]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameTick.cpp
License: Update GPLv2+ header to match current FSF recommendation
[lugaru.git] / Source / GameTick.cpp
index 9ba0cf5eafc0d638cffaf2ce2aa119b0a73c1290..685b4730ab952c17cf72bd8016d159777e558c1d 100644 (file)
@@ -3,22 +3,23 @@ Copyright (C) 2003, 2010 - Wolfire Games
 
 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/>.
 */
 
+// Enable full math definitions
+#define _USE_MATH_DEFINES
+
 #if PLATFORM_UNIX
 #include <sys/stat.h>
 #include <sys/types.h>
@@ -27,8 +28,10 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include <direct.h>
 #endif
 
+
 #include <limits>
 #include <ctime>
+#include <cmath>
 #include <dirent.h>
 #include "Game.h"
 #include "openal_wrapper.h"
@@ -39,6 +42,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "Menu.h"
 
 #include <algorithm>
+#include <set>
 
 using namespace std;
 using namespace Game;
@@ -142,12 +146,13 @@ extern bool winfreeze;
 extern bool campaign;
 
 
+extern void toggleFullscreen();
+
 
 void Loadlevel(int which);
 void Loadlevel(const char *name);
 
 
-
 class CampaignLevel
 {
 private:
@@ -200,7 +205,7 @@ public:
         is >> mapname;
         is.ignore(256, ':');
         is >> description;
-        for (unsigned pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
+        for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
             description.replace(pos, 1, 1, ' ');
         }
         is.ignore(256, ':');
@@ -571,62 +576,64 @@ static void ch_save(const char *args)
             fpackf(tfile, "Bb", hotspottext[i][l]);
     }
 
-    fpackf(tfile, "Bi", numplayers);
-    if (numplayers < maxplayers)
-        for (int j = 1; j < numplayers; j++) {
-            fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", Person::players[j]->whichskin, Person::players[j]->creature,
-                   Person::players[j]->coords.x, Person::players[j]->coords.y, Person::players[j]->coords.z,
-                   Person::players[j]->num_weapons, Person::players[j]->howactive, Person::players[j]->scale, Person::players[j]->immobile, Person::players[j]->yaw);
-            if (Person::players[j]->num_weapons < 5)
-                for (int k = 0; k < Person::players[j]->num_weapons; k++)
-                    fpackf(tfile, "Bi", weapons[Person::players[j]->weaponids[k]].getType());
-            if (Person::players[j]->numwaypoints < 30) {
-                fpackf(tfile, "Bi", Person::players[j]->numwaypoints);
-                for (int k = 0; k < Person::players[j]->numwaypoints; k++) {
-                    fpackf(tfile, "Bf", Person::players[j]->waypoints[k].x);
-                    fpackf(tfile, "Bf", Person::players[j]->waypoints[k].y);
-                    fpackf(tfile, "Bf", Person::players[j]->waypoints[k].z);
-                    fpackf(tfile, "Bi", Person::players[j]->waypointtype[k]);
-                }
-                fpackf(tfile, "Bi", Person::players[j]->waypoint);
-            } else {
-                Person::players[j]->numwaypoints = 0;
-                Person::players[j]->waypoint = 0;
-                fpackf(tfile, "Bi Bi Bi", Person::players[j]->numwaypoints, Person::players[j]->waypoint, Person::players[j]->waypoint);
-            }
-
-            fpackf(tfile, "Bf Bf Bf", Person::players[j]->armorhead, Person::players[j]->armorhigh, Person::players[j]->armorlow);
-            fpackf(tfile, "Bf Bf Bf", Person::players[j]->protectionhead, Person::players[j]->protectionhigh, Person::players[j]->protectionlow);
-            fpackf(tfile, "Bf Bf Bf", Person::players[j]->metalhead, Person::players[j]->metalhigh, Person::players[j]->metallow);
-            fpackf(tfile, "Bf Bf", Person::players[j]->power, Person::players[j]->speedmult);
-
-            float headprop, bodyprop, armprop, legprop;
-            if (Person::players[j]->creature == wolftype) {
-                headprop = Person::players[j]->proportionhead.x / 1.1;
-                bodyprop = Person::players[j]->proportionbody.x / 1.1;
-                armprop = Person::players[j]->proportionarms.x / 1.1;
-                legprop = Person::players[j]->proportionlegs.x / 1.1;
-            } else if (Person::players[j]->creature == rabbittype) {
-                headprop = Person::players[j]->proportionhead.x / 1.2;
-                bodyprop = Person::players[j]->proportionbody.x / 1.05;
-                armprop = Person::players[j]->proportionarms.x / 1.00;
-                legprop = Person::players[j]->proportionlegs.x / 1.1;
-            }
-
-            fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
-
-            fpackf(tfile, "Bi", Person::players[j]->numclothes);
-            if (Person::players[j]->numclothes)
-                for (int k = 0; k < Person::players[j]->numclothes; k++) {
-                    int templength;
-                    templength = strlen(Person::players[j]->clothes[k]);
-                    fpackf(tfile, "Bi", templength);
-                    for (int l = 0; l < templength; l++)
-                        fpackf(tfile, "Bb", Person::players[j]->clothes[k][l]);
-                    fpackf(tfile, "Bf Bf Bf", Person::players[j]->clothestintr[k], Person::players[j]->clothestintg[k], Person::players[j]->clothestintb[k]);
-                }
+    fpackf(tfile, "Bi", Person::players.size());
+    if (Person::players.size() > maxplayers) {
+        cout << "Warning: this level contains more players than allowed" << endl;
+    }
+    for (unsigned j = 1; j < Person::players.size(); j++) {
+        fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", Person::players[j]->whichskin, Person::players[j]->creature,
+               Person::players[j]->coords.x, Person::players[j]->coords.y, Person::players[j]->coords.z,
+               Person::players[j]->num_weapons, Person::players[j]->howactive, Person::players[j]->scale, Person::players[j]->immobile, Person::players[j]->yaw);
+        if (Person::players[j]->num_weapons < 5)
+            for (int k = 0; k < Person::players[j]->num_weapons; k++)
+                fpackf(tfile, "Bi", weapons[Person::players[j]->weaponids[k]].getType());
+        if (Person::players[j]->numwaypoints < 30) {
+            fpackf(tfile, "Bi", Person::players[j]->numwaypoints);
+            for (int k = 0; k < Person::players[j]->numwaypoints; k++) {
+                fpackf(tfile, "Bf", Person::players[j]->waypoints[k].x);
+                fpackf(tfile, "Bf", Person::players[j]->waypoints[k].y);
+                fpackf(tfile, "Bf", Person::players[j]->waypoints[k].z);
+                fpackf(tfile, "Bi", Person::players[j]->waypointtype[k]);
+            }
+            fpackf(tfile, "Bi", Person::players[j]->waypoint);
+        } else {
+            Person::players[j]->numwaypoints = 0;
+            Person::players[j]->waypoint = 0;
+            fpackf(tfile, "Bi Bi Bi", Person::players[j]->numwaypoints, Person::players[j]->waypoint, Person::players[j]->waypoint);
         }
 
+        fpackf(tfile, "Bf Bf Bf", Person::players[j]->armorhead, Person::players[j]->armorhigh, Person::players[j]->armorlow);
+        fpackf(tfile, "Bf Bf Bf", Person::players[j]->protectionhead, Person::players[j]->protectionhigh, Person::players[j]->protectionlow);
+        fpackf(tfile, "Bf Bf Bf", Person::players[j]->metalhead, Person::players[j]->metalhigh, Person::players[j]->metallow);
+        fpackf(tfile, "Bf Bf", Person::players[j]->power, Person::players[j]->speedmult);
+
+        float headprop, bodyprop, armprop, legprop;
+        if (Person::players[j]->creature == wolftype) {
+            headprop = Person::players[j]->proportionhead.x / 1.1;
+            bodyprop = Person::players[j]->proportionbody.x / 1.1;
+            armprop = Person::players[j]->proportionarms.x / 1.1;
+            legprop = Person::players[j]->proportionlegs.x / 1.1;
+        } else if (Person::players[j]->creature == rabbittype) {
+            headprop = Person::players[j]->proportionhead.x / 1.2;
+            bodyprop = Person::players[j]->proportionbody.x / 1.05;
+            armprop = Person::players[j]->proportionarms.x / 1.00;
+            legprop = Person::players[j]->proportionlegs.x / 1.1;
+        }
+
+        fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
+
+        fpackf(tfile, "Bi", Person::players[j]->numclothes);
+        if (Person::players[j]->numclothes)
+            for (int k = 0; k < Person::players[j]->numclothes; k++) {
+                int templength;
+                templength = strlen(Person::players[j]->clothes[k]);
+                fpackf(tfile, "Bi", templength);
+                for (int l = 0; l < templength; l++)
+                    fpackf(tfile, "Bb", Person::players[j]->clothes[k][l]);
+                fpackf(tfile, "Bf Bf Bf", Person::players[j]->clothestintr[k], Person::players[j]->clothestintg[k], Person::players[j]->clothestintb[k]);
+            }
+    }
+
     fpackf(tfile, "Bi", numpathpoints);
     for (int j = 0; j < numpathpoints; j++) {
         fpackf(tfile, "Bf Bf Bf Bi", pathpoint[j].x, pathpoint[j].y, pathpoint[j].z, numpathpointconnect[j]);
@@ -689,7 +696,7 @@ static int findClosestPlayer()
     int closest = -1;
     float closestdist = std::numeric_limits<float>::max();
 
