shithub: rott

ref: 30cb9def10f532b54652938bf3fed34071fad30b
dir: /src/rt_game.c/

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/*
Copyright (C) 1994-1995 Apogee Software, Ltd.

This program 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,
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.

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.

*/
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <ctype.h>

#include "rt_def.h"
#include "rt_main.h"
#include "rt_game.h"
#include "_rt_game.h"
#include "rt_menu.h"
#include "z_zone.h"
#include "w_wad.h"
#include "lumpy.h"
#include "rt_playr.h"
#include "rt_util.h"
#include "rt_ted.h"
#include "rt_draw.h"
#include "rt_view.h"
#include "rt_vid.h"
#include "rt_door.h"
#include "rt_in.h"
#include "rt_str.h"
#include "isr.h"
#include "rt_build.h"
#include "rt_rand.h"
#include "rt_cfg.h"
#include "rt_sound.h"
#include "version.h"
#include "rt_crc.h"
#include "modexlib.h"
#include "engine.h"
#include "gmove.h"
#include "rt_com.h"
#include "rt_net.h"
#include "watcom.h"
#include "rt_floor.h"
#include "rt_msg.h"
#include "rt_scale.h"
#include "develop.h"
#include "queue.h"

#if (SHAREWARE == 1)
#define NUMAMMOGRAPHICS 10
#else
#define NUMAMMOGRAPHICS 20
#endif

//******************************************************************************
//
// GLOBALS
//
//******************************************************************************

int PlayerSnds[5] = {SD_PLAYERTCSND, SD_PLAYERTBSND, SD_PLAYERDWSND,
                     SD_PLAYERLNSND, SD_PLAYERIPFSND
                    };


unsigned short SHAKETICS = 0xFFFF;//bna++
//int SHAKETICS   = 0xFFFF;
int damagecount = 0;
HighScore   Scores[MaxScores] =
{
    {"Tom",70000,7,1},
    {"Chuck",60000,6,1},
    {"Mark",50000,5,1},
    {"The Joes",40000,4,1},
    {"William",30000,3,1},
    {"Jim",20000,2,1},
    {"Steve",10000,1,1},
};

//******************************************************************************
//
// LOCALS
//
//******************************************************************************

static int KeyX[4]  = {KEY1_X, KEY2_X, KEY3_X, KEY4_X};

static const char *Names[ 5 ] =
{
    "Taradino", "Thi",     "Doug",  "Lorelei", "Ian Paul"
};

static const char *LastNames[ 5 ] =
{
    "Cassatt",  "Barrett", "Wendt", "Ni",      "Freeley"
};

static STR ScoreStr;
static STR LivesStr;
static STR TriadStr;
static STR KillStr;

static pic_t *lifeptnums[10];
static pic_t *lifenums[10];
static pic_t *timenums[10];
static pic_t *scorenums[10];
static pic_t *keys[4];
static pic_t *men[5];

static pic_t *health[6];
static pic_t *ammo[26];
static pic_t *erase;
static pic_t *eraseb;
static pic_t *fragpic[ 5 ];
static pic_t *frag100pic[ 5 ];
static pic_t *negfragpic[ 5 ];
static pic_t *menneg[ 5 ];
static pic_t *blankfragpic;

static int powerpics;
static int poweradjust;

static int poweruptime;
static int powerupheight;
static int protectiontime;
static int protectionheight;


static boolean EndLevelStuff = false;
static boolean borderset     = false;
static int oldsec            = -1;

static pic_t *BkPic;
int SaveTime = 0;
int oldhealth;

static int oldplayerhealth;
static int oldpercenthealth;

static int playeruniformcolor;

#define NUMBONUSES   11
#define BONUSBONUS   100000


extern Queue * sdl_draw_obj_queue;

extern void VL_MemToScreenClipped (byte *source, int width, int height, int x, int y);
void DrawPPic (int xpos, int ypos, int width, int height, byte *src, int num, boolean up, boolean bufferofsonly);
extern void    MoveScreenUpLeft();
extern void    MoveScreenUpRight();
extern void    MoveScreenDownLeft();
extern void    MoveScreenDownRight();
//******************************************************************************
//
// V_ReDrawBkgnd ()
//
//******************************************************************************

void V_ReDrawBkgnd (int x, int y, int width, int height, boolean shade)
{
    byte *src;
    byte *dest;
    byte *origdest;
    int j,
        k,
        planes,
        mask,
        m;

    m = (x&3);
    mask = (1 << m);

    origdest = (byte *)(bufferofs+ylookup[y]+x);

    if (VW_MarkUpdateBlock (x, y, x+width-1, y+height-1))
    {
        for (planes = 0; planes < 4; planes++)
        {
            src = (&(BkPic->data)+((80*200)*m)+(80*y)+(x>>2));
            dest = origdest;

            dest += planes;

            for (j = 0; j < height; j++)
            {
                for (k = 0; k < (width/4); k++) {
                    if (shade) {
                        *dest = *(colormap + ((MENUSHADELEVEL>>2)<<8) + *src++);
                    } else {
                        *dest = *src++;
                    }
                    dest += 4;
                }

                src += (80-(width/4));
                dest += (linewidth-(width&~3));
            }

            m++;

            mask <<= 1;

            if (mask == 16)
            {
                x+=4;
                mask = 1;
                m = 0;
            }
        }
    }
}


//******************************************************************************
//
// CacheLumpGroup ()
//
//******************************************************************************
void CacheLumpGroup
(
    char   *startlump,
    pic_t **lumparray,
    int     numberoflumps
)

{
    int lumpnum;
    int i;

    lumpnum = W_GetNumForName( startlump );

    for( i = 0; i < numberoflumps; i++ )
    {
        lumparray[ i ] = ( pic_t * )W_CacheLumpNum( lumpnum + i, PU_LEVEL, Cvt_pic_t, 1 );
    }
}

//******************************************************************************
//
// SetupPlayScreen ()
//
//******************************************************************************
void SetupPlayScreen
(
    void
)

{
    int i;
    int j;
    int num;

    erase  = ( pic_t * )W_CacheLumpName( "erase", PU_LEVEL, Cvt_pic_t, 1 );
    eraseb = ( pic_t * )W_CacheLumpName( "eraseb", PU_LEVEL, Cvt_pic_t, 1 );

    CacheLumpGroup( "tmnum0", timenums, 10 );
    CacheLumpGroup( "lfnum0", lifeptnums, 10 );
    CacheLumpGroup( "lvnum0", lifenums, 10 );
    CacheLumpGroup( "health1b", health, 6 );
    CacheLumpGroup( "key1", keys, 4 );

    if ( !BATTLEMODE )
    {
        CacheLumpGroup( "scnum0", scorenums, 10 );

        num = locplayerstate->player;
        men[ num ] = ( pic_t * )W_CacheLumpNum( W_GetNumForName( "MAN1" ) +
                                                num, PU_LEVEL, Cvt_pic_t, 1 );
    }
    else
    {
        int  man;
        int  num100;
        int  negnum;
        int  negman;

        CacheLumpGroup( "kilnum0", scorenums, 10 );

        negnum  = W_GetNumForName( "botnpic1" );
        num     = W_GetNumForName( "botpic0" );
        num100  = W_GetNumForName( "botopic1" );
        negman  = W_GetNumForName( "negman1" );
        man     = W_GetNumForName( "man1" );

        blankfragpic = ( pic_t * )W_CacheLumpNum( num, PU_LEVEL, Cvt_pic_t, 1 );
        num++;

        for( i = 0; i < numplayers; i++ )
        {
            j = PLAYERSTATE[ i ].player;
            if ( !gamestate.teamplay )
            {
                fragpic[ j ]    = ( pic_t * )W_CacheLumpNum( num + j, PU_LEVEL, Cvt_pic_t, 1 );
                frag100pic[ j ] = ( pic_t * )W_CacheLumpNum( num100 + j, PU_LEVEL, Cvt_pic_t, 1 );
                negfragpic[ j ] = ( pic_t * )W_CacheLumpNum( negnum + j, PU_LEVEL, Cvt_pic_t, 1 );
            }
            else
            {
                negfragpic[ j ] = ( pic_t * )W_CacheLumpName( "teamnpic", PU_LEVEL, Cvt_pic_t, 1 );
                fragpic[ j ]    = ( pic_t * )W_CacheLumpName( "teampic", PU_LEVEL, Cvt_pic_t, 1 );
                frag100pic[ j ] = fragpic[ j ];
            }

            menneg[ j ]     = ( pic_t * )W_CacheLumpNum( negman + j, PU_LEVEL, Cvt_pic_t, 1 );
            men[ j ]        = ( pic_t * )W_CacheLumpNum( man + j, PU_LEVEL, Cvt_pic_t, 1 );
        }
    }

    powerpics   = W_GetNumForName( "GDMODEP" );
    poweradjust = POWERUPTICS / 16;

    num   = W_GetNumForName( "INF_B" );

    // bullet weapons
    ammo[0] = ( pic_t * )W_CacheLumpNum( num, PU_LEVEL, Cvt_pic_t, 1 );
    ammo[1] = ( pic_t * )W_CacheLumpNum( num, PU_LEVEL, Cvt_pic_t, 1 );
    ammo[2] = ( pic_t * )W_CacheLumpNum( num++, PU_LEVEL, Cvt_pic_t, 1 );


    for(i=3; i < 13; i++ )
    {
        ammo[ i ] = ( pic_t * )W_CacheLumpNum( num++, PU_LEVEL, Cvt_pic_t, 1 );
    }

    ammo[13] = ( pic_t * )W_CacheLumpNum( num, PU_LEVEL, Cvt_pic_t, 1 );
    ammo[14] = ( pic_t * )W_CacheLumpNum( num, PU_LEVEL, Cvt_pic_t, 1 );
    ammo[15] = ( pic_t * )W_CacheLumpNum( num++, PU_LEVEL, Cvt_pic_t, 1 );


    for(i=16; i < 26; i++ )
    {
        ammo[ i ] = ( pic_t * )W_CacheLumpNum( num++, PU_LEVEL, Cvt_pic_t, 1 );
    }


    oldplayerhealth  = -1;
    oldpercenthealth = -1;
}



//******************************************************************************
//
// GameMemToScreen()
//
//******************************************************************************

void GameMemToScreen(pic_t *source, int x, int y, int bufferofsonly)
{
    if ( bufferofsonly )
    {
        VL_MemToScreen( ( byte * )&source->data, source->width,
                        source->height, x, y );
    }
    else
    {
        GM_MemToScreen( ( byte * )&source->data, source->width,
                        source->height, x, y );
    }
}


int topBarCenterOffsetX;
extern int hudRescaleFactor;

//******************************************************************************
//
// DrawPlayScreen ()
//
//******************************************************************************
void DrawPlayScreen (boolean bufferofsonly)
{
    pic_t *shape;
    
    int    shapenum;

    //figure out where the middle point of the status bar should be for top bar
    topBarCenterOffsetX = (iGLOBAL_SCREENWIDTH - 320) >> 1;
    
    if ( SHOW_TOP_STATUS_BAR() )
    {
        if (iGLOBAL_SCREENWIDTH > 320 || iGLOBAL_SCREENHEIGHT > 200)
        {
            shape =  ( pic_t * )W_CacheLumpName( "backtile", PU_CACHE, Cvt_pic_t, 1 );
            
            DrawTiledRegion( 0, 0, iGLOBAL_SCREENWIDTH, 16*hudRescaleFactor, 0,16, shape );
        }
        shape = ( pic_t * )W_CacheLumpName( "stat_bar", PU_CACHE, Cvt_pic_t, 1 );
        
        GameMemToScreen( shape, topBarCenterOffsetX, 0, bufferofsonly );
        
    }

    if ( BATTLEMODE )
    {
        DrawKills( bufferofsonly );
    }

    if ( SHOW_BOTTOM_STATUS_BAR() )
    {
        shape = ( pic_t * ) W_CacheLumpName( "bottbar", PU_CACHE, Cvt_pic_t, 1 );

        if (iGLOBAL_SCREENWIDTH > 320 || iGLOBAL_SCREENHEIGHT > 200)
        {
            shape =  ( pic_t * )W_CacheLumpName( "backtile", PU_CACHE, Cvt_pic_t, 1 );
            
            
            DrawTiledRegion( 0, iGLOBAL_SCREENHEIGHT - 16*hudRescaleFactor, iGLOBAL_SCREENWIDTH, 13*hudRescaleFactor, 10,10, shape );
            //DrawTiledRegion( 0, iGLOBAL_SCREENHEIGHT - 29*hudRescaleFactor, iGLOBAL_SCREENWIDTH, 3*hudRescaleFactor, 10,10, shape );
            
            //apparently the line below was causing segfaults on linux...
            
            //DrawTiledRegion( 0, iGLOBAL_SCREENHEIGHT - 16*hudRescaleFactor, iGLOBAL_SCREENWIDTH, 16*hudRescaleFactor, 34,32, shape );
            
            shape = ( pic_t * ) W_CacheLumpName( "bottbar", PU_CACHE, Cvt_pic_t, 1 );
            
            
            
            
            //enqueue(sdl_draw_obj_queue, shape);
            
            //GameMemToScreen( shape, topBarCenterOffsetX, iGLOBAL_SCREENHEIGHT - 16, bufferofsonly ); //using topBarCenterOffsetX since bottbar dims == statbar dims 
        }
        
        
        
        GameMemToScreen( shape, topBarCenterOffsetX, iGLOBAL_SCREENHEIGHT - 16, bufferofsonly ); //using topBarCenterOffsetX since bottbar dims == statbar dims

        //}

        DrawBarAmmo( bufferofsonly );
        DrawBarHealth( bufferofsonly );

        if ( demoplayback )
        {
            shape = ( pic_t * )W_CacheLumpName( "demo", PU_CACHE, Cvt_pic_t, 1 );
            
            DrawPPic( (iGLOBAL_SCREENWIDTH-(shape->width<<2)), (iGLOBAL_SCREENHEIGHT-shape->height)>>1, 
                    shape->width, shape->height, ( byte * )&shape->data, 1, true, bufferofsonly );
        }
    }

    if ( !SHOW_TOP_STATUS_BAR() )
    {
        return;
    }

//draws small player picture and name in topbar
    oldsec = -1;

    //DrawTime( bufferofsonly );

    if ( !BATTLEMODE )
    {
        int character;
        int width;
        int height;

        character = locplayerstate->player;
        GameMemToScreen( men[ character ], MEN_X + topBarCenterOffsetX, MEN_Y,bufferofsonly );

        CurrentFont = tinyfont;

        // Draw player's name
        
        DrawGameString ( MEN_X + 3 + topBarCenterOffsetX, MEN_Y + 2, Names[ character ], bufferofsonly );
        VW_MeasurePropString( LastNames[ character ], &width, &height );
        DrawGameString ( MEN_X + 44 - width + topBarCenterOffsetX, MEN_Y + 8,
                     LastNames[ character ], bufferofsonly );
        
        UpdateLives( locplayerstate->lives );
        UpdateScore( gamestate.score );
        DrawTriads( bufferofsonly );
        DrawLives( bufferofsonly );
        DrawScore( bufferofsonly );
    }

    DrawKeys( bufferofsonly );

    if ( locplayerstate->poweruptime )
    {
        if ( player->flags & FL_GODMODE )
        {
            shapenum = powerpics;
        }
        else if ( player->flags & FL_DOGMODE )
        {
            shapenum = powerpics + 1;
        }
        else if ( player->flags & FL_FLEET )
        {
            shapenum = powerpics + 2;
        }
        else if ( player->flags & FL_ELASTO )
        {
            shapenum = powerpics + 3;
        }
        else if ( player->flags & FL_SHROOMS )
        {
            shapenum = powerpics + 4;
        }

        shape = ( pic_t * )W_CacheLumpNum ( shapenum, PU_CACHE, Cvt_pic_t, 1 );

        GameMemToScreen( eraseb, POWERUP1X + topBarCenterOffsetX, POWERUPY, bufferofsonly );

        DrawMPPic( POWERUP1X + topBarCenterOffsetX, POWERUPY + powerupheight, shape->width,
                   shape->height - powerupheight, powerupheight,
                   ( byte * )&shape->data, bufferofsonly );
    }


    if ( locplayerstate->protectiontime )
    {
        if ( player->flags & FL_BPV )
        {
            shapenum = powerpics + 6;
        }
        else if ( player->flags & FL_GASMASK )
        {
            shapenum = powerpics + 5;
        }
        else if ( player->flags & FL_AV )
        {
            shapenum = powerpics + 7;
        }

        shape = ( pic_t * )W_CacheLumpNum( shapenum, PU_CACHE, Cvt_pic_t, 1 );

        GameMemToScreen( eraseb, POWERUP2X + topBarCenterOffsetX, POWERUPY, bufferofsonly );

        DrawMPPic( POWERUP2X + topBarCenterOffsetX, POWERUPY + protectionheight, shape->width,
                   shape->height - protectionheight, protectionheight,
                   ( byte * )&shape->data, bufferofsonly );
    }
}


//******************************************************************************
//
// ShortenCodeName()
//
//******************************************************************************
void GetShortCodeName
(
    char *dest,
    char *source,
    int  maxwidth
)

{
    int width;
    int height;
    int length;

    strcpy( dest, source );

    // Shorten name to fit
    length = strlen( dest );
    VW_MeasurePropString( dest, &width, &height );
    while( width > maxwidth )
    {
        dest[ length ] = 0;
        length--;
        VW_MeasurePropString( dest, &width, &height );
    }
}


//******************************************************************************
//
// DrawKills ()
//
//******************************************************************************
void DrawKills
(
    boolean bufferofsonly
)
{
    int  rank;
    int  xpos;
    char codename[ MAXCODENAMELENGTH ];
    int  width;
    int  playernum;
    int  playerimage;
    int  temp;
    int  iKILLS_Y;
    pic_t *pic;

    CurrentFont = tinyfont;

    if ( SHOW_TOP_STATUS_BAR() )
    {
        playernum   = BATTLE_Team[ consoleplayer ];
        playerimage = BATTLE_TeamLeader[ playernum ];

        // Set uniformcolor
        playeruniformcolor = PLAYERSTATE[ playerimage ].uniformcolor;

        // Draw player's point box
        pic = men[ PLAYERSTATE[ playerimage ].player ];
        if ( ( gamestate.ShowScores ) && ( BATTLE_Points[ playernum ] < 0 ) )
        {
            pic = menneg[ PLAYERSTATE[ playerimage ].player ];
        }

        DrawPPic( MEN_X, MEN_Y, pic->width, pic->height,
                  ( byte * )&pic->data, 1, true, bufferofsonly );

