]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameInitDispose.cpp
Moved clothes loop to Person, got rid of globals tintr,tintg,tintb
[lugaru.git] / Source / GameInitDispose.cpp
index 827c923e74cdb49da7c009d7839122aaf7bc5a89..05c7e196fbdfd38d549e7231a98d97394d8bf46b 100644 (file)
@@ -1,22 +1,21 @@
 /*
 Copyright (C) 2003, 2010 - Wolfire Games
+Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
 
 This file is part of Lugaru.
 
-Lugaru is free software; you can redistribute it and/or
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
+Lugaru is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
 
-This program is distributed in the hope that it will be useful,
+Lugaru is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-See the GNU General Public License for more details.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
 
 You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 */
 
 #include "Game.h"
@@ -35,7 +34,6 @@ extern Light light;
 extern Skeleton testskeleton;
 extern int numsounds;
 extern Terrain terrain;
-//extern Sprites sprites;
 extern int kTextureSize;
 extern float texdetail;
 extern float realtexdetail;
@@ -47,7 +45,6 @@ extern GLubyte bloodText[512 * 512 * 3];
 extern GLubyte wolfbloodText[512 * 512 * 3];
 extern bool ismotionblur;
 extern bool trilinear;
-extern bool osx;
 extern bool musictoggle;
 extern int environment;
 extern bool ambientsound;
@@ -55,7 +52,6 @@ extern float multiplier;
 extern int netdatanew;
 extern float mapinfo;
 extern bool stillloading;
-extern TGAImageRec texture;
 extern short vRefNum;
 extern long dirID;
 extern int mainmenu;
@@ -65,7 +61,6 @@ extern int flashdelay;
 extern int whichjointstartarray[26];
 extern int whichjointendarray[26];
 extern int difficulty;
-extern float tintr, tintg, tintb;
 extern float slomospeed;
 extern bool gamestarted;
 
@@ -123,10 +118,6 @@ void Dispose()
     }
 
     OPENAL_Close();
-    if (texture.data) {
-        free(texture.data);
-    }
-    texture.data = 0;
 #endif
 }
 
@@ -138,8 +129,10 @@ void Game::newGame()
 
 void Game::deleteGame()
 {
-    if (skybox) delete skybox;
-    if (text) delete text;
+    if (skybox)
+        delete skybox;
+    if (text)
+        delete text;
     terraintexture.destroy();
     terraintexture2.destroy();
     cursortexture.destroy();
@@ -162,9 +155,6 @@ void Game::deleteGame()
 
 void LoadSave(const char *fileName, GLuint *textureid, bool mipmap, GLubyte *array, int *skinsize)
 {
-    int i;
-    int bytesPerPixel;
-
     LOGFUNC;
 
     LOG(std::string("Loading (S)...") + fileName);
@@ -172,29 +162,19 @@ void LoadSave(const char *fileName, GLuint *textureid, bool mipmap, GLubyte *arr
     //Load Image
     float temptexdetail = texdetail;
     texdetail = 1;
-    //upload_image( fileName );
-    //LoadTGA( fileName );
 
-    // Converting file to something os specific
-    char * fixedFN = ConvertFileName(fileName);
-
-    //Load Image
-    unsigned char fileNamep[256];
-    CopyCStringToPascal(fixedFN, fileNamep);
     //Load Image
-    upload_image( fileNamep , 0);
+    ImageRec texture;
+    load_image(ConvertFileName(fileName), texture);
     texdetail = temptexdetail;
 
-    //Is it valid?
-    if (1 == 1) {
-        bytesPerPixel = texture.bpp / 8;
+    int bytesPerPixel = texture.bpp / 8;
 
