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1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
4
5 This file is part of Lugaru.
6
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
19 */
20
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
23
24 #if PLATFORM_UNIX
25 #include <sys/stat.h>
26 #include <sys/types.h>
27 #include <unistd.h>
28 #else
29 #include <direct.h>
30 #endif
31
32
33 #include <limits>
34 #include <ctime>
35 #include <cmath>
36 #include <dirent.h>
37 #include "Game.h"
38 #include "openal_wrapper.h"
39 #include "Settings.h"
40 #include "Input.h"
41 #include "Animation/Animation.h"
42 #include "Awards.h"
43 #include "Menu.h"
44 #include "ConsoleCmds.h"
45 #include "Dialog.h"
46 #include "Utils/Folders.h"
47 #include "Hotspot.h"
48
49 #include <algorithm>
50 #include <set>
51
52 using namespace std;
53 using namespace Game;
54
55 // Added more evilness needed for MSVC
56 #ifdef _MSC_VER
57 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
58 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
59 #endif
60
61
62 extern float multiplier;
63 extern XYZ viewer;
64 extern int environment;
65 extern Terrain terrain;
66 extern float screenwidth, screenheight;
67 extern float gravity;
68 extern int detail;
69 extern float texdetail;
70 extern Objects objects;
71 extern int slomo;
72 extern float slomodelay;
73 extern bool floatjump;
74 extern float volume;
75 extern Light light;
76 extern float camerashake;
77 extern float woozy;
78 extern float blackout;
79 extern bool cellophane;
80 extern bool musictoggle;
81 extern int difficulty;
82 extern int bloodtoggle;
83 extern bool invertmouse;
84 extern float windvar;
85 extern float precipdelay;
86 extern XYZ viewerfacing;
87 extern bool ambientsound;
88 extern bool mousejump;
89 extern float viewdistance;
90 extern bool freeze;
91 extern XYZ windvector;
92 extern bool debugmode;
93 static int leveltheme;
94 extern int mainmenu;
95 extern int oldmainmenu;
96 extern bool visibleloading;
97 extern XYZ envsound[30];
98 extern float envsoundvol[30];
99 extern int numenvsounds;
100 extern float envsoundlife[30];
101 extern float usermousesensitivity;
102 extern bool ismotionblur;
103 extern bool showdamagebar; // (des)activate the damage bar
104 extern bool decals;
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
130 extern float hostiletime;
131
132 extern bool gamestarted;
133
134 extern int hostile;
135
136 extern bool stillloading;
137 extern bool winfreeze;
138
139 extern bool campaign;
140
141 extern void toggleFullscreen();
142
143 class CampaignLevel
144 {
145 private:
146     int width;
147     struct Position {
148         int x, y;
149     };
150 public:
151     std::string mapname;
152     std::string description;
153     int choosenext;
154     /*
155     0 = Immediately load next level at the end of this one.
156     1 = Go back to the world map.
157     2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
158     */
159     //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
160     std::vector<int> nextlevel;
161     Position location;
162     CampaignLevel() : width(10) {
163         choosenext = 1;
164         location.x = 0;
165         location.y = 0;
166     }
167     int getStartX() {
168         return 30 + 120 + location.x * 400 / 512;
169     }
170     int getStartY() {
171         return 30 + 30 + (512 - location.y) * 400 / 512;
172     }
173     int getEndX() {
174         return getStartX() + width;
175     }
176     int getEndY() {
177         return getStartY() + width;
178     }
179     XYZ getCenter() {
180         XYZ center;
181         center.x = getStartX() + width / 2;
182         center.y = getStartY() + width / 2;
183         return center;
184     }
185     int getWidth() {
186         return width;
187     }
188     istream& operator<< (istream& is) {
189         is.ignore(256, ':');
190         is.ignore(256, ':');
191         is.ignore(256, ' ');
192         is >> mapname;
193         is.ignore(256, ':');
194         is >> description;
195         for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
196             description.replace(pos, 1, 1, ' ');
197         }
198         is.ignore(256, ':');
199         is >> choosenext;
200         is.ignore(256, ':');
201         int numnext, next;
202         is >> numnext;
203         for (int j = 0; j < numnext; j++) {
204             is.ignore(256, ':');
205             is >> next;
206             nextlevel.push_back(next - 1);
207         }
208         is.ignore(256, ':');
209         is >> location.x;
210         is.ignore(256, ':');
211         is >> location.y;
212         return is;
213     }
214     friend istream& operator>> (istream& is, CampaignLevel& cl) {
215         return cl << is;
216     }
217 };
218
219 bool won = false;
220 int entername = 0;
221 vector<CampaignLevel> campaignlevels;
222 int whichchoice = 0;
223 int actuallevel = 0;
224 bool winhotspot = false;
225 bool windialogue = false;
226 bool realthreat = 0;
227 XYZ cameraloc;
228 float cameradist = 0;
229 bool oldattackkey = 0;
230 int whichlevel = 0;
231 float musicvolume[4] = {};
232 float oldmusicvolume[4] = {};
233 int musicselected = 0;
234
235 const char *rabbitskin[] = {
236     "Textures/Fur3.jpg",
237     "Textures/Fur.jpg",
238     "Textures/Fur2.jpg",
239     "Textures/Lynx.jpg",
240     "Textures/Otter.jpg",
241     "Textures/Opal.jpg",
242     "Textures/Sable.jpg",
243     "Textures/Chocolate.jpg",
244     "Textures/BW2.jpg",
245     "Textures/WB2.jpg"
246 };
247
248 const char *wolfskin[] = {
249     "Textures/Wolf.jpg",
250     "Textures/DarkWolf.jpg",
251     "Textures/SnowWolf.jpg"
252 };
253
254 const char **creatureskin[] = {rabbitskin, wolfskin};
255
256 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
257 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
258
259 // utility functions
260
261 // TODO: this is slightly incorrect
262 inline float roughDirection(XYZ vec)
263 {
264     Normalise(&vec);
265     float angle = -asin(-vec.x) * 180 / M_PI;
266     if (vec.z < 0)
267         angle = 180 - angle;
268     return angle;
269 }
270 inline float roughDirectionTo(XYZ start, XYZ end)
271 {
272     return roughDirection(end - start);
273 }
274 inline float pitchOf(XYZ vec)
275 {
276     Normalise(&vec);
277     return -asin(vec.y) * 180 / M_PI;
278 }
279 inline float pitchTo(XYZ start, XYZ end)
280 {
281     return pitchOf(end - start);
282 }
283 inline float sq(float n)
284 {
285     return n * n;
286 }
287 inline float stepTowardf(float from, float to, float by)
288 {
289     if (fabs(from - to) < by)
290         return to;
291     else if (from > to)
292         return from - by;
293     else
294         return from + by;
295 }
296
297 void Game::playdialoguescenesound()
298 {
299     XYZ temppos;
300     temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
301     temppos = temppos - viewer;
302     Normalise(&temppos);
303     temppos += viewer;
304
305     int sound = -1;
306     switch (Dialog::currentScene().sound) {
307     case -6:
308         sound = alarmsound;
309         break;
310     case -4:
311         sound = consolefailsound;
312         break;
313     case -3:
314         sound = consolesuccesssound;
315         break;
316     case -2:
317         sound = firestartsound;
318         break;
319     case -1:
320         sound = fireendsound;
321         break;
322     case 1:
323         sound = rabbitchitter;
324         break;
325     case 2:
326         sound = rabbitchitter2;
327         break;
328     case 3:
329         sound = rabbitpainsound;
330         break;
331     case 4:
332         sound = rabbitpain1sound;
333         break;
334     case 5:
335         sound = rabbitattacksound;
336         break;
337     case 6:
338         sound = rabbitattack2sound;
339         break;
340     case 7:
341         sound = rabbitattack3sound;
342         break;
343     case 8:
344         sound = rabbitattack4sound;
345         break;
346     case 9:
347         sound = growlsound;
348         break;
349     case 10:
350         sound = growl2sound;
351         break;
352     case 11:
353         sound = snarlsound;
354         break;
355     case 12:
356         sound = snarl2sound;
357         break;
358     case 13:
359         sound = barksound;
360         break;
361     case 14:
362         sound = bark2sound;
363         break;
364     case 15:
365         sound = bark3sound;
366         break;
367     case 16:
368         sound = barkgrowlsound;
369         break;
370     default:
371         break;
372     }
373     if (sound != -1)
374         emit_sound_at(sound, temppos);
375 }
376
377 // ================================================================
378
379 int Game::findClosestPlayer()
380 {
381     int closest = -1;
382     float closestdist = std::numeric_limits<float>::max();
383
384     for (unsigned i = 1; i < Person::players.size(); i++) {
385         float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
386         if (distance < closestdist) {
387             closestdist = distance;
388             closest = i;
389         }
390     }
391     return closest;
392 }
393
394 static int findClosestObject()
395 {
396     int closest = -1;
397     float closestdist = std::numeric_limits<float>::max();
398
399     for (int i = 0; i < objects.numobjects; i++) {
400         float distance = distsq(&objects.position[i], &Person::players[0]->coords);
401         if (distance < closestdist) {
402             closestdist = distance;
403             closest = i;
404         }
405     }
406     return closest;
407 }
408
409 static void cmd_dispatch(const string cmd)
410 {
411     int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
412
413     for (i = 0; i < n_cmds; i++)
414         if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
415             cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
416             cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
417             break;
418         }
419     emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
420 }
421
422 /********************> Tick() <*****/
423 extern bool save_screenshot(const char * fname);
424 void Screenshot (void)
425 {
426     char filename[1024];
427     time_t t = time(NULL);
428     struct tm *tme = localtime(&t);
429     sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
430             tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
431
432 #if defined(_WIN32)
433     mkdir("Screenshots");
434 #endif
435
436     save_screenshot(filename);
437 }
438
439 void Game::SetUpLighting()
440 {
441     if (environment == snowyenvironment)
442         light.setColors(.65, .65, .7, .4, .4, .44);
443     if (environment == desertenvironment)
444         light.setColors(.95, .95, .95, .4, .35, .3);
445     if (environment == grassyenvironment)
446         light.setColors(.95, .95, 1, .4, .4, .44);
447     if (!skyboxtexture)
448         light.setColors(1, 1, 1, .4, .4, .4);
449     float average;
450     average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
451     light.color[0] *= (skyboxlightr + average) / 2;
452     light.color[1] *= (skyboxlightg + average) / 2;
453     light.color[2] *= (skyboxlightb + average) / 2;
454     light.ambient[0] *= (skyboxlightr + average) / 2;
455     light.ambient[1] *= (skyboxlightg + average) / 2;
456     light.ambient[2] *= (skyboxlightb + average) / 2;
457 }
458
459 int findPathDist(int start, int end)
460 {
461     int smallestcount, count, connected;
462     int last, last2, last3, last4;
463     int closest;
464
465     smallestcount = 1000;
466     for (int i = 0; i < 50; i++) {
467         count = 0;
468         last = start;
469         last2 = -1;
470         last3 = -1;
471         last4 = -1;
472         while (last != end && count < 30) {
473             closest = -1;
474             for (int j = 0; j < numpathpoints; j++) {
475                 if (j != last && j != last2 && j != last3 && j != last4) {
476                     connected = 0;
477                     if (numpathpointconnect[j])
478                         for (int k = 0; k < numpathpointconnect[j]; k++) {
479                             if (pathpointconnect[j][k] == last)connected = 1;
480                         }
481                     if (!connected)
482                         if (numpathpointconnect[last])
483                             for (int k = 0; k < numpathpointconnect[last]; k++) {
484                                 if (pathpointconnect[last][k] == j)connected = 1;
485                             }
486                     if (connected)
487                         if (closest == -1 || Random() % 2 == 0) {
488                             closest = j;
489                         }
490                 }
491             }
492             last4 = last3;
493             last3 = last2;
494             last2 = last;
495             last = closest;
496             count++;
497         }
498         if (count < smallestcount)
499             smallestcount = count;
500     }
501     return smallestcount;
502 }
503
504 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
505 {
506     static XYZ colpoint, colviewer, coltarget;
507     static float minx, minz, maxx, maxz, miny, maxy;
508
509     minx = min(startpoint.x, endpoint.x) - 1;
510     miny = min(startpoint.y, endpoint.y) - 1;
511     minz = min(startpoint.z, endpoint.z) - 1;
512     maxx = max(startpoint.x, endpoint.x) + 1;
513     maxy = max(startpoint.y, endpoint.y) + 1;
514     maxz = max(startpoint.z, endpoint.z) + 1;
515
516     for (int i = 0; i < objects.numobjects; i++) {
517         if (     objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
518                  objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
519                  objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
520                  objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
521                  objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
522                  objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
523             if (     objects.type[i] != treeleavestype &&
524                      objects.type[i] != bushtype &&
525                      objects.type[i] != firetype) {
526                 colviewer = startpoint;
527                 coltarget = endpoint;
528                 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
529                     return i;
530             }
531         }
532     }
533
534     return -1;
535 }
536
537 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
538 {
539     static XYZ colpoint, colviewer, coltarget;
540     static float minx, minz, maxx, maxz, miny, maxy;
541     static int i; //FIXME: see below
542
543     minx = min(startpoint.x, endpoint.x) - 1;
544     miny = min(startpoint.y, endpoint.y) - 1;
545     minz = min(startpoint.z, endpoint.z) - 1;
546     maxx = max(startpoint.x, endpoint.x) + 1;
547     maxy = max(startpoint.y, endpoint.y) + 1;
548     maxz = max(startpoint.z, endpoint.z) + 1;
549
550     if (what != 1000) {
551         if (     objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
552                  objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
553                  objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
554                  objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
555                  objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
556                  objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
557             if (     objects.type[what] != treeleavestype &&
558                      objects.type[what] != bushtype &&
559                      objects.type[what] != firetype) {
560                 colviewer = startpoint;
561                 coltarget = endpoint;
562                 //FIXME: i/what
563                 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
564                     return i;
565             }
566         }
567     }
568
569     if (what == 1000)
570         if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
571             return 1000;
572
573     return -1;
574 }
575
576 void Setenvironment(int which)
577 {
578     LOGFUNC;
579
580     LOG(" Setting environment...");
581
582     float temptexdetail;
583     environment = which;
584
585     pause_sound(stream_snowtheme);
586     pause_sound(stream_grasstheme);
587     pause_sound(stream_deserttheme);
588     pause_sound(stream_wind);
589     pause_sound(stream_desertambient);
590
591
592     if (environment == snowyenvironment) {
593         windvector = 0;
594         windvector.z = 3;
595         if (ambientsound)
596             emit_stream_np(stream_wind);
597
598         objects.treetextureptr.load("Textures/SnowTree.png", 0);
599         objects.bushtextureptr.load("Textures/BushSnow.png", 0);
600         objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
601         objects.boxtextureptr.load("Textures/SnowBox.jpg", 1);
602
603         footstepsound = footstepsn1;
604         footstepsound2 = footstepsn2;
605         footstepsound3 = footstepst1;
606         footstepsound4 = footstepst2;
607
608         terraintexture.load("Textures/Snow.jpg", 1);
609         terraintexture2.load("Textures/Rock.jpg", 1);
610
611
612         temptexdetail = texdetail;
613         if (texdetail > 1)
614             texdetail = 4;
615         skybox->load(   "Textures/Skybox(snow)/Front.jpg",
616                         "Textures/Skybox(snow)/Left.jpg",
617                         "Textures/Skybox(snow)/Back.jpg",
618                         "Textures/Skybox(snow)/Right.jpg",
619                         "Textures/Skybox(snow)/Up.jpg",
620                         "Textures/Skybox(snow)/Down.jpg");
621
622
623
624
625         texdetail = temptexdetail;
626     } else if (environment == desertenvironment) {
627         windvector = 0;
628         windvector.z = 2;
629         objects.treetextureptr.load("Textures/DesertTree.png", 0);
630         objects.bushtextureptr.load("Textures/BushDesert.png", 0);
631         objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
632         objects.boxtextureptr.load("Textures/DesertBox.jpg", 1);
633
634
635         if (ambientsound)
636             emit_stream_np(stream_desertambient);
637
638         footstepsound = footstepsn1;
639         footstepsound2 = footstepsn2;
640         footstepsound3 = footstepsn1;
641         footstepsound4 = footstepsn2;
642
643         terraintexture.load("Textures/Sand.jpg", 1);
644         terraintexture2.load("Textures/SandSlope.jpg", 1);
645
646
647         temptexdetail = texdetail;
648         if (texdetail > 1)
649             texdetail = 4;
650         skybox->load(   "Textures/Skybox(sand)/Front.jpg",
651                         "Textures/Skybox(sand)/Left.jpg",
652                         "Textures/Skybox(sand)/Back.jpg",
653                         "Textures/Skybox(sand)/Right.jpg",
654                         "Textures/Skybox(sand)/Up.jpg",
655                         "Textures/Skybox(sand)/Down.jpg");
656
657
658
659
660         texdetail = temptexdetail;
661     } else if (environment == grassyenvironment) {
662         windvector = 0;
663         windvector.z = 2;
664         objects.treetextureptr.load("Textures/Tree.png", 0);
665         objects.bushtextureptr.load("Textures/Bush.png", 0);
666         objects.rocktextureptr.load("Textures/Boulder.jpg", 1);
667         objects.boxtextureptr.load("Textures/GrassBox.jpg", 1);
668
669         if (ambientsound)
670             emit_stream_np(stream_wind, 100.);
671
672         footstepsound = footstepgr1;
673         footstepsound2 = footstepgr2;
674         footstepsound3 = footstepst1;
675         footstepsound4 = footstepst2;
676
677         terraintexture.load("Textures/GrassDirt.jpg", 1);
678         terraintexture2.load("Textures/MossRock.jpg", 1);
679
680
681         temptexdetail = texdetail;
682         if (texdetail > 1)
683             texdetail = 4;
684         skybox->load(   "Textures/Skybox(grass)/Front.jpg",
685                         "Textures/Skybox(grass)/Left.jpg",
686                         "Textures/Skybox(grass)/Back.jpg",
687                         "Textures/Skybox(grass)/Right.jpg",
688                         "Textures/Skybox(grass)/Up.jpg",
689                         "Textures/Skybox(grass)/Down.jpg");
690
691
692
693         texdetail = temptexdetail;
694     }
695     temptexdetail = texdetail;
696     texdetail = 1;
697     terrain.load("Textures/HeightMap.png");
698
699     texdetail = temptexdetail;
700 }
701
702 void LoadCampaign()
703 {
704     if (!accountactive)
705         return;
706     ifstream ipstream(Folders::getResourcePath("Campaigns/" + accountactive->getCurrentCampaign() + ".txt"));
707     if (!ipstream.good()) {
708         if (accountactive->getCurrentCampaign() == "main") {
709             cerr << "Could not found main campaign!" << endl;
710             return;
711         }
712         cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
713         accountactive->setCurrentCampaign("main");
714         return LoadCampaign();
715     }
716     ipstream.ignore(256, ':');
717     int numlevels;
718     ipstream >> numlevels;
719     campaignlevels.clear();
720     for (int i = 0; i < numlevels; i++) {
721         CampaignLevel cl;
722         ipstream >> cl;
723         campaignlevels.push_back(cl);
724     }
725     ipstream.close();
726
727     ifstream test(Folders::getResourcePath("Textures/" + accountactive->getCurrentCampaign() + "/World.png"));
728     if (test.good()) {
729         Mainmenuitems[7].load("Textures/" + accountactive->getCurrentCampaign() + "/World.png", 0);
730     } else {
731         Mainmenuitems[7].load("Textures/World.png", 0);
732     }
733
734     if (accountactive->getCampaignChoicesMade() == 0) {
735         accountactive->setCampaignScore(0);
736         accountactive->resetFasttime();
737     }
738 }
739
740 vector<string> ListCampaigns()
741 {
742     errno = 0;
743     DIR *campaigns = opendir(Folders::getResourcePath("Campaigns").c_str());
744     struct dirent *campaign = NULL;
745     if (!campaigns) {
746         perror(("Problem while loading campaigns from " + Folders::getResourcePath("Campaigns")).c_str());
747         exit(EXIT_FAILURE);
748     }
749     vector<string> campaignNames;
750     while ((campaign = readdir(campaigns)) != NULL) {
751         string name(campaign->d_name);
752         if (name.length() < 5)
753             continue;
754         if (!name.compare(name.length() - 4, 4, ".txt")) {
755             campaignNames.push_back(name.substr(0, name.length() - 4));
756         }
757     }
758     closedir(campaigns);
759     return campaignNames;
760 }
761
762 void Game::Loadlevel(int which)
763 {
764     stealthloading = 0;
765     whichlevel = which;
766
767     if (which == -1) {
768         tutoriallevel = -1;
769         Loadlevel("tutorial");
770     } else if (which >= 0 && which <= 15) {
771         char buf[32];
772         snprintf(buf, 32, "map%d", which + 1); // challenges
773         Loadlevel(buf);
774     } else
775         Loadlevel("mapsave");
776 }
777
778 void Game::Loadlevel(const std::string& name)
779 {
780     int indemo; // FIXME this should be removed
781     int templength;
782     float lamefloat;
783
784     LOGFUNC;
785
786     LOG(std::string("Loading level...") + name);
787
788     if (!gameon)
789         visibleloading = 1;
790     if (stealthloading)
791         visibleloading = 0;
792     if (!stillloading)
793         loadtime = 0;
794     gamestarted = 1;
795
796     numenvsounds = 0;
797
798     if (tutoriallevel != -1)
799         tutoriallevel = 0;
800     else
801         tutoriallevel = 1;
802
803     if (tutoriallevel == 1)
804         tutorialstage = 0;
805     if (tutorialstage == 0) {
806         tutorialstagetime = 0;
807         tutorialmaxtime = 1;
808     }
809     pause_sound(whooshsound);
810     pause_sound(stream_firesound);
811
812     int mapvers;
813     FILE *tfile;
814     errno = 0;
815     tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
816
817     pause_sound(stream_firesound);
818     scoreadded = 0;
819     windialogue = false;
820     hostiletime = 0;
821     won = 0;
822
823     //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
824
825     Dialog::dialogs.clear();
826
827     Dialog::indialogue = -1;
828     cameramode = 0;
829
830     damagedealt = 0;
831     damagetaken = 0;
832
833     if (accountactive)
834         difficulty = accountactive->getDifficulty();
835
836     Hotspot::hotspots.clear();
837     Hotspot::current = -1;
838     bonustime = 1;
839
840     skyboxtexture = 1;
841     skyboxr = 1;
842     skyboxg = 1;
843     skyboxb = 1;
844
845     freeze = 0;
846     winfreeze = 0;
847
848     for (int i = 0; i < 100; i++)
849         bonusnum[i] = 0;
850
851     numfalls = 0;
852     numflipfail = 0;
853     numseen = 0;
854     numstaffattack = 0;
855     numswordattack = 0;
856     numknifeattack = 0;
857     numunarmedattack = 0;
858     numescaped = 0;
859     numflipped = 0;
860     numwallflipped = 0;
861     numthrowkill = 0;
862     numafterkill = 0;
863     numreversals = 0;
864     numattacks = 0;
865     maxalarmed = 0;
866     numresponded = 0;
867
868     bonustotal = startbonustotal;
869     bonus = 0;
870     gameon = 1;
871     changedelay = 0;
872     if (console) {
873         emit_sound_np(consolesuccesssound);
874         freeze = 0;
875         console = false;
876     }
877
878     if (!stealthloading) {
879         terrain.numdecals = 0;
880         Sprite::deleteSprites();
881         for (int i = 0; i < objects.numobjects; i++)
882             objects.model[i].numdecals = 0;
883
884         int j = objects.numobjects;
885         for (int i = 0; i < j; i++) {
886             objects.DeleteObject(0);
887             if (visibleloading)
888                 LoadingScreen();
889         }
890
891         for (int i = 0; i < subdivision; i++)
892             for (int j = 0; j < subdivision; j++)
893                 terrain.patchobjectnum[i][j] = 0;
894         if (visibleloading)
895             LoadingScreen();
896     }
897
898     weapons.clear();
899     Person::players.resize(1);
900
901     funpackf(tfile, "Bi", &mapvers);
902     if (mapvers >= 15)
903         funpackf(tfile, "Bi", &indemo);
904     else
905         indemo = 0;
906     if (mapvers >= 5)
907         funpackf(tfile, "Bi", &maptype);
908     else
909         maptype = mapkilleveryone;
910     if (mapvers >= 6)
911         funpackf(tfile, "Bi", &hostile);
912     else
913         hostile = 1;
914     if (mapvers >= 4)
915         funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
916     else {
917         viewdistance = 100;
918         fadestart = .6;
919     }
920     if (mapvers >= 2)
921         funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
922     else {
923         skyboxtexture = 1;
924         skyboxr = 1;
925         skyboxg = 1;
926         skyboxb = 1;
927     }
928     if (mapvers >= 10)
929         funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
930     else {
931         skyboxlightr = skyboxr;
932         skyboxlightg = skyboxg;
933         skyboxlightb = skyboxb;
934     }
935     /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
936     if (stealthloading) {
937         funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
938     } else {
939         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);
940     }
941     if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
942         for (int j = 0; j < Person::players[0]->num_weapons; j++) {
943             Person::players[0]->weaponids[j] = weapons.size();
944             int type;
945             funpackf(tfile, "Bi", &type);
946             weapons.push_back(Weapon(type, 0));
947         }
948
949     if (visibleloading)
950         LoadingScreen();
951
952     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
953     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
954     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
955     funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
956
957     funpackf(tfile, "Bi", &Person::players[0]->numclothes);
958
959     if (mapvers >= 9)
960         funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
961     else {
962         Person::players[0]->whichskin = 0;
963         Person::players[0]->creature = rabbittype;
964     }
965
966     Person::players[0]->lastattack = -1;
967     Person::players[0]->lastattack2 = -1;
968     Person::players[0]->lastattack3 = -1;
969
970     //dialogues
971     if (mapvers >= 8) {
972         Dialog::loadDialogs(tfile);
973     }
974
975     for (int k = 0; k < Person::players[0]->numclothes; k++) {
976         funpackf(tfile, "Bi", &templength);
977         for (int l = 0; l < templength; l++)
978             funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
979         Person::players[0]->clothes[k][templength] = '\0';
980         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
981     }
982
983     funpackf(tfile, "Bi", &environment);
984
985     funpackf(tfile, "Bi", &objects.numobjects);
986     for (int i = 0; i < objects.numobjects; i++) {
987         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]);
988         if (objects.type[i] == treeleavestype)
989             objects.scale[i] = objects.scale[i - 1];
990     }
991
992     if (mapvers >= 7) {
993         int numhotspots;
994         funpackf(tfile, "Bi", &numhotspots);
995         Hotspot::hotspots.resize(numhotspots);
996         for (int i = 0; i < Hotspot::hotspots.size(); i++) {
997             funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
998             funpackf(tfile, "Bi", &templength);
999             if (templength)
1000                 for (int l = 0; l < templength; l++)
1001                     funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
1002             Hotspot::hotspots[i].text[templength] = '\0';
1003             if (Hotspot::hotspots[i].type == -111)
1004                 indemo = 1;
1005         }
1006     } else {
1007         Hotspot::hotspots.clear();
1008     }
1009
1010     if (visibleloading)
1011         LoadingScreen();
1012
1013     if (!stealthloading) {
1014         objects.center = 0;
1015         for (int i = 0; i < objects.numobjects; i++)
1016             objects.center += objects.position[i];
1017         objects.center /= objects.numobjects;
1018
1019
1020         if (visibleloading)
1021             LoadingScreen();
1022
1023         float maxdistance = 0;
1024         float tempdist;
1025         for (int i = 0; i < objects.numobjects; i++) {
1026             tempdist = distsq(&objects.center, &objects.position[i]);
1027             if (tempdist > maxdistance) {
1028                 maxdistance = tempdist;
1029             }
1030         }
1031         objects.radius = fast_sqrt(maxdistance);
1032     }
1033
1034     if (visibleloading)
1035         LoadingScreen();
1036
1037     int numplayers;
1038     funpackf(tfile, "Bi", &numplayers);
1039     if (numplayers > maxplayers) {
1040         cout << "Warning: this level contains more players than allowed" << endl;
1041     }
1042     for (int i = 1; i < numplayers; i++) {
1043         unsigned j = 1;
1044         try {
1045             Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
1046             j++;
1047         } catch (InvalidPersonException e) {
1048         }
1049     }
1050     if (visibleloading)
1051         LoadingScreen();
1052
1053     funpackf(tfile, "Bi", &numpathpoints);
1054     if (numpathpoints > 30 || numpathpoints < 0)
1055         numpathpoints = 0;
1056     for (int j = 0; j < numpathpoints; j++) {
1057         funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
1058         for (int k = 0; k < numpathpointconnect[j]; k++) {
1059             funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1060         }
1061     }
1062     if (visibleloading)
1063         LoadingScreen();
1064
1065     funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
1066
1067     SetUpLighting();
1068     if (environment != oldenvironment)
1069         Setenvironment(environment);
1070     oldenvironment = environment;
1071
1072     if (!stealthloading) {
1073         int j = objects.numobjects;
1074         objects.numobjects = 0;
1075         for (int i = 0; i < j; i++) {
1076             objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
1077             if (visibleloading)
1078                 LoadingScreen();
1079         }
1080
1081         terrain.DoShadows();
1082         if (visibleloading)
1083             LoadingScreen();
1084         objects.DoShadows();
1085         if (visibleloading)
1086             LoadingScreen();
1087     }
1088
1089     fclose(tfile);
1090
1091     for (unsigned i = 0; i < Person::players.size(); i++) {
1092         if (visibleloading)
1093             LoadingScreen();
1094         if (i == 0) {
1095             Person::players[i]->burnt = 0;
1096             Person::players[i]->bled = 0;
1097             Person::players[i]->onfire = 0;
1098             Person::players[i]->scale = .2;
1099             if (mapvers < 9) {
1100                 Person::players[i]->creature = rabbittype;
1101             }
1102         }
1103         Person::players[i]->skeleton.free = 0;
1104
1105         Person::players[i]->skeletonLoad();
1106
1107         Person::players[i]->addClothes();
1108
1109         if (i == 0) {
1110             Person::players[i]->animCurrent = bounceidleanim;
1111             Person::players[i]->animTarget = bounceidleanim;
1112             Person::players[i]->frameCurrent = 0;
1113             Person::players[i]->frameTarget = 1;
1114             Person::players[i]->target = 0;
1115         }
1116         Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1117         if (difficulty == 0)
1118             Person::players[i]->speed -= .2;
1119         if (difficulty == 1)
1120             Person::players[i]->speed -= .1;
1121
1122         if (i == 0) {
1123             Person::players[i]->velocity = 0;
1124             Person::players[i]->oldcoords = Person::players[i]->coords;
1125             Person::players[i]->realoldcoords = Person::players[i]->coords;
1126
1127             Person::players[i]->id = i;
1128             Person::players[i]->updatedelay = 0;
1129             Person::players[i]->normalsupdatedelay = 0;
1130
1131             Person::players[i]->proportionhead = 1.2;
1132             Person::players[i]->proportionbody = 1.05;
1133             Person::players[i]->proportionarms = 1.00;
1134             Person::players[i]->proportionlegs = 1.1;
1135             Person::players[i]->proportionlegs.y = 1.05;
1136             Person::players[i]->headless = 0;
1137             Person::players[i]->currentoffset = 0;
1138             Person::players[i]->targetoffset = 0;
1139             if (Person::players[i]->creature == wolftype) {
1140                 Person::players[i]->scale = .23;
1141                 Person::players[i]->damagetolerance = 300;
1142             } else {
1143                 Person::players[i]->damagetolerance = 200;
1144             }
1145         }
1146
1147
1148         if (visibleloading)
1149             LoadingScreen();
1150
1151         if (cellophane) {
1152             Person::players[i]->proportionhead.z = 0;
1153             Person::players[i]->proportionbody.z = 0;
1154             Person::players[i]->proportionarms.z = 0;
1155             Person::players[i]->proportionlegs.z = 0;
1156         }
1157
1158         Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
1159
1160         if (i == 0) {
1161             Person::players[i]->headmorphness = 0;
1162             Person::players[i]->targetheadmorphness = 1;
1163             Person::players[i]->headmorphstart = 0;
1164             Person::players[i]->headmorphend = 0;
1165
1166             Person::players[i]->pausetime = 0;
1167
1168             Person::players[i]->dead = 0;
1169             Person::players[i]->jumppower = 5;
1170             Person::players[i]->damage = 0;
1171             Person::players[i]->permanentdamage = 0;
1172             Person::players[i]->superpermanentdamage = 0;
1173
1174             Person::players[i]->forwardkeydown = 0;
1175             Person::players[i]->leftkeydown = 0;
1176             Person::players[i]->backkeydown = 0;
1177             Person::players[i]->rightkeydown = 0;
1178             Person::players[i]->jumpkeydown = 0;
1179             Person::players[i]->crouchkeydown = 0;
1180             Person::players[i]->throwkeydown = 0;
1181
1182             Person::players[i]->collided = -10;
1183             Person::players[i]->loaded = 1;
1184             Person::players[i]->bloodloss = 0;
1185             Person::players[i]->weaponactive = -1;
1186             Person::players[i]->weaponstuck = -1;
1187             Person::players[i]->bleeding = 0;
1188             Person::players[i]->deathbleeding = 0;
1189             Person::players[i]->stunned = 0;
1190             Person::players[i]->hasvictim = 0;
1191             Person::players[i]->wentforweapon = 0;
1192         }
1193     }
1194
1195     Person::players[0]->aitype = playercontrolled;
1196
1197     if (difficulty == 1) {
1198         Person::players[0]->power = 1 / .9;
1199         Person::players[0]->damagetolerance = 250;
1200     } else if (difficulty == 0) {
1201         Person::players[0]->power = 1 / .8;
1202         Person::players[0]->damagetolerance = 300;
1203         Person::players[0]->armorhead *= 1.5;
1204         Person::players[0]->armorhigh *= 1.5;
1205         Person::players[0]->armorlow *= 1.5;
1206     }
1207
1208     cameraloc = Person::players[0]->coords;
1209     cameraloc.y += 5;
1210     yaw = Person::players[0]->yaw;
1211
1212     hawkcoords = Person::players[0]->coords;
1213     hawkcoords.y += 30;
1214
1215     if (visibleloading)
1216         LoadingScreen();
1217
1218     LOG("Starting background music...");
1219
1220     OPENAL_StopSound(OPENAL_ALL);
1221     if (ambientsound) {
1222         if (environment == snowyenvironment) {
1223             emit_stream_np(stream_wind);
1224         } else if (environment == desertenvironment) {
1225             emit_stream_np(stream_desertambient);
1226         } else if (environment == grassyenvironment) {
1227             emit_stream_np(stream_wind, 100.);
1228         }
1229     }
1230     oldmusicvolume[0] = 0;
1231     oldmusicvolume[1] = 0;
1232     oldmusicvolume[2] = 0;
1233     oldmusicvolume[3] = 0;
1234
1235     if (!firstload)
1236         firstload = 1;
1237
1238     leveltime = 0;
1239     visibleloading = 0;
1240 }
1241
1242 void doTutorial()
1243 {
1244     if (tutorialstagetime > tutorialmaxtime) {
1245         tutorialstage++;
1246         tutorialsuccess = 0;
1247         if (tutorialstage <= 1) {
1248             canattack = 0;
1249             cananger = 0;
1250             reversaltrain = 0;
1251         }
1252         switch (tutorialstage) {
1253         case 1:
1254             tutorialmaxtime = 5;
1255             break;
1256         case 2:
1257             tutorialmaxtime = 2;
1258             break;
1259         case 3:
1260             tutorialmaxtime = 600;
1261             break;
1262         case 4:
1263             tutorialmaxtime = 1000;
1264             break;
1265         case 5:
1266             tutorialmaxtime = 600;
1267             break;
1268         case 6:
1269             tutorialmaxtime = 600;
1270             break;
1271         case 7:
1272             tutorialmaxtime = 600;
1273             break;
1274         case 8:
1275             tutorialmaxtime = 600;
1276             break;
1277         case 9:
1278             tutorialmaxtime = 600;
1279             break;
1280         case 10:
1281             tutorialmaxtime = 2;
1282             break;
1283         case 11:
1284             tutorialmaxtime = 1000;
1285             break;
1286         case 12:
1287             tutorialmaxtime = 1000;
1288             break;
1289         case 13:
1290             tutorialmaxtime = 2;
1291             break;
1292         case 14: {
1293             tutorialmaxtime = 3;
1294
1295             XYZ temp, temp2;
1296
1297             temp.x = 1011;
1298             temp.y = 84;
1299             temp.z = 491;
1300             temp2.x = 1025;
1301             temp2.y = 75;
1302             temp2.z = 447;
1303
1304             Person::players[1]->coords = (temp + temp2) / 2;
1305
1306             emit_sound_at(fireendsound, Person::players[1]->coords);
1307
1308             for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
1309                 if (Random() % 2 == 0) {
1310                     if (!Person::players[1]->skeleton.free)
1311                         temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1312                     if (Person::players[1]->skeleton.free)
1313                         temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1314                     if (!Person::players[1]->skeleton.free)
1315                         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;
1316                     if (Person::players[1]->skeleton.free)
1317                         temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1318                     Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1319                 }
1320             }
1321         }
1322         break;
1323         case 15:
1324             tutorialmaxtime = 500;
1325             break;
1326         case 16:
1327             tutorialmaxtime = 500;
1328             break;
1329         case 17:
1330             tutorialmaxtime = 500;
1331             break;
1332         case 18:
1333             tutorialmaxtime = 500;
1334             break;
1335         case 19:
1336             tutorialstage = 20;
1337             break;
1338         case 20:
1339             tutorialmaxtime = 500;
1340             break;
1341         case 21:
1342             tutorialmaxtime = 500;
1343             if (bonus == cannon) {