        // Draw player's name
        if ( gamestate.teamplay )
        {
            GetShortCodeName( codename, colorname[ playeruniformcolor ],
                              42 );
        }
        else
        {
            GetShortCodeName( codename, PLAYERSTATE[ playerimage ].codename,
                              42 );
        }

        DrawGameString ( MEN_X + 2, MEN_Y + 2, codename, bufferofsonly );
        // Draw "It" if player is 'it'
        if ( ( ( gamestate.battlemode == battle_Tag ) ||
                ( gamestate.battlemode == battle_Hunter ) ) &&
                ( BATTLE_It == BATTLE_Team[ consoleplayer ] ) )
        {
            DrawGameString ( MEN_X + 22, MEN_Y + 8,
                             "It", bufferofsonly);
        }

        // Draw triad if player is 'it' or has caught a triad
        if ( PLAYER[ consoleplayer ]->flags & FL_DESIGNATED )
        {
            pic = W_CacheLumpName( "smalltri", PU_CACHE, Cvt_pic_t, 1 );
            DrawPPic( TRIAD_X - 1, TRIAD_Y - 2, pic->width, pic->height,
                      ( byte * )&pic->data, 1, true, bufferofsonly );
        }
        else if ( ( gamestate.ShowScores ) &&
                  ( DisplayPoints != bo_kills_infinite ) )
        {
            // Draw Kill goal
            if ( ( gamestate.battlemode == battle_Collector ) ||
                    ( gamestate.battlemode == battle_StandAloneGame ) )
            {
                temp = BATTLE_NumCollectorItems;
            }
            else
            {
                temp = DisplayPoints;
            }

            ltoa ( temp % 1000, KillStr.str, 10);
            KillStr.length = strlen (KillStr.str);
            DrawNumber (TRIAD_X - 6, TRIAD_Y, 3, 5, bufferofsonly);
        }

        // Set uniformcolor
        playeruniformcolor = PLAYERSTATE[ consoleplayer ].uniformcolor;

        if ( gamestate.ShowScores )
        {
            // Draw local player's points
            temp = BATTLE_Points[ playernum ] % 1000;
            if ( temp < 0 )
            {
                temp = -temp;
            }
            ltoa ( temp, KillStr.str, 10);
            KillStr.length = strlen (KillStr.str);

            DrawNumber( LIVES_X - 12, LIVES_Y, 3, 4, bufferofsonly);
        }
        else
        {
            pic = W_CacheLumpName( "minus", PU_CACHE, Cvt_pic_t, 1 );
            StatusDrawColoredPic( LIVES_X - 12, LIVES_Y, pic, bufferofsonly, playeruniformcolor );
            StatusDrawColoredPic( LIVES_X - 4, LIVES_Y, pic, bufferofsonly, playeruniformcolor );
        }

        // Draw whoever is 'It'
        playernum   = BATTLE_It;
        playerimage = BATTLE_TeamLeader[ playernum ];

        // Set uniformcolor
        playeruniformcolor = PLAYERSTATE[ playerimage ].uniformcolor;

        // Draw player's point box
        pic = men[ PLAYERSTATE[ playerimage ].player ];
        if ( ( gamestate.ShowScores ) && ( BATTLE_Points[ playernum ] < 0 ) )
        {
            pic = menneg[ PLAYERSTATE[ playerimage ].player ];
        }

        DrawPPic( LEADER_X, LEADER_Y, pic->width, pic->height,
                  (byte *)&pic->data, 1, true, bufferofsonly );

        if ( ( gamestate.battlemode == battle_Tag ) ||
                ( gamestate.battlemode == battle_Hunter ) )
        {
            DrawGameString ( LEADER_X + 22, LEADER_Y + 8,
                             "It", bufferofsonly);
        }

        if ( gamestate.ShowScores )
        {
            // Draw number of points
            temp = BATTLE_Points[ playernum ] % 1000;
            if ( temp < 0 )
            {
                temp = -temp;
            }
            ltoa ( temp, KillStr.str, 10);
            KillStr.length = strlen (KillStr.str);
            DrawNumber ( LEADER_NUM_X, LEADER_NUM_Y, 3, 4, bufferofsonly);
        }
        else
        {
            pic = W_CacheLumpName( "minus", PU_CACHE, Cvt_pic_t, 1 );
            StatusDrawColoredPic( LEADER_NUM_X, LEADER_NUM_Y, pic, bufferofsonly, playeruniformcolor );
            StatusDrawColoredPic( LEADER_NUM_X + 8, LEADER_NUM_Y, pic, bufferofsonly, playeruniformcolor );
        }

        // Draw name
        if ( gamestate.teamplay )
        {
            DrawGameString ( LEADER_NAME_X, LEADER_NAME_Y - 1,
                             colorname[ playeruniformcolor ], bufferofsonly);
        }
        else
        {
            GetShortCodeName( codename, PLAYERSTATE[ playerimage ].codename,
                              42 );
            DrawGameString ( LEADER_NAME_X - 1, LEADER_NAME_Y,
                             codename, bufferofsonly);
        }
    }

    // Only draw the rest of the rifraff when the kill count is selected

    if ( !SHOW_KILLS() )
    {
        return;
    }
//	 SetTextMode (  );
    // Draw all the other losers
    //#define KILLS_Y      176
    iKILLS_Y = iGLOBAL_SCREENHEIGHT - 24;
    //draw blank status  pic->width = 8;pic->height = 24
    pic = blankfragpic;
    for (temp = iGLOBAL_SCREENWIDTH-pic->width-24; temp > pic->width; temp -= pic->width) {
        DrawPPic( temp, iKILLS_Y, pic->width, pic->height,
                  (byte *)&pic->data, 1, true, bufferofsonly );

    }

    xpos = KILLS_X;
    for( rank = 0; rank < BATTLE_NumberOfTeams; rank++ )
    {
        playernum   = BATTLE_PlayerOrder[ rank ];
        playerimage = BATTLE_TeamLeader[ playernum ];

        if ( ( playernum == BATTLE_It ) && SHOW_TOP_STATUS_BAR() )
        {
            continue;
        }

        // Set uniformcolor
        playeruniformcolor = PLAYERSTATE[ playerimage ].uniformcolor;

        // Draw player's point box
        pic = fragpic[ PLAYERSTATE[ playerimage ].player ];
        if ( gamestate.ShowScores )
        {
            if ( BATTLE_Points[ playernum ] < 0 )
            {
                pic = negfragpic[ PLAYERSTATE[ playerimage ].player ];
            }
            else if ( BATTLE_Points[ playernum ] >= 100 )
            {
                pic = frag100pic[ PLAYERSTATE[ playerimage ].player ];
            }
        }
        DrawPPic( xpos, iKILLS_Y, pic->width, pic->height,
                  (byte *)&pic->data, 1, true, bufferofsonly );

        // Draw number of points
        if ( gamestate.ShowScores )
        {
            temp = BATTLE_Points[ playernum ] % 1000;
            if ( temp < 0 )
            {
                temp = -temp;
            }
            ltoa ( temp, KillStr.str, 10);
            KillStr.length = strlen (KillStr.str);
            width = 2;
            if ( temp > 99 )
            {
                width = 3;
            }
            DrawNumber( xpos + KILLS_OFFSET + 16 - ( 8 * width ), iKILLS_Y, width, 4, bufferofsonly);
        }
        else
        {
            pic =  ( pic_t * )W_CacheLumpName( "minus", PU_CACHE, Cvt_pic_t, 1 );
            StatusDrawColoredPic( ( xpos + KILLS_OFFSET ), iKILLS_Y, pic, bufferofsonly, playeruniformcolor );
            StatusDrawColoredPic( ( xpos + KILLS_OFFSET + 8 ), iKILLS_Y, pic, bufferofsonly, playeruniformcolor );
        }

        // Get codename
        if ( gamestate.teamplay )
        {
            GetShortCodeName( codename, colorname[ playeruniformcolor ],
                              KILLS_WIDTH - 2 );
        }
        else
        {
            GetShortCodeName( codename, PLAYERSTATE[ playerimage ].codename,
                              KILLS_WIDTH - 2 );
        }

        // Draw name
        DrawGameString (xpos + 1, KILLS_NAME_Y, codename, bufferofsonly);

        // Advance to next position
        xpos += KILLS_WIDTH;

        if ( xpos >= iGLOBAL_SCREENWIDTH )
        {
            break;
        }
    }

    for( rank = BATTLE_NumberOfTeams; rank <= MAXKILLBOXES; rank++ )
    {
        if ( xpos >= iGLOBAL_SCREENWIDTH )
        {
            break;
        }

        pic = blankfragpic;
        DrawPPic( xpos, iKILLS_Y, pic->width, pic->height,
                  (byte *)&pic->data, 1, true, bufferofsonly );

        // Advance to next position
        xpos += KILLS_WIDTH;
    }
}


//******************************************************************************
//
// DrawPlayers ()
//
//******************************************************************************
void DrawPlayers
(
    void
)

{
    int    num;
    int    xpos;
    char   codename[ MAXCODENAMELENGTH ];
    int    length;
    int    width;
    int    height;
    int    team;
    int    player;
    int    character;
    pic_t *pic;
    pic_t *enemy;
    pic_t *friend;

    num = W_GetNumForName( "botpic1" );

    scorenums[ 0 ]= ( pic_t * )W_CacheLumpName( "kilnum0", PU_CACHE, Cvt_pic_t, 1 );
    friend = ( pic_t * )W_CacheLumpName( "t_friend", PU_CACHE, Cvt_pic_t, 1 );
    enemy  = ( pic_t * )W_CacheLumpName( "t_enemy", PU_CACHE, Cvt_pic_t, 1 );

    // Draw all the losers
    CurrentFont = tinyfont;

    xpos = (iGLOBAL_SCREENWIDTH  - min( numplayers, MAXKILLBOXES ) * KILLS_WIDTH ) / 2;
//SetTextMode (  );//PLAYERSTATE
    for( team = 0; team < BATTLE_NumberOfTeams; team++ )
    {
        for( player = 0; player < numplayers; player++ )
        {
            if ( BATTLE_Team[ player ] == team )
            {
                character = PLAYERSTATE[ player ].player;

                fragpic[ character ] = ( pic_t * )W_CacheLumpNum( num +
                                       character, PU_CACHE, Cvt_pic_t, 1 );

                if ( ( numplayers <= MAXKILLBOXES ) ||
                        ( player != consoleplayer ) )
                {
                    // Set uniformcolor
                    playeruniformcolor = PLAYERSTATE[ player ].uniformcolor;

                    // Draw player's point box
                    pic = fragpic[ PLAYERSTATE[ player ].player ];

                    VWB_DrawPic ( xpos, PLAYERS_Y, pic );
                    if ( gamestate.teamplay )
                    {
                        if ( BATTLE_Team[ player ] == BATTLE_Team[ consoleplayer ] )
                        {
                            VWB_DrawPic ( xpos, PLAYERS_TEAM_Y, friend );
                        }
                        else
                        {
                            VWB_DrawPic ( xpos, PLAYERS_TEAM_Y, enemy );
                        }
                    }

                    strcpy( KillStr.str, "00" );
                    KillStr.length = strlen ( KillStr.str );
                    DrawNumber( xpos + KILLS_OFFSET, PLAYERS_Y, 2, 4, true );

                    // Get codename
                    strcpy( codename, PLAYERSTATE[ player ].codename );

                    // Shorten name to fit into point count
                    length = strlen( codename );
                    US_MeasureStr( &width, &height, "%s", codename );
                    while( width > KILLS_WIDTH )
                    {
                        codename[ length ] = 0;
                        length--;
                        US_MeasureStr( &width, &height, "%s", codename );
                    }

                    // Draw name
                    PrintX = xpos;
                    PrintY = PLAYERS_NAME_Y;
                    US_Print( codename );

                    // Advance to next position
                    xpos += KILLS_WIDTH;
                }
            }
            if ( xpos >= iGLOBAL_SCREENWIDTH )
            {
                break;
            }
        }
        if ( xpos >= iGLOBAL_SCREENWIDTH )
        {
            break;
        }
    }
}

//******************************************************************************
//
// StatusDrawPic ()
//
//******************************************************************************

void StatusDrawPic (unsigned x, unsigned y, pic_t *nums, boolean bufferofsonly)
{
    DrawMPPic (x, y, nums->width, nums->height, 0,
               (byte *)&nums->data, bufferofsonly);
}

//******************************************************************************
//
// StatusDrawColoredPic ()
//
//******************************************************************************

void StatusDrawColoredPic (unsigned x, unsigned y, pic_t *nums, boolean bufferofsonly, int color)
{
    DrawColoredMPPic (x, y, nums->width, nums->height, 0,
                      (byte *)&nums->data, bufferofsonly, color);
}

//******************************************************************************
//
// DrawGameString ()
//
// draw string to game screen at x,y
//
//******************************************************************************

void DrawGameString (int x, int y, const char * str, boolean bufferofsonly)
{
    byte *tempbuf;

    px=x;
    py=y;

    if (bufferofsonly==true)
        VW_DrawPropString (str);
    else
    {
        tempbuf=bufferofs;
        bufferofs=page1start;
        VW_DrawPropString (str);
        bufferofs=tempbuf;
    }
}


//******************************************************************************
//
// DrawNumber ()
//
// right justifies and pads with zeros
//
//******************************************************************************

void DrawNumber (int x, int y, int width, int which, boolean bufferofsonly)
{
    unsigned length,c;
    char  *str;
    byte z;

    switch (which)
    {
    case 1:
        str = ScoreStr.str;
        length = ScoreStr.length;
        break;

    case 2:
        str = LivesStr.str;
        length = LivesStr.length;
        break;

    case 3:
        str = TriadStr.str;
        length = TriadStr.length;
        break;

    case 4:
    case 5:
    case 6:
        str = KillStr.str;
        length = KillStr.length;
        break;
    }

    z = width - length;     // Num zeros

    while (z)
    {
        switch (which)
        {
        case 1:
            StatusDrawPic (x, y, scorenums[0], bufferofsonly);
            x+=8;
            break;
        case 2:
            StatusDrawPic (x, y, lifenums[0], bufferofsonly);
            x+=8;
            break;
        case 3:
            StatusDrawPic (x, y, lifeptnums[0], bufferofsonly);
            x+=6;
            break;
        case 4:
            StatusDrawColoredPic (x, y, scorenums[0], bufferofsonly, playeruniformcolor);
            x+=8;
            break;
        case 5:
            StatusDrawPic (x, y, lifeptnums[0], bufferofsonly);
            x+=6;
            break;
        case 6:
            StatusDrawPic (x, y, lifenums[0], bufferofsonly);
            x+=8;
            break;
        }
        z--;
    }

    c = length <= (unsigned)width ? 0 : length-width;
    while (c < length)
    {
        switch (which)
        {
        case 1:
            StatusDrawPic (x, y, scorenums[str[c]-'0'], bufferofsonly);
            x+=8;
            break;
        case 2:
            StatusDrawPic (x, y, lifenums[str[c]-'0'], bufferofsonly);
            x+=8;
            break;
        case 3:
            StatusDrawPic (x, y, lifeptnums[str[c]-'0'], bufferofsonly);
            x+=6;
            break;
        case 4:
            StatusDrawColoredPic (x, y, scorenums[str[c]-'0'], bufferofsonly, playeruniformcolor);
            x+=8;
            break;
        case 5:
            StatusDrawPic (x, y, lifeptnums[str[c]-'0'], bufferofsonly);
            x+=6;
            break;
        case 6:
            StatusDrawPic (x, y, lifenums[str[c]-'0'], bufferofsonly);
            x+=8;
            break;
        }
        c++;
    }
}



//******************************************************************************
//
// HealPlayer ()
//
//******************************************************************************

void HealPlayer
(
    int      points,
    objtype *ob
)

{
    playertype *pstate;
    int maxhitpoints;

    M_LINKSTATE( ob, pstate );

    pstate->health += points;
    maxhitpoints = MaxHitpointsForCharacter( pstate );
    if ( pstate->health > maxhitpoints )
    {
        pstate->health = maxhitpoints;
    }

    if ( ( SHOW_BOTTOM_STATUS_BAR() ) && ( ob == player ) )
    {
        DrawBarHealth( false );
    }
}

//******************************************************************************
//
// DrawLives ()
//
//******************************************************************************

void DrawLives
(
    boolean bufferofsonly
)

{
    if ( !SHOW_TOP_STATUS_BAR() )
    {
        return;
    }

    if ( !EndLevelStuff )
    {
        DrawNumber( LIVES_X + topBarCenterOffsetX, LIVES_Y, 2, 2, bufferofsonly );
    }
}


//******************************************************************************
//
// GiveExtraMan ()
//
//******************************************************************************

void  GiveExtraMan (void)
{
    if (locplayerstate->lives < 99)
        locplayerstate->lives++;
    UpdateLives (locplayerstate->lives);
    DrawLives (false);
//   SD_PlaySound (BONUS1UPSND);
}



//******************************************************************************
//
// DrawScore ()
//
//******************************************************************************

void DrawScore
(
    boolean bufferofsonly
)

{
    if ( !SHOW_TOP_STATUS_BAR() )
    {
        return;
    }

    if ( !BATTLEMODE )
    {
        DrawNumber( SCORE_X + topBarCenterOffsetX, SCORE_Y, 10, 1, bufferofsonly );
    }
}


//******************************************************************************
//
// GivePoints ()
//
//******************************************************************************

void  GivePoints (long points)
{
    gamestate.score += points;

    UpdateScore (gamestate.score);

    if (!EndLevelStuff)
        DrawScore (false);
}


//******************************************************************************
//
// GiveKey ()
//
//******************************************************************************

void GiveKey (int key)
{
    locplayerstate->keys |= (1<<key);
    DrawKeys (false);
}


//******************************************************************************
//
// GiveLives ()
//
//******************************************************************************

void GiveLives (int newlives)
{
    if ((locplayerstate->lives + newlives) <= 99)
        locplayerstate->lives += newlives;
    else
        locplayerstate->lives = 99;
    UpdateLives (locplayerstate->lives);
    DrawLives (false);
}


#define EnableOldWeapon(pstate)    \
   {                               \
   LASTSTAT->flags |= FL_ABP;      \
   LASTSTAT->flags &= ~FL_RESPAWN; \
   MakeStatActive(LASTSTAT);       \
   pstate->weaponx = ob->tilex;    \
   pstate->weapony = ob->tiley;    \
   }


//******************************************************************************
//
// GiveWeapon ()
//
//******************************************************************************

void GiveWeapon
(
    objtype *ob,
    int weapon
)

{
    playertype *pstate;