-    for (int i = 1; i < numplayers; i++) {
+    for (unsigned i = 1; i < Person::players.size(); i++) {
         float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
         if (distance < closestdist) {
             closestdist = distance;
@@ -876,13 +883,13 @@ static void ch_belt(const char *args)
 static void ch_cellophane(const char *args)
 {
     cellophane = !cellophane;
-    float mul = cellophane ? 0 : 1;
+    float mul = (cellophane ? 0 : 1);
 
-    for (int i = 0; i < numplayers; i++) {
-        Person::players[i]->proportionhead.z = Person::players[i]->proportionhead.x * mul;
-        Person::players[i]->proportionbody.z = Person::players[i]->proportionbody.x * mul;
-        Person::players[i]->proportionarms.z = Person::players[i]->proportionarms.x * mul;
-        Person::players[i]->proportionlegs.z = Person::players[i]->proportionlegs.x * mul;
+    for (auto player : Person::players) {
+        player->proportionhead.z = player->proportionhead.x * mul;
+        player->proportionbody.z = player->proportionbody.x * mul;
+        player->proportionarms.z = player->proportionarms.x * mul;
+        player->proportionlegs.z = player->proportionlegs.x * mul;
     }
 }
 
@@ -960,7 +967,7 @@ static void ch_black(const char *args)
 
 static void ch_sizemin(const char *args)
 {
-    for (int i = 1; i < numplayers; i++)
+    for (unsigned i = 1; i < Person::players.size(); i++)
         if (Person::players[i]->scale < 0.8 * 0.2)
             Person::players[i]->scale = 0.8 * 0.2;
 }
@@ -1067,7 +1074,7 @@ static void ch_dialogue(const char *args)
     }
 
     for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
-        for (int j = 0; j < numplayers; j++) {
+        for (unsigned j = 0; j < Person::players.size(); j++) {
             participantfacing[numdialogues][i][j] = Person::players[j]->facing;
         }
     }
@@ -1150,7 +1157,7 @@ static void ch_immobile(const char *args)
 
 static void ch_allimmobile(const char *args)
 {
-    for (int i = 1; i < numplayers; i++)
+    for (unsigned i = 1; i < Person::players.size(); i++)
         Person::players[i]->immobile = 1;
 }
 
@@ -1313,18 +1320,17 @@ static void cmd_dispatch(const string cmd)
 extern bool save_image(const char * fname);
 void Screenshot (void)
 {
-    char temp[1024];
+    char filename[1024];
     time_t t = time(NULL);
     struct tm *tme = localtime(&t);
-    sprintf(temp, "Screenshots/Screenshot_%04d_%02d_%02d--%02d_%02d_%02d.png", tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
+    sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
+            tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
 
 #if defined(_WIN32)
     mkdir("Screenshots");
-#else
-    mkdir("Screenshots", S_IRWXU);
 #endif
 
-    save_image(temp);
+    save_image(filename);
 }
 
 void Game::SetUpLighting()
@@ -1607,6 +1613,15 @@ void LoadCampaign()
     if (!accountactive)
         return;
     ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
+    if (!ipstream.good()) {
+        if (accountactive->getCurrentCampaign() == "main") {
+            cerr << "Could not found main campaign!" << endl;
+            return;
+        }
+        cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
+        accountactive->setCurrentCampaign("main");
+        return LoadCampaign();
+    }
     ipstream.ignore(256, ':');
     int numlevels;
     ipstream >> numlevels;
@@ -1983,13 +1998,15 @@ void Loadlevel(const char *name)
 
         if (visibleloading)
             LoadingScreen();
-        //mapcenter=objects.center;
-        //mapradius=objects.radius;
 
+        int numplayers;
         funpackf(tfile, "Bi", &numplayers);
         int howmanyremoved = 0;
         bool removeanother = 0;
-        if (numplayers > 1 && numplayers < maxplayers) {
+        if (numplayers > maxplayers) {
+            cout << "Warning: this level contains more players than allowed" << endl;
+        }
+        if (numplayers > 1) {
             for (int i = 1; i < numplayers; i++) {
                 Person::players.push_back(shared_ptr<Person>(new Person()));
                 if (visibleloading)
@@ -2089,6 +2106,8 @@ void Loadlevel(const char *name)
             LoadingScreen();
 
         numplayers -= howmanyremoved;
+        Person::players.resize(numplayers);
+
         funpackf(tfile, "Bi", &numpathpoints);
         if (numpathpoints > 30 || numpathpoints < 0)
             numpathpoints = 0;
@@ -2127,9 +2146,7 @@ void Loadlevel(const char *name)
 
         fclose(tfile);
 
-        if (numplayers > maxplayers - 1)
-            numplayers = maxplayers - 1;
-        for (int i = 0; i < numplayers; i++) {
+        for (unsigned i = 0; i < Person::players.size(); i++) {
             if (visibleloading)
                 LoadingScreen();
             Person::players[i]->burnt = 0;
@@ -2290,22 +2307,17 @@ void Loadlevel(const char *name)
         Person::players[0]->aitype = playercontrolled;
         Person::players[0]->weaponactive = -1;
 
-        if (difficulty == 1)
+        if (difficulty == 1) {
             Person::players[0]->power = 1 / .9;
-
-        if (difficulty == 0)
-            Person::players[0]->power = 1 / .8;
-
-        if (difficulty == 1)
             Person::players[0]->damagetolerance = 250;
-        if (difficulty == 0)
+        } else if (difficulty == 0) {
+            Person::players[0]->power = 1 / .8;
             Person::players[0]->damagetolerance = 300;
-        if (difficulty == 0)
             Person::players[0]->armorhead *= 1.5;
-        if (difficulty == 0)
             Person::players[0]->armorhigh *= 1.5;
-        if (difficulty == 0)
             Person::players[0]->armorlow *= 1.5;
+        }
+
         cameraloc = Person::players[0]->coords;
         cameraloc.y += 5;
         yaw = Person::players[0]->yaw;
@@ -2319,15 +2331,14 @@ void Loadlevel(const char *name)
         LOG("Starting background music...");
 
         OPENAL_StopSound(OPENAL_ALL);
-        if (environment == snowyenvironment) {
-            if (ambientsound)
+        if (ambientsound) {
+            if (environment == snowyenvironment) {
                 emit_stream_np(stream_wind);
-        } else if (environment == desertenvironment) {
-            if (ambientsound)
+            } else if (environment == desertenvironment) {
                 emit_stream_np(stream_desertambient);
-        } else if (environment == grassyenvironment) {
-            if (ambientsound)
+            } else if (environment == grassyenvironment) {
                 emit_stream_np(stream_wind, 100.);
+            }
         }
         oldmusicvolume[0] = 0;
         oldmusicvolume[1] = 0;
@@ -2878,7 +2889,7 @@ void doDebugKeys()
 {
     float headprop, bodyprop, armprop, legprop;
     if (debugmode) {
-        if (Input::isKeyPressed(SDLK_h)) {
+        if (Input::isKeyPressed(SDL_SCANCODE_H)) {
             Person::players[0]->damagetolerance = 200000;
             Person::players[0]->damage = 0;
             Person::players[0]->burnt = 0;
@@ -2886,18 +2897,18 @@ void doDebugKeys()
             Person::players[0]->superpermanentdamage = 0;
         }
 
-        if (Input::isKeyPressed(SDLK_j)) {
+        if (Input::isKeyPressed(SDL_SCANCODE_J)) {
             environment++;
             if (environment > 2)
                 environment = 0;
             Setenvironment(environment);
         }
 
-        if (Input::isKeyPressed(SDLK_c)) {
+        if (Input::isKeyPressed(SDL_SCANCODE_C)) {
             cameramode = 1 - cameramode;
         }
 
-        if (Input::isKeyPressed(SDLK_x) && !Input::isKeyDown(SDLK_LSHIFT)) {
+        if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             if (Person::players[0]->num_weapons > 0) {
                 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
                     weapons[Person::players[0]->weaponids[0]].setType(staff);
@@ -2908,7 +2919,7 @@ void doDebugKeys()
             }
         }
 
-        if (Input::isKeyPressed(SDLK_x) && Input::isKeyDown(SDLK_LSHIFT)) {
+        if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             int closest = findClosestPlayer();
             if (closest >= 0) {
                 if (Person::players[closest]->num_weapons) {
@@ -2929,7 +2940,7 @@ void doDebugKeys()
             }
         }
 
-        if (Input::isKeyDown(SDLK_u)) {
+        if (Input::isKeyDown(SDL_SCANCODE_U)) {
             int closest = findClosestPlayer();
             if (closest >= 0) {
                 Person::players[closest]->yaw += multiplier * 50;
@@ -2938,9 +2949,9 @@ void doDebugKeys()
         }
 
 
-        if (Input::isKeyPressed(SDLK_o) && !Input::isKeyDown(SDLK_LSHIFT)) {
+        if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             int closest = findClosestPlayer();
-            if (Input::isKeyDown(SDLK_LCTRL))
+            if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
                 closest = 0;
 
             if (closest >= 0) {
@@ -2965,7 +2976,7 @@ void doDebugKeys()
             }
         }
 
-        if (Input::isKeyPressed(SDLK_o) && Input::isKeyDown(SDLK_LSHIFT)) {
+        if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             int closest = findClosestPlayer();
             if (closest >= 0) {
                 if (Person::players[closest]->creature == wolftype) {
@@ -3033,17 +3044,17 @@ void doDebugKeys()
             }
         }
 
