::players[i]->crouchkeydown = 0;
7537                         Person::players[i]->drawkeydown = 0;
7538                         Person::players[i]->throwkeydown = 0;
7539                     }
7540                     movekey = 0;
7541                     //Do controls
7542                     if (!animation[Person::players[i]->animTarget].attack &&
7543                             Person::players[i]->animTarget != staggerbackhighanim &&
7544                             Person::players[i]->animTarget != staggerbackhardanim &&
7545                             Person::players[i]->animTarget != backhandspringanim &&
7546                             Person::players[i]->animTarget != dodgebackanim) {
7547                         if (!Person::players[i]->forwardkeydown)
7548                             Person::players[i]->forwardstogglekeydown = 0;
7549                         if (Person::players[i]->crouchkeydown) {
7550                             //Crouch
7551                             target = -2;
7552                             if (i == 0) {
7553                                 Person::players[i]->superruntoggle = 1;
7554                                 if (Person::players.size() > 1)
7555                                     for (unsigned j = 0; j < Person::players.size(); j++)
7556                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
7557                                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
7558                                                 Person::players[i]->superruntoggle = 0;
7559                             }
7560
7561                             if (Person::players.size() > 1)
7562                                 for (unsigned j = 0; j < Person::players.size(); j++) {
7563                                     if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
7564                                         if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7565                                                 Person::players[j]->victim == Person::players[i] &&
7566                                                 (Person::players[j]->animTarget == sweepanim ||
7567                                                  Person::players[j]->animTarget == upunchanim ||
7568                                                  Person::players[j]->animTarget == wolfslapanim ||
7569                                                  ((Person::players[j]->animTarget == swordslashanim ||
7570                                                    Person::players[j]->animTarget == knifeslashstartanim ||
7571                                                    Person::players[j]->animTarget == staffhitanim ||
7572                                                    Person::players[j]->animTarget == staffspinhitanim) &&
7573                                                   distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
7574                                             if (target >= 0)
7575                                                 target = -1;
7576                                             else
7577                                                 target = j;
7578                                         }
7579                                     }
7580                                 }
7581                             if (target >= 0)
7582                                 Person::players[target]->Reverse();
7583                             Person::players[i]->lowreversaldelay = .5;
7584
7585                             if (Person::players[i]->isIdle()) {
7586                                 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
7587                                 Person::players[i]->transspeed = 10;
7588                             }
7589                             if (Person::players[i]->isRun() ||
7590                                     (Person::players[i]->isStop() &&
7591                                      (Person::players[i]->leftkeydown ||
7592                                       Person::players[i]->rightkeydown ||
7593                                       Person::players[i]->forwardkeydown ||
7594                                       Person::players[i]->backkeydown))) {
7595                                 Person::players[i]->setAnimation(rollanim);
7596                                 Person::players[i]->transspeed = 20;
7597                             }
7598                         }
7599                         if (!Person::players[i]->crouchkeydown) {
7600                             //Uncrouch
7601                             if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
7602                                 Person::players[i]->superruntoggle = 0;
7603                             target = -2;
7604                             if (Person::players[i]->isCrouch()) {
7605                                 if (Person::players.size() > 1)
7606                                     for (unsigned j = 0; j < Person::players.size(); j++) {
7607                                         if (j != i &&
7608                                                 !Person::players[j]->skeleton.free &&
7609                                                 Person::players[j]->victim &&
7610                                                 Person::players[i]->highreversaldelay <= 0) {
7611                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7612                                                     Person::players[j]->victim == Person::players[i] &&
7613                                                     (Person::players[j]->animTarget == spinkickanim) &&
7614                                                     Person::players[i]->isCrouch()) {
7615                                                 if (target >= 0)
7616                                                     target = -1;
7617                                                 else
7618                                                     target = j;
7619                                             }
7620                                         }
7621                                     }
7622                                 if (target >= 0)
7623                                     Person::players[target]->Reverse();
7624                                 Person::players[i]->highreversaldelay = .5;
7625
7626                                 if (Person::players[i]->isCrouch()) {
7627                                     if (!Person::players[i]->wasCrouch()) {
