shithub: rott

ref: 516fc276f112baf0bd4508596598aed49929bde9
dir: /src/rt_ted.c/

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/*
Copyright (C) 1994-1995  Apogee Software, Ltd.
Copyright (C) 2002-2015  icculus.org, GNU/Linux port
Copyright (C) 2017-2018  Steven LeVesque

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.

You should have received a copy of the GNU General Public License
along with this program.  If not, see <https://www.gnu.org/licenses/>.
*/
// make sure word alignment is OFF!

#include "rt_def.h"
#include "rt_sound.h"
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <time.h>
#include <errno.h>
#include "states.h"
#include "watcom.h"
#include "rt_ted.h"
#include "_rt_ted.h"
#include "w_wad.h"
#include "z_zone.h"
#include "rt_util.h"
#include "lumpy.h"
#include "rt_vid.h"
#include "rt_actor.h"
#include "rt_stat.h"
#include "rt_menu.h"
#include "rt_draw.h"
#include "rt_com.h"
#include "rt_main.h"
#include "rt_door.h"
#include "rt_playr.h"
#include "rt_view.h"
#include "rt_str.h"
#include "isr.h"
#include "rt_floor.h"
#include "rt_game.h"
#include "rt_rand.h"
#include "rt_cfg.h"
#include "develop.h"
#include "modexlib.h"
#include "engine.h"
#include "rt_debug.h"
#include "rt_scale.h"
#include "rt_net.h"
#include "queue.h"




//========================================
// GLOBAL VARIABLES
//========================================

extern boolean  UseBaseMarker;

teamtype TEAM[MAXPLAYERS];
int numareatiles[NUMAREAS+1];
int shapestart,shapestop;
_2dvec SPAWNLOC[MAXSPAWNLOCATIONS],FIRST,SECOND;
int NUMSPAWNLOCATIONS,numteams=0;
wall_t    walls[MAXWALLTILES];
str_clock Clocks[MAXCLOCKS];
int numclocks;
int LightsInArea[NUMAREAS+1];

int maxheight;
int nominalheight;
int elevatorstart;
int gunsstart;
int fog;
int lightsource;
int SNAKELEVEL;
int whichpath;

word *mapplanes[3];
int  mapwidth;
int  mapheight;
int  lastlevelloaded=-1;

boolean insetupgame;
boolean ISRTL = false;

unsigned MapSpecials = 0;

char LevelName[80];

//========================================
// LOCAL VARIABLES
//========================================

static cachetype * cachelist;
static word cacheindex;
static boolean CachingStarted=false;
static char * ROTTMAPS = STANDARDGAMELEVELS;
char * BATTMAPS;

static char NormalWeaponTiles[ 10 ] =
{
    46, 48, 49, 50, 51, 52, 53, 54, 55, 56
};
static char SharewareWeaponTiles[ 7 ] =
{
    48, 49, 50, 51, 52, 53, 54
};

static char CacheStrings[MAXSILLYSTRINGS][80]=
{
    {"Ready yourself\nfor destruction!\0\0"},
    {"Here comes the enemy!\0\0"},
    {"Hope you wrote\nyour will!\0\0"},
    {"Did you bring your\nextra bullets?\0\0"},
    {"Try not to bleed\non the rug.\0\0"},
    {"Let's see...bandages,\ntape, splints,...\0\0"},
    {"Couldn't we just\ntalk this over?\0\0"},
    {"Cache as cache can...\0\0"},
    {"You are smart.\nMake us strong.\0\0"},
    {"Bleh!\0\0"},
    {"I am as far\nabove you...\0\0"},
    {"Just keep thinkin':\nBut it's loadin' COOL\nstuff...\0\0"},
    {"Guess which line\nwill win!\0\0"},
    {"Oh, no. Not again.\0\0"},
    {"Wait! I'm not ready!\nToo late.\0\0"},
    {"Hope this doesn't\ncrash.\0\0"},
    {"Have a sandwich.\0\0"},
    {"Smoke 'em if\nya got 'em...and\nif ya like cancer.\0\0"},
    {"Ummmmm...\0\0"},
    {"Bang! Bang! Bang!\nFreeze!\0\0"},
    {"You have the right\nto...DIE.\0\0"},
    {"Insert funny phrase\nhere.\0\0"},
    {"Blood, bullets,\nnicely decorated\nhallways.\0\0"},
    {"You are to be killed,\nnot hurt.\0\0"},
    {"It's time for you to\ngo down the stairs!\0\0"},
    {"This game, like,\nrules and stuff.\0\0"},
    {"We get money for this!\nHa ha ha ha!\0\0"},
    {"Let's not start any\nreligious wars...\0\0"},
    {"I don't wanna start\nno ting...\0\0"},
    {"Ah, another sacrifice!\0\0"},
    {"If you were dead,\nyou'd be the\nsame thing.\0\0"},
    {"This Game isn't\nhuman; it can't\nbe reasoned with!\0\0"}
};

void SetupGameLevel (void);
void ScanInfoPlane(void);

void DrawPreCache( void );
void InitializePlayerstates(void);
void SetupSnakePath(void);
void SetupRandomActors(void);
void SetupActors(void);
void SetupStatics(void);
void LoftSprites( void );
int GetLumpForTile(int tile);

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

/*
======================
=
= SortPreCache
= Sort the Precache for cachelevel precedence using a HEAPSORT
=
======================
*/
#define SGN(x)          ((x>0) ? (1) : ((x==0) ? (0) : (-1)))

/*--------------------------------------------------------------------------*/
int CompareTags(s1p,s2p) cachetype *s1p,*s2p;
{
// Sort according to lump
    if (DoPanicMapping()==true)
        return SGN(s1p->cachelevel-s2p->cachelevel);
// Sort according to cachelevel
    else
        return SGN(s1p->lump-s2p->lump);
}

void SwitchCacheEntries(s1p,s2p) cachetype *s1p,*s2p;
{
    cachetype temp;

    temp=*s1p;
    *s1p=*s2p;
    *s2p=temp;
}



void SortPreCache( void )
{
    hsort((char *)cachelist,cacheindex,sizeof(cachetype),&CompareTags,&SwitchCacheEntries);
}

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


/*
======================
=
= SetupPreCache
= Setup the cache for pre-cacheing
=
======================
*/
void SetupPreCache( void )
{

    CachingStarted=true;
    cacheindex=0;
    cachelist=(cachetype *)SafeMalloc(MAXPRECACHE*(sizeof(cachetype)));
    DrawPreCache();
}


/*
======================
=
= ShutdownPreCache
= Setup the cache for pre-cacheing
=
======================
*/
void ShutdownPreCache( void )
{

    CachingStarted=false;
    SafeFree((byte *)cachelist);
}


/*
======================
=
= PreCacheLump
= precache the lump and check to see if it is already tagged
=
======================
*/
void PreCacheLump( int lump, int level, int type ) // added type
{
    int i;

    if (CachingStarted==false)
        return;
    if (!W_LumpLength(lump))
    {
        return;
    }
    for (i=1; i<cacheindex; i++)
        if (cachelist[i].lump==lump)
            return;
    cachelist[cacheindex].lump=lump;
    cachelist[cacheindex].cachelevel=level;
    cachelist[cacheindex++].type=type;
    if (cacheindex==MAXPRECACHE)
        Error("MaxPreCache reached\n");
}



/*
======================
=
= PreCacheGroup
= precache the lump and check to see if it is already tagged
=
======================
*/
void PreCacheGroup( int start, int end, int type ) // added type
{
    int i;
    int j;
    int k;
    int found;

    if (CachingStarted==false)
        return;
    k=cacheindex;
    for (j=start; j<=end; j++)
    {
        if (!W_LumpLength(j))
        {
            continue;
        }
        found=0;
        for (i=1; i<k; i++)
            if (cachelist[i].lump==j)
            {
                found=1;
                break;
            }
        if (found==0)
        {
            cachelist[cacheindex].lump=j;
            cachelist[cacheindex].cachelevel=PU_CACHEACTORS;
            cachelist[cacheindex++].type=type;

            if (cacheindex==MAXPRECACHE)
                Error("MaxPreCache reached\n");
        }
    }

}


/*
======================
=
= PreCachePlayers
= precache the lump and check to see if it is already tagged
=
======================
*/
void PreCachePlayers(void )
{
    int start;
    int end;
    int i;
    playertype*pstate;

    for(i=0; i<numplayers; i++)
    {   if (i!=consoleplayer) // don't cache consoleplayer
        {   pstate = &PLAYERSTATE[i];
            start=W_GetNumForName("CASSHO11")+(pstate->player*REMOTEOFFSET);
            end  =W_GetNumForName("CASWDEAD")+(pstate->player*REMOTEOFFSET);
            PreCacheGroup(start,end,cache_patch_t);
        }
    }
}




void PreCachePlayerSound(void)
{
    switch (locplayerstate->player)
    {
    case 0:
        SD_PreCacheSound(SD_PLAYERTCSND);

        break;
    case 1:
        SD_PreCacheSound(SD_PLAYERTBSND);

        break;
    case 2:
        SD_PreCacheSound(SD_PLAYERDWSND);

        break;
    case 3:
        SD_PreCacheSound(SD_PLAYERLNSND);

        break;
    case 4:
        SD_PreCacheSound(SD_PLAYERIPFSND);
        break;
    }
}


#define IS_ALTERNATE_ACTOR(ob)                                 \
        ((ob->shapeoffset - deathshapeoffset[ob->obclass]) > 0)\

/*
======================
=
= PreCacheActor
= precache the lump and check to see if it is already tagged
=
======================
*/
void PreCacheActor( int actor, int which )
{
    int start;
    int end;

    switch (actor)
    {
    case lowguardobj:
        if (IS_ALTERNATE_ACTOR(new))
        {
            start = SD_LOWGUARD2SEESND;
            end = SD_LOWGUARD2SEE3SND;
            SD_PreCacheSoundGroup(start,end);

            start = SD_LOWGUARD2DIESND;
            end = SD_LOWGUARD2DIESND;
            SD_PreCacheSoundGroup(start,end);

            start = SD_LOWGUARDFIRESND;
            end = SD_SNEAKYSPRINGFSND;
            SD_PreCacheSoundGroup(start,end);

            start=W_GetNumForName("MARSHOO1");
            end  =W_GetNumForName("MNGRISE4");
            //end  =W_GetNumForName("MARUSE28");
        }

        else
        {   start = SD_LOWGUARD1SEESND;
            end = SD_LOWGUARD1SEE3SND;
            SD_PreCacheSoundGroup(start,end);

            start = SD_LOWGUARD1DIESND;
            end = SD_LOWGUARD1DIESND;
            SD_PreCacheSoundGroup(start,end);

            start = SD_LOWGUARDFIRESND;
            end = SD_SNEAKYSPRINGFSND;
            SD_PreCacheSoundGroup(start,end);

            start=W_GetNumForName("LWGSHOO1");
            end = W_GetNumForName("SNGRISE4");
            //end  =W_GetNumForName("LOWUSE28");
        }

        break;
    case highguardobj:

        start = SD_HIGHGUARD1SEESND;
        end = SD_HIGHGUARDDIESND;
        SD_PreCacheSoundGroup(start,end);

        if (IS_ALTERNATE_ACTOR(new))
        {
            start=W_GetNumForName("HIGSHOO1");
            end  =W_GetNumForName("HIGWDEAD");
            //end  =W_GetNumForName("HIHUSE28");
        }
        else
        {
            start=W_GetNumForName("HG2SHOO1");
            end  =W_GetNumForName("HG2WDEAD");
            //end  =W_GetNumForName("H2HUSE28");
        }
        break;

    case overpatrolobj:

        start=W_GetNumForName("OBBOLO1");
        end  =W_GetNumForName("OBBOLO4");
        PreCacheGroup(start,end,cache_patch_t);
        start=W_GetNumForName("NET1");
        end  =W_GetNumForName("NET4");
        PreCacheGroup(start,end,cache_patch_t);

        start = SD_OVERP1SEESND;
        end = SD_OVERPDIESND;
        SD_PreCacheSoundGroup(start,end);
        SD_PreCacheSoundGroup(SD_NETWIGGLESND,SD_NETFALLSND);

        if (IS_ALTERNATE_ACTOR(new))
        {
            start=W_GetNumForName("PATSHOO1");
            end  =W_GetNumForName("PATDEAD");

            //end  =W_GetNumForName("OBPUSE28");
        }

        else
        {
            start=W_GetNumForName("OBPSHOO1");
            end  =W_GetNumForName("OBPDEAD");