-        int tempnum = 0;
-        for (i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
-            if ((i + 1) % 4 || bytesPerPixel == 3) {
-                array[tempnum] = texture.data[i];
-                tempnum++;
-            }
+    int tempnum = 0;
+    for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
+        if ((i + 1) % 4 || bytesPerPixel == 3) {
+            array[tempnum] = texture.data[i];
+            tempnum++;
         }
     }
 }
@@ -222,21 +202,22 @@ GLvoid Game::ReSizeGLScene(float fov, float pnear)
 void Game::LoadingScreen()
 {
     static float loadprogress;
-    static AbsoluteTime time = {0, 0};
     static AbsoluteTime frametime = {0, 0};
     AbsoluteTime currTime = UpTime ();
     double deltaTime = (float) AbsoluteDeltaToDuration (currTime, frametime);
 
-    if (0 > deltaTime) // if negative microseconds
+    if (0 > deltaTime) // if negative microseconds
         deltaTime /= -1000000.0;
-    else                               // else milliseconds
+    else // else milliseconds
         deltaTime /= 1000.0;
 
     multiplier = deltaTime;
-    if (multiplier < .001)multiplier = .001;
-    if (multiplier > 10)multiplier = 10;
+    if (multiplier < .001)
+        multiplier = .001;
+    if (multiplier > 10)
+        multiplier = 10;
     if (multiplier > .05) {
-        frametime = currTime;  // reset for next time interval
+        frametime = currTime; // reset for next time interval
 
         glLoadIdentity();
         //Clear to black
@@ -247,9 +228,8 @@ void Game::LoadingScreen()
         loadtime += multiplier * 4;
 
         loadprogress = loadtime;
-        if (loadprogress > 100)loadprogress = 100;
-
-        //loadprogress=abs(Random()%100);
+        if (loadprogress > 100)
+            loadprogress = 100;
 
         //Background
 
@@ -257,54 +237,52 @@ void Game::LoadingScreen()
         loadscreentexture.bind();
         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
-        glDisable(GL_DEPTH_TEST);                                                      // Disables Depth Testing
+        glDisable(GL_DEPTH_TEST);
         glDisable(GL_CULL_FACE);
         glDisable(GL_LIGHTING);
         glDepthMask(0);
-        glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
-        glPushMatrix();                                                                                // Store The Projection Matrix
-        glLoadIdentity();                                                                      // Reset The Projection Matrix
-        glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                           // Set Up An Ortho Screen
-        glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
-        glPushMatrix();                                                                                // Store The Modelview Matrix
-        glLoadIdentity();                                                              // Reset The Modelview Matrix
+        glMatrixMode(GL_PROJECTION);
+        glPushMatrix();
+        glLoadIdentity();
+        glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+        glMatrixMode(GL_MODELVIEW);
+        glPushMatrix();
+        glLoadIdentity();
         glTranslatef(screenwidth / 2, screenheight / 2, 0);
         glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
         glDisable(GL_BLEND);
         glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, 1);
         glPushMatrix();
-        //glScalef(.25,.25,.25);
         glBegin(GL_QUADS);
         glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3);
-        glVertex3f(-1,         -1,      0.0f);
+        glVertex3f(-1, -1, 0.0f);
         glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3);
-        glVertex3f(1,  -1,      0.0f);
+        glVertex3f(1, -1, 0.0f);
         glTexCoord2f(.1 - loadprogress / 100, 1 + loadprogress / 100 + .3);
-        glVertex3f(1,  1, 0.0f);
+        glVertex3f(1, 1, 0.0f);
         glTexCoord2f(.1 - loadprogress / 100, 1 + loadprogress / 100 + .3);
-        glVertex3f(-1, 1, 0.0f);
+        glVertex3f(-1, 1, 0.0f);
         glEnd();
         glPopMatrix();
         glEnable(GL_BLEND);
         glPushMatrix();
-        //glScalef(.25,.25,.25);
         glBegin(GL_QUADS);
         glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100);
-        glVertex3f(-1,         -1,      0.0f);
+        glVertex3f(-1, -1, 0.0f);
         glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100);
-        glVertex3f(1,  -1,      0.0f);
+        glVertex3f(1, -1, 0.0f);
         glTexCoord2f(.4 + loadprogress / 100, 1 + loadprogress / 100);
-        glVertex3f(1,  1, 0.0f);
+        glVertex3f(1, 1, 0.0f);
         glTexCoord2f(.4 + loadprogress / 100, 1 + loadprogress / 100);
-        glVertex3f(-1, 1, 0.0f);
+        glVertex3f(-1, 1, 0.0f);
         glEnd();
         glPopMatrix();
         glDisable(GL_TEXTURE_2D);
-        glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
-        glPopMatrix();                                                                         // Restore The Old Projection Matrix
-        glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
-        glPopMatrix();                                                                         // Restore The Old Projection Matrix
+        glMatrixMode(GL_PROJECTION);
+        glPopMatrix();
+        glMatrixMode(GL_MODELVIEW);
+        glPopMatrix();
         glDisable(GL_BLEND);
         glDepthMask(1);
 