7628                                         Person::players[i]->animCurrent = Person::players[i]->getCrouch();
7629                                         Person::players[i]->frameCurrent = 0;
7630                                     }
7631                                     Person::players[i]->setAnimation(Person::players[i]->getIdle());
7632                                     Person::players[i]->transspeed = 10;
7633                                 }
7634                             }
7635                             if (Person::players[i]->animTarget == sneakanim) {
7636                                 Person::players[i]->setAnimation(Person::players[i]->getIdle());
7637                                 Person::players[i]->transspeed = 10;
7638                             }
7639                         }
7640                         if (Person::players[i]->forwardkeydown) {
7641                             if (Person::players[i]->isIdle() ||
7642                                     (Person::players[i]->isStop() &&
7643                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7644                                     (Person::players[i]->isLanding() &&
7645                                      Person::players[i]->frameTarget > 0 &&
7646                                      !Person::players[i]->jumpkeydown) ||
7647                                     (Person::players[i]->isLandhard() &&
7648                                      Person::players[i]->frameTarget > 0 &&
7649                                      !Person::players[i]->jumpkeydown &&
7650                                      Person::players[i]->crouchkeydown)) {
7651                                 if (Person::players[i]->aitype == passivetype)
7652                                     Person::players[i]->setAnimation(walkanim);
7653                                 else
7654                                     Person::players[i]->setAnimation(Person::players[i]->getRun());
7655                             }
7656                             if (Person::players[i]->isCrouch()) {
7657                                 Person::players[i]->animTarget = sneakanim;
7658                                 if (Person::players[i]->wasCrouch())
7659                                     Person::players[i]->target = 0;
7660                                 Person::players[i]->frameTarget = 0;
7661                             }
7662                             if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
7663                                 Person::players[i]->setAnimation(climbanim);
7664                                 Person::players[i]->frameTarget = 1;
7665                                 Person::players[i]->jumpclimb = 1;
7666                             }
7667                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7668                                 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
7669                             }
7670                             Person::players[i]->forwardstogglekeydown = 1;
7671                             movekey = 1;
7672                         }
7673                         if (Person::players[i]->rightkeydown) {
7674                             if (Person::players[i]->isIdle() ||
7675                                     (Person::players[i]->isStop() &&
7676                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7677                                     (Person::players[i]->isLanding() &&
7678                                      Person::players[i]->frameTarget > 0 &&
7679                                      !Person::players[i]->jumpkeydown) ||
7680                                     (Person::players[i]->isLandhard() &&
7681                                      Person::players[i]->frameTarget > 0 &&
7682                                      !Person::players[i]->jumpkeydown &&
7683                                      Person::players[i]->crouchkeydown)) {
7684                                 Person::players[i]->setAnimation(Person::players[i]->getRun());
7685                             }
7686                             if (Person::players[i]->isCrouch()) {
7687                                 Person::players[i]->animTarget = sneakanim;
7688                                 if (Person::players[i]->wasCrouch())
7689                                     Person::players[i]->target = 0;
7690                                 Person::players[i]->frameTarget = 0;
7691                             }
7692                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7693                                 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
7694                             }
7695                             Person::players[i]->targetyaw -= 90;
7696                             if (Person::players[i]->forwardkeydown)
7697                                 Person::players[i]->targetyaw += 45;
7698                             if (Person::players[i]->backkeydown)
7699                                 Person::players[i]->targetyaw -= 45;
7700                             movekey = 1;
7701                         }
7702                         if ( Person::players[i]->leftkeydown) {
7703                             if (Person::players[i]->isIdle() ||
7704                                     (Person::players[i]->isStop() &&
7705                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7706                                     (Person::players[i]->isLanding() &&
7707                                      Person::players[i]->frameTarget > 0 &&
7708                                      !Person::players[i]->jumpkeydown) ||
7709                                     (Person::players[i]->isLandhard() &&
7710                                      Person::players[i]->frameTarget > 0 &&
7711                                      !Person::players[i]->jumpkeydown &&
7712                                      Person::players[i]->crouchkeydown)) {
7713                                 Person::players[i]->setAnimation(Person::players[i]->getRun());
7714                             }
7715                             if (Person::players[i]->isCrouch()) {
7716                                 Person::players[i]->animTarget = sneakanim;
7717                                 if (Person::players[i]->wasCrouch())
7718                                     Person::players[i]->target = 0;
7719                                 Person::players[i]->frameTarget = 0;