1344                 bonus = Slicebonus;
1345                 againbonus = 1;
1346             } else
1347                 againbonus = 0;
1348             break;
1349         case 22:
1350             tutorialmaxtime = 500;
1351             break;
1352         case 23:
1353             tutorialmaxtime = 500;
1354             break;
1355         case 24:
1356             tutorialmaxtime = 500;
1357             break;
1358         case 25:
1359             tutorialmaxtime = 500;
1360             break;
1361         case 26:
1362             tutorialmaxtime = 2;
1363             break;
1364         case 27:
1365             tutorialmaxtime = 4;
1366             reversaltrain = 1;
1367             cananger = 1;
1368             Person::players[1]->aitype = attacktypecutoff;
1369             break;
1370         case 28:
1371             tutorialmaxtime = 400;
1372             break;
1373         case 29:
1374             tutorialmaxtime = 400;
1375             Person::players[0]->escapednum = 0;
1376             break;
1377         case 30:
1378             tutorialmaxtime = 4;
1379             reversaltrain = 0;
1380             cananger = 0;
1381             Person::players[1]->aitype = passivetype;
1382             break;
1383         case 31:
1384             tutorialmaxtime = 13;
1385             break;
1386         case 32:
1387             tutorialmaxtime = 8;
1388             break;
1389         case 33:
1390             tutorialmaxtime = 400;
1391             cananger = 1;
1392             canattack = 1;
1393             Person::players[1]->aitype = attacktypecutoff;
1394             break;
1395         case 34:
1396             tutorialmaxtime = 400;
1397             break;
1398         case 35:
1399             tutorialmaxtime = 400;
1400             break;
1401         case 36:
1402             tutorialmaxtime = 2;
1403             reversaltrain = 0;
1404             cananger = 0;
1405             Person::players[1]->aitype = passivetype;
1406             break;
1407         case 37:
1408             damagedealt = 0;
1409             damagetaken = 0;
1410             tutorialmaxtime = 50;
1411             cananger = 1;
1412             canattack = 1;
1413             Person::players[1]->aitype = attacktypecutoff;
1414             break;
1415         case 38:
1416             tutorialmaxtime = 4;
1417             canattack = 0;
1418             cananger = 0;
1419             Person::players[1]->aitype = passivetype;
1420             break;
1421         case 39: {
1422             XYZ temp, temp2;
1423
1424             temp.x = 1011;
1425             temp.y = 84;
1426             temp.z = 491;
1427             temp2.x = 1025;
1428             temp2.y = 75;
1429             temp2.z = 447;
1430
1431             Weapon w(knife, -1);
1432             w.position = (temp + temp2) / 2;
1433             w.tippoint = (temp + temp2) / 2;
1434
1435             w.velocity = 0.1;
1436             w.tipvelocity = 0.1;
1437             w.missed = 1;
1438             w.hitsomething = 0;
1439             w.freetime = 0;
1440             w.firstfree = 1;
1441             w.physics = 1;
1442
1443             weapons.push_back(w);
1444         }
1445         break;
1446         case 40:
1447             tutorialmaxtime = 300;
1448             break;
1449         case 41:
1450             tutorialmaxtime = 300;
1451             break;
1452         case 42:
1453             tutorialmaxtime = 8;
1454             break;
1455         case 43:
1456             tutorialmaxtime = 300;
1457             break;
1458         case 44:
1459             weapons[0].owner = 1;
1460             Person::players[0]->weaponactive = -1;
1461             Person::players[0]->num_weapons = 0;
1462             Person::players[1]->weaponactive = 0;
1463             Person::players[1]->num_weapons = 1;
1464             Person::players[1]->weaponids[0] = 0;
1465
1466             cananger = 1;
1467             canattack = 1;
1468             Person::players[1]->aitype = attacktypecutoff;
1469
1470             tutorialmaxtime = 300;
1471             break;
1472         case 45:
1473             weapons[0].owner = 1;
1474             Person::players[0]->weaponactive = -1;
1475             Person::players[0]->num_weapons = 0;
1476             Person::players[1]->weaponactive = 0;
1477             Person::players[1]->num_weapons = 1;
1478             Person::players[1]->weaponids[0] = 0;
1479
1480             tutorialmaxtime = 300;
1481             break;
1482         case 46:
1483             weapons[0].owner = 1;
1484             Person::players[0]->weaponactive = -1;
1485             Person::players[0]->num_weapons = 0;
1486             Person::players[1]->weaponactive = 0;
1487             Person::players[1]->num_weapons = 1;
1488             Person::players[1]->weaponids[0] = 0;
1489
1490             weapons[0].setType(sword);
1491
1492             tutorialmaxtime = 300;
1493             break;
1494         case 47: {
1495             tutorialmaxtime = 10;
1496
1497             XYZ temp, temp2;
1498
1499             temp.x = 1011;
1500             temp.y = 84;
1501             temp.z = 491;
1502             temp2.x = 1025;
1503             temp2.y = 75;
1504             temp2.z = 447;
1505
1506             Weapon w(sword, -1);
1507             w.position = (temp + temp2) / 2;
1508             w.tippoint = (temp + temp2) / 2;
1509
1510             w.velocity = 0.1;
1511             w.tipvelocity = 0.1;
1512             w.missed = 1;
1513             w.hitsomething = 0;
1514             w.freetime = 0;
1515             w.firstfree = 1;
1516             w.physics = 1;
1517
1518             weapons.push_back(w);
1519
1520             weapons[0].owner = 1;
1521             weapons[1].owner = 0;
1522             Person::players[0]->weaponactive = 0;
1523             Person::players[0]->num_weapons = 1;
1524             Person::players[0]->weaponids[0] = 1;
1525             Person::players[1]->weaponactive = 0;
1526             Person::players[1]->num_weapons = 1;
1527             Person::players[1]->weaponids[0] = 0;
1528
1529         }
1530         break;
1531         case 48:
1532             canattack = 0;
1533             cananger = 0;
1534             Person::players[1]->aitype = passivetype;
1535
1536             tutorialmaxtime = 15;
1537
1538             weapons[0].owner = 1;
1539             weapons[1].owner = 0;
1540             Person::players[0]->weaponactive = 0;
1541             Person::players[0]->num_weapons = 1;
1542             Person::players[0]->weaponids[0] = 1;
1543             Person::players[1]->weaponactive = 0;
1544             Person::players[1]->num_weapons = 1;
1545             Person::players[1]->weaponids[0] = 0;
1546
1547             if (Person::players[0]->weaponactive != -1)
1548                 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1549             else
1550                 weapons[0].setType(staff);
1551             break;
1552         case 49:
1553             canattack = 0;
1554             cananger = 0;
1555             Person::players[1]->aitype = passivetype;
1556
1557             tutorialmaxtime = 200;
1558
1559             weapons[1].position = 1000;
1560             weapons[1].tippoint = 1000;
1561
1562             weapons[0].setType(knife);
1563
1564             weapons[0].owner = 0;
1565             Person::players[1]->weaponactive = -1;
1566             Person::players[1]->num_weapons = 0;
1567             Person::players[0]->weaponactive = 0;
1568             Person::players[0]->num_weapons = 1;
1569             Person::players[0]->weaponids[0] = 0;
1570
1571             break;
1572         case 50: {
1573             tutorialmaxtime = 8;
1574
1575             XYZ temp, temp2;
1576             emit_sound_at(fireendsound, Person::players[1]->coords);
1577
1578             for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
1579                 if (Random() % 2 == 0) {
1580                     if (!Person::players[1]->skeleton.free)
1581                         temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1582                     if (Person::players[1]->skeleton.free)
1583                         temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1584                     if (!Person::players[1]->skeleton.free)
1585                         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;
1586                     if (Person::players[1]->skeleton.free)
1587                         temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1588                     Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1589                 }
1590             }
1591
1592             Person::players[1]->num_weapons = 0;
1593             Person::players[1]->weaponstuck = -1;
1594             Person::players[1]->weaponactive = -1;
1595
1596             weapons.clear();
1597         }
1598         break;
1599         case 51:
1600             tutorialmaxtime = 80000;
1601             break;
1602         default:
1603             break;
1604         }
1605         if (tutorialstage <= 51)
1606             tutorialstagetime = 0;
1607     }
1608
1609     //Tutorial success
1610     if (tutorialstagetime < tutorialmaxtime - 3) {
1611         switch (tutorialstage) {
1612         case 3:
1613             if (deltah || deltav)
1614                 tutorialsuccess += multiplier;
1615             break;
1616         case 4:
1617             if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1618                 tutorialsuccess += multiplier;
1619             break;
1620         case 5:
1621             if (Person::players[0]->jumpkeydown)
1622                 tutorialsuccess = 1;
1623             break;
1624         case 6:
1625             if (Person::players[0]->isCrouch())
1626                 tutorialsuccess = 1;
1627             break;
1628         case 7:
1629             if (Person::players[0]->animTarget == rollanim)
1630                 tutorialsuccess = 1;
1631             break;
1632         case 8:
1633             if (Person::players[0]->animTarget == sneakanim)
1634                 tutorialsuccess += multiplier;
1635             break;
1636         case 9:
1637             if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1638                 tutorialsuccess += multiplier;
1639             break;
1640         case 11:
1641             if (Person::players[0]->isWallJump())
1642                 tutorialsuccess = 1;
1643             break;
1644         case 12:
1645             if (Person::players[0]->animTarget == flipanim)
1646                 tutorialsuccess = 1;
1647             break;
1648         case 15:
1649             if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1650                 tutorialsuccess = 1;
1651             break;
1652         case 16:
1653             if (Person::players[0]->animTarget == winduppunchanim)
1654                 tutorialsuccess = 1;
1655             break;
1656         case 17:
1657             if (Person::players[0]->animTarget == spinkickanim)
1658                 tutorialsuccess = 1;
1659             break;
1660         case 18:
1661             if (Person::players[0]->animTarget == sweepanim)
1662                 tutorialsuccess = 1;
1663             break;
1664         case 19:
1665             if (Person::players[0]->animTarget == dropkickanim)
1666                 tutorialsuccess = 1;
1667             break;
1668         case 20:
1669             if (Person::players[0]->animTarget == rabbitkickanim)
1670                 tutorialsuccess = 1;
1671             break;
1672         case 21:
1673             if (bonus == cannon)
1674                 tutorialsuccess = 1;
1675             break;
1676         case 22:
1677             if (bonus == spinecrusher)
1678                 tutorialsuccess = 1;
1679             break;
1680         case 23:
1681             if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1682                 tutorialsuccess = 1;
1683             break;
1684         case 24:
1685             if (Person::players[0]->animTarget == rabbittacklinganim)
1686                 tutorialsuccess = 1;
1687             break;
1688         case 25:
1689             if (Person::players[0]->animTarget == backhandspringanim)
1690                 tutorialsuccess = 1;
1691             break;
1692         case 28:
1693             if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1694                 tutorialsuccess = 1;
1695             break;
1696         case 29:
1697             if (Person::players[0]->escapednum == 2) {
1698                 tutorialsuccess = 1;
1699                 reversaltrain = 0;
1700                 cananger = 0;
1701                 Person::players[1]->aitype = passivetype;
1702             }
1703             break;
1704         case 33:
1705             if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1706                 tutorialsuccess = 1;
1707             break;
1708         case 34:
1709             if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1710                 tutorialsuccess = 1;
1711             break;
1712         case 35:
1713             if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
1714                 tutorialsuccess = 1;
1715                 reversaltrain = 0;
1716                 cananger = 0;
1717                 Person::players[1]->aitype = passivetype;
1718             }
1719             break;
1720         case 40:
1721             if (Person::players[0]->num_weapons > 0)
1722                 tutorialsuccess = 1;
1723             break;
1724         case 41:
1725             if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1726                 tutorialsuccess = 1;
1727             break;
1728         case 43:
1729             if (Person::players[0]->animTarget == knifeslashstartanim)
1730                 tutorialsuccess = 1;
1731             break;
1732         case 44:
1733             if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1734                 tutorialsuccess = 1;
1735             break;
1736         case 45:
1737             if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1738                 tutorialsuccess = 1;
1739             break;
1740         case 46:
1741             if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1742                 tutorialsuccess = 1;
1743             break;
1744         case 49:
1745             if (Person::players[1]->weaponstuck != -1)
1746                 tutorialsuccess = 1;
1747             break;
1748         default:
1749             break;
1750         }
1751         if (tutorialsuccess >= 1)
1752             tutorialstagetime = tutorialmaxtime - 3;
1753
1754
1755         if (tutorialstagetime == tutorialmaxtime - 3) {
1756             emit_sound_np(consolesuccesssound);
1757         }
1758
1759         if (tutorialsuccess >= 1) {
1760             if (tutorialstage == 34 || tutorialstage == 35)
1761                 tutorialstagetime = tutorialmaxtime - 1;
1762         }
1763     }
1764
1765     if (tutorialstage < 14 || tutorialstage >= 50) {
1766         Person::players[1]->coords.y = 300;
1767         Person::players[1]->velocity = 0;
1768     }
1769 }
1770
1771 void doDebugKeys()
1772 {
1773     float headprop, bodyprop, armprop, legprop;
1774     if (!debugmode) {
1775         return;
1776     }
1777     if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1778         Person::players[0]->damagetolerance = 200000;
1779         Person::players[0]->damage = 0;
1780         Person::players[0]->burnt = 0;
1781         Person::players[0]->permanentdamage = 0;
1782         Person::players[0]->superpermanentdamage = 0;
1783     }
1784
1785     if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1786         environment++;
1787         if (environment > 2)
1788             environment = 0;
1789         Setenvironment(environment);
1790     }
1791
1792     if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1793         cameramode = !cameramode;
1794     }
1795
1796     if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1797         if (Person::players[0]->num_weapons > 0) {
1798             if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
1799                 weapons[Person::players[0]->weaponids[0]].setType(staff);
1800             else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
1801                 weapons[Person::players[0]->weaponids[0]].setType(knife);
1802             else
1803                 weapons[Person::players[0]->weaponids[0]].setType(sword);
1804         }
1805     }
1806
1807     if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1808         int closest = findClosestPlayer();
1809         if (closest >= 0) {
1810             if (Person::players[closest]->num_weapons) {
1811                 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
1812                     weapons[Person::players[closest]->weaponids[0]].setType(staff);
1813                 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
1814                     weapons[Person::players[closest]->weaponids[0]].setType(knife);
1815                 else
1816                     weapons[Person::players[closest]->weaponids[0]].setType(sword);
1817             }
1818             if (!Person::players[closest]->num_weapons) {
1819                 Person::players[closest]->weaponids[0] = weapons.size();
1820
1821                 weapons.push_back(Weapon(knife, closest));
1822
1823                 Person::players[closest]->num_weapons = 1;
1824             }
1825         }
1826     }
1827
1828     if (Input::isKeyDown(SDL_SCANCODE_U)) {
1829         int closest = findClosestPlayer();
1830         if (closest >= 0) {
1831             Person::players[closest]->yaw += multiplier * 50;
1832             Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1833         }
1834     }
1835
1836
1837     if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1838         int closest = findClosestPlayer();
1839         if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
1840             closest = 0;
1841
1842         if (closest >= 0) {
1843             Person::players[closest]->whichskin++;
1844             if (Person::players[closest]->whichskin > 9)
1845                 Person::players[closest]->whichskin = 0;
1846             if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1847                 Person::players[closest]->whichskin = 0;
1848
1849             Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1850                     &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1851         }
1852
1853         Person::players[closest]->addClothes();
1854     }
1855
1856     if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1857         int closest = findClosestPlayer();
1858         if (closest >= 0) {
1859             if (Person::players[closest]->creature == wolftype) {
1860                 headprop = Person::players[closest]->proportionhead.x / 1.1;
1861                 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1862                 armprop = Person::players[closest]->proportionarms.x / 1.1;
1863                 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1864             }
1865
1866             if (Person::players[closest]->creature == rabbittype) {
1867                 headprop = Person::players[closest]->proportionhead.x / 1.2;
1868                 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1869                 armprop = Person::players[closest]->proportionarms.x / 1.00;
1870                 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1871             }
1872
1873
1874             if (Person::players[closest]->creature == rabbittype) {
1875                 Person::players[closest]->creature = wolftype;
1876                 Person::players[closest]->whichskin = 0;
1877                 Person::players[closest]->skeletonLoad();
1878
1879                 Person::players[closest]->proportionhead = 1.1;
1880                 Person::players[closest]->proportionbody = 1.1;
1881                 Person::players[closest]->proportionarms = 1.1;
1882                 Person::players[closest]->proportionlegs = 1.1;
1883                 Person::players[closest]->proportionlegs.y = 1.1;
1884                 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1885
1886                 Person::players[closest]->damagetolerance = 300;
1887             } else {
1888                 Person::players[closest]->creature = rabbittype;
1889                 Person::players[closest]->whichskin = 0;
1890                 Person::players[closest]->skeletonLoad(true);
1891
1892                 Person::players[closest]->proportionhead = 1.2;
1893                 Person::players[closest]->proportionbody = 1.05;
1894                 Person::players[closest]->proportionarms = 1.00;
1895                 Person::players[closest]->proportionlegs = 1.1;
1896                 Person::players[closest]->proportionlegs.y = 1.05;
1897                 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1898
1899                 Person::players[closest]->damagetolerance = 200;
1900             }
1901
1902             if (Person::players[closest]->creature == wolftype) {
1903                 Person::players[closest]->proportionhead = 1.1 * headprop;
1904                 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1905                 Person::players[closest]->proportionarms = 1.1 * armprop;
1906                 Person::players[closest]->proportionlegs = 1.1 * legprop;
1907             }
1908
1909             if (Person::players[closest]->creature == rabbittype) {
1910                 Person::players[closest]->proportionhead = 1.2 * headprop;
1911                 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1912                 Person::players[closest]->proportionarms = 1.00 * armprop;
1913                 Person::players[closest]->proportionlegs = 1.1 * legprop;
1914                 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1915             }
1916
1917         }
1918     }
1919
1920     if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1921         slomo = 1 - slomo;
1922         slomodelay = 1000;
1923     }
1924
1925
1926     if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1927         int closest = -1;
1928         float closestdist = std::numeric_limits<float>::max();
1929
1930         for (unsigned i = 1; i < Person::players.size(); i++) {
1931             float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1932             if (!Person::players[i]->headless)
1933                 if (distance < closestdist) {
1934                     closestdist = distance;
1935                     closest = i;
1936                 }
1937         }
1938
1939         XYZ flatfacing2, flatvelocity2;
1940         XYZ blah;
1941         if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1942             blah = Person::players[closest]->coords;
1943             XYZ headspurtdirection;
1944             //int i = Person::players[closest]->skeleton.jointlabels[head];
1945             Joint& headjoint = Person::players[closest]->joint(head);
1946             for (int k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
1947                 if (!Person::players[closest]->skeleton.free)
1948                     flatvelocity2 = Person::players[closest]->velocity;
1949                 if (Person::players[closest]->skeleton.free)
1950                     flatvelocity2 = headjoint.velocity;
1951                 if (!Person::players[closest]->skeleton.free)
1952                     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;
1953                 if (Person::players[closest]->skeleton.free)
1954                     flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1955                 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1956                 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1957                 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1958                 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1959                 Normalise(&headspurtdirection);
1960                 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1961                 flatvelocity2 += headspurtdirection * 8;
1962                 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1963             }
1964             Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1965
1966             emit_sound_at(splattersound, blah);
1967             emit_sound_at(breaksound2, blah, 100.);
1968
1969             if (Person::players[closest]->skeleton.free == 2)
1970                 Person::players[closest]->skeleton.free = 0;
1971             Person::players[closest]->RagDoll(0);
1972             Person::players[closest]->dead = 2;
1973             Person::players[closest]->headless = 1;
1974             Person::players[closest]->DoBloodBig(3, 165);
1975
1976             camerashake += .3;
1977         }
1978     }
1979
1980     if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1981         int closest = findClosestPlayer();
1982         XYZ flatfacing2, flatvelocity2;
1983         XYZ blah;
1984         if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1985             blah = Person::players[closest]->coords;
1986             emit_sound_at(splattersound, blah);
1987             emit_sound_at(breaksound2, blah);
1988
1989             for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1990                 if (!Person::players[closest]->skeleton.free)
1991                     flatvelocity2 = Person::players[closest]->velocity;
1992                 if (Person::players[closest]->skeleton.free)
1993                     flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1994                 if (!Person::players[closest]->skeleton.free)
1995                     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;
1996                 if (Person::players[closest]->skeleton.free)
1997                     flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1998                 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1999                 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2000                 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2001                 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2002                 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2003                 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2004             }
2005
2006             for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
2007                 if (!Person::players[closest]->skeleton.free)
2008                     flatvelocity2 = Person::players[closest]->velocity;
2009                 if (Person::players[closest]->skeleton.free)
2010                     flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2011                 if (!Person::players[closest]->skeleton.free)
2012                     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;
2013                 if (Person::players[closest]->skeleton.free)
2014                     flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2015                 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2016                 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2017                 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2018                 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2019                 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
2020             }
2021
2022             for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
2023                 if (!Person::players[closest]->skeleton.free)
2024                     flatvelocity2 = Person::players[closest]->velocity;
2025                 if (Person::players[closest]->skeleton.free)
2026                     flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2027                 if (!Person::players[closest]->skeleton.free)
2028                     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;
2029                 if (Person::players[closest]->skeleton.free)
2030                     flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2031                 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2032                 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2033                 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2034                 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2035                 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2036             }
2037
2038             for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
2039                 if (!Person::players[closest]->skeleton.free)
2040                     flatvelocity2 = Person::players[closest]->velocity;
2041                 if (Person::players[closest]->skeleton.free)
2042                     flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2043                 if (!Person::players[closest]->skeleton.free)
2044                     flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
2045                 if (Person::players[closest]->skeleton.free)
2046                     flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2047                 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2048                 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2049                 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2050                 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2051                 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2052             }
2053
2054             XYZ temppos;
2055             for (unsigned j = 0; j < Person::players.size(); j++) {
2056                 if (int(j) != closest) {
2057                     if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2058                         Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2059                         if (Person::players[j]->skeleton.free == 2)
2060                             Person::players[j]->skeleton.free = 1;
2061                         Person::players[j]->skeleton.longdead = 0;
2062                         Person::players[j]->RagDoll(0);
2063                         for (int i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
2064                             temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2065                             if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2066                                 flatvelocity2 = temppos - Person::players[closest]->coords;
2067                                 Normalise(&flatvelocity2);
2068                                 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2069                             }
2070                         }
2071                     }
2072                 }
2073             }
2074
2075             Person::players[closest]->DoDamage(10000);
2076             Person::players[closest]->RagDoll(0);
2077             Person::players[closest]->dead = 2;
2078             Person::players[closest]->coords = 20;
2079             Person::players[closest]->skeleton.free = 2;
2080
2081             camerashake += .6;
2082
2083         }
2084     }
2085
2086     if (Input::isKeyPressed(SDL_SCANCODE_F)) {
2087         Person::players[0]->onfire = 1 - Person::players[0]->onfire;
2088         if (Person::players[0]->onfire) {
2089             Person::players[0]->CatchFire();
2090         }
2091         if (!Person::players[0]->onfire) {
2092             emit_sound_at(fireendsound, Person::players[0]->coords);
2093             pause_sound(stream_firesound);
2094         }
2095     }
2096
2097     if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2098         Person::players[0]->RagDoll(0);
2099
2100         emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
2101     }
2102
2103     if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2104         for (int i = 0; i < objects.numobjects; i++) {
2105             if (objects.type[i] == treeleavestype) {
2106                 objects.scale[i] *= .9;
2107             }
2108         }
2109     }
2110
2111     if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2112         editorenabled = !editorenabled;
2113         if (editorenabled) {
2114             Person::players[0]->damagetolerance = 100000;
2115         } else {
2116             Person::players[0]->damagetolerance = 200;
2117         }
2118         Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2119         Person::players[0]->permanentdamage = 0;
2120         Person::players[0]->superpermanentdamage = 0;
2121         Person::players[0]->bloodloss = 0;
2122         Person::players[0]->deathbleeding = 0;
2123     }
2124
2125     //skip level
2126     if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2127         targetlevel++;
2128         if (targetlevel > numchallengelevels - 1)
2129             targetlevel = 0;
2130         loading = 1;
2131         leveltime = 5;
2132     }
2133
2134     if (editorenabled) {
2135         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2136             int closest = findClosestPlayer();
2137             if (closest >= 0) {
2138                 Person::players.erase(Person::players.begin()+closest);
2139             }
2140         }
2141
2142         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2143             int closest = findClosestObject();
2144             if (closest >= 0)
2145                 objects.position[closest].y -= 500;
2146         }
2147
2148         if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2149             if (objects.numobjects < max_objects - 1) {
2150                 XYZ scenecoords;
2151                 scenecoords.x = Person::players[0]->coords.x;
2152                 scenecoords.z = Person::players[0]->coords.z;
2153                 scenecoords.y = Person::players[0]->coords.y - 3;
2154                 if (editortype == bushtype)
2155                     scenecoords.y = Person::players[0]->coords.y - .5;
2156                 if (editortype == firetype)
2157                     scenecoords.y = Person::players[0]->coords.y - .5;
2158                 //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360);
2159                 float temprotat, temprotat2;
2160                 temprotat = editoryaw;
2161                 temprotat2 = editorpitch;
2162                 if (temprotat < 0 || editortype == bushtype)
2163                     temprotat = Random() % 360;
2164                 if (temprotat2 < 0)
2165                     temprotat2 = Random() % 360;
2166
2167                 objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2168                 if (editortype == treetrunktype)
2169                     objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2170             }
2171         }
2172
2173         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2174             Person::players.push_back(shared_ptr<Person>(new Person()));
2175
2176             Person::players.back()->id = Person::players.size()-1;
2177
2178             Person::players.back()->scale = Person::players[0]->scale;
2179             Person::players.back()->creature = rabbittype;
2180             Person::players.back()->howactive = editoractive;
2181
2182             int k = abs(Random() % 2) + 1;
2183             if (k == 0) {
2184                 Person::players.back()->whichskin = 0;
2185             } else if (k == 1) {
2186                 Person::players.back()->whichskin = 1;
2187             } else {
2188                 Person::players.back()->whichskin = 2;
2189             }
2190
2191             Person::players.back()->skeletonLoad(true);
2192
2193             Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
2194             Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2195
2196             Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2197             Person::players.back()->yaw = Person::players[0]->yaw;
2198
2199             Person::players.back()->coords = Person::players[0]->coords;
2200             Person::players.back()->oldcoords = Person::players.back()->coords;
2201             Person::players.back()->realoldcoords = Person::players.back()->coords;
2202
2203             if (Person::players[0]->creature == wolftype) {
2204                 headprop = Person::players[0]->proportionhead.x / 1.1;
2205                 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2206                 armprop = Person::players[0]->proportionarms.x / 1.1;
2207                 legprop = Person::players[0]->proportionlegs.x / 1.1;
2208             }
2209
2210             if (Person::players[0]->creature == rabbittype) {
2211                 headprop = Person::players[0]->proportionhead.x / 1.2;
2212                 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2213                 armprop = Person::players[0]->proportionarms.x / 1.00;
2214                 legprop = Person::players[0]->proportionlegs.x / 1.1;
2215             }
2216
2217             if (Person::players.back()->creature == wolftype) {
2218                 Person::players.back()->proportionhead = 1.1 * headprop;
2219                 Person::players.back()->proportionbody = 1.1 * bodyprop;
2220                 Person::players.back()->proportionarms = 1.1 * armprop;
2221                 Person::players.back()->proportionlegs = 1.1 * legprop;
2222             }
2223
2224             if (Person::players.back()->creature == rabbittype) {
2225                 Person::players.back()->proportionhead = 1.2 * headprop;
2226                 Person::players.back()->proportionbody = 1.05 * bodyprop;
2227                 Person::players.back()->proportionarms = 1.00 * armprop;
2228                 Person::players.back()->proportionlegs = 1.1 * legprop;
2229                 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2230             }
2231
2232             if (cellophane) {
2233                 Person::players.back()->proportionhead.z = 0;
2234                 Person::players.back()->proportionbody.z = 0;
2235                 Person::players.back()->proportionarms.z = 0;
2236                 Person::players.back()->proportionlegs.z = 0;
2237             }
2238
2239             Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
2240
2241             Person::players.back()->damagetolerance = 200;
2242
2243             Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2244             Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2245             Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2246             Person::players.back()->armorhead = Person::players[0]->armorhead;
2247             Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2248             Person::players.back()->armorlow = Person::players[0]->armorlow;
2249             Person::players.back()->metalhead = Person::players[0]->metalhead;
2250             Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2251             Person::players.back()->metallow = Person::players[0]->metallow;
2252
2253             Person::players.back()->immobile = Person::players[0]->immobile;
2254
2255             Person::players.back()->numclothes = Person::players[0]->numclothes;
2256             for (int i = 0; i < Person::players.back()->numclothes; i++) {
2257                 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2258                 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2259                 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2260                 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2261             }
2262             Person::players.back()->addClothes();
2263
2264             Person::players.back()->power = Person::players[0]->power;
2265             Person::players.back()->speedmult = Person::players[0]->speedmult;
2266
2267             Person::players.back()->loaded = true;
2268         }
2269
2270         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2271             if (Person::players.back()->numwaypoints < 90) {
2272                 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2273                 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2274                 Person::players.back()->numwaypoints++;
2275             }
2276         }
2277
2278         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2279             if (numpathpoints < 30) {
2280                 bool connected, alreadyconnected;
2281                 connected = 0;
2282                 if (numpathpoints > 1)
2283                     for (int i = 0; i < numpathpoints; i++) {
2284                         if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2285                             alreadyconnected = 0;
2286                             for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2287                                 if (pathpointconnect[pathpointselected][j] == i)
2288                                     alreadyconnected = 1;
2289                             }
2290                             if (!alreadyconnected) {
2291                                 numpathpointconnect[pathpointselected]++;
2292                                 connected = 1;
2293                                 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2294                             }
2295                         }
2296                     }
2297                 if (!connected) {
2298                     numpathpoints++;
2299                     pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2300                     numpathpointconnect[numpathpoints - 1] = 0;
2301                     if (numpathpoints > 1 && pathpointselected != -1) {
2302                         numpathpointconnect[pathpointselected]++;
2303                         pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2304                     }
2305                     pathpointselected = numpathpoints - 1;
2306                 }
2307             }
2308         }