-        if (Input::isKeyPressed(SDLK_b) && !Input::isKeyDown(SDLK_LSHIFT)) {
+        if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             slomo = 1 - slomo;
             slomodelay = 1000;
         }
 
 
-        if (((Input::isKeyPressed(SDLK_i) && !Input::isKeyDown(SDLK_LSHIFT)))) {
+        if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
             int closest = -1;
             float closestdist = std::numeric_limits<float>::max();
 
-            for (int i = 1; i < numplayers; i++) {
+            for (unsigned i = 1; i < Person::players.size(); i++) {
                 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
                 if (!Person::players[i]->headless)
                     if (distance < closestdist) {
@@ -3093,7 +3104,7 @@ void doDebugKeys()
             }
         }
 
-        if (((Input::isKeyPressed(SDLK_i) && Input::isKeyDown(SDLK_LSHIFT)))) {
+        if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
             int closest = findClosestPlayer();
             XYZ flatfacing2, flatvelocity2;
             XYZ blah;
@@ -3168,8 +3179,8 @@ void doDebugKeys()
                 }
 
                 XYZ temppos;
-                for (int j = 0; j < numplayers; j++) {
-                    if (j != closest) {
+                for (unsigned j = 0; j < Person::players.size(); j++) {
+                    if (int(j) != closest) {
                         if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
                             Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
                             if (Person::players[j]->skeleton.free == 2)
@@ -3199,7 +3210,7 @@ void doDebugKeys()
             }
         }
 
-        if (Input::isKeyPressed(SDLK_f)) {
+        if (Input::isKeyPressed(SDL_SCANCODE_F)) {
             Person::players[0]->onfire = 1 - Person::players[0]->onfire;
             if (Person::players[0]->onfire) {
                 Person::players[0]->CatchFire();
@@ -3210,7 +3221,7 @@ void doDebugKeys()
             }
         }
 
-        if (Input::isKeyPressed(SDLK_n) && !Input::isKeyDown(SDLK_LCTRL)) {
+        if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
             //if(!Person::players[0]->skeleton.free)Person::players[0]->damage+=500;
             Person::players[0]->RagDoll(0);
             //Person::players[0]->spurt=1;
@@ -3219,7 +3230,7 @@ void doDebugKeys()
             emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
         }
 
-        if (Input::isKeyPressed(SDLK_n) && Input::isKeyDown(SDLK_LCTRL)) {
+        if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
             for (int i = 0; i < objects.numobjects; i++) {
                 if (objects.type[i] == treeleavestype) {
                     objects.scale[i] *= .9;
@@ -3227,7 +3238,7 @@ void doDebugKeys()
             }
         }
 
-        if (Input::isKeyPressed(SDLK_m) && Input::isKeyDown(SDLK_LSHIFT)) {
+        if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             editorenabled = 1 - editorenabled;
             if (editorenabled) {
                 Person::players[0]->damagetolerance = 100000;
@@ -3242,7 +3253,7 @@ void doDebugKeys()
         }
 
         //skip level
-        if (whichlevel != -2 && Input::isKeyPressed(SDLK_k) && Input::isKeyDown(SDLK_LSHIFT) && !editorenabled) {
+        if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
             targetlevel++;
             if (targetlevel > numchallengelevels - 1)
                 targetlevel = 0;
@@ -3251,22 +3262,20 @@ void doDebugKeys()
         }
 
         if (editorenabled) {
-            if (Input::isKeyPressed(SDLK_DELETE) && Input::isKeyDown(SDLK_LSHIFT)) {
+            if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
                 int closest = findClosestPlayer();
                 if (closest >= 0) {
-                    //player[closest]=player[numplayers-1];
-                    //Person::players[closest]->skeleton=Person::players[numplayers-1]->skeleton;
-                    numplayers--;
+                    Person::players.erase(Person::players.begin()+closest);
                 }
             }
 
-            if (Input::isKeyPressed(SDLK_DELETE) && Input::isKeyDown(SDLK_LCTRL)) {
+            if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
                 int closest = findClosestObject();
                 if (closest >= 0)
                     objects.position[closest].y -= 500;
             }
 
-            if (Input::isKeyPressed(SDLK_m) && Input::isKeyDown(SDLK_LSHIFT)) {
+            if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
                 //drawmode++;
                 //if(drawmode>2)drawmode=0;
                 if (objects.numobjects < max_objects - 1) {
@@ -3293,159 +3302,152 @@ void doDebugKeys()
                 }
             }
 
-            if (Input::isKeyPressed(SDLK_p) && Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
-                if (numplayers < maxplayers - 1) {
-                    Person::players[numplayers]->scale = .2 * 5 * Person::players[0]->scale;
-                    Person::players[numplayers]->creature = rabbittype;
-                    Person::players[numplayers]->howactive = editoractive;
-                    Person::players[numplayers]->skeleton.id = numplayers;
-                    Person::players[numplayers]->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
-
-                    //texsize=512*512*3/texdetail/texdetail;
-                    //if(!Person::players[numplayers]->loaded)Person::players[numplayers]->skeleton.skinText = new GLubyte[texsize];
-                    //Person::players[numplayers]->skeleton.skinText.resize(texsize);
-
-                    int k = abs(Random() % 2) + 1;
-                    if (k == 0) {
-                        Person::players[numplayers]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[numplayers]->skeleton.skinText[0], &Person::players[numplayers]->skeleton.skinsize);
-                        Person::players[numplayers]->whichskin = 0;
-                    } else if (k == 1) {
-                        Person::players[numplayers]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players[numplayers]->skeleton.skinText[0], &Person::players[numplayers]->skeleton.skinsize);
-                        Person::players[numplayers]->whichskin = 1;
-                    } else {
-                        Person::players[numplayers]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players[numplayers]->skeleton.skinText[0], &Person::players[numplayers]->skeleton.skinsize);
-                        Person::players[numplayers]->whichskin = 2;
-                    }
+            if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+                Person::players.push_back(shared_ptr<Person>(new Person()));
 
-                    Person::players[numplayers]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
-                    Person::players[numplayers]->power = 1;
-                    Person::players[numplayers]->speedmult = 1;
-                    Person::players[numplayers]->animCurrent = bounceidleanim;
-                    Person::players[numplayers]->animTarget = bounceidleanim;
-                    Person::players[numplayers]->frameCurrent = 0;
-                    Person::players[numplayers]->frameTarget = 1;
-                    Person::players[numplayers]->target = 0;
-                    Person::players[numplayers]->bled = 0;
-                    Person::players[numplayers]->speed = 1 + (float)(Random() % 100) / 1000;
-
-                    Person::players[numplayers]->targetyaw = Person::players[0]->targetyaw;
-                    Person::players[numplayers]->yaw = Person::players[0]->yaw;
-
-                    Person::players[numplayers]->velocity = 0;
-                    Person::players[numplayers]->coords = Person::players[0]->coords;
-                    Person::players[numplayers]->oldcoords = Person::players[numplayers]->coords;
-                    Person::players[numplayers]->realoldcoords = Person::players[numplayers]->coords;
-
-                    Person::players[numplayers]->id = numplayers;
-                    Person::players[numplayers]->skeleton.id = numplayers;
-                    Person::players[numplayers]->updatedelay = 0;
-                    Person::players[numplayers]->normalsupdatedelay = 0;
-
-                    Person::players[numplayers]->aitype = passivetype;
-
-                    if (Person::players[0]->creature == wolftype) {
-                        headprop = Person::players[0]->proportionhead.x / 1.1;
-                        bodyprop = Person::players[0]->proportionbody.x / 1.1;
-                        armprop = Person::players[0]->proportionarms.x / 1.1;
-                        legprop = Person::players[0]->proportionlegs.x / 1.1;
-                    }
+                Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
+                Person::players.back()->creature = rabbittype;
+                Person::players.back()->howactive = editoractive;
+                Person::players.back()->skeleton.id = Person::players.size()-1;
+                Person::players.back()->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
+
+                int k = abs(Random() % 2) + 1;
+                if (k == 0) {
+                    Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
+                    Person::players.back()->whichskin = 0;
+                } else if (k == 1) {
+                    Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
+                    Person::players.back()->whichskin = 1;
+                } else {
+                    Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
+                    Person::players.back()->whichskin = 2;
+                }
 
-                    if (Person::players[0]->creature == rabbittype) {
-                        headprop = Person::players[0]->proportionhead.x / 1.2;
-                        bodyprop = Person::players[0]->proportionbody.x / 1.05;
-                        armprop = Person::players[0]->proportionarms.x / 1.00;
-                        legprop = Person::players[0]->proportionlegs.x / 1.1;
-                    }
+                Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
+                Person::players.back()->power = 1;
+                Person::players.back()->speedmult = 1;
+                Person::players.back()->animCurrent = bounceidleanim;
+                Person::players.back()->animTarget = bounceidleanim;
+                Person::players.back()->frameCurrent = 0;
+                Person::players.back()->frameTarget = 1;
+                Person::players.back()->target = 0;
+                Person::players.back()->bled = 0;
+                Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
+
+                Person::players.back()->targetyaw = Person::players[0]->targetyaw;
+                Person::players.back()->yaw = Person::players[0]->yaw;
+
+                Person::players.back()->velocity = 0;
+                Person::players.back()->coords = Person::players[0]->coords;
+                Person::players.back()->oldcoords = Person::players.back()->coords;
+                Person::players.back()->realoldcoords = Person::players.back()->coords;
+
+                Person::players.back()->id = Person::players.size()-1;
+                Person::players.back()->updatedelay = 0;
+                Person::players.back()->normalsupdatedelay = 0;
+
+                Person::players.back()->aitype = passivetype;
+
+                if (Person::players[0]->creature == wolftype) {
+                    headprop = Person::players[0]->proportionhead.x / 1.1;
+                    bodyprop = Person::players[0]->proportionbody.x / 1.1;
+                    armprop = Person::players[0]->proportionarms.x / 1.1;
+                    legprop = Person::players[0]->proportionlegs.x / 1.1;
+                }
 