            //end  =W_GetNumForName("PATUSE28");
        }

        break;
    case strikeguardobj:


        start = SD_STRIKE1SEESND;
        end = SD_STRIKEDIESND;
        SD_PreCacheSoundGroup(start,end);

        if (IS_ALTERNATE_ACTOR(new))
        {
            start=W_GetNumForName("XYGSHOO1");
            end  =W_GetNumForName("XYLROLL6");
            //end  =W_GetNumForName("XYUSE28");
        }

        else
        {
            start=W_GetNumForName("ANGSHOO1");
            end  =W_GetNumForName("ANLROLL6");
            //end  =W_GetNumForName("ANUSE28");
        }

        break;

    case blitzguardobj:

        start = SD_BLITZ1SEESND;
        end = SD_BLITZDIESND;
        SD_PreCacheSoundGroup(start,end);

        if (IS_ALTERNATE_ACTOR(new))
        {
            start=W_GetNumForName("WIGSHOO1");
            end  =W_GetNumForName("WIHUSE28");
        }

        else
        {
            start=W_GetNumForName("LIGSHOO1");
            end  =W_GetNumForName("LIPEAD11");
        }

        break;

    case triadenforcerobj:

        start = SD_ENFORCERSEESND;
        end = SD_ENFORCERDIESND;
        SD_PreCacheSoundGroup(start,end);

        start=W_GetNumForName("TEGREN1");
        end  =W_GetNumForName("TGRENF6");
        PreCacheGroup(start,end,cache_patch_t);
        start=W_GetNumForName("TRISHOO1");
        end  =W_GetNumForName("TRIWDEAD");
        //end  =W_GetNumForName("TRIUSE28");
        break;
    case deathmonkobj:


        start = SD_MONKSEESND;
        end = SD_MONKDIESND;
        SD_PreCacheSoundGroup(start,end);

        start=W_GetNumForName("MONKDR1");
        end  =W_GetNumForName("MONDEAD");
        //end  =W_GetNumForName("MONUSE28");
        break;


    case dfiremonkobj:

        start = SD_FIREMONKSEESND;
        end = SD_FIREMONKDIESND;
        SD_PreCacheSoundGroup(start,end);

        start = W_GetNumForName("MONFIRE1");
        end = W_GetNumForName("MONFIRE4");
        PreCacheGroup(start,end,cache_patch_t);


        if (IS_ALTERNATE_ACTOR(new))
        {
            start=W_GetNumForName("MRKKSH1");
            end  =W_GetNumForName("MRKDEAD7");
        }

        else
        {
            start=W_GetNumForName("ALLKSH1");
            end  =W_GetNumForName("ALLDEAD7");
        }

        break;

    case roboguardobj:

        start = SD_ROBOTSEESND;
        end = SD_ROBOTDIESND;
        SD_PreCacheSoundGroup(start,end);
        start=W_GetNumForName("ROBOGRD1");
        end  =W_GetNumForName("ROBGRD16");
        break;

    case b_darianobj:

        PreCachePlayerSound();

        start = SD_DARIANSEESND;
        end = SD_DARIANSAY3;
        SD_PreCacheSoundGroup(start,end);


        start=W_GetNumForName("DARSHOO1");
        end  =W_GetNumForName("DARUSE28");
        break;


    case b_heinrichobj:

        PreCachePlayerSound();

        start = SD_KRISTSEESND;
        end = SD_KRISTSAY3;
        SD_PreCacheSoundGroup(start,end);

        start=W_GetNumForName("MINE1");
        end  =W_GetNumForName("MINE4");
        PreCacheGroup(start,end,cache_patch_t);
        start=W_GetNumForName("HSIT1");
        end  =W_GetNumForName("HDOPE8");
        break;

    case b_darkmonkobj:

        start = SD_DARKMONKSEESND;
        end = SD_DARKMONKSAY3;
        SD_PreCacheSoundGroup(start,end);

        start=W_GetNumForName("LIGNING1");
        end  =W_GetNumForName("FSPARK4");
        PreCacheGroup(start,end,cache_patch_t);
        start=W_GetNumForName("TOMS1");
        end  =W_GetNumForName("TOHRH8");
        break;

    case b_darksnakeobj:

        PreCachePlayerSound();

        start = SD_SNAKESEESND;
        end = SD_SNAKESAY3;
        SD_PreCacheSoundGroup(start,end);

        start=W_GetNumForName("TOMRH1");
        end  =W_GetNumForName("TOHRH8");
    case b_robobossobj:

        PreCachePlayerSound();

        start = SD_NMESEESND;
        end = SD_NMESEESND;
        SD_PreCacheSoundGroup(start,end);

        start=W_GetNumForName("RHEAD101");
        end  =W_GetNumForName("NMESAUC4");
        break;
    case patrolgunobj:

        start = SD_EMPLACEMENTSEESND;
        end = SD_BIGEMPLACEFIRESND;
        SD_PreCacheSoundGroup(start,end);


        start=W_GetNumForName("GUNEMP1");
        end  =W_GetNumForName("GUNEMPF8");
        PreCacheGroup(start,end,cache_patch_t);
        start=W_GetNumForName("GRISE11");
        end  =W_GetNumForName("GDEAD2");
        break;

    case wallopobj:
        start=W_GetNumForName("BSTAR1");
        end  =W_GetNumForName("BSTAR4");
        PreCacheGroup(start,end,cache_patch_t);
        start=W_GetNumForName("BCRAFT1");
        end  =W_GetNumForName("BCRAFT16");
        break;

    case wallfireobj:

        SD_PreCacheSound(SD_FIRECHUTESND);
        SD_PreCacheSound(SD_FIREBALLSND);
        SD_PreCacheSound(SD_FIREBALLHITSND);

        start = W_GetNumForName("CRFIRE11");
        end = W_GetNumForName("CREXP5");

    case pillarobj:

        start=W_GetNumForName("PUSHCOL1");
        end  =W_GetNumForName("PSHCOL1A");
        //end  =W_GetNumForName("PUSHCOL3");
        break;

    case firejetobj:

        SD_PreCacheSound(SD_FIREJETSND);

        if (which)
        {
            start=W_GetNumForName("FJUP0");
            end  =W_GetNumForName("FJUP22");
        }
#if (SHAREWARE == 0)
        else
        {
            start=W_GetNumForName("FJDOWN0");
            end  =W_GetNumForName("FJDOWN22");
        }
#endif

        break;

    case bladeobj:

        SD_PreCacheSound(SD_BLADESPINSND);


#if (SHAREWARE == 0)


        if (which&2)
        {
            if (which&1)
            {
                start=W_GetNumForName("SPSTUP1");
                end  =W_GetNumForName("SPSTUP16");
            }
            else
            {
                start=W_GetNumForName("SPSTDN1");
                end  =W_GetNumForName("SPSTDN16");
            }
        }
        else
        {
            if (which&1)
            {
                start=W_GetNumForName("UBLADE1");
                end  =W_GetNumForName("UBLADE9");
            }
            else
            {
                start=W_GetNumForName("DBLADE1");
                end  =W_GetNumForName("DBLADE9");
            }
        }
#else
        start=W_GetNumForName("UBLADE1");
        end  =W_GetNumForName("UBLADE9");
#endif

        break;
    case crushcolobj:

        SD_PreCacheSound(SD_CYLINDERMOVESND);
        if (which)
        {
            start=W_GetNumForName("CRDOWN1");
            end  =W_GetNumForName("CRDOWN8");
        }
#if (SHAREWARE == 0)
        else
        {
            start=W_GetNumForName("CRUP1");
            end  =W_GetNumForName("CRUP8");
        }
#endif
        break;

    case boulderobj:
        start=W_GetNumForName("BOL11");
        end  =W_GetNumForName("BSINK9");
        SD_PreCacheSound(SD_BOULDERHITSND);
        SD_PreCacheSound(SD_BOULDERROLLSND);
        SD_PreCacheSound(SD_BOULDERFALLSND);

        break;

    case spearobj:
        SD_PreCacheSound(SD_SPEARSTABSND);

        if (which)
        {
            start=W_GetNumForName("SPEARUP1");
            end  =W_GetNumForName("SPERUP16");
        }
#if (SHAREWARE == 0)
        else
        {
            start=W_GetNumForName("SPEARDN1");
            end  =W_GetNumForName("SPERDN16");
        }
#endif

        break;

    case gasgrateobj:

        start = SD_GASSTARTSND;
        end = SD_GASMASKSND;
        SD_PreCacheSoundGroup(start,end);
        if ((locplayerstate->player == 1) || (locplayerstate->player == 3))
            SD_PreCacheSound(SD_PLAYERCOUGHFSND);
        else
            SD_PreCacheSound(SD_PLAYERCOUGHMSND);
        start=-1;
        end=-1;
        break;

    case springobj:

        SD_PreCacheSound(SD_SPRINGBOARDSND);

        start=W_GetNumForName("SPRING1");
        end  =W_GetNumForName("SPRING9");
        break;
    default:
        return;
        break;
    }
    if ((start>=0) && (end>=0))
        PreCacheGroup(start,end,cache_patch_t);
}



/*
======================
=
= MiscPreCache
= precache the lump and check to see if it is already tagged
=
======================
*/
void MiscPreCache( void )
{
    int start;
    int end;

    //essential sounds

    SD_PreCacheSoundGroup(SD_HITWALLSND,SD_PLAYERDWHURTSND);
    SD_PreCacheSoundGroup(SD_RICOCHET1SND,SD_RICOCHET3SND);
    SD_PreCacheSound(SD_ATKPISTOLSND);
    SD_PreCacheSoundGroup(SD_PLAYERBURNEDSND,SD_PLAYERLANDSND);
    SD_PreCacheSoundGroup(SD_EXPLODEFLOORSND,SD_EXPLODESND);

    if (lightning==true)
        SD_PreCacheSound(SD_LIGHTNINGSND);

    SD_PreCacheSound(SD_BODYLANDSND);
    SD_PreCacheSound(SD_GIBSPLASHSND);
    SD_PreCacheSound(SD_ACTORLANDSND);
    SD_PreCacheSound(SD_ACTORSQUISHSND);


    // cache in bullet hole graphics
    start=W_GetNumForName("BULLETHO");
    end=W_GetNumForName("ALTBHO");
    PreCacheGroup(start,end,cache_transpatch_t);


    // cache in explosions

    if (DoPanicMapping()==true)
    {
        start=W_GetNumForName("EXPLOS1");
        end  =W_GetNumForName("EXPLOS20");
        PreCacheGroup(start,end,cache_patch_t);
    }
    else
    {
        start=W_GetNumForName("EXPLOS1");
        end  =W_GetNumForName("GREXP25");
        PreCacheGroup(start,end,cache_patch_t);
    }

    // cache in misc player sprites
    start=W_GetNumForName("BLOODS1");
    end  =W_GetNumForName("PLATFRM5");
    PreCacheGroup(start,end,cache_patch_t);

    // cache in missile smoke
    start=W_GetNumForName("MISSMO11");
    end  =W_GetNumForName("MISSMO14");
    PreCacheGroup(start,end,cache_patch_t);

    // cache in player's gun

    // cache in rubble
    start=W_GetNumForName("RUBBLE1");
    end  =W_GetNumForName("RUBBLE10");
    PreCacheGroup(start,end,cache_patch_t);

    // cache in guts
    start=W_GetNumForName("GUTS1");
    end  =W_GetNumForName("GUTS12");
    PreCacheGroup(start,end,cache_patch_t);

    // cache in player missile
    start=W_GetNumForName("BJMISS1");
    end  =W_GetNumForName("BJMISS16");
    PreCacheGroup(start,end,cache_patch_t);

    if (gamestate.violence >= vl_high)
    {   // cache in all gibs
        if (DoPanicMapping()==true)
        {
            start = W_GetNumForName("ORGAN1");
            end = W_GetNumForName("ORGAN12");
        }
        else
        {
            start = W_GetNumForName("PART1");
            end = W_GetNumForName("GEYE3");
        }
        PreCacheGroup(start,end,cache_patch_t);
    }
}


/*
========================
=
= IsChristmas
=
========================
*/

boolean IsChristmas(void)
{
    struct dosdate_t date;

    _dos_getdate(&date);

    if (((date.day == 24) || (date.day == 25)) &&      //Christmas
            (date.month == 12)
       )
        return true;

    return false;

}


/*
========================
=
= CheckHolidays
=
========================
*/

void CheckHolidays(void)
{
    struct dosdate_t date;

    _dos_getdate(&date);


    if (IsChristmas())
        DrawNormalSprite(0,0,W_GetNumForName("santahat"));

    else if ((date.month == 5) && (date.day == 5))    // Cinco de Mayo
        DrawNormalSprite(0,0,W_GetNumForName("sombrero"));

    else if ((date.month == 7) && (date.day == 4))     // 4th of July
        DrawNormalSprite(0,0,W_GetNumForName("amflag"));

    else if ((date.month == 10) && (date.day == 31))    // Halloween
        DrawNormalSprite(0,0,W_GetNumForName("witchhat"));

    else if ((date.month == 4) && (date.dayofweek == 0))   //Easter
    {
        int i;

        for(i=15; i<=21; i++)
        {
            if (date.day == i)
                DrawNormalSprite(0,0,W_GetNumForName("esterhat"));
        }
    }
}


/*
======================
=
= DrawPreCache
=
======================
*/
extern boolean dopefish;
void DrawPreCache( void )
{
    if (loadedgame==false)
    {
        char temp[80];
        int width, height, num;
        char buf[30];

        if ( BATTLEMODE )
        {
            VL_DrawPostPic (W_GetNumForName("trilogo"));
            VWB_TBar ( 30, 23, 260, 82 );
            ShowBattleOptions( false, 56, 26 );