2309
2310         if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2311             pathpointselected++;
2312             if (pathpointselected >= numpathpoints)
2313                 pathpointselected = -1;
2314         }
2315         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2316             pathpointselected--;
2317             if (pathpointselected <= -2)
2318                 pathpointselected = numpathpoints - 1;
2319         }
2320         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2321             if (pathpointselected != -1) {
2322                 numpathpoints--;
2323                 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2324                 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2325                 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2326                     pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2327                 }
2328                 for (int i = 0; i < numpathpoints; i++) {
2329                     for (int j = 0; j < numpathpointconnect[i]; j++) {
2330                         if (pathpointconnect[i][j] == pathpointselected) {
2331                             pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2332                             numpathpointconnect[i]--;
2333                         }
2334                         if (pathpointconnect[i][j] == numpathpoints) {
2335                             pathpointconnect[i][j] = pathpointselected;
2336                         }
2337                     }
2338                 }
2339                 pathpointselected = numpathpoints - 1;
2340             }
2341         }
2342
2343         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2344             editortype--;
2345             if (editortype == treeleavestype || editortype == 10)
2346                 editortype--;
2347             if (editortype < 0)
2348                 editortype = firetype;
2349         }
2350
2351         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2352             editortype++;
2353             if (editortype == treeleavestype || editortype == 10)
2354                 editortype++;
2355             if (editortype > firetype)
2356                 editortype = 0;
2357         }
2358
2359         if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2360             editoryaw -= multiplier * 100;
2361             if (editoryaw < -.01)
2362                 editoryaw = -.01;
2363         }
2364
2365         if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2366             editoryaw += multiplier * 100;
2367         }
2368
2369         if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2370             editorsize += multiplier;
2371         }
2372
2373         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2374             editorsize -= multiplier;
2375             if (editorsize < .1)
2376                 editorsize = .1;
2377         }
2378
2379
2380         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2381             mapradius -= multiplier * 10;
2382         }
2383
2384         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2385             mapradius += multiplier * 10;
2386         }
2387         if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2388             editorpitch += multiplier * 100;
2389         }
2390
2391         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2392             editorpitch -= multiplier * 100;
2393             if (editorpitch < -.01)
2394                 editorpitch = -.01;
2395         }
2396         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2397             int closest = findClosestObject();
2398             if (closest >= 0)
2399                 objects.DeleteObject(closest);
2400         }
2401     }
2402 }
2403
2404 void doJumpReversals()
2405 {
2406     for (unsigned k = 0; k < Person::players.size(); k++)
2407         for (unsigned i = k; i < Person::players.size(); i++) {
2408             if (i == k)
2409                 continue;
2410             if (     Person::players[k]->skeleton.free == 0 &&
2411                      Person::players[i]->skeleton.oldfree == 0 &&
2412                      (Person::players[i]->animTarget == jumpupanim ||
2413                       Person::players[k]->animTarget == jumpupanim) &&
2414                      (Person::players[i]->aitype == playercontrolled ||
2415                       Person::players[k]->aitype == playercontrolled) &&
2416                      ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2417                       (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2418                 if (     distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2419                          distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2420                     //TODO: refactor two huge similar ifs
2421                     if (Person::players[i]->animTarget == jumpupanim &&
2422                             Person::players[k]->animTarget != getupfrombackanim &&
2423                             Person::players[k]->animTarget != getupfromfrontanim &&
2424                             Animation::animations[Person::players[k]->animTarget].height == middleheight &&
2425                             normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2426                             ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2427                              Person::players[k]->aitype != playercontrolled)) {
2428                         Person::players[i]->victim = Person::players[k];
2429                         Person::players[i]->velocity = 0;
2430                         Person::players[i]->animCurrent = jumpreversedanim;
2431                         Person::players[i]->animTarget = jumpreversedanim;
2432                         Person::players[i]->frameCurrent = 0;
2433                         Person::players[i]->frameTarget = 1;
2434                         Person::players[i]->targettilt2 = 0;
2435                         Person::players[k]->victim = Person::players[i];
2436                         Person::players[k]->velocity = 0;
2437                         Person::players[k]->animCurrent = jumpreversalanim;
2438                         Person::players[k]->animTarget = jumpreversalanim;
2439                         Person::players[k]->frameCurrent = 0;
2440                         Person::players[k]->frameTarget = 1;
2441                         Person::players[k]->targettilt2 = 0;
2442                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2443                             Person::players[i]->animCurrent = rabbitkickreversedanim;
2444                             Person::players[i]->animTarget = rabbitkickreversedanim;
2445                             Person::players[i]->frameCurrent = 1;
2446                             Person::players[i]->frameTarget = 2;
2447                             Person::players[k]->animCurrent = rabbitkickreversalanim;
2448                             Person::players[k]->animTarget = rabbitkickreversalanim;
2449                             Person::players[k]->frameCurrent = 1;
2450                             Person::players[k]->frameTarget = 2;
2451                         }
2452                         Person::players[i]->target = 0;
2453                         Person::players[k]->oldcoords = Person::players[k]->coords;
2454                         Person::players[i]->coords = Person::players[k]->coords;
2455                         Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2456                         Person::players[k]->yaw = Person::players[i]->targetyaw;
2457                         if (Person::players[k]->aitype == attacktypecutoff)
2458                             Person::players[k]->stunned = .5;
2459                     }
2460                     if (Person::players[k]->animTarget == jumpupanim &&
2461                             Person::players[i]->animTarget != getupfrombackanim &&
2462                             Person::players[i]->animTarget != getupfromfrontanim &&
2463                             Animation::animations[Person::players[i]->animTarget].height == middleheight &&
2464                             normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2465                             ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2466                              Person::players[i]->aitype != playercontrolled)) {
2467                         Person::players[k]->victim = Person::players[i];
2468                         Person::players[k]->velocity = 0;
2469                         Person::players[k]->animCurrent = jumpreversedanim;
2470                         Person::players[k]->animTarget = jumpreversedanim;
2471                         Person::players[k]->frameCurrent = 0;
2472                         Person::players[k]->frameTarget = 1;
2473                         Person::players[k]->targettilt2 = 0;
2474                         Person::players[i]->victim = Person::players[k];
2475                         Person::players[i]->velocity = 0;
2476                         Person::players[i]->animCurrent = jumpreversalanim;
2477                         Person::players[i]->animTarget = jumpreversalanim;
2478                         Person::players[i]->frameCurrent = 0;
2479                         Person::players[i]->frameTarget = 1;
2480                         Person::players[i]->targettilt2 = 0;
2481                         if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2482                             Person::players[k]->animTarget = rabbitkickreversedanim;
2483                             Person::players[k]->animCurrent = rabbitkickreversedanim;
2484                             Person::players[i]->animCurrent = rabbitkickreversalanim;
2485                             Person::players[i]->animTarget = rabbitkickreversalanim;
2486                             Person::players[k]->frameCurrent = 1;
2487                             Person::players[k]->frameTarget = 2;
2488                             Person::players[i]->frameCurrent = 1;
2489                             Person::players[i]->frameTarget = 2;
2490                         }
2491                         Person::players[k]->target = 0;
2492                         Person::players[i]->oldcoords = Person::players[i]->coords;
2493                         Person::players[k]->coords = Person::players[i]->coords;
2494                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2495                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2496                         if (Person::players[i]->aitype == attacktypecutoff)
2497                             Person::players[i]->stunned = .5;
2498                     }
2499                 }
2500             }
2501         }
2502 }
2503
2504 void doAerialAcrobatics()
2505 {
2506     static XYZ facing, flatfacing;
2507     for (unsigned k = 0; k < Person::players.size(); k++) {
2508         Person::players[k]->turnspeed = 500;
2509
2510         if ((Person::players[k]->isRun() &&
2511                 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2512                   Person::players[k]->targetyaw != wolfrunninganim) ||
2513                  Person::players[k]->frameTarget == 4)) ||
2514                 Person::players[k]->animTarget == removeknifeanim ||
2515                 Person::players[k]->animTarget == crouchremoveknifeanim ||
2516                 Person::players[k]->animTarget == flipanim ||
2517                 Person::players[k]->animTarget == fightsidestep ||
2518                 Person::players[k]->animTarget == walkanim) {
2519             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2520         }
2521
2522
2523         if (Person::players[k]->isStop() ||
2524                 Person::players[k]->isLanding() ||
2525                 Person::players[k]->animTarget == staggerbackhighanim ||
2526                 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2527                 Person::players[k]->animTarget == staggerbackhardanim ||
2528                 Person::players[k]->animTarget == backhandspringanim ||
2529                 Person::players[k]->animTarget == dodgebackanim ||
2530                 Person::players[k]->animTarget == rollanim ||
2531                 (Animation::animations[Person::players[k]->animTarget].attack &&
2532                  Person::players[k]->animTarget != rabbitkickanim &&
2533                  (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2534                  (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2535             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2536         }
2537
2538         if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2539             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2540         }
2541
2542         Person::players[k]->DoStuff();
2543         if (Person::players[k]->immobile && k != 0)
2544             Person::players[k]->coords = Person::players[k]->realoldcoords;
2545
2546         //if player's position has changed (?)
2547         if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2548                 !Person::players[k]->skeleton.free &&
2549                 Person::players[k]->animTarget != climbanim &&
2550                 Person::players[k]->animTarget != hanganim) {
2551             XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2552             int whichhit;
2553             bool tempcollide = 0;
2554
2555             if (Person::players[k]->collide < -.3)
2556                 Person::players[k]->collide = -.3;
2557             if (Person::players[k]->collide > 1)
2558                 Person::players[k]->collide = 1;
2559             Person::players[k]->collide -= multiplier * 30;
2560
2561             //clip to terrain
2562             Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2563
2564             for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2565                 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2566                 if (objects.type[i] != rocktype ||
2567                         objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2568                         objects.position[i].y > Person::players[k]->coords.y) {
2569                     lowpoint = Person::players[k]->coords;
2570                     if (Person::players[k]->animTarget != jumpupanim &&
2571                             Person::players[k]->animTarget != jumpdownanim &&
2572                             !Person::players[k]->isFlip())
2573                         lowpoint.y += 1.25;
2574                     else
2575                         lowpoint.y += 1.3;
2576                     if (     Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2577                              Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2578                         Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2579                     if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2580                         flatfacing = lowpoint - Person::players[k]->coords;
2581                         Person::players[k]->coords = lowpoint;
2582                         Person::players[k]->coords.y -= 1.3;
2583                         Person::players[k]->collide = 1;
2584                         tempcollide = 1;
2585                         //wall jumps
2586                         //TODO: refactor four similar blocks
2587                         if (Person::players[k]->aitype == playercontrolled &&
2588                                 (Person::players[k]->animTarget == jumpupanim ||
2589                                  Person::players[k]->animTarget == jumpdownanim ||
2590                                  Person::players[k]->isFlip()) &&
2591                                 !Person::players[k]->jumptogglekeydown &&
2592                                 Person::players[k]->jumpkeydown) {
2593                             lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2594                             XYZ tempcoords1 = lowpoint;
2595                             whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2596                             if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2597                                 Person::players[k]->setAnimation(walljumpleftanim);
2598                                 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2599                                 if (k == 0)
2600                                     pause_sound(whooshsound);
2601
2602                                 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2603                                 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2604                                 if (lowpointtarget.z < 0)
2605                                     Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2606                                 Person::players[k]->targetyaw = Person::players[k]->yaw;
2607                                 Person::players[k]->lowyaw = Person::players[k]->yaw;
2608                                 if (k == 0)
2609                                     numwallflipped++;
2610                             } else {
2611                                 lowpoint = tempcoords1;
2612                                 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2613                                 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2614                                 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2615                                     Person::players[k]->setAnimation(walljumprightanim);
2616                                     emit_sound_at(movewhooshsound, Person::players[k]->coords);
2617                                     if (k == 0)
2618                                         pause_sound(whooshsound);
2619
2620                                     lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2621                                     Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2622                                     if (lowpointtarget.z < 0)
2623                                         Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2624                                     Person::players[k]->targetyaw = Person::players[k]->yaw;
2625                                     Person::players[k]->lowyaw = Person::players[k]->yaw;
2626                                     if (k == 0)
2627                                         numwallflipped++;
2628                                 } else {
2629                                     lowpoint = tempcoords1;
2630                                     lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2631                                     whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2632                                     if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2633                                         Person::players[k]->setAnimation(walljumpbackanim);
2634                                         emit_sound_at(movewhooshsound, Person::players[k]->coords);
2635                                         if (k == 0)
2636                                             pause_sound(whooshsound);
2637
2638                                         lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2639                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2640                                         if (lowpointtarget.z < 0)
2641                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2642                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
2643                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
2644                                         if (k == 0)
2645                                             numwallflipped++;
2646                                     } else {
2647                                         lowpoint = tempcoords1;
2648                                         lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2649                                         whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2650                                         if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2651                                             Person::players[k]->setAnimation(walljumpfrontanim);
2652                                             emit_sound_at(movewhooshsound, Person::players[k]->coords);
2653                                             if (k == 0)
2654                                                 pause_sound(whooshsound);
2655
2656                                             lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2657                                             Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2658                                             if (lowpointtarget.z < 0)
2659                                                 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2660                                             Person::players[k]->yaw += 180;
2661                                             Person::players[k]->targetyaw = Person::players[k]->yaw;
2662                                             Person::players[k]->lowyaw = Person::players[k]->yaw;
2663                                             if (k == 0)
2664                                                 numwallflipped++;
2665                                         }
2666                                     }
2667                                 }
2668                             }
2669                         }
2670                     }
2671                 } else if (objects.type[i] == rocktype) {
2672                     lowpoint2 = Person::players[k]->coords;
2673                     lowpoint = Person::players[k]->coords;
2674                     lowpoint.y += 2;
2675                     if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2676                         Person::players[k]->coords = colpoint;
2677                         Person::players[k]->collide = 1;
2678                         tempcollide = 1;
2679
2680                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2681                             //flipped into a rock
2682                             if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
2683                                 Person::players[k]->RagDoll(0);
2684
2685                             if (Person::players[k]->animTarget == jumpupanim) {
2686                                 Person::players[k]->jumppower = -4;
2687                                 Person::players[k]->animTarget = Person::players[k]->getIdle();
2688                             }
2689                             Person::players[k]->target = 0;
2690                             Person::players[k]->frameTarget = 0;
2691                             Person::players[k]->onterrain = 1;
2692
2693                             if (Person::players[k]->id == 0) {
2694                                 pause_sound(whooshsound);
2695                                 OPENAL_SetVolume(channels[whooshsound], 0);
2696                             }
2697
2698                             //landing
2699                             if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2700                                 if (Person::players[k]->isFlip())
2701                                     Person::players[k]->jumppower = -4;
2702                                 Person::players[k]->animTarget = Person::players[k]->getLanding();
2703                                 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2704                                 if (k == 0) {
2705                                     addEnvSound(Person::players[k]->coords);
2706                                 }
2707                             }
2708                         }
2709                     }
2710                 }
2711             }
2712
2713             if (tempcollide)
2714                 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2715                     int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2716                     lowpoint = Person::players[k]->coords;
2717                     lowpoint.y += 1.35;
2718                     if (objects.type[i] != rocktype)
2719                         if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2720                             if (Person::players[k]->animTarget != jumpupanim &&
2721                                     Person::players[k]->animTarget != jumpdownanim &&
2722                                     Person::players[k]->onterrain)
2723                                 Person::players[k]->avoidcollided = 1;
2724                             Person::players[k]->coords = lowpoint;
2725                             Person::players[k]->coords.y -= 1.35;
2726                             Person::players[k]->collide = 1;
2727
2728                             if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2729                                     (Person::players[k]->animCurrent != climbanim &&
2730                                      Person::players[k]->animCurrent != hanganim &&
2731                                      !Person::players[k]->isWallJump() ||
2732                                      Person::players[k]->animTarget == jumpupanim ||
2733                                      Person::players[k]->animTarget == jumpdownanim)) {
2734                                 lowpoint = Person::players[k]->coords;
2735                                 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
2736                                 lowpoint = Person::players[k]->coords;
2737                                 lowpoint.y += .05;
2738                                 facing = 0;
2739                                 facing.z = -1;
2740                                 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2741                                 lowpointtarget = lowpoint + facing * 1.4;
2742                                 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2743                                 if (whichhit != -1) {
2744                                     lowpoint = Person::players[k]->coords;
2745                                     lowpoint.y += .1;
2746                                     lowpointtarget = lowpoint + facing * 1.4;
2747                                     lowpoint2 = lowpoint;
2748                                     lowpointtarget2 = lowpointtarget;
2749                                     lowpoint3 = lowpoint;
2750                                     lowpointtarget3 = lowpointtarget;
2751                                     lowpoint4 = lowpoint;
2752                                     lowpointtarget4 = lowpointtarget;
2753                                     lowpoint5 = lowpoint;
2754                                     lowpointtarget5 = lowpointtarget;
2755                                     lowpoint6 = lowpoint;
2756                                     lowpointtarget6 = lowpointtarget;
2757                                     lowpoint7 = lowpoint;
2758                                     lowpointtarget7 = lowpoint;
2759                                     lowpoint2.x += .1;
2760                                     lowpointtarget2.x += .1;
2761                                     lowpoint3.z += .1;
2762                                     lowpointtarget3.z += .1;
2763                                     lowpoint4.x -= .1;
2764                                     lowpointtarget4.x -= .1;
2765                                     lowpoint5.z -= .1;
2766                                     lowpointtarget5.z -= .1;
2767                                     lowpoint6.y += 45 / 13;
2768                                     lowpointtarget6.y += 45 / 13;
2769                                     lowpointtarget6 += facing * .6;
2770                                     lowpointtarget7.y += 90 / 13;
2771                                     whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2772                                     if (objects.friction[i] > .5)
2773                                         if (whichhit != -1) {
2774                                             if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
2775                                                 Person::players[k]->collided = 1;
2776                                             if (checkcollide(lowpoint7, lowpointtarget7) == -1)
2777                                                 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
2778                                                     if (     objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
2779                                                              &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2780                                                              objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
2781                                                                      &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2782                                                              objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
2783                                                                      &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2784                                                              objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
2785                                                                      &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
2786                                                         for (int j = 0; j < 45; j++) {
2787                                                             lowpoint = Person::players[k]->coords;
2788                                                             lowpoint.y += (float)j / 13;
2789                                                             lowpointtarget = lowpoint + facing * 1.4;
2790                                                             if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
2791                                                                                                    &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
2792                                                                 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
2793                                                                     break;
2794                                                                 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2795                                                                     lowpoint = Person::players[k]->coords;
2796                                                                     lowpoint.y += (float)j / 13;
2797                                                                     lowpointtarget = lowpoint + facing * 1.3;
2798                                                                     flatfacing = Person::players[k]->coords;
2799                                                                     Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
2800                                                                     Person::players[k]->coords.y = lowpointtarget.y - .07;
2801                                                                     Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2802
2803                                                                     if (j > 10 || !Person::players[k]->isRun()) {
2804                                                                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2805                                                                             if (k == 0)
2806                                                                                 pause_sound(whooshsound);
2807                                                                         }
2808                                                                         emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2809
2810                                                                         lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2811                                                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2812                                                                         if (lowpointtarget.z < 0)
2813                                                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2814                                                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
2815                                                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
2816
2817                                                                         //Person::players[k]->velocity=lowpointtarget*.03;
2818                                                                         Person::players[k]->velocity = 0;
2819
2820                                                                         //climb ledge (?)
2821                                                                         if (Person::players[k]->animTarget == jumpupanim) {
2822                                                                             Person::players[k]->animTarget = climbanim;
2823                                                                             Person::players[k]->jumppower = 0;
2824                                                                             Person::players[k]->jumpclimb = 1;
2825                                                                         }
2826                                                                         Person::players[k]->transspeed = 6;
2827                                                                         Person::players[k]->target = 0;
2828                                                                         Person::players[k]->frameTarget = 1;
2829                                                                         //hang ledge (?)
2830                                                                         if (j > 25) {
2831                                                                             Person::players[k]->setAnimation(hanganim);
2832                                                                             Person::players[k]->jumppower = 0;
2833                                                                         }
2834                                                                     }
2835                                                                     break;
2836                                                                 }
2837                                                             }
2838                                                         }
2839                                         }
2840                                 }
2841                             }
2842                         }
2843                 }
2844             if (Person::players[k]->collide <= 0) {
2845                 //in the air
2846                 if (!Person::players[k]->onterrain &&
2847                         Person::players[k]->animTarget != jumpupanim &&
2848                         Person::players[k]->animTarget != jumpdownanim &&
2849                         Person::players[k]->animTarget != climbanim &&
2850                         Person::players[k]->animTarget != hanganim &&
2851                         !Person::players[k]->isWallJump() &&
2852                         !Person::players[k]->isFlip()) {
2853                     if (Person::players[k]->animCurrent != climbanim &&
2854                             Person::players[k]->animCurrent != tempanim &&
2855                             Person::players[k]->animTarget != backhandspringanim &&
2856                             (Person::players[k]->animTarget != rollanim ||
2857                              Person::players[k]->frameTarget < 2 ||
2858                              Person::players[k]->frameTarget > 6)) {
2859                         //stagger off ledge (?)
2860                         if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2861                             Person::players[k]->RagDoll(0);
2862                         Person::players[k]->setAnimation(jumpdownanim);
2863
2864                         if (!k)
2865                             emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2866                     }
2867                     //gravity
2868                     Person::players[k]->velocity.y += gravity;
2869                 }
2870             }
2871         }
2872         Person::players[k]->realoldcoords = Person::players[k]->coords;
2873     }
2874 }
2875
2876 void doAttacks()
2877 {
2878     static int randattack;
2879     static bool playerrealattackkeydown = 0;
2880
2881     if (!Input::isKeyDown(attackkey))
2882         oldattackkey = 0;
2883     if (oldattackkey)
2884         Person::players[0]->attackkeydown = 0;
2885     if (oldattackkey)
2886         playerrealattackkeydown = 0;
2887     if (!oldattackkey)
2888         playerrealattackkeydown = Input::isKeyDown(attackkey);
2889     if ((Person::players[0]->parriedrecently <= 0 ||
2890             Person::players[0]->weaponactive == -1) &&
2891             (!oldattackkey ||
2892              (realthreat &&
2893               Person::players[0]->lastattack != swordslashanim &&
2894               Person::players[0]->lastattack != knifeslashstartanim &&
2895               Person::players[0]->lastattack != staffhitanim &&
2896               Person::players[0]->lastattack != staffspinhitanim)))
2897         Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2898     if (Input::isKeyDown(attackkey) &&
2899             !oldattackkey &&
2900             !Person::players[0]->backkeydown) {
2901         for (unsigned k = 0; k < Person::players.size(); k++) {
2902             if ((Person::players[k]->animTarget == swordslashanim ||
2903                     Person::players[k]->animTarget == staffhitanim ||
2904                     Person::players[k]->animTarget == staffspinhitanim) &&
2905                     Person::players[0]->animCurrent != dodgebackanim &&
2906                     !Person::players[k]->skeleton.free)
2907                 Person::players[k]->Reverse();
2908         }
2909     }
2910
2911     if (!hostile || Dialog::inDialog())
2912         Person::players[0]->attackkeydown = 0;
2913
2914     for (unsigned k = 0; k < Person::players.size(); k++) {
2915         if (Dialog::inDialog())
2916             Person::players[k]->attackkeydown = 0;
2917         if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2918             if (Person::players[k]->aitype != playercontrolled)
2919                 Person::players[k]->victim = Person::players[0];
2920             //attack key pressed
2921             if (Person::players[k]->attackkeydown) {
2922                 //dodge backward
2923                 if (Person::players[k]->backkeydown &&
2924                         Person::players[k]->animTarget != backhandspringanim &&
2925                         (Person::players[k]->isIdle() ||
2926                          Person::players[k]->isStop() ||
2927                          Person::players[k]->isRun() ||
2928                          Person::players[k]->animTarget == walkanim)) {
2929                     if (Person::players[k]->jumppower <= 1) {
2930                         Person::players[k]->jumppower -= 2;
2931                     } else {
2932                         for (unsigned i = 0; i < Person::players.size(); i++) {
2933                             if (i == k)
2934                                 continue;
2935                             if (Person::players[i]->animTarget == swordslashanim ||
2936                                     Person::players[i]->animTarget == knifeslashstartanim ||
2937                                     Person::players[i]->animTarget == staffhitanim ||
2938                                     Person::players[i]->animTarget == staffspinhitanim)
2939                                 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2940                                     Person::players[k]->setAnimation(dodgebackanim);
2941                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2942                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2943                                 }
2944                         }
2945                         if (Person::players[k]->animTarget != dodgebackanim) {
2946                             if (k == 0)
2947                                 numflipped++;
2948                             Person::players[k]->setAnimation(backhandspringanim);
2949                             Person::players[k]->targetyaw = -yaw + 180;
2950                             if (Person::players[k]->leftkeydown)
2951                                 Person::players[k]->targetyaw -= 45;
2952                             if (Person::players[k]->rightkeydown)
2953                                 Person::players[k]->targetyaw += 45;
2954                             Person::players[k]->yaw = Person::players[k]->targetyaw;
2955                             Person::players[k]->jumppower -= 2;
2956                         }
2957                     }
2958                 }
2959                 //attack
2960                 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2961                         !Person::players[k]->backkeydown &&
2962                         (Person::players[k]->isIdle() ||
2963                          Person::players[k]->isRun() ||
2964                          Person::players[k]->animTarget == walkanim ||
2965                          Person::players[k]->animTarget == sneakanim ||
2966                          Person::players[k]->isCrouch())) {
2967                     const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2968                     //normal attacks (?)