    M_LINKSTATE( ob, pstate );

    if ( pstate->weapon == weapon )
    {
        return;
    }

    pstate->HASBULLETWEAPON[ weapon ] = 1;
    if ( ( pstate->weapon == pstate->bulletweapon ) &&
            ( pstate->weapon < weapon ) )
    {
        pstate->new_weapon = weapon;
        pstate->weapondowntics = WEAPONS[ pstate->weapon ].screenheight / GMOVE;
        if ( ( ob == player ) && ( SHOW_BOTTOM_STATUS_BAR() ) )
        {
            DrawBarAmmo( false );
        }
    }

    if ( gamestate.BattleOptions.WeaponPersistence )
    {
        SpawnStatic(ob->tilex,ob->tiley,GetItemForWeapon(weapon),9);
        EnableOldWeapon(pstate);
    }

    if ( weapon > pstate->bulletweapon )
    {
        pstate->bulletweapon = weapon;
    }
}

//LT added
//******************************************************************************
//
// GivePlayerAmmo ()
//
//******************************************************************************


void GivePlayerAmmo(objtype *ob, statobj_t *item_pickup, int which)
{
    playertype * pstate;

    M_LINKSTATE(ob, pstate);

    int playerCurrentAmmo = pstate->ammo;
    
    int ammoInItem = item_pickup->ammo;
    
    int maxAmmoInWeapon = stats[item_pickup->itemnumber].ammo;
    
    
    //printf("playerCurrentAmmo: %d \n", playerCurrentAmmo);
    //printf("ammoInItem: %d \n", ammoInItem);
    //printf("maxAmmoInWeapon: %d \n", maxAmmoInWeapon);
    
    int newAmmoAmount = ammoInItem + playerCurrentAmmo;

    if (newAmmoAmount > maxAmmoInWeapon)
    {
        ammoInItem = newAmmoAmount - maxAmmoInWeapon;
        if (ammoInItem < 0)
        {
            Error("Ammo in item cannot be set to a negative number!");
        }
        item_pickup->ammo = ammoInItem;
        newAmmoAmount = maxAmmoInWeapon;
    }
    else
    {
        ammoInItem = 0;
    }
    pstate->ammo = newAmmoAmount;

    if (pstate->ammo &&
        (pstate->missileweapon != -1) &&
        (!(WEAPON_IS_MAGICAL(which))) &&
        (!(WEAPON_IS_MAGICAL(pstate->missileweapon))))
    {
        int nx,ny;


        nx = ob->tilex;
        ny = ob->tiley;

        //If the missile weapon still has ammo in it after taking ammo from it, spawn it on the ground
        if (ammoInItem)
        {
            if (IsPlatform(nx,ny))
                SpawnStatic(nx,ny,GetItemForWeapon(pstate->missileweapon),9);
            else
            {
                int newz = sprites[ob->tilex][ob->tiley]->z;
                SpawnStatic(nx,ny,GetItemForWeapon(pstate->missileweapon),-1);
                LASTSTAT->z = newz;
            }

            //update ammo count on missile weapon on ground
            LASTSTAT->ammo = ammoInItem;
            EnableOldWeapon(pstate);
        }
    }
}

//******************************************************************************
//
// GiveMissileWeapon ()
//
//******************************************************************************

void GiveMissileWeapon(objtype * ob, int which)
{
    playertype * pstate;


    //pstate = (ob==player)?(&playerstate):(&remoteplayerstate);
    M_LINKSTATE(ob,pstate);

    if (!gamestate.BattleOptions.WeaponPersistence)
    {
        if (pstate->ammo &&
                (pstate->missileweapon != -1) &&
                (!(WEAPON_IS_MAGICAL(which))) &&
                (!(WEAPON_IS_MAGICAL(pstate->missileweapon)))
           )
        {
            int nx,ny;


            nx = ob->tilex;
            ny = ob->tiley;
            //FindEmptyTile(&nx,&ny);

            if (IsPlatform(nx,ny))
                SpawnStatic(nx,ny,GetItemForWeapon(pstate->missileweapon),9);
            else
            {
                int newz = sprites[ob->tilex][ob->tiley]->z;
                SpawnStatic(nx,ny,GetItemForWeapon(pstate->missileweapon),-1);
                LASTSTAT->z = newz;
            }
            LASTSTAT->ammo = pstate->ammo;
            EnableOldWeapon(pstate);

        }
    }

    else if (!WEAPON_IS_MAGICAL(which))
    {
        int newz = sprites[ob->tilex][ob->tiley]->z;
        SpawnStatic(ob->tilex,ob->tiley,GetItemForWeapon(which),9);
        LASTSTAT->z = newz;
        EnableOldWeapon(pstate);

    }
    pstate->new_weapon = pstate->missileweapon = which;
    pstate->weapondowntics = WEAPONS[pstate->weapon].screenheight/GMOVE;


}


//******************************************************************************
//
// DrawKeys ()
//
//******************************************************************************

void DrawKeys(boolean bufferofsonly)
{
    if ( !SHOW_TOP_STATUS_BAR() )
    {
        return;
    }

    if ( locplayerstate->keys & 1 )
    {
        GameMemToScreen( keys[ 0 ], KeyX[ 0 ] + topBarCenterOffsetX, KEY_Y, bufferofsonly );
    }

    if ( locplayerstate->keys & 2 )
    {
        GameMemToScreen( keys[ 1 ], KeyX[ 1 ] + topBarCenterOffsetX, KEY_Y, bufferofsonly );
    }

    if ( locplayerstate->keys & 4 )
    {
        GameMemToScreen( keys[ 2 ], KeyX[ 2 ] + topBarCenterOffsetX, KEY_Y, bufferofsonly );
    }

    if ( locplayerstate->keys & 8 )
    {
        GameMemToScreen( keys[ 3 ], KeyX[ 3 ] + topBarCenterOffsetX, KEY_Y, bufferofsonly );
    }
}


//******************************************************************************
//
// StatusDrawTime ()
//
//******************************************************************************

void StatusDrawTime
(
    unsigned x,
    unsigned y,
    unsigned num,
    boolean  bufferofsonly
)

{
    DrawMPPic( x, y, timenums[ num ]->width, timenums[ num ]->height, 0,
               ( byte * )&timenums[ num ]->data, bufferofsonly );
}


//******************************************************************************
//
// DrawTimeNumber ()
//
// right justifies and pads with blanks
//
//******************************************************************************

void DrawTimeNumber (int x, int y, int number, boolean seconds, boolean bufferofsonly)
{
    char  str[20];

    ltoa (number,str,10);

    if (seconds)
    {
        if (number < 10)
        {
            StatusDrawTime (x,   y, 0, bufferofsonly);
            StatusDrawTime (x+8, y, str[0]-'0', bufferofsonly);
        }
        else
        {
            StatusDrawTime (x,   y, str[0]-'0', bufferofsonly);
            StatusDrawTime (x+8, y, str[1]-'0', bufferofsonly);
        }
    }
    else
    {
        if (number < 10)
            StatusDrawTime (x+8, y, str[0]-'0', bufferofsonly);
        else
        {
            StatusDrawTime (x,   y, str[0]-'0', bufferofsonly);
            StatusDrawTime (x+8, y, str[1]-'0', bufferofsonly);
        }
    }
}


//******************************************************************************
//
// DrawTimeXY ()
//
//******************************************************************************

void DrawTimeXY
(
    int x,
    int y,
    int sec,
    boolean bufferofsonly
)

{
    int min;
    int hour;

    while (sec > ( ( 9 * 3600 ) + 3599 ) )
    {
        sec -= ( ( 9 * 3600 ) + 3599 );
    }

    hour  = sec / 3600;
    min   = ( sec / 60 ) - ( hour * 60 );
    sec  %= 60;

    DrawTimeNumber ( x + HOUR_X, y, hour, false, bufferofsonly );
    DrawTimeNumber ( x + MIN_X, y, min, true, bufferofsonly );
    DrawTimeNumber ( x + SEC_X, y, sec, true, bufferofsonly );
}


//******************************************************************************
//
// DrawTime ()
//
//******************************************************************************

void DrawTime
(
    boolean bufferofsonly
)

{
    int sec;

    if ( !SHOW_TOP_STATUS_BAR() )
    {
        return;
    }

    if (timelimitenabled == true)
    {
        sec = (timelimit-gamestate.TimeCount) / VBLCOUNTER;
    }
    else
    {
        sec = gamestate.TimeCount / VBLCOUNTER;
    }

    if ( oldsec != sec )
    {
        oldsec = sec;
        DrawTimeXY( GAMETIME_X + topBarCenterOffsetX, GAMETIME_Y, sec, bufferofsonly) ;
    }
}


//******************************************************************************
//
// DrawMPPic ()
//
// Purpose
//    Draws a masked, planer pic at xpos, ypos.
//
// Parms
//    xpos   - x position.
//    ypos   - y position.
//    width  - width of pic : should be << 2.
//    height - height of pic.
//    src    - data to draw.
//
// Returns
//    Nothing.
//
//******************************************************************************

void DrawMPPic (int xpos, int ypos, int width, int height, int heightmod, byte *src, boolean bufferofsonly)
{
    int olddest;
    int dest;
    int x;
    int y;
    int planes;
    byte pixel;

    olddest = ylookup[ypos] + xpos;

    for (planes = 0; planes < 4; planes++)
    {
        dest = olddest;

        dest += planes;

        for (y = 0; y < height; y++)
        {
            for (x = 0; x < width; x++)
            {
                pixel = *src++;

                if (pixel != 255)
                {
                    if (bufferofsonly)
                        *(dest+bufferofs) = pixel;
                    else
                    {
                        *(dest+page1start) = pixel;
                        *(dest+page2start) = pixel;
                        *(dest+page3start) = pixel;
                    }
                }
                dest += 4;
            }
            dest += (linewidth-width*4);
        }

        if (heightmod)
            src += (heightmod*width);
    }
}


//******************************************************************************
//
// DrawColoredMPPic ()
//
// Purpose
//    Draws a masked, planer pic at xpos, ypos.
//
// Parms
//    xpos   - x position.
//    ypos   - y position.
//    width  - width of pic : should be << 2.
//    height - height of pic.
//    src    - data to draw.
//
// Returns
//    Nothing.
//
//******************************************************************************

void DrawColoredMPPic (int xpos, int ypos, int width, int height, int heightmod, byte *src, boolean bufferofsonly, int color)
{
    int olddest;
    int dest;
    int x;
    int y;
    int planes;
    byte pixel;
    byte * cmap;

    cmap=playermaps[color]+(1<<12);

    olddest = ylookup[ypos] + xpos;

    for (planes = 0; planes < 4; planes++)
    {
        dest = olddest;

        dest += planes;

        for (y = 0; y < height; y++)
        {
            for (x = 0; x < width; x++)
            {
                pixel = *src++;

                pixel = *(cmap+pixel);

                if (pixel != 255)
                {
                    if (bufferofsonly)
                        *(dest+bufferofs) = pixel;
                    else
                    {
                        *(dest+page1start) = pixel;
                        *(dest+page2start) = pixel;
                        *(dest+page3start) = pixel;
                    }
                }
                dest += 4;
            }

            dest += (linewidth-width*4);
        }

        if (heightmod)
            src += (heightmod*width);
    }
}


//******************************************************************************
//
// UpdateScore ()
//
//******************************************************************************

void UpdateScore (unsigned int num)
{
    if (num > 999999999)
    {
        num = 999999999;
        gamestate.score = 999999999;
    }

    ltoa (num, ScoreStr.str, 10);
    ScoreStr.length = strlen (ScoreStr.str);
}


//******************************************************************************
//
// UpdateLives ()
//
//******************************************************************************

void UpdateLives (int num)
{
    ltoa (num, LivesStr.str, 10);
    LivesStr.length = strlen (LivesStr.str);
}

//****************************************************************************
//
// ClearTriads ()
//
//****************************************************************************
void ClearTriads (playertype * pstate)
{
    pstate->triads = 0;
    ltoa (pstate->triads, TriadStr.str, 10);
    TriadStr.length = strlen (TriadStr.str);
}

//****************************************************************************
//
// UpdateTriads ()
//
//****************************************************************************

void UpdateTriads (objtype * ob, int num)
{
    playertype * pstate;

    M_LINKSTATE(ob,pstate);

    pstate->triads += num;

    if (pstate->triads >= 100)
    {
        GiveLives(1);
        if (ob==player)
        {
            AddMessage("100 Life Item Points!  Extra Life!",MSG_BONUS);
            SD_PlaySoundRTP (SD_GET1UPSND, player->x, player->y);
        }
        pstate->triads -= 100;
    }

    if (ob==player)
    {
        ltoa (pstate->triads, TriadStr.str, 10);
        TriadStr.length = strlen (TriadStr.str);
    }
}

//****************************************************************************
//
// DrawTriads ()
//
//****************************************************************************

void DrawTriads(boolean bufferofsonly)

{
    if ( !SHOW_TOP_STATUS_BAR() )
    {
        return;
    }

    if ( !EndLevelStuff )
    {
        DrawNumber( TRIAD_X + topBarCenterOffsetX, TRIAD_Y, 2, 3, bufferofsonly );
    }
}


//******************************************************************************
//
// DrawPPic ()
//
//******************************************************************************

void DrawPPic (int xpos, int ypos, int width, int height, byte *src, int num, boolean up, boolean bufferofsonly)
{
    int olddest;
    int dest;
    int x;
    int y;
    int planes;
    byte mask;
    byte pixel;
    int k;
    int amt;

    if (up)
        amt = 8;
    else
        amt = -8;

    mask = 1;

    olddest = ylookup[ypos] + xpos;

    for (planes = 0; planes < 4; planes++)
    {
        dest = olddest;

        dest += planes;

        for (y = 0; y < height; y++)
        {
            for (x = 0; x < width; x++)
            {
                pixel = *src++;

                if (pixel != 255)
                {
                    for (k = 0; k < num; k++)
                    {
                        if (bufferofsonly)
                            *(dest+bufferofs+(amt*k)) = pixel;
                        else
                        {
                            *(dest+page1start+(amt*k)) = pixel;
                            *(dest+page2start+(amt*k)) = pixel;
                            *(dest+page3start+(amt*k)) = pixel;
                        }
                    }
                }

                dest += 4;
            }

            dest += (linewidth-width*4);
        }

        mask <<= 1;
    }
}


//****************************************************************************
//
// DrawBarHealth ()
//
//****************************************************************************

void DrawBarHealth
(
    boolean bufferofsonly
)

{
    int percenthealth;
    int health_y;

    if ( !SHOW_BOTTOM_STATUS_BAR() )
    {
        return;
    }

    health_y = iGLOBAL_HEALTH_Y;
    if ( SHOW_KILLS() )
    {
        health_y -= KILLS_HEIGHT;
    }

    percenthealth = ( locplayerstate->health * 10 ) /
                    MaxHitpointsForCharacter( locplayerstate );

    oldpercenthealth = percenthealth + 1;

    if ( playstate == ex_died )
    {
        DrawPPic( iGLOBAL_HEALTH_X, health_y, 8 >> 2, 16, ( byte * )&erase->data,
                  10, true, bufferofsonly );

        return;
    }

    if ( locplayerstate->health <= 0 )
    {
        oldpercenthealth = 0;
    }

    if ( oldpercenthealth >= 11 )
    {
        oldpercenthealth = 10;
    }

    if ( oldpercenthealth < 4 )
    {
        DrawPPic( iGLOBAL_HEALTH_X, health_y, 8 >> 2, 16,
                  ( byte * )&health[ 0 ]->data, oldpercenthealth,
                  true, bufferofsonly );
    }
    else if ( oldpercenthealth < 5 )
    {
        DrawPPic( iGLOBAL_HEALTH_X, health_y, 8 >> 2, 16,
                  (byte *)&health[ 1 ]->data, oldpercenthealth,
                  true, bufferofsonly );
    }
    else
    {
        DrawPPic( iGLOBAL_HEALTH_X, health_y, 8 >> 2, 16,
                  ( byte * )&health[ 2 ]->data, oldpercenthealth,
                  true, bufferofsonly );
    }

    if ( oldpercenthealth < 10 )
    {
        DrawPPic( iGLOBAL_HEALTH_X + ( 8 * oldpercenthealth ), health_y,
                  8 >> 2, 16, ( byte * )&erase->data, 10 - oldpercenthealth,
                  true, bufferofsonly );
    }
}


//****************************************************************************
//
// DrawBarAmmo ()
//
//****************************************************************************

void DrawBarAmmo(boolean bufferofsonly)
{
    int ammo_y;

    if ( ( !SHOW_BOTTOM_STATUS_BAR() ) || ( playstate == ex_died ) )
    {
        return;
    }

    ammo_y = iGLOBAL_AMMO_Y;
    if ( SHOW_KILLS() )
    {
        ammo_y -= KILLS_HEIGHT;
    }

    DrawPPic ( iGLOBAL_AMMO_X, ammo_y + 1, 8 >> 2, 16, ( byte * )&erase->data,
               10, false, bufferofsonly );

    if ( !ARMED( player->dirchoosetime ) )
    {
        return;
    }
    if ((locplayerstate->new_weapon < wp_bazooka) ||
            (locplayerstate->new_weapon == wp_godhand) ||
            ( gamestate.BattleOptions.Ammo == bo_infinite_shots )
       )
    {
        DrawPPic( iGLOBAL_AMMO_X - 16, ammo_y, 24 >> 2, 16,
                  ( byte * )&ammo[ 0 ]->data, 1, true, bufferofsonly);

        DrawPPic( iGLOBAL_AMMO_X - 32, ammo_y + 1, 8 >> 2, 16,
                  ( byte * )&erase->data, 2, true, bufferofsonly );
    }
#if (SHAREWARE == 0)
    else if ( locplayerstate->new_weapon == wp_dog )
    {
        DrawPPic( iGLOBAL_AMMO_X - 16, ammo_y, 24 >> 2, 16,
                  ( byte * )&ammo[12]->data, 1, true, bufferofsonly );

        DrawPPic( iGLOBAL_AMMO_X - 32, ammo_y + 1, 8 >> 2, 16,
                  ( byte * )&erase->data, 2, true, bufferofsonly );
    }
#endif
    else
    {
        DrawPPic( iGLOBAL_AMMO_X, ammo_y + 1, 8 >> 2, 16,
                  ( byte * )&ammo[ locplayerstate->new_weapon]->data,
                  locplayerstate->ammo, false, bufferofsonly );
    }
}


//******************************************************************************
//
// SingleDrawPPic ()
//
//******************************************************************************

void SingleDrawPPic (int xpos, int ypos, int width, int height, byte *src, int num, boolean up)
{
    byte *olddest;
    byte *dest;
    int x;
    int y;
    int planes;
    byte mask;
    byte pixel;
    int k;
    int amt;

    if (up)
        amt = 8;
    else
        amt = -8;

    mask = 1;

    olddest = (byte *)(bufferofs - screenofs + ylookup[ypos] + xpos);

    for (planes = 0; planes < 4; planes++)
    {
        dest = olddest;

        dest += planes;

        for (y = 0; y < height; y++)
        {
            for (x = 0; x < width; x++)
            {
                pixel = *src++;

                if (pixel != 255)
                {
                    for (k = 0; k < num; k++)
                    {
                        *(dest+(amt*k)) = pixel;
                    }
                }

                dest += 4;
            }
            dest += (linewidth-width*4);
        }

        mask <<= 1;
    }
}



//****************************************************************************
//
// DrawStats ()
//
//****************************************************************************

void DrawStats
(
    void
)