-                    if (Person::players[numplayers]->creature == wolftype) {
-                        Person::players[numplayers]->proportionhead = 1.1 * headprop;
-                        Person::players[numplayers]->proportionbody = 1.1 * bodyprop;
-                        Person::players[numplayers]->proportionarms = 1.1 * armprop;
-                        Person::players[numplayers]->proportionlegs = 1.1 * legprop;
-                    }
+                if (Person::players[0]->creature == rabbittype) {
+                    headprop = Person::players[0]->proportionhead.x / 1.2;
+                    bodyprop = Person::players[0]->proportionbody.x / 1.05;
+                    armprop = Person::players[0]->proportionarms.x / 1.00;
+                    legprop = Person::players[0]->proportionlegs.x / 1.1;
+                }
 
-                    if (Person::players[numplayers]->creature == rabbittype) {
-                        Person::players[numplayers]->proportionhead = 1.2 * headprop;
-                        Person::players[numplayers]->proportionbody = 1.05 * bodyprop;
-                        Person::players[numplayers]->proportionarms = 1.00 * armprop;
-                        Person::players[numplayers]->proportionlegs = 1.1 * legprop;
-                        Person::players[numplayers]->proportionlegs.y = 1.05 * legprop;
-                    }
+                if (Person::players.back()->creature == wolftype) {
+                    Person::players.back()->proportionhead = 1.1 * headprop;
+                    Person::players.back()->proportionbody = 1.1 * bodyprop;
+                    Person::players.back()->proportionarms = 1.1 * armprop;
+                    Person::players.back()->proportionlegs = 1.1 * legprop;
+                }
 
-                    Person::players[numplayers]->headless = 0;
-                    Person::players[numplayers]->onfire = 0;
+                if (Person::players.back()->creature == rabbittype) {
+                    Person::players.back()->proportionhead = 1.2 * headprop;
+                    Person::players.back()->proportionbody = 1.05 * bodyprop;
+                    Person::players.back()->proportionarms = 1.00 * armprop;
+                    Person::players.back()->proportionlegs = 1.1 * legprop;
+                    Person::players.back()->proportionlegs.y = 1.05 * legprop;
+                }
 
-                    if (cellophane) {
-                        Person::players[numplayers]->proportionhead.z = 0;
-                        Person::players[numplayers]->proportionbody.z = 0;
-                        Person::players[numplayers]->proportionarms.z = 0;
-                        Person::players[numplayers]->proportionlegs.z = 0;
-                    }
+                Person::players.back()->headless = 0;
+                Person::players.back()->onfire = 0;
 
-                    Person::players[numplayers]->tempanimation.Load((char *)"Tempanim", 0, 0);
-
-                    Person::players[numplayers]->damagetolerance = 200;
-
-                    Person::players[numplayers]->protectionhead = Person::players[0]->protectionhead;
-                    Person::players[numplayers]->protectionhigh = Person::players[0]->protectionhigh;
-                    Person::players[numplayers]->protectionlow = Person::players[0]->protectionlow;
-                    Person::players[numplayers]->armorhead = Person::players[0]->armorhead;
-                    Person::players[numplayers]->armorhigh = Person::players[0]->armorhigh;
-                    Person::players[numplayers]->armorlow = Person::players[0]->armorlow;
-                    Person::players[numplayers]->metalhead = Person::players[0]->metalhead;
-                    Person::players[numplayers]->metalhigh = Person::players[0]->metalhigh;
-                    Person::players[numplayers]->metallow = Person::players[0]->metallow;
-
-                    Person::players[numplayers]->immobile = Person::players[0]->immobile;
-
-                    Person::players[numplayers]->numclothes = Person::players[0]->numclothes;
-                    if (Person::players[numplayers]->numclothes)
-                        for (int i = 0; i < Person::players[numplayers]->numclothes; i++) {
-                            strcpy(Person::players[numplayers]->clothes[i], Person::players[0]->clothes[i]);
-                            Person::players[numplayers]->clothestintr[i] = Person::players[0]->clothestintr[i];
-                            Person::players[numplayers]->clothestintg[i] = Person::players[0]->clothestintg[i];
-                            Person::players[numplayers]->clothestintb[i] = Person::players[0]->clothestintb[i];
-                            tintr = Person::players[numplayers]->clothestintr[i];
-                            tintg = Person::players[numplayers]->clothestintg[i];
-                            tintb = Person::players[numplayers]->clothestintb[i];
-                            AddClothes((char *)Person::players[numplayers]->clothes[i], &Person::players[numplayers]->skeleton.skinText[0]);
-                        }
-                    if (Person::players[numplayers]->numclothes) {
-                        Person::players[numplayers]->DoMipmaps();
-                    }
+                if (cellophane) {
+                    Person::players.back()->proportionhead.z = 0;
+                    Person::players.back()->proportionbody.z = 0;
+                    Person::players.back()->proportionarms.z = 0;
+                    Person::players.back()->proportionlegs.z = 0;
+                }
 
-                    Person::players[numplayers]->power = Person::players[0]->power;
-                    Person::players[numplayers]->speedmult = Person::players[0]->speedmult;
-
-                    Person::players[numplayers]->damage = 0;
-                    Person::players[numplayers]->permanentdamage = 0;
-                    Person::players[numplayers]->superpermanentdamage = 0;
-                    Person::players[numplayers]->deathbleeding = 0;
-                    Person::players[numplayers]->bleeding = 0;
-                    Person::players[numplayers]->numwaypoints = 0;
-                    Person::players[numplayers]->waypoint = 0;
-                    Person::players[numplayers]->jumppath = 0;
-                    Person::players[numplayers]->weaponstuck = -1;
-                    Person::players[numplayers]->weaponactive = -1;
-                    Person::players[numplayers]->num_weapons = 0;
-                    Person::players[numplayers]->bloodloss = 0;
-                    Person::players[numplayers]->dead = 0;
-
-                    Person::players[numplayers]->loaded = 1;
-
-                    numplayers++;
+                Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
+
+                Person::players.back()->damagetolerance = 200;
+
+                Person::players.back()->protectionhead = Person::players[0]->protectionhead;
+                Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
+                Person::players.back()->protectionlow = Person::players[0]->protectionlow;
+                Person::players.back()->armorhead = Person::players[0]->armorhead;
+                Person::players.back()->armorhigh = Person::players[0]->armorhigh;
+                Person::players.back()->armorlow = Person::players[0]->armorlow;
+                Person::players.back()->metalhead = Person::players[0]->metalhead;
+                Person::players.back()->metalhigh = Person::players[0]->metalhigh;
+                Person::players.back()->metallow = Person::players[0]->metallow;
+
+                Person::players.back()->immobile = Person::players[0]->immobile;
+
+                Person::players.back()->numclothes = Person::players[0]->numclothes;
+                if (Person::players.back()->numclothes)
+                    for (int i = 0; i < Person::players.back()->numclothes; i++) {
+                        strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
+                        Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
+                        Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
+                        Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
+                        tintr = Person::players.back()->clothestintr[i];
+                        tintg = Person::players.back()->clothestintg[i];
+                        tintb = Person::players.back()->clothestintb[i];
+                        AddClothes((char *)Person::players.back()->clothes[i], &Person::players.back()->skeleton.skinText[0]);
+                    }
+                if (Person::players.back()->numclothes) {
+                    Person::players.back()->DoMipmaps();
                 }
-            }
 
-            if (Input::isKeyPressed(SDLK_p) && Input::isKeyDown(SDLK_LSHIFT)) {
-                if (Person::players[numplayers - 1]->numwaypoints < 90) {
-                    Person::players[numplayers - 1]->waypoints[Person::players[numplayers - 1]->numwaypoints] = Person::players[0]->coords;
-                    Person::players[numplayers - 1]->waypointtype[Person::players[numplayers - 1]->numwaypoints] = editorpathtype;
-                    Person::players[numplayers - 1]->numwaypoints++;
+                Person::players.back()->power = Person::players[0]->power;
+                Person::players.back()->speedmult = Person::players[0]->speedmult;
+
+                Person::players.back()->damage = 0;
+                Person::players.back()->permanentdamage = 0;
+                Person::players.back()->superpermanentdamage = 0;
+                Person::players.back()->deathbleeding = 0;
+                Person::players.back()->bleeding = 0;
+                Person::players.back()->numwaypoints = 0;
+                Person::players.back()->waypoint = 0;
+                Person::players.back()->jumppath = 0;
+                Person::players.back()->weaponstuck = -1;
+                Person::players.back()->weaponactive = -1;
+                Person::players.back()->num_weapons = 0;
+                Person::players.back()->bloodloss = 0;
+                Person::players.back()->dead = 0;
+
+                Person::players.back()->loaded = 1;
+            }
+
+            if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+                if (Person::players.back()->numwaypoints < 90) {
+                    Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
+                    Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
+                    Person::players.back()->numwaypoints++;
                 }
             }
 