2969                     Person::players[k]->hasvictim = 0;
2970                     if (Person::players.size() > 1)
2971                         for (unsigned i = 0; i < Person::players.size(); i++) {
2972                             if (i == k || !(k == 0 || i == 0))
2973                                 continue;
2974                             if (!Person::players[k]->hasvictim)
2975                                 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2976                                     //choose an attack
2977                                     const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2978                                     if (distance < 4.5 &&
2979                                             !Person::players[i]->skeleton.free &&
2980                                             Person::players[i]->howactive < typedead1 &&
2981                                             Person::players[i]->animTarget != jumpreversedanim &&
2982                                             Person::players[i]->animTarget != rabbitkickreversedanim &&
2983                                             Person::players[i]->animTarget != rabbitkickanim &&
2984                                             Person::players[k]->animTarget != rabbitkickanim &&
2985                                             Person::players[i]->animTarget != getupfrombackanim &&
2986                                             (Person::players[i]->animTarget != staggerbackhighanim &&
2987                                              (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2988                                             Person::players[i]->animTarget != jumpdownanim &&
2989                                             Person::players[i]->animTarget != jumpupanim &&
2990                                             Person::players[i]->animTarget != getupfromfrontanim) {
2991                                         Person::players[k]->victim = Person::players[i];
2992                                         Person::players[k]->hasvictim = 1;
2993                                         if (Person::players[k]->aitype == playercontrolled) { //human player
2994                                             //sweep
2995                                             if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2996                                                     Person::players[k]->crouchkeydown &&
2997                                                     Animation::animations[Person::players[i]->animTarget].height != lowheight)
2998                                                 Person::players[k]->animTarget = sweepanim;
2999                                             //winduppunch
3000                                             else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3001                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3002                                                      !Person::players[k]->forwardkeydown &&
3003                                                      !Person::players[k]->leftkeydown &&
3004                                                      !Person::players[k]->rightkeydown &&
3005                                                      !Person::players[k]->crouchkeydown &&
3006                                                      !attackweapon &&
3007                                                      !reversaltrain)
3008                                                 Person::players[k]->animTarget = winduppunchanim;
3009                                             //upunch
3010                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3011                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3012                                                      !Person::players[k]->forwardkeydown &&
3013                                                      !Person::players[k]->leftkeydown &&
3014                                                      !Person::players[k]->rightkeydown &&
3015                                                      !Person::players[k]->crouchkeydown &&
3016                                                      !attackweapon)
3017                                                 Person::players[k]->animTarget = upunchanim;
3018                                             //knifefollow
3019                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3020                                                      Person::players[i]->staggerdelay > 0 &&
3021                                                      attackweapon == knife &&
3022                                                      Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3023                                                 Person::players[k]->animTarget = knifefollowanim;
3024                                             //knifeslashstart
3025                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3026                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3027                                                      !Person::players[k]->forwardkeydown &&
3028                                                      !Person::players[k]->leftkeydown &&
3029                                                      !Person::players[k]->rightkeydown &&
3030                                                      !Person::players[k]->crouchkeydown &&
3031                                                      attackweapon == knife &&
3032                                                      Person::players[k]->weaponmissdelay <= 0)
3033                                                 Person::players[k]->animTarget = knifeslashstartanim;
3034                                             //swordslash
3035                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3036                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3037                                                      !Person::players[k]->crouchkeydown &&
3038                                                      attackweapon == sword &&
3039                                                      Person::players[k]->weaponmissdelay <= 0)
3040                                                 Person::players[k]->animTarget = swordslashanim;
3041                                             //staffhit
3042                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3043                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3044                                                      !Person::players[k]->crouchkeydown &&
3045                                                      attackweapon == staff &&
3046                                                      Person::players[k]->weaponmissdelay <= 0 &&
3047                                                      !Person::players[k]->leftkeydown &&
3048                                                      !Person::players[k]->rightkeydown &&
3049                                                      !Person::players[k]->forwardkeydown)
3050                                                 Person::players[k]->animTarget = staffhitanim;
3051                                             //staffspinhit
3052                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3053                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3054                                                      !Person::players[k]->crouchkeydown &&
3055                                                      attackweapon == staff &&
3056                                                      Person::players[k]->weaponmissdelay <= 0)
3057                                                 Person::players[k]->animTarget = staffspinhitanim;
3058                                             //spinkick
3059                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3060                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight)
3061                                                 Person::players[k]->animTarget = spinkickanim;
3062                                             //lowkick
3063                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3064                                                      Animation::animations[Person::players[i]->animTarget].height == lowheight &&
3065                                                      Animation::animations[Person::players[k]->animTarget].attack != normalattack)
3066                                                 Person::players[k]->animTarget = lowkickanim;
3067                                         } else { //AI player
3068                                             if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3069                                                 randattack = abs(Random() % 5);
3070                                                 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3071                                                     //sweep
3072                                                     if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
3073                                                         Person::players[k]->animTarget = sweepanim;
3074                                                     //upunch
3075                                                     else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3076                                                              !attackweapon)
3077                                                         Person::players[k]->animTarget = upunchanim;
3078                                                     //spinkick
3079                                                     else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
3080                                                         Person::players[k]->animTarget = spinkickanim;
3081                                                     //lowkick
3082                                                     else if (Animation::animations[Person::players[i]->animTarget].height == lowheight)
3083                                                         Person::players[k]->animTarget = lowkickanim;
3084                                                 }
3085                                                 if (attackweapon) {
3086                                                     //sweep
3087                                                     if ((tutoriallevel != 1 || !attackweapon) &&
3088                                                             distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3089                                                             randattack == 0 &&
3090                                                             Animation::animations[Person::players[i]->animTarget].height != lowheight)
3091                                                         Person::players[k]->animTarget = sweepanim;
3092                                                     //knifeslashstart
3093                                                     else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3094                                                              attackweapon == knife &&
3095                                                              Person::players[k]->weaponmissdelay <= 0)
3096                                                         Person::players[k]->animTarget = knifeslashstartanim;
3097                                                     //swordslash
3098                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
3099                                                                Person::players[0]->hasvictim &&
3100                                                                Person::players[0]->animTarget == swordslashanim) &&
3101                                                              attackweapon == sword &&
3102                                                              Person::players[k]->weaponmissdelay <= 0)
3103                                                         Person::players[k]->animTarget = swordslashanim;
3104                                                     //staffhit
3105                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
3106                                                                Person::players[0]->hasvictim &&
3107                                                                Person::players[0]->animTarget == swordslashanim) &&
3108                                                              attackweapon == staff &&
3109                                                              Person::players[k]->weaponmissdelay <= 0 &&
3110                                                              randattack < 3)
3111                                                         Person::players[k]->animTarget = staffhitanim;
3112                                                     //staffspinhit
3113                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
3114                                                                Person::players[0]->hasvictim &&
3115                                                                Person::players[0]->animTarget == swordslashanim) &&
3116                                                              attackweapon == staff &&
3117                                                              Person::players[k]->weaponmissdelay <= 0 &&
3118                                                              randattack >= 3)
3119                                                         Person::players[k]->animTarget = staffspinhitanim;
3120                                                     //spinkick
3121                                                     else if ((tutoriallevel != 1 || !attackweapon) &&
3122                                                              distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3123                                                              randattack == 1 &&
3124                                                              Animation::animations[Person::players[i]->animTarget].height != lowheight)
3125                                                         Person::players[k]->animTarget = spinkickanim;
3126                                                     //lowkick
3127                                                     else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3128                                                              Animation::animations[Person::players[i]->animTarget].height == lowheight &&
3129                                                              Animation::animations[Person::players[k]->animTarget].attack != normalattack)
3130                                                         Person::players[k]->animTarget = lowkickanim;
3131                                                 }
3132                                             }
3133                                         }
3134                                         //upunch becomes wolfslap
3135                                         if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3136                                             Person::players[k]->animTarget = wolfslapanim;
3137                                     }
3138                                     //sneak attacks
3139                                     if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3140                                             Person::players[i]->howactive < typedead1 &&
3141                                             distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3142                                             !Person::players[i]->skeleton.free &&
3143                                             Person::players[i]->animTarget != getupfrombackanim &&
3144                                             Person::players[i]->animTarget != getupfromfrontanim &&
3145                                             (Person::players[i]->surprised > 0 ||
3146                                              Person::players[i]->aitype == passivetype ||
3147                                              attackweapon && Person::players[i]->stunned > 0) &&
3148                                             normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3149                                         //sneakattack
3150                                         if (!attackweapon) {
3151                                             Person::players[k]->animCurrent = sneakattackanim;
3152                                             Person::players[k]->animTarget = sneakattackanim;
3153                                             Person::players[i]->animCurrent = sneakattackedanim;
3154                                             Person::players[i]->animTarget = sneakattackedanim;
3155                                             Person::players[k]->oldcoords = Person::players[k]->coords;
3156                                             Person::players[k]->coords = Person::players[i]->coords;
3157                                         }
3158                                         //knifesneakattack
3159                                         if (attackweapon == knife) {
3160                                             Person::players[k]->animCurrent = knifesneakattackanim;
3161                                             Person::players[k]->animTarget = knifesneakattackanim;
3162                                             Person::players[i]->animCurrent = knifesneakattackedanim;
3163                                             Person::players[i]->animTarget = knifesneakattackedanim;
3164                                             Person::players[i]->oldcoords = Person::players[i]->coords;
3165                                             Person::players[i]->coords = Person::players[k]->coords;
3166                                         }
3167                                         //swordsneakattack
3168                                         if (attackweapon == sword) {
3169                                             Person::players[k]->animCurrent = swordsneakattackanim;
3170                                             Person::players[k]->animTarget = swordsneakattackanim;
3171                                             Person::players[i]->animCurrent = swordsneakattackedanim;
3172                                             Person::players[i]->animTarget = swordsneakattackedanim;
3173                                             Person::players[i]->oldcoords = Person::players[i]->coords;
3174                                             Person::players[i]->coords = Person::players[k]->coords;
3175                                         }
3176                                         if (attackweapon != staff) {
3177                                             Person::players[k]->victim = Person::players[i];
3178                                             Person::players[k]->hasvictim = 1;
3179                                             Person::players[i]->targettilt2 = 0;
3180                                             Person::players[i]->frameTarget = 1;
3181                                             Person::players[i]->frameCurrent = 0;
3182                                             Person::players[i]->target = 0;
3183                                             Person::players[i]->velocity = 0;
3184                                             Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3185                                             Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3186                                             Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3187                                             Person::players[k]->target = Person::players[i]->target;
3188                                             Person::players[k]->velocity = 0;
3189                                             Person::players[k]->targetyaw = Person::players[i]->yaw;
3190                                             Person::players[k]->yaw = Person::players[i]->yaw;
3191                                             Person::players[i]->targetyaw = Person::players[i]->yaw;
3192                                         }
3193                                     }
3194                                     if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
3195                                             Person::players[k]->victim == Person::players[i] &&
3196                                             (!Person::players[i]->skeleton.free)) {
3197                                         oldattackkey = 1;
3198                                         Person::players[k]->frameTarget = 0;
3199                                         Person::players[k]->target = 0;
3200
3201                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3202                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3203                                         Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3204                                         Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3205                                         Person::players[k]->lastattack = Person::players[k]->animTarget;
3206                                     }
3207                                     if (Person::players[k]->animTarget == knifefollowanim &&
3208                                             Person::players[k]->victim == Person::players[i]) {
3209                                         oldattackkey = 1;
3210                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3211                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3212                                         Person::players[k]->victim = Person::players[i];
3213                                         Person::players[k]->hasvictim = 1;
3214                                         Person::players[i]->animTarget = knifefollowedanim;
3215                                         Person::players[i]->animCurrent = knifefollowedanim;
3216                                         Person::players[i]->targettilt2 = 0;
3217                                         Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3218                                         Person::players[i]->frameTarget = 1;
3219                                         Person::players[i]->frameCurrent = 0;
3220                                         Person::players[i]->target = 0;
3221                                         Person::players[i]->velocity = 0;
3222                                         Person::players[k]->animCurrent = knifefollowanim;
3223                                         Person::players[k]->animTarget = knifefollowanim;
3224                                         Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3225                                         Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3226                                         Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3227                                         Person::players[k]->target = Person::players[i]->target;
3228                                         Person::players[k]->velocity = 0;
3229                                         Person::players[k]->oldcoords = Person::players[k]->coords;
3230                                         Person::players[i]->coords = Person::players[k]->coords;
3231                                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3232                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
3233                                         Person::players[k]->yaw = Person::players[k]->targetyaw;
3234                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
3235                                     }
3236                                 }
3237                         }
3238                     const bool hasstaff = attackweapon == staff;
3239                     if (k == 0 && Person::players.size() > 1)
3240                         for (unsigned i = 0; i < Person::players.size(); i++) {
3241                             if (i == k)
3242                                 continue;
3243                             if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3244                                     Animation::animations[Person::players[k]->animTarget].attack == neutral) {
3245                                 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3246                                 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3247                                     if (Person::players[i]->skeleton.free)
3248                                         if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3249                                                 (Person::players[i]->dead ||
3250                                                  Person::players[i]->skeleton.longdead > 1000 ||
3251                                                  Person::players[k]->isRun() ||
3252                                                  hasstaff ||
3253                                                  (attackweapon &&
3254                                                   (Person::players[i]->skeleton.longdead > 2000 ||
3255                                                    Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3256                                                    Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3257                                                   distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3258                                             Person::players[k]->victim = Person::players[i];
3259                                             Person::players[k]->hasvictim = 1;
3260                                             if (attackweapon && tutoriallevel != 1) {
3261                                                 //crouchstab
3262                                                 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3263                                                     Person::players[k]->animTarget = crouchstabanim;
3264                                                 //swordgroundstab
3265                                                 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3266                                                     Person::players[k]->animTarget = swordgroundstabanim;
3267                                                 //staffgroundsmash
3268                                                 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3269                                                     Person::players[k]->animTarget = staffgroundsmashanim;
3270                                             }
3271                                             if (distance < 2.5 &&
3272                                                     Person::players[k]->crouchkeydown &&
3273                                                     Person::players[k]->animTarget != crouchstabanim &&
3274                                                     !attackweapon &&
3275                                                     Person::players[i]->dead &&
3276                                                     Person::players[i]->skeleton.free &&
3277                                                     Person::players[i]->skeleton.longdead > 1000) {
3278                                                 Person::players[k]->animTarget = killanim;
3279                                                 //TODO: refactor this out, what does it do?
3280                                                 for (int j = 0; j < terrain.numdecals; j++) {
3281                                                     if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3282                                                             terrain.decalalivetime[j] < 2)
3283                                                         terrain.DeleteDecal(j);
3284                                                 }
3285                                                 for (int l = 0; l < objects.numobjects; l++) {
3286                                                     if (objects.model[l].type == decalstype)
3287                                                         for (int j = 0; j < objects.model[l].numdecals; j++) {
3288                                                             if ((objects.model[l].decaltype[j] == blooddecal ||
3289                                                                     objects.model[l].decaltype[j] == blooddecalslow) &&
3290                                                                     objects.model[l].decalalivetime[j] < 2)
3291                                                                 objects.model[l].DeleteDecal(j);
3292                                                         }
3293                                                 }
3294                                             }
3295                                             if (!Person::players[i]->dead || musictype != 2)
3296                                                 if (distance < 3.5 &&
3297                                                         (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3298                                                         Person::players[k]->staggerdelay <= 0 &&
3299                                                         (Person::players[i]->dead ||
3300                                                          Person::players[i]->skeleton.longdead < 300 &&
3301                                                          Person::players[k]->lastattack != spinkickanim &&
3302                                                          Person::players[i]->skeleton.free) &&
3303                                                         (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3304                                                     Person::players[k]->animTarget = dropkickanim;
3305                                                     for (int j = 0; j < terrain.numdecals; j++) {
3306                                                         if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3307                                                                 terrain.decalalivetime[j] < 2) {
3308                                                             terrain.DeleteDecal(j);
3309                                                         }
3310                                                     }
3311                                                     for (int l = 0; l < objects.numobjects; l++) {
3312                                                         if (objects.model[l].type == decalstype)
3313                                                             for (int j = 0; j < objects.model[l].numdecals; j++) {
3314                                                                 if ((objects.model[l].decaltype[j] == blooddecal ||
3315                                                                         objects.model[l].decaltype[j] == blooddecalslow) &&
3316                                                                         objects.model[l].decalalivetime[j] < 2) {
3317                                                                     objects.model[l].DeleteDecal(j);
3318                                                                 }
3319                                                             }
3320                                                     }
3321                                                 }
3322                                         }
3323                                 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
3324                                         Person::players[k]->victim == Person::players[i] &&
3325                                         (!Person::players[i]->skeleton.free ||
3326                                          Person::players[k]->animTarget == killanim ||
3327                                          Person::players[k]->animTarget == crouchstabanim ||
3328                                          Person::players[k]->animTarget == swordgroundstabanim ||
3329                                          Person::players[k]->animTarget == staffgroundsmashanim ||
3330                                          Person::players[k]->animTarget == dropkickanim)) {
3331                                     oldattackkey = 1;
3332                                     Person::players[k]->frameTarget = 0;
3333                                     Person::players[k]->target = 0;
3334
3335                                     XYZ targetpoint = Person::players[i]->coords;
3336                                     if (Person::players[k]->animTarget == crouchstabanim ||
3337                                             Person::players[k]->animTarget == swordgroundstabanim ||
3338                                             Person::players[k]->animTarget == staffgroundsmashanim) {
3339                                         targetpoint += (Person::players[i]->jointPos(abdomen) +
3340                                                         Person::players[i]->jointPos(neck)) / 2 *
3341                                                        Person::players[i]->scale;
3342                                     }
3343                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3344                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3345
3346                                     if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3347                                         Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3348                                     }
3349
3350                                     if (Person::players[k]->animTarget == staffgroundsmashanim)
3351                                         Person::players[k]->targettilt2 += 10;
3352
3353                                     Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3354                                     Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3355                                     Person::players[k]->lastattack = Person::players[k]->animTarget;
3356
3357                                     if (Person::players[k]->animTarget == swordgroundstabanim) {
3358                                         Person::players[k]->targetyaw += 30;
3359                                     }
3360                                 }
3361                             }
3362                         }
3363                     if (!Person::players[k]->hasvictim) {
3364                         //find victim
3365                         for (unsigned i = 0; i < Person::players.size(); i++) {
3366                             if (i == k || !(i == 0 || k == 0))
3367                                 continue;
3368                             if (!Person::players[i]->skeleton.free) {
3369                                 if (Person::players[k]->hasvictim) {
3370                                     if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3371                                             distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3372                                         Person::players[k]->victim = Person::players[i];
3373                                 } else {
3374                                     Person::players[k]->victim = Person::players[i];
3375                                     Person::players[k]->hasvictim = 1;
3376                                 }
3377                             }
3378                         }
3379                     }
3380                     if (Person::players[k]->aitype == playercontrolled)
3381                         //rabbit kick
3382                         if (Person::players[k]->attackkeydown &&
3383                                 Person::players[k]->isRun() &&
3384                                 Person::players[k]->wasRun() &&
3385                                 ((Person::players[k]->hasvictim &&
3386                                   distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3387                                   distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3388                                   !Person::players[k]->victim->skeleton.free &&
3389                                   Person::players[k]->victim->animTarget != getupfrombackanim &&
3390                                   Person::players[k]->victim->animTarget != getupfromfrontanim &&
3391                                   Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
3392                                   Person::players[k]->aitype != playercontrolled && //wat???
3393                                   normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3394                                   Person::players[k]->rabbitkickenabled) ||
3395                                  Person::players[k]->jumpkeydown)) {
3396                             oldattackkey = 1;
3397                             Person::players[k]->setAnimation(rabbitkickanim);
3398                         }
3399                     //update counts
3400                     if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
3401                         numattacks++;
3402                         switch (attackweapon) {
3403                         case 0:
3404                             numunarmedattack++;
3405                             break;
3406                         case knife:
3407                             numknifeattack++;
3408                             break;
3409                         case sword:
3410                             numswordattack++;
3411                             break;
3412                         case staff:
3413                             numstaffattack++;
3414                             break;
3415                         }
3416                     }
3417                 }
3418             }
3419         }
3420     }
3421 }
3422
3423 void doPlayerCollisions()
3424 {
3425     static XYZ rotatetarget;
3426     static float collisionradius;
3427     if (Person::players.size() > 1)
3428         for (unsigned k = 0; k < Person::players.size(); k++)
3429             for (unsigned i = k + 1; i < Person::players.size(); i++) {
3430                 //neither player is part of a reversal
3431                 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
3432                         Animation::animations[Person::players[i]->animTarget].attack != reversal &&
3433                         Animation::animations[Person::players[k]->animTarget].attack != reversed &&
3434                         Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3435                     if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
3436                             Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
3437                             Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
3438                             Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3439                         //neither is sleeping
3440                         if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3441                             if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3442                                 //in same patch, neither is climbing
3443                                 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3444                                         Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3445                                         Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3446                                         Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3447                                         Person::players[i]->animTarget != climbanim &&
3448                                         Person::players[i]->animTarget != hanganim &&
3449                                         Person::players[k]->animTarget != climbanim &&
3450                                         Person::players[k]->animTarget != hanganim)
3451                                     //players are close (bounding box test)
3452                                     if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3453                                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3454                                             if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3455                                                 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3456                                                     if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3457                                                         if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3458                                                             //spread fire from player to player
3459                                                             if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3460                                                                     < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3461                                                                 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3462                                                                     if (!Person::players[i]->onfire)
3463                                                                         Person::players[i]->CatchFire();
3464                                                                     if (!Person::players[k]->onfire)
3465                                                                         Person::players[k]->CatchFire();
3466                                                                 }
3467                                                             }
3468
3469                                                             XYZ tempcoords1 = Person::players[i]->coords;
3470                                                             XYZ tempcoords2 = Person::players[k]->coords;
3471                                                             if (!Person::players[i]->skeleton.oldfree)
3472                                                                 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3473                                                             if (!Person::players[k]->skeleton.oldfree)
3474                                                                 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3475                                                             collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3476                                                             if (Person::players[0]->hasvictim)
3477                                                                 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3478                                                                     collisionradius = 3;
3479                                                             if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3480                                                                     (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3481                                                                      distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3482                                                                 //jump down on a dead body
3483                                                                 if (k == 0 || i == 0) {
3484                                                                     int l = i ? i : k;
3485                                                                     if (Person::players[0]->animTarget == jumpdownanim &&
3486                                                                             !Person::players[0]->skeleton.oldfree &&
3487                                                                             !Person::players[0]->skeleton.free &&
3488                                                                             Person::players[l]->skeleton.oldfree &&
3489                                                                             Person::players[l]->skeleton.free &&
3490                                                                             Person::players[l]->dead &&
3491                                                                             Person::players[0]->lastcollide <= 0 &&
3492                                                                             fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3493                                                                             distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3494                                                                         Person::players[0]->coords.y = Person::players[l]->coords.y;
3495                                                                         Person::players[l]->velocity = Person::players[0]->velocity;
3496                                                                         Person::players[l]->skeleton.free = 0;
3497                                                                         Person::players[l]->yaw = 0;
3498                                                                         Person::players[l]->RagDoll(0);
3499                                                                         Person::players[l]->DoDamage(20);
3500                                                                         camerashake += .3;
3501                                                                         Person::players[l]->skeleton.longdead = 0;
3502                                                                         Person::players[0]->lastcollide = 1;
3503                                                                     }
3504                                                                 }
3505
3506                                                                 if (     (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3507                                                                          (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3508                                                                          (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3509                                                                     rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3510                                                                     if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3511                                                                             Person::players[i]->skeleton.free) &&
3512                                                                             (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3513                                                                              Person::players[k]->skeleton.free))
3514                                                                         if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3515                                                                                 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3516                                                                                 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3517                                                                                 (k == 0 ||
3518                                                                                  k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
3519                                                                                  /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
3520                                                                                 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3521                                                                                 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3522                                                                                 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3523                                                                             //If hit by body
3524                                                                             if (     (i != 0 || Person::players[i]->skeleton.free) &&
3525                                                                                      (k != 0 || Person::players[k]->skeleton.free) ||
3526                                                                                      (Animation::animations[Person::players[i]->animTarget].height == highheight &&
3527                                                                                       Animation::animations[Person::players[k]->animTarget].height == highheight)) {
3528                                                                                 if (tutoriallevel != 1) {
3529                                                                                     emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3530                                                                                 }
3531
3532                                                                                 Person::players[i]->RagDoll(0);
3533                                                                                 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3534                                                                                     award_bonus(0, aimbonus);
3535                                                                                 }
3536                                                                                 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3537                                                                                 Person::players[k]->RagDoll(0);
3538                                                                                 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3539                                                                                     award_bonus(0, aimbonus); // Huh, again?
3540                                                                                 }
3541                                                                                 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3542
3543                                                                                 for (int j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
3544                                                                                     Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3545                                                                                 }
3546                                                                                 for (int j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
3547                                                                                     Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3548                                                                                 }
3549
3550                                                                             }
3551                                                                         }
3552                                                                     if (     (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
3553                                                                               Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
3554                                                                              (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
3555                                                                               Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
3556                                                                         //If bumped
3557                                                                         if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3558                                                                             if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3559                                                                                 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3560                                                                                 Normalise(&rotatetarget);
3561                                                                                 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3562                                                                                 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3563                                                                                                    * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3564                                                                                 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3565                                                                                 if (Person::players[k]->howactive == typeactive || hostile)
3566                                                                                     if (Person::players[k]->isIdle()) {
3567                                                                                         if (Person::players[k]->howactive < typesleeping)
3568                                                                                             Person::players[k]->setAnimation(Person::players[k]->getStop());
3569                                                                                         else if (Person::players[k]->howactive == typesleeping)
3570                                                                                             Person::players[k]->setAnimation(getupfromfrontanim);
3571                                                                                         if (!editorenabled)
3572                                                                                             Person::players[k]->howactive = typeactive;
3573                                                                                     }
3574                                                                                 if (Person::players[i]->howactive == typeactive || hostile)
3575                                                                                     if (Person::players[i]->isIdle()) {
3576                                                                                         if (Person::players[i]->howactive < typesleeping)
3577                                                                                             Person::players[i]->setAnimation(Person::players[k]->getStop());
3578                                                                                         else
3579                                                                                             Person::players[i]->setAnimation(getupfromfrontanim);
3580                                                                                         if (!editorenabled)
3581                                                                                             Person::players[i]->howactive = typeactive;
3582                                                                                     }
3583                                                                             }
3584                                                                             //jump down on player
3585                                                                             if (hostile) {
3586                                                                                 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3587                                                                                         !Person::players[i]->isCrouch() &&
3588                                                                                         Person::players[i]->animTarget != rollanim &&
3589                                                                                         !Person::players[k]->skeleton.oldfree && !