7720                             }
7721                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7722                                 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
7723                             }
7724                             Person::players[i]->targetyaw += 90;
7725                             if (Person::players[i]->forwardkeydown)
7726                                 Person::players[i]->targetyaw -= 45;
7727                             if (Person::players[i]->backkeydown)
7728                                 Person::players[i]->targetyaw += 45;
7729                             movekey = 1;
7730                         }
7731                         if (Person::players[i]->backkeydown) {
7732                             if (Person::players[i]->isIdle() ||
7733                                     (Person::players[i]->isStop() &&
7734                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7735                                     (Person::players[i]->isLanding() &&
7736                                      Person::players[i]->frameTarget > 0 &&
7737                                      !Person::players[i]->jumpkeydown) ||
7738                                     (Person::players[i]->isLandhard() &&
7739                                      Person::players[i]->frameTarget > 0 &&
7740                                      !Person::players[i]->jumpkeydown &&
7741                                      Person::players[i]->crouchkeydown)) {
7742                                 Person::players[i]->setAnimation(Person::players[i]->getRun());
7743                             }
7744                             if (Person::players[i]->isCrouch()) {
7745                                 Person::players[i]->animTarget = sneakanim;
7746                                 if (Person::players[i]->wasCrouch())
7747                                     Person::players[i]->target = 0;
7748                                 Person::players[i]->frameTarget = 0;
7749                             }
7750                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7751                                 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
7752                             }
7753                             if (Person::players[i]->animTarget == hanganim) {
7754                                 Person::players[i]->animCurrent = jumpdownanim;
7755                                 Person::players[i]->animTarget = jumpdownanim;
7756                                 Person::players[i]->target = 0;
7757                                 Person::players[i]->frameCurrent = 0;
7758                                 Person::players[i]->frameTarget = 1;
7759                                 Person::players[i]->velocity = 0;
7760                                 Person::players[i]->velocity.y += gravity;
7761                                 Person::players[i]->coords.y -= 1.4;
7762                                 Person::players[i]->grabdelay = 1;
7763                             }
7764                             if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
7765                                 Person::players[i]->targetyaw += 180;
7766                             movekey = 1;
7767                         }
7768                         if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
7769                             if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
7770                                     Person::players[i]->isRun() ||
7771                                     Person::players[i]->animTarget == walkanim ||
7772                                     Person::players[i]->isCrouch() ||
7773                                     Person::players[i]->animTarget == sneakanim) &&
7774                                     Person::players[i]->jumppower > 1) &&
7775                                     ((Person::players[i]->animTarget != rabbitrunninganim &&
7776                                       Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
7777                                 Person::players[i]->jumpstart = 0;
7778                                 Person::players[i]->setAnimation(jumpupanim);
7779                                 Person::players[i]->yaw = Person::players[i]->targetyaw;
7780                                 Person::players[i]->transspeed = 20;
7781                                 Person::players[i]->FootLand(0, 1);
7782                                 Person::players[i]->FootLand(1, 1);
7783
7784                                 facing = 0;
7785                                 facing.z = -1;
7786                                 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
7787
7788                                 if (movekey)
7789                                     Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
7790                                 if (!movekey)
7791                                     Person::players[i]->velocity = 0;
7792
7793                                 //Dodge sweep?
7794                                 target = -2;
7795                                 if (Person::players.size() > 1)
7796                                     for (unsigned j = 0; j < Person::players.size(); j++) {
7797                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
7798                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7799                                                     (Person::players[j]->victim == Person::players[i]) &&
7800                                                     (Person::players[j]->animTarget == sweepanim)) {
7801                                                 if (target >= 0)
7802                                                     target = -1;
7803                                                 else
7804                                                     target = j;
7805                                             }
7806                                         }
7807                                     }
7808                                 if (target >= 0)
7809                                     Person::players[i]->velocity.y = 1;
7810                                 else
7811                                     if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
7812                                     Person::players[i]->velocity.y = 7;
7813                                     Person::players[i]->crouchtogglekeydown = 1;