            DrawPlayers ();
        }
        else
        {
            pic_t * pic;
            pic=(pic_t *)W_CacheLumpName("mmbk",PU_CACHE, Cvt_pic_t, 1);
            VWB_DrawPic (0, 0, pic);

            CheckHolidays();
        }

        DrawNormalSprite (PRECACHEBARX, PRECACHEBARY, W_GetNumForName ("cachebar"));

        CurrentFont=smallfont;

        PrintY = PRECACHEESTRINGY;
        PrintX = PRECACHEESTRINGX;

        memset (&buf[0], 0, sizeof (buf));

        if ( !BATTLEMODE )
        {
            memcpy (&buf[0], "EPISODE ", 8);
            itoa (gamestate.episode,&buf[8],10);
        }
        else
            memcpy (&buf[0], "COMM-BAT", 8);

        US_MeasureStr (&width, &height, "%s", &buf[0]);
        VWB_TBar (PrintX-2, PrintY-2, width+4, height+4);
        US_BufPrint (&buf[0]);


        PrintY = PRECACHEASTRINGY;

        memset (&buf[0], 0, sizeof (buf));
        memcpy (&buf[0], "AREA ", 5);

        if ( !BATTLEMODE )
        {
            itoa( GetLevel( gamestate.episode, gamestate.mapon ),
                  &buf[ 5 ], 10 );
        }
        else
        {
            itoa( gamestate.mapon + 1, &buf[ 5 ], 10 );
        }
        US_MeasureStr (&width, &height, "%s", &buf[0]);
        PrintX = (300-width);
        VWB_TBar (PrintX-2, PrintY-2, width+4, height+4);
        US_BufPrint (&buf[0]);


        PrintY = PRECACHESTRINGY;

        num = (RandomNumber ("PreCacheString", 0)) % MAXSILLYSTRINGS;

        if ((dopefish==true) || (tedlevel == true))
            strcpy (temp, &(CacheStrings[num][0]));
        else
            strcpy (temp, &(LevelName[0]));

        US_MeasureStr (&width, &height, "%s", &temp[0]);

        PrintX = (320-width) >> 1;
        PrintY = PRECACHESTRINGY;
        VWB_TBar (PrintX-2, PrintY-2, width+4, height+4);

        US_BufPrint (&temp[0]);

        VW_UpdateScreen();

        MenuFadeIn ();
    }
}

#define CACHETICDELAY (6)
/*
======================
=
= PreCache
= precache all the lumps for the level
=
======================
*/

extern boolean doRescaling;
void PreCache( void )
{
    int i;
    int total;
    int maxheapsize;
    int newheap;

    int currentmem;
    int currentcache;
    int lastmem=0;
    int lastcache=0;
    int ticdelay;
    byte *tempbuf;

    double Gs;
    Gs = (iGLOBAL_SCREENWIDTH*100/320);
    Gs = Gs / 100;
    
    doRescaling = false;

//SetTextMode (  );

    /*
    #define  PRECACHEBARX 28
    #define  PRECACHEBARY 178

    #define  PRECACHELED1X 9
    #define  PRECACHELED1Y 8

    #define  PRECACHELED2X 9
    #define  PRECACHELED2Y 12
    */

    if (CachingStarted==false)
    {
        if (loadedgame==false)
        {
            ClearGraphicsScreen();
            MenuFadeIn ();
        }
        return;
    }

    MiscPreCache();

    SortPreCache();
    
    double ratioNewToOldWidth = ((double)iGLOBAL_SCREENWIDTH)/320.0;
                        
    double ratioNewToOldHeight = ((double)iGLOBAL_SCREENHEIGHT)/200.0;
    
    double newPrecacheBarX = ratioNewToOldWidth * 28.0; //PRECACHEBARX = 28
    
    double newPrecacheBarY = ratioNewToOldHeight * 178.0; //PRECACHEBARY = 178
    
    double newPrecacheBar1LedX = ratioNewToOldWidth * (double)9.0; //PRECACHEBAR1LEDX = 9
                        
    double newPrecacheBar1LedY = ratioNewToOldHeight * (double)8.0; //PRECACHEBAR1LEDY = 8
    
    double newPrecacheBar2LedX = newPrecacheBar1LedX; //PRECACHEBAR2LEDX = PRECACHEBAR1LEDX
    
    double newPrecacheBar2LedY = ratioNewToOldHeight * (double)12.0; //PRECACHEBAR2LEDY = 12
    
    if (loadedgame==false)
    {
        maxheapsize=Z_HeapSize();
        total=0;

        tempbuf=bufferofs;
        bufferofs=page1start; // fixed, was displayofs
        ticdelay=CACHETICDELAY;
        for (i=1; i<cacheindex; i++)
        {
            total+=W_LumpLength(cachelist[i].lump);
            newheap=Z_UsedHeap();
            currentmem=(newheap*MAXLEDS)/maxheapsize;
            while (lastmem<=currentmem)
            {   //SetTextMode (  );
                //Note: This isn't drawing 4 LED thingys... its just drawing one big one (made up of 4 of the LED thingys)
                
                DrawNormalSprite ((int)(newPrecacheBarX + newPrecacheBar1LedX+(Gs*(lastmem<<2))),
                                  (int)(newPrecacheBarY + newPrecacheBar1LedY),W_GetNumForName ("led1"));//led1 progressbar
                
                if (iGLOBAL_SCREENWIDTH > 320)
                {
                    DrawNormalSprite ((int)(newPrecacheBarX + newPrecacheBar1LedX+(Gs*(lastmem<<2))),
                                  (int)(newPrecacheBarY + newPrecacheBar1LedY + 3),W_GetNumForName ("led1"));//led1 progressbar
                
                }
                
                DrawNormalSprite ((int)(newPrecacheBarX + newPrecacheBar1LedX+(Gs*(lastmem<<2)) + 3),
                                  (int)(newPrecacheBarY + newPrecacheBar1LedY),W_GetNumForName ("led1"));//led1 progressbar
                if (iGLOBAL_SCREENWIDTH > 320)
                {
                    DrawNormalSprite ((int)(newPrecacheBarX + newPrecacheBar1LedX+(Gs*(lastmem<<2)) + 3),
                                  (int)(newPrecacheBarY + newPrecacheBar1LedY + 3),W_GetNumForName ("led1"));//led1 progressbar
                }
                lastmem++;
                VW_UpdateScreen (); // was missing, fixed
            }
            currentcache=(i*MAXLEDS)/(cacheindex+1);
            while (lastcache<=currentcache)
            {
                DrawNormalSprite ((int)(newPrecacheBarX+newPrecacheBar2LedX+(Gs*(lastcache<<2))),
                                  (int)(newPrecacheBarY + newPrecacheBar2LedY),W_GetNumForName ("led2"));//led2 progressbar
                if (iGLOBAL_SCREENWIDTH > 320)
                {
                    DrawNormalSprite ((int)(newPrecacheBarX+newPrecacheBar2LedX+(Gs*(lastcache<<2))),
                                      (int)(newPrecacheBarY + newPrecacheBar2LedY + 3),W_GetNumForName ("led2"));//led2 progressbar
                    DrawNormalSprite ((int)(newPrecacheBarX+newPrecacheBar2LedX+(Gs*(lastcache<<2)) + 3),
                                      (int)(newPrecacheBarY + newPrecacheBar2LedY),W_GetNumForName ("led2"));//led2 progressbar
                    DrawNormalSprite ((int)(newPrecacheBarX+newPrecacheBar2LedX+(Gs*(lastcache<<2)) + 3),
                                      (int)(newPrecacheBarY + newPrecacheBar2LedY + 3),W_GetNumForName ("led2"));//led2 progressbar
                }
                DisableScreenStretch();//bna++
                VW_UpdateScreen ();//bna++
                lastcache++;
                ticdelay--;
                if (ticdelay==0)
                {
                    extern boolean dopefish;

                    if ( dopefish==true )
                    {
                        SD_PlayPitchedSound ( SD_DOPEFISHSND, 255, 0 );
                    }
                    ticdelay=CACHETICDELAY;
                }
                VW_UpdateScreen (); // was missing, fixed
            }
        }
        DisableScreenStretch();//bna++
        VW_UpdateScreen ();//bna++
        //I_Delay(200);
        bufferofs=tempbuf;
        ShutdownPreCache ();

        if ( BATTLEMODE )
        {
            int width,height;
            char buf[30];//byte * shape;
            double WHratio = 16200/200;
            WHratio = WHratio/100;
///	iGLOBAL_SCREENWIDTH = 640;
//	iGLOBAL_SCREENHEIGHT = 480;
            DisableScreenStretch();

            // Cache in fonts
//	shape = W_CacheLumpNum (W_GetNumForName ("newfnt1"), PU_STATIC, Cvt_font_t, 1);
//	bigfont = (font_t *)shape;
            CurrentFont = newfont1;//smallfont;

            strcpy( buf, "Press Any Key" );
            US_MeasureStr (&width, &height, "%s", &buf[ 0 ] );
            PrintX = (iGLOBAL_SCREENWIDTH-(width)) / 2;
            PrintY = WHratio*iGLOBAL_SCREENHEIGHT;//162;
            //VWB_TBar (PrintX-2, PrintY-2, width+4, height+4);
            US_BufPrint (&buf[0]);

            VW_UpdateScreen();

            IN_StartAck();
            while (!IN_CheckAck ())
                ;
        }
//  EnableScreenStretch();
    }
    else
    {
        for (i=1; i<cacheindex; i++)
        {
            DoLoadGameAction ();
        }
        ShutdownPreCache ();
    }
    if (CheckParm("LEVELSIZE")!=0)
    {
        OpenMapDebug();

        MapDebug("Map Number %d\n",gamestate.mapon);
        MapDebug("sizeoflevel=%d\n",Z_UsedLevelHeap());
    }
    doRescaling = true;
}



/*
======================
=
= CA_RLEWexpand
= length is EXPANDED length
=
======================
*/

void CA_RLEWexpand (word *source, word *dest,long length, unsigned rlewtag)
{
    word  value,count,i;
    word          *end;

    end = dest + length;
    //
    // expand it
    //
    do
    {
        value = IntelShort(*source++);
        if (value != rlewtag)
            //
            // uncompressed
            //
            *dest++=value;
        else
        {
            //
            // compressed string
            //
            count = IntelShort(*source++);
            value = IntelShort(*source++);
            for (i=1; i<=count; i++)
                *dest++ = value;
        }
    } while (dest<end);
}

/*
======================
=
= CheckRTLVersion
=
======================
*/

void CheckRTLVersion
(
    char *filename
)

{
    int  filehandle;
    char RTLSignature[ 4 ];
    unsigned int RTLVersion;

    filehandle = SafeOpenRead( filename );

    //
    // Load RTL signature
    //
    SafeRead( filehandle, RTLSignature, sizeof( RTLSignature ) );

    if ( ( strcmp( RTLSignature, COMMBAT_SIGNATURE ) != 0 ) &&
            ( strcmp( RTLSignature, NORMAL_SIGNATURE ) != 0 ) )
    {
        Error( "The file '%s' is not a valid level file.", filename );
    }

    //
    // Check the version number
    //
    SafeRead( filehandle, &RTLVersion, sizeof( RTLVersion ) );
    SwapIntelLong(&RTLVersion);
    if ( RTLVersion > RTL_VERSION )
    {
        Error(
            "The file '%s' is a version %d.%d %s file.\n"
            "The highest this version of ROTT can load is %d.%d.", filename,
            RTLVersion >> 8, RTLVersion & 0xff, RTLSignature,
            RTL_VERSION >> 8, RTL_VERSION & 0xff );
    }

    close( filehandle );
}


/*
======================
=
= ReadROTTMap
=
======================
*/

void ReadROTTMap
(
    char *filename,
    int mapnum
)

{
    RTLMAP RTLMap;
    int    filehandle;
    long   pos;
    long   compressed;
    long   expanded;
    int    plane;
    byte  *buffer;

    CheckRTLVersion( filename );
    filehandle = SafeOpenRead( filename );

    //
    // Load map header
    //
    lseek( filehandle, RTL_HEADER_OFFSET + mapnum * sizeof( RTLMap ),
           SEEK_SET );
    SafeRead( filehandle, &RTLMap, sizeof( RTLMap ) );

    SwapIntelLong((int *)&RTLMap.used);
    SwapIntelLong((int *)&RTLMap.CRC);
    SwapIntelLong((int *)&RTLMap.RLEWtag);
    SwapIntelLong((int *)&RTLMap.MapSpecials);
    SwapIntelLongArray((int *)&RTLMap.planestart, NUMPLANES);
    SwapIntelLongArray((int *)&RTLMap.planelength, NUMPLANES);

    if ( !RTLMap.used )
    {
        Error( "ReadROTTMap: Tried to load a non existent map!" );
    }

#if ( SHAREWARE == 1 )
    if ( RTLMap.RLEWtag == REGISTERED_TAG )
    {
        Error( "Can't use maps from the registered game in shareware version." );
    }

    if ( RTLMap.RLEWtag != SHAREWARE_TAG )
    {
        Error( "Can't use modified maps in shareware version." );
    }
#endif

    mapwidth  = 128;
    mapheight = 128;