3590                                                                                         Person::players[k]->skeleton.free &&
3591                                                                                         Person::players[k]->lastcollide <= 0 &&
3592                                                                                         Person::players[k]->velocity.y < -10) {
3593                                                                                     Person::players[i]->velocity = Person::players[k]->velocity;
3594                                                                                     Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3595                                                                                     Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3596                                                                                     Person::players[i]->DoDamage(20);
3597                                                                                     Person::players[i]->RagDoll(0);
3598                                                                                     Person::players[k]->lastcollide = 1;
3599                                                                                     award_bonus(k, AboveBonus);
3600                                                                                 }
3601                                                                                 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3602                                                                                         !Person::players[k]->isCrouch() &&
3603                                                                                         Person::players[k]->animTarget != rollanim &&
3604                                                                                         !Person::players[i]->skeleton.oldfree &&
3605                                                                                         !Person::players[i]->skeleton.free &&
3606                                                                                         Person::players[i]->lastcollide <= 0 &&
3607                                                                                         Person::players[i]->velocity.y < -10) {
3608                                                                                     Person::players[k]->velocity = Person::players[i]->velocity;
3609                                                                                     Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3610                                                                                     Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3611                                                                                     Person::players[k]->DoDamage(20);
3612                                                                                     Person::players[k]->RagDoll(0);
3613                                                                                     Person::players[i]->lastcollide = 1;
3614                                                                                     award_bonus(i, AboveBonus);
3615                                                                                 }
3616                                                                             }
3617                                                                         }
3618                                                                     }
3619                                                                 }
3620                                                                 Person::players[i]->CheckKick();
3621                                                                 Person::players[k]->CheckKick();
3622                                                             }
3623                                                         }
3624             }
3625 }
3626
3627 void doAI(unsigned i)
3628 {
3629     static bool connected;
3630     if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
3631         Person::players[i]->jumpclimb = 0;
3632         //disable movement in editor
3633         if (editorenabled)
3634             Person::players[i]->stunned = 1;
3635
3636         Person::players[i]->pause = 0;
3637         if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3638                 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3639                 !Person::players[0]->onterrain)
3640             Person::players[i]->pause = 1;
3641
3642         //pathfinding
3643         if (Person::players[i]->aitype == pathfindtype) {
3644             if (Person::players[i]->finalpathfindpoint == -1) {
3645                 float closestdistance;
3646                 float tempdist;
3647                 int closest;
3648                 XYZ colpoint;
3649                 closest = -1;
3650                 closestdistance = -1;
3651                 for (int j = 0; j < numpathpoints; j++)
3652                     if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3653                         closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3654                         closest = j;
3655                         Person::players[i]->finaltarget = pathpoint[j];
3656                     }
3657                 Person::players[i]->finalpathfindpoint = closest;
3658                 for (int j = 0; j < numpathpoints; j++)
3659                     for (int k = 0; k < numpathpointconnect[j]; k++) {
3660                         DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3661                         if (sq(tempdist) < closestdistance)
3662                             if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3663                                     findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3664                                 closestdistance = sq(tempdist);
3665                                 closest = j;
3666                                 Person::players[i]->finaltarget = colpoint;
3667                             }
3668                     }
3669                 Person::players[i]->finalpathfindpoint = closest;
3670
3671             }
3672             if (Person::players[i]->targetpathfindpoint == -1) {
3673                 float closestdistance;
3674                 float tempdist;
3675                 int closest;
3676                 XYZ colpoint;
3677                 closest = -1;
3678                 closestdistance = -1;
3679                 if (Person::players[i]->lastpathfindpoint == -1) {
3680                     for (int j = 0; j < numpathpoints; j++) {
3681                         if (j != Person::players[i]->lastpathfindpoint)
3682                             if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3683                                 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3684                                 closest = j;
3685                             }
3686                     }
3687                     Person::players[i]->targetpathfindpoint = closest;
3688                     for (int j = 0; j < numpathpoints; j++)
3689                         if (j != Person::players[i]->lastpathfindpoint)
3690                             for (int k = 0; k < numpathpointconnect[j]; k++) {
3691                                 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3692                                 if (sq(tempdist) < closestdistance) {
3693                                     if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3694                                             findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3695                                         closestdistance = sq(tempdist);
3696                                         closest = j;
3697                                     }
3698                                 }
3699                             }
3700                     Person::players[i]->targetpathfindpoint = closest;
3701                 } else {
3702                     for (int j = 0; j < numpathpoints; j++)
3703                         if (j != Person::players[i]->lastpathfindpoint &&
3704                                 j != Person::players[i]->lastpathfindpoint2 &&
3705                                 j != Person::players[i]->lastpathfindpoint3 &&
3706                                 j != Person::players[i]->lastpathfindpoint4) {
3707                             connected = 0;
3708                             if (numpathpointconnect[j])
3709                                 for (int k = 0; k < numpathpointconnect[j]; k++)
3710                                     if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3711                                         connected = 1;
3712                             if (!connected)
3713                                 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3714                                     for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3715                                         if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3716                                             connected = 1;
3717                             if (connected) {
3718                                 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3719                                 if (closest == -1 || tempdist < closestdistance) {
3720                                     closestdistance = tempdist;
3721                                     closest = j;
3722                                 }
3723                             }
3724                         }
3725                     Person::players[i]->targetpathfindpoint = closest;
3726                 }
3727             }
3728             Person::players[i]->losupdatedelay -= multiplier;
3729
3730             Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3731             Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3732
3733             //reached target point
3734             if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3735                 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3736                 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3737                 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3738                 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3739                 if (Person::players[i]->lastpathfindpoint2 == -1)
3740                     Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3741                 if (Person::players[i]->lastpathfindpoint3 == -1)
3742                     Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3743                 if (Person::players[i]->lastpathfindpoint4 == -1)
3744                     Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3745                 Person::players[i]->targetpathfindpoint = -1;
3746             }
3747             if (     distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3748                      distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3749                      distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3750                      Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3751                 Person::players[i]->aitype = passivetype;
3752             }
3753
3754             Person::players[i]->forwardkeydown = 1;
3755             Person::players[i]->leftkeydown = 0;
3756             Person::players[i]->backkeydown = 0;
3757             Person::players[i]->rightkeydown = 0;
3758             Person::players[i]->crouchkeydown = 0;
3759             Person::players[i]->attackkeydown = 0;
3760             Person::players[i]->throwkeydown = 0;
3761
3762             if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3763                 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3764
3765             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3766                 Person::players[i]->jumpkeydown = 0;
3767             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3768                 Person::players[i]->jumpkeydown = 1;
3769
3770             if ((tutoriallevel != 1 || cananger) &&
3771                     hostile &&
3772                     !Person::players[0]->dead &&
3773                     distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3774                     Person::players[i]->occluded < 25) {
3775                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3776                         Animation::animations[Person::players[0]->animTarget].height != lowheight &&
3777                         !editorenabled &&
3778                         (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
3779                     Person::players[i]->aitype = attacktypecutoff;
3780                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3781                         Animation::animations[Person::players[0]->animTarget].height == highheight &&
3782                         !editorenabled)
3783                     Person::players[i]->aitype = attacktypecutoff;
3784
3785                 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3786                     Person::players[i]->losupdatedelay = .2;
3787                     for (unsigned j = 0; j < Person::players.size(); j++)
3788                         if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
3789                             if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3790                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3791                                     if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3792                                         if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
3793                                             if (!Person::players[j]->isWallJump() && -1 == checkcollide(
3794                                                         DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
3795                                                         *Person::players[i]->scale + Person::players[i]->coords,
3796                                                         DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
3797                                                         *Person::players[j]->scale + Person::players[j]->coords) ||
3798                                                     (Person::players[j]->animTarget == hanganim &&
3799                                                      normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3800                                                 Person::players[i]->aitype = searchtype;
3801                                                 Person::players[i]->lastchecktime = 12;
3802                                                 Person::players[i]->lastseen = Person::players[j]->coords;
3803                                                 Person::players[i]->lastseentime = 12;
3804                                             }
3805                 }
3806             }
3807             if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
3808                 if (Person::players[i]->creature != wolftype) {
3809                     Person::players[i]->stunned = .6;
3810                     Person::players[i]->surprised = .6;
3811                 }
3812         }
3813
3814         if (Person::players[i]->aitype != passivetype && leveltime > .5)
3815             Person::players[i]->howactive = typeactive;
3816
3817         if (Person::players[i]->aitype == passivetype) {
3818             Person::players[i]->aiupdatedelay -= multiplier;
3819             Person::players[i]->losupdatedelay -= multiplier;
3820             Person::players[i]->lastseentime += multiplier;
3821             Person::players[i]->pausetime -= multiplier;
3822             if (Person::players[i]->lastseentime > 1)
3823                 Person::players[i]->lastseentime = 1;
3824
3825             if (Person::players[i]->aiupdatedelay < 0) {
3826                 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
3827                     Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
3828                     Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3829                     Person::players[i]->aiupdatedelay = .05;
3830
3831                     if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
3832                         if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
3833                             Person::players[i]->pausetime = 4;
3834                         Person::players[i]->waypoint++;
3835                         if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
3836                             Person::players[i]->waypoint = 0;
3837
3838                     }
3839                 }
3840
3841                 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
3842                     Person::players[i]->forwardkeydown = 1;
3843                 else
3844                     Person::players[i]->forwardkeydown = 0;
3845                 Person::players[i]->leftkeydown = 0;
3846                 Person::players[i]->backkeydown = 0;
3847                 Person::players[i]->rightkeydown = 0;
3848                 Person::players[i]->crouchkeydown = 0;
3849                 Person::players[i]->attackkeydown = 0;
3850                 Person::players[i]->throwkeydown = 0;
3851
3852                 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3853                     if (!Person::players[i]->avoidsomething)
3854                         Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3855                     else {
3856                         XYZ leftpos, rightpos;
3857                         float leftdist, rightdist;
3858                         leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3859                         rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3860                         leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3861                         rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3862                         if (leftdist < rightdist)
3863                             Person::players[i]->targetyaw += 90;
3864                         else
3865                             Person::players[i]->targetyaw -= 90;
3866                     }
3867                 }
3868             }
3869             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3870                 Person::players[i]->jumpkeydown = 0;
3871             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3872                 Person::players[i]->jumpkeydown = 1;
3873
3874
3875             //hearing sounds
3876             if (!editorenabled) {
3877                 if (Person::players[i]->howactive <= typesleeping)
3878                     if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
3879                         for (int j = 0; j < numenvsounds; j++) {
3880                             float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
3881                             if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
3882                                     2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
3883                                 Person::players[i]->aitype = attacktypecutoff;
3884                         }
3885
3886                 if (Person::players[i]->aitype != passivetype) {
3887                     if (Person::players[i]->howactive == typesleeping)
3888                         Person::players[i]->setAnimation(getupfromfrontanim);
3889                     Person::players[i]->howactive = typeactive;
3890                 }
3891             }
3892
3893             if (Person::players[i]->howactive < typesleeping &&
3894                     ((tutoriallevel != 1 || cananger) && hostile) &&
3895                     !Person::players[0]->dead &&
3896                     distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3897                     Person::players[i]->occluded < 25) {
3898                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3899                         Animation::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled)
3900                     Person::players[i]->aitype = attacktypecutoff;
3901                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3902                         Animation::animations[Person::players[0]->animTarget].height == highheight && !editorenabled)
3903                     Person::players[i]->aitype = attacktypecutoff;
3904
3905                 //wolf smell
3906                 if (Person::players[i]->creature == wolftype) {
3907                     XYZ windsmell;
3908                     for (unsigned j = 0; j < Person::players.size(); j++) {
3909                         if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
3910                             float smelldistance = 50;
3911                             if (j == 0 && Person::players[j]->num_weapons > 0) {
3912                                 if (weapons[Person::players[j]->weaponids[0]].bloody)
3913                                     smelldistance = 100;
3914                                 if (Person::players[j]->num_weapons == 2)
3915                                     if (weapons[Person::players[j]->weaponids[1]].bloody)
3916                                         smelldistance = 100;
3917                             }
3918                             if (j != 0)
3919                                 smelldistance = 100;
3920                             windsmell = windvector;
3921                             Normalise(&windsmell);
3922                             windsmell = windsmell * 2 + Person::players[j]->coords;
3923                             if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
3924                                 Person::players[i]->aitype = attacktypecutoff;
3925                         }
3926                     }
3927                 }
3928
3929                 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3930                     Person::players[i]->losupdatedelay = .2;
3931                     for (unsigned j = 0; j < Person::players.size(); j++) {
3932                         if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
3933                             if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3934                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3935                                     if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3936                                         if ((-1 == checkcollide(
3937                                                     DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
3938                                                     Person::players[i]->scale + Person::players[i]->coords,
3939                                                     DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
3940                                                     Person::players[j]->scale + Person::players[j]->coords) &&
3941                                                 !Person::players[j]->isWallJump()) ||
3942                                                 (Person::players[j]->animTarget == hanganim &&
3943                                                  normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3944                                             Person::players[i]->lastseentime -= .2;
3945                                             if (j == 0 && Animation::animations[Person::players[j]->animTarget].height == lowheight)
3946                                                 Person::players[i]->lastseentime -= .4;
3947                                             else
3948                                                 Person::players[i]->lastseentime -= .6;
3949                                         }
3950                             if (Person::players[i]->lastseentime <= 0) {
3951                                 Person::players[i]->aitype = searchtype;
3952                                 Person::players[i]->lastchecktime = 12;
3953                                 Person::players[i]->lastseen = Person::players[j]->coords;
3954                                 Person::players[i]->lastseentime = 12;
3955                             }
3956                         }
3957                     }
3958                 }
3959             }
3960             //alerted surprise
3961             if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
3962                 if (Person::players[i]->creature != wolftype) {
3963                     Person::players[i]->stunned = .6;
3964                     Person::players[i]->surprised = .6;
3965                 }
3966                 if (Person::players[i]->creature == wolftype) {
3967                     Person::players[i]->stunned = .47;
3968                     Person::players[i]->surprised = .47;
3969                 }
3970                 numseen++;
3971             }
3972         }
3973
3974         //search for player
3975         int j;
3976         if (Person::players[i]->aitype == searchtype) {
3977             Person::players[i]->aiupdatedelay -= multiplier;
3978             Person::players[i]->losupdatedelay -= multiplier;
3979             if (!Person::players[i]->pause)
3980                 Person::players[i]->lastseentime -= multiplier;
3981             Person::players[i]->lastchecktime -= multiplier;
3982
3983             if (Person::players[i]->isRun() && !Person::players[i]->onground) {
3984                 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
3985                     XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
3986                     test2.y += 5;
3987                     XYZ test = Person::players[i]->coords + Person::players[i]->facing;
3988                     test.y -= 10;
3989                     j = checkcollide(test2, test, Person::players[i]->laststanding);
3990                     if (j == -1)
3991                         j = checkcollide(test2, test);
3992                     if (j == -1) {
3993                         Person::players[i]->velocity = 0;
3994                         Person::players[i]->setAnimation(Person::players[i]->getStop());
3995                         Person::players[i]->targetyaw += 180;
3996                         Person::players[i]->stunned = .5;
3997                         //Person::players[i]->aitype=passivetype;
3998                         Person::players[i]->aitype = pathfindtype;
3999                         Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4000                         Person::players[i]->finalpathfindpoint = -1;
4001                         Person::players[i]->targetpathfindpoint = -1;
4002                         Person::players[i]->lastpathfindpoint = -1;
4003                         Person::players[i]->lastpathfindpoint2 = -1;
4004                         Person::players[i]->lastpathfindpoint3 = -1;
4005                         Person::players[i]->lastpathfindpoint4 = -1;
4006                     } else
4007                         Person::players[i]->laststanding = j;
4008                 }
4009             }
4010             //check out last seen location
4011             if (Person::players[i]->aiupdatedelay < 0) {
4012                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4013                 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4014                 Person::players[i]->aiupdatedelay = .05;
4015                 Person::players[i]->forwardkeydown = 1;
4016
4017                 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4018                     Person::players[i]->forwardkeydown = 0;
4019                     Person::players[i]->aiupdatedelay = 1;
4020                     Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4021                     Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4022                     Person::players[i]->lastchecktime = 3;
4023                 }
4024
4025                 Person::players[i]->leftkeydown = 0;
4026                 Person::players[i]->backkeydown = 0;
4027                 Person::players[i]->rightkeydown = 0;
4028                 Person::players[i]->crouchkeydown = 0;
4029                 Person::players[i]->attackkeydown = 0;
4030                 Person::players[i]->throwkeydown = 0;
4031
4032                 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4033                     if (!Person::players[i]->avoidsomething)
4034                         Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4035                     else {
4036                         XYZ leftpos, rightpos;
4037                         float leftdist, rightdist;
4038                         leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4039                         rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4040                         leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4041                         rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4042                         if (leftdist < rightdist)
4043                             Person::players[i]->targetyaw += 90;
4044                         else
4045                             Person::players[i]->targetyaw -= 90;
4046                     }
4047                 }
4048             }
4049             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4050                 Person::players[i]->jumpkeydown = 0;
4051             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4052                 Person::players[i]->jumpkeydown = 1;
4053
4054             if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4055                 for (int k = 0; k < numenvsounds; k++) {
4056                     if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4057                         Person::players[i]->aitype = attacktypecutoff;
4058                     }
4059                 }
4060
4061             if (!Person::players[0]->dead &&
4062                     Person::players[i]->losupdatedelay < 0 &&
4063                     !editorenabled &&
4064                     Person::players[i]->occluded < 2 &&
4065                     ((tutoriallevel != 1 || cananger) && hostile)) {
4066                 Person::players[i]->losupdatedelay = .2;
4067                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
4068                     Person::players[i]->aitype = attacktypecutoff;
4069                     Person::players[i]->lastseentime = 1;
4070                 }
4071                 if (abs(Random() % 2) || Animation::animations[Person::players[i]->animTarget].height != lowheight)
4072                     //TODO: factor out canSeePlayer()
4073                     if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4074                         if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4075                             if ((checkcollide(
4076                                         DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4077                                         Person::players[i]->scale + Person::players[i]->coords,
4078                                         DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4079                                         Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4080                                     (Person::players[0]->animTarget == hanganim && normaldotproduct(
4081                                          Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4082                                 /* //TODO: changed j to 0 on a whim, make sure this is correct
4083                                 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4084                                     Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4085                                 */
4086                                 Person::players[i]->aitype = attacktypecutoff;
4087                                 Person::players[i]->lastseentime = 1;
4088                             }
4089             }
4090             //player escaped
4091             if (Person::players[i]->lastseentime < 0) {
4092                 //Person::players[i]->aitype=passivetype;
4093                 numescaped++;
4094                 Person::players[i]->aitype = pathfindtype;
4095                 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4096                 Person::players[i]->finalpathfindpoint = -1;
4097                 Person::players[i]->targetpathfindpoint = -1;
4098                 Person::players[i]->lastpathfindpoint = -1;
4099                 Person::players[i]->lastpathfindpoint2 = -1;
4100                 Person::players[i]->lastpathfindpoint3 = -1;
4101                 Person::players[i]->lastpathfindpoint4 = -1;
4102             }
4103         }
4104
4105         if (Person::players[i]->aitype != gethelptype)
4106             Person::players[i]->runninghowlong = 0;
4107
4108         //get help from buddies
4109         if (Person::players[i]->aitype == gethelptype) {
4110             Person::players[i]->runninghowlong += multiplier;
4111             Person::players[i]->aiupdatedelay -= multiplier;
4112
4113             if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4114                 Person::players[i]->aiupdatedelay = .2;
4115
4116                 //find closest ally
4117                 //TODO: factor out closest search somehow
4118                 if (!Person::players[i]->ally) {
4119                     int closest = -1;
4120                     float closestdist = -1;
4121                     for (unsigned k = 0; k < Person::players.size(); k++) {
4122                         if (k != i && k != 0 && !Person::players[k]->dead &&
4123                                 Person::players[k]->howactive < typedead1 &&
4124                                 !Person::players[k]->skeleton.free &&
4125                                 Person::players[k]->aitype == passivetype) {
4126                             float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4127                             if (closestdist == -1 || distance < closestdist) {
4128                                 closestdist = distance;
4129                                 closest = k;
4130                             }
4131                             closest = k;
4132                         }
4133                     }
4134                     if (closest != -1)
4135                         Person::players[i]->ally = closest;
4136                     else
4137                         Person::players[i]->ally = 0;
4138                     Person::players[i]->lastseen = Person::players[0]->coords;
4139                     Person::players[i]->lastseentime = 12;
4140                 }
4141
4142
4143                 Person::players[i]->lastchecktime = 12;
4144
4145                 XYZ facing = Person::players[i]->coords;
4146                 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4147                 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4148                 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4149                 if (-1 != checkcollide(facing, flatfacing))
4150                     Person::players[i]->lastseentime -= .1;
4151
4152                 //no available ally, run back to player
4153                 if (Person::players[i]->ally <= 0 ||
4154                         Person::players[Person::players[i]->ally]->skeleton.free ||
4155                         Person::players[Person::players[i]->ally]->aitype != passivetype ||
4156                         Person::players[i]->lastseentime <= 0) {
4157                     Person::players[i]->aitype = searchtype;
4158                     Person::players[i]->lastseentime = 12;
4159                 }
4160
4161                 //seek out ally
4162                 if (Person::players[i]->ally > 0) {
4163                     Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4164                     Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4165                     Person::players[i]->aiupdatedelay = .05;
4166                     Person::players[i]->forwardkeydown = 1;
4167
4168                     if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4169                         Person::players[i]->aitype = searchtype;
4170                         Person::players[i]->lastseentime = 12;
4171                         Person::players[Person::players[i]->ally]->aitype = searchtype;
4172                         if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4173                             Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4174                             Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4175                             Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4176                         }
4177                     }
4178
4179                     if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4180                         if (!Person::players[i]->avoidsomething)
4181                             Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4182                         else {
4183                             XYZ leftpos, rightpos;
4184                             float leftdist, rightdist;
4185                             leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4186                             rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4187                             leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4188                             rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4189                             if (leftdist < rightdist)
4190                                 Person::players[i]->targetyaw += 90;
4191                             else
4192                                 Person::players[i]->targetyaw -= 90;
4193                         }
4194                     }
4195                 }
4196
4197                 Person::players[i]->leftkeydown = 0;
4198                 Person::players[i]->backkeydown = 0;
4199                 Person::players[i]->rightkeydown = 0;
4200                 Person::players[i]->crouchkeydown = 0;
4201                 Person::players[i]->attackkeydown = 0;
4202             }
4203             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4204                 Person::players[i]->jumpkeydown = 0;
4205             if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4206                 Person::players[i]->jumpkeydown = 1;
4207         }
4208
4209         //retreiving a weapon on the ground
4210         if (Person::players[i]->aitype == getweapontype) {
4211             Person::players[i]->aiupdatedelay -= multiplier;
4212             Person::players[i]->lastchecktime -= multiplier;
4213
4214             if (Person::players[i]->aiupdatedelay < 0) {
4215                 Person::players[i]->aiupdatedelay = .2;
4216
4217                 //ALLY IS WEPON
4218                 if (Person::players[i]->ally < 0) {
4219                     int closest = -1;
4220                     float closestdist = -1;
4221                     for (unsigned k = 0; k < weapons.size(); k++)
4222                         if (weapons[k].owner == -1) {
4223                             float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4224                             if (closestdist == -1 || distance < closestdist) {
4225                                 closestdist = distance;
4226                                 closest = k;
4227                             }
4228                             closest = k;
4229                         }
4230                     if (closest != -1)
4231                         Person::players[i]->ally = closest;
4232                     else
4233                         Person::players[i]->ally = -1;
4234                 }
4235
4236                 Person::players[i]->lastseentime = 12;
4237
4238                 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4239                     if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4240                         Person::players[i]->aitype = attacktypecutoff;
4241                         Person::players[i]->lastseentime = 1;
4242                     }
4243                 if (!Person::players[0]->dead)
4244                     if (Person::players[i]->ally >= 0) {
4245                         if (weapons[Person::players[i]->ally].owner != -1 ||
4246                                 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4247                             Person::players[i]->aitype = attacktypecutoff;
4248                             Person::players[i]->lastseentime = 1;
4249                         }
4250                         //TODO: factor these out as moveToward()
4251                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4252                         Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4253                         Person::players[i]->aiupdatedelay = .05;
4254                         Person::players[i]->forwardkeydown = 1;
4255
4256
4257                         if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4258                             if (!Person::players[i]->avoidsomething)
4259                                 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4260                             else {
4261                                 XYZ leftpos, rightpos;
4262                                 float leftdist, rightdist;
4263                                 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4264                                 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4265                                 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4266                                 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4267                                 if (leftdist < rightdist)
4268                                     Person::players[i]->targetyaw += 90;
4269                                 else
4270                                     Person::players[i]->targetyaw -= 90;
4271                             }
4272                         }
4273                     }
4274
4275                 Person::players[i]->leftkeydown = 0;
4276                 Person::players[i]->backkeydown = 0;
4277                 Person::players[i]->rightkeydown = 0;
4278                 Person::players[i]->attackkeydown = 0;
4279                 Person::players[i]->throwkeydown = 1;
4280                 Person::players[i]->crouchkeydown = 0;
4281                 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4282                         Person::players[i]->animTarget != removeknifeanim)
4283                     Person::players[i]->throwtogglekeydown = 0;
4284                 Person::players[i]->drawkeydown = 0;
4285             }
4286             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4287                 Person::players[i]->jumpkeydown = 0;
4288             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4289                 Person::players[i]->jumpkeydown = 1;
4290         }
4291
4292         if (Person::players[i]->aitype == attacktypecutoff) {
4293             Person::players[i]->aiupdatedelay -= multiplier;
4294             //dodge or reverse rabbit kicks, knife throws, flips
4295             if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4296                 if ((Person::players[0]->animTarget == rabbitkickanim ||
4297                         Person::players[0]->animTarget == knifethrowanim ||
4298                         (Person::players[0]->isFlip() &&
4299                          normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4300                         !Person::players[0]->skeleton.free &&
4301                         (Person::players[i]->aiupdatedelay < .1)) {
4302                     Person::players[i]->attackkeydown = 0;
4303                     if (Person::players[i]->isIdle())
4304                         Person::players[i]->crouchkeydown = 1;
4305                     if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4306                         if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4307                             if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4308                                 if (abs(Random() % 2) == 0)
4309                                     Person::players[i]->setAnimation(backhandspringanim);
4310                                 else
4311                                     Person::players[i]->setAnimation(rollanim);
4312                                 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4313                                 Person::players[i]->wentforweapon = 0;
4314                             }
4315                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4316                                 Person::players[i]->setAnimation(flipanim);
4317                         }
4318                     }
4319                     Person::players[i]->forwardkeydown = 0;
4320                     Person::players[i]->aiupdatedelay = .02;
4321                 }
4322             //get confused by flips
4323             if (Person::players[0]->isFlip() &&
4324                     !Person::players[0]->skeleton.free &&
4325                     Person::players[0]->animTarget != walljumprightkickanim &&
4326                     Person::players[0]->animTarget != walljumpleftkickanim) {
4327                 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4328                     if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4329                         Person::players[i]->stunned = 1;
4330             }
4331             //go for weapon on the ground
4332             if (Person::players[i]->wentforweapon < 3)
4333                 for (unsigned k = 0; k < weapons.size(); k++)
4334                     if (Person::players[i]->creature != wolftype)
4335                         if (Person::players[i]->num_weapons == 0 &&
4336                                 weapons[k].owner == -1 &&
4337                                 weapons[i].velocity.x == 0 &&
4338                                 weapons[i].velocity.z == 0 &&
4339                                 weapons[i].velocity.y == 0) {
4340                             if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4341                                 Person::players[i]->wentforweapon++;
4342                                 Person::players[i]->lastchecktime = 6;
4343                                 Person::players[i]->aitype = getweapontype;
4344                                 Person::players[i]->ally = -1;
4345                             }
4346                         }
4347             //dodge/reverse walljump kicks
4348             if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4349                 if (Animation::animations[Person::players[i]->animTarget].height != highheight)
4350                     if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4351                             ((Person::players[0]->animTarget == walljumprightkickanim ||
4352                               Person::players[0]->animTarget == walljumpleftkickanim) &&
4353                              ((Person::players[i]->aiupdatedelay < .15 &&
4354                                difficulty == 2) ||
4355                               (Person::players[i]->aiupdatedelay < .08 &&
4356                                difficulty != 2)))) {
4357                         Person::players[i]->crouchkeydown = 1;
4358                     }
4359             //walked off a ledge (?)
4360             if (Person::players[i]->isRun() && !Person::players[i]->onground)
4361                 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4362                     XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4363                     test2.y += 5;
4364                     XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4365                     test.y -= 10;
4366                     j = checkcollide(test2, test, Person::players[i]->laststanding);
4367                     if (j == -1)
4368                         j = checkcollide(test2, test);
4369                     if (j == -1) {
4370                         Person::players[i]->velocity = 0;
4371                         Person::players[i]->setAnimation(Person::players[i]->getStop());
4372                         Person::players[i]->targetyaw += 180;
4373                         Person::players[i]->stunned = .5;
4374                         Person::players[i]->aitype = pathfindtype;
4375                         Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4376                         Person::players[i]->finalpathfindpoint = -1;
4377                         Person::players[i]->targetpathfindpoint = -1;
4378                         Person::players[i]->lastpathfindpoint = -1;
4379                         Person::players[i]->lastpathfindpoint2 = -1;
4380                         Person::players[i]->lastpathfindpoint3 = -1;
4381                         Person::players[i]->lastpathfindpoint4 = -1;
4382                     } else
4383                         Person::players[i]->laststanding = j;
4384                 }
4385             //lose sight of player in the air (?)
4386             if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4387                     Animation::animations[Person::players[0]->animTarget].height != highheight &&
4388                     !Person::players[0]->onterrain) {
4389                 Person::players[i]->aitype = pathfindtype;
4390                 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4391                 Person::players[i]->finalpathfindpoint = -1;
4392                 Person::players[i]->targetpathfindpoint = -1;
4393                 Person::players[i]->lastpathfindpoint = -1;
4394                 Person::players[i]->lastpathfindpoint2 = -1;
4395                 Person::players[i]->lastpathfindpoint3 = -1;
4396                 Person::players[i]->lastpathfindpoint4 = -1;
4397             }
4398             //it's time to think (?)
4399             if (Person::players[i]->aiupdatedelay < 0 &&
4400                     !Animation::animations[Person::players[i]->animTarget].attack &&
4401                     Person::players[i]->animTarget != staggerbackhighanim &&
4402                     Person::players[i]->animTarget != staggerbackhardanim &&
4403                     Person::players[i]->animTarget != backhandspringanim &&
4404                     Person::players[i]->animTarget != dodgebackanim) {
4405                 //draw weapon
4406                 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4407                     Person::players[i]->drawkeydown = Random() % 2;
4408                 else
4409                     Person::players[i]->drawkeydown = 0;
4410                 Person::players[i]->rabbitkickenabled = Random() % 2;
4411                 //chase player
4412                 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4413                 XYZ targetpoint = Person::players[0]->coords;
4414                 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4415                         distsq(&rotatetarget, &Person::players[i]->coords))
4416                     targetpoint += Person::players[0]->velocity *
4417                                    findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4418                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4419                 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4420                 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4421
4422                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4423                     Person::players[i]->forwardkeydown = 1;
4424                 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4425                           distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4426                          Person::players[0]->weaponactive != -1)
4427                     Person::players[i]->forwardkeydown = 1;
4428                 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4429                     Person::players[i]->forwardkeydown = 1;
4430                 else
4431                     Person::players[i]->forwardkeydown = 0;
4432                 //chill out around the corpse
4433                 if (Person::players[0]->dead) {
4434                     Person::players[i]->forwardkeydown = 0;
4435                     if (Random() % 10 == 0)
4436                         Person::players[i]->forwardkeydown = 1;
4437                     if (Random() % 100 == 0) {
4438                         Person::players[i]->aitype = pathfindtype;
4439                         Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4440                         Person::players[i]->finalpathfindpoint = -1;
4441                         Person::players[i]->targetpathfindpoint = -1;
4442                         Person::players[i]->lastpathfindpoint = -1;
4443                         Person::players[i]->lastpathfindpoint2 = -1;
4444                         Person::players[i]->lastpathfindpoint3 = -1;
4445                         Person::players[i]->lastpathfindpoint4 = -1;
4446                     }
4447                 }
4448                 Person::players[i]->leftkeydown = 0;
4449                 Person::players[i]->backkeydown = 0;
4450                 Person::players[i]->rightkeydown = 0;
4451                 Person::players[i]->crouchkeydown = 0;
4452                 Person::players[i]->throwkeydown = 0;
4453
4454                 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4455                     Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4456                 //attack!!!
4457                 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4458                     Person::players[i]->attackkeydown = 1;
4459                 else
4460                     Person::players[i]->attackkeydown = 0;
4461                 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4462                     Person::players[i]->attackkeydown = 0;
4463
4464                 //TODO: wat
4465                 if (Person::players[i]->aitype != playercontrolled &&
4466                         (Person::players[i]->isIdle() ||
4467                          Person::players[i]->isCrouch() ||
4468                          Person::players[i]->isRun())) {
4469                     int target = -2;
4470                     for (unsigned j = 0; j < Person::players.size(); j++)
4471                         if (j != i && !Person::players[j]->skeleton.free &&
4472                                 Person::players[j]->hasvictim &&
4473                                 (tutoriallevel == 1 && reversaltrain ||
4474                                  Random() % 2 == 0 && difficulty == 2 ||
4475                                  Random() % 4 == 0 && difficulty == 1 ||
4476                                  Random() % 8 == 0 && difficulty == 0 ||
4477                                  Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4478                                  Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4479                                  (Random() % 2 == 0 || difficulty == 2) ||
4480                                  (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4481                                  Person::players[j]->weaponactive != -1 ||
4482                                  Person::players[j]->animTarget == swordslashanim &&
4483                                  Person::players[i]->weaponactive != -1 ||
4484                                  Person::players[j]->animTarget == staffhitanim ||
4485                                  Person::players[j]->animTarget == staffspinhitanim))
4486                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4487                                     Person::players[j]->victim == Person::players[i] &&
4488                                     (Person::players[j]->animTarget == sweepanim ||
4489                                      Person::players[j]->animTarget == spinkickanim ||
4490                                      Person::players[j]->animTarget == staffhitanim ||
4491                                      Person::players[j]->animTarget == staffspinhitanim ||
4492                                      Person::players[j]->animTarget == winduppunchanim ||
4493                                      Person::players[j]->animTarget == upunchanim ||
4494                                      Person::players[j]->animTarget == wolfslapanim ||
4495                                      Person::players[j]->animTarget == knifeslashstartanim ||
4496                                      Person::players[j]->animTarget == swordslashanim &&
4497                                      (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4498                                       Person::players[i]->weaponactive != -1))) {
4499                                 if (target >= 0)
4500                                     target = -1;
4501                                 else
4502                                     target = j;
4503                             }
4504                     if (target >= 0)
4505                         Person::players[target]->Reverse();
4506                 }
4507
4508                 if (Person::players[i]->collided < 1)
4509                     Person::players[i]->jumpkeydown = 0;
4510                 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4511                         distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4512                         Person::players[i]->onterrain &&
4513                         Person::players[i]->creature == rabbittype)
4514                     Person::players[i]->jumpkeydown = 1;
4515                 //TODO: why are we controlling the human?