{
    int percenthealth;
    int health_y;
    int ammo_y;

    if ( ( !SHOW_PLAYER_STATS() ) || ( playstate == ex_died ) ||
            ( locplayerstate->health <= 0 ) )
    {
        return;
    }

// Uncomment this if we want transparent health only on sizes < 16
//   if ( viewsize < 16 )
//      {
//      pic_t *shape;
//
//      shape = W_CacheLumpName( "backtile", PU_CACHE );
//      DrawTiledRegion( 0, 160, 320, 24, shape );
//      }

    health_y = iGLOBAL_HEALTH_Y;
    ammo_y   = iGLOBAL_AMMO_Y;

    if ( SHOW_KILLS() )
    {
        health_y -= KILLS_HEIGHT;
        ammo_y   -= KILLS_HEIGHT;
    }

    if ( oldplayerhealth != locplayerstate->health )
    {
        oldplayerhealth = locplayerstate->health;

        percenthealth = ( locplayerstate->health * 10 ) /
                        MaxHitpointsForCharacter( locplayerstate );

        oldpercenthealth = percenthealth + 1;
    }

    if ( oldpercenthealth > 10 )
    {
        oldpercenthealth = 10;
    }

    if ( oldpercenthealth < 4 )
    {
        SingleDrawPPic( iGLOBAL_HEALTH_X - 16, health_y, 8 >> 2, 16,
                        ( byte * )&health[ 3 ]->data, oldpercenthealth, true);
    }
    else if ( oldpercenthealth < 5 )
    {
        SingleDrawPPic( iGLOBAL_HEALTH_X - 16, health_y, 8 >> 2, 16,
                        ( byte * )&health[ 4 ]->data, oldpercenthealth, true );
    }
    else
    {
        SingleDrawPPic( iGLOBAL_HEALTH_X - 16, health_y, 8 >> 2, 16,
                        ( byte * )&health[ 5 ]->data, oldpercenthealth, true );
    }

    if ( ARMED( consoleplayer ) )
    {
        if ((locplayerstate->new_weapon < wp_bazooka) ||
                (locplayerstate->new_weapon == wp_godhand) ||
                (gamestate.BattleOptions.Ammo == bo_infinite_shots )
           )

        {
            SingleDrawPPic( iGLOBAL_AMMO_X - 16, ammo_y, 24 >> 2, 16,
                            ( byte * )&ammo[13]->data, 1, true );
        }
#if (SHAREWARE == 0)
        else if ( locplayerstate->new_weapon == wp_dog )
        {
            SingleDrawPPic( iGLOBAL_AMMO_X - 16, ammo_y + 1, 24 >> 2, 16,
                            ( byte * )&ammo[25]->data, 1, true );
        }
#endif
        else
        {
            SingleDrawPPic( iGLOBAL_AMMO_X, ammo_y + 1, 8 >> 2, 16,
                            ( byte * )&ammo[13 + locplayerstate->new_weapon]->data,
                            locplayerstate->ammo, false );
        }
    }
}


//****************************************************************************
//
// DrawPauseXY ()
//
//****************************************************************************

void DrawPauseXY (int x, int y)
{
    pic_t *p;
    byte *buftmp;

    buftmp = bufferofs;

    if (GamePaused == true)
    {
        p = (pic_t *) W_CacheLumpNum (W_GetNumForName ("paused"), PU_CACHE, Cvt_pic_t, 1);
        VL_MemToScreen ((byte *)&p->data, p->width, p->height,x, y);
        //VWB_DrawPic (x, y, p);
        bufferofs = buftmp;
        DrawEpisodeLevel (x,y);
        //VL_MemToScreen ((byte *)&p->data, p->width, p->height,x, y);

    }
    else
    {
        p = (pic_t *) W_CacheLumpNum (W_GetNumForName ("wait"), PU_CACHE, Cvt_pic_t, 1);
        VL_MemToScreen ((byte *)&p->data, p->width, p->height,x, y);
        //VWB_DrawPic (x, y, p);
    }
    bufferofs = buftmp;
}

//****************************************************************************
//
// DrawPause ()
//
//****************************************************************************

void DrawPause (void)
{
    pic_t *p;
    byte *bufftemp = bufferofs;

    bufferofs -= screenofs;

    if (GamePaused == true)
    {
        bufferofs = bufftemp;
        p = (pic_t *) W_CacheLumpNum (W_GetNumForName ("paused"), PU_CACHE, Cvt_pic_t, 1);
        DrawPauseXY( (iGLOBAL_SCREENWIDTH-(p->width<<2) ) >>1, (iGLOBAL_SCREENHEIGHT-p->height)>>1);//bna++
        //DrawPauseXY( (320-(p->width<<2) ) >>1, (200-p->height)>>1);
        /*
        	  //buf = (byte *) SafeMalloc (64000);
        	  w = p->width;
        	  h = p->height;
        	  x = (iGLOBAL_SCREENWIDTH-((p->width)<<2) ) >>1;
        	  y = (iGLOBAL_SCREENHEIGHT-(p->height))>>1;

        	  x1 = (iGLOBAL_SCREENWIDTH-((p->width*2)<<2) ) >>1;
        	  y1 = (iGLOBAL_SCREENHEIGHT-(p->height*2))>>1;

        	  source = bufferofs + (iGLOBAL_SCREENWIDTH*y)+x;
        	  target = bufferofs + (iGLOBAL_SCREENWIDTH*y1)+x1;

        	 // memcpy(tmpPICbuf,bufftemp,iGLOBAL_SCREENWIDTH*iGLOBAL_SCREENHEIGHT);

        	  bufferofs = bufftemp;//(byte *)tmpPICbuf;//buf;//write picture in tmpbuf
        	  VL_MemToScreen ((byte *)&p->data, p->width, p->height,x, y);
        	  bufferofs = bufftemp;
        	  DrawEpisodeLevel (x,y);


        	  //VL_MemStrechedToScreen ((byte *)&p->data, p->width, p->height,(iGLOBAL_SCREENWIDTH-((p->width*2)<<2) ) >>1, (iGLOBAL_SCREENHEIGHT-(p->height*2))>>1);
              //DrawEpisodeLevel (x,y);

        	  //VL_MemToScreen ((byte *)&p->data, p->width, p->height,0, 0);
        	  //bufferofs = bufftemp;//move ptr back
        	  //write it back to bufferofs while streching

        	  //buf = bufftemp;
        	  //b = tmpPICbuf ;

        	  source = bufferofs + (iGLOBAL_SCREENWIDTH*y)+x+(w*4);
        	  target = bufferofs + (iGLOBAL_SCREENWIDTH*y1)+x+(2*w*4);

        	  //first strech lines in x direction
        	  for (y=0;y<h;y++){
                c=target;t2=source;
        		for (x=0;x<w*4;x++){
        			*target-- = *source;
        			*target-- = *source--;
        		}
        		target=c;source=t2;
        		target += iGLOBAL_SCREENWIDTH;
        		source += iGLOBAL_SCREENWIDTH;
        	  }
        	  //strech then lines in y direction
        	  source -= ((iGLOBAL_SCREENWIDTH*(y/2))+(w*4));//bufferofs + (iGLOBAL_SCREENWIDTH*y)+x+(iGLOBAL_SCREENWIDTH*(y));
        	  target = (source+(iGLOBAL_SCREENWIDTH*(y))+1);//bufferofs + (iGLOBAL_SCREENWIDTH*y)+x+(iGLOBAL_SCREENWIDTH*(y1));

        	  for (y=0;y<h;y++){
        		memcpy(target,source,(w*4*2));
        		memcpy(target+iGLOBAL_SCREENWIDTH,source,(w*4*2));

        		target -= iGLOBAL_SCREENWIDTH*2;
        		source -= iGLOBAL_SCREENWIDTH;
        	  }

        / *
        	  for (y=0;y<h;y++){
                c=target;t2=source;
        		for (x=0;x<w*4;x++){
        			*target = *source;
        			*(target+++iGLOBAL_SCREENWIDTH) = *source;
        			*target = *source;
        			*(target+++iGLOBAL_SCREENWIDTH) = *source;
        			source++;
        		}
        		target=c;source=t2;
        		target += iGLOBAL_SCREENWIDTH*2;
        		source += iGLOBAL_SCREENWIDTH;
        	  }
        */

//	  memcpy( bufftemp,tmpPICbuf,iGLOBAL_SCREENWIDTH*iGLOBAL_SCREENHEIGHT);

    }
    else
    {
        p = (pic_t *) W_CacheLumpNum (W_GetNumForName ("wait"), PU_CACHE, Cvt_pic_t, 1);
        DrawPauseXY( (iGLOBAL_SCREENWIDTH-(p->width<<2) ) >>1, (iGLOBAL_SCREENHEIGHT-p->height)>>1);//bna++
        //DrawPauseXY( (320-(p->width<<2) ) >>1, (200-p->height)>>1);
    }
//   VH_UpdateScreen () ;

    bufferofs = bufftemp;
}

//****************************************************************************
//
// GM_DrawBonus ()
//
//****************************************************************************

void GM_DrawBonus
(
    int which
)

{
    if ( which < stat_gasmask )
    {
        poweruptime = GetBonusTimeForItem(which);
        poweradjust = (poweruptime >> 4);
        powerupheight  = 0;
        GM_UpdateBonus(poweruptime-poweradjust - 1,true);

    }
    else
    {
        protectiontime = GetBonusTimeForItem(which);
        poweradjust = (protectiontime >> 4);
        protectionheight = 0;
        GM_UpdateBonus(protectiontime-poweradjust-1,false);

    }

}


//******************************************************************************
//
// GM_UpdateBonus ()
//
//******************************************************************************

void GM_UpdateBonus
(
    int time,
    int powerup
)

{
    pic_t *shape;
    int    shapenum;

    if ( powerup )
    {
        if ( time < ( poweruptime - poweradjust ) )
        {
            powerupheight++;
            if ( !SHOW_TOP_STATUS_BAR() )
            {
                poweruptime = time;
            }
        }
    }
    else
    {
        if ( time < ( protectiontime - poweradjust ) )
        {
            protectionheight++;
            if ( !SHOW_TOP_STATUS_BAR() )
            {
                protectiontime = time;
            }
        }
    }


    if ( !SHOW_TOP_STATUS_BAR() )
    {
        return;
    }

    if ( !time )
    {
        if ( powerup == 1 )
        {
            shapenum = POWERUP1X;
        }
        else
        {
            shapenum = POWERUP2X;
        }

        GM_MemToScreen( ( byte * )&eraseb->data, eraseb->width,
                        eraseb->height, shapenum + topBarCenterOffsetX, POWERUPY );

        return;
    }

    if ( powerup )
    {
        if ( time < ( poweruptime - poweradjust ) )
        {
            if ( player->flags & FL_GODMODE )
            {
                shapenum = powerpics;
            }
            else if ( player->flags & FL_DOGMODE )
            {
                shapenum = powerpics + 1;
            }
            else if ( player->flags & FL_FLEET )
            {
                shapenum = powerpics + 2;
            }
            else if ( player->flags & FL_ELASTO )
            {
                shapenum = powerpics + 3;
            }
            else if ( player->flags & FL_SHROOMS )
            {
                shapenum = powerpics + 4;
            }
            else
            {
                GM_MemToScreen( ( byte * )&eraseb->data,
                                eraseb->width, eraseb->height, POWERUP1X + topBarCenterOffsetX, POWERUPY );

                return;
            }

            poweruptime = time;

            shape = ( pic_t * )W_CacheLumpNum( shapenum, PU_CACHE, Cvt_pic_t, 1 );

            GM_MemToScreen( ( byte * )&eraseb->data, eraseb->width,
                            eraseb->height, POWERUP1X + topBarCenterOffsetX, POWERUPY );

            DrawMPPic( POWERUP1X + topBarCenterOffsetX, POWERUPY + powerupheight, shape->width,
                       shape->height - powerupheight, powerupheight,
                       ( byte * )&shape->data, false );
        }
    }
    else
    {
        if ( time < ( protectiontime - poweradjust ) )
        {
            if ( player->flags & FL_BPV )
            {
                shapenum = powerpics + 6;
            }
            else if ( player->flags & FL_GASMASK )
            {
                shapenum = powerpics + 5;
            }
            else if ( player->flags & FL_AV )
            {
                shapenum = powerpics + 7;
            }

            protectiontime = time;

            shape = ( pic_t * )W_CacheLumpNum( shapenum, PU_CACHE, Cvt_pic_t, 1 );

            GM_MemToScreen( ( byte * )&eraseb->data, eraseb->width,
                            eraseb->height, POWERUP2X + topBarCenterOffsetX, POWERUPY );

            DrawMPPic( POWERUP2X + topBarCenterOffsetX, POWERUPY + protectionheight,
                       shape->width, shape->height - protectionheight,
                       protectionheight, ( byte * )&shape->data, false );
        }
    }
}


//******************************************************************************
//
// Drawpic ()
//
// Purpose
//    Draws a masked, planer pic at xpos, ypos.
//
// Parms
//    xpos   - x position.
//    ypos   - y position.
//    width  - width of pic : should be << 2.
//    height - height of pic.
//    src    - data to draw.
//
// Returns
//    Nothing.
//
//******************************************************************************

void Drawpic (int xpos, int ypos, int width, int height, byte *src)
{
    byte *olddest;
    byte *dest;
    int x;
    int y;
    int planes;
    byte mask;
    byte pixel;


    mask = 1 << (xpos&3);

    olddest = (byte *)(bufferofs + ylookup[ypos] + xpos);
    
    for (planes = 0; planes < 4; planes++)
    {
        dest = olddest;

        for (y = 0; y < height; y++)
        {
            for (x = 0; x < width; x++)
            {
                pixel = *src++;

                if (pixel != 255)
                    *(dest) = pixel;

                dest += 4;
            }

            dest += (linewidth-width*4);
        }

        mask <<= 1;
        if (mask == 16)
        {
            mask = 1;
            olddest++;
        }
    }
}


//******************************************************************************
//
// DrawEpisodeLevel ()
//
// right justifies and pads with blanks
//
//******************************************************************************

void  DrawEpisodeLevel (int x, int y)
{
    int level;
    char  str[20];
    pic_t *p;

    if (!BATTLEMODE)
    {
        ltoa (gamestate.episode, str, 10);

        //bna-- Drawpic (x+29, y+16, 8>>2, 16, (byte *)&timenums[str[0]-'0']->data);
        VL_MemToScreenClipped ((byte *)&timenums[str[0]-'0']->data,  8>>2, 16, x+29, y+16);

        if ((gamestate.mapon == 6) || (gamestate.mapon == 14) ||
                (gamestate.mapon == 22) || (gamestate.mapon == 32) ||
                (gamestate.mapon == 33))
        {
            p = (pic_t *) W_CacheLumpName ("tnumb", PU_CACHE, Cvt_pic_t, 1);
            //Drawpic (x+40, y+16, 8>>2, 16, (byte *)&p->data);
            VL_MemToScreenClipped ((byte *)&p->data, 8>>2, 16, x+40, y+16);

            if (gamestate.mapon == 6)
                level = 1;
            else if (gamestate.mapon == 14)
                level = 2;
            else if (gamestate.mapon == 22)
                level = 3;
            else if (gamestate.mapon == 32)
                level = 4;
            else
                level = 5;
        }
        else
            level = GetLevel (gamestate.episode, gamestate.mapon);

        level = abs(level);
        ltoa (level, str, 10);

        if (level < 10) {
            //Drawpic (x+49, y+16, 8>>2, 16, (byte *)&timenums[str[0]-'0']->data);
            VL_MemToScreenClipped ((byte *)&timenums[str[0]-'0']->data, 8>>2, 16, x+49, y+16);
        } else {
            //Drawpic (x+49, y+16, 8>>2, 16, (byte *)&timenums[str[0]-'0']->data);
            VL_MemToScreenClipped ((byte *)&timenums[str[0]-'0']->data, 8>>2, 16, x+49, y+16);
            //Drawpic (x+57, y+16, 8>>2, 16, (byte *)&timenums[str[1]-'0']->data);
            VL_MemToScreenClipped ((byte *)&timenums[str[1]-'0']->data, 8>>2, 16, x+57, y+16);

        }
    }
    else
    {
        p = (pic_t *) W_CacheLumpName ("battp", PU_CACHE, Cvt_pic_t, 1);
        //Drawpic (x+16, y+15, 32>>2, 16, (byte *)&p->data);
        VL_MemToScreenClipped ((byte *)&p->data, 32>>2, 16, x+16, y+15);

        level = abs(gamestate.mapon + 1);
        ltoa (level, str, 10);

        if (level < 10) {
            //Drawpic (x+49, y+16, 8>>2, 16, (byte *)&timenums[str[0]-'0']->data);
            VL_MemToScreenClipped ((byte *)&timenums[str[0]-'0']->data, 8>>2, 16, x+49, y+16);
        } else {
            //Drawpic (x+49, y+16, 8>>2, 16, (byte *)&timenums[str[0]-'0']->data);
            VL_MemToScreenClipped ((byte *)&timenums[str[0]-'0']->data, 8>>2, 16, x+49, y+16);
            //Drawpic (x+57, y+16, 8>>2, 16, (byte *)&timenums[str[1]-'0']->data);
            VL_MemToScreenClipped ((byte *)&timenums[str[1]-'0']->data, 8>>2, 16, x+57, y+16);
        }
    }
}


//******************************************************************************
//
// GM_MemToScreen ()
//
//******************************************************************************

void GM_MemToScreen (byte *source, int width, int height, int x, int y)
{
    int dest;
    byte *dest1, *dest2, *dest3, mask;
    byte *screen1, *screen2, *screen3;
    int  plane;

    dest = ylookup[y]+x;

    mask = 1 << (x&3);

    dest1 = (byte *)(dest+page1start);
    dest2 = (byte *)(dest+page2start);
    dest3 = (byte *)(dest+page3start);

    for (plane = 0; plane<4; plane++)
    {
        screen1 = dest1;
        screen2 = dest2;
        screen3 = dest3;
        for (y = 0; y < height; y++, screen1 += linewidth,
                screen2 += linewidth,
                screen3 += linewidth, source+=width)
        {
            for (x = 0; x < width; x++) {
                screen1[x*4+plane] = source[x];
                screen2[x*4+plane] = source[x];
                screen3[x*4+plane] = source[x];
            }
        }

        mask <<= 1;

        if (mask == 16)
        {
            mask = 1;
            dest1++;
            dest2++;
            dest3++;
        }
    }
}