@@ -312,41 +290,39 @@ void Game::LoadingScreen()
         loadscreentexture.bind();
         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
-        glDisable(GL_DEPTH_TEST);                                                      // Disables Depth Testing
+        glDisable(GL_DEPTH_TEST);
         glDisable(GL_CULL_FACE);
         glDisable(GL_LIGHTING);
         glDepthMask(0);
-        glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
-        glPushMatrix();                                                                                // Store The Projection Matrix
-        glLoadIdentity();                                                                      // Reset The Projection Matrix
-        glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                           // Set Up An Ortho Screen
-        glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
-        glPushMatrix();                                                                                // Store The Modelview Matrix
-        glLoadIdentity();                                                              // Reset The Modelview Matrix
+        glMatrixMode(GL_PROJECTION);
+        glPushMatrix();
+        glLoadIdentity();
+        glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+        glMatrixMode(GL_MODELVIEW);
+        glPushMatrix();
+        glLoadIdentity();
         glTranslatef(screenwidth / 2, screenheight / 2, 0);
         glScalef((float)screenwidth / 2 * (1.5 - (loadprogress) / 200), (float)screenheight / 2 * (1.5 - (loadprogress) / 200), 1);
         glBlendFunc(GL_SRC_ALPHA, GL_ONE);
         glEnable(GL_BLEND);
-        //glColor4f(loadprogress/100,loadprogress/100,loadprogress/100,1);
         glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, 1);
         glPushMatrix();
-        //glScalef(.25,.25,.25);
         glBegin(GL_QUADS);
         glTexCoord2f(0 + .5, 0 + .5);
-        glVertex3f(-1,         -1,      0.0f);
+        glVertex3f(-1, -1, 0.0f);
         glTexCoord2f(1 + .5, 0 + .5);
-        glVertex3f(1,  -1,      0.0f);
+        glVertex3f(1, -1, 0.0f);
         glTexCoord2f(1 + .5, 1 + .5);
-        glVertex3f(1,  1, 0.0f);
+        glVertex3f(1, 1, 0.0f);
         glTexCoord2f(0 + .5, 1 + .5);
-        glVertex3f(-1, 1, 0.0f);
+        glVertex3f(-1, 1, 0.0f);
         glEnd();
         glPopMatrix();
         glDisable(GL_TEXTURE_2D);
-        glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
-        glPopMatrix();                                                                         // Restore The Old Projection Matrix
-        glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
-        glPopMatrix();                                                                         // Restore The Old Projection Matrix
+        glMatrixMode(GL_PROJECTION);
+        glPopMatrix();
+        glMatrixMode(GL_MODELVIEW);
+        glPopMatrix();
         glDisable(GL_BLEND);
         glDepthMask(1);
 