7814                                 } else Person::players[i]->velocity.y = 5;
7815
7816                                 if (mousejump && i == 0 && debugmode) {
7817                                     if (!Person::players[i]->isLanding())
7818                                         Person::players[i]->tempdeltav = deltav;
7819                                     if (Person::players[i]->tempdeltav < 0)
7820                                         Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
7821                                 }
7822
7823                                 Person::players[i]->coords.y += .2;
7824                                 Person::players[i]->jumppower -= 1;
7825
7826                                 if (!i)
7827                                     emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
7828
7829                                 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
7830                             }
7831                             if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
7832                                 Person::players[i]->setAnimation(Person::players[i]->getLanding());
7833                                 Person::players[i]->frameTarget = 2;
7834                                 Person::players[i]->landhard = 0;
7835                                 Person::players[i]->jumpstart = 1;
7836                                 Person::players[i]->tempdeltav = deltav;
7837                             }
7838                             if (Person::players[i]->animTarget == jumpupanim &&
7839                                     (((!floatjump &&
7840                                        !editorenabled) ||
7841                                       !debugmode) ||
7842                                      Person::players[i]->aitype != playercontrolled)) {
7843                                 if (Person::players[i]->jumppower > multiplier * 6) {
7844                                     Person::players[i]->velocity.y += multiplier * 6;
7845                                     Person::players[i]->jumppower -= multiplier * 6;
7846                                 }
7847                                 if (Person::players[i]->jumppower <= multiplier * 6) {
7848                                     Person::players[i]->velocity.y += Person::players[i]->jumppower;
7849                                     Person::players[i]->jumppower = 0;
7850                                 }
7851                             }
7852                             if (((floatjump || editorenabled) && debugmode) && i == 0)
7853                                 Person::players[i]->velocity.y += multiplier * 30;
7854                         }
7855
7856                         if (!movekey) {
7857                             if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
7858                                 Person::players[i]->setAnimation(Person::players[i]->getStop());
7859                             if (Person::players[i]->animTarget == sneakanim) {
7860                                 Person::players[i]->animTarget = Person::players[i]->getCrouch();
7861                                 if (Person::players[i]->animCurrent == sneakanim)
7862                                     Person::players[i]->target = 0;
7863                                 Person::players[i]->frameTarget = 0;
7864                             }
7865                         }
7866                         if (Person::players[i]->animTarget == walkanim &&
7867                                 (Person::players[i]->aitype == attacktypecutoff ||
7868                                  Person::players[i]->aitype == searchtype ||
7869                                  (Person::players[i]->aitype == passivetype &&
7870                                   Person::players[i]->numwaypoints <= 1)))
7871                             Person::players[i]->setAnimation(Person::players[i]->getStop());
7872                         if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
7873                             Person::players[i]->setAnimation(Person::players[i]->getStop());
7874                     }
7875                 }
7876                 if (Person::players[i]->animTarget == rollanim)
7877                     Person::players[i]->targetyaw = oldtargetyaw;
7878             }
7879
7880             //Rotation
7881             for (unsigned k = 0; k < Person::players.size(); k++) {
7882                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
7883                     if (Person::players[k]->yaw > Person::players[k]->targetyaw)
7884                         Person::players[k]->yaw -= 360;
7885                     else
7886                         Person::players[k]->yaw += 360;
7887                 }
7888
7889                 //stop to turn in right direction
7890                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
7891                     Person::players[k]->setAnimation(Person::players[k]->getStop());
7892
7893                 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
7894                     Person::players[k]->targettilt = 0;
7895
7896                 if (Person::players[k]->animTarget != jumpupanim &&
7897                         Person::players[k]->animTarget != backhandspringanim &&
7898                         Person::players[k]->animTarget != jumpdownanim &&
7899                         !Person::players[k]->isFlip()) {
7900                     Person::players[k]->targettilt = 0;
7901                     if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
7902                         Person::players[k]->jumppower = 0;
7903                     Person::players[k]->jumppower += multiplier * 7;
7904                     if (Person::players[k]->isCrouch())
7905                         Person::players[k]->jumppower += multiplier * 7;
7906                     if (Person::players[k]->jumppower > 5)
7907                         Person::players[k]->jumppower = 5;
7908                 }
7909
7910                 if (Person::players[k]->isRun())
7911                     Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
7912
7913                 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
7914                 Person::players[k]->grabdelay -= multiplier;
7915             }
7916
7917             //do animations
7918             for (unsigned k = 0; k < Person::players.size(); k++) {
7919                 Person::players[k]->DoAnimations();