4516                 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4517                     Person::players[0]->jumpkeydown = 0;
4518                 if (Person::players[0]->animTarget == jumpdownanim &&
4519                         distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4520                     Person::players[i]->crouchkeydown = 1;
4521                 if (Person::players[i]->jumpkeydown)
4522                     Person::players[i]->attackkeydown = 0;
4523
4524                 if (tutoriallevel == 1)
4525                     if (!canattack)
4526                         Person::players[i]->attackkeydown = 0;
4527
4528
4529                 XYZ facing = Person::players[i]->coords;
4530                 XYZ flatfacing = Person::players[0]->coords;
4531                 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4532                 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4533                 if (Person::players[i]->occluded >= 2)
4534                     if (-1 != checkcollide(facing, flatfacing)) {
4535                         if (!Person::players[i]->pause)
4536                             Person::players[i]->lastseentime -= .2;
4537                         if (Person::players[i]->lastseentime <= 0 &&
4538                                 (Person::players[i]->creature != wolftype ||
4539                                  Person::players[i]->weaponstuck == -1)) {
4540                             Person::players[i]->aitype = searchtype;
4541                             Person::players[i]->lastchecktime = 12;
4542                             Person::players[i]->lastseen = Person::players[0]->coords;
4543                             Person::players[i]->lastseentime = 12;
4544                         }
4545                     } else
4546                         Person::players[i]->lastseentime = 1;
4547             }
4548         }
4549         if (Animation::animations[Person::players[0]->animTarget].height == highheight &&
4550                 (Person::players[i]->aitype == attacktypecutoff ||
4551                  Person::players[i]->aitype == searchtype))
4552             if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4553                 XYZ test = Person::players[0]->coords;
4554                 test.y -= 40;
4555                 if (-1 == checkcollide(Person::players[0]->coords, test))
4556                     Person::players[i]->stunned = 1;
4557             }
4558         //stunned
4559         if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4560                 Person::players[i]->stunned > 0 ||
4561                 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4562             if (Person::players[i]->pause)
4563                 Person::players[i]->lastseentime = 1;
4564             Person::players[i]->targetyaw = Person::players[i]->yaw;
4565             Person::players[i]->forwardkeydown = 0;
4566             Person::players[i]->leftkeydown = 0;
4567             Person::players[i]->backkeydown = 0;
4568             Person::players[i]->rightkeydown = 0;
4569             Person::players[i]->jumpkeydown = 0;
4570             Person::players[i]->attackkeydown = 0;
4571             Person::players[i]->crouchkeydown = 0;
4572             Person::players[i]->throwkeydown = 0;
4573         }
4574
4575
4576         XYZ facing;
4577         facing = 0;
4578         facing.z = -1;
4579
4580         XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4581         facing = flatfacing;
4582
4583         if (Person::players[i]->aitype == attacktypecutoff) {
4584             Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4585             Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4586         } else if (Person::players[i]->howactive >= typesleeping) {
4587             Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4588             Person::players[i]->targetheadpitch = 0;
4589         } else {
4590             if (Person::players[i]->interestdelay <= 0) {
4591                 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4592                 Person::players[i]->headtarget = Person::players[i]->coords;
4593                 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4594                 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4595                 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4596                 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4597             }
4598             Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4599             Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4600         }
4601     }
4602 }
4603
4604
4605
4606 void updateSettingsMenu()
4607 {
4608     char sbuf[256];
4609     if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4610         sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4611     else
4612         sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4613     Menu::setText(0, sbuf);
4614     Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4615     if (newdetail == 0) Menu::setText(1, "Detail: Low");
4616     if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4617     if (newdetail == 2) Menu::setText(1, "Detail: High");
4618     if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4619     if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4620     if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4621     if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4622     if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4623     if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4624     Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4625     Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4626     Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4627     Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4628     sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4629     Menu::setText(10, sbuf);
4630     sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4631     Menu::setText(11, sbuf);
4632     Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4633     if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4634         sprintf (sbuf, "Back");
4635     else
4636         sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4637     Menu::setText(8, sbuf);
4638 }
4639
4640 void updateStereoConfigMenu()
4641 {
4642     char sbuf[256];
4643     sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode).c_str());
4644     Menu::setText(0, sbuf);
4645     sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4646     Menu::setText(1, sbuf);
4647     sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4648     Menu::setText(2, sbuf);
4649 }
4650
4651 void updateControlsMenu()
4652 {
4653     Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4654     Menu::setText(1, (string)"Back: "    + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4655     Menu::setText(2, (string)"Left: "    + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4656     Menu::setText(3, (string)"Right: "   + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4657     Menu::setText(4, (string)"Crouch: "  + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4658     Menu::setText(5, (string)"Jump: "    + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4659     Menu::setText(6, (string)"Draw: "    + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4660     Menu::setText(7, (string)"Throw: "   + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4661     Menu::setText(8, (string)"Attack: "  + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4662     if (debugmode) {
4663         Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4664     }
4665 }
4666
4667 /*
4668 Values of mainmenu :
4669 1 Main menu
4670 2 Menu pause (resume/end game)
4671 3 Option menu
4672 4 Controls configuration menu
4673 5 Main game menu (choose level or challenge)
4674 6 Deleting user menu
4675 7 User managment menu (select/add)
4676 8 Choose difficulty menu
4677 9 Challenge level selection menu
4678 10 End of the campaign congratulation (is that really a menu?)
4679 11 Same that 9 ??? => unused
4680 18 stereo configuration
4681 */
4682
4683 void Game::LoadMenu()
4684 {
4685     Menu::clearMenu();
4686     switch (mainmenu) {
4687     case 1:
4688     case 2:
4689         Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
4690         Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
4691         Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
4692         Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
4693         break;
4694     case 3:
4695         Menu::addButton( 0, "", 10 + 20, 440);
4696         Menu::addButton(14, "", 10 + 400, 440);
4697         Menu::addButton( 1, "", 10 + 60, 405);
4698         Menu::addButton( 2, "", 10 + 70, 370);
4699         Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
4700         Menu::addButton( 4, "", 10   , 335);
4701         Menu::addButton( 5, "", 10 + 60, 300);
4702         Menu::addButton( 6, "", 10 + 70, 265);
4703         Menu::addButton( 9, "", 10   , 230);
4704         Menu::addButton(10, "", 20   , 195);
4705         Menu::addButton(11, "", 10 + 60, 160);
4706         Menu::addButton(13, "", 30   , 125);
4707         Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
4708         Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
4709         Menu::addButton(8, "Back", 10, 10);
4710         updateSettingsMenu();
4711         break;
4712     case 4:
4713         Menu::addButton(0, "", 10   , 400);
4714         Menu::addButton(1, "", 10 + 40, 360);
4715         Menu::addButton(2, "", 10 + 40, 320);
4716         Menu::addButton(3, "", 10 + 30, 280);
4717         Menu::addButton(4, "", 10 + 20, 240);
4718         Menu::addButton(5, "", 10 + 40, 200);
4719         Menu::addButton(6, "", 10 + 40, 160);
4720         Menu::addButton(7, "", 10 + 30, 120);
4721         Menu::addButton(8, "", 10 + 20, 80);
4722         if (debugmode) {
4723             Menu::addButton(9, "", 10 + 10, 40);
4724         }
4725         Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
4726         updateControlsMenu();
4727         break;
4728     case 5: {
4729         LoadCampaign();
4730         Menu::addLabel(-1, accountactive->getName(), 5, 400);
4731         Menu::addButton(1, "Tutorial", 5, 300);
4732         Menu::addButton(2, "Challenge", 5, 240);
4733         Menu::addButton(3, "Delete User", 400, 10);
4734         Menu::addButton(4, "Main Menu", 5, 10);
4735         Menu::addButton(5, "Change User", 5, 180);
4736         Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
4737
4738         //show campaign map
4739         //with (2,-5) offset from old code
4740         Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
4741         //show levels
4742         int numlevels = accountactive->getCampaignChoicesMade();
4743         numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
4744         for (int i = 0; i < numlevels; i++) {
4745             XYZ midpoint = campaignlevels[i].getCenter();
4746             float itemsize = campaignlevels[i].getWidth();
4747             const bool active = i >= accountactive->getCampaignChoicesMade();
4748             if (!active)
4749                 itemsize /= 2;
4750
4751             if (i >= 1) {
4752                 XYZ start = campaignlevels[i - 1].getCenter();
4753                 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);
4754             }
4755             Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
4756                                midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
4757
4758             if (active) {
4759                 Menu::addMapLabel(-2, campaignlevels[i].description,
4760                                   campaignlevels[i].getStartX() + 10,
4761                                   campaignlevels[i].getStartY() - 4);
4762             }
4763         }
4764     }
4765     break;
4766     case 6:
4767         Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
4768         Menu::addButton(1, "Yes", 10, 360);
4769         Menu::addButton(2, "No", 10, 320);
4770         break;
4771     case 7:
4772         if (Account::getNbAccounts() < 8)
4773             Menu::addButton(0, "New User", 10, 400);
4774         else
4775             Menu::addLabel(0, "No More Users", 10, 400);
4776         Menu::addLabel(-2, "", 20, 400);
4777         Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
4778         for (int i = 0; i < Account::getNbAccounts(); i++)
4779             Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
4780         break;
4781     case 8:
4782         Menu::addButton(0, "Easier", 10, 400);
4783         Menu::addButton(1, "Difficult", 10, 360);
4784         Menu::addButton(2, "Insane", 10, 320);
4785         break;
4786     case 9:
4787         for (int i = 0; i < numchallengelevels; i++) {
4788             char temp[255];
4789             string name = "";
4790             sprintf (temp, "Level %d", i + 1);
4791             for (int j = strlen(temp); j < 17; j++)
4792                 strcat(temp, " ");
4793             name += temp;
4794             sprintf (temp, "%d", (int)accountactive->getHighScore(i));
4795             for (int j = strlen(temp); j < (32 - 17); j++)
4796                 strcat(temp, " ");
4797             name += temp;
4798             sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
4799             if ((int)(accountactive->getFastTime(i)) % 60 < 10)
4800                 strcat(temp, "0");
4801             name += temp;
4802             sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
4803             name += temp;
4804
4805             Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
4806         }
4807
4808         Menu::addButton(-1, "             High Score      Best Time", 10, 440);
4809         Menu::addButton(numchallengelevels, "Back", 10, 10);
4810         break;
4811     case 10: {
4812         Menu::addLabel(0, "Congratulations!", 220, 330);
4813         Menu::addLabel(1, "You have avenged your family and", 140, 300);
4814         Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
4815         Menu::addButton(3, "Back", 10, 10);
4816         char sbuf[256];
4817         sprintf(sbuf, "Your score:         %d", (int)accountactive->getCampaignScore());
4818         Menu::addLabel(4, sbuf, 190, 200);
4819         sprintf(sbuf, "Highest score:      %d", (int)accountactive->getCampaignHighScore());
4820         Menu::addLabel(5, sbuf, 190, 180);
4821     }
4822     break;
4823     case 18:
4824         Menu::addButton(0, "", 70, 400);
4825         Menu::addButton(1, "", 10, 360);
4826         Menu::addButton(2, "", 40, 320);
4827         Menu::addButton(3, "Back", 10, 10);
4828         updateStereoConfigMenu();
4829         break;
4830     }
4831 }
4832
4833 extern set<pair<int,int>> resolutions;
4834
4835 void MenuTick()
4836 {
4837     //menu buttons
4838     selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
4839
4840     // some specific case where we do something even if the left mouse button is not pressed.
4841     if ((mainmenu == 5) && (endgame == 2)) {
4842         accountactive->endGame();
4843         endgame = 0;
4844     }
4845     if (mainmenu == 10)
4846         endgame = 2;
4847     if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
4848         stereoseparation -= 0.001;
4849         updateStereoConfigMenu();
4850     }
4851
4852     static int oldmainmenu = mainmenu;
4853
4854     if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
4855         set<pair<int,int>>::iterator newscreenresolution;
4856         switch (mainmenu) {
4857         case 1:
4858         case 2:
4859             switch (selected) {
4860             case 1:
4861                 if (gameon) { //resume
4862                     mainmenu = 0;
4863                     pause_sound(stream_menutheme);
4864                     resume_stream(leveltheme);
4865                 } else { //new game
4866                     fireSound(firestartsound);
4867                     flash();
4868                     mainmenu = (accountactive ? 5 : 7);
4869                     selected = -1;
4870                 }
4871                 break;
4872             case 2: //options
4873                 fireSound();
4874                 flash();
4875                 mainmenu = 3;
4876                 if (newdetail > 2)
4877                     newdetail = detail;
4878                 if (newdetail < 0)
4879                     newdetail = detail;
4880                 if (newscreenwidth > 3000)
4881                     newscreenwidth = screenwidth;
4882                 if (newscreenwidth < 0)
4883                     newscreenwidth = screenwidth;
4884                 if (newscreenheight > 3000)
4885                     newscreenheight = screenheight;
4886                 if (newscreenheight < 0)
4887                     newscreenheight = screenheight;
4888                 break;
4889             case 3:
4890                 fireSound();
4891                 flash();
4892                 if (gameon) { //end game
4893                     gameon = 0;
4894                     mainmenu = 1;
4895                 } else { //quit
4896                     tryquit = 1;
4897                     pause_sound(stream_menutheme);
4898                 }
4899                 break;
4900             }
4901             break;
4902         case 3:
4903             fireSound();
4904             switch (selected) {
4905             case 0:
4906                 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
4907                 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
4908                 newscreenresolution++;
4909                 if (newscreenresolution == resolutions.end()) {
4910                     /* It was the last one (or not found), go back to the beginning */
4911                     newscreenresolution = resolutions.begin();
4912                 }
4913                 newscreenwidth  = newscreenresolution->first;
4914                 newscreenheight = newscreenresolution->second;
4915                 break;
4916             case 1:
4917                 newdetail++;
4918                 if (newdetail > 2)
4919                     newdetail = 0;
4920                 break;
4921             case 2:
4922                 bloodtoggle++;
4923                 if (bloodtoggle > 2)
4924                     bloodtoggle = 0;
4925                 break;
4926             case 3:
4927                 difficulty++;
4928                 if (difficulty > 2)
4929                     difficulty = 0;
4930                 break;
4931             case 4:
4932                 ismotionblur = !ismotionblur;
4933                 break;
4934             case 5:
4935                 decals = !decals;
4936                 break;
4937             case 6:
4938                 musictoggle = !musictoggle;
4939                 if (musictoggle) {
4940                     emit_stream_np(stream_menutheme);
4941                 } else {
4942                     pause_sound(leveltheme);
4943                     pause_sound(stream_fighttheme);
4944                     pause_sound(stream_menutheme);
4945
4946                     for (int i = 0; i < 4; i++) {
4947                         oldmusicvolume[i] = 0;
4948                         musicvolume[i] = 0;
4949                     }
4950                 }
4951                 break;
4952             case 7: // controls
4953                 flash();
4954                 mainmenu = 4;
4955                 selected = -1;
4956                 keyselect = -1;
4957                 break;
4958             case 8:
4959                 flash();
4960                 SaveSettings();
4961                 mainmenu = gameon ? 2 : 1;
4962                 break;
4963             case 9:
4964                 invertmouse = !invertmouse;
4965                 break;
4966             case 10:
4967                 usermousesensitivity += .2;
4968                 if (usermousesensitivity > 2)
4969                     usermousesensitivity = .2;
4970                 break;
4971             case 11:
4972                 volume += .1f;
4973                 if (volume > 1.0001f)
4974                     volume = 0;
4975                 OPENAL_SetSFXMasterVolume((int)(volume * 255));
4976                 break;
4977             case 12:
4978                 flash();
4979                 newstereomode = stereomode;
4980                 mainmenu = 18;
4981                 keyselect = -1;
4982                 break;
4983             case 13:
4984                 showdamagebar = !showdamagebar;
4985                 break;
4986             case 14:
4987                 toggleFullscreen();
4988                 break;
4989             }
4990             updateSettingsMenu();
4991             break;
4992         case 4:
4993             if (!waiting) {
4994                 fireSound();
4995                 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
4996                     keyselect = selected;
4997                 if (keyselect != -1)
4998                     setKeySelected();
4999                 if (selected == (debugmode ? 10 : 9)) {
5000                     flash();
5001                     mainmenu = 3;
5002                 }
5003             }
5004             updateControlsMenu();
5005             break;
5006         case 5:
5007             fireSound();
5008             flash();
5009             if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5010                 startbonustotal = 0;
5011
5012                 loading = 2;
5013                 loadtime = 0;
5014                 targetlevel = 7;
5015                 if (firstload)
5016                     TickOnceAfter();
5017                 else
5018                     LoadStuff();
5019                 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5020                 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5021                 visibleloading = 1;
5022                 stillloading = 1;
5023                 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5024                 campaign = 1;
5025                 mainmenu = 0;
5026                 gameon = 1;
5027                 pause_sound(stream_menutheme);
5028             }
5029             switch (selected) {
5030             case 1:
5031                 startbonustotal = 0;
5032
5033                 loading = 2;
5034                 loadtime = 0;
5035                 targetlevel = -1;
5036                 if (firstload) {
5037                     TickOnceAfter();
5038                 } else
5039                     LoadStuff();
5040                 Loadlevel(-1);
5041
5042                 mainmenu = 0;
5043                 gameon = 1;
5044                 pause_sound(stream_menutheme);
5045                 break;
5046             case 2:
5047                 mainmenu = 9;
5048                 break;
5049             case 3:
5050                 mainmenu = 6;
5051                 break;
5052             case 4:
5053                 mainmenu = (gameon ? 2 : 1);
5054                 break;
5055             case 5:
5056                 mainmenu = 7;
5057                 break;
5058             case 6:
5059                 vector<string> campaigns = ListCampaigns();
5060                 vector<string>::iterator c;
5061                 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5062                     if (!campaigns.empty())
5063                         accountactive->setCurrentCampaign(campaigns.front());
5064                 } else {
5065                     c++;
5066                     if (c == campaigns.end())
5067                         c = campaigns.begin();
5068                     accountactive->setCurrentCampaign(*c);
5069                 }
5070                 LoadMenu();
5071                 break;
5072             }
5073             break;
5074         case 6:
5075             fireSound();
5076             if (selected == 1) {
5077                 flash();
5078                 accountactive = Account::destroy(accountactive);
5079                 mainmenu = 7;
5080             } else if (selected == 2) {
5081                 flash();
5082                 mainmenu = 5;
5083             }
5084             break;
5085         case 7:
5086             fireSound();
5087             if (selected == 0 && Account::getNbAccounts() < 8) {
5088                 entername = 1;
5089             } else if (selected < Account::getNbAccounts() + 1) {
5090                 flash();
5091                 mainmenu = 5;
5092                 accountactive = Account::get(selected - 1);
5093             } else if (selected == Account::getNbAccounts() + 1) {
5094                 flash();
5095                 if (accountactive)
5096                     mainmenu = 5;
5097                 else
5098                     mainmenu = 1;
5099                 displaytext[0].clear();
5100                 displayselected = 0;
5101                 entername = 0;
5102             }
5103             break;
5104         case 8:
5105             fireSound();
5106             flash();
5107             if (selected <= 2)
5108                 accountactive->setDifficulty(selected);
5109             mainmenu = 5;
5110             break;
5111         case 9:
5112             if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5113                 fireSound();
5114                 flash();
5115
5116                 startbonustotal = 0;
5117
5118                 loading = 2;
5119                 loadtime = 0;
5120                 targetlevel = selected;
5121                 if (firstload)
5122                     TickOnceAfter();
5123                 else
5124                     LoadStuff();
5125                 Loadlevel(selected);
5126                 campaign = 0;
5127
5128                 mainmenu = 0;
5129                 gameon = 1;
5130                 pause_sound(stream_menutheme);
5131             }
5132             if (selected == numchallengelevels) {
5133                 fireSound();
5134                 flash();
5135                 mainmenu = 5;
5136             }
5137             break;
5138         case 10:
5139             if (selected == 3) {
5140                 fireSound();
5141                 flash();
5142                 mainmenu = 5;
5143             }
5144             break;
5145         case 18:
5146             if (selected == 1)
5147                 stereoseparation += 0.001;
5148             else {
5149                 fireSound();
5150                 if (selected == 0) {
5151                     newstereomode = (StereoMode)(newstereomode + 1);
5152                     while (!CanInitStereo(newstereomode)) {
5153                         printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode).c_str(), newstereomode);
5154                         newstereomode = (StereoMode)(newstereomode + 1);
5155                         if (newstereomode >= stereoCount)
5156                             newstereomode = stereoNone;
5157                     }
5158                 } else if (selected == 2) {
5159                     stereoreverse = !stereoreverse;
5160                 } else if (selected == 3) {
5161                     flash();
5162                     mainmenu = 3;
5163
5164                     stereomode = newstereomode;
5165                     InitStereo(stereomode);
5166                 }
5167             }
5168             updateStereoConfigMenu();
5169             break;
5170         }
5171     }
5172
5173     OPENAL_SetFrequency(channels[stream_menutheme]);
5174
5175     if (entername) {
5176         inputText(displaytext[0], &displayselected);
5177         if (!waiting) { // the input as finished
5178             if (!displaytext[0].empty()) { // with enter
5179                 accountactive = Account::add(string(displaytext[0]));
5180
5181                 mainmenu = 8;
5182
5183                 flash();
5184
5185                 fireSound(firestartsound);
5186
5187                 displaytext[0].clear();
5188
5189                 displayselected = 0;
5190             }
5191             entername = 0;
5192             LoadMenu();
5193         }
5194
5195         displayblinkdelay -= multiplier;
5196         if (displayblinkdelay <= 0) {
5197             displayblinkdelay = .3;
5198             displayblink = !displayblink;
5199         }
5200     }
5201
5202     if (entername) {
5203         Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5204         Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5205     }
5206
5207     if (oldmainmenu != mainmenu)
5208         LoadMenu();
5209     oldmainmenu = mainmenu;
5210
5211 }
5212
5213 void Game::Tick()
5214 {
5215     static XYZ facing, flatfacing;
5216     static int target;
5217
5218     for (int i = 0; i < 15; i++) {
5219         displaytime[i] += multiplier;
5220     }
5221
5222     Input::Tick();
5223
5224     if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5225         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5226             stereoreverse = true;
5227         else
5228             stereoreverse = false;
5229
5230         if (stereoreverse)
5231             printf("Stereo reversed\n");
5232         else
5233             printf("Stereo unreversed\n");
5234     }
5235
5236     if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5237         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5238             stereoseparation -= 0.001;
5239         else
5240             stereoseparation -= 0.010;
5241         printf("Stereo decreased increased to %f\n", stereoseparation);
5242     }
5243
5244     if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5245         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5246             stereoseparation += 0.001;
5247         else
5248             stereoseparation += 0.010;
5249         printf("Stereo separation increased to %f\n", stereoseparation);
5250     }
5251
5252
5253     if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5254         if (tutorialstage != 51)
5255             tutorialstagetime = tutorialmaxtime;
5256         emit_sound_np(consolefailsound, 128.);
5257     }
5258
5259     /*
5260     Values of mainmenu :
5261     1 Main menu
5262     2 Menu pause (resume/end game)
5263     3 Option menu
5264     4 Controls configuration menu
5265     5 Main game menu (choose level or challenge)
5266     6 Deleting user menu
5267     7 User managment menu (select/add)
5268     8 Choose difficulty menu
5269     9 Challenge level selection menu
5270     10 End of the campaign congratulation (is that really a menu?)
5271     11 Same that 9 ??? => unused
5272     18 stereo configuration
5273     */
5274
5275     if (!console) {
5276         //campaign over?
5277         if (mainmenu && endgame == 1)
5278             mainmenu = 10;
5279         //go to level select after completing a campaign level
5280         if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5281             mainmenu = 5;
5282             gameon = 0;
5283             winfreeze = 0;
5284             fireSound();
5285             flash();
5286             if (musictoggle) {
5287                 OPENAL_SetFrequency(OPENAL_ALL);
5288                 emit_stream_np(stream_menutheme);
5289                 pause_sound(leveltheme);
5290             }
5291             LoadMenu();
5292         }
5293         //escape key pressed
5294         if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5295                 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5296             selected = -1;
5297             if (mainmenu == 0 && !winfreeze)
5298                 mainmenu = 2; //pause
5299             else if (mainmenu == 1 || mainmenu == 2) {
5300                 mainmenu = 0; //unpause
5301             }
5302             //play menu theme
5303             if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5304                 OPENAL_SetFrequency(OPENAL_ALL);
5305                 emit_stream_np(stream_menutheme);
5306                 pause_sound(leveltheme);
5307             }
5308             //on resume, play level music
5309             if (!mainmenu) {
5310                 pause_sound(stream_menutheme);
5311                 resume_stream(leveltheme);
5312             }
5313             //finished with settings menu
5314             if (mainmenu == 3) {
5315                 SaveSettings();
5316             }
5317             //effects
5318             if (mainmenu >= 3 && mainmenu != 8) {
5319                 fireSound();
5320                 flash();
5321             }
5322             //go back
5323             switch (mainmenu) {
5324             case 3:
5325             case 5:
5326                 mainmenu = gameon ? 2 : 1;
5327                 break;
5328             case 4:
5329             case 18:
5330                 mainmenu = 3;
5331                 break;
5332             case 6:
5333             case 7:
5334             case 9:
5335             case 10:
5336                 mainmenu = 5;
5337                 break;
5338             }
5339         }
5340     }
5341
5342     if (mainmenu) {
5343         MenuTick();
5344     }
5345
5346     if (!mainmenu) {
5347         if (hostile == 1)
5348             hostiletime += multiplier;
5349         else
5350             hostiletime = 0;
5351         if (!winfreeze)
5352             leveltime += multiplier;
5353
5354         //keys
5355         if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5356             freeze = !freeze;
5357             if (freeze) {
5358                 OPENAL_SetFrequency(OPENAL_ALL);
5359             }
5360         }
5361
5362         if (Input::isKeyPressed(consolekey) && debugmode) {
5363             console = !console;
5364             if (console) {
5365                 OPENAL_SetFrequency(OPENAL_ALL);
5366             } else {
5367                 freeze = 0;
5368                 waiting = false;
5369             }
5370         }
5371
5372         if (console)
5373             freeze = 1;
5374         if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5375             inputText(consoletext[0], &consoleselected);
5376             if (!waiting) {
5377                 if (!consoletext[0].empty()) {
5378                     cmd_dispatch(consoletext[0]);
5379                     for (int k = 14; k >= 1; k--) {
5380                         consoletext[k] = consoletext[k - 1];
5381                     }
5382                     consoletext[0].clear();
5383                     consoleselected = 0;
5384                 }
5385             }
5386
5387             consoleblinkdelay -= multiplier;
5388             if (consoleblinkdelay <= 0) {
5389                 consoleblinkdelay = .3;
5390                 consoleblink = !consoleblink;
5391             }
5392         }
5393
5394         static int oldwinfreeze;
5395         if (winfreeze && !oldwinfreeze) {
5396             OPENAL_SetFrequency(OPENAL_ALL);
5397             emit_sound_np(consolesuccesssound);
5398         }
5399         if (winfreeze == 0)
5400             oldwinfreeze = winfreeze;
5401         else
5402             oldwinfreeze++;
5403
5404         if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5405             if (winfreeze)
5406                 winfreeze = 0;
5407         if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5408             if (console) {
5409                 console = false;
5410                 freeze = 0;
5411             } else if (winfreeze) {
5412                 mainmenu = 9;
5413                 gameon = 0;
5414             }
5415         }
5416
5417
5418
5419         if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5420
5421             //dialogues
5422             static float talkdelay = 0;
5423
5424             if (Dialog::inDialog())
5425                 talkdelay = 1;
5426             talkdelay -= multiplier;
5427
5428             if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
5429                 for (int i = 0; i < Dialog::dialogs.size(); i++) {
5430                     Dialog::dialogs[i].tick(i);
5431                 }
5432             }
5433
5434             windvar += multiplier;
5435             smoketex += multiplier;
5436             tutorialstagetime += multiplier;
5437
5438             //hotspots
5439             static float hotspotvisual[40];
5440             if (Hotspot::hotspots.size()) {
5441                 XYZ hotspotsprite;
5442                 if (editorenabled)
5443                     for (int i = 0; i < Hotspot::hotspots.size(); i++)
5444                         hotspotvisual[i] -= multiplier / 320;
5445
5446                 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
5447                     while (hotspotvisual[i] < 0) {
5448                         hotspotsprite = 0;
5449                         hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
5450                         hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5451                         hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5452                         hotspotsprite += Hotspot::hotspots[i].position;
5453                         Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5454                         hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
5455                     }
5456                 }
5457
5458                 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
5459                     if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
5460                         Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
5461                     }
5462                 }
5463             }
5464
5465             //Tutorial
5466             if (tutoriallevel) {
5467                 doTutorial();
5468             }
5469
5470             //bonuses
5471             if (tutoriallevel != 1) {
5472                 if (bonustime == 0 &&
5473                         bonus != solidhit &&
5474                         bonus != spinecrusher &&
5475                         bonus != tracheotomy &&
5476                         bonus != backstab &&
5477                         bonusvalue > 10) {
5478                     emit_sound_np(consolesuccesssound);
5479                 }
5480             } else if (bonustime == 0) {
5481                 emit_sound_np(fireendsound);
5482             }
5483             if (bonustime == 0) {
5484                 if (bonus != solidhit &&
5485                         bonus != twoxcombo &&
5486                         bonus != threexcombo &&
5487                         bonus != fourxcombo &&
5488                         bonus != megacombo)
5489                     bonusnum[bonus]++;
5490                 else
5491                     bonusnum[bonus] += 0.15;
5492                 if (tutoriallevel)
5493                     bonusvalue = 0;
5494                 bonusvalue /= bonusnum[bonus];
5495                 bonustotal += bonusvalue;
5496             }
5497             bonustime += multiplier;
5498
5499             //snow effects
5500             if (environment == snowyenvironment) {
5501                 precipdelay -= multiplier;
5502                 while (precipdelay < 0) {
5503                     precipdelay += .04;
5504                     if (!detail)
5505                         precipdelay += .04;
5506                     XYZ footvel, footpoint;
5507
5508                     footvel = 0;
5509                     footpoint = viewer + viewerfacing * 6;
5510                     footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5511                     footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5512                     footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5513                     Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5514                 }
5515             }
5516
5517
5518             doAerialAcrobatics();
5519
5520
5521             static XYZ oldviewer;
5522
5523             //control keys
5524             if (!Dialog::inDialog()) {
5525                 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5526                 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5527                 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5528                 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5529                 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5530                 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5531                 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5532                 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5533             } else {
5534                 Person::players[0]->forwardkeydown = 0;
5535                 Person::players[0]->leftkeydown = 0;
5536                 Person::players[0]->backkeydown = 0;
5537                 Person::players[0]->rightkeydown = 0;
5538                 Person::players[0]->jumpkeydown = 0;
5539                 Person::players[0]->crouchkeydown = 0;
5540                 Person::players[0]->drawkeydown = 0;
5541                 Person::players[0]->throwkeydown = 0;
5542             }
5543
5544             if (!Person::players[0]->jumpkeydown)
5545                 Person::players[0]->jumpclimb = 0;
5546
5547
5548             if (Dialog::inDialog()) {
5549                 cameramode = 1;
5550                 if (Dialog::directing) {
5551                     facing = 0;
5552                     facing.z = -1;
5553
5554                     facing = DoRotation(facing, -pitch, 0, 0);
5555                     facing = DoRotation(facing, 0, 0 - yaw, 0);
5556
5557                     flatfacing = 0;
5558                     flatfacing.z = -1;
5559
5560                     flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5561
5562                     if (Input::isKeyDown(forwardkey))
5563                         viewer += facing * multiplier * 4;
5564                     if (Input::isKeyDown(backkey))
5565                         viewer -= facing * multiplier * 4;
5566                     if (Input::isKeyDown(leftkey))
5567                         viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5568                     if (Input::isKeyDown(rightkey))
5569                         viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5570                     if (Input::isKeyDown(jumpkey))
5571                         viewer.y += multiplier * 4;
5572                     if (Input::isKeyDown(crouchkey))
5573                         viewer.y -= multiplier * 4;
5574                     if (     Input::isKeyPressed(SDL_SCANCODE_1) ||
5575                              Input::isKeyPressed(SDL_SCANCODE_2) ||
5576                              Input::isKeyPressed(SDL_SCANCODE_3) ||
5577                              Input::isKeyPressed(SDL_SCANCODE_4) ||
5578                              Input::isKeyPressed(SDL_SCANCODE_5) ||
5579                              Input::isKeyPressed(SDL_SCANCODE_6) ||
5580                              Input::isKeyPressed(SDL_SCANCODE_7) ||
5581                              Input::isKeyPressed(SDL_SCANCODE_8) ||
5582                              Input::isKeyPressed(SDL_SCANCODE_9) ||
5583                              Input::isKeyPressed(SDL_SCANCODE_0) ||
5584                              Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5585                         int whichend;
5586                         if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5587                         if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5588                         if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5589                         if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5590                         if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5591                         if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5592                         if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5593                         if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5594                         if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5595                         if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5596                         if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5597                             whichend = -1;
5598                         if (whichend != -1) {
5599                             Dialog::currentScene().participantfocus = whichend;
5600                             Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
5601                             Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
5602                         }
5603                         if (whichend == -1) {
5604                             Dialog::currentScene().participantfocus = -1;
5605                         }
5606                         /* FIXME: potentially accessing -1 in Person::players! */
5607                         if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5608                             Dialog::indialogue = -1;
5609                             Dialog::directing = false;
5610                             cameramode = 0;
5611                         }
5612                         Dialog::currentScene().camera = viewer;
5613                         Dialog::currentScene().camerayaw = yaw;
5614                         Dialog::currentScene().camerapitch = pitch;
5615                         Dialog::indialogue++;
5616                         if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5617                             if (Dialog::currentScene().sound != 0) {
5618                                 playdialoguescenesound();
5619                             }
5620                         }
5621
5622                         for (unsigned j = 0; j < Person::players.size(); j++) {
5623                             Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
5624                         }
5625                     }
5626                     //TODO: should these be KeyDown or KeyPressed?