@@ -354,77 +330,79 @@ void Game::LoadingScreen()
         loadscreentexture.bind();
         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
-        glDisable(GL_DEPTH_TEST);                                                      // Disables Depth Testing
+        glDisable(GL_DEPTH_TEST);
         glDisable(GL_CULL_FACE);
         glDisable(GL_LIGHTING);
         glDepthMask(0);
-        glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
-        glPushMatrix();                                                                                // Store The Projection Matrix
-        glLoadIdentity();                                                                      // Reset The Projection Matrix
-        glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                           // Set Up An Ortho Screen
-        glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
-        glPushMatrix();                                                                                // Store The Modelview Matrix
-        glLoadIdentity();                                                              // Reset The Modelview Matrix
+        glMatrixMode(GL_PROJECTION);
+        glPushMatrix();
+        glLoadIdentity();
+        glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+        glMatrixMode(GL_MODELVIEW);
+        glPushMatrix();
+        glLoadIdentity();
         glTranslatef(screenwidth / 2, screenheight / 2, 0);
         glScalef((float)screenwidth / 2 * (100 + loadprogress) / 100, (float)screenheight / 2 * (100 + loadprogress) / 100, 1);
         glBlendFunc(GL_SRC_ALPHA, GL_ONE);
         glEnable(GL_BLEND);
         glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, .4);
         glPushMatrix();
-        //glScalef(.25,.25,.25);
         glBegin(GL_QUADS);
         glTexCoord2f(0 + .2, 0 + .8);
-        glVertex3f(-1,         -1,      0.0f);
+        glVertex3f(-1, -1, 0.0f);
         glTexCoord2f(1 + .2, 0 + .8);
-        glVertex3f(1,  -1,      0.0f);
+        glVertex3f(1, -1, 0.0f);
         glTexCoord2f(1 + .2, 1 + .8);
-        glVertex3f(1,  1, 0.0f);
+        glVertex3f(1, 1, 0.0f);
         glTexCoord2f(0 + .2, 1 + .8);
-        glVertex3f(-1, 1, 0.0f);
+        glVertex3f(-1, 1, 0.0f);
         glEnd();
         glPopMatrix();
         glDisable(GL_TEXTURE_2D);
-        glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
-        glPopMatrix();                                                                         // Restore The Old Projection Matrix
-        glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
-        glPopMatrix();                                                                         // Restore The Old Projection Matrix
+        glMatrixMode(GL_PROJECTION);
+        glPopMatrix();
+        glMatrixMode(GL_MODELVIEW);
+        glPopMatrix();
         glDisable(GL_BLEND);
         glDepthMask(1);
 
         //Text
 
         if (flashamount > 0) {
-            if (flashamount > 1)flashamount = 1;
-            if (flashdelay <= 0)flashamount -= multiplier;
+            if (flashamount > 1)
+                flashamount = 1;
+            if (flashdelay <= 0)
+                flashamount -= multiplier;
             flashdelay--;
-            if (flashamount < 0)flashamount = 0;
-            glDisable(GL_DEPTH_TEST);                                                  // Disables Depth Testing
+            if (flashamount < 0)
+                flashamount = 0;
+            glDisable(GL_DEPTH_TEST);
             glDisable(GL_CULL_FACE);
             glDisable(GL_LIGHTING);
             glDisable(GL_TEXTURE_2D);
             glDepthMask(0);
-            glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-            glPushMatrix();                                                                            // Store The Projection Matrix
-            glLoadIdentity();                                                                  // Reset The Projection Matrix
-            glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                               // Set Up An Ortho Screen
-            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-            glPushMatrix();                                                                            // Store The Modelview Matrix
-            glLoadIdentity();                                                          // Reset The Modelview Matrix
+            glMatrixMode(GL_PROJECTION);
+            glPushMatrix();
+            glLoadIdentity();
+            glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+            glMatrixMode(GL_MODELVIEW);
+            glPushMatrix();
+            glLoadIdentity();
             glScalef(screenwidth, screenheight, 1);
             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
             glEnable(GL_BLEND);
             glColor4f(flashr, flashg, flashb, flashamount);
             glBegin(GL_QUADS);
-            glVertex3f(0,              0,       0.0f);
-            glVertex3f(256,    0,       0.0f);
-            glVertex3f(256,    256, 0.0f);
-            glVertex3f(0,      256, 0.0f);
+            glVertex3f(0, 0, 0.0f);
+            glVertex3f(256, 0, 0.0f);
+            glVertex3f(256, 256, 0.0f);
+            glVertex3f(0, 256, 0.0f);
             glEnd();
-            glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-            glPopMatrix();                                                                             // Restore The Old Projection Matrix
-            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-            glPopMatrix();                                                                             // Restore The Old Projection Matrix
-            glEnable(GL_DEPTH_TEST);                                                   // Enables Depth Testing
+            glMatrixMode(GL_PROJECTION);
+            glPopMatrix();
+            glMatrixMode(GL_MODELVIEW);
+            glPopMatrix();
+            glEnable(GL_DEPTH_TEST);
             glEnable(GL_CULL_FACE);
             glDisable(GL_BLEND);
             glDepthMask(1);
@@ -445,49 +423,44 @@ void FadeLoadingScreen(float howmuch)
 