7920                 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
7921                 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
7922             }
7923
7924             //do stuff
7925             objects.DoStuff();
7926
7927             for (int j = numenvsounds - 1; j >= 0; j--) {
7928                 envsoundlife[j] -= multiplier;
7929                 if (envsoundlife[j] < 0) {
7930                     numenvsounds--;
7931                     envsoundlife[j] = envsoundlife[numenvsounds];
7932                     envsound[j] = envsound[numenvsounds];
7933                 }
7934             }
7935             if (slomo)
7936                 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7937             else
7938                 OPENAL_SetFrequency(OPENAL_ALL, 22050);
7939
7940             if (tutoriallevel == 1) {
7941                 XYZ temp;
7942                 XYZ temp2;
7943                 XYZ temp3;
7944                 XYZ oldtemp;
7945                 XYZ oldtemp2;
7946                 temp.x = 1011;
7947                 temp.y = 84;
7948                 temp.z = 491;
7949                 temp2.x = 1025;
7950                 temp2.y = 75;
7951                 temp2.z = 447;
7952                 temp3.x = 1038;
7953                 temp3.y = 76;
7954                 temp3.z = 453;
7955                 oldtemp = temp;
7956                 oldtemp2 = temp2;
7957                 if (tutorialstage >= 51)
7958                     if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
7959                         OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7960                         OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7961
7962                         emit_stream_np(stream_menutheme);
7963
7964                         gameon = 0;
7965                         mainmenu = 5;
7966
7967                         fireSound();
7968
7969                         flash();
7970                     }
7971                 if (tutorialstage < 51)
7972                     if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
7973                         emit_sound_at(fireendsound, Person::players[0]->coords);
7974
7975                         Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
7976
7977                         flash();
7978                     }
7979                 if (tutorialstage >= 14 && tutorialstage < 50)
7980                     if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
7981                         emit_sound_at(fireendsound, Person::players[1]->coords);
7982
7983                         for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
7984                             if (Random() % 2 == 0) {
7985                                 if (!Person::players[1]->skeleton.free)
7986                                     temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
7987                                 if (Person::players[1]->skeleton.free)
7988                                     temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
7989                                 if (!Person::players[1]->skeleton.free)
7990                                     temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
7991                                 if (Person::players[1]->skeleton.free)
7992                                     temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
7993                                 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
7994                             }
7995                         }
7996
7997                         Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
7998                         for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
7999                             Person::players[1]->skeleton.joints[i].velocity = 0;
8000                             if (Random() % 2 == 0) {
8001                                 if (!Person::players[1]->skeleton.free)
8002                                     temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
8003                                 if (Person::players[1]->skeleton.free)
8004                                     temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
8005                                 if (!Person::players[1]->skeleton.free)
8006                                     temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
8007                                 if (Person::players[1]->skeleton.free)
8008                                     temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
8009                                 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
8010                             }
8011                         }
8012                     }
8013             }
8014
8015
8016             //3d sound
8017             static float gLoc[3];
8018             gLoc[0] = viewer.x;
8019             gLoc[1] = viewer.y;
8020             gLoc[2] = viewer.z;
8021             static float vel[3];
8022             vel[0] = (viewer.x - oldviewer.x) / multiplier;
8023             vel[1] = (viewer.y - oldviewer.y) / multiplier;
8024             vel[2] = (viewer.z - oldviewer.z) / multiplier;
8025
8026             //Set orientation with forward and up vectors
8027             static XYZ upvector;
8028             upvector = 0;
8029             upvector.z = -1;
8030
8031             upvector = DoRotation(upvector, -pitch + 90, 0, 0);
8032             upvector = DoRotation(upvector, 0, 0 - yaw, 0);
8033
8034             facing = 0;
8035             facing.z = -1;
8036
8037             facing = DoRotation(facing, -pitch, 0, 0);
8038             facing = DoRotation(facing, 0, 0 - yaw, 0);
8039
8040
8041             static float ori[6];
8042             ori[0] = -facing.x;
8043             ori[1] = facing.y;
8044             ori[2] = -facing.z;
8045             ori[3] = -upvector.x;
8046             ori[4] = upvector.y;
8047             ori[5] = -upvector.z;
8048
8049             OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
8050             OPENAL_Update();
8051
8052             oldviewer = viewer;
8053         }
8054     }
8055
8056     if (Input::isKeyPressed(SDL_SCANCODE_F1))
8057         Screenshot();
8058 }
8059
8060 void Game::TickOnce()
8061 {
8062     if (mainmenu)
8063         yaw += multiplier * 5;
8064     else if (directing || indialogue == -1) {
8065         yaw += deltah * .7;
8066         if (!invertmouse)