//==========================================================================

/*
==================
=
= ScreenShake
=
==================
*/

void ScreenShake (void)
{
    static int which = 0;
//	   SetTextMode (  );
    if (SHAKETICS != 0xFFFF)
    {
        SHAKETICS -= tics;
        if (SHAKETICS >= 0xFF00) {
            SHAKETICS = 0xFFFF;   //bna safety val check
        }

        which = (RandomNumber ("ScreenShake",0) & 3);

        switch (which)
        {
        case 0:
            displayofs += 1;
            MoveScreenUpLeft();//SetTextMode (  );
            //DrawPlayScreen(true);//repaint ammo and life stat
            break;

        case 1:
            displayofs -= 1;
            MoveScreenUpRight();
            //DrawPlayScreen(true);//repaint ammo and life stat
            break;

        case 2:
            displayofs += 3*iGLOBAL_SCREENBWIDE;
            MoveScreenDownLeft();
            //DrawPlayScreen(true);//repaint ammo and life stat
            break;

        case 3:
            displayofs -= 3*iGLOBAL_SCREENBWIDE;
            MoveScreenDownRight();
            //DrawPlayScreen(true);//repaint ammo and life stat
            break;
        }
        //fix for play screen accidentally being drawn during transmitter explosion cinematic
        if (playstate != ex_gameover) 
            DrawPlayScreen(true);//repaint ammo and life stat

    }
}

//******************************************************************************
//
// DoBorderShifts ()
//
//******************************************************************************

void DoBorderShifts (void)
{
    if (damagecount)
    {
        if (damagecount > 100)
            damagecount = 100;

        damagecount -= 6;

        if (damagecount < 0)
            damagecount = 0;

        SetBorderColor (*(colormap+(((100-damagecount)>>2)<<8)+48));

        borderset = true;
    }
    else if (borderset)
    {
        SetBorderColor (0);
        borderset = false;
    }
}


//******************************************************************************
//
// DrawHighScores ()
//
//******************************************************************************

void DrawHighScores (void)
{
    char buffer[16];
#if (SHAREWARE == 0)
    char buffer1[5];
#endif
    int  i,
         w,
         h;
    HighScore *s;

    for (i = 0, s = Scores; i < MaxScores; i++, s++)
    {
        PrintY = 25 + (16 * i);

        //
        // name
        //
        PrintX = 3*8;
        DrawMenuBufPropString (PrintX, PrintY, s->name);

        //
        // level
        //
        ultoa (s->completed, buffer, 10);

        PrintX = (17 * 8)-10;
#if (SHAREWARE == 0)
        itoa (s->episode, buffer1, 10);

        DrawMenuBufPropString (PrintX, PrintY, buffer1);
#else
        DrawMenuBufPropString (PrintX, PrintY, "S");
#endif

        DrawMenuBufPropString (PrintX, PrintY, "-");

#if (SHAREWARE == 0)
        if (s->completed == 7)
            DrawMenuBufPropString (PrintX, PrintY, "B");
        else if (s->completed == 8)
            DrawMenuBufPropString (PrintX, PrintY, "S");
        else if (s->completed == 9)
            DrawMenuBufPropString (PrintX, PrintY, "C");
        else if (s->completed == 10)
            DrawMenuBufPropString (PrintX, PrintY, "D");
        else
            DrawMenuBufPropString (PrintX, PrintY, buffer);
#else
        DrawMenuBufPropString (PrintX, PrintY, buffer);
#endif

        //
        // score
        //
        ultoa(s->score,buffer,10);

        VW_MeasurePropString (buffer, &w, &h);
        PrintX = (33 * 8) - w;
        DrawMenuBufPropString (PrintX, PrintY, buffer);
    }
}



//******************************************************************************
//
// CheckHighScore ()
//
//******************************************************************************

void CheckHighScore (long score, word other, boolean INMENU)
{
    word        i,j;
    int         n;
    HighScore   myscore;
    int         level;

    MenuFadeIn();
    if (!INMENU)
        SetupMenuBuf ();

    strcpy (myscore.name,"");
    myscore.score     = score;

    level = GetLevel (gamestate.episode, other-1);

    myscore.episode   = gamestate.episode;
    myscore.completed = level;

    CurrentFont = smallfont;

    for (i = 0, n = -1; i < MaxScores; i++)
    {
        if ((myscore.score > Scores[i].score)  ||
                ((myscore.score == Scores[i].score) &&
                 (myscore.completed > Scores[i].completed)))
        {
            for (j = MaxScores; --j > i;)
                Scores[j] = Scores[j - 1];
            Scores[i] = myscore;
            n = i;
            break;
        }
    }

    if (INMENU)
    {
        SetAlternateMenuBuf();
        SetMenuTitle ("High Scores");
        ClearMenuBuf();
        DrawHighScores ();
        if (n != -1)
            DisplayInfo (6);
        else
            DisplayInfo (5);
        FlipMenuBuf ();
    }
    else
    {
        ClearMenuBuf ();
        SetMenuTitle ("High Scores");
        DrawHighScores ();
        if (n != -1)
            DisplayInfo (6);
        else
            DisplayInfo (5);
        RefreshMenuBuf (0);
    }

    if (n != -1)
    {
        PrintY = 25 + (16 * n);
        PrintX = 3*8;
        US_LineInput (PrintX, PrintY, Scores[n].name, NULL,
                      true, 10, 98, 0);
    }
    else
    {
        IN_ClearKeysDown ();
        if ( INMENU )
        {
            while( !IN_CheckAck () )
            {
                RefreshMenuBuf (0);
            }
        }
        else
        {
            for( i = 0; i <= 150; i += tics )
            {
                RefreshMenuBuf (0);
                if (IN_CheckAck ())
                {
                    break;
                }
            }
        }
    }

    if (INMENU)
    {
        SD_Play (SD_ESCPRESSEDSND);
    }
    else
    {
        ShutdownMenuBuf ();
    }
}


//===========================================================================

//#define HEADERX      140
//#define BONERNAMEX   170
#define HEADERX      152
#define BONERNAMEX   166


/*
==================
=
= DrawEOLHeader ()
=
==================
*/
void DrawEOLHeader
(
    int playstate
)

{
    int  health;
    char tempstr[ 15 ];
    char *string;
    int  level;
    int  w;
    int  h;

    VWB_TBar( 30, 5, 250, 75 );

    switch( playstate )
    {
    case ex_skiplevel :
        if ( ( gamestate.violence >= vl_high ) &&
                ( gamestate.difficulty >= gd_hard ) )
        {
            string = "LEVEL WUSSED OUT ON!";
        }
        else
        {
            string = "LEVEL SKIPPED.";
        }
        break;

    case ex_secretdone :
        string = "SECRET LEVEL COMPLETED!";
        break;

    case ex_secretlevel :
        string = "SECRET EXIT TAKEN!";
        break;

    case ex_gameover :
        string = "GAME COMPLETED!";
        break;

    case ex_bossdied :
        string = "BOSS DEFEATED!";
        break;

    default :
        string = "LEVEL COMPLETED!";
        break;
    }

    VW_MeasurePropString( string, &w, &h );

    px = ( 320 - w ) / 2;
    py = 10;
    VWB_DrawPropString( string );

    // draw episode number
    string = "EPISODE";
    VW_MeasurePropString( string, &w, &h );
    px = HEADERX - w;
    py = 25;
    VWB_DrawPropString( string );

    itoa( gamestate.episode, tempstr, 10 );
    px = BONERNAMEX;
    VWB_DrawPropString( tempstr );

    // draw area number
    level = GetLevel( gamestate.episode, gamestate.mapon );
    itoa( level, tempstr, 10 );

    py = 35;

    if ( playstate == ex_secretdone )
    {
        string = "SECRET AREA";
    }
    else if ( playstate == ex_bossdied )
    {
        string = "BOSS AREA";
    }
    else if ( gamestate.mapon == 32 )
    {
        string = "CHASE AREA";
    }
    else
    {
        string = "AREA";
    }

    VW_MeasurePropString( string, &w, &h);
    px = HEADERX - w;
    VWB_DrawPropString( string );

    if ( gamestate.mapon != 33 )
    {
        px = BONERNAMEX;
        VWB_DrawPropString( tempstr );
    }

    string = "SCORE";
    VW_MeasurePropString( string, &w, &h);
    px = HEADERX - w;
    py = 45;
    VWB_DrawPropString( string );

    px = BONERNAMEX;
    itoa( gamestate.score, tempstr, 10 );
    VWB_DrawPropString( tempstr );

    string = "HEALTH";
    VW_MeasurePropString( string, &w, &h );
    px = HEADERX - w;
    py = 55;
    VWB_DrawPropString( string );

    px = BONERNAMEX;
    health = ( ( locplayerstate->health * 100 ) /
               MaxHitpointsForCharacter( locplayerstate ) );

    itoa( health, tempstr, 10 );
    VWB_DrawPropString( tempstr );
    VWB_DrawPropString( "%" );

    //
    // Secret count
    //

    {
        char str1[10];
        char str2[10];

        itoa(gamestate.secretcount,&(str1[0]),10);
        strcat(str1," / ");
        itoa(gamestate.secrettotal,&(str2[0]),10);
        strcat(str1,str2);
        string = "SECRET WALLS";
        VW_MeasurePropString( string, &w, &h );
        px = HEADERX - w;
        py = 65;
        VWB_DrawPropString( string );

        px = BONERNAMEX;
        VWB_DrawPropString( str1 );
    }

    VW_UpdateScreen ();
}

boolean EndBonusFirst;
boolean EndBonusSkip;
int     EndBonusNumBonuses;
int     EndBonusVoice;
int     EndBonusStartY;

void DrawEndBonus
(
    char *string,
    char *bonusstring,
    int   type
)

{
    int w;
    int h;
    int  health;
    char tempstr[ 15 ];

    if ( EndBonusFirst )
    {
        VWB_TBar( 5, EndBonusStartY - 2, 310, 4 );
        EndBonusFirst = false;
    }

    VWB_TBar( 5, EndBonusStartY + 2, 310, 10 );
    VW_MeasurePropString( string, &w, &h );

    py = EndBonusStartY;
    if ( bonusstring == NULL )
    {
        px = ( 320 - w ) / 2;
        VWB_DrawPropString( string );
    }
    else
    {
        px = BONERNAMEX - w;
        VWB_DrawPropString( string );

        EndBonusNumBonuses++;
        VW_MeasurePropString( bonusstring, &w, &h );
        px = 310 - w;
        py = EndBonusStartY;
        VWB_DrawPropString( bonusstring );
    }

    // Update Score
    py = 45;
    px = BONERNAMEX;
    V_ReDrawBkgnd( px, py, 107, 11, false );
    VWB_TBar( px, py, 107, 11 );
    itoa( gamestate.score, tempstr, 10 );
    VWB_DrawPropString( tempstr );

    // Update Health
    py = 55;
    px = BONERNAMEX;
    V_ReDrawBkgnd( px, py, 107, 11, false );
    VWB_TBar( px, py, 107, 11 );
    health = ( ( locplayerstate->health * 100 ) /
               MaxHitpointsForCharacter( locplayerstate ) );
    itoa( health, tempstr, 10 );
    VWB_DrawPropString( tempstr );
    VWB_DrawPropString( "%" );

    switch( type )
    {
    case 0 :
        EndBonusVoice = SD_Play( SD_ENDBONUS1SND );
        break;

    case 1 :
        EndBonusVoice = SD_Play( SD_NOBONUSSND );
        break;

    case 2 :
        VL_FillPalette(255,255,255);
        //bna--VW_UpdateScreen();
        VL_FadeIn(0,255,origpal,10);
        EndBonusVoice = SD_Play( SD_LIGHTNINGSND );
        break;
    }

    EndBonusStartY += 10;

    //bna--VW_UpdateScreen();
    while( SD_SoundActive( EndBonusVoice ) && !EndBonusSkip )
    {
        if ( IN_CheckAck() )
        {
            EndBonusSkip = true;
        }
    }
}



/*
==================
=
= LevelCompleted
=
= Exit with the screen faded out
=
==================
*/

extern int OLDLMWEAPON;
extern int OLDLWEAPON;

void LevelCompleted
(
    exit_t playstate
)

{
    objtype *obj;
    boolean dobonus;
    int i;
    int kr;
    int sr;
    int tr;
    int missileratio;
    int superratio;
    int healthratio;
    int democraticratio;
    int plantratio;
    int cnt;

    pic_t *tmpPic;
//   byte *picbuf;

    EndBonusNumBonuses = 0;
    EndBonusFirst      = true;
    EndBonusSkip       = false;
    EndBonusStartY     = 90;

    
    EnableScreenStretch();
    tmpPic = ( pic_t * )W_CacheLumpName( "mmbk", PU_CACHE, Cvt_pic_t, 1 );
    VWB_DrawPic( 0, 0, tmpPic );
    VW_UpdateScreen();
//   DisableScreenStretch();

    IN_StartAck();
    EndBonusVoice = 0;


    if ( playstate != ex_bossdied )
    {
        EndBonusVoice = SD_Play( SD_LEVELDONESND );
        VL_FillPalette( 255, 255, 255 );
        VL_FadeIn( 0, 255, origpal, 10 );
        if ( player->flags & FL_DOGMODE )
        {
            MU_StartSong( song_dogend );
        }
        else
        {
            MU_StartSong( song_endlevel );
        }
    }

    BkPic = ( pic_t * )W_CacheLumpName( "mmbk", PU_CACHE, Cvt_pic_t, 1 );
    VWB_DrawPic( 0, 0, BkPic );

    CheckHolidays();
    CurrentFont = smallfont;

    // Kill powerups
    if ( player->flags & FL_ELASTO )
    {
        player->flags &= ~FL_NOFRICTION;
    }

    player->flags &= ~( FL_FLEET | FL_SHROOMS | FL_ELASTO | FL_GODMODE |
                        FL_DOGMODE | FL_BPV | FL_AV | FL_GASMASK );

    // Turn off quickload for next level
    pickquick = false;

    //
    // FIGURE RATIOS OUT BEFOREHAND
    //
    kr = 0;
    tr = 0;
    tr = 0;
    superratio      = 0;
    missileratio    = 0;
    healthratio     = 0;
    democraticratio = 0;
    plantratio      = 0;

    if ( gamestate.killtotal )
    {
        kr = ( int )( ( ( int )gamestate.killcount ) * 100 ) /
             ( ( int )gamestate.killtotal );
    }

    if ( gamestate.secrettotal )
    {
        sr = ( int )( ( ( int )gamestate.secretcount ) * 100 ) /
             ( ( int )gamestate.secrettotal );
    }

    if ( gamestate.treasuretotal )
    {
        tr = ( int )( ( ( int )gamestate.treasurecount ) * 100 ) /
             ( ( int )gamestate.treasuretotal );
    }

    if ( gamestate.supertotal )
    {
        superratio = ( int )( ( ( int )gamestate.supercount ) * 100 ) /
                     ( ( int )gamestate.supertotal );
    }

    if ( gamestate.missiletotal )
    {
        missileratio = ( int )( ( ( int )gamestate.missilecount ) * 100 ) /
                       ( ( int )gamestate.missiletotal );
    }

    if ( gamestate.healthtotal )
    {
        healthratio = ( int )( ( ( int )gamestate.healthcount ) * 100 ) /
                      ( ( int )gamestate.healthtotal );
    }

    if ( gamestate.democratictotal )
    {
        democraticratio = ( int )( ( ( int )gamestate.democraticcount ) *
                                   100 ) / ( ( int )gamestate.democratictotal );
    }

    if ( gamestate.planttotal )
    {
        plantratio = ( int )( ( ( int )gamestate.plantcount ) * 100 ) /
                     ( ( int )gamestate.planttotal );
    }

    DrawEOLHeader( playstate );
    /*
    	//bna section  store picture  because its written on again
       // store screen first
       picbuf = (byte *)SafeMalloc (64000);
       memcpy(picbuf ,bufferofs ,64000);

       EnableScreenStretch();
       VW_UpdateScreen();//tmpPICbuf is destroyed here
       DisableScreenStretch();
       //copy it back

       memcpy(bufferofs ,picbuf , 64000);
    	//bna section end
    */

    EndBonusSkip = true;

    while( SD_SoundActive( EndBonusVoice ) && !EndBonusSkip )
    {

        //bna--VW_UpdateScreen();

        if ( IN_CheckAck() )
        {
            EndBonusSkip = true;
        }
    }
//  tmpPic = ( pic_t * )W_CacheLumpName( "mmbk", PU_CACHE, Cvt_pic_t, 1 );
//  VWB_DrawPic( 0, 0, tmpPic );

    if ( GetNextMap(player->tilex,player->tiley) == -1)
    {
        if ( gamestate.dipballs == 3 )
        {
            gamestate.score += 100000;
            DrawEndBonus( "DIP BONUS", "100000 POINTS", 0 );
            EndBonusStartY += 10;
        }

        if ( locplayerstate->lives > 0 )
        {
            char str[20];
            char str2[60];

            DrawEndBonus( "EXTRA LIVES BONUS", "\0", 0 );
            itoa(locplayerstate->lives,str,10);
            strcpy(str2,str);
            strcat(str2," EXTRA LIVES =");
            DrawEndBonus( "\0", str2, 0 );
            itoa(locplayerstate->lives,str,10);
            strcpy(str2,str);
            strcat(str2," X 10000 = ");
            itoa(locplayerstate->lives*10000,str,10);
            strcat(str2,str);
            strcat(str2," POINTS");
            gamestate.score += 10000*locplayerstate->lives;
            DrawEndBonus( "\0", str2, 0 );
        }
    }
    else
    {
        //
        // Check for SKIN OF YO TEETH
        //
        if ( locplayerstate->health <= 10 )
        {
            locplayerstate->health = MaxHitpointsForCharacter( locplayerstate );
            DrawEndBonus( "SKIN OF YOUR TEETH", "100% HEALTH", 0 );
        }

        // BULL IN CHINA SHOP BONUS
        if ( tr == 100 )
        {
            gamestate.score += 10000;
            DrawEndBonus( "BULL IN CHINA SHOP", "10000 POINTS", 0 );
        }

        // SUPERCHARE BONUS
        if ( superratio == 100 )
        {
            gamestate.score += 10000;
            DrawEndBonus( "SUPERCHARGE BONUS", "10000 POINTS", 0 );
        }

        // BLEEDER BONUS
        if ( healthratio == 100 )
        {
            gamestate.score += 10000;
            DrawEndBonus( "BLEEDER BONUS", "10000 POINTS", 0 );
        }