    // Get special map flags
    MapSpecials = RTLMap.MapSpecials;

    //
    // load the planes in
    //
    expanded = mapwidth * mapheight * 2;

    for( plane = 0; plane <= 2; plane++ )
    {
        pos        = RTLMap.planestart[ plane ];
        compressed = RTLMap.planelength[ plane ];
        buffer     = SafeMalloc( compressed );
        lseek( filehandle, pos, SEEK_SET );
        SafeRead( filehandle, buffer, compressed );

        mapplanes[ plane ] = Z_Malloc( expanded, PU_LEVEL, &mapplanes[ plane ] );

        //
        // unRLEW, skipping expanded length
        //
#if ( SHAREWARE == 1 )
        CA_RLEWexpand( ( word * )buffer, ( word * )mapplanes[ plane ],
                       expanded >> 1, SHAREWARE_TAG );
#else
        CA_RLEWexpand( ( word * )buffer, ( word * )mapplanes[ plane ],
                       expanded >> 1, RTLMap.RLEWtag );
#endif

        SafeFree( buffer );
    }
    close(filehandle);

    //
    // get map name
    //
    strcpy( LevelName, RTLMap.Name );
}



/*
======================
=
= GetNextMap
=
======================
*/
int GetNextMap ( int tilex, int tiley )
{
    word next;
    word icon;
    boolean done;

    next = MAPSPOT( tilex, tiley, 2 );
    icon = MAPSPOT( tilex, tiley, 1 );
    done=false;
    if ( ( ( icon != EXITTILE ) && ( icon != SECRETEXITTILE ) ) ||
            ( ( ( next&0xff00 ) != 0xe200 ) && ( ( next&0xff00 ) != 0xe400 ) ) )
    {
        int i,j;

        for ( j = 0; j < mapheight; j++ )
        {
            for ( i = 0; i < mapwidth; i++ )
            {
                icon = MAPSPOT( i, j, 1 );
                next = MAPSPOT( i, j, 2 );
                if ( ( ( icon == EXITTILE ) || ( icon == SECRETEXITTILE ) ) &&
                        ( ( ( next&0xff00 ) == 0xe200 ) ||
                          ( ( next&0xff00 ) == 0xe400 ) ) )
                {
                    done=true;
                    break;
                }
            }

            if ( done == true )
            {
                break;
            }
        }

        if ( !done )
        {
            Error( "GetNextMap : No exit tile on map %d.", gamestate.mapon );
        }
    }
    if ( ( ( next & 0xff00 ) != 0xe200 ) &&
            ( ( next & 0xff00 ) != 0xe400 ) )
    {
        // Should this be DEVELOPMENT only?
        Error( "GetNextMap : Illegal destination map %xh at exit "
               "tile on map %d.", next, gamestate.mapon );
    }

    if ( next == 0xe2ff )
    {
        return -1;
    }

    return ( next & 0xff );
}

/*
======================
=
= GetMapFileInfo
=
======================
*/
void GetMapFileInfo
(
    mapfileinfo_t *mapinfo,
    char *filename
)

{
    RTLMAP RTLMap[ 100 ];
    int    filehandle;
    int    i;
    int    nummaps;

    CheckRTLVersion( filename );

    filehandle = SafeOpenRead( filename );

    //
    // Load map header
    //
    lseek( filehandle, RTL_HEADER_OFFSET, SEEK_SET );
    SafeRead( filehandle, &RTLMap, sizeof( RTLMap ) );
    close( filehandle );

    nummaps = 0;
    for( i = 0; i < 100; i++ )
    {
        if ( !RTLMap[ i ].used )
        {
            continue;
        }

        mapinfo->maps[ nummaps ].number = i;

        strcpy( mapinfo->maps[ nummaps ].mapname, RTLMap[ i ].Name );

        nummaps++;
    }

    mapinfo->nummaps = nummaps;
}

/*
======================
=
= GetMapFileName
=
======================
*/
void GetMapFileName ( char * filename )
{
    if ( ( BATTLEMODE ) && (BattleLevels.avail == true) )
    {
        strcpy(filename,BattleLevels.file);
    }
    else if (GameLevels.avail == true)
    {
        strcpy(filename,GameLevels.file);
    }
    else if ( BATTLEMODE )
    {
        strcpy(filename,BATTMAPS);
    }
    else
    {
        strcpy(filename,ROTTMAPS);
    }
}

/*
======================
=
= SetBattleMapFileName
=
======================
*/
void SetBattleMapFileName ( char * filename )
{
    BattleLevels.avail = true;
    BattleLevels.file = strdup(filename);
}

/*
======================
=
= GetMapCRC
=
======================
*/
word GetMapCRC
(
    int num
)

{
    int  filehandle;
    char filename[ 80 ];
    RTLMAP RTLMap;

    GetMapFileName( &filename[ 0 ] );
    CheckRTLVersion( filename );
    filehandle = SafeOpenRead( filename );

    //
    // Load map header
    //
    lseek( filehandle, RTL_HEADER_OFFSET + num * sizeof( RTLMap ), SEEK_SET );
    SafeRead( filehandle, &RTLMap, sizeof( RTLMap ) );

    close( filehandle );

    return( RTLMap.CRC );
}


/*
======================
=
= GetAlternateMapInfo
=
======================
*/

void GetAlternateMapInfo (mapfileinfo_t * mapinfo, AlternateInformation *info)
{
    if (UL_ChangeDirectory (info->path) == false)
        Error ("ERROR : Can't change to alternate directory %s!\n", info->path);

    GetMapFileInfo (mapinfo, info->file);

    UL_ChangeDirectory (&CWD[0]);
}

/*
======================
=
= GetMapInfo
=
======================
*/
void GetMapInfo
(
    mapfileinfo_t *mapinfo
)

{
    if ( ( BATTLEMODE ) && ( BattleLevels.avail == true ) )
    {
        GetAlternateMapInfo( mapinfo, &BattleLevels );
    }
    else if ( GameLevels.avail == true )
    {
        GetAlternateMapInfo( mapinfo, &GameLevels );
    }
    else if ( BATTLEMODE )
    {
        GetMapFileInfo( mapinfo, BATTMAPS );
    }
    else
    {
        GetMapFileInfo( mapinfo, ROTTMAPS );
    }
}

/*
======================
=
= LoadTedMap
=
======================
*/
void LoadTedMap
(
    const char *extension,
    int mapnum
)

{
    long    pos;
    long    compressed;
    long    expanded;
    int     plane;
    int     i;
    int     maphandle;
    byte   *buffer;
    maptype mapheader;
    char    name[ 200 ];
    mapfiletype *tinf;

    //
    // load maphead.ext (offsets and tileinfo for map file)
    //
    strcpy( name, "maphead." );
    strcat( name, extension );
    LoadFile( name, ( void * )&tinf );

    // fix structure alignment
    tinf = ( void * )( ( word * )tinf - 1 );

    for( i = 0 ; i < 100 ; i++ )
    {
        tinf->headeroffsets[ i ] = IntelLong( tinf->headeroffsets[ i ] );
    }

    //
    // open the data file
    //
    strcpy( name, "maptemp." );
    strcat( name, extension );
    maphandle = SafeOpenRead( name );

    //
    // load map header
    //
    pos = tinf->headeroffsets[ mapnum ];

    // $FFFFFFFF start is a sparse map
    if ( pos < 0 )
    {
        Error( "LoadTedMap : Tried to load a non existent map!" );
    }

    lseek( maphandle, pos, SEEK_SET );
    SafeRead( maphandle, &mapheader, sizeof( maptype ) );

    for( i = 0 ; i < 3; i++ )
    {
        mapheader.planestart[ i ]  = IntelLong( mapheader.planestart[ i ] );
        mapheader.planelength[ i ] = IntelShort( mapheader.planelength[ i ] );
    }

    mapheader.width  = IntelShort( mapheader.width );
    mapheader.height = IntelShort( mapheader.height );

    mapwidth  = mapheader.width;
    mapheight = mapheader.height;

    // Set special map flags
    MapSpecials = 0;

    //
    // load the planes in
    //
    expanded = mapheader.width * mapheader.height * 2;

    for( plane = 0; plane <= 2; plane++ )
    {
        pos = mapheader.planestart[ plane ];
        lseek( maphandle, pos, SEEK_SET );

        compressed = mapheader.planelength[ plane ];
        buffer = SafeMalloc( compressed );
        SafeRead( maphandle, buffer, compressed );

        mapplanes[ plane ] = Z_Malloc( expanded, PU_LEVEL, &mapplanes[ plane ] );

        //
        // unRLEW, skipping expanded length
        //
        CA_RLEWexpand( ( word * )( buffer + 2 ), ( word * )mapplanes[ plane ],
                       expanded >> 1, 0xabcd );

        SafeFree( buffer );
    }

    // fix structure alignment
    tinf = ( void * )( ( word * )tinf + 1 );

    SafeFree( tinf );

    if ( close( maphandle ) )
    {
        Error( "Error closing Ted file Error #%d", errno );
    }
}


/*
======================
=
= LoadAlternateMap
=
======================
*/

void LoadAlternateMap (AlternateInformation *info, int mapnum)
{
    if (UL_ChangeDirectory (info->path) == false)
        Error ("ERROR : Can't change to alternate directory %s!\n",info->path);

    ReadROTTMap (info->file, mapnum);

    UL_ChangeDirectory (&CWD[0]);
}

/*
======================
=
= LoadROTTMap
=
======================
*/
void LoadROTTMap
(
    int mapnum
)

{
    if ( tedlevel == true )
    {
        LoadTedMap( "rot", mapnum );
    }
    else if ( ( BATTLEMODE ) && ( BattleLevels.avail == true ) )
    {
        LoadAlternateMap( &BattleLevels, mapnum );
    }
    else if ( GameLevels.avail == true )
    {
        LoadAlternateMap( &GameLevels, mapnum );
    }
    else if ( BATTLEMODE )
    {
        ReadROTTMap( BATTMAPS, mapnum );
    }
    else
    {
        ReadROTTMap( ROTTMAPS, mapnum );
    }
}


void CountAreaTiles(void)
{   int i,j,areanumber;
    word*map,tile;

    memset(numareatiles,0,sizeof(numareatiles));
    map  = mapplanes[0];

    for(i=0; i<MAPSIZE; i++)
        for(j=0; j<MAPSIZE; j++)
        {   tile = *map++;

            areanumber = tile - AREATILE;
            if ((areanumber >= 0) && (areanumber <= NUMAREAS))
                numareatiles[areanumber] ++;
        }

}



#define InitWall(lump,index,newx,newy)      \
   {                                        \
   PreCacheLump(lump,PU_CACHEWALLS,cache_pic_t);  \
   if (W_LumpLength(lump) == 0)                   \
      Error("%s being used in shareware at %d %d",\
      W_GetNameForNum(lump),newx,newy);           \
   actorat[newx][newy]= &walls[index];      \
   tempwall = (wall_t*)actorat[newx][newy]; \
   tempwall->which = WALL;                  \
   tempwall->tile = index;                  \
   }                                        \


/*
==================
=
= SetupWalls
=
==================
*/
void SetupWalls( void )
{
    int   i,j,lump,index;
    word   *map,tile;
    wall_t * tempwall;


    for (i=0; i<MAXWALLTILES; i++)
        memset(&walls[i],0,sizeof(wall_t));

    map = mapplanes[0];
    for (j=0; j<mapheight; j++)
    {
        for(i=0; i<mapwidth; i++)
        {
            if ((i>=0) && (i<=3) && (j==0))
            {
                map++;
                continue;
            }
            if ((loadedgame == false) && (MAPSPOT(i,j,2) == 0xeeee))
            {   _2Dpoint *tdptr;

                tdptr = &(MISCVARS->EPOP[MISCVARS->nextpop]);
                tdptr->x = i;
                tdptr->y = j;
                MISCVARS->nextpop ++;
                MISCVARS->popsleft ++;
            }
            tile= *map++;

            if ((tile > 89) ||
                    ((tile > 32) && (tile < 36)) ||
                    (tile == 44) ||
                    (tile == 45) ||
                    (tile == 0)
               )
            {
                tilemap[i][j] = 0;
                continue;
            }

            if (tile <= 32)
            {
                index = tile;
            }
            else
                index = tile-3;

            if ((tile > 75) && (tile <= 79))
            {
                lump = tilemap[i][j] = GetLumpForTile(tile);
                PreCacheLump(lump,PU_CACHEWALLS,cache_pic_t);
                PreCacheLump(elevatorstart+5,PU_CACHEWALLS,cache_pic_t);
                PreCacheLump(elevatorstart+6,PU_CACHEWALLS,cache_pic_t);
                PreCacheLump(elevatorstart+7,PU_CACHEWALLS,cache_pic_t);
                tilemap[i][j]|=0x2000;
                if (MAPSPOT(i,j,2)==0)
                    MAPSPOT(i,j,2)=21;
            }
            else if ((tile >= 47) && (tile <= 48))
            {
                lump = tilemap[i][j] = GetLumpForTile(tile);
                InitWall(lump,index,i,j);
                tilemap[i][j]|=0x2000;
                if (MAPSPOT(i,j,2)==0)
                    MAPSPOT(i,j,2)=21;
            }
            else
            {
                lump = tilemap[i][j] = GetLumpForTile(tile);
                InitWall(lump,index,i,j);
                if (MAPSPOT(i,j,2))
                    tilemap[i][j]|=0x2000;
            }
        }
    }
}