8067             pitch += deltav * .7;
8068         if (invertmouse)
8069             pitch -= deltav * .7;
8070         if (pitch > 90)
8071             pitch = 90;
8072         if (pitch < -70)
8073             pitch = -70;
8074     }
8075 }
8076
8077 void Game::TickOnceAfter()
8078 {
8079     static XYZ colviewer;
8080     static XYZ coltarget;
8081     static XYZ target;
8082     static XYZ col;
8083     static XYZ facing;
8084     static float changedelay;
8085     static bool alldead;
8086     static float unseendelay;
8087     static float cameraspeed;
8088
8089     if (!mainmenu) {
8090         static int oldmusictype = musictype;
8091
8092         if (environment == snowyenvironment)
8093             leveltheme = stream_snowtheme;
8094         if (environment == grassyenvironment)
8095             leveltheme = stream_grasstheme;
8096         if (environment == desertenvironment)
8097             leveltheme = stream_deserttheme;
8098
8099         realthreat = 0;
8100
8101         musictype = leveltheme;
8102         for (unsigned i = 0; i < Person::players.size(); i++) {
8103             if ((Person::players[i]->aitype == attacktypecutoff ||
8104                     Person::players[i]->aitype == getweapontype ||
8105                     Person::players[i]->aitype == gethelptype ||
8106                     Person::players[i]->aitype == searchtype) &&
8107                     !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
8108                     (Person::players[i]->animTarget != sneakattackedanim &&
8109                      Person::players[i]->animTarget != knifesneakattackedanim &&
8110                      Person::players[i]->animTarget != swordsneakattackedanim)) {
8111                 musictype = stream_fighttheme;
8112                 realthreat = 1;
8113             }
8114         }
8115         if (Person::players[0]->dead)
8116             musictype = stream_menutheme;
8117
8118
8119         if (musictype == stream_fighttheme)
8120             unseendelay = 1;
8121
8122         if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
8123             unseendelay -= multiplier;
8124             if (unseendelay > 0)
8125                 musictype = stream_fighttheme;
8126         }
8127
8128
8129         if (loading == 2) {
8130             musictype = stream_menutheme;
8131             musicvolume[2] = 512;
8132             musicvolume[0] = 0;
8133             musicvolume[1] = 0;
8134             musicvolume[3] = 0;
8135         }
8136
8137         if (musictoggle)
8138             if (musictype != oldmusictype && musictype == stream_fighttheme)
8139                 emit_sound_np(alarmsound);
8140         musicselected = musictype;
8141
8142         if (musicselected == leveltheme)
8143             musicvolume[0] += multiplier * 450;
8144         else
8145             musicvolume[0] -= multiplier * 450;
8146         if (musicselected == stream_fighttheme)
8147             musicvolume[1] += multiplier * 450;
8148         else
8149             musicvolume[1] -= multiplier * 450;
8150         if (musicselected == stream_menutheme)
8151             musicvolume[2] += multiplier * 450;
8152         else
8153             musicvolume[2] -= multiplier * 450;
8154
8155         for (int i = 0; i < 3; i++) {
8156             if (musicvolume[i] < 0)
8157                 musicvolume[i] = 0;
8158             if (musicvolume[i] > 512)
8159                 musicvolume[i] = 512;
8160         }
8161
8162         if (musicvolume[2] > 128 && !loading && !mainmenu)
8163             musicvolume[2] = 128;
8164
8165         if (musictoggle) {
8166             if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
8167                 emit_stream_np(leveltheme, musicvolume[0]);
8168             if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
8169                 emit_stream_np(stream_fighttheme, musicvolume[1]);
8170             if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
8171                 emit_stream_np(stream_menutheme, musicvolume[2]);
8172             if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
8173                 pause_sound(leveltheme);
8174             if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
8175                 pause_sound(stream_fighttheme);
8176             if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
8177                 pause_sound(stream_menutheme);
8178
8179             if (musicvolume[0] != oldmusicvolume[0])
8180                 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
8181             if (musicvolume[1] != oldmusicvolume[1])
8182                 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
8183             if (musicvolume[2] != oldmusicvolume[2])
8184                 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
8185
8186             for (int i = 0; i < 3; i++)
8187                 oldmusicvolume[i] = musicvolume[i];
8188         } else {
8189             pause_sound(leveltheme);
8190             pause_sound(stream_fighttheme);
8191             pause_sound(stream_menutheme);
8192
8193             for (int i = 0; i < 4; i++) {
8194                 oldmusicvolume[i] = 0;
8195                 musicvolume[i] = 0;
8196             }
8197         }
8198
8199         killhotspot = 2;
8200         for (int i = 0; i < numhotspots; i++) {
8201             if (hotspottype[i] > 10 && hotspottype[i] < 20) {
8202                 if (Person::players[hotspottype[i] - 10]->dead == 0)
8203                     killhotspot = 0;
8204                 else if (killhotspot == 2)
8205                     killhotspot = 1;
8206             }
8207         }
8208         if (killhotspot == 2)
8209             killhotspot = 0;
8210
8211
8212         winhotspot = false;
8213         for (int i = 0; i < numhotspots; i++)
8214             if (hotspottype[i] == -1)
8215                 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
8216                     winhotspot = true;
8217
8218         int numalarmed = 0;
8219         for (int i = 1; i < Person::players.size(); i++)
8220             if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
8221                 numalarmed++;
8222         if (numalarmed > maxalarmed)
8223             maxalarmed = numalarmed;
8224
8225         if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
8226             if (Person::players[0]->dead && changedelay <= 0) {
8227                 changedelay = 1;
8228                 targetlevel = whichlevel;
8229             }