        // ADRENALINE BONUS
        if ( kr == 100 )
        {
            gamestate.score += 10000;
            DrawEndBonus( "ADRENALINE BONUS", "10000 POINTS", 0 );
        }

        // CURIOSITY BONUS
        dobonus = true;

        //
        // Check switches
        cnt = lastswitch - &switches[ 0 ];
        if ( cnt != 0 )
        {
            for ( i = 0; i < cnt; i++ )
            {
                if ( ( switches[ i ].flags & FL_S_FLIPPED ) == 0 )
                {
                    dobonus = false;
                    break;
                }
            }
        }

        //
        // Check pillars
        for ( obj = FIRSTACTOR; obj != NULL; obj = obj->next )
        {
            if ( ( obj->obclass == pillarobj ) &&
                    ( ( obj->flags & FL_FLIPPED ) == 0 ) )
            {
                dobonus = false;
            }
        }

        if ( ( gamestate.secrettotal ) && ( sr != 100 ) )
        {
            dobonus = false;
        }

        if ( dobonus )
        {
            gamestate.score += 10000;
            DrawEndBonus( "CURIOSITY BONUS", "10000 POINTS", 0 );
        }

        // GROUND ZERO BONUS
        if ( gamestate.DOGROUNDZEROBONUS )
        {
            gamestate.score += 10000;
            DrawEndBonus( "GROUND ZERO BONUS", "10000 POINTS", 0 );
        }

        // REPUBLICAN BONUS 1
        if ( missileratio == 100 )
        {
            gamestate.score += 5000;
            DrawEndBonus( "REPUBLICAN BONUS 1", " 5000 POINTS", 0 );
        }

        // REPUBLICAN BONUS 2
        if (plantratio == 100)
        {
            gamestate.score += 5000;
            DrawEndBonus( "REPUBLICAN BONUS 2", " 5000 POINTS", 0 );
        }

        // DEMOCRATIC BONUS 1
        if ( gamestate.DODEMOCRATICBONUS1 )
        {
            gamestate.score += 5000;
            DrawEndBonus( "DEMOCRATIC BONUS 1", " 5000 POINTS", 0 );
        }

        // DEMOCRATIC BONUS 2
        if (democraticratio == 100)
        {
            gamestate.score += 5000;
            DrawEndBonus( "DEMOCRATIC BONUS 2", " 5000 POINTS", 0 );
        }
    }

    if ( EndBonusNumBonuses == 0 )
    {
        DrawEndBonus( "NO BONUS!", NULL, 1 );
    }

    if ( ( EndBonusNumBonuses != 0 ) || ( playstate == ex_gameover ) )
    {
        SD_Play( PlayerSnds[ locplayerstate->player ] );

        // DO BONUS BONUS
        if ( EndBonusNumBonuses == NUMBONUSES )
        {
            IN_StartAck();
            while( !IN_CheckAck() )
            {
                ;
            }

            BkPic = ( pic_t * )W_CacheLumpName( "mmbk", PU_CACHE, Cvt_pic_t, 1 );
            VWB_DrawPic( 0, 0, BkPic );

            gamestate.score += BONUSBONUS;
            DrawEOLHeader( playstate );
            EndBonusFirst = true;
            EndBonusStartY = 110;
            EndBonusSkip = true;
            DrawEndBonus( "BONUS BONUS!  1,000,000 POINTS!", NULL, 2 );
        }
        else if ( ( kr == 100 ) && ( dobonus ) )
        {
            IN_StartAck();
            while( !IN_CheckAck() )
            {
                ;
            }

            BkPic = ( pic_t * )W_CacheLumpName( "mmbk", PU_CACHE, Cvt_pic_t, 1 );
            VWB_DrawPic( 0, 0, BkPic );

            DrawEOLHeader( playstate );
            EndBonusFirst = true;
            EndBonusStartY = 110;
            DrawEndBonus( "You have done well.", NULL, 3 );

#if (SHAREWARE==1)
            EndBonusVoice = SD_Play( SD_RICOCHET3SND );
#else
            EndBonusVoice = SD_Play( SD_PERCENT100SND );
#endif

            EndBonusSkip = false;
            DrawEndBonus( "This level is toast.", NULL, 3 );

        }
    }



    //bna section
//    EnableScreenStretch();//bna++
    VW_UpdateScreen();//bna++
//    DisableScreenStretch();//bna++
    //bna section end


    IN_StartAck();
    while( !IN_CheckAck() )
    {
        ;
    }

    EndLevelStuff = false;
    CurrentFont = smallfont;
}


void DrawTallyHeader
(
    int which
)

{
    pic_t *Name;
    pic_t *KillCount;
    pic_t *TimesYouKilledPerson;
    pic_t *TimesPersonKilledYou;
    pic_t *Suicides;
    pic_t *Score;
    pic_t *Blank;
    pic_t *TopBar;

    Name                 = ( pic_t * )W_CacheLumpName( "t_name",    PU_CACHE, Cvt_pic_t, 1 );
    Blank                = ( pic_t * )W_CacheLumpName( "t_blnk",    PU_CACHE, Cvt_pic_t, 1 );
    KillCount            = ( pic_t * )W_CacheLumpName( "t_kcount",  PU_CACHE, Cvt_pic_t, 1 );
    TimesYouKilledPerson = ( pic_t * )W_CacheLumpName( "t_kilper",  PU_CACHE, Cvt_pic_t, 1 );
    TimesPersonKilledYou = ( pic_t * )W_CacheLumpName( "t_perkil", PU_CACHE, Cvt_pic_t, 1 );
    Suicides             = ( pic_t * )W_CacheLumpName( "t_suicid",  PU_CACHE, Cvt_pic_t, 1 );
    Score                = ( pic_t * )W_CacheLumpName( "t_score",   PU_CACHE, Cvt_pic_t, 1 );
    TopBar               = ( pic_t * )W_CacheLumpName( "t_bar",     PU_CACHE, Cvt_pic_t, 1 );

    IFont = ( cfont_t * )W_CacheLumpName( "sifont", PU_CACHE, Cvt_cfont_t, 1 );

    switch( which )
    {
    case 0 :
        VWB_DrawPic (   8,  8, TopBar );
        DrawIntensityString( 12, 11, "FINAL SCORE", 20 );
        VWB_DrawPic (   8, 24, Name );
        VWB_DrawPic ( 136, 24, KillCount );
        VWB_DrawPic ( 184, 24, Suicides );
        VWB_DrawPic ( 272, 24, Score );
        break;

    case 1 :
        VWB_DrawPic (   8,  8, TopBar );
        DrawIntensityString( 12, 11, "FINAL SCORE", 20 );
        VWB_DrawPic (   8, 24, Name );
        VWB_DrawPic ( 136, 24, Blank );
        VWB_DrawPic ( 272, 24, Score );
        break;

    case 2 :
        VWB_DrawPic (   8,  8, TopBar );
        DrawIntensityString( 12, 11, "YOUR KILLS", 20 );
        VWB_DrawPic (   8, 24, Name );
        VWB_DrawPic ( 136, 24, KillCount );
        VWB_DrawPic ( 184, 24, TimesYouKilledPerson );
        break;

    case 3 :
        VWB_DrawPic (   8,  8, TopBar );
        DrawIntensityString( 12, 11, "YOUR DEATHS", 20 );
        VWB_DrawPic (   8, 24, Name );
        VWB_DrawPic ( 136, 24, TimesPersonKilledYou );
        break;
//bna added
    case 4 :
        VWB_DrawPic ( 198+48, 8, Blank );
        VWB_DrawPic (   8,  8, TopBar );
        DrawIntensityString( 12, 11, "FINAL SCORE", 20 );
        VWB_DrawPic (   8, 24, TopBar );//used to blank
        VWB_DrawPic (   8, 24, Name );
        VWB_DrawPic ( 136, 24, KillCount);
        VWB_DrawPic ( 198, 24, TimesPersonKilledYou);
        VWB_DrawPic ( 198+48, 24, Blank );
        VWB_DrawPic ( 272, 24, Score );
        break;
//bna added end
    }

    DrawTimeXY( TALLYTIME_X, TALLYTIME_Y, gamestate.TimeCount / VBLCOUNTER,
                true );
}


#define BT_RANK_X    23
#define BT_PLAYER_X  30
#define BT_KILLS_X   ( 139 + ( ( 40 + 20 ) / 2 ) )
#define BT_DEATHS_X  ( 193 + ( ( 56 + 20 ) / 2 ) )
//#define BT_SCORE_X   ( 263 + ( ( 46 + 20 ) / 2 ) )
#define BT_SCORE_X   ( 273 + ( ( 46 + 20 ) / 2 ) )


void ShowKills( int localplayer )
{
    int  w;
    int  h;
    int  i;
    int  j;
    int  temp;
    int  rank;
    int  player;
    int  killer;
    int  victim;
    int  color;
    char tempstr[15];
    int  KillCount[ MAXPLAYERS ];
    int  Order[ MAXPLAYERS ];
    int  NumPlayers;

    // show at the most 11 players
    NumPlayers = min( numplayers, 11 );

    // Count kills
    for( killer = 0; killer < NumPlayers; killer++ )
    {
        Order[ killer ] = killer;
        KillCount[ killer ] = 0;
        for( victim = 0; victim < NumPlayers; victim++ )
        {
            if ( BATTLE_Team[ victim ] != BATTLE_Team[ killer ] )
            {
                KillCount[ killer ] += WhoKilledWho[ killer ][ victim ];
            }
        }
    }

    for( i = 0; i < NumPlayers - 1; i++ )
    {
        for( j = i + 1; j < NumPlayers; j++ )
        {
            if ( KillCount[ Order[ i ] ] < KillCount[ Order[ j ] ] )
            {
                temp = Order[ i ];
                Order[ i ] = Order[ j ];
                Order[ j ] = temp;
            }
        }
    }

    DrawTallyHeader( 2 );

    IFont = (cfont_t * )W_CacheLumpNum (W_GetNumForName ("sifont"), PU_CACHE, Cvt_cfont_t, 1);
    CurrentFont = smallfont;
    py = 43;

    for( rank = 0; rank < NumPlayers; rank++ )
    {
        player = Order[ rank ];

        color = 21;

        // Highlight the your score
        if ( player == localplayer )
        {
            // Change to Intensity
            color = 241;
        }

        // Draw rank if not tied with previous rank
        if ( ( rank == 0 ) || ( KillCount[ player ] !=
                                KillCount[ Order[ rank - 1 ] ] ) )
        {
            itoa( rank + 1, tempstr, 10 );
        }
        else
        {
            strcpy( tempstr, "Tie" );
        }

        VW_MeasureIntensityPropString ( tempstr, &w, &h);
        DrawIntensityString( BT_RANK_X - w, py, tempstr, color );

        // Draw name
        DrawIntensityString( BT_PLAYER_X, py, PLAYERSTATE[ player ].codename, color );

        // Draw kills
        itoa( KillCount[ player ], tempstr, 10 );
        VW_MeasureIntensityPropString ( tempstr, &w, &h);
        DrawIntensityString( BT_KILLS_X - w, py, tempstr, color );

        // Draw times you killed that person
        if ( player != localplayer )
        {
            itoa( WhoKilledWho[ localplayer ][ player ], tempstr, 10 );
        }
        else
        {
            strcpy( tempstr, "-" );
        }

        VW_MeasureIntensityPropString ( tempstr, &w, &h);
        DrawIntensityString( BT_DEATHS_X - w, py, tempstr, color );

        if ( gamestate.teamplay )
        {
            DrawIntensityString( BT_DEATHS_X + 16, py,
                                 colorname[ PLAYERSTATE[ player ].uniformcolor ], color );
        }

        py += h;
    }
}


void ShowDeaths( int localplayer )
{
    int  w;
    int  h;
    int  i;
    int  j;
    int  temp;
    int  rank;
    int  player;
    int  killer;
    int  victim;
    int  color;
    char tempstr[15];
    int  DeathCount[ MAXPLAYERS ];
    int  Order[ MAXPLAYERS ];
    int  NumPlayers;

    // show at the most 11 players
    NumPlayers = min( numplayers, 11 );

    // Count Deaths
    for( victim = 0; victim < NumPlayers; victim++ )
    {
        Order[ victim ] = victim;
        DeathCount[ victim ] = 0;
        for( killer = 0; killer < NumPlayers; killer++ )
        {
            DeathCount[ victim ] += WhoKilledWho[ killer ][ victim ];
        }
    }

    for( i = 0; i < NumPlayers - 1; i++ )
    {
        for( j = i + 1; j < NumPlayers; j++ )
        {
            if ( DeathCount[ Order[ i ] ] < DeathCount[ Order[ j ] ] )
            {
                temp = Order[ i ];
                Order[ i ] = Order[ j ];
                Order[ j ] = temp;
            }
        }
    }

    DrawTallyHeader( 3 );

    IFont = (cfont_t * )W_CacheLumpNum (W_GetNumForName ("sifont"), PU_CACHE, Cvt_cfont_t, 1);
    CurrentFont = smallfont;
    py = 43;

    for( rank = 0; rank < NumPlayers; rank++ )
    {
        player = Order[ rank ];
        color = 21;

        // Highlight the your score
        if ( player == localplayer )
        {
            // Change to Intensity
            color = 241;
        }

        // Draw rank if not tied with previous rank
        if ( ( rank == 0 ) || ( DeathCount[ player ] !=
                                DeathCount[ Order[ rank - 1 ] ] ) )
        {
            itoa( rank + 1, tempstr, 10 );
        }
        else
        {
            strcpy( tempstr, "Tie" );
        }

        VW_MeasureIntensityPropString ( tempstr, &w, &h);
        DrawIntensityString( BT_RANK_X - w, py, tempstr, color );

        // Draw name
        DrawIntensityString( BT_PLAYER_X, py, PLAYERSTATE[ player ].codename, color );

        // Draw deaths
        itoa( DeathCount[ player ], tempstr, 10 );
        VW_MeasureIntensityPropString ( tempstr, &w, &h);
        DrawIntensityString( BT_KILLS_X - w, py, tempstr, color );

        // Draw times you were killed by that person
        itoa( WhoKilledWho[ player ][ localplayer ], tempstr, 10 );
        VW_MeasureIntensityPropString ( tempstr, &w, &h);
        DrawIntensityString( BT_DEATHS_X - w, py, tempstr, color );

        if ( gamestate.teamplay )
        {
            DrawIntensityString( BT_DEATHS_X + 16, py,
                                 colorname[ PLAYERSTATE[ player ].uniformcolor ], color );
        }

        py += h;
    }
}


void ShowEndScore( int localplayer )
{
    int  w;
    int  h;
    int  rank;
    int  leader;
    int  team;
    int  color;
    int  killer;
    int  victim;
    int  killcount;
    int  suicidecount;
    char tempstr[15];
    boolean dofullstats;
    int  NumPlayers;

    // show at the most 11 players
    NumPlayers = min( numplayers, 11 );

    dofullstats = false;
    switch( gamestate.battlemode )
    {
    case battle_Normal :
    case battle_ScoreMore :
    case battle_Hunter :
        dofullstats = true;
        DrawTallyHeader( 0 );
        break;

    case battle_Collector :
    case battle_Scavenger :
    case battle_Tag :
    case battle_Eluder :
    case battle_Deluder :
    case battle_CaptureTheTriad :
        dofullstats = false;
        DrawTallyHeader( 1 );
        break;
    }

    IFont = (cfont_t * )W_CacheLumpNum (W_GetNumForName ("sifont"), PU_CACHE, Cvt_cfont_t, 1);
    CurrentFont = smallfont;
    py = 43;

    for( rank = 0; rank < BATTLE_NumberOfTeams; rank++ )
    {
        team = BATTLE_PlayerOrder[ rank ];

        color = 21;
        if ( team == BATTLE_Team[ localplayer ] )
        {
            // Change to Intensity
            color = 241;
        }

        // Draw rank if not tied with previous rank
        if ( ( rank == 0 ) || ( BATTLE_Points[ team ] !=
                                BATTLE_Points[ BATTLE_PlayerOrder[ rank - 1 ] ] ) )
        {
            itoa( rank + 1, tempstr, 10 );
        }
        else
        {
            strcpy( tempstr, "Tie" );
        }

        VW_MeasureIntensityPropString ( tempstr, &w, &h);
        DrawIntensityString( BT_RANK_X - w, py, tempstr, color );

        // Draw name of team leader
        leader = BATTLE_TeamLeader[ team ];
        if ( gamestate.teamplay )
        {
            DrawIntensityString( BT_PLAYER_X, py,
                                 colorname[ PLAYERSTATE[ leader ].uniformcolor ], color );
        }
        else
        {
            DrawIntensityString( BT_PLAYER_X, py,
                                 PLAYERSTATE[ leader ].codename, color );
        }

        if ( dofullstats )
        {
            // Count how many kills each person on the team got
            killcount = 0;
            suicidecount = 0;
            for( killer = 0; killer < NumPlayers; killer++ )
            {
                if ( BATTLE_Team[ killer ] == team )
                {
                    for( victim = 0; victim < NumPlayers; victim++ )
                    {
                        if ( BATTLE_Team[ victim ] != team )
                        {
                            killcount += WhoKilledWho[ killer ][ victim ];
                        }
                        else
                        {
                            suicidecount += WhoKilledWho[ killer ][ victim ];
                        }
                    }
                }
            }

            // Draw kills
            itoa( killcount, tempstr, 10 );
            VW_MeasureIntensityPropString ( tempstr, &w, &h);
            DrawIntensityString( BT_KILLS_X - w, py, tempstr, color );

            // Draw suicides
            itoa( suicidecount, tempstr, 10 );
            VW_MeasureIntensityPropString ( tempstr, &w, &h);
            DrawIntensityString( BT_DEATHS_X - w, py, tempstr, color );
        }

        // Draw Score
        itoa( BATTLE_Points[ team ], tempstr, 10 );
        VW_MeasureIntensityPropString ( tempstr, &w, &h);
        DrawIntensityString( BT_SCORE_X - w, py, tempstr, color );

        py += h;
    }
}


void BattleLevelCompleted ( int localplayer )
{
    ControlInfo ci;
    int w;
    int h;
    int key;
    int Screen;
    int LastScreen;
    int Player;
    char text[80];

    EnableScreenStretch();

    IN_ClearKeysDown ();

    Player = localplayer;
    Screen = 1;
    LastScreen = 0;
    key = -1;
    while( 1 )
    {
        if ( Screen != LastScreen )
        {
            VL_DrawPostPic (W_GetNumForName("trilogo"));

            switch( Screen )
            {
            case 1 :
                ShowEndScore( Player );
                break;

            case 2 :
                ShowKills( Player );
                break;

            case 3 :
                ShowDeaths( Player );
                break;
            }