-            if (Input::isKeyPressed(SDLK_p) && Input::isKeyDown(SDLK_LCTRL)) {
+            if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
                 if (numpathpoints < 30) {
                     bool connected, alreadyconnected;
                     connected = 0;
@@ -3477,17 +3479,17 @@ void doDebugKeys()
                 }
             }
 
-            if (Input::isKeyPressed(SDLK_PERIOD)) {
+            if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
                 pathpointselected++;
                 if (pathpointselected >= numpathpoints)
                     pathpointselected = -1;
             }
-            if (Input::isKeyPressed(SDLK_COMMA) && !Input::isKeyDown(SDLK_LSHIFT)) {
+            if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
                 pathpointselected--;
                 if (pathpointselected <= -2)
                     pathpointselected = numpathpoints - 1;
             }
-            if (Input::isKeyPressed(SDLK_COMMA) && Input::isKeyDown(SDLK_LSHIFT)) {
+            if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
                 if (pathpointselected != -1) {
                     numpathpoints--;
                     pathpoint[pathpointselected] = pathpoint[numpathpoints];
@@ -3510,7 +3512,7 @@ void doDebugKeys()
                 }
             }
 
-            if (Input::isKeyPressed(SDLK_LEFT) && Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
+            if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
                 editortype--;
                 if (editortype == treeleavestype || editortype == 10)
                     editortype--;
@@ -3518,7 +3520,7 @@ void doDebugKeys()
                     editortype = firetype;
             }
 
-            if (Input::isKeyPressed(SDLK_RIGHT) && Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
+            if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
                 editortype++;
                 if (editortype == treeleavestype || editortype == 10)
                     editortype++;
@@ -3526,44 +3528,44 @@ void doDebugKeys()
                     editortype = 0;
             }
 
-            if (Input::isKeyDown(SDLK_LEFT) && !Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
+            if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
                 editoryaw -= multiplier * 100;
                 if (editoryaw < -.01)
                     editoryaw = -.01;
             }
 
-            if (Input::isKeyDown(SDLK_RIGHT) && !Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
+            if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
                 editoryaw += multiplier * 100;
             }
 
-            if (Input::isKeyDown(SDLK_UP) && !Input::isKeyDown(SDLK_LCTRL)) {
+            if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
                 editorsize += multiplier;
             }
 
-            if (Input::isKeyDown(SDLK_DOWN) && !Input::isKeyDown(SDLK_LCTRL)) {
+            if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
                 editorsize -= multiplier;
                 if (editorsize < .1)
                     editorsize = .1;
             }
 
 
-            if (Input::isKeyPressed(SDLK_LEFT) && Input::isKeyDown(SDLK_LSHIFT) && Input::isKeyDown(SDLK_LCTRL)) {
+            if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
                 mapradius -= multiplier * 10;
             }
 
-            if (Input::isKeyPressed(SDLK_RIGHT) && Input::isKeyDown(SDLK_LSHIFT) && Input::isKeyDown(SDLK_LCTRL)) {
+            if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
                 mapradius += multiplier * 10;
             }
-            if (Input::isKeyDown(SDLK_UP) && Input::isKeyDown(SDLK_LCTRL)) {
+            if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
                 editorpitch += multiplier * 100;
             }
 
-            if (Input::isKeyDown(SDLK_DOWN) && Input::isKeyDown(SDLK_LCTRL)) {
+            if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
                 editorpitch -= multiplier * 100;
                 if (editorpitch < -.01)
                     editorpitch = -.01;
             }
-            if (Input::isKeyPressed(SDLK_DELETE) && objects.numobjects && Input::isKeyDown(SDLK_LSHIFT)) {
+            if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
                 int closest = findClosestObject();
                 if (closest >= 0)
                     objects.DeleteObject(closest);
@@ -3574,8 +3576,8 @@ void doDebugKeys()
 
 void doJumpReversals()
 {
-    for (int k = 0; k < numplayers; k++)
-        for (int i = k; i < numplayers; i++) {
+    for (unsigned k = 0; k < Person::players.size(); k++)
+        for (unsigned i = k; i < Person::players.size(); i++) {
             if (i == k)
                 continue;
             if (     Person::players[k]->skeleton.free == 0 &&
@@ -3584,8 +3586,8 @@ void doJumpReversals()
                       Person::players[k]->animTarget == jumpupanim) &&
                      (Person::players[i]->aitype == playercontrolled ||
                       Person::players[k]->aitype == playercontrolled) &&
-                     (Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0 ||
-                      Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0)) {
+                     ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
+                      (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
                 if (     distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
                          distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
                     //TODO: refactor two huge similar ifs
@@ -3594,7 +3596,7 @@ void doJumpReversals()
                             Person::players[k]->animTarget != getupfromfrontanim &&
                             animation[Person::players[k]->animTarget].height == middleheight &&
                             normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
-                            (Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown ||
+                            ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
                              Person::players[k]->aitype != playercontrolled)) {
                         Person::players[i]->victim = Person::players[k];
                         Person::players[i]->velocity = 0;
@@ -3675,7 +3677,7 @@ void doJumpReversals()
 void doAerialAcrobatics()
 {
     static XYZ facing, flatfacing;
-    for (int k = 0; k < numplayers; k++) {
+    for (unsigned k = 0; k < Person::players.size(); k++) {
         Person::players[k]->turnspeed = 500;
 
         if ((Person::players[k]->isRun() &&
@@ -4076,7 +4078,7 @@ void doAttacks()
     if (Input::isKeyDown(attackkey) &&
             !oldattackkey &&
             !Person::players[0]->backkeydown) {
-        for (int k = 0; k < numplayers; k++) {
+        for (unsigned k = 0; k < Person::players.size(); k++) {
             if ((Person::players[k]->animTarget == swordslashanim ||
                     Person::players[k]->animTarget == staffhitanim ||
                     Person::players[k]->animTarget == staffspinhitanim) &&
@@ -4089,7 +4091,7 @@ void doAttacks()
     if (!hostile || indialogue != -1)
         Person::players[0]->attackkeydown = 0;
 
-    for (int k = 0; k < numplayers; k++) {
+    for (unsigned k = 0; k < Person::players.size(); k++) {
         if (indialogue != -1)
             Person::players[k]->attackkeydown = 0;
         if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
@@ -4107,7 +4109,7 @@ void doAttacks()
                     if (Person::players[k]->jumppower <= 1) {
                         Person::players[k]->jumppower -= 2;
                     } else {
-                        for (int i = 0; i < numplayers; i++) {
+                        for (unsigned i = 0; i < Person::players.size(); i++) {
                             if (i == k)
                                 continue;
                             if (Person::players[i]->animTarget == swordslashanim ||
@@ -4145,8 +4147,8 @@ void doAttacks()
                     const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
                     //normal attacks (?)
                     Person::players[k]->hasvictim = 0;
-                    if (numplayers > 1)
-                        for (int i = 0; i < numplayers; i++) {
+                    if (Person::players.size() > 1)
+                        for (unsigned i = 0; i < Person::players.size(); i++) {
                             if (i == k || !(k == 0 || i == 0))
                                 continue;
                             if (!Person::players[k]->hasvictim)
@@ -4416,8 +4418,8 @@ void doAttacks()
                                 }
                         }
                     const bool hasstaff = attackweapon == staff;
-                    if (k == 0 && numplayers > 1)
-                        for (int i = 0; i < numplayers; i++) {
+                    if (k == 0 && Person::players.size() > 1)
+                        for (unsigned i = 0; i < Person::players.size(); i++) {
                             if (i == k)
                                 continue;
                             if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
@@ -4542,7 +4544,7 @@ void doAttacks()
                         }
                     if (!Person::players[k]->hasvictim) {
                         //find victim
-                        for (int i = 0; i < numplayers; i++) {
+                        for (unsigned i = 0; i < Person::players.size(); i++) {
                             if (i == k || !(i == 0 || k == 0))
                                 continue;
                             if (!Person::players[i]->skeleton.free) {
@@ -4604,9 +4606,9 @@ void doPlayerCollisions()
 {
     static XYZ rotatetarget;
     static float collisionradius;
-    if (numplayers > 1)
-        for (int k = 0; k < numplayers; k++)
-            for (int i = k + 1; i < numplayers; i++) {
+    if (Person::players.size() > 1)
+        for (unsigned k = 0; k < Person::players.size(); k++)
+            for (unsigned i = k + 1; i < Person::players.size(); i++) {
                 //neither player is part of a reversal
                 if ((animation[Person::players[i]->animTarget].attack != reversed &&
                         animation[Person::players[i]->animTarget].attack != reversal &&
@@ -4804,7 +4806,7 @@ void doPlayerCollisions()
             }
 }
 
-void doAI(int i)
+void doAI(unsigned i)
 {
     static bool connected;
     if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
@@ -4964,7 +4966,7 @@ void doAI(int i)
 
                 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
                     Person::players[i]->losupdatedelay = .2;
-                    for (int j = 0; j < numplayers; j++)
+                    for (unsigned j = 0; j < Person::players.size(); j++)
                         if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
                             if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
@@ -5085,7 +5087,7 @@ void doAI(int i)
                 //wolf smell
                 if (Person::players[i]->creature == wolftype) {
                     XYZ windsmell;
-                    for (int j = 0; j < numplayers; j++) {
+                    for (unsigned j = 0; j < Person::players.size(); j++) {
                         if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
                             float smelldistance = 50;
                             if (j == 0 && Person::players[j]->num_weapons > 0) {
@@ -5108,7 +5110,7 @@ void doAI(int i)
 