8230             alldead = true;
8231             for (int i = 1; i < Person::players.size(); i++) {
8232                 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
8233                     alldead = false;
8234                     break;
8235                 }
8236             }
8237
8238
8239             if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
8240                 changedelay = 1;
8241                 targetlevel = whichlevel + 1;
8242                 if (targetlevel > numchallengelevels - 1)
8243                     targetlevel = 0;
8244             }
8245             if (winhotspot || windialogue) {
8246                 changedelay = 0.1;
8247                 targetlevel = whichlevel + 1;
8248                 if (targetlevel > numchallengelevels - 1)
8249                     targetlevel = 0;
8250             }
8251
8252
8253             if (killhotspot) {
8254                 changedelay = 1;
8255                 targetlevel = whichlevel + 1;
8256                 if (targetlevel > numchallengelevels - 1)
8257                     targetlevel = 0;
8258             }
8259
8260             if (changedelay > 0 && !Person::players[0]->dead && !won) {
8261                 //high scores, awards, win
8262                 if (campaign) {
8263                     accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
8264                     scoreadded = 1;
8265                 } else {
8266                     accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
8267                 }
8268                 won = 1;
8269             }
8270         }
8271
8272         if (!winfreeze) {
8273
8274             if (leveltime < 1) {
8275                 loading = 0;
8276                 changedelay = .1;
8277                 alldead = false;
8278                 winhotspot = false;
8279                 killhotspot = 0;
8280             }
8281
8282             if (!editorenabled && gameon && !mainmenu) {
8283                 if (changedelay != -999)
8284                     changedelay -= multiplier / 7;
8285                 if (Person::players[0]->dead)
8286                     targetlevel = whichlevel;
8287                 if (loading == 2 && !campaign) {
8288                     flash();
8289
8290                     fireSound(firestartsound);
8291
8292                     if (!Person::players[0]->dead && targetlevel != whichlevel)
8293                         startbonustotal = bonustotal;
8294                     if (Person::players[0]->dead)
8295                         Loadlevel(whichlevel);
8296                     else
8297                         Loadlevel(targetlevel);
8298
8299                     fireSound();
8300
8301                     loading = 3;
8302                 }
8303                 if (loading == 2 && targetlevel == whichlevel) {
8304                     flash();
8305                     loadtime = 0;
8306
8307                     fireSound(firestartsound);
8308
8309                     Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
8310
8311                     fireSound();
8312
8313                     loading = 3;
8314                 }
8315                 if (changedelay <= -999 &&
8316                         whichlevel != -2 &&
8317                         !loading &&
8318                         (Person::players[0]->dead ||
8319                          (alldead && maptype == mapkilleveryone) ||
8320                          (winhotspot) ||
8321                          (killhotspot)))
8322                     loading = 1;
8323                 if ((Person::players[0]->dead ||
8324                         (alldead && maptype == mapkilleveryone) ||
8325                         (winhotspot) ||
8326                         (windialogue) ||
8327                         (killhotspot)) &&
8328                         changedelay <= 0) {
8329                     if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
8330                         winfreeze = true;
8331                         changedelay = -999;
8332                     }
8333                     if (Person::players[0]->dead)
8334                         loading = 1;
8335                 }
8336             }
8337
8338             if (campaign) {
8339                 // campaignchoosenext determines what to do when the level is complete:
8340                 // 0 = load next level
8341                 // 1 = go back to level select screen
8342                 // 2 = stealthload next level
8343                 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
8344                     if (campaignlevels[actuallevel].nextlevel.empty())
8345                         endgame = 1;
8346                 } else if (mainmenu == 0 && winfreeze) {
8347                     stealthloading = (campaignlevels[actuallevel].choosenext == 2);
8348
8349                     if (!stealthloading) {
8350                         fireSound(firestartsound);
8351
8352                         flash();
8353                     }
8354
8355                     startbonustotal = 0;
8356
8357                     LoadCampaign();
8358
8359                     loading = 2;
8360                     loadtime = 0;
8361                     targetlevel = 7;
8362                     if (!firstload)
8363                         LoadStuff();
8364                     whichchoice = 0;
8365                     actuallevel = campaignlevels[actuallevel].nextlevel.front();
8366                     visibleloading = 1;
8367                     stillloading = 1;
8368                     Loadlevel(campaignlevels[actuallevel].mapname.c_str());
8369                     campaign = 1;
8370                     mainmenu = 0;
8371                     gameon = 1;
8372                     pause_sound(stream_menutheme);
8373
8374                     stealthloading = 0;
8375                 }
8376             }
8377
8378             if (loading == 3)
8379                 loading = 0;
8380
8381         }
8382
8383         oldmusictype = musictype;
8384     }
8385
8386     facing = 0;
8387     facing.z = -1;
8388
8389     facing = DoRotation(facing, -pitch, 0, 0);
8390     facing = DoRotation(facing, 0, 0 - yaw, 0);
8391     viewerfacing = facing;
8392
8393     if (!cameramode) {
8394         if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
8395             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;
8396         else
8397             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;
8398         target.y += .1;