/*
===============
=
= GetNearestAreaNumber
=
===============
*/
word GetNearestAreaNumber ( int tilex, int tiley )
{
    int up,dn,lt,rt;
    int tile;

    tile=MAPSPOT(tilex,tiley,0)-AREATILE;

    if ((tile<=NUMAREAS) && (tile>0))
        return (tile+AREATILE);

    up=MAPSPOT(tilex,tiley-1,0)-AREATILE;
    dn=MAPSPOT(tilex,tiley+1,0)-AREATILE;
    lt=MAPSPOT(tilex-1,tiley,0)-AREATILE;
    rt=MAPSPOT(tilex+1,tiley,0)-AREATILE;

    up = ((up>0) && (up<=NUMAREAS));
    dn = ((dn>0) && (dn<=NUMAREAS));
    lt = ((lt>0) && (lt<=NUMAREAS));
    rt = ((rt>0) && (rt<=NUMAREAS));

    if (rt)
        return (MAPSPOT(tilex+1,tiley,0) + AREATILE);
    else if (lt)
        return (MAPSPOT(tilex-1,tiley,0) + AREATILE);
    else if (up)
        return (MAPSPOT(tilex,tiley-1,0) + AREATILE);
    else if (dn)
        return (MAPSPOT(tilex,tiley+1,0) + AREATILE);
//	else
//		Error("GetNearestAreaNumber: Couldn't fix up area at x=%ld y=%ld\n",tilex,tiley);
    return (NUMAREAS+AREATILE-1);
}

/*
===============
=
= SetupWindows
=
===============
*/
void SetupWindows ( void )
{
    int i,j;
    boolean skythere;

    skythere = SkyExists();

    for (j=0; j<mapheight; j++)
    {
        for(i=0; i<mapwidth; i++)
        {
            if ((i>=0) && (i<=3) && (j==0))
                continue;
            if (IsWindow(i,j))
            {
                actorat[i][j]=0;
                if (skythere==true)
                {
                    tilemap[i][j]|=0x2000;
                }
                else
                {
                    MAPSPOT(i,j,2)=0;
                }
                MAPSPOT(i,j,0)=(word)(GetNearestAreaNumber(i,j));
            }
        }
    }

}


/*
==================
=
= GetWallIndex
=
==================
*/

int GetWallIndex( int texture )
{
    int wallstart;
    int exitstart;

    wallstart=W_GetNumForName("WALLSTRT");
    exitstart=W_GetNumForName("EXITSTRT");
    elevatorstart = W_GetNumForName("ELEVSTRT");

    if (texture&0x1000)
    {
        texture&=~0x1000;
        if (texture==0)
            return 41;
        else if (texture==1)
            return 90;
        else if (texture==2)
            return 91;
        else if (texture==3)
            return 42;
        else if (texture==4)
            return 92;
        else if (texture==5)
            return 93;
        else if (texture==6)
            return 94;
        else if (texture==7)
            return 95;
        else if (texture==8)
            return 96;
        else if (texture==9)
            return 97;
        else if (texture==10)
            return 98;
        else if (texture==11)
            return 99;
        else if (texture==12)
            return 100;
        else if (texture==13)
            return 101;
        else if (texture==14)
            return 102;
        else if (texture==15)
            return 103;
        else if (texture==16)
            return 104;
    }
    else if (texture > elevatorstart)
        return (texture - elevatorstart + 68);
//	else if (texture > specialstart)
//      return (texture - specialstart + 41);
    else if (texture > exitstart)
        return (texture - exitstart + 43);
    else
    {
        if (texture>wallstart+63)
            return (texture - (wallstart + 63) + 76 );
        else if (texture>wallstart+40)
            return (texture - (wallstart + 40) + 45 );
        else
            return (texture - wallstart);
    }
    return 0x8000;
}

/*
==================
=
= SetupAnimatedWalls
=
==================
*/
void SetupAnimatedWalls( void )
{
    int   i,j;
    word   *map,tile;
    wall_t * tempwall;

    InitAnimatedWallList();
    map = mapplanes[0];
    for (j=0; j<mapheight; j++)
    {
        for(i=0; i<mapwidth; i++)
        {
            if ((i>=0) && (i<=3) && (j==0))
            {
                map++;
                continue;
            }
            tile= *map++;
            if (tile == 44)
            {
                actorat[i][j]= &walls[tile-3];
                tempwall = (wall_t*)actorat[i][j];
                tempwall->which = WALL;
                tempwall->tile = tile-3;
                tempwall->flags = FL_W_DAMAGE;
                SetupAnimatedWall(0);
                tilemap[i][j]=0;
                tilemap[i][j]|=0x1000;
            }
            else if (tile == 45)
            {
                actorat[i][j]= &walls[tile-3];
                tempwall = (wall_t*)actorat[i][j];
                tempwall->which = WALL;
                tempwall->tile = tile-3;
                SetupAnimatedWall(3);
                tilemap[i][j]=3;
                tilemap[i][j]|=0x1000;
            }
            else if ((tile >= 106) && (tile <= 107))
            {
                actorat[i][j]= &walls[tile-16];
                tempwall = (wall_t*)actorat[i][j];
                tempwall->which = WALL;
                tempwall->tile = tile-16;
                SetupAnimatedWall(tile-105);
                tilemap[i][j]=tile-105;
                tilemap[i][j]|=0x1000;
            }
            else if ((tile >= 224) && (tile <= 233))
            {
                actorat[i][j]= &walls[tile-224+92];
                tempwall = (wall_t*)actorat[i][j];
                tempwall->which = WALL;
                tempwall->tile = tile-224+94;
                if (tile==233)
                    tempwall->flags = FL_W_DAMAGE;
                SetupAnimatedWall(tile-224+4);
                tilemap[i][j]=tile-224+4;
                tilemap[i][j]|=0x1000;
            }
            else if ((tile >= 242) && (tile <= 244))
            {
                actorat[i][j]= &walls[tile-242+102];
                tempwall = (wall_t*)actorat[i][j];
                tempwall->which = WALL;
                tempwall->tile = tile-242+102;
                SetupAnimatedWall(tile-242+14);
                tilemap[i][j]=tile-242+14;
                tilemap[i][j]|=0x1000;
            }
        }
    }
}


/*
==================
=
= SetupSwitches
=
==================
*/

void SetupSwitches( void )
{
    int   i,j;
    word   *map,tile;

    map = mapplanes[0];
    for (j=0; j<mapheight; j++)
    {
        for(i=0; i<mapwidth; i++)
        {
            if ((i>=0) && (i<=3) && (j==0))
            {
                map++;
                continue;
            }
            tile= *map++;
            if ((tile >= 76) && (tile <= 79))
            {
                if (tile == 79)
                    lastswitch->flags |= FL_ON;
                SpawnSwitchThingy(i,j);
            }
            else if ((tile == 157) || (tile == 175)) // hi masked switches
            {
                lastswitch->flags |= FL_W_INVERTED;
                lastswitch->flags |= FL_REVERSIBLE;
                if (tile==175)
                    lastswitch->flags |= FL_ON;
                SpawnSwitchThingy(i,j);
            }
        }
    }
}



void RespawnPlayerobj(objtype *ob)
{   int rand,numchecked=0;
    int oldsetupgame,nx,ny,ndir;
    playertype *pstate;

    M_LINKSTATE(ob,pstate);

    if (gamestate.battlemode != battle_CaptureTheTriad)
    {
        rand = (GameRandomNumber("playerobj respawn",0) % NUMSPAWNLOCATIONS);

        while(numchecked < NUMSPAWNLOCATIONS)
        {
            if (!actorat[SPAWNLOC[rand].x][SPAWNLOC[rand].y])
            {   RevivePlayerobj(SPAWNLOC[rand].x,SPAWNLOC[rand].y,SPAWNLOC[rand].dir,ob);
                return;
            }
            numchecked ++;
            rand = (rand + 1) % NUMSPAWNLOCATIONS;
        }
        nx = SPAWNLOC[rand].x;
        ny = SPAWNLOC[rand].y;
        ndir = SPAWNLOC[rand].dir;
    }
    else
    {   nx = TEAM[pstate->team].tilex;
        ny = TEAM[pstate->team].tiley;
        ndir = TEAM[pstate->team].dir;
    }

    oldsetupgame = insetupgame;
    insetupgame = true;
    FindEmptyTile(&nx,&ny);
    insetupgame = oldsetupgame;
    RevivePlayerobj(nx,ny,ndir,ob);


}

#define SetupSpecificFlagTeamAt(whichteam, spawnlocindex) \
{int newx,newy;                                           \
                                                          \
 newx = SPAWNLOC[spawnlocindex].x;                        \
 newy = SPAWNLOC[spawnlocindex].y;                        \
 TEAM[whichteam].tilex = newx;                            \
 TEAM[whichteam].tiley = newy;                            \
 TEAM[whichteam].dir = SPAWNLOC[spawnlocindex].x;         \
 SpawnStatic(newx,newy,stat_collector,9);                  \
 SpawnNewObj(newx,newy,&s_basemarker1,inertobj);          \
 LASTACTOR->z = LASTSTAT->z;                              \
 LASTSTAT->flags |= FL_COLORED;                           \
 LASTSTAT->hitpoints = whichteam;                         \
 locspawned[spawnlocindex]=1;                             \
 for(j=0;j<numplayers;j++)                                \
    {if (PLAYERSTATE[j].uniformcolor !=                   \
         TEAM[whichteam].uniformcolor)                    \
        continue;                                         \
                                                          \
     ntilex = newx;                                       \
     ntiley = newy;                                       \
     FindEmptyTile(&ntilex,&ntiley);                      \
     SpawnPlayerobj(ntilex,ntiley,dir,j);                 \
    }                                                     \
}                                                         \


/*
=============
=
= AssignTeams called from SetGameDescription in rt_net.c
=
=============
*/

void AssignTeams(void)
{   int i,color;
    int teamforcolor[MAXPLAYERCOLORS];

    numteams = 0;
    if (!gamestate.teamplay)
        return;

    memset(teamforcolor,-1,sizeof(teamforcolor));
    memset(TEAM,0,sizeof(TEAM));

    for(i=0; i<numplayers; i++)
    {   color = PLAYERSTATE[i].uniformcolor;
        if (teamforcolor[color] == -1)
        {   TEAM[numteams].uniformcolor = color;

            TEAM[numteams].nummembers ++;
            teamforcolor[color] = numteams;
            numteams++;
            if ((gamestate.battlemode == battle_CaptureTheTriad) &&
                    (numteams > 2))
                Error("players selected more colors(%d) than Capture the Triad allows",numteams);
        }
        else
            TEAM[teamforcolor[color]].nummembers ++;

        PLAYERSTATE[i].team = teamforcolor[color];

    }

}



/*
=============
=
= SetupTeams
=
=============
*/


void SetupTeams(void)
{

    int i,j,rand,sx,sy,ntilex,ntiley,dir,
        maxdist,currdist,spawnindex,cnt;
    int locspawned[MAXSPAWNLOCATIONS] = {0};

    if (gamestate.battlemode == battle_CaptureTheTriad)
    {   rand = (GameRandomNumber("net player spawn",0) % NUMSPAWNLOCATIONS);

        for(i=0; i<NUMSPAWNLOCATIONS; i++)
        {   sx = SPAWNLOC[rand].x;
            sy = SPAWNLOC[rand].y;
            dir = SPAWNLOC[rand].dir;

            if (CheckTile(sx,sy) && (!IsPlatform(sx,sy)) &&
                    (Number_of_Empty_Tiles_In_Area_Around(sx,sy) > TEAM[0].nummembers)
               )
            {   SetupSpecificFlagTeamAt(0,rand);
                break;
            }

            rand = (rand + 1)%NUMSPAWNLOCATIONS;
        }

        if (i == NUMSPAWNLOCATIONS)
            Error("No spawn location available for team 0, capture the flag");

        maxdist = 0x80000000;
        for(i=0; i<NUMSPAWNLOCATIONS; i++)
        {   if (locspawned[i])
                continue;

            sx = SPAWNLOC[i].x;
            sy = SPAWNLOC[i].y;
            dir = SPAWNLOC[i].dir;

            if ((Number_of_Empty_Tiles_In_Area_Around(sx,sy) < TEAM[1].nummembers)
                    || (!CheckTile(sx,sy) || IsPlatform(sx,sy))
               )
                continue;

            currdist = FindDistance(sx-TEAM[0].tilex,sy-TEAM[0].tiley);
            if (currdist > maxdist)
            {   maxdist = currdist;
                spawnindex = i;
            }
        }