     loadprogress = howmuch;
 
-    //loadprogress=abs(Random()%100);
-
     //Background
 
-    //glEnable(GL_TEXTURE_2D);
     glDisable(GL_TEXTURE_2D);
-    //glBindTexture( GL_TEXTURE_2D, loadscreentexture);
     glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
     glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
-    glDisable(GL_DEPTH_TEST);                                                  // Disables Depth Testing
+    glDisable(GL_DEPTH_TEST);
     glDisable(GL_CULL_FACE);
     glDisable(GL_LIGHTING);
     glDepthMask(0);
-    glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-    glPushMatrix();                                                                            // Store The Projection Matrix
-    glLoadIdentity();                                                                  // Reset The Projection Matrix
-    glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                               // Set Up An Ortho Screen
-    glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-    glPushMatrix();                                                                            // Store The Modelview Matrix
-    glLoadIdentity();                                                          // Reset The Modelview Matrix
+    glMatrixMode(GL_PROJECTION);
+    glPushMatrix();
+    glLoadIdentity();
+    glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+    glMatrixMode(GL_MODELVIEW);
+    glPushMatrix();
+    glLoadIdentity();
     glTranslatef(screenwidth / 2, screenheight / 2, 0);
     glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
     glDisable(GL_BLEND);
     glColor4f(loadprogress / 100, 0, 0, 1);
     glPushMatrix();
-    //glScalef(.25,.25,.25);
     glBegin(GL_QUADS);
     glTexCoord2f(0, 0);
-    glVertex3f(-1,             -1,      0.0f);
+    glVertex3f(-1, -1, 0.0f);
     glTexCoord2f(1, 0);
-    glVertex3f(1,      -1,      0.0f);
+    glVertex3f(1, -1, 0.0f);
     glTexCoord2f(1, 1);
-    glVertex3f(1,      1, 0.0f);
+    glVertex3f(1, 1, 0.0f);
     glTexCoord2f(0, 1);
-    glVertex3f(-1,     1, 0.0f);
+    glVertex3f(-1, 1, 0.0f);
     glEnd();
     glPopMatrix();
     glDisable(GL_TEXTURE_2D);
-    glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-    glPopMatrix();                                                                             // Restore The Old Projection Matrix
-    glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-    glPopMatrix();                                                                             // Restore The Old Projection Matrix
+    glMatrixMode(GL_PROJECTION);
+    glPopMatrix();
+    glMatrixMode(GL_MODELVIEW);
+    glPopMatrix();
     glDisable(GL_BLEND);
     glDepthMask(1);
     //Text
@@ -499,36 +472,12 @@ extern bool cmdline(const char *cmd);
 