            CurrentFont = tinyfont;

            sprintf ( text, "Page %d of 3.  Use arrows to switch stats.  "
                      "Press Esc to quit.", Screen );
            VW_MeasurePropString ( text, &w, &h);
            py = 192;
            px = ( 320 - w ) / 2;
            VWB_DrawPropString ( text );
            VW_UpdateScreen ();

            do
            {
                ReadAnyControl (&ci);
            }
            while( ci.dir == (Direction)key );
        }

        LastScreen = Screen;
        ReadAnyControl ( &ci );
        key = ci.dir;
        if ( ( Screen > 1 ) && ( key == dir_West ) )
        {
            Screen--;
            MN_PlayMenuSnd (SD_MOVECURSORSND);
        }
        else if ( ( Screen < 3 ) && ( key == dir_East ) )
        {
            Screen++;
            MN_PlayMenuSnd (SD_MOVECURSORSND);
        }
        // Allow us to select which player to view
        if ( Keyboard[ sc_RShift ] && ( key == dir_South ) )
        {
            Player++;
            if ( Player >= numplayers )
            {
                Player = 0;
            }
            LastScreen = 0;
            MN_PlayMenuSnd (SD_SELECTSND);
        }

        if ( Keyboard[ sc_RShift ] && ( key == dir_North ) )
        {
            Player--;
            if ( Player < 0 )
            {
                Player = numplayers - 1;
            }
            LastScreen = 0;
            MN_PlayMenuSnd (SD_SELECTSND);
        }

        if ( Keyboard[sc_Escape] )
        {
            break;
        }
    }

    while ( Keyboard[sc_Escape] )
    {
        IN_UpdateKeyboard ();
    }

    MN_PlayMenuSnd (SD_ESCPRESSEDSND);

    CurrentFont = smallfont;
}

//==========================================================================

/*
==================
=
= FindAngleToWindow
=
==================
*/
int FindAngleToWindow ( int tx, int ty )
{
    if (!IsWindow(tx+1,ty))
        return ANG180;
    else if (!IsWindow(tx-1,ty))
        return 0;
    else if (!IsWindow(tx,ty+1))
        return ANG90;
    else
        return ANG270;
}

#define STARTRADIUS (0xa000)
#define STOPRADIUS (0x14000)
#define DEATHRADIUS (STOPRADIUS-STARTRADIUS)
#define ROTRATE      (5)
#define TOTALDEATHROT (FINEANGLES<<1)
#define RADIUSINC   ((DEATHRADIUS)/(TOTALDEATHROT))

/*
==================
=
= ZoomDeathOkay
=
==================
*/
boolean ZoomDeathOkay ( void )
{
    int x,y;
    int radius;

    if (
        !(
            (player->state==&s_ashwait) ||
            ((player->flags & FL_HBM) && (gamestate.violence >= vl_high))
        )
    )
        return false;

    radius=STOPRADIUS;
    x=player->x;
    y=player->y;
    while (radius>0)
    {
        if (tilemap[x>>16][(y+radius)>>16])
            return false;
        if (tilemap[x>>16][(y-radius)>>16])
            return false;
        if (tilemap[(x-radius)>>16][y>>16])
            return false;
        if (tilemap[(x+radius)>>16][y>>16])
            return false;
        if (tilemap[(x+radius)>>16][(y+radius)>>16])
            return false;
        if (tilemap[(x+radius)>>16][(y-radius)>>16])
            return false;
        if (tilemap[(x-radius)>>16][(y+radius)>>16])
            return false;
        if (tilemap[(x-radius)>>16][(y-radius)>>16])
            return false;
        radius-=0x10000;
    }
    return true;
}

/*
==================
=
= Died
=
==================
*/

#define DEATHROTATE 6

//void RotateScreen(int startAngle, int endAngle, int startScale, int endScale, int time, int option, boolean fadeOut);

//void RotateScreenScaleFloat(float startAngle, float endAngle, float startScale, float endScale, int time, boolean fadeOut, boolean drawPlayScreen);


extern boolean dopefish;
void Died (void)
{
    long  dx,dy;
    int      iangle,curangle,clockwise,change;
    int   da;
    int   rate;
    lbm_t *LBM;
    int   slowrate;
    playertype *pstate;
    objtype * killerobj=(objtype *)player->target;
    player->yzangle=0;

    if (killerobj == NULL)
        killerobj = player;

    if (CheckParm("slowdeath"))
        slowrate=3;
    else
        slowrate=0;

    M_LINKSTATE (player, pstate);

    if ( (ZoomDeathOkay()==true) && (pstate->falling==false))
    {
        int x,y,z,radius,heightoffset;
        int endangle,startangle,killangle;
        boolean deadflagset;
        objtype * dummy;

        x=player->x;
        y=player->y;
        z=player->z;
        dummy=player;
        SpawnPlayerobj (x>>16, y>>16, 0, 0);
        player=dummy;
        dummy=new;
        dummy->x=x;
        dummy->drawx=x;
        dummy->y=y;
        dummy->z=z;
        dummy->drawy=y;
        dummy->flags=player->flags;
        player->momentumx=0;
        player->momentumy=0;
        player->speed=0;
        radius=STARTRADIUS;
        heightoffset=pstate->heightoffset;
        deadflagset=false;
        startangle=(player->angle+ANG180)&(FINEANGLES-1);
        endangle=startangle+TOTALDEATHROT;
        killangle=startangle+(TOTALDEATHROT>>1);
        if (dopefish==true)
        {
            AddMessage("Dopefish Death Cam",MSG_SYSTEM);
        }
        for (iangle=startangle;;)
        {
            if ( iangle > killangle )
            {
                if ( deadflagset==false )
                {
                    dummy->hitpoints=0;
                    pstate->health=0;
                    dummy->flags &= ~FL_DYING;
                    dummy->flags |= FL_SHOOTABLE;
                    if (player->state==&s_ashwait)
                        dummy->flags |= FL_SKELETON;
                    Collision(dummy,(objtype*)NULL,0,0);
                    deadflagset=true;
                    if ( ( killerobj==player ) && ( gamestate.violence >=
                                                    vl_high ) && ( gamestate.difficulty >= gd_hard ) )
                    {
                        SD_Play( SD_YOUSUCKSND );
                    }
                    else
                    {
                        SD_Play (SD_PLAYERTCDEATHSND+(pstate->player));
                    }
                }
            }
            else
            {
                dummy->flags &= ~FL_DYING;
            }
            if (dopefish==true)
            {
                dummy->momentumx+=(RandomNumber("Died",0)<<6)-(256<<5);
                dummy->momentumy+=(RandomNumber("Died",0)<<6)-(256<<5);
            }
            player->x=x+FixedMul(radius,costable[iangle&(FINEANGLES-1)]);
            player->y=y-FixedMul(radius,sintable[iangle&(FINEANGLES-1)]);
            player->z=dummy->z;
            player->angle=(iangle+ANG180)&(FINEANGLES-1);
            if (dopefish==true)
            {
                int dx,dy;

                dx = dummy->x - player->x;
                dy = player->y - dummy->y;

                if (dx && dy)
                    player->angle = atan2_appx (dx,dy);
            }
            pstate->heightoffset=heightoffset;
            player->yzangle=0;
            UpdateGameObjects();
            player->momentumx=0;
            player->momentumy=0;
            player->speed=0;
            ThreeDRefresh ();
            AnimateWalls();
            DoSprites();
            DoAnimatedMaskedWalls();
            UpdatePlayers();
            UpdateLightLevel(player->areanumber);

            if (iangle<endangle)
            {
                iangle+=(tics<<ROTRATE);
                radius+=tics*(RADIUSINC<<ROTRATE);
            }
            if ( (dummy->state==dummy->state->next) && (iangle>=endangle) )
                break;
        }
    }
    else if (pstate->falling==false)
    {

        //
        // swing around to face attacker
        //

        rate=DEATHROTATE-slowrate;
        {
            if (killerobj==player)
            {
                iangle=player->angle;
                if ( ( gamestate.violence >= vl_high ) &&
                        ( gamestate.difficulty >= gd_hard ) )
                {
                    SD_Play( SD_YOUSUCKSND );
                }
            }
            else
            {
                SD_Play (SD_PLAYERTCDEATHSND+(pstate->player));
                if (killerobj->which==PWALL)
                {
                    dx = ((pwallobj_t *)killerobj)->x - player->x;
                    dy = player->y - ((pwallobj_t *)killerobj)->y;
                }
                else
                {
                    dx = killerobj->x - player->x;
                    dy = player->y - killerobj->y;
                }

                iangle = atan2_appx (dx,dy);       // returns -pi to pi
            }
        }

        da = iangle-player->angle;

        if (da>0)
            clockwise=1;
        else
            clockwise=0;
        da=abs(da);
        if (da>ANG180)
        {
            clockwise^=1;
            da=ANGLES-da;
        }

        curangle = player->angle;

        do
        {
            DoBorderShifts ();
            change = tics<<rate;
            if (clockwise==1)
                curangle+=change;
            else
                curangle-=change;
            da-=change;
            if (curangle >= ANGLES)
                curangle -= ANGLES;
            if (curangle < 0)
                curangle += ANGLES;
            player->angle = (curangle & (FINEANGLES-1));
            ThreeDRefresh ();
            CalcTics ();
        } while (da>0);
    }
    else
    {
        DrawFullSky();
        FlipPage();
    }

    while (damagecount)
        DoBorderShifts ();
    DoBorderShifts ();

    locplayerstate->weapon = -1;        // take away weapon

    if (
        (tedlevel == false) && // SO'S YA DON'T GET KILLED WHILE LAUNCHING!
        (timelimitenabled == false)
    )
        locplayerstate->lives--;

    if (pstate->falling==false)
    {
        ThreeDRefresh ();
    }

    FlipPage();
    FlipPage();

    if (locplayerstate->lives > -1)
    {
        int rng;

        rng = RandomNumber ("Died",0);
        
        //zooms in on screen
        if (pstate->falling==true)
        {
            //RotateBuffer (0, 0, (FINEANGLES), (FINEANGLES>>6), (VBLCOUNTER*(1+slowrate)));
            //RotateScreen (0, 0, (FINEANGLES), (FINEANGLES>>6), (VBLCOUNTER*(1+slowrate)), 1, true);
            RotateScreenScaleFloat(0, 0, 1.0, 64.0, (VBLCOUNTER*(1+slowrate)), true, false);
            
            SD_Play (SD_PLAYERTCDEATHSND+(pstate->player));
            pstate->falling=false;
        }
        //zooms out w/o spinning
        else if (rng < 64)
        {
            //RotateBuffer (0, 0, (FINEANGLES>>6), (FINEANGLES), (VBLCOUNTER*(2+slowrate)));
            //RotateScreen (0, 0, (FINEANGLES), (FINEANGLES*64), (VBLCOUNTER*(2+slowrate)), 2, true);
            RotateScreenScaleFloat(0, 0, 1.0, 0.01875, (VBLCOUNTER*(2+slowrate)), true, false);
        
        }
        //zooms in on screen
        else if (rng < 128)
        {
            //RotateBuffer (0, 0, (FINEANGLES), (FINEANGLES>>6), (VBLCOUNTER*(1+slowrate)));
            //RotateScreen(0, 0, (FINEANGLES), (FINEANGLES>>6), (VBLCOUNTER*(1+slowrate)), 1, true);
            RotateScreenScaleFloat(0, 0, 1.0, 64.0, (VBLCOUNTER*(1+slowrate)), true, false);

        }
        //zooms out with spinning
        else if (rng < 192)
        {
            //RotateBuffer(0, (FINEANGLES*4), (FINEANGLES), (FINEANGLES*64), (VBLCOUNTER*(3+slowrate)));
            RotateScreenScaleFloat(0, (360.0*3), 1.0, 0.01875, (VBLCOUNTER*(3+slowrate)), true, false);
        }
        //fade to red
        else{
            VL_FadeToColor (VBLCOUNTER*2, 100, 0, 0);
            VL_FadeOut (0, 255, 0,0,0,VBLCOUNTER>>1);
        }

        screenfaded=false;

        
        gamestate.episode = 1;
        player->flags &= ~FL_DONE;

        InitializeWeapons (locplayerstate);
        ResetPlayerstate(locplayerstate);

        UpdateLives (locplayerstate->lives);
        UpdateScore (gamestate.score);

        DrawTriads(true);
        DrawLives (true);
        DrawKeys (true);
        DrawScore (true);
    }
    else
    {
        int rng;

        SD_Play (SD_GAMEOVERSND);
        rng=RandomNumber("Died",0);
        
        //rng = 63;
        if (rng<64)
        {
            //RotateBuffer(0,(FINEANGLES>>1),(FINEANGLES),(FINEANGLES*64),(VBLCOUNTER*(3+slowrate)));
            //RotateScreen(0,(FINEANGLES>>1),(FINEANGLES),(FINEANGLES*64),(VBLCOUNTER*(3+slowrate)), 2, true);    
            RotateScreenScaleFloat(0, 360, 1.0, 0.01875, (VBLCOUNTER*(3+slowrate)), true, false);
            
        }
        else if (rng<128)
        {
            VL_FadeToColor (VBLCOUNTER*3, 255, 255, 255);
            VL_FadeOut (0, 255, 0,0,0,VBLCOUNTER>>1);
        }
        else if (rng<192)
        {
            //RotateBuffer(0,(FINEANGLES*2),(FINEANGLES),(FINEANGLES*64),(VBLCOUNTER*(3+slowrate)));
            //RotateScreen(0,(FINEANGLES*2),(FINEANGLES),(FINEANGLES*64),(VBLCOUNTER*(3+slowrate)), 2, true);
            RotateScreenScaleFloat(0, 360*2, 1.0, 0.01875, (VBLCOUNTER*(3+slowrate)), true, false);
        }
        else
        {
            //RotateBuffer(0,(FINEANGLES*2),(FINEANGLES),(FINEANGLES*64),(VBLCOUNTER*(3+slowrate)));
            //RotateScreen(0,(FINEANGLES*2),(FINEANGLES),(FINEANGLES*64),(VBLCOUNTER*(3+slowrate)), 2, true);
            RotateScreenScaleFloat(0, 360*2, 1.0, 0.01875, (VBLCOUNTER*(3+slowrate)), true, false);
            
        }
        screenfaded=false;

        //VL_FadeOut (0, 255, 0,0,0,VBLCOUNTER>>1);

        MU_StartSong(song_gameover);

#if (SHAREWARE==0)
        if (gamestate.violence==vl_excessive)
            LBM = (lbm_t *) W_CacheLumpNum (W_GetNumForName ("bootblod"), PU_CACHE, Cvt_lbm_t, 1);
        else
            LBM = (lbm_t *) W_CacheLumpNum (W_GetNumForName ("bootnorm"), PU_CACHE, Cvt_lbm_t, 1);
#else
        LBM = (lbm_t *) W_CacheLumpNum (W_GetNumForName ("bootblod"), PU_CACHE, Cvt_lbm_t, 1);
#endif
        VL_DecompressLBM (LBM,true);

        StopWind();

        IN_UserInput (VBLCOUNTER*60);

        MainMenu[savegame].active = 0;
        MainMenu[viewscores].routine = (void *)CP_ViewScores;
        MainMenu[viewscores].texture[6] = '7';
        MainMenu[viewscores].texture[7] = '\0';
        MainMenu[viewscores].letter     = 'V';
    }
    ClearGraphicsScreen();

    VL_FadeIn (0, 255, origpal, 15);
}


//******************************************************************************
//
// DoLoadGameAction ()
//
//******************************************************************************

static byte whichstr = 0;

void DoLoadGameAction (void)
{
    if ((SaveTime+1) < GetTicCount())
    {
        byte *temp = bufferofs;

        bufferofs = displayofs;
        SaveTime = GetTicCount();

        CurrentFont=tinyfont;

        px = 92;
        py = 152;
        if (whichstr)
        {
//         VW_DrawPropString ("�");
            VW_DrawPropString (".");
            whichstr = 0;
        }
        else
        {
//         VW_DrawPropString ("�");
            VW_DrawPropString (".");
            whichstr = 1;
        }
        bufferofs = temp;
    }
}

//******************************************************************************
//
// DoCheckSum ()
//
//******************************************************************************

long DoCheckSum (byte *source, int size, long csum)
{
    int i;
    long checksum;

    checksum = csum;

    for (i = 0; i < size; i++)
        checksum=updatecrc(checksum,*(source+i));

    return checksum;
}

//******************************************************************************
//
// CaculateSaveGameCheckSum ()
//
//******************************************************************************

#define SAVECHECKSUMSIZE (10000)
long CalculateSaveGameCheckSum (char * filename)
{
    int handle;
    int lengthleft;
    int length;
    byte * altbuffer;
    long checksum;

    altbuffer=SafeMalloc(SAVECHECKSUMSIZE);

    checksum = 0;

    // Open the savegame file

    handle = SafeOpenRead (filename);
    lengthleft = filelength (handle);

    while (lengthleft>0)
    {
        length=SAVECHECKSUMSIZE;
        if (length>lengthleft)
            length=lengthleft;

        SafeRead(handle,altbuffer,length);
        checksum = DoCheckSum (altbuffer, length, checksum);

        lengthleft-=length;
    }

    SafeFree(altbuffer);

    close (handle);

    return checksum;
}

//******************************************************************************
//
// StoreBuffer
//
//******************************************************************************
void StoreBuffer (int handle, byte * src, int size)
{
    SafeWrite(handle,&size,sizeof(size));
    SafeWrite(handle,src,size);
}

//******************************************************************************
//
// SaveTag
//
//******************************************************************************
void SaveTag (int handle, char * tag, int size)
{
    SafeWrite(handle,tag,size);
}


//******************************************************************************
//
// SaveTheGame ()
//
// Expects game to be premalloced
//
//******************************************************************************

extern boolean enableZomROTT;
extern boolean allowBlitzMoreMissileWeps;
extern boolean enableAmmoPickups;
extern Queue * enemiesToRes[8];

boolean SaveTheGame (int num, gamestorage_t * game)
{
    char   loadname[MAX_PATH]="rottgam0.rot";
    char   filename[MAX_PATH];
    byte   * altbuffer;
    int    size;
    int    savehandle;
    int    crc;
    int    i;
    int myticcount;

    if (num > 15 || num < 0)
        Error("Illegal Saved game value=%d\n",num);

    //
    // Save Alternate Game Level information for reloading game
    //
    memset (&game->info, 0, sizeof (game->info));
    if (GameLevels.avail == true)
    {
        game->info.path = GameLevels.path;
        game->info.file = GameLevels.file;
        game->info.avail = true;
    }

    game->mapcrc=GetMapCRC (gamestate.mapon);

    // Create the proper file name

    itoa(num,&loadname[7],16);
    loadname[8]='.';