        SetupSpecificFlagTeamAt(1,spawnindex);
    }
    else
    {
        int badcount = 0,teamindex;

        if (numteams > NUMSPAWNLOCATIONS)
            Error("More teams than spawn locations !");
        //cnt =0;
        //for(rand = 0;rand < NUMSPAWNLOCATIONS;rand++)
        for(cnt=0; cnt<numteams;)
        {
            rand = (GameRandomNumber("team spawn",0) % NUMSPAWNLOCATIONS);

            if (locspawned[rand])
                continue;


            sx = SPAWNLOC[rand].x;
            sy = SPAWNLOC[rand].y;
            dir = SPAWNLOC[rand].dir;

            if (Number_of_Empty_Tiles_In_Area_Around(sx,sy) < TEAM[cnt].nummembers)
            {
                badcount ++;
                if (badcount == (NUMSPAWNLOCATIONS - cnt))
                    Error("\n%s team cannot spawn in this level",colorname[TEAM[cnt].uniformcolor]);
                continue;
            }

            badcount = 0;
            //Debug("\n\nSpawn Location %d",rand);
            //Debug("\n-----------------");
            TEAM[cnt].tilex = sx;
            TEAM[cnt].tiley = sy;
            TEAM[cnt].dir = dir;
            locspawned[rand]=1;
            cnt++;

        }

        for(j=0; j<numplayers; j++)
        {
            teamindex = PLAYERSTATE[j].team;

            sx = TEAM[teamindex].tilex;
            sy = TEAM[teamindex].tiley;
            dir = TEAM[teamindex].dir;

            FindEmptyTile(&sx,&sy);

            //Debug("\n x: %3d, y: %3d",sx,sy);
            SpawnPlayerobj(sx,sy,dir,j);
        }


    }




//numplayers = 1;
//Error("Okay");
}


/*
==================
=
= SetupPlayers
=
==================
*/

void SetupPlayers( void )
{
    int   i,j;
    word   *map,tile;

    //START in icon plane = 10

    map = mapplanes[1];
    for(j=0; j<mapheight; j++)
        for(i=0; i<mapwidth; i++)
        {
            tile = *map++;
            switch (tile)
            {
            case 19:
            case 20:
            case 21:
            case 22:
                FIRST.x = i;
                FIRST.y = j;
                FIRST.dir = tile-19;
                SPAWNLOC[NUMSPAWNLOCATIONS].x  = i;
                SPAWNLOC[NUMSPAWNLOCATIONS].y  = j;
                SPAWNLOC[NUMSPAWNLOCATIONS].dir  = tile-19;
                if (NUMSPAWNLOCATIONS<MAXSPAWNLOCATIONS)
                    NUMSPAWNLOCATIONS ++;
                break;

            case 274:
            case 275:
            case 276:
            case 277:
                SPAWNLOC[NUMSPAWNLOCATIONS].x  = i;
                SPAWNLOC[NUMSPAWNLOCATIONS].y  = j;
                SPAWNLOC[NUMSPAWNLOCATIONS].dir  = tile-274;
                if (NUMSPAWNLOCATIONS<MAXSPAWNLOCATIONS)
                    NUMSPAWNLOCATIONS ++;
                break;
            }

        }

    if ( NUMSPAWNLOCATIONS <= 0 )
    {
        Error( "No spawn locations found on map." );
    }

    /*modemgame=true;
    gamestate.teamplay = true;
    PLAYERSTATE[0].uniformcolor = 2;
    PLAYERSTATE[1].uniformcolor = 2;
    numplayers = 2;
    AssignTeams();*/

    if (!BATTLEMODE)
    {
        if (tedlevel)
        {
            if ((tedx==0) || (tedy == 0))
                SpawnPlayerobj (FIRST.x, FIRST.y, FIRST.dir,0);
            else
                SpawnPlayerobj(tedx,tedy,FIRST.dir,0);
        }
        else
            SpawnPlayerobj(FIRST.x,FIRST.y,FIRST.dir,0);
    }

    else if (gamestate.teamplay == true)
        SetupTeams();

    else
    {
        int rand,cnt,locspawned[MAXSPAWNLOCATIONS]= {0};
        int locsleft;

        locsleft=NUMSPAWNLOCATIONS;
        for(cnt=0; cnt<numplayers;)
        {   rand = (GameRandomNumber("net player spawn",0) % NUMSPAWNLOCATIONS);
            if (locsleft==0)
            {
                int x,y;

                x=SPAWNLOC[rand].x;
                y=SPAWNLOC[rand].y;
                FindEmptyTile(&x,&y);
                SpawnPlayerobj(x,y,SPAWNLOC[rand].dir,cnt);
                cnt++;
            }
            else if (!locspawned[rand])
            {   SpawnPlayerobj(SPAWNLOC[rand].x,SPAWNLOC[rand].y,SPAWNLOC[rand].dir,cnt);
                locspawned[rand]=1;
                locsleft--;
                cnt++;
            }
        }
    }

    if (gamestate.battlemode == battle_Tag)
    {   int i;
        playertype *pstate;

        BATTLE_It = GameRandomNumber("tag choose",0) % numplayers;

        PLAYER[BATTLE_It]->flags |= FL_DESIGNATED;
        for(i=0; i<numplayers; i++)
        {   M_LINKSTATE(PLAYER[i],pstate);

            if (i == BATTLE_It)
            {   pstate->missileweapon = pstate->oldweapon = pstate->new_weapon =
                                            pstate->oldmissileweapon = pstate->weapon = wp_godhand;
                pstate->bulletweapon = -1;
            }
            else
            {   pstate->missileweapon = pstate->oldweapon = pstate->new_weapon =
                                            pstate->oldmissileweapon = pstate->bulletweapon = pstate->weapon = -1;
            }
        }
    }

    PreCachePlayers();
}



/*
==================
=
= SetupMaskedWalls
=
==================
*/

void SetupMaskedWalls( void )
{
    int   i,j;
    word   *map,tile;

    map = mapplanes[0];
    for (j=0; j<mapheight; j++)
    {
        for(i=0; i<mapwidth; i++)
        {
            tile = *map++;
            if ((tile >= 158) && (tile <= 160)) // Multi glassed walls
            {
                SpawnMaskedWall(i,j,mw_multi1+(tile-158),MW_MULTI|MW_BLOCKING|MW_BLOCKINGCHANGES|MW_SHOOTABLE);
            }
            else if ((tile >= 176) && (tile <= 178)) // Multi shot out glassed walls
            {
                SpawnMaskedWall(i,j,mw_multi1+(tile-176),MW_BOTTOMPASSABLE);
            }
            else if ((tile >= 162) && (tile <= 171))
            {
                switch (tile)
                {
                case 162:
                    SpawnMaskedWall(i,j,mw_normal1,MW_SHOOTABLE|MW_BLOCKING);
                    break;
                case 163:
                    SpawnMaskedWall(i,j,mw_normal1,MW_BLOCKING);
                    break;
                case 164:
                    SpawnMaskedWall(i,j,mw_normal2,MW_SHOOTABLE|MW_BLOCKING);
                    break;
                case 165:
                    SpawnMaskedWall(i,j,mw_normal2,MW_BLOCKING);
                    break;
                case 166:
                    SpawnMaskedWall(i,j,mw_normal3,MW_SHOOTABLE|MW_BLOCKING);
                    break;
                case 167:
                    SpawnMaskedWall(i,j,mw_normal3,MW_BLOCKING);
                    break;
                case 168:
                    SpawnMaskedWall(i,j,mw_singlepane,MW_SHOOTABLE|MW_BLOCKINGCHANGES|MW_BLOCKING);
                    break;
                case 169:
                    SpawnMaskedWall(i,j,mw_singlepane,MW_BOTTOMPASSABLE);
                    break;
                case 170:
                    SpawnMaskedWall(i,j,mw_dogwall,MW_NONDOGBLOCKING|MW_WEAPONBLOCKING);
                    break;
                case 171:
                    SpawnMaskedWall(i,j,mw_peephole,MW_WEAPONBLOCKING|MW_BLOCKING);
                    break;
                }
            }
            else if (tile == 172)
                SpawnMaskedWall(i,j,mw_exitarch,MW_BOTTOMPASSABLE);
            else if (tile == 173)
                SpawnMaskedWall(i,j,mw_secretexitarch,MW_BOTTOMPASSABLE);
            else if (tile == 174) // entry gate
                SpawnMaskedWall(i,j,mw_entrygate,MW_BLOCKING);
            else if (tile == 157) // hi switch off
                SpawnMaskedWall(i,j,mw_hiswitchoff,MW_BLOCKING);
            else if (tile == 175) // hi switch on
                SpawnMaskedWall(i,j,mw_hiswitchon,MW_BLOCKING|MW_SWITCHON);
            else if (tile == 179) // railing;
                SpawnMaskedWall(i,j,mw_railing,MW_ABOVEPASSABLE|MW_MIDDLEPASSABLE);
//         else if (tile == 161) // pillar
//            SpawnMaskedWall(i,j,mw_pillar,MW_BLOCKING);
        }
    }
    for (j=0; j<mapheight; j++)
        for(i=0; i<mapwidth; i++)
        {
            if (IsPlatform(i,j)) // tall platform in icon plane
            {
                if ((MAPSPOT(i,j,0)-AREATILE>=0) || (MAPSPOT(i,j,0)==21))
                    // check to see we are not on a wall
                {
                    int which;

                    which=MAPSPOT(i,j,2)-4;
                    switch (which)
                    {
                    case 0:
                        SpawnMaskedWall(i,j,mw_platform1,MW_BOTTOMPASSABLE|MW_MIDDLEPASSABLE);
                        break;
                    case 1:
                        SpawnMaskedWall(i,j,mw_platform2,MW_ABOVEPASSABLE|MW_MIDDLEPASSABLE);
                        break;
                    case 2:
                        SpawnMaskedWall(i,j,mw_platform3,MW_MIDDLEPASSABLE);
                        break;
                    case 3:
                        SpawnMaskedWall(i,j,mw_platform4,MW_BOTTOMPASSABLE);
                        break;
                    case 4:
                        SpawnMaskedWall(i,j,mw_platform5,MW_BOTTOMPASSABLE|MW_ABOVEPASSABLE);
                        break;
                    case 5:
                        SpawnMaskedWall(i,j,mw_platform6,MW_ABOVEPASSABLE);
                        break;
                    case -3:
                        SpawnMaskedWall(i,j,mw_platform7,MW_ABOVEPASSABLE);
                        break;
                    default:
                        Error ("Illegal Maskedwall platform value at x=%d y=%d\n",i,j);
                        break;
                    }
                }
                else
                    Error("You have what appears to be a platform ontop\n a wall at x=%d y=%d\n",i,j);
            }
        }
}

/*
int GetAreaNumber ( int tilex, int tiley, int dir );
void RemoveDangerWalls
   (
   void
   )

   {
   int   i;
   int   j;
   word *map;
   word  tile;

   map = mapplanes[ 1 ];

   for( j = 0; j < mapheight; j++ )
      {
      for( i = 0; i < mapwidth; i++ )
	      {
         tile = *map++;
         switch( tile )
		      {
            case 256:
		      case 257:
		      case 258:
		      case 259:
               if ( MAPSPOT( i, j, 2 ) == 0 )
                  {
                  MAPSPOT( i, j, 0 ) = ( word )( GetAreaNumber( i, j,
                     ( tile - 256 ) << 1 ) + AREATILE );
                  MAPSPOT( i, j, 1 ) = 0;
                  }
		         break;

            case 300:
		      case 318:
		      case 336:
		      case 354:
               if ( MAPSPOT( i, j, 2 ) == 0 )
                  {
                  MAPSPOT( i, j, 0 ) = ( word )( GetAreaNumber( i, j,
                     ( ( tile - 300 ) / 9 ) + AREATILE ) );
                  MAPSPOT( i, j, 1 ) = 0;
                  }
		         break;
            }
         }
      }
   }
*/