 void Game::InitGame()
 {
-#if PLATFORM_MACOSX
-    ProcessSerialNumber PSN;
-    ProcessInfoRec pinfo;
-    FSSpec pspec;
-    OSStatus err;
-    /* set up process serial number */
-    PSN.highLongOfPSN = 0;
-    PSN.lowLongOfPSN = kCurrentProcess;
-    /* set up info block */
-    pinfo.processInfoLength = sizeof(pinfo);
-    pinfo.processName = NULL;
-    pinfo.processAppSpec = &pspec;
-    /* grab the vrefnum and directory */
-    err = GetProcessInformation(&PSN, &pinfo);
-    if (err == noErr) {
-        vRefNum = pspec.vRefNum;
-        dirID = pspec.parID;
-    }
-#endif
-
     LOGFUNC;
 
     numchallengelevels = 14;
 
     accountactive = Account::loadFile(":Data:Users");
 
-    tintr = 1;
-    tintg = 1;
-    tintb = 1;
-
     whichjointstartarray[0] = righthip;
     whichjointendarray[0] = rightfoot;
 
@@ -611,8 +560,6 @@ void Game::InitGame()
 
     stillloading = 1;
 
-    texture.data = ( GLubyte* )malloc( 1024 * 1024 * 4 );
-
     int temptexdetail = texdetail;
     texdetail = 1;
     text->LoadFontTexture(":Data:Textures:Font.png");
@@ -634,10 +581,8 @@ void Game::InitGame()
     LOG("Initializing sound system...");
 
 #if PLATFORM_LINUX
-    int output = -1;
-
     unsigned char rc = 0;
-    output = OPENAL_OUTPUT_ALSA;  // Try alsa first...
+    int output = OPENAL_OUTPUT_ALSA;  // Try alsa first...
     if (cmdline("forceoss"))      //  ...but let user override that.
         output = OPENAL_OUTPUT_OSS;
     else if (cmdline("nosound"))
@@ -677,7 +622,8 @@ void Game::InitGame()
     Maparrowtexture.load(":Data:Textures:MapArrow.png", 0, 1);
 
     temptexdetail = texdetail;
-    if (texdetail > 2)texdetail = 2;
+    if (texdetail > 2)
+        texdetail = 2;
     Mainmenuitems[0].load(":Data:Textures:Lugaru.png", 0, 0);
     Mainmenuitems[1].load(":Data:Textures:Newgame.png", 0, 0);
     Mainmenuitems[2].load(":Data:Textures:Options.png", 0, 0);
@@ -738,8 +684,9 @@ void Game::LoadStuff()
 
     stillloading = 1;
 
-    for (i = 0; i < maxplayers; i++)
-        player[i].skeleton.drawmodel.textureptr.destroy();
+    for (auto p:Person::players) {
+        p->skeleton.drawmodel.textureptr.destroy();
+    }
 
     i = abs(Random() % 4);
     visibleloading = 0; //don't use loadscreentexture yet
@@ -769,9 +716,6 @@ void Game::LoadStuff()
 
     realtexdetail = texdetail;
 
-    numplayers = 1;
-
-
     LOG("Loading weapon data...");
 
     Weapon::knifetextureptr.load(":Data:Textures:knife.png", 0, 1);
@@ -784,32 +728,26 @@ void Game::LoadStuff()
 
     Weapon::throwingknifemodel.load((char *)":Data:Models:throwingknife.solid", 1);
     Weapon::throwingknifemodel.Scale(.001, .001, .001);
-    //Weapon::throwingknifemodel.Rotate(0,0,-90);
     Weapon::throwingknifemodel.Rotate(90, 0, 0);
     Weapon::throwingknifemodel.Rotate(0, 90, 0);
     Weapon::throwingknifemodel.flat = 0;
     Weapon::throwingknifemodel.CalculateNormals(1);
-    //Weapon::throwingknifemodel.ScaleNormals(-1,-1,-1);
 