8399         if (Person::players[0]->skeleton.free) {
8400             for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
8401                 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
8402                     target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
8403             }
8404             target.y += .1;
8405         }
8406         if (Person::players[0]->skeleton.free != 2/*&&!autocam*/) {
8407             cameraspeed = 20;
8408             if (findLengthfast(&Person::players[0]->velocity) > 400) {
8409                 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
8410             }
8411             if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
8412                 target.y += 1.4;
8413             coltarget = target - cameraloc;
8414             if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
8415                 cameraloc = target;
8416             else {
8417                 Normalise(&coltarget);
8418                 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
8419                     cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
8420                 else
8421                     cameraloc = cameraloc + coltarget * multiplier * 8;
8422             }
8423             if (editorenabled)
8424                 cameraloc = target;
8425             cameradist += multiplier * 5;
8426             if (cameradist > 2.3)
8427                 cameradist = 2.3;
8428             viewer = cameraloc - facing * cameradist;
8429             colviewer = viewer;
8430             coltarget = cameraloc;
8431             objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
8432             if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8433                 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
8434                     int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8435                     colviewer = viewer;
8436                     coltarget = cameraloc;
8437                     if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
8438                         viewer = col;
8439                 }
8440             if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8441                 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
8442                     int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8443                     colviewer = viewer;
8444                     if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
8445                         viewer = colviewer;
8446                     }
8447                 }
8448             cameradist = findDistance(&viewer, &target);
8449             viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
8450             if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
8451                 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
8452             }
8453         }
8454         /*
8455         //what did autocam do?
8456         if(Person::players[0]->skeleton.free!=2&&autocam){
8457             cameraspeed=20;
8458             if(findLengthfast(&Person::players[0]->velocity)>400){
8459                 cameraspeed=20+(findLength(&Person::players[0]->velocity)-20)*.96;
8460             }
8461             if(Person::players[0]->skeleton.free==0&&Person::players[0]->animTarget!=hanganim&&Person::players[0]->animTarget!=climbanim)target.y+=1.4;
8462             cameradist+=multiplier*5;
8463             if(cameradist>3.3)cameradist=3.3;
8464             coltarget=target-cameraloc;
8465             if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
8466             else if(findLengthfast(&coltarget)>1)
8467             {
8468                 Normalise(&coltarget);
8469                 if(Person::players[0]->animTarget!=hanganim&&Person::players[0]->animTarget!=climbanim&&Person::players[0]->animCurrent!=climbanim&&Person::players[0]->currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
8470                 else cameraloc=cameraloc+coltarget*multiplier*8;
8471             }
8472             if(editorenabled)cameraloc=target;
8473             viewer=cameraloc;
8474             colviewer=viewer;
8475             coltarget=cameraloc;
8476             objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
8477             if(terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8478                 for(int j=0;j<terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz];j++){
8479                     int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8480                     colviewer=viewer;
8481                     coltarget=cameraloc;
8482                     if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.yaw[i])!=-1)viewer=col;
8483                 }
8484             if(terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8485                 for(int j=0;j<terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz];j++){
8486                     int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8487                     colviewer=viewer;
8488                     if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.yaw[i])!=-1){
8489                         viewer=colviewer;
8490                     }
8491                 }
8492             cameradist=findDistance(&viewer,&target);
8493             viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
8494             if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
8495                 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
8496             }
8497         }
8498         */
8499         if (camerashake > .8)
8500             camerashake = .8;
8501         //if(woozy>10)woozy=10;
8502         //woozy+=multiplier;
8503         woozy += multiplier;
8504         if (Person::players[0]->dead)
8505             camerashake = 0;
8506         if (Person::players[0]->dead)
8507             woozy = 0;
8508         camerashake -= multiplier * 2;
8509         blackout -= multiplier * 2;
8510         //if(Person::players[0]->isCrouch())woozy-=multiplier*8;
8511         if (camerashake < 0)
8512             camerashake = 0;
8513         if (blackout < 0)
8514             blackout = 0;
8515         //if(woozy<0)woozy=0;
8516         if (camerashake) {
8517             viewer.x += (float)(Random() % 100) * .0005 * camerashake;
8518             viewer.y += (float)(Random() % 100) * .0005 * camerashake;
8519             viewer.z += (float)(Random() % 100) * .0005 * camerashake;
8520         }
8521     }
8522 }
8523