    GetPathFromEnvironment( filename, ApogeePath, loadname );

    // Open the savegame file

    savehandle = SafeOpenWrite (filename);

    // Save out file tag

    size=4;
    SaveTag(savehandle,"ROTT",size);

    // Save out header

    size=sizeof(*game);

    SafeWrite(savehandle,game,size);

/////////////////////////////////////////////////////////////////////////////
// Save out rest of save game file beyond this point
/////////////////////////////////////////////////////////////////////////////

    // Door Tag

    size=4;
    SaveTag(savehandle,"DOOR",size);

    // Doors

    SaveDoors(&altbuffer,&size);
    StoreBuffer(savehandle,altbuffer,size);
    SafeFree(altbuffer);

    // Elevator Tag

    size = 9;
    SaveTag(savehandle,"ELEVATORS",size);

    // Elevators

    SaveElevators(&altbuffer,&size);
    StoreBuffer(savehandle,altbuffer,size);
    SafeFree(altbuffer);

    // Pushwall Tag

    size=5;
    SaveTag(savehandle,"PWALL",size);

    // PushWalls

    SavePushWalls(&altbuffer,&size);
    StoreBuffer(savehandle,altbuffer,size);
    SafeFree(altbuffer);

    // MaskedWalls Tag

    size=5;
    SaveTag(savehandle,"MWALL",size);

    // Masked Walls

    SaveMaskedWalls(&altbuffer,&size);
    StoreBuffer(savehandle,altbuffer,size);
    SafeFree(altbuffer);

    // Switches Tag

    size=6;
    SaveTag(savehandle,"SWITCH",size);

    // Switches

    SaveSwitches(&altbuffer,&size);
    StoreBuffer(savehandle,altbuffer,size);
    SafeFree(altbuffer);

    // Statics Tag

    size=6;
    SaveTag(savehandle,"STATIC",size);

    // Statics

    SaveStatics(&altbuffer,&size);
    StoreBuffer(savehandle,altbuffer,size);
    SafeFree(altbuffer);

    // Actors Tag

    size=5;
    SaveTag(savehandle,"ACTOR",size);

    // Actors

    SaveActors(&altbuffer,&size);
    StoreBuffer(savehandle,altbuffer,size);
    SafeFree(altbuffer);

    // TouchPlates Tag

    size=5;
    SaveTag(savehandle,"TOUCH",size);

    // TouchPlates

    SaveTouchPlates(&altbuffer,&size);
    StoreBuffer(savehandle,altbuffer,size);
    SafeFree(altbuffer);

    // GameState Tag

    size=9;
    SaveTag(savehandle,"GAMESTATE",size);

    // GameState

    size=sizeof(gamestate);
    SafeWrite(savehandle,&gamestate,size);

    // PlayerState Tag

    size=12;
    SaveTag(savehandle,"PLAYERSTATES",size);

    // PlayerStates
    size=sizeof(playertype);
    for(i=0; i<numplayers; i++)
    {
        SafeWrite(savehandle,&PLAYERSTATE[i],size);
    }

    // Mapseen Tag

    size=7;
    SaveTag(savehandle,"MAPSEEN",size);

    // MapSeen

    size=sizeof(mapseen);
    SafeWrite(savehandle,&mapseen,size);

    // Song Tag

    size=4;
    SaveTag(savehandle,"SONG",size);

    // Song info

    MU_SaveMusic(&altbuffer,&size);
    StoreBuffer(savehandle,altbuffer,size);
    SafeFree(altbuffer);

    // Misc Tag

    size=4;
    SaveTag(savehandle,"MISC",size);

    // Misc

    // ticcount
    myticcount = GetTicCount();
    size=sizeof(myticcount);
    SafeWrite(savehandle,&myticcount,size);

    // shaketics
    size=sizeof(SHAKETICS);
    SafeWrite(savehandle,&SHAKETICS,size);

    // damagecount
    size=sizeof(damagecount);
    SafeWrite(savehandle,&damagecount,size);

    // viewsize
    size=sizeof(viewsize);
    SafeWrite(savehandle,&viewsize,size);

    // poweruptimes
    size = sizeof (poweruptime);
    SafeWrite(savehandle,&poweruptime,size);

    size = sizeof (protectiontime);
    SafeWrite(savehandle,&protectiontime,size);

    size = sizeof (powerupheight);
    SafeWrite(savehandle,&powerupheight,size);

    size = sizeof (protectionheight);
    SafeWrite(savehandle,&protectionheight,size);

    size = sizeof (poweradjust);
    SafeWrite(savehandle,&poweradjust,size);
    
    size = sizeof (allowBlitzMoreMissileWeps);
    SafeWrite(savehandle, &allowBlitzMoreMissileWeps, size);
    
    size = sizeof (enableAmmoPickups);
    SafeWrite(savehandle, &enableAmmoPickups, size);
    
    size = sizeof(enableZomROTT);
    SafeWrite(savehandle, &enableZomROTT, size);
    
    //ZomROTT Stuff
    if(enableZomROTT)
    {   
        int z;
        for (z = 0; z < 8; z++)
        {
            size = sizeof(int);
            SafeWrite(savehandle,&enemiesToRes[z]->NumOfItems, size);
            if (enemiesToRes[z]->NumOfItems == 0)
            {
                continue;
            }
            
            int x;
            Node * thingToSave = enemiesToRes[z]->Head;
            size = sizeof(objtype);
            for (x = 0; x < enemiesToRes[z]->NumOfItems; x++)
            {
                SafeWrite(savehandle, thingToSave->data, size);
                thingToSave = thingToSave->next;
            }
        }
    }

    close (savehandle);

    // Calculate CRC

    crc = CalculateSaveGameCheckSum (filename);

    // Append the crc

    savehandle = SafeOpenAppend (filename);

    size=sizeof(crc);
    SafeWrite(savehandle,&crc,size);

    close (savehandle);

    pickquick = true;
    return (true);
}


//******************************************************************************
//
// LoadTag
//
//******************************************************************************

void LoadTag (byte ** src, char * tag, int size)
{
    if (StringsNotEqual((char *)*src,(char *)tag,size)==true)
        Error("Could not locate %s header in saved game file\n",tag);
    *src+=size;
}

//******************************************************************************
//
// LoadBuffer
//
//******************************************************************************
int LoadBuffer (byte ** dest, byte ** src)
{
    int size;

    memcpy(&size,*src,sizeof(size));
    *src+=sizeof(size);
    *dest=SafeMalloc(size);
    memcpy(*dest,*src,size);
    *src+=size;
    return size;
}


//******************************************************************************
//
// LoadTheGame ()
//
// Expects game to be premalloced
//
//******************************************************************************

extern boolean doRescaling;

boolean LoadTheGame (int num, gamestorage_t * game)
{
    char   loadname[45]="rottgam0.rot";
    char   filename[128];
    byte   * loadbuffer;
    byte   * bufptr;
    byte   * altbuffer;
    int    size;
    int    totalsize;
    int    checksum;
    int    savedchecksum;
    int    i;
    word   mapcrc;
    int myticcount;

    if (num>15 || num<0)
        Error("Illegal Load game value=%d\n",num);

    // Create the proper file name

    itoa(num,&loadname[7],16);
    loadname[8]='.';

    GetPathFromEnvironment( filename, ApogeePath, loadname );

    // Load the file

    totalsize=LoadFile(filename,(void **)&loadbuffer);
    bufptr=loadbuffer;

    // Calculate checksum

    checksum = DoCheckSum (loadbuffer, totalsize-sizeof(checksum), 0);

    // Retrieve saved checksum

    memcpy (&savedchecksum,loadbuffer+(totalsize-sizeof(savedchecksum)),sizeof(savedchecksum));

    // Compare the two checksums;

    if (checksum!=savedchecksum)
    {
        if (CP_DisplayMsg ("Your Saved Game file is\n"
                           "shall we say, \"corrupted\".\n"
                           "Would you like to\n"
                           "continue anyway (Y/N)?\n", 12)==false)
        {
            return false;
        }
    }

    // Load in file tag

    size=4;
    LoadTag(&bufptr,"ROTT",size);

    // Load in header

    size=sizeof(*game);
    memcpy(game,bufptr,size);
    bufptr+=size;

    if (game->version!=ROTTVERSION)
        return false;
    
    //Fix for crash when loading a save on a custom map pack
    if(GameLevels.avail)
    {
        memcpy(&game->info.file, &GameLevels.file, sizeof(GameLevels.file));
        game->info.path = getcwd(0,0);
    }
    memcpy (&GameLevels, &game->info, sizeof (GameLevels));

    
    
    gamestate.episode=game->episode;
    gamestate.mapon=game->area;
    
    //printf("LOAD PATH: %s \n", game->info.path);
    //printf("LOAD FILENAME: %s \n", game->info.file);

    mapcrc=GetMapCRC (gamestate.mapon);

    if (mapcrc!=game->mapcrc)
        return false;

/////////////////////////////////////////////////////////////////////////////
// Load in rest of saved game file beyond this point
/////////////////////////////////////////////////////////////////////////////

    // Free up the current level
    Z_FreeTags (PU_LEVELSTRUCT, PU_LEVELEND);       // Free current level

    gamestate.battlemode = battle_StandAloneGame;
    BATTLE_SetOptions( &BATTLE_Options[ battle_StandAloneGame ] );
    BATTLE_Init( gamestate.battlemode, 1 );

    DoLoadGameAction ();
    SetupGameLevel();

    // This prevents a nasty glitch when loading some saved games
    PreCacheGroup(W_GetNumForName("BULLETHO"),W_GetNumForName("ALTBHO"),cache_transpatch_t);

    // Door Tag

    size=4;
    LoadTag(&bufptr,"DOOR",size);

    // Doors

    DoLoadGameAction ();
    size=LoadBuffer(&altbuffer,&bufptr);
    LoadDoors(altbuffer,size);
    SafeFree(altbuffer);

    // Elevator Tag

    size = 9;
    LoadTag(&bufptr,"ELEVATORS",size);


    // Elevators

    DoLoadGameAction ();
    size=LoadBuffer(&altbuffer,&bufptr);
    LoadElevators(altbuffer,size);
    SafeFree(altbuffer);

    // Pushwall Tag

    size=5;
    LoadTag(&bufptr,"PWALL",size);

    // PushWalls

    DoLoadGameAction ();
    size=LoadBuffer(&altbuffer,&bufptr);
    LoadPushWalls(altbuffer,size);
    SafeFree(altbuffer);

    // MaskedWalls Tag

    size=5;
    LoadTag(&bufptr,"MWALL",size);

    // Masked Walls

    DoLoadGameAction ();
    size=LoadBuffer(&altbuffer,&bufptr);
    LoadMaskedWalls(altbuffer,size);
    SafeFree(altbuffer);

    // Switches Tag

    size=6;
    LoadTag(&bufptr,"SWITCH",size);

    // Switches

    DoLoadGameAction ();
    size=LoadBuffer(&altbuffer,&bufptr);
    LoadSwitches(altbuffer,size);
    SafeFree(altbuffer);


    // Statics Tag

    size=6;
    LoadTag(&bufptr,"STATIC",size);

    // Statics

    DoLoadGameAction ();
    size=LoadBuffer(&altbuffer,&bufptr);
    LoadStatics(altbuffer,size);
    SafeFree(altbuffer);

    // Actors Tag

    size=5;
    LoadTag(&bufptr,"ACTOR",size);

    // Actors

    DoLoadGameAction ();
    size=LoadBuffer(&altbuffer,&bufptr);
    LoadActors(altbuffer,size);
    SafeFree(altbuffer);

    // TouchPlates Tag

    size=5;
    LoadTag(&bufptr,"TOUCH",size);

    // TouchPlates

    DoLoadGameAction ();
    size=LoadBuffer(&altbuffer,&bufptr);
    LoadTouchPlates(altbuffer,size);
    SafeFree(altbuffer);

    // SetupWindows

    SetupWindows();

    // GameState Tag

    size=9;
    LoadTag(&bufptr,"GAMESTATE",size);

    // GameState

    DoLoadGameAction ();
    size=sizeof(gamestate);
    memcpy(&gamestate,bufptr,size);
    bufptr+=size;

    // PlayerState Tag

    size=12;
    LoadTag(&bufptr,"PLAYERSTATES",size);

    // PlayerState

    DoLoadGameAction ();
    size=sizeof(playertype);
    for(i=0; i<numplayers; i++)
    {   memcpy(&PLAYERSTATE[i],bufptr,size);
        bufptr+=size;
    }

    // Zero out player targets

    locplayerstate->guntarget=0;
    locplayerstate->targettime=0;

    // Mapseen Tag

    size=7;
    LoadTag(&bufptr,"MAPSEEN",size);

    // MapSeen

    DoLoadGameAction ();
    size=sizeof(mapseen);
    memcpy(&mapseen,bufptr,size);
    bufptr+=size;

    // Song Tag

    size=4;
    LoadTag(&bufptr,"SONG",size);

    // Song info

    DoLoadGameAction ();
    size=LoadBuffer(&altbuffer,&bufptr);
    MU_LoadMusic(altbuffer,size);
    SafeFree(altbuffer);

    // Misc Tag

    size=4;
    LoadTag(&bufptr,"MISC",size);

    // Misc

    // ticcount
    DoLoadGameAction ();
    size=sizeof(myticcount);
    memcpy((void *)&myticcount,bufptr,size);
    bufptr+=size;
    SaveTime = myticcount;
    ISR_SetTime(myticcount);

    // shaketics
    DoLoadGameAction ();
    size=sizeof(SHAKETICS);
    memcpy(&SHAKETICS,bufptr,size);
    bufptr+=size;

    // damagecount
    DoLoadGameAction ();
    size=sizeof(damagecount);
    memcpy(&damagecount,bufptr,size);
    bufptr+=size;

    // viewsize
    DoLoadGameAction ();
    size=sizeof(viewsize);
    memcpy(&viewsize,bufptr,size);
    bufptr+=size;

    // powerup times
    DoLoadGameAction ();
    size = sizeof (poweruptime);
    memcpy (&poweruptime, bufptr, size);
    bufptr += size;
    size = sizeof (protectiontime);
    memcpy (&protectiontime, bufptr, size);
    bufptr += size;
    size = sizeof (powerupheight);
    memcpy (&powerupheight, bufptr, size);
    bufptr += size;
    size = sizeof (protectionheight);
    memcpy (&protectionheight, bufptr, size);
    bufptr += size;
    size = sizeof (poweradjust);
    memcpy (&poweradjust, bufptr, size);
    bufptr += size;
    
    size = sizeof(allowBlitzMoreMissileWeps);
    memcpy (&allowBlitzMoreMissileWeps, bufptr, size);
    bufptr += size;
    
    size = sizeof(enableAmmoPickups);
    memcpy (&enableAmmoPickups, bufptr, size);
    bufptr += size;
    
    size = sizeof(enableZomROTT);
    memcpy(&enableZomROTT, bufptr, size);
    bufptr += size;
    
    
    //ZomROTT Stuff
    if(enableZomROTT)
    {
        int z;
        for (z = 0; z < 8; z++)
        {
            size = sizeof(int);
            
            int origQueueSize = 0;
            Queue * enemyQueue;
            
            origQueueSize = 0;
                
            enemyQueue = malloc(sizeof(Queue));
            InitQueue(enemyQueue, sizeof(objtype));
                
            memcpy(&origQueueSize, bufptr, size);
            bufptr+=size;
            enemiesToRes[z] = enemyQueue;
        
            //memcpy(&origQueueSize, bufptr, size);
            //bufptr+=size;
        
            size = sizeof(objtype);
        
            int x = 0;
        
            while(x < origQueueSize)
            {
                objtype * item = (objtype *) malloc(sizeof(objtype));
            
                memcpy(item, bufptr, size);
                
                //fix for crash that occurs after something tries to respawn after the game is loaded
                SetReverseDeathState(item);
            
                Enqueue(enemyQueue, item);
            
                bufptr+=size;
            
                x++;
            }
        }   
    }

    // Set the viewsize

    SetViewSize(viewsize);
    DoLoadGameAction ();

    // Connect areas

    ConnectAreas ();
    DoLoadGameAction ();

    // Free up the loadbuffer

    SafeFree (loadbuffer);
    DoLoadGameAction ();

    Illuminate();

    IN_UpdateKeyboard ();
    LoadPlayer ();
    DoLoadGameAction ();
    SetupPlayScreen();
    UpdateScore (gamestate.score);
    UpdateLives (locplayerstate->lives);
    UpdateTriads (player, 0);
    
    PreCache ();
    DisableScreenStretch();
    InitializeMessages();

    for (i=0; i<100; i++)
        UpdateLightLevel(player->areanumber);

    CalcTics();
    CalcTics();

    pickquick = true;

    return (true);
}


//******************************************************************************
//
// GetSavedMessage ()
//
// Expects message to be premalloced
//
//******************************************************************************

void GetSavedMessage (int num, char * message)
{
    gamestorage_t game;
    char   loadname[45]="rottgam0.rot";
    char   filename[128];
    byte   * loadbuffer;
    byte   * bufptr;
    int    size;

    if (num>15 || num<0)
        Error("Illegal Load game value=%d\n",num);

    // Create the proper file name

    itoa(num,&loadname[7],16);
    loadname[8]='.';

    GetPathFromEnvironment( filename, ApogeePath, loadname );

    // Load the file

    size=LoadFile(filename,(void **)&loadbuffer);
    bufptr=loadbuffer;

    size=4;
    LoadTag(&bufptr,"ROTT",size);

    // Load in header

    size=sizeof(game);
    memcpy(&game,bufptr,size);
    strcpy(message,game.message);
    SafeFree(loadbuffer);
}

//******************************************************************************
//
// GetSavedHeader ()
//
// Expects game to be premalloced
//
//******************************************************************************

void GetSavedHeader (int num, gamestorage_t * game)
{
    char   loadname[45]="rottgam0.rot";
    char   filename[128];
    byte   * loadbuffer;
    byte   * bufptr;
    int    size;

    if (num>15 || num<0)
        Error("Illegal Load game value=%d\n",num);

    // Create the proper file name

    itoa(num,&loadname[7],16);
    loadname[8]='.';

    GetPathFromEnvironment( filename, ApogeePath, loadname );

    // Load the file

    size=LoadFile(filename, (void **)&loadbuffer);
    bufptr=loadbuffer;

    size=4;
    LoadTag(&bufptr,"ROTT",size);

    // Load in header

    size=sizeof(*game);
    memcpy(game,bufptr,size);
    SafeFree(loadbuffer);
}



//******************************************************************************
//
// GetLevel ()
//
//******************************************************************************

int GetLevel (int episode, int mapon)
{
    int level;

    level = (mapon+1) - ((episode-1) << 3);

    return (level);
}