/*
==================
=
= SetupPushWalls
=
==================
*/

void SetupPushWalls( void )
{
    int   i,j;
    word   *map,tile;
    int   temp;

    map = mapplanes[1];
    for(j=0; j<mapheight; j++)
    {
        for(i=0; i<mapwidth; i++)
        {
            tile = *map++;
            switch(tile)
            {
            case 72:
            case 73:
            case 74:
            case 75:
            case 76:
            case 77:
            case 78:
            case 79:
                if (tilemap[i][j] && ActorIsWall(i,j))
                {
                    temp=tilemap[i][j]&0x1fff;
                    tilemap[i][j] = pwallnum;
                    if (MAPSPOT(i,j,2))
                        SpawnPushWall(i,j,1,temp,tile-72,0);
                    else
                        SpawnPushWall(i,j,0,temp,tile-72,0);
                }
                break;

            case 80: //OldPushWall
                if (tilemap[i][j])
                {
                    temp=tilemap[i][j]&0x1fff;
                    tilemap[i][j] = pwallnum;
                    if (MAPSPOT(i,j,2))
                        Error("You cannot link a pushwall which has no direction associated\n with it at x=%d y=%d\n",i,j);
                    else
                        SpawnPushWall(i,j,0,temp,nodir,0);
                }
                break;


            case 256:
            case 257:
            case 258:
            case 259:
                if (tilemap[i][j])
                {
                    temp=tilemap[i][j]&0x1fff;
                    tilemap[i][j] = pwallnum;
                    if (MAPSPOT(i,j,2))
                        SpawnPushWall(i,j,0,temp,(tile-256)<<1,2);
                    else
                        SpawnPushWall(i,j,0,temp,(tile-256)<<1,4);
                }
                else
                    Error("You have to place a turbomovewall icon on a wall at x=%d y=%d",i,j);
                break;

            case 300:
            case 318:
            case 336:
            case 354:
                if (tilemap[i][j])
                {
                    temp=tilemap[i][j]&0x1fff;
                    tilemap[i][j] = pwallnum;
                    if (MAPSPOT(i,j,2))
                        SpawnPushWall(i,j,0,temp,(tile-300)/9,1);
                    else
                        SpawnPushWall(i,j,0,temp,(tile-300)/9,3);
                }
                else
                    Error("You have to place a movewall icon on a wall at x=%d y=%d",i,j);
                break;
            }
        }
    }
}


/*
==================
=
= GetPushWallNumber
=
==================
*/

int GetPushWallNumber( int tx, int ty )
{
    int i;

    for (i=0; i<pwallnum; i++)
        if ( (pwallobjlist[i]->tilex==tx) && (pwallobjlist[i]->tiley==ty))
            return i;
    Error ("Could not find a push wall at x=%d y=%d\n",tx,ty);
    return -1;
}


/*
==================
=
= SetupPushWallLinks
=
==================
*/
void SetupPushWallLinks( void )
{
    int   i,j;
    word   *map,tile;
    word  touchx,touchy;

    map = mapplanes[1];
    for(j=0; j<mapheight; j++)
    {
        for(i=0; i<mapwidth; i++)
        {
            tile = *map++;
            switch(tile)
            {
            case 72:
            case 73:
            case 74:
            case 75:
            case 76:
            case 77:
            case 78:
            case 79:
                if (ActorIsPushWall(i,j))
                {
                    if (MAPSPOT(i,j,2))
                    {
                        touchx = (word) ((MAPSPOT(i,j,2) >> 8) & 0xff);
                        touchy = (word) ((MAPSPOT(i,j,2) >> 0) & 0xff);
                        if (touchindices[touchx][touchy])
                        {
                            Link_To_Touchplate(touchx,touchy,ActivatePushWall,NULL,GetPushWallNumber(i,j),0);
                        }
                        else
                            Error("tried to link a pushwall at x=%d y=%d to a non-existent touchplate\n",i,j);
                    }
                }
                break;

            case 80:
                if (ActorIsPushWall(i,j))
                {
                    if (MAPSPOT(i,j,2))
                    {
                        Error("You shouldn't be linking a nondirectional-push wall at x=%d y=%d\n",i,j);
                    }
                }
                break;
            case 256:
            case 257:
            case 258:
            case 259:
                if (ActorIsPushWall(i,j))
                {
                    if (MAPSPOT(i,j,2))
                    {
                        touchx = (word) ((MAPSPOT(i,j,2) >> 8) & 0xff);
                        touchy = (word) ((MAPSPOT(i,j,2) >> 0) & 0xff);
                        if (touchindices[touchx][touchy])
                        {
                            Link_To_Touchplate(touchx,touchy,ActivateMoveWall,NULL,GetPushWallNumber(i,j),0);
                        }
                        else
                            Error("tried to link a turbomovewall at x=%d y=%d to a non-existent touchplate\n",i,j);
                    }
                }
                break;

            case 300:
            case 318:
            case 336:
            case 354:
                if (ActorIsPushWall(i,j))
                {
                    if (MAPSPOT(i,j,2))
                    {
                        touchx = (word) ((MAPSPOT(i,j,2) >> 8) & 0xff);
                        touchy = (word) ((MAPSPOT(i,j,2) >> 0) & 0xff);
                        if (touchindices[touchx][touchy])
                        {
                            Link_To_Touchplate(touchx,touchy,ActivateMoveWall,NULL,GetPushWallNumber(i,j),0);
                        }
                        else
                            Error("tried to link a movewall at x=%d y=%d to a non-existent touchplate\n",i,j);
                    }
                }
                break;
            }
        }
    }
}

/*
=================
=
= SetupElevators
=
=================
*/

void SetupElevators (void)
{
    int j, i,x,y,starti;
    word *map;
    word tile;
    elevator_t *elev;
    doorobj_t* dptr;

    map = mapplanes[1];
    map += 4 ;

    for (j = 0; j < mapheight; j++)
    {
        if (j == 0)
            starti = 4;
        else
            starti = 0;

        for (i = starti; i < mapwidth; i++)
        {   tile = *map++;

            if ((tile > 89) && (tile < 98))
            {   elev = &ELEVATOR[tile-90];
                if (!elev->sx)
                {   elev->sx = i;
                    elev->sy = j;
                    elev->doortoopen = -1;
                    elev->doorclosing = -1;
                    elev->nextaction = -1;
                    _numelevators ++;
                }
                else
                {   elev->dx = i;
                    elev->dy = j;
                }
            }
        }
    }

    if (_numelevators && (!ELEVATOR[0].sx))
        Error("Elevators must start at 1, dumb ass.");

    for(i=0; i<_numelevators; i++)
    {   elev = &ELEVATOR[i];
        x = elev->sx;
        y = elev->sy;
        for(j=0; j<doornum; j++)
        {   dptr = doorobjlist[j];
            if (((dptr->tilex == (x+1)) && (dptr->tiley == y)) ||
                    ((dptr->tilex == (x-1)) && (dptr->tiley == y)) ||
                    ((dptr->tilex == x) && (dptr->tiley == (y+1))) ||
                    ((dptr->tilex == x) && (dptr->tiley == (y-1))))
            {   elev->door1 = j;
                dptr->eindex = i;
                if ((dptr->tilex == (x+1)) && (dptr->tiley == y))
                {   elev->esx = x-1;
                    elev->esy = y;
                }
                else if ((dptr->tilex == (x-1)) && (dptr->tiley == y))
                {   elev->esx = x+1;
                    elev->esy = y;
                }
                else if ((dptr->tilex == x) && (dptr->tiley == (y+1)))
                {   elev->esx = x;
                    elev->esy = y-1;
                }
                else if ((dptr->tilex == x) && (dptr->tiley == (y-1)))
                {   elev->esx = x;
                    elev->esy = y+1;
                }
                break;
            }
        }

        x = elev->dx;
        y = elev->dy;
        for(j=0; j<doornum; j++)
        {   dptr = doorobjlist[j];
            if (((dptr->tilex == (x+1)) && (dptr->tiley == y)) ||
                    ((dptr->tilex == (x-1)) && (dptr->tiley == y)) ||
                    ((dptr->tilex == x) && (dptr->tiley == (y+1))) ||
                    ((dptr->tilex == x) && (dptr->tiley == (y-1))))
            {   elev->door2 = j;
                dptr->eindex = i;
                dptr->flags |= DF_ELEVLOCKED;
                if ((dptr->tilex == (x+1)) && (dptr->tiley == y))
                {   elev->edx = x-1;
                    elev->edy = y;
                }
                else if ((dptr->tilex == (x-1)) && (dptr->tiley == y))
                {   elev->edx = x+1;
                    elev->edy = y;
                }
                else if ((dptr->tilex == x) && (dptr->tiley == (y+1)))
                {   elev->edx = x;
                    elev->edy = y-1;
                }
                else if ((dptr->tilex == x) && (dptr->tiley == (y-1)))
                {   elev->edx = x;
                    elev->edy = y+1;
                }
                break;
            }

        }
    }
}


/*
=================
=
= SetupDoors
=
=================
*/

void SetupDoors (void)
{
    int j, i;
    word *map;
    word tile;
    byte locked;

    map = mapplanes[0];

    for (j = 0; j < mapheight; j++)
        for (i = 0; i < mapwidth; i++)
        {
            tile = *map++;

            if ((tile >= 33) && (tile <= 35))
            {
                tilemap[i][j] = doornum;

                locked=0;
                if (MAPSPOT (i, j, 2))
                    locked = 5;

                SpawnDoor (i, j, locked, (tile-33)+15);
            }

            else if ((tile > 89) && (tile < 94))
            {
                tilemap[i][j] = doornum;

                locked = 0;
                if (MAPSPOT (i, j, 2))
                    locked = 5;

                SpawnDoor (i, j, locked, tile-90);
            }

            else if ((tile > 93) && (tile < 98))
            {
                Error("locked door %d being used at %d,%d",tile,i,j);
            }


            else if ((tile > 97) && (tile < 105))
            {
                tilemap[i][j] = doornum;

                locked = 0;
                if (MAPSPOT (i, j, 2))
                    locked = 5;

                SpawnDoor (i, j, locked, tile-90);
            }
            else if ((tile >= 154) && (tile <= 156))
            {
                tilemap[i][j] = doornum;

                locked=0;
                if (MAPSPOT (i, j, 2))
                    locked = 5;

                SpawnDoor (i, j, locked, (tile-154)+18);
            }
        }
}

/*
==================
=
= GetDoorNumber
=
==================
*/

int GetDoorNumber( int tx, int ty )
{
    int i;

    for (i=0; i<doornum; i++)
        if ( (doorobjlist[i]->tilex==tx) && (doorobjlist[i]->tiley==ty))
            return i;
    Error ("Could not find a door at x=%d y=%d\n",tx,ty);
    return -1;
}

/*
=================
=
= SetupDoorLinks
=
=================
*/

void SetupDoorLinks (void)
{
    int  j,
         i,
         k;
    word *map;
    int  clocklinked;
    int  clockx,clocky;
    int  doornumber;
    word touchx,
         touchy;

    map = mapplanes[0];

    for (j = 0; j < mapheight; j++)
        for (i = 0; i < mapwidth; i++)
        {
            if (MAPSPOT (i, j, 2))
            {
                if (IsDoor(i,j)==1)
                {
                    clocklinked = 0;

                    doornumber=GetDoorNumber(i,j);

                    for (k = 0; k < numclocks; k++)
                    {
                        clockx = Clocks[k].points_to_tilex;
                        clocky = Clocks[k].points_to_tiley;

                        if ((clockx == i) && (clocky == j))
                        {
                            clocklinked = 1;
                            ClockLink (LinkedOpenDoor, LinkedCloseDoor, doornumber, k);
                            doorobjlist[doornumber]->lock   = 5;
                            doorobjlist[doornumber]->flags |= DF_TIMED;
                        }
                    }

                    if (!clocklinked)
                    {
                        touchx = (word) ((MAPSPOT (i, j, 2) >> 8) & 0xff);
                        touchy = (word) ((MAPSPOT (i, j, 2) >> 0) & 0xff);

                        if (touchindices[touchx][touchy])
                        {
                            if (MAPSPOT (i, j, 1) == 192)
                                Link_To_Touchplate (touchx, touchy, LinkedCloseDoor,
                                                    LinkedCloseDoor, doornumber, 0);
                            else
                                Link_To_Touchplate (touchx, touchy, LinkedOpenDoor,
                                                    LinkedOpenDoor, doornumber, 0);
                        }
                        else
                            Error ("tried to link a door at x=%d y=%d to a non-existent touchplate",i,j);
                    }
                }
            }
        }
}


/*
=================
=
= FindTimeTile
=
=================
*/
void FindTimeTile ( int * x, int * y )
{
    int xx,yy;

    xx=*x;
    yy=*y;

    if (!(tilemap[xx+1][yy]) && MAPSPOT(xx+1,yy,2))
    {
        *x=xx+1;
        return;
    }
    if (!(tilemap[xx-1][yy]) && MAPSPOT(xx-1,yy,2))
    {
        *x=xx-1;
        return;
    }
    if (!(tilemap[xx][yy+1]) && MAPSPOT(xx,yy+1,2))
    {
        *y=yy+1;
        return;
    }
    if (!(tilemap[xx][yy-1]) && MAPSPOT(xx,yy-1,2))
    {
        *y=yy-1;
        return;
    }
    Error ("Could not find an end time for a clock linked item\nat x=%d y=%d\n",*x,*y);
}



/*
=================
=
= SetupClocks
=
=================
*/

void SetupClocks (void)
{
    int  i,
         j,
         minutes,
         seconds,
         starti;
    word *map,
         tile,
         mapx,
         mapy;
    int  endtimex,
         endtimey;


    map  = mapplanes[1];
    map += 4 ;

    for (j = 0; j < mapheight; j++)
    {
        if (j == 0)
            starti = 4;
        else
            starti = 0;

        for (i = starti; i < mapwidth; i++)
        {
            tile = *map++;

            if (tile == 121)
            {
                mapx = (word) ((MAPSPOT (i, j, 2) >> 8) & 0xff);
                mapy = (word) ((MAPSPOT (i, j, 2) >> 0) & 0xff);

                minutes = (int) ((MAPSPOT (mapx, mapy, 2) >> 8) & 0xff);
                seconds = (int) ((MAPSPOT (mapx, mapy, 2) >> 0) & 0xff);

                if (seconds > 0x59)
                    Error ("seconds of clock time must be below 0x5a (60 secs) ");

                seconds = 10 * (seconds/16) + (seconds % 16);
                minutes = 60 * (10*(minutes/16) + (minutes % 16));