                 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
                     Person::players[i]->losupdatedelay = .2;
-                    for (int j = 0; j < numplayers; j++) {
+                    for (unsigned j = 0; j < Person::players.size(); j++) {
                         if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
                             if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
@@ -5298,7 +5300,7 @@ void doAI(int i)
                 if (!Person::players[i]->ally) {
                     int closest = -1;
                     float closestdist = -1;
-                    for (int k = 0; k < numplayers; k++) {
+                    for (unsigned k = 0; k < Person::players.size(); k++) {
                         if (k != i && k != 0 && !Person::players[k]->dead &&
                                 Person::players[k]->howactive < typedead1 &&
                                 !Person::players[k]->skeleton.free &&
@@ -5398,7 +5400,7 @@ void doAI(int i)
                 if (Person::players[i]->ally < 0) {
                     int closest = -1;
                     float closestdist = -1;
-                    for (int k = 0; k < weapons.size(); k++)
+                    for (unsigned k = 0; k < weapons.size(); k++)
                         if (weapons[k].owner == -1) {
                             float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
                             if (closestdist == -1 || distance < closestdist) {
@@ -5510,7 +5512,7 @@ void doAI(int i)
             }
             //go for weapon on the ground
             if (Person::players[i]->wentforweapon < 3)
-                for (int k = 0; k < weapons.size(); k++)
+                for (unsigned k = 0; k < weapons.size(); k++)
                     if (Person::players[i]->creature != wolftype)
                         if (Person::players[i]->num_weapons == 0 &&
                                 weapons[k].owner == -1 &&
@@ -5647,7 +5649,7 @@ void doAI(int i)
                          Person::players[i]->isCrouch() ||
                          Person::players[i]->isRun())) {
                     int target = -2;
-                    for (int j = 0; j < numplayers; j++)
+                    for (unsigned j = 0; j < Person::players.size(); j++)
                         if (j != i && !Person::players[j]->skeleton.free &&
                                 Person::players[j]->hasvictim &&
                                 (tutoriallevel == 1 && reversaltrain ||
@@ -5791,6 +5793,7 @@ void updateSettingsMenu()
     else
         sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
     Menu::setText(0, sbuf);
+    Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
     if (newdetail == 0) Menu::setText(1, "Detail: Low");
     if (newdetail == 1) Menu::setText(1, "Detail: Medium");
     if (newdetail == 2) Menu::setText(1, "Detail: High");
@@ -5871,6 +5874,7 @@ void Game::LoadMenu()
         break;
     case 3:
         Menu::addButton( 0, "", 10 + 20, 440);
+        Menu::addButton(14, "", 10 + 400, 440);
         Menu::addButton( 1, "", 10 + 60, 405);
         Menu::addButton( 2, "", 10 + 70, 370);
         Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
@@ -6006,7 +6010,7 @@ void Game::LoadMenu()
     }
 }
 
-extern SDL_Rect **resolutions;
+extern set<pair<int,int>> resolutions;
 
 void MenuTick()
 {
@@ -6027,9 +6031,8 @@ void MenuTick()
 
     static int oldmainmenu = mainmenu;
 
-    char sbuf[256];
-
     if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
+        set<pair<int,int>>::iterator newscreenresolution;
         switch (mainmenu) {
         case 1:
         case 2:
@@ -6078,40 +6081,17 @@ void MenuTick()
             break;
         case 3:
             fireSound();
-            bool isCustomResolution, found;
             switch (selected) {
             case 0:
-                isCustomResolution = true;
-                found = false;
-                for (int i = 0; (!found) && (resolutions[i]); i++) {
-                    if ((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
-                        isCustomResolution = false;
-
-                    if ((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) {
-                        i++;
-                        if (resolutions[i] != NULL) {
-                            newscreenwidth = (int) resolutions[i]->w;
-                            newscreenheight = (int) resolutions[i]->h;
-                        } else if (isCustomResolution) {
-                            if ((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) {
-                                newscreenwidth = (int) resolutions[0]->w;
-                                newscreenheight = (int) resolutions[0]->h;
-                            } else {
-                                newscreenwidth = screenwidth;
-                                newscreenheight = screenheight;
-                            }
-                        } else {
-                            newscreenwidth = (int) resolutions[0]->w;
-                            newscreenheight = (int) resolutions[0]->h;
-                        }
-                        found = true;
-                    }
-                }
-
-                if (!found) {
-                    newscreenwidth = (int) resolutions[0]->w;
-                    newscreenheight = (int) resolutions[0]->h;
+                newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
+                /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
+                newscreenresolution++;
+                if (newscreenresolution == resolutions.end()) {
+                    /* It was the last one (or not found), go back to the beginning */
+                    newscreenresolution = resolutions.begin();
                 }
+                newscreenwidth  = newscreenresolution->first;
+                newscreenheight = newscreenresolution->second;
                 break;
             case 1:
                 newdetail++;
@@ -6183,6 +6163,9 @@ void MenuTick()
             case 13:
                 showdamagebar = !showdamagebar;
                 break;
+            case 14:
+                toggleFullscreen();
+                break;
             }
             updateSettingsMenu();
             break;
@@ -6293,10 +6276,7 @@ void MenuTick()
                     mainmenu = 5;
                 else
                     mainmenu = 1;
-                for (int j = 0; j < 255; j++) {
-                    displaytext[0][j] = 0;
-                }
-                displaychars[0] = 0;
+                displaytext[0].clear();
                 displayselected = 0;
                 entername = 0;
             }
@@ -6370,7 +6350,7 @@ void MenuTick()
         }
     }
 
-    if (Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)) {
+    if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
         tryquit = 1;
         if (mainmenu == 3) {
             SaveSettings();
@@ -6380,9 +6360,9 @@ void MenuTick()
     OPENAL_SetFrequency(channels[stream_menutheme], 22050);
 
     if (entername) {
-        inputText(displaytext[0], &displayselected, &displaychars[0]);
+        inputText(displaytext[0], &displayselected);
         if (!waiting) { // the input as finished
-            if (displaychars[0]) { // with enter
+            if (!displaytext[0].empty()) { // with enter
                 accountactive = Account::add(string(displaytext[0]));
 
                 mainmenu = 8;
@@ -6391,10 +6371,7 @@ void MenuTick()
 
                 fireSound(firestartsound);
 
-                for (int i = 0; i < 255; i++) {
-                    displaytext[0][i] = 0;
-                }
-                displaychars[0] = 0;
+                displaytext[0].clear();
 
                 displayselected = 0;
             }
@@ -6432,8 +6409,8 @@ void Game::Tick()
     keyboardfrozen = false;
     Input::Tick();
 
-    if (Input::isKeyPressed(SDLK_F6)) {
-        if (Input::isKeyDown(SDLK_LSHIFT))
+    if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
+        if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
             stereoreverse = true;
         else
             stereoreverse = false;
@@ -6444,16 +6421,16 @@ void Game::Tick()
             printf("Stereo unreversed\n");
     }
 
-    if (Input::isKeyDown(SDLK_F7)) {
-        if (Input::isKeyDown(SDLK_LSHIFT))
+    if (Input::isKeyDown(SDL_SCANCODE_F7)) {
+        if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
             stereoseparation -= 0.001;
         else
             stereoseparation -= 0.010;
         printf("Stereo decreased increased to %f\n", stereoseparation);
     }
 
-    if (Input::isKeyDown(SDLK_F8)) {
-        if (Input::isKeyDown(SDLK_LSHIFT))
+    if (Input::isKeyDown(SDL_SCANCODE_F8)) {
+        if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
             stereoseparation += 0.001;
         else
             stereoseparation += 0.010;
@@ -6461,7 +6438,7 @@ void Game::Tick()
     }
 
 
-    if (Input::isKeyPressed(SDLK_TAB) && tutoriallevel) {
+    if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
         if (tutorialstage != 51)
             tutorialstagetime = tutorialmaxtime;
         emit_sound_np(consolefailsound, 128.);
@@ -6502,7 +6479,7 @@ void Game::Tick()
             LoadMenu();
         }
         //escape key pressed
-        if (Input::isKeyPressed(SDLK_ESCAPE) &&
+        if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
                 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
             selected = -1;
             if (mainmenu == 0 && !winfreeze)
@@ -6563,37 +6540,13 @@ void Game::Tick()
             leveltime += multiplier;
 
         //keys
-        if (Input::isKeyPressed(SDLK_v) && debugmode) {
+        if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
             freeze = 1 - freeze;
             if (freeze) {
                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
             }
         }
 