     Weapon::swordmodel.load((char *)":Data:Models:sword.solid", 1);
     Weapon::swordmodel.Scale(.001, .001, .001);
-    //Weapon::swordmodel.Rotate(0,0,-90);
     Weapon::swordmodel.Rotate(90, 0, 0);
     Weapon::swordmodel.Rotate(0, 90, 0);
     Weapon::swordmodel.Rotate(0, 0, 90);
     Weapon::swordmodel.flat = 1;
     Weapon::swordmodel.CalculateNormals(1);
-    //Weapon::swordmodel.ScaleNormals(-1,-1,-1);
 
     Weapon::staffmodel.load((char *)":Data:Models:staff.solid", 1);
     Weapon::staffmodel.Scale(.005, .005, .005);
-    //Weapon::staffmodel.Rotate(0,0,-90);
     Weapon::staffmodel.Rotate(90, 0, 0);
     Weapon::staffmodel.Rotate(0, 90, 0);
     Weapon::staffmodel.Rotate(0, 0, 90);
     Weapon::staffmodel.flat = 1;
     Weapon::staffmodel.CalculateNormals(1);
-    //Weapon::staffmodel.ScaleNormals(-1,-1,-1);
 
     terrain.shadowtexture.load(":Data:Textures:shadow.png", 0, 1);
     terrain.bloodtexture.load(":Data:Textures:blood.png", 0, 1);
@@ -841,9 +779,12 @@ void Game::LoadStuff()
     viewer = 0;
 
 
-    if (detail)kTextureSize = 1024;
-    if (detail == 1)kTextureSize = 512;
-    if (detail == 0)kTextureSize = 256;
+    if (detail)
+        kTextureSize = 1024;
+    if (detail == 1)
+        kTextureSize = 512;
+    if (detail == 0)
+        kTextureSize = 256;
 
     //Set up distant light
     light.color[0] = .95;
@@ -907,7 +848,7 @@ void Game::LoadStuff()
     XYZ moveamount;
     moveamount = 0;
     moveamount.z = 2;
-    for (i = 0; i < player[0].skeleton.num_joints; i++) {
+    for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
         for (j = 0; j < animation[knifesneakattackanim].numframes; j++) {
             animation[knifesneakattackanim].position[i][j] += moveamount;
         }
@@ -915,7 +856,7 @@ void Game::LoadStuff()
 
     LoadingScreen();
 
-    for (i = 0; i < player[0].skeleton.num_joints; i++) {
+    for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
         for (j = 0; j < animation[knifesneakattackedanim].numframes; j++) {
             animation[knifesneakattackedanim].position[i][j] += moveamount;
         }
@@ -923,7 +864,7 @@ void Game::LoadStuff()
 
     LoadingScreen();
 
-    for (i = 0; i < player[0].skeleton.num_joints; i++) {
+    for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
         animation[dead1anim].position[i][1] = animation[dead1anim].position[i][0];
         animation[dead2anim].position[i][1] = animation[dead2anim].position[i][0];
         animation[dead3anim].position[i][1] = animation[dead3anim].position[i][0];
@@ -939,7 +880,7 @@ void Game::LoadStuff()
     animation[dead3anim].speed[1] = 0.001;
     animation[dead4anim].speed[1] = 0.001;
 
-    for (i = 0; i < player[0].skeleton.num_joints; i++) {
+    for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
         for (j = 0; j < animation[swordsneakattackanim].numframes; j++) {
             animation[swordsneakattackanim].position[i][j] += moveamount;
         }
@@ -951,7 +892,7 @@ void Game::LoadStuff()
 
     LoadingScreen();
 
-    for (i = 0; i < player[0].skeleton.num_joints; i++) {
+    for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
         for (j = 0; j < animation[swordsneakattackedanim].numframes; j++) {
             animation[swordsneakattackedanim].position[i][j] += moveamount;
         }