5627                     if (     Input::isKeyDown(SDL_SCANCODE_KP_1) ||
5628                              Input::isKeyDown(SDL_SCANCODE_KP_2) ||
5629                              Input::isKeyDown(SDL_SCANCODE_KP_3) ||
5630                              Input::isKeyDown(SDL_SCANCODE_KP_4) ||
5631                              Input::isKeyDown(SDL_SCANCODE_KP_5) ||
5632                              Input::isKeyDown(SDL_SCANCODE_KP_6) ||
5633                              Input::isKeyDown(SDL_SCANCODE_KP_7) ||
5634                              Input::isKeyDown(SDL_SCANCODE_KP_8) ||
5635                              Input::isKeyDown(SDL_SCANCODE_KP_9) ||
5636                              Input::isKeyDown(SDL_SCANCODE_KP_0)) {
5637                         int whichend;
5638                         if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
5639                         if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
5640                         if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
5641                         if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
5642                         if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
5643                         if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
5644                         if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
5645                         if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
5646                         if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
5647                         if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
5648                         Dialog::currentScene().participantfacing[whichend] = facing;
5649                     }
5650                     if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5651                         Dialog::indialogue = -1;
5652                         Dialog::directing = false;
5653                         cameramode = 0;
5654                     }
5655                 }
5656                 if (!Dialog::directing) {
5657                     pause_sound(whooshsound);
5658                     viewer = Dialog::currentScene().camera;
5659                     viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
5660                     yaw = Dialog::currentScene().camerayaw;
5661                     pitch = Dialog::currentScene().camerapitch;
5662                     if (Dialog::dialoguetime > 0.5) {
5663                         if (Input::isKeyPressed(attackkey)) {
5664                             Dialog::indialogue++;
5665                             if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5666                                 if (Dialog::currentScene().sound != 0) {
5667                                     playdialoguescenesound();
5668                                     if (Dialog::currentScene().sound == -5) {
5669                                         Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
5670                                     }
5671                                     if (Dialog::currentScene().sound == -6) {
5672                                         hostile = 1;
5673                                     }
5674
5675                                     if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5676                                         Dialog::indialogue = -1;
5677                                         Dialog::directing = false;
5678                                         cameramode = 0;
5679                                     }
5680                                 }
5681                             }
5682                         }
5683                     }
5684                     if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5685                         Dialog::indialogue = -1;
5686                         Dialog::directing = false;
5687                         cameramode = 0;
5688                         if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
5689                             hostile = 1;
5690                         }
5691                         if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
5692                             windialogue = true;
5693                         }
5694                         if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
5695                             hostile = 1;
5696                             for (unsigned i = 1; i < Person::players.size(); i++) {
5697                                 Person::players[i]->aitype = attacktypecutoff;
5698                             }
5699                         }
5700                     }
5701                 }
5702             }
5703
5704             if (!Person::players[0]->jumpkeydown) {
5705                 Person::players[0]->jumptogglekeydown = 0;
5706             }
5707             if (Person::players[0]->jumpkeydown &&
5708                     Person::players[0]->animTarget != jumpupanim &&
5709                     Person::players[0]->animTarget != jumpdownanim &&
5710                     !Person::players[0]->isFlip())
5711                 Person::players[0]->jumptogglekeydown = 1;
5712
5713
5714             Dialog::dialoguetime += multiplier;
5715             hawkyaw += multiplier * 25;
5716             realhawkcoords = 0;
5717             realhawkcoords.x = 25;
5718             realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
5719             hawkcalldelay -= multiplier / 2;
5720
5721             if (hawkcalldelay <= 0) {
5722                 emit_sound_at(hawksound, realhawkcoords);
5723
5724                 hawkcalldelay = 16 + abs(Random() % 8);
5725             }
5726
5727             doDebugKeys();
5728
5729             doAttacks();
5730
5731             doPlayerCollisions();
5732
5733             doJumpReversals();
5734
5735             for (unsigned k = 0; k < Person::players.size(); k++)
5736                 if (k != 0 && Person::players[k]->immobile)
5737                     Person::players[k]->coords = Person::players[k]->realoldcoords;
5738
5739             for (unsigned k = 0; k < Person::players.size(); k++) {
5740                 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5741                     if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5742                         Person::players[k]->DoDamage(1000);
5743                     }
5744                 }
5745             }
5746
5747             //respawn
5748             static bool respawnkeydown;
5749             if (!editorenabled &&
5750                     (whichlevel != -2 &&
5751                      (Input::isKeyDown(SDL_SCANCODE_Z) &&
5752                       Input::isKeyDown(SDL_SCANCODE_LGUI) &&
5753                       debugmode) ||
5754                      (Input::isKeyDown(jumpkey) &&
5755                       !respawnkeydown &&
5756                       !oldattackkey &&
5757                       Person::players[0]->dead))) {
5758                 targetlevel = whichlevel;
5759                 loading = 1;
5760                 leveltime = 5;
5761             }
5762             respawnkeydown = Input::isKeyDown(jumpkey);
5763
5764
5765             static bool movekey;
5766
5767             //?
5768             for (unsigned i = 0; i < Person::players.size(); i++) {
5769                 static float oldtargetyaw;
5770                 if (!Person::players[i]->skeleton.free) {
5771                     oldtargetyaw = Person::players[i]->targetyaw;
5772                     if (i == 0 && !Dialog::inDialog()) {
5773                         //TODO: refactor repetitive code
5774                         if (!Animation::animations[Person::players[0]->animTarget].attack &&
5775                                 Person::players[0]->animTarget != staggerbackhighanim &&
5776                                 Person::players[0]->animTarget != staggerbackhardanim &&
5777                                 Person::players[0]->animTarget != crouchremoveknifeanim &&
5778                                 Person::players[0]->animTarget != removeknifeanim &&
5779                                 Person::players[0]->animTarget != backhandspringanim &&
5780                                 Person::players[0]->animTarget != dodgebackanim &&
5781                                 Person::players[0]->animTarget != walljumprightkickanim &&
5782                                 Person::players[0]->animTarget != walljumpleftkickanim) {
5783                             if (cameramode)
5784                                 Person::players[0]->targetyaw = 0;
5785                             else
5786                                 Person::players[0]->targetyaw = -yaw + 180;
5787                         }
5788
5789                         facing = 0;
5790                         facing.z = -1;
5791
5792                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5793                         if (cameramode) {
5794                             facing = flatfacing;
5795                         } else {
5796                             facing = DoRotation(facing, -pitch, 0, 0);
5797                             facing = DoRotation(facing, 0, 0 - yaw, 0);
5798                         }
5799
5800                         Person::players[0]->lookyaw = -yaw;
5801
5802                         Person::players[i]->targetheadyaw = yaw;
5803                         Person::players[i]->targetheadpitch = pitch;
5804                     }
5805                     if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
5806                         if (!Animation::animations[Person::players[i]->animTarget].attack &&
5807                                 Person::players[i]->animTarget != staggerbackhighanim &&
5808                                 Person::players[i]->animTarget != staggerbackhardanim &&
5809                                 Person::players[i]->animTarget != crouchremoveknifeanim &&
5810                                 Person::players[i]->animTarget != removeknifeanim &&
5811                                 Person::players[i]->animTarget != backhandspringanim &&
5812                                 Person::players[i]->animTarget != dodgebackanim &&
5813                                 Person::players[i]->animTarget != walljumprightkickanim &&
5814                                 Person::players[i]->animTarget != walljumpleftkickanim) {
5815                             Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
5816                         }
5817
5818                         facing = 0;
5819                         facing.z = -1;
5820
5821                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5822
5823                         facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
5824                         facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
5825
5826                         Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
5827                         Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
5828                     }
5829                     if (Dialog::inDialog()) {
5830                         Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
5831                         Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
5832                     }
5833
5834                     if (leveltime < .5)
5835                         numenvsounds = 0;
5836
5837                     Person::players[i]->avoidsomething = 0;
5838
5839                     //avoid flaming things
5840                     for (int j = 0; j < objects.numobjects; j++)
5841                         if (objects.onfire[j])
5842                             if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
5843                                 if (     distsq(&Person::players[i]->coords, &objects.position[j]) <
5844                                          distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5845                                     Person::players[i]->collided = 0;
5846                                     Person::players[i]->avoidcollided = 1;
5847                                     if (Person::players[i]->avoidsomething == 0 ||
5848                                             distsq(&Person::players[i]->coords, &objects.position[j]) <
5849                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5850                                         Person::players[i]->avoidwhere = objects.position[j];
5851                                         Person::players[i]->avoidsomething = 1;
5852                                     }
5853                                 }
5854
5855                     //avoid flaming players
5856                     for (unsigned j = 0; j < Person::players.size(); j++)
5857                         if (Person::players[j]->onfire)
5858                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
5859                                 if (     distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5860                                          distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5861                                     Person::players[i]->collided = 0;
5862                                     Person::players[i]->avoidcollided = 1;
5863                                     if (Person::players[i]->avoidsomething == 0 ||
5864                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5865                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5866                                         Person::players[i]->avoidwhere = Person::players[j]->coords;
5867                                         Person::players[i]->avoidsomething = 1;
5868                                     }
5869                                 }
5870
5871                     if (Person::players[i]->collided > .8)
5872                         Person::players[i]->avoidcollided = 0;
5873
5874                     doAI(i);
5875
5876                     if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
5877                         //Person::players[i]->targetyaw=Person::players[i]->yaw;
5878                         Person::players[i]->forwardkeydown = 0;
5879                         Person::players[i]->leftkeydown = 0;
5880                         Person::players[i]->backkeydown = 0;
5881                         Person::players[i]->rightkeydown = 0;
5882                         Person::players[i]->jumpkeydown = 0;
5883                         Person::players[i]->attackkeydown = 0;
5884                         //Person::players[i]->crouchkeydown=0;
5885                         Person::players[i]->throwkeydown = 0;
5886                     }
5887
5888                     if (Dialog::inDialog()) {
5889                         Person::players[i]->forwardkeydown = 0;
5890                         Person::players[i]->leftkeydown = 0;
5891                         Person::players[i]->backkeydown = 0;
5892                         Person::players[i]->rightkeydown = 0;
5893                         Person::players[i]->jumpkeydown = 0;
5894                         Person::players[i]->crouchkeydown = 0;
5895                         Person::players[i]->drawkeydown = 0;
5896                         Person::players[i]->throwkeydown = 0;
5897                     }
5898
5899                     if (Person::players[i]->collided < -.3)
5900                         Person::players[i]->collided = -.3;
5901                     if (Person::players[i]->collided > 1)
5902                         Person::players[i]->collided = 1;
5903                     Person::players[i]->collided -= multiplier * 4;
5904                     Person::players[i]->whichdirectiondelay -= multiplier;
5905                     if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
5906                         Person::players[i]->avoidcollided = -.3;
5907                         Person::players[i]->whichdirection = abs(Random() % 2);
5908                         Person::players[i]->whichdirectiondelay = .4;
5909                     }
5910                     if (Person::players[i]->avoidcollided > 1)
5911                         Person::players[i]->avoidcollided = 1;
5912                     Person::players[i]->avoidcollided -= multiplier / 4;
5913                     if (!Person::players[i]->skeleton.free) {
5914                         Person::players[i]->stunned -= multiplier;
5915                         Person::players[i]->surprised -= multiplier;
5916                     }
5917                     if (i != 0 && Person::players[i]->surprised <= 0 &&
5918                             Person::players[i]->aitype == attacktypecutoff &&
5919                             !Person::players[i]->dead &&
5920                             !Person::players[i]->skeleton.free &&
5921                             Animation::animations[Person::players[i]->animTarget].attack == neutral)
5922                         numresponded = 1;
5923
5924                     if (!Person::players[i]->throwkeydown)
5925                         Person::players[i]->throwtogglekeydown = 0;
5926
5927                     //pick up weapon
5928                     if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
5929                         if (Person::players[i]->weaponactive == -1 &&
5930                                 Person::players[i]->num_weapons < 2 &&
5931                                 (Person::players[i]->isIdle() ||
5932                                  Person::players[i]->isCrouch() ||
5933                                  Person::players[i]->animTarget == sneakanim ||
5934                                  Person::players[i]->animTarget == rollanim ||
5935                                  Person::players[i]->animTarget == backhandspringanim ||
5936                                  Person::players[i]->isFlip() ||
5937                                  Person::players[i]->aitype != playercontrolled)) {
5938                             for (unsigned j = 0; j < weapons.size(); j++) {
5939                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
5940                                         Person::players[i]->aitype == playercontrolled) &&
5941                                         weapons[j].owner == -1 &&
5942                                         Person::players[i]->weaponactive == -1)
5943                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
5944                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
5945                                             if (Person::players[i]->isCrouch() ||
5946                                                     Person::players[i]->animTarget == sneakanim ||
5947                                                     Person::players[i]->isRun() ||
5948                                                     Person::players[i]->isIdle() ||
5949                                                     Person::players[i]->aitype != playercontrolled) {
5950                                                 Person::players[i]->throwtogglekeydown = 1;
5951                                                 Person::players[i]->setAnimation(crouchremoveknifeanim);
5952                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
5953                                                 Person::players[i]->hasvictim = 0;
5954                                             }
5955                                             if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
5956                                                 Person::players[i]->throwtogglekeydown = 1;
5957                                                 Person::players[i]->hasvictim = 0;
5958
5959                                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
5960                                                         Person::players[i]->aitype == playercontrolled) &&
5961                                                         weapons[j].owner == -1 ||
5962                                                         Person::players[i]->victim &&
5963                                                         weapons[j].owner == int(Person::players[i]->victim->id))
5964                                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
5965                                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
5966                                                             if (weapons[j].getType() != staff)
5967                                                                 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
5968
5969                                                             Person::players[i]->takeWeapon(j);
5970                                                         }
5971                                             }
5972                                         } else if ((Person::players[i]->isIdle() ||
5973                                                     Person::players[i]->isFlip() ||
5974                                                     Person::players[i]->aitype != playercontrolled) &&
5975                                                    distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
5976                                                    Person::players[i]->coords.y < weapons[j].position.y) {
5977                                             if (!Person::players[i]->isFlip()) {
5978                                                 Person::players[i]->throwtogglekeydown = 1;
5979                                                 Person::players[i]->setAnimation(removeknifeanim);
5980                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
5981                                             }
5982                                             if (Person::players[i]->isFlip()) {
5983                                                 Person::players[i]->throwtogglekeydown = 1;
5984                                                 Person::players[i]->hasvictim = 0;
5985
5986                                                 for (unsigned k = 0; k < weapons.size(); k++) {
5987                                                     if (Person::players[i]->weaponactive == -1)
5988                                                         if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
5989                                                                 Person::players[i]->aitype == playercontrolled) &&
5990                                                                 weapons[k].owner == -1 ||
5991                                                                 Person::players[i]->victim &&
5992                                                                 weapons[k].owner == int(Person::players[i]->victim->id))
5993                                                             if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
5994                                                                     Person::players[i]->weaponactive == -1) {
5995                                                                 if (weapons[k].getType() != staff)
5996                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
5997
5998                                                                 Person::players[i]->takeWeapon(k);
5999                                                             }
6000                                                 }
6001                                             }
6002                                         }
6003                                     }
6004                             }
6005                             if (Person::players[i]->isCrouch() ||
6006                                     Person::players[i]->animTarget == sneakanim ||
6007                                     Person::players[i]->isRun() ||
6008                                     Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6009                                     Person::players[i]->animTarget == backhandspringanim) {
6010                                 if (Person::players.size() > 1)
6011                                     for (unsigned j = 0; j < Person::players.size(); j++) {
6012                                         if (Person::players[i]->weaponactive == -1)
6013                                             if (j != i)
6014                                                 if (Person::players[j]->num_weapons &&
6015                                                         Person::players[j]->skeleton.free &&
6016                                                         distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6017                                                         (((Person::players[j]->skeleton.forward.y < 0 &&
6018                                                            Person::players[j]->weaponstuckwhere == 0) ||
6019                                                           (Person::players[j]->skeleton.forward.y > 0 &&
6020                                                            Person::players[j]->weaponstuckwhere == 1)) ||
6021                                                          Person::players[j]->weaponstuck == -1 ||
6022                                                          Person::players[j]->num_weapons > 1)) {
6023                                                     if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6024                                                         Person::players[i]->throwtogglekeydown = 1;
6025                                                         Person::players[i]->victim = Person::players[j];
6026                                                         Person::players[i]->hasvictim = 1;
6027                                                         Person::players[i]->setAnimation(crouchremoveknifeanim);
6028                                                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6029                                                     }
6030                                                     if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6031                                                         Person::players[i]->throwtogglekeydown = 1;
6032                                                         Person::players[i]->victim = Person::players[j];
6033                                                         Person::players[i]->hasvictim = 1;
6034                                                         int k = Person::players[j]->weaponids[0];
6035                                                         if (Person::players[i]->hasvictim) {
6036                                                             bool fleshstuck;
6037                                                             fleshstuck = 0;
6038                                                             if (Person::players[i]->victim->weaponstuck != -1) {
6039                                                                 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6040                                                                     fleshstuck = 1;
6041                                                                 }
6042                                                             }
6043                                                             if (!fleshstuck) {
6044                                                                 if (weapons[k].getType() != staff)
6045                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6046                                                             }
6047                                                             if (fleshstuck)
6048                                                                 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6049
6050                                                             if (weapons[k].owner != -1) {
6051                                                                 if (Person::players[i]->victim->num_weapons == 1)
6052                                                                     Person::players[i]->victim->num_weapons = 0;
6053                                                                 else
6054                                                                     Person::players[i]->victim->num_weapons = 1;
6055
6056                                                                 Person::players[i]->victim->skeleton.longdead = 0;
6057                                                                 Person::players[i]->victim->skeleton.free = 1;
6058                                                                 Person::players[i]->victim->skeleton.broken = 0;
6059
6060                                                                 for (int l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
6061                                                                     Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6062                                                                     Person::players[i]->victim->skeleton.joints[l].locked = 0;
6063                                                                 }
6064
6065                                                                 XYZ relative;
6066                                                                 relative = 0;
6067                                                                 relative.y = 10;
6068                                                                 Normalise(&relative);
6069                                                                 XYZ footvel, footpoint;
6070                                                                 footvel = 0;
6071                                                                 footpoint = weapons[k].position;
6072                                                                 if (Person::players[i]->victim->weaponstuck != -1) {
6073                                                                     if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6074                                                                         if (bloodtoggle)
6075                                                                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6076                                                                         weapons[k].bloody = 2;
6077                                                                         weapons[k].blooddrip = 5;
6078                                                                         Person::players[i]->victim->weaponstuck = -1;
6079                                                                         Person::players[i]->victim->bloodloss += 2000;
6080                                                                         Person::players[i]->victim->DoDamage(2000);
6081                                                                     }
6082                                                                 }
6083                                                                 if (Person::players[i]->victim->num_weapons > 0) {
6084                                                                     if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6085                                                                         Person::players[i]->victim->weaponstuck = 0;
6086                                                                     if (Person::players[i]->victim->weaponids[0] == k)
6087                                                                         Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6088                                                                 }
6089
6090                                                                 Person::players[i]->victim->weaponactive = -1;
6091
6092                                                                 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6093                                                                 Person::players[i]->victim->jointVel(neck) += relative * 6;
6094                                                                 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6095                                                                 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6096                                                             }
6097                                                             Person::players[i]->takeWeapon(k);
6098                                                         }
6099                                                     }
6100                                                 }
6101                                     }
6102                             }
6103                         }
6104                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6105                             if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6106                                 if (Person::players[i]->isIdle() ||
6107                                         Person::players[i]->isRun() ||
6108                                         Person::players[i]->isCrouch() ||
6109                                         Person::players[i]->animTarget == sneakanim ||
6110                                         Person::players[i]->isFlip())
6111                                     if (Person::players.size() > 1)
6112                                         for (unsigned j = 0; j < Person::players.size(); j++) {
6113                                             if (i != j)
6114                                                 if (tutoriallevel != 1 || tutorialstage == 49)
6115                                                     if (hostile)
6116                                                         if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6117                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6118                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6119                                                                 !Person::players[j]->skeleton.free &&
6120                                                                 -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)) {
6121                                                             if (!Person::players[i]->isFlip()) {
6122                                                                 Person::players[i]->throwtogglekeydown = 1;
6123                                                                 Person::players[i]->victim = Person::players[j];
6124                                                                 Person::players[i]->setAnimation(knifethrowanim);
6125                                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6126                                                                 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6127                                                             }
6128                                                             if (Person::players[i]->isFlip()) {
6129                                                                 if (Person::players[i]->weaponactive != -1) {
6130                                                                     Person::players[i]->throwtogglekeydown = 1;
6131                                                                     Person::players[i]->victim = Person::players[j];
6132                                                                     XYZ aim;
6133                                                                     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);
6134                                                                     Normalise(&aim);
6135
6136                                                                     aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6137
6138                                                                     weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
6139                                                                     Person::players[i]->num_weapons--;
6140                                                                     if (Person::players[i]->num_weapons) {
6141                                                                         Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6142                                                                     }
6143                                                                     Person::players[i]->weaponactive = -1;
6144                                                                 }
6145                                                             }
6146                                                         }
6147                                         }
6148                             }
6149                         }
6150                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6151                             if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6152                                 Person::players[i]->throwtogglekeydown = 1;
6153                                 XYZ tempVelocity = Person::players[i]->velocity * .2;
6154                                 if (tempVelocity.x == 0)
6155                                     tempVelocity.x = .1;
6156                                 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
6157                                 Person::players[i]->num_weapons--;
6158                                 if (Person::players[i]->num_weapons) {
6159                                     Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6160                                     if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6161                                         Person::players[i]->weaponstuck = 0;
6162                                 }
6163
6164                                 Person::players[i]->weaponactive = -1;
6165                                 for (unsigned j = 0; j < Person::players.size(); j++) {
6166                                     Person::players[j]->wentforweapon = 0;
6167                                 }
6168                             }
6169                         }
6170
6171                     }
6172
6173                     //draw weapon
6174                     if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6175                         if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6176                                 (Person::players[i]->num_weapons == 2) &&
6177                                 (Person::players[i]->weaponactive == -1) &&
6178                                 Person::players[i]->isIdle() ||
6179                                 Person::players[0]->dead &&
6180                                 (Person::players[i]->weaponactive != -1) &&
6181                                 i != 0) {
6182                             bool isgood = true;
6183                             if (Person::players[i]->weaponactive != -1)
6184                                 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6185                                     isgood = false;
6186                             if (isgood && Person::players[i]->creature != wolftype) {
6187                                 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6188                                     Person::players[i]->setAnimation(drawrightanim);
6189                                     Person::players[i]->drawtogglekeydown = 1;
6190                                 }
6191                                 if ((Person::players[i]->isIdle() ||
6192                                         (Person::players[i]->aitype != playercontrolled &&
6193                                          Person::players[0]->weaponactive != -1 &&
6194                                          Person::players[i]->isRun())) &&
6195                                         Person::players[i]->num_weapons &&
6196                                         weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6197                                     Person::players[i]->setAnimation(drawleftanim);
6198                                     Person::players[i]->drawtogglekeydown = 1;
6199                                 }
6200                                 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6201                                     Person::players[i]->setAnimation(crouchdrawrightanim);
6202                                     Person::players[i]->drawtogglekeydown = 1;
6203                                 }
6204                             }
6205                         }
6206                     }
6207
6208                     //clean weapon
6209                     if (Person::players[i]->weaponactive != -1) {
6210                         if (Person::players[i]->isCrouch() &&
6211                                 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6212                                 bloodtoggle &&
6213                                 Person::players[i]->onterrain &&
6214                                 Person::players[i]->num_weapons &&
6215                                 Person::players[i]->attackkeydown &&
6216                                 musictype != stream_fighttheme) {
6217                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6218                                 Person::players[i]->setAnimation(crouchstabanim);
6219                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6220                                 Person::players[i]->setAnimation(swordgroundstabanim);
6221                             Person::players[i]->hasvictim = 0;
6222                         }
6223                     }
6224
6225                     if (!Person::players[i]->drawkeydown)
6226                         Person::players[i]->drawtogglekeydown = 0;
6227
6228                     XYZ absflatfacing;
6229                     if (i == 0) {
6230                         absflatfacing = 0;
6231                         absflatfacing.z = -1;
6232
6233                         absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6234                     } else
6235                         absflatfacing = flatfacing;
6236
6237                     if (Dialog::inDialog()) {
6238                         Person::players[i]->forwardkeydown = 0;
6239                         Person::players[i]->leftkeydown = 0;
6240                         Person::players[i]->backkeydown = 0;
6241                         Person::players[i]->rightkeydown = 0;
6242                         Person::players[i]->jumpkeydown = 0;
6243                         Person::players[i]->crouchkeydown = 0;
6244                         Person::players[i]->drawkeydown = 0;
6245                         Person::players[i]->throwkeydown = 0;
6246                     }
6247                     movekey = 0;
6248                     //Do controls
6249                     if (!Animation::animations[Person::players[i]->animTarget].attack &&
6250                             Person::players[i]->animTarget != staggerbackhighanim &&
6251                             Person::players[i]->animTarget != staggerbackhardanim &&
6252                             Person::players[i]->animTarget != backhandspringanim &&
6253                             Person::players[i]->animTarget != dodgebackanim) {
6254                         if (!Person::players[i]->forwardkeydown)
6255                             Person::players[i]->forwardstogglekeydown = 0;
6256                         if (Person::players[i]->crouchkeydown) {
6257                             //Crouch
6258                             target = -2;
6259                             if (i == 0) {
6260                                 Person::players[i]->superruntoggle = 1;
6261                                 if (Person::players.size() > 1)
6262                                     for (unsigned j = 0; j < Person::players.size(); j++)
6263                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6264                                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6265                                                 Person::players[i]->superruntoggle = 0;
6266                             }
6267
6268                             if (Person::players.size() > 1)
6269                                 for (unsigned j = 0; j < Person::players.size(); j++) {
6270                                     if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6271                                         if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6272                                                 Person::players[j]->victim == Person::players[i] &&
6273                                                 (Person::players[j]->animTarget == sweepanim ||
6274                                                  Person::players[j]->animTarget == upunchanim ||
6275                                                  Person::players[j]->animTarget == wolfslapanim ||
6276                                                  ((Person::players[j]->animTarget == swordslashanim ||
6277                                                    Person::players[j]->animTarget == knifeslashstartanim ||
6278                                                    Person::players[j]->animTarget == staffhitanim ||
6279                                                    Person::players[j]->animTarget == staffspinhitanim) &&
6280                                                   distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6281                                             if (target >= 0)
6282                                                 target = -1;
6283                                             else
6284                                                 target = j;
6285                                         }
6286                                     }
6287                                 }
6288                             if (target >= 0)
6289                                 Person::players[target]->Reverse();
6290                             Person::players[i]->lowreversaldelay = .5;
6291
6292                             if (Person::players[i]->isIdle()) {
6293                                 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6294                                 Person::players[i]->transspeed = 10;
6295                             }
6296                             if (Person::players[i]->isRun() ||
6297                                     (Person::players[i]->isStop() &&
6298                                      (Person::players[i]->leftkeydown ||
6299                                       Person::players[i]->rightkeydown ||
6300                                       Person::players[i]->forwardkeydown ||
6301                                       Person::players[i]->backkeydown))) {
6302                                 Person::players[i]->setAnimation(rollanim);
6303                                 Person::players[i]->transspeed = 20;
6304                             }
6305                         }
6306                         if (!Person::players[i]->crouchkeydown) {
6307                             //Uncrouch
6308                             if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6309                                 Person::players[i]->superruntoggle = 0;
6310                             target = -2;
6311                             if (Person::players[i]->isCrouch()) {
6312                                 if (Person::players.size() > 1)
6313                                     for (unsigned j = 0; j < Person::players.size(); j++) {
6314                                         if (j != i &&
6315                                                 !Person::players[j]->skeleton.free &&
6316                                                 Person::players[j]->victim &&
6317                                                 Person::players[i]->highreversaldelay <= 0) {
6318                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6319                                                     Person::players[j]->victim == Person::players[i] &&
6320                                                     (Person::players[j]->animTarget == spinkickanim) &&
6321                                                     Person::players[i]->isCrouch()) {
6322                                                 if (target >= 0)
6323                                                     target = -1;
6324                                                 else
6325                                                     target = j;
6326                                             }
6327                                         }
6328                                     }
6329                                 if (target >= 0)
6330                                     Person::players[target]->Reverse();
6331                                 Person::players[i]->highreversaldelay = .5;
6332
6333                                 if (Person::players[i]->isCrouch()) {
6334                                     if (!Person::players[i]->wasCrouch()) {
6335                                         Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6336                                         Person::players[i]->frameCurrent = 0;
6337                                     }
6338                                     Person::players[i]->setAnimation(Person::players[i]->getIdle());
6339                                     Person::players[i]->transspeed = 10;
6340                                 }
6341                             }
6342                             if (Person::players[i]->animTarget == sneakanim) {
6343                                 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6344                                 Person::players[i]->transspeed = 10;
6345                             }
6346                         }
6347                         if (Person::players[i]->forwardkeydown) {
6348                             if (Person::players[i]->isIdle() ||
6349                                     (Person::players[i]->isStop() &&
6350                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6351                                     (Person::players[i]->isLanding() &&
6352                                      Person::players[i]->frameTarget > 0 &&
6353                                      !Person::players[i]->jumpkeydown) ||
6354                                     (Person::players[i]->isLandhard() &&
6355                                      Person::players[i]->frameTarget > 0 &&
6356                                      !Person::players[i]->jumpkeydown &&
6357                                      Person::players[i]->crouchkeydown)) {
6358                                 if (Person::players[i]->aitype == passivetype)
6359                                     Person::players[i]->setAnimation(walkanim);
6360                                 else
6361                                     Person::players[i]->setAnimation(Person::players[i]->getRun());
6362                             }
6363                             if (Person::players[i]->isCrouch()) {
6364                                 Person::players[i]->animTarget = sneakanim;
6365                                 if (Person::players[i]->wasCrouch())
6366                                     Person::players[i]->target = 0;
6367                                 Person::players[i]->frameTarget = 0;
6368                             }
6369                             if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6370                                 Person::players[i]->setAnimation(climbanim);
6371                                 Person::players[i]->frameTarget = 1;
6372                                 Person::players[i]->jumpclimb = 1;
6373                             }
6374                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6375                                 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6376                             }
6377                             Person::players[i]->forwardstogglekeydown = 1;
6378                             movekey = 1;
6379                         }
6380                         if (Person::players[i]->rightkeydown) {
6381                             if (Person::players[i]->isIdle() ||
6382                                     (Person::players[i]->isStop() &&
6383                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6384                                     (Person::players[i]->isLanding() &&
6385                                      Person::players[i]->frameTarget > 0 &&
6386                                      !Person::players[i]->jumpkeydown) ||
6387                                     (Person::players[i]->isLandhard() &&
6388                                      Person::players[i]->frameTarget > 0 &&
6389                                      !Person::players[i]->jumpkeydown &&
6390                                      Person::players[i]->crouchkeydown)) {
6391                                 Person::players[i]->setAnimation(Person::players[i]->getRun());
6392                             }
6393                             if (Person::players[i]->isCrouch()) {
6394                                 Person::players[i]->animTarget = sneakanim;
6395                                 if (Person::players[i]->wasCrouch())
6396                                     Person::players[i]->target = 0;
6397                                 Person::players[i]->frameTarget = 0;
6398                             }
6399                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6400                                 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6401                             }
6402                             Person::players[i]->targetyaw -= 90;
6403                             if (Person::players[i]->forwardkeydown)
6404                                 Person::players[i]->targetyaw += 45;
6405                             if (Person::players[i]->backkeydown)
6406                                 Person::players[i]->targetyaw -= 45;
6407                             movekey = 1;
6408                         }
6409                         if ( Person::players[i]->leftkeydown) {
6410                             if (Person::players[i]->isIdle() ||
6411                                     (Person::players[i]->isStop() &&
6412                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6413                                     (Person::players[i]->isLanding() &&
6414                                      Person::players[i]->frameTarget > 0 &&
6415                                      !Person::players[i]->jumpkeydown) ||
6416                                     (Person::players[i]->isLandhard() &&
6417                                      Person::players[i]->frameTarget > 0 &&
6418                                      !Person::players[i]->jumpkeydown &&
6419                                      Person::players[i]->crouchkeydown)) {
6420                                 Person::players[i]->setAnimation(Person::players[i]->getRun());
6421                             }
6422                             if (Person::players[i]->isCrouch()) {
6423                                 Person::players[i]->animTarget = sneakanim;
6424                                 if (Person::players[i]->wasCrouch())
6425                                     Person::players[i]->target = 0;
6426                                 Person::players[i]->frameTarget = 0;
6427                             }
6428                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6429                                 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6430                             }
6431                             Person::players[i]->targetyaw += 90;
6432                             if (Person::players[i]->forwardkeydown)
6433                                 Person::players[i]->targetyaw -= 45;
6434                             if (Person::players[i]->backkeydown)
6435                                 Person::players[i]->targetyaw += 45;
6436                             movekey = 1;
6437                         }
6438                         if (Person::players[i]->backkeydown) {
6439                             if (Person::players[i]->isIdle() ||
6440                                     (Person::players[i]->isStop() &&
6441                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6442                                     (Person::players[i]->isLanding() &&
6443                                      Person::players[i]->frameTarget > 0 &&
6444                                      !Person::players[i]->jumpkeydown) ||
6445                                     (Person::players[i]->isLandhard() &&
6446                                      Person::players[i]->frameTarget > 0 &&
6447                                      !Person::players[i]->jumpkeydown &&
6448                                      Person::players[i]->crouchkeydown)) {
6449                                 Person::players[i]->setAnimation(Person::players[i]->getRun());
6450                             }
6451                             if (Person::players[i]->isCrouch()) {
6452                                 Person::players[i]->animTarget = sneakanim;
6453                                 if (Person::players[i]->wasCrouch())
6454                                     Person::players[i]->target = 0;
6455                                 Person::players[i]->frameTarget = 0;
6456                             }
6457                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6458                                 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6459                             }
6460                             if (Person::players[i]->animTarget == hanganim) {
6461                                 Person::players[i]->animCurrent = jumpdownanim;
6462                                 Person::players[i]->animTarget = jumpdownanim;
6463                                 Person::players[i]->target = 0;
6464                                 Person::players[i]->frameCurrent = 0;
6465                                 Person::players[i]->frameTarget = 1;
6466                                 Person::players[i]->velocity = 0;
6467                                 Person::players[i]->velocity.y += gravity;
6468                                 Person::players[i]->coords.y -= 1.4;
6469                                 Person::players[i]->grabdelay = 1;
6470                             }
6471                             if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6472                                 Person::players[i]->targetyaw += 180;
6473                             movekey = 1;
6474                         }
6475                         if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6476                             if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6477                                     Person::players[i]->isRun() ||
6478                                     Person::players[i]->animTarget == walkanim ||
6479                                     Person::players[i]->isCrouch() ||
6480                                     Person::players[i]->animTarget == sneakanim) &&
6481                                     Person::players[i]->jumppower > 1) &&
6482                                     ((Person::players[i]->animTarget != rabbitrunninganim &&
6483                                       Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6484                                 Person::players[i]->jumpstart = 0;
6485                                 Person::players[i]->setAnimation(jumpupanim);
6486                                 Person::players[i]->yaw = Person::players[i]->targetyaw;
6487                                 Person::players[i]->transspeed = 20;
6488                                 Person::players[i]->FootLand(leftfoot, 1);
6489                                 Person::players[i]->FootLand(rightfoot, 1);
6490
6491                                 facing = 0;
6492                                 facing.z = -1;
6493                                 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6494
6495                                 if (movekey)
6496                                     Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6497                                 if (!movekey)
6498                                     Person::players[i]->velocity = 0;
6499
6500                                 //Dodge sweep?