-        if (Input::isKeyPressed(chatkey) && !console && !chatting && debugmode)
-            chatting = 1;
-
-        if (chatting) {
-            inputText(displaytext[0], &displayselected, &displaychars[0]);
-            if (!waiting) {
-                if (displaychars[0]) {
-                    for (int j = 0; j < 255; j++)
-                        displaytext[0][j] = 0;
-                    displaychars[0] = 0;
-                    displayselected = 0;
-                }
-                chatting = 0;
-            }
-
-            displayblinkdelay -= multiplier;
-            if (displayblinkdelay <= 0) {
-                displayblinkdelay = .3;
-                displayblink = 1 - displayblink;
-            }
-        }
-        if (chatting)
-            keyboardfrozen = true;
-
         if (Input::isKeyPressed(consolekey) && debugmode) {
             console = !console;
             if (console) {
@@ -6606,20 +6559,15 @@ void Game::Tick()
 
         if (console)
             freeze = 1;
-        if (console && !Input::isKeyDown(SDLK_LMETA)) {
-            inputText(consoletext[0], &consoleselected, &consolechars[0]);
+        if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
+            inputText(consoletext[0], &consoleselected);
             if (!waiting) {
-                if (consolechars[0] > 0) {
-                    consoletext[0][consolechars[0]] = '\0';
+                if (!consoletext[0].empty()) {
                     cmd_dispatch(consoletext[0]);
                     for (int k = 14; k >= 1; k--) {
-                        for (int j = 0; j < 255; j++)
-                            consoletext[k][j] = consoletext[k - 1][j];
-                        consolechars[k] = consolechars[k - 1];
+                        consoletext[k] = consoletext[k - 1];
                     }
-                    for (int j = 0; j < 255; j++)
-                        consoletext[0][j] = 0;
-                    consolechars[0] = 0;
+                    consoletext[0].clear();
                     consoleselected = 0;
                 }
             }
@@ -6633,7 +6581,7 @@ void Game::Tick()
 
 
 
-        if (Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)) {
+        if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
             tryquit = 1;
             if (mainmenu == 3) {
                 SaveSettings();
@@ -6650,10 +6598,10 @@ void Game::Tick()
         else
             oldwinfreeze++;
 
-        if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDLK_SPACE)) && !campaign)
+        if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
             if (winfreeze)
                 winfreeze = 0;
-        if ((Input::isKeyDown(SDLK_ESCAPE)) && !campaign && gameon) {
+        if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
             if (console) {
                 console = false;
                 freeze = 0;
@@ -6676,8 +6624,9 @@ void Game::Tick()
 
             if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
                 for (int i = 0; i < numdialogues; i++) {
-                    int realdialoguetype;
+                    unsigned realdialoguetype;
                     bool special;
+                    /* FIXME - Seems like modulo done with ifs */
                     if (dialoguetype[i] > 49) {
                         realdialoguetype = dialoguetype[i] - 50;
                         special = 1;
@@ -6698,7 +6647,7 @@ void Game::Tick()
                         special = 0;
                     }
                     if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
-                            realdialoguetype < numplayers &&
+                            realdialoguetype < Person::players.size() &&
                             realdialoguetype > 0 &&
                             (dialoguegonethrough[i] == 0 || !special) &&
                             (special || Input::isKeyPressed(attackkey))) {
@@ -6866,29 +6815,29 @@ void Game::Tick()
                         viewer.y += multiplier * 4;
                     if (Input::isKeyDown(crouchkey))
                         viewer.y -= multiplier * 4;
-                    if (     Input::isKeyPressed(SDLK_1) ||
-                             Input::isKeyPressed(SDLK_2) ||
-                             Input::isKeyPressed(SDLK_3) ||
-                             Input::isKeyPressed(SDLK_4) ||
-                             Input::isKeyPressed(SDLK_5) ||
-                             Input::isKeyPressed(SDLK_6) ||
-                             Input::isKeyPressed(SDLK_7) ||
-                             Input::isKeyPressed(SDLK_8) ||
-                             Input::isKeyPressed(SDLK_9) ||
-                             Input::isKeyPressed(SDLK_0) ||
-                             Input::isKeyPressed(SDLK_MINUS)) {
+                    if (     Input::isKeyPressed(SDL_SCANCODE_1) ||
+                             Input::isKeyPressed(SDL_SCANCODE_2) ||
+                             Input::isKeyPressed(SDL_SCANCODE_3) ||
+                             Input::isKeyPressed(SDL_SCANCODE_4) ||
+                             Input::isKeyPressed(SDL_SCANCODE_5) ||
+                             Input::isKeyPressed(SDL_SCANCODE_6) ||
+                             Input::isKeyPressed(SDL_SCANCODE_7) ||
+                             Input::isKeyPressed(SDL_SCANCODE_8) ||
+                             Input::isKeyPressed(SDL_SCANCODE_9) ||
+                             Input::isKeyPressed(SDL_SCANCODE_0) ||
+                             Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
                         int whichend;
-                        if (Input::isKeyPressed(SDLK_1)) whichend = 1;
-                        if (Input::isKeyPressed(SDLK_2)) whichend = 2;
-                        if (Input::isKeyPressed(SDLK_3)) whichend = 3;
-                        if (Input::isKeyPressed(SDLK_4)) whichend = 4;
-                        if (Input::isKeyPressed(SDLK_5)) whichend = 5;
-                        if (Input::isKeyPressed(SDLK_6)) whichend = 6;
-                        if (Input::isKeyPressed(SDLK_7)) whichend = 7;
-                        if (Input::isKeyPressed(SDLK_8)) whichend = 8;
-                        if (Input::isKeyPressed(SDLK_9)) whichend = 9;
-                        if (Input::isKeyPressed(SDLK_0)) whichend = 0;
-                        if (Input::isKeyPressed(SDLK_MINUS))
+                        if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
+                        if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
+                        if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
+                        if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
+                        if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
+                        if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
+                        if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
+                        if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
+                        if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
+                        if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
+                        if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
                             whichend = -1;
                         if (whichend != -1) {
                             participantfocus[whichdialogue][indialogue] = whichend;
@@ -6913,32 +6862,32 @@ void Game::Tick()
                             }
                         }
 
-                        for (int j = 0; j < numplayers; j++) {
+                        for (unsigned j = 0; j < Person::players.size(); j++) {
                             participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
                         }
                     }
                     //TODO: should these be KeyDown or KeyPressed?
-                    if (     Input::isKeyDown(SDLK_KP1) ||
-                             Input::isKeyDown(SDLK_KP2) ||
-                             Input::isKeyDown(SDLK_KP3) ||
-                             Input::isKeyDown(SDLK_KP4) ||
-                             Input::isKeyDown(SDLK_KP5) ||
-                             Input::isKeyDown(SDLK_KP6) ||
-                             Input::isKeyDown(SDLK_KP7) ||
-                             Input::isKeyDown(SDLK_KP8) ||
-                             Input::isKeyDown(SDLK_KP9) ||
-                             Input::isKeyDown(SDLK_KP0)) {
+                    if (     Input::isKeyDown(SDL_SCANCODE_KP_1) ||
+                             Input::isKeyDown(SDL_SCANCODE_KP_2) ||
+                             Input::isKeyDown(SDL_SCANCODE_KP_3) ||
+                             Input::isKeyDown(SDL_SCANCODE_KP_4) ||
+                             Input::isKeyDown(SDL_SCANCODE_KP_5) ||
+                             Input::isKeyDown(SDL_SCANCODE_KP_6) ||
+                             Input::isKeyDown(SDL_SCANCODE_KP_7) ||
+                             Input::isKeyDown(SDL_SCANCODE_KP_8) ||
+                             Input::isKeyDown(SDL_SCANCODE_KP_9) ||
+                             Input::isKeyDown(SDL_SCANCODE_KP_0)) {
                         int whichend;
-                        if (Input::isKeyDown(SDLK_KP1)) whichend = 1;
-                        if (Input::isKeyDown(SDLK_KP2)) whichend = 2;
-                        if (Input::isKeyDown(SDLK_KP3)) whichend = 3;
-                        if (Input::isKeyDown(SDLK_KP4)) whichend = 4;
-                        if (Input::isKeyDown(SDLK_KP5)) whichend = 5;
-                        if (Input::isKeyDown(SDLK_KP6)) whichend = 6;
-                        if (Input::isKeyDown(SDLK_KP7)) whichend = 7;
-                        if (Input::isKeyDown(SDLK_KP8)) whichend = 8;
-                        if (Input::isKeyDown(SDLK_KP9)) whichend = 9;
-                        if (Input::isKeyDown(SDLK_KP0)) whichend = 0;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
                         participantfacing[whichdialogue][indialogue][whichend] = facing;
                     }
                     if (indialogue >= numdialogueboxes[whichdialogue]) {
@@ -6954,17 +6903,17 @@ void Game::Tick()
                     yaw = dialoguecamerayaw[whichdialogue][indialogue];
                     pitch = dialoguecamerapitch[whichdialogue][indialogue];
                     if (dialoguetime > 0.5)
-                        if (     Input::isKeyPressed(SDLK_1) ||
-                                 Input::isKeyPressed(SDLK_2) ||
-                                 Input::isKeyPressed(SDLK_3) ||
-                                 Input::isKeyPressed(SDLK_4) ||
-                                 Input::isKeyPressed(SDLK_5) ||
-                                 Input::isKeyPressed(SDLK_6) ||
-                                 Input::isKeyPressed(SDLK_7) ||
-                                 Input::isKeyPressed(SDLK_8) ||
-                                 Input::isKeyPressed(SDLK_9) ||
-                                 Input::isKeyPressed(SDLK_0) ||
-                                 Input::isKeyPressed(SDLK_MINUS) ||
+                        if (     Input::isKeyPressed(SDL_SCANCODE_1) ||
+                                 Input::isKeyPressed(SDL_SCANCODE_2) ||
+                                 Input::isKeyPressed(SDL_SCANCODE_3) ||
+                                 Input::isKeyPressed(SDL_SCANCODE_4) ||
+                                 Input::isKeyPressed(SDL_SCANCODE_5) ||
+                                 Input::isKeyPressed(SDL_SCANCODE_6) ||
+                                 Input::isKeyPressed(SDL_SCANCODE_7) ||
+                                 Input::isKeyPressed(SDL_SCANCODE_8) ||
+                                 Input::isKeyPressed(SDL_SCANCODE_9) ||
+                                 Input::isKeyPressed(SDL_SCANCODE_0) ||
+                                 Input::isKeyPressed(SDL_SCANCODE_MINUS) ||
                                  Input::isKeyPressed(attackkey)) {
                             indialogue++;
                             if (indialogue < numdialogueboxes[whichdialogue]) {
@@ -7001,7 +6950,7 @@ void Game::Tick()
                         }
                         if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
                             hostile = 1;
-                            for (int i = 1; i < numplayers; i++) {
+                            for (unsigned i = 1; i < Person::players.size(); i++) {
                                 Person::players[i]->aitype = attacktypecutoff;
                             }
                         }
@@ -7040,11 +6989,11 @@ void Game::Tick()
 
             doJumpReversals();
 