6501                                 target = -2;
6502                                 if (Person::players.size() > 1)
6503                                     for (unsigned j = 0; j < Person::players.size(); j++) {
6504                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6505                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6506                                                     (Person::players[j]->victim == Person::players[i]) &&
6507                                                     (Person::players[j]->animTarget == sweepanim)) {
6508                                                 if (target >= 0)
6509                                                     target = -1;
6510                                                 else
6511                                                     target = j;
6512                                             }
6513                                         }
6514                                     }
6515                                 if (target >= 0)
6516                                     Person::players[i]->velocity.y = 1;
6517                                 else
6518                                     if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6519                                     Person::players[i]->velocity.y = 7;
6520                                     Person::players[i]->crouchtogglekeydown = 1;
6521                                 } else Person::players[i]->velocity.y = 5;
6522
6523                                 if (mousejump && i == 0 && debugmode) {
6524                                     if (!Person::players[i]->isLanding())
6525                                         Person::players[i]->tempdeltav = deltav;
6526                                     if (Person::players[i]->tempdeltav < 0)
6527                                         Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6528                                 }
6529
6530                                 Person::players[i]->coords.y += .2;
6531                                 Person::players[i]->jumppower -= 1;
6532
6533                                 if (!i)
6534                                     emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6535
6536                                 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6537                             }
6538                             if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6539                                 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6540                                 Person::players[i]->frameTarget = 2;
6541                                 Person::players[i]->landhard = 0;
6542                                 Person::players[i]->jumpstart = 1;
6543                                 Person::players[i]->tempdeltav = deltav;
6544                             }
6545                             if (Person::players[i]->animTarget == jumpupanim &&
6546                                     (((!floatjump &&
6547                                        !editorenabled) ||
6548                                       !debugmode) ||
6549                                      Person::players[i]->aitype != playercontrolled)) {
6550                                 if (Person::players[i]->jumppower > multiplier * 6) {
6551                                     Person::players[i]->velocity.y += multiplier * 6;
6552                                     Person::players[i]->jumppower -= multiplier * 6;
6553                                 }
6554                                 if (Person::players[i]->jumppower <= multiplier * 6) {
6555                                     Person::players[i]->velocity.y += Person::players[i]->jumppower;
6556                                     Person::players[i]->jumppower = 0;
6557                                 }
6558                             }
6559                             if (((floatjump || editorenabled) && debugmode) && i == 0)
6560                                 Person::players[i]->velocity.y += multiplier * 30;
6561                         }
6562
6563                         if (!movekey) {
6564                             if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6565                                 Person::players[i]->setAnimation(Person::players[i]->getStop());
6566                             if (Person::players[i]->animTarget == sneakanim) {
6567                                 Person::players[i]->animTarget = Person::players[i]->getCrouch();
6568                                 if (Person::players[i]->animCurrent == sneakanim)
6569                                     Person::players[i]->target = 0;
6570                                 Person::players[i]->frameTarget = 0;
6571                             }
6572                         }
6573                         if (Person::players[i]->animTarget == walkanim &&
6574                                 (Person::players[i]->aitype == attacktypecutoff ||
6575                                  Person::players[i]->aitype == searchtype ||
6576                                  (Person::players[i]->aitype == passivetype &&
6577                                   Person::players[i]->numwaypoints <= 1)))
6578                             Person::players[i]->setAnimation(Person::players[i]->getStop());
6579                         if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
6580                             Person::players[i]->setAnimation(Person::players[i]->getStop());
6581                     }
6582                 }
6583                 if (Person::players[i]->animTarget == rollanim)
6584                     Person::players[i]->targetyaw = oldtargetyaw;
6585             }
6586
6587             //Rotation
6588             for (unsigned k = 0; k < Person::players.size(); k++) {
6589                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
6590                     if (Person::players[k]->yaw > Person::players[k]->targetyaw)
6591                         Person::players[k]->yaw -= 360;
6592                     else
6593                         Person::players[k]->yaw += 360;
6594                 }
6595
6596                 //stop to turn in right direction
6597                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
6598                     Person::players[k]->setAnimation(Person::players[k]->getStop());
6599
6600                 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
6601                     Person::players[k]->targettilt = 0;
6602
6603                 if (Person::players[k]->animTarget != jumpupanim &&
6604                         Person::players[k]->animTarget != backhandspringanim &&
6605                         Person::players[k]->animTarget != jumpdownanim &&
6606                         !Person::players[k]->isFlip()) {
6607                     Person::players[k]->targettilt = 0;
6608                     if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
6609                         Person::players[k]->jumppower = 0;
6610                     Person::players[k]->jumppower += multiplier * 7;
6611                     if (Person::players[k]->isCrouch())
6612                         Person::players[k]->jumppower += multiplier * 7;
6613                     if (Person::players[k]->jumppower > 5)
6614                         Person::players[k]->jumppower = 5;
6615                 }
6616
6617                 if (Person::players[k]->isRun())
6618                     Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
6619
6620                 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
6621                 Person::players[k]->grabdelay -= multiplier;
6622             }
6623
6624             //do animations
6625             for (unsigned k = 0; k < Person::players.size(); k++) {
6626                 Person::players[k]->DoAnimations();
6627                 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
6628                 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
6629             }
6630
6631             //do stuff
6632             objects.DoStuff();
6633
6634             for (int j = numenvsounds - 1; j >= 0; j--) {
6635                 envsoundlife[j] -= multiplier;
6636                 if (envsoundlife[j] < 0) {
6637                     numenvsounds--;
6638                     envsoundlife[j] = envsoundlife[numenvsounds];
6639                     envsound[j] = envsound[numenvsounds];
6640                 }
6641             }
6642             OPENAL_SetFrequency(OPENAL_ALL, slomo);
6643
6644             if (tutoriallevel == 1) {
6645                 XYZ temp;
6646                 XYZ temp2;
6647                 XYZ temp3;
6648                 XYZ oldtemp;
6649                 XYZ oldtemp2;
6650                 temp.x = 1011;
6651                 temp.y = 84;
6652                 temp.z = 491;
6653                 temp2.x = 1025;
6654                 temp2.y = 75;
6655                 temp2.z = 447;
6656                 temp3.x = 1038;
6657                 temp3.y = 76;
6658                 temp3.z = 453;
6659                 oldtemp = temp;
6660                 oldtemp2 = temp2;
6661                 if (tutorialstage >= 51)
6662                     if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6663                         OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
6664                         OPENAL_SetFrequency(OPENAL_ALL);
6665
6666                         emit_stream_np(stream_menutheme);
6667
6668                         gameon = 0;
6669                         mainmenu = 5;
6670
6671                         fireSound();
6672
6673                         flash();
6674                     }
6675                 if (tutorialstage < 51)
6676                     if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6677                         emit_sound_at(fireendsound, Person::players[0]->coords);
6678
6679                         Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
6680
6681                         flash();
6682                     }
6683                 if (tutorialstage >= 14 && tutorialstage < 50)
6684                     if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
6685                         emit_sound_at(fireendsound, Person::players[1]->coords);
6686
6687                         for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
6688                             if (Random() % 2 == 0) {
6689                                 if (!Person::players[1]->skeleton.free)
6690                                     temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6691                                 if (Person::players[1]->skeleton.free)
6692                                     temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6693                                 if (!Person::players[1]->skeleton.free)
6694                                     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;
6695                                 if (Person::players[1]->skeleton.free)
6696                                     temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6697                                 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6698                             }
6699                         }
6700
6701                         Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
6702                         for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
6703                             Person::players[1]->skeleton.joints[i].velocity = 0;
6704                             if (Random() % 2 == 0) {
6705                                 if (!Person::players[1]->skeleton.free)
6706                                     temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6707                                 if (Person::players[1]->skeleton.free)
6708                                     temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6709                                 if (!Person::players[1]->skeleton.free)
6710                                     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;
6711                                 if (Person::players[1]->skeleton.free)
6712                                     temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6713                                 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6714                             }
6715                         }
6716                     }
6717             }
6718
6719
6720             //3d sound
6721             static float gLoc[3];
6722             gLoc[0] = viewer.x;
6723             gLoc[1] = viewer.y;
6724             gLoc[2] = viewer.z;
6725             static float vel[3];
6726             vel[0] = (viewer.x - oldviewer.x) / multiplier;
6727             vel[1] = (viewer.y - oldviewer.y) / multiplier;
6728             vel[2] = (viewer.z - oldviewer.z) / multiplier;
6729
6730             //Set orientation with forward and up vectors
6731             static XYZ upvector;
6732             upvector = 0;
6733             upvector.z = -1;
6734
6735             upvector = DoRotation(upvector, -pitch + 90, 0, 0);
6736             upvector = DoRotation(upvector, 0, 0 - yaw, 0);
6737
6738             facing = 0;
6739             facing.z = -1;
6740
6741             facing = DoRotation(facing, -pitch, 0, 0);
6742             facing = DoRotation(facing, 0, 0 - yaw, 0);
6743
6744
6745             static float ori[6];
6746             ori[0] = -facing.x;
6747             ori[1] = facing.y;
6748             ori[2] = -facing.z;
6749             ori[3] = -upvector.x;
6750             ori[4] = upvector.y;
6751             ori[5] = -upvector.z;
6752
6753             OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
6754             OPENAL_Update();
6755
6756             oldviewer = viewer;
6757         }
6758     }
6759
6760     if (Input::isKeyPressed(SDL_SCANCODE_F1))
6761         Screenshot();
6762 }
6763
6764 void Game::TickOnce()
6765 {
6766     if (mainmenu) {
6767         yaw += multiplier * 5;
6768     } else if (Dialog::directing || !Dialog::inDialog()) {
6769         yaw += deltah * .7;
6770         if (invertmouse) {
6771             pitch -= deltav * .7;
6772         } else {
6773             pitch += deltav * .7;
6774         }
6775         if (pitch > 90)
6776             pitch = 90;
6777         if (pitch < -70)
6778             pitch = -70;
6779     }
6780 }
6781
6782 void Game::TickOnceAfter()
6783 {
6784     static XYZ colviewer;
6785     static XYZ coltarget;
6786     static XYZ target;
6787     static XYZ col;
6788     static XYZ facing;
6789     static float changedelay;
6790     static bool alldead;
6791     static float unseendelay;
6792     static float cameraspeed;
6793
6794     if (!mainmenu) {
6795         static int oldmusictype = musictype;
6796
6797         if (environment == snowyenvironment)
6798             leveltheme = stream_snowtheme;
6799         if (environment == grassyenvironment)
6800             leveltheme = stream_grasstheme;
6801         if (environment == desertenvironment)
6802             leveltheme = stream_deserttheme;
6803
6804         realthreat = 0;
6805
6806         musictype = leveltheme;
6807         for (unsigned i = 0; i < Person::players.size(); i++) {
6808             if ((Person::players[i]->aitype == attacktypecutoff ||
6809                     Person::players[i]->aitype == getweapontype ||
6810                     Person::players[i]->aitype == gethelptype ||
6811                     Person::players[i]->aitype == searchtype) &&
6812                     !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
6813                     (Person::players[i]->animTarget != sneakattackedanim &&
6814                      Person::players[i]->animTarget != knifesneakattackedanim &&
6815                      Person::players[i]->animTarget != swordsneakattackedanim)) {
6816                 musictype = stream_fighttheme;
6817                 realthreat = 1;
6818             }
6819         }
6820         if (Person::players[0]->dead)
6821             musictype = stream_menutheme;
6822
6823
6824         if (musictype == stream_fighttheme)
6825             unseendelay = 1;
6826
6827         if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
6828             unseendelay -= multiplier;
6829             if (unseendelay > 0)
6830                 musictype = stream_fighttheme;
6831         }
6832
6833
6834         if (loading == 2) {
6835             musictype = stream_menutheme;
6836             musicvolume[2] = 512;
6837             musicvolume[0] = 0;
6838             musicvolume[1] = 0;
6839             musicvolume[3] = 0;
6840         }
6841
6842         if (musictoggle)
6843             if (musictype != oldmusictype && musictype == stream_fighttheme)
6844                 emit_sound_np(alarmsound);
6845         musicselected = musictype;
6846
6847         if (musicselected == leveltheme)
6848             musicvolume[0] += multiplier * 450;
6849         else
6850             musicvolume[0] -= multiplier * 450;
6851         if (musicselected == stream_fighttheme)
6852             musicvolume[1] += multiplier * 450;
6853         else
6854             musicvolume[1] -= multiplier * 450;
6855         if (musicselected == stream_menutheme)
6856             musicvolume[2] += multiplier * 450;
6857         else
6858             musicvolume[2] -= multiplier * 450;
6859
6860         for (int i = 0; i < 3; i++) {
6861             if (musicvolume[i] < 0)
6862                 musicvolume[i] = 0;
6863             if (musicvolume[i] > 512)
6864                 musicvolume[i] = 512;
6865         }
6866
6867         if (musicvolume[2] > 128 && !loading && !mainmenu)
6868             musicvolume[2] = 128;
6869
6870         if (musictoggle) {
6871             if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
6872                 emit_stream_np(leveltheme, musicvolume[0]);
6873             if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
6874                 emit_stream_np(stream_fighttheme, musicvolume[1]);
6875             if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
6876                 emit_stream_np(stream_menutheme, musicvolume[2]);
6877             if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
6878                 pause_sound(leveltheme);
6879             if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
6880                 pause_sound(stream_fighttheme);
6881             if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
6882                 pause_sound(stream_menutheme);
6883
6884             if (musicvolume[0] != oldmusicvolume[0])
6885                 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
6886             if (musicvolume[1] != oldmusicvolume[1])
6887                 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
6888             if (musicvolume[2] != oldmusicvolume[2])
6889                 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
6890
6891             for (int i = 0; i < 3; i++)
6892                 oldmusicvolume[i] = musicvolume[i];
6893         } else {
6894             pause_sound(leveltheme);
6895             pause_sound(stream_fighttheme);
6896             pause_sound(stream_menutheme);
6897
6898             for (int i = 0; i < 4; i++) {
6899                 oldmusicvolume[i] = 0;
6900                 musicvolume[i] = 0;
6901             }
6902         }
6903
6904         Hotspot::killhotspot = 2;
6905         for (int i = 0; i < Hotspot::hotspots.size(); i++) {
6906             if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
6907                 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
6908                     Hotspot::killhotspot = 0;
6909                 else if (Hotspot::killhotspot == 2)
6910                     Hotspot::killhotspot = 1;
6911             }
6912         }
6913         if (Hotspot::killhotspot == 2)
6914             Hotspot::killhotspot = 0;
6915
6916
6917         winhotspot = false;
6918         for (int i = 0; i < Hotspot::hotspots.size(); i++)
6919             if (Hotspot::hotspots[i].type == -1)
6920                 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size)
6921                     winhotspot = true;
6922
6923         int numalarmed = 0;
6924         for (unsigned i = 1; i < Person::players.size(); i++)
6925             if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
6926                 numalarmed++;
6927         if (numalarmed > maxalarmed)
6928             maxalarmed = numalarmed;
6929
6930         if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
6931             if (Person::players[0]->dead && changedelay <= 0) {
6932                 changedelay = 1;
6933                 targetlevel = whichlevel;
6934             }
6935             alldead = true;
6936             for (unsigned i = 1; i < Person::players.size(); i++) {
6937                 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
6938                     alldead = false;
6939                     break;
6940                 }
6941             }
6942
6943
6944             if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
6945                 changedelay = 1;
6946                 targetlevel = whichlevel + 1;
6947                 if (targetlevel > numchallengelevels - 1)
6948                     targetlevel = 0;
6949             }
6950             if (winhotspot || windialogue) {
6951                 changedelay = 0.1;
6952                 targetlevel = whichlevel + 1;
6953                 if (targetlevel > numchallengelevels - 1)
6954                     targetlevel = 0;
6955             }
6956
6957
6958             if (Hotspot::killhotspot) {
6959                 changedelay = 1;
6960                 targetlevel = whichlevel + 1;
6961                 if (targetlevel > numchallengelevels - 1)
6962                     targetlevel = 0;
6963             }
6964
6965             if (changedelay > 0 && !Person::players[0]->dead && !won) {
6966                 //high scores, awards, win
6967                 if (campaign) {
6968                     accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
6969                     scoreadded = 1;
6970                 } else {
6971                     accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
6972                 }
6973                 won = 1;
6974             }
6975         }
6976
6977         if (!winfreeze) {
6978
6979             if (leveltime < 1) {
6980                 loading = 0;
6981                 changedelay = .1;
6982                 alldead = false;
6983                 winhotspot = false;
6984                 Hotspot::killhotspot = 0;
6985             }
6986
6987             if (!editorenabled && gameon && !mainmenu) {
6988                 if (changedelay != -999)
6989                     changedelay -= multiplier / 7;
6990                 if (Person::players[0]->dead)
6991                     targetlevel = whichlevel;
6992                 if (loading == 2 && !campaign) {
6993                     flash();
6994
6995                     fireSound(firestartsound);
6996
6997                     if (!Person::players[0]->dead && targetlevel != whichlevel)
6998                         startbonustotal = bonustotal;
6999                     if (Person::players[0]->dead)
7000                         Loadlevel(whichlevel);
7001                     else
7002                         Loadlevel(targetlevel);
7003
7004                     fireSound();
7005
7006                     loading = 3;
7007                 }
7008                 if (loading == 2 && targetlevel == whichlevel) {
7009                     flash();
7010                     loadtime = 0;
7011
7012                     fireSound(firestartsound);
7013
7014                     Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7015
7016                     fireSound();
7017
7018                     loading = 3;
7019                 }
7020                 if (changedelay <= -999 &&
7021                         whichlevel != -2 &&
7022                         !loading &&
7023                         (Person::players[0]->dead ||
7024                          (alldead && maptype == mapkilleveryone) ||
7025                          (winhotspot) ||
7026                          (Hotspot::killhotspot)))
7027                     loading = 1;
7028                 if ((Person::players[0]->dead ||
7029                         (alldead && maptype == mapkilleveryone) ||
7030                         (winhotspot) ||
7031                         (windialogue) ||
7032                         (Hotspot::killhotspot)) &&
7033                         changedelay <= 0) {
7034                     if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7035                         winfreeze = true;
7036                         changedelay = -999;
7037                     }
7038                     if (Person::players[0]->dead)
7039                         loading = 1;
7040                 }
7041             }
7042
7043             if (campaign) {
7044                 // campaignchoosenext determines what to do when the level is complete:
7045                 // 0 = load next level
7046                 // 1 = go back to level select screen
7047                 // 2 = stealthload next level
7048                 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7049                     if (campaignlevels[actuallevel].nextlevel.empty())
7050                         endgame = 1;
7051                 } else if (mainmenu == 0 && winfreeze) {
7052                     stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7053
7054                     if (!stealthloading) {
7055                         fireSound(firestartsound);
7056
7057                         flash();
7058                     }
7059
7060                     startbonustotal = 0;
7061
7062                     LoadCampaign();
7063
7064                     loading = 2;
7065                     loadtime = 0;
7066                     targetlevel = 7;
7067                     if (!firstload)
7068                         LoadStuff();
7069                     whichchoice = 0;
7070                     actuallevel = campaignlevels[actuallevel].nextlevel.front();
7071                     visibleloading = 1;
7072                     stillloading = 1;
7073                     Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7074                     campaign = 1;
7075                     mainmenu = 0;
7076                     gameon = 1;
7077                     pause_sound(stream_menutheme);
7078
7079                     stealthloading = 0;
7080                 }
7081             }
7082
7083             if (loading == 3)
7084                 loading = 0;
7085
7086         }
7087
7088         oldmusictype = musictype;
7089     }
7090
7091     facing = 0;
7092     facing.z = -1;
7093
7094     facing = DoRotation(facing, -pitch, 0, 0);
7095     facing = DoRotation(facing, 0, 0 - yaw, 0);
7096     viewerfacing = facing;
7097
7098     if (!cameramode) {
7099         if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7100             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;
7101         else
7102             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;
7103         target.y += .1;
7104         if (Person::players[0]->skeleton.free) {
7105             for (int i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
7106                 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7107                     target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7108             }
7109             target.y += .1;
7110         }
7111         if (Person::players[0]->skeleton.free != 2) {
7112             cameraspeed = 20;
7113             if (findLengthfast(&Person::players[0]->velocity) > 400) {
7114                 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7115             }
7116             if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7117                 target.y += 1.4;
7118             coltarget = target - cameraloc;
7119             if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7120                 cameraloc = target;
7121             else {
7122                 Normalise(&coltarget);
7123                 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7124                     cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7125                 else
7126                     cameraloc = cameraloc + coltarget * multiplier * 8;
7127             }
7128             if (editorenabled)
7129                 cameraloc = target;
7130             cameradist += multiplier * 5;
7131             if (cameradist > 2.3)
7132                 cameradist = 2.3;
7133             viewer = cameraloc - facing * cameradist;
7134             colviewer = viewer;
7135             coltarget = cameraloc;
7136             objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7137             if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7138                 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7139                     int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7140                     colviewer = viewer;
7141                     coltarget = cameraloc;
7142                     if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7143                         viewer = col;
7144                 }
7145             if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7146                 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7147                     int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7148                     colviewer = viewer;
7149                     if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7150                         viewer = colviewer;
7151                     }
7152                 }
7153             cameradist = findDistance(&viewer, &target);
7154             viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7155             if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7156                 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7157             }
7158         }
7159         if (camerashake > .8)
7160             camerashake = .8;
7161         woozy += multiplier;
7162         if (Person::players[0]->dead)
7163             camerashake = 0;
7164         if (Person::players[0]->dead)
7165             woozy = 0;
7166         camerashake -= multiplier * 2;
7167         blackout -= multiplier * 2;
7168         if (camerashake < 0)
7169             camerashake = 0;
7170         if (blackout < 0)
7171             blackout = 0;
7172         if (camerashake) {
7173             viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7174             viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7175             viewer.z += (float)(Random() % 100) * .0005 * camerashake;
7176         }
7177     }
7178 }
7179