-            for (int k = 0; k < numplayers; k++)
+            for (unsigned k = 0; k < Person::players.size(); k++)
                 if (k != 0 && Person::players[k]->immobile)
                     Person::players[k]->coords = Person::players[k]->realoldcoords;
 
-            for (int k = 0; k < numplayers; k++) {
+            for (unsigned k = 0; k < Person::players.size(); k++) {
                 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
                     if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
                         Person::players[k]->DoDamage(1000);
@@ -7056,8 +7005,8 @@ void Game::Tick()
             static bool respawnkeydown;
             if (!editorenabled &&
                     (whichlevel != -2 &&
-                     (Input::isKeyDown(SDLK_z) &&
-                      Input::isKeyDown(SDLK_LMETA) &&
+                     (Input::isKeyDown(SDL_SCANCODE_Z) &&
+                      Input::isKeyDown(SDL_SCANCODE_LGUI) &&
                       debugmode) ||
                      (Input::isKeyDown(jumpkey) &&
                       !respawnkeydown &&
@@ -7078,7 +7027,7 @@ void Game::Tick()
             static bool movekey;
 
             //?
-            for (int i = 0; i < numplayers; i++) {
+            for (unsigned i = 0; i < Person::players.size(); i++) {
                 static float oldtargetyaw;
                 if (!Person::players[i]->skeleton.free) {
                     oldtargetyaw = Person::players[i]->targetyaw;
@@ -7166,7 +7115,7 @@ void Game::Tick()
                                 }
 
                     //avoid flaming players
-                    for (int j = 0; j < numplayers; j++)
+                    for (unsigned j = 0; j < Person::players.size(); j++)
                         if (Person::players[j]->onfire)
                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
                                 if (     distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
@@ -7249,7 +7198,7 @@ void Game::Tick()
                                  Person::players[i]->isFlip() ||
                                  Person::players[i]->isFlip() ||
                                  Person::players[i]->aitype != playercontrolled)) {
-                            for (int j = 0; j < weapons.size(); j++) {
+                            for (unsigned j = 0; j < weapons.size(); j++) {
                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
                                         Person::players[i]->aitype == playercontrolled) &&
                                         weapons[j].owner == -1 &&
@@ -7274,7 +7223,7 @@ void Game::Tick()
                                                         Person::players[i]->aitype == playercontrolled) &&
                                                         weapons[j].owner == -1 ||
                                                         Person::players[i]->victim &&
-                                                        weapons[j].owner == Person::players[i]->victim->id)
+                                                        weapons[j].owner == int(Person::players[i]->victim->id))
                                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
                                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
                                                             if (weapons[j].getType() != staff)
@@ -7302,13 +7251,13 @@ void Game::Tick()
                                                 Person::players[i]->throwtogglekeydown = 1;
                                                 Person::players[i]->hasvictim = 0;
 
-                                                for (int k = 0; k < weapons.size(); k++) {
+                                                for (unsigned k = 0; k < weapons.size(); k++) {
                                                     if (Person::players[i]->weaponactive == -1)
                                                         if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
                                                                 Person::players[i]->aitype == playercontrolled) &&
                                                                 weapons[k].owner == -1 ||
                                                                 Person::players[i]->victim &&
-                                                                weapons[k].owner == Person::players[i]->victim->id)
+                                                                weapons[k].owner == int(Person::players[i]->victim->id))
                                                             if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
                                                                     Person::players[i]->weaponactive == -1) {
                                                                 if (weapons[k].getType() != staff)
@@ -7331,8 +7280,8 @@ void Game::Tick()
                                     Person::players[i]->isRun() ||
                                     Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
                                     Person::players[i]->animTarget == backhandspringanim) {
-                                if (numplayers > 1)
-                                    for (int j = 0; j < numplayers; j++) {
+                                if (Person::players.size() > 1)
+                                    for (unsigned j = 0; j < Person::players.size(); j++) {
                                         if (Person::players[i]->weaponactive == -1)
                                             if (j != i)
                                                 if (Person::players[j]->num_weapons &&
@@ -7438,8 +7387,8 @@ void Game::Tick()
                                         Person::players[i]->isCrouch() ||
                                         Person::players[i]->animTarget == sneakanim ||
                                         Person::players[i]->isFlip())
-                                    if (numplayers > 1)
-                                        for (int j = 0; j < numplayers; j++) {
+                                    if (Person::players.size() > 1)
+                                        for (unsigned j = 0; j < Person::players.size(); j++) {
                                             if (i != j)
                                                 if (tutoriallevel != 1 || tutorialstage == 49)
                                                     if (hostile)
@@ -7503,7 +7452,7 @@ void Game::Tick()
                                 }
 
                                 Person::players[i]->weaponactive = -1;
-                                for (int j = 0; j < numplayers; j++) {
+                                for (unsigned j = 0; j < Person::players.size(); j++) {
                                     Person::players[j]->wentforweapon = 0;
                                 }
                             }
@@ -7599,15 +7548,15 @@ void Game::Tick()
                             target = -2;
                             if (i == 0) {
                                 Person::players[i]->superruntoggle = 1;
-                                if (numplayers > 1)
-                                    for (int j = 0; j < numplayers; j++)
+                                if (Person::players.size() > 1)
+                                    for (unsigned j = 0; j < Person::players.size(); j++)
                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
                                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
                                                 Person::players[i]->superruntoggle = 0;
                             }
 
-                            if (numplayers > 1)
-                                for (int j = 0; j < numplayers; j++) {
+                            if (Person::players.size() > 1)
+                                for (unsigned j = 0; j < Person::players.size(); j++) {
                                     if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
                                         if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
                                                 Person::players[j]->victim == Person::players[i] &&
@@ -7650,8 +7599,8 @@ void Game::Tick()
                                 Person::players[i]->superruntoggle = 0;
                             target = -2;
                             if (Person::players[i]->isCrouch()) {
-                                if (numplayers > 1)
-                                    for (int j = 0; j < numplayers; j++) {
+                                if (Person::players.size() > 1)
+                                    for (unsigned j = 0; j < Person::players.size(); j++) {
                                         if (j != i &&
                                                 !Person::players[j]->skeleton.free &&
                                                 Person::players[j]->victim &&
@@ -7840,8 +7789,8 @@ void Game::Tick()
 
                                 //Dodge sweep?
                                 target = -2;
-                                if (numplayers > 1)
-                                    for (int j = 0; j < numplayers; j++) {
+                                if (Person::players.size() > 1)
+                                    for (unsigned j = 0; j < Person::players.size(); j++) {
                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
                                                     (Person::players[j]->victim == Person::players[i]) &&
@@ -7926,7 +7875,7 @@ void Game::Tick()
             }
 
             //Rotation
-            for (int k = 0; k < numplayers; k++) {
+            for (unsigned k = 0; k < Person::players.size(); k++) {
                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
                     if (Person::players[k]->yaw > Person::players[k]->targetyaw)
                         Person::players[k]->yaw -= 360;
@@ -7963,7 +7912,7 @@ void Game::Tick()
             }
 
             //do animations
-            for (int k = 0; k < numplayers; k++) {
+            for (unsigned k = 0; k < Person::players.size(); k++) {
                 Person::players[k]->DoAnimations();
                 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
                 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
@@ -8101,7 +8050,7 @@ void Game::Tick()
         }
     }
 
-    if (Input::isKeyPressed(SDLK_F1))
+    if (Input::isKeyPressed(SDL_SCANCODE_F1))
         Screenshot();
 }
 
@@ -8147,7 +8096,7 @@ void Game::TickOnceAfter()
         realthreat = 0;
 
         musictype = leveltheme;
-        for (int i = 0; i < numplayers; i++) {
+        for (unsigned i = 0; i < Person::players.size(); i++) {
             if ((Person::players[i]->aitype == attacktypecutoff ||
                     Person::players[i]->aitype == getweapontype ||
                     Person::players[i]->aitype == gethelptype ||
@@ -8264,7 +8213,7 @@ void Game::TickOnceAfter()
                     winhotspot = true;
 
         int numalarmed = 0;
-        for (int i = 1; i < numplayers; i++)
+        for (unsigned i = 1; i < Person::players.size(); i++)
             if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
                 numalarmed++;
         if (numalarmed > maxalarmed)
@@ -8276,7 +8225,7 @@ void Game::TickOnceAfter()
                 targetlevel = whichlevel;
             }
             alldead = true;
-            for (int i = 1; i < numplayers; i++) {
+            for (unsigned i = 1; i < Person::players.size(); i++) {
                 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
                     alldead = false;
                     break;