                // total seconds
                Clocks[numclocks].time1 = VBLCOUNTER*(seconds + minutes);

                endtimex=mapx;
                endtimey=mapy;

                FindTimeTile (&endtimex, &endtimey);

                minutes = (int) ((MAPSPOT (endtimex, endtimey, 2) >> 8) & 0xff);
                seconds = (int) ((MAPSPOT (endtimex, endtimey, 2) >> 0) & 0xff);

                if (seconds > 0x59)
                    Error("seconds of clock time must be below 0x5a (60 secs)");

                seconds = 10 * (seconds/16) + (seconds % 16);
                minutes = 60 * (10*(minutes/16) + (minutes % 16));

                // total seconds
                Clocks[numclocks].time2 = VBLCOUNTER * (seconds + minutes);
                Clocks[numclocks].points_to_tilex = mapx;
                Clocks[numclocks].points_to_tiley = mapy;
                Clocks[numclocks].linkindex       = lasttouch;

                numclocks ++;

                // clocks treated as virtual touchplates
                lasttouch ++;
            }
        }
    }
}



/*
=================
=
= LinkElevatorDiskGroups
=
=================
*/

void LinkElevatorDiskGroups(void)
{
    objtype *diskfinder1,*temp,*master;
    int maxplatformheight[30]= {-1};
    int num_distinct_max_heights=0;
    int i;
    boolean newdiskheight;


#define M_ISELEVDISK(actor) \
    ((actor->obclass == diskobj) && (actor->state == &s_elevdisk))



    for(diskfinder1 = FIRSTACTOR; diskfinder1; diskfinder1 = diskfinder1->next)
    {
        if (!M_ISELEVDISK(diskfinder1))
            continue;

        newdiskheight = true;
        for(i=0; i<num_distinct_max_heights; i++)
        {
            if (maxplatformheight[i] == diskfinder1->temp2)
            {
                newdiskheight = false;
                break;
            }
        }

        if (newdiskheight == true)
            maxplatformheight[num_distinct_max_heights++] = diskfinder1->temp2;

    }


    for(i=0; i<num_distinct_max_heights; i++)
    {

        SpawnDisk(64,64,0,true);
        master = new;
        master->temp2 = maxplatformheight[i];

        for(temp = FIRSTACTOR; temp; temp = temp->next)
        {
            if (temp == master)
                continue;

            if (!M_ISELEVDISK(temp))
                continue;

            if (temp->temp2 != maxplatformheight[i])
                continue;

            temp->target = master;
            SetTilePosition(master,temp->tilex,temp->tiley);
            master->areanumber=AREANUMBER(master->tilex,master->tiley);

        }
        master->flags |= FL_ABP;
        MakeActive(master);
    }


}


/*
=================
=
= LinkActor
=
=================
*/


void LinkActor (objtype *ob,int tilex,int tiley,
                void (*action)(long),void (*swapaction)(long)
               )
{
    word  touchx,touchy;
    int   clockx,clocky;
    int   clocklinked,k;
    wall_t * tswitch;


    clocklinked = 0;
    for(k=0; k<numclocks; k++)
    {
        clockx = Clocks[k].points_to_tilex;
        clocky = Clocks[k].points_to_tiley;
        if ((clockx == tilex) && (clocky == tiley))
        {
            clocklinked = 1;
            ClockLink(EnableObject,DisableObject,(long)ob,k);
        }
    }

    if (!clocklinked)
    {
        touchx = (word) ((MAPSPOT(tilex,tiley,2) >> 8) & 0xff);
        touchy = (word) ((MAPSPOT(tilex,tiley,2) >> 0) & 0xff);
        if ((MISCVARS->TOMLOC.x == touchx) && (MISCVARS->TOMLOC.y == touchy))
        {
            objtype *tom = (objtype*)actorat[touchx][touchy];
            tom->whatever = ob;
        }

        else if (touchindices[touchx][touchy])
        {
            tswitch = (wall_t*) actorat[touchx][touchy];

            if (tswitch && (ob->obclass == wallfireobj))
            {
                tswitch->flags |= FL_REVERSIBLE;
                if (tswitch->flags & FL_ON)
                    ob->flags |= FL_ACTIVE;
            }


            if (tswitch && (tswitch->flags & FL_ON))
                Link_To_Touchplate(touchx,touchy,swapaction,action,(long)ob,0);
            else
                Link_To_Touchplate(touchx,touchy,action,swapaction,(long)ob,0);
            if (ob->obclass == gasgrateobj)
            {
                ob->temp1 = touchx;
                ob->temp2 = touchy;
            }
        }
        else
            Error("tried to link an object at x=%d y=%d to a non-existent touchplate supposedly at x=%d y=%d",tilex,tiley,touchx,touchy);
    }

    if (tilemap[tilex][tiley])
        (MAPSPOT(tilex,tiley,2))=21;
}




/*
======================
=
= SetupInanimateActors
=
======================
*/


void SetupInanimateActors (void)
{
    int   i,j,linked;
    word   *map,tile;
    void (*action)(long),(*swapaction)(long);


    map = mapplanes[1];


    // non-linked, harmless inanimate actors
    for(j=0; j<mapheight; j++)
    {
        for(i=0; i<mapwidth; i++)
        {
            tile = *map++;

            switch(tile)
            {

            case 193:
                SpawnSpring(i,j);
                break;

            case 462:
            case 463:
            case 464:
            case 465:
            case 466:

                SpawnDisk(i,j,tile-462,false);
                break;

            case 285:
            case 286:
            case 287:
                SpawnPushColumn(i,j,tile-285,nodir,0);
                break;
            }
        }
    }


    // linked, harmless actors
    map = mapplanes[1];
    for(j=0; j<mapheight; j++)
    {
        for(i=0; i<mapwidth; i++)
        {
            tile = *map++;
            action = EnableObject;
            swapaction = DisableObject;
            linked = (MAPSPOT(i,j,2) && (!IsPlatform(i,j)));


            switch(tile)
            {

            case 140:
            case 141:
            case 142:
            case 143:

                if ((!BATTLEMODE) || (gamestate.BattleOptions.SpawnDangers))
                {
                    PreCacheActor(wallfireobj,0);
                    SpawnWallfire(i,j,tile-140);
                    if (!linked)
                    {
                        new->flags |= FL_ACTIVE;
                        if (tilemap[i][j])
                            MAPSPOT(i,j,2) = 21;
                    }
                    else
                        LinkActor(new,i,j,action,swapaction);
                }
                else if (tilemap[i][j])
                    MAPSPOT(i,j,2) = 21;

                break;





            case 303:
            case 304:
            case 305:
                SpawnPushColumn(i,j,tile-303,east,linked);
                swapaction = NULL;
                if (linked)
                    LinkActor(new,i,j,action,swapaction);

                break;

            case 321:
            case 322:
            case 323:
                SpawnPushColumn(i,j,tile-321,north,linked);
                swapaction = NULL;
                if (linked)
                    LinkActor(new,i,j,action,swapaction);

                break;

            case 339:
            case 340:
            case 341:
                SpawnPushColumn(i,j,tile-339,west,linked);
                swapaction = NULL;
                if (linked)
                    LinkActor(new,i,j,action,swapaction);

                break;

            case 357:
            case 358:
            case 359:
                SpawnPushColumn(i,j,tile-357,south,linked);
                swapaction = NULL;
                if (linked)
                    LinkActor(new,i,j,action,swapaction);

                break;


            }

        }
    }

    //harmful actors

    if ((!BATTLEMODE) || (gamestate.BattleOptions.SpawnDangers))
    {
        map = mapplanes[1];
        for(j=0; j<mapheight; j++)
        {
            for(i=0; i<mapwidth; i++)
            {
                tile = *map++;
                action = EnableObject;
                swapaction = DisableObject;
                linked = (MAPSPOT(i,j,2) && (!IsPlatform(i,j)));

                switch(tile)
                {
                case 89:
                    SpawnFourWayGun(i,j);
                    break;


                case 156:
                case 157:
                    SpawnBlade(i,j,nodir,0,tile-156);
                    if (linked)
                        LinkActor(new,i,j,action,swapaction);

                    break;

                case 174:
                case 175:
                    SpawnBlade(i,j,nodir,1,tile-174);
                    if (linked)
                        LinkActor(new,i,j,action,swapaction);

                    break;



                case 412:
                    SpawnSpear(i,j,0);
                    break;

                case 430:
                    SpawnSpear(i,j,1);
                    break;

                case 413:
                    SpawnCrushingColumn(i,j,1); //down
                    break;

                case 431:
                    SpawnCrushingColumn(i,j,0); // up
                    break;


                case 192:
                    if (!tilemap[i][j])
                    {
                        SpawnNewObj(i,j,&s_gas1,gasgrateobj);
                        PreCacheActor(gasgrateobj,0);
                        new->flags |= FL_ABP;
                        MakeActive(new);
                        swapaction = NULL;
                        if (linked)
                            LinkActor(new,i,j,action,swapaction);

                    }
                    break;


                case 301:
                case 302:
                    SpawnBlade(i,j,east,tile-301,0);
                    if (!linked)
                        new->flags |= FL_ACTIVE;
                    else
                        LinkActor(new,i,j,action,swapaction);

                    break;

                case 319:
                case 320:
                    SpawnBlade(i,j,north,tile-319,0);
                    if (!linked)
                        new->flags |= FL_ACTIVE;
                    else
                        LinkActor(new,i,j,action,swapaction);

                    break;

                case 337:
                case 338:
                    SpawnBlade(i,j,west,tile-337,0);
                    if (!linked)
                        new->flags |= FL_ACTIVE;
                    else
                        LinkActor(new,i,j,action,swapaction);

                    break;

                case 355:
                case 356:
                    SpawnBlade(i,j,south,tile-355,0);
                    if (!linked)
                        new->flags |= FL_ACTIVE;
                    else
                        LinkActor(new,i,j,action,swapaction);

                    break;

                case 372:
                    SpawnFirejet(i,j,nodir,0);
                    break;

                case 373:
                case 374:
                case 375:
                case 376:
                    SpawnFirejet(i,j,tile-373,0);
                    break;

                case 390:
                    SpawnFirejet(i,j,nodir,1);
                    break;

                case 391:
                case 392:
                case 393:
                case 394:
                    SpawnFirejet(i,j,tile-391,1);
                    break;

                case 278:
                case 279:
                case 280:
                case 281:
                    SpawnBoulder(i,j,tile-278);
                    if (!linked)
                        new->flags |= FL_ACTIVE;
                    else
                        LinkActor(new,i,j,action,swapaction);

                    break;

                }


            }
        }
    }

    LinkElevatorDiskGroups();

}


/*
===================
=
= FixTiles
=
===================
*/

void FixTiles(void)
{
    word *map,tile;
    int i,j;

    map = mapplanes[1];
    for(j=0; j<mapheight; j++)
    {
        for(i=0; i<mapwidth; i++)
        {
            tile = *map++;
            switch(tile)
            {
            case 140:
            case 141:
            case 142:
            case 143:
            case 192:
            case 278:
            case 279:
            case 280:
            case 281:
                if (tilemap[i][j])
                    (MAPSPOT(i,j,2))=21;
                break;
            }
        }
    }

}


void Illuminate(void)
{   statobj_t*temp;

    if (lightsource==0)
        return;
    for(temp=FIRSTSTAT; temp; temp=temp->statnext)
        if (temp->flags & FL_LIGHTON)
            TurnOnLight(temp->tilex,temp->tiley);
}


/*
=================
=
= SetupLights
=
=================
*/
void SetupLights(void)
{
    int i,j,touchx,touchy;
    wall_t *tswitch;
    word *map,tile;
    int starti;

// Initialize Lights in Area

    memset(LightsInArea,0,sizeof(LightsInArea));

    map = mapplanes[1];
    map+=5;

    for (j=0; j<mapheight; j++)
    {
        if (j==0)
            starti=5;
        else
            starti=0;
        for(i=starti; i<mapwidth; i++)
        {
            tile= *map++;



            switch (tile)
            {

            // Add light sourcing to these objects

            case 23:
            case 24:
            case 25:
            case 26:
            case 27:
            case 42:
            case 63:
            case 64:
                sprites[i][j]->flags |= FL_LIGHTON;
                break;

            case 28:
            case 43:
                if (MAPSPOT(i,j,2))
                {
                    touchx = (word) ((MAPSPOT(i,j,2) >> 8) & 0xff);
                    touchy = (word) ((MAPSPOT(i,j,2) >> 0) & 0xff);
                    tswitch = (wall_t*) actorat[touchx][touchy];

                    if (tswitch && (tswitch->which == WALL))
                    {   tswitch->flags |= FL_REVERSIBLE;
                        if (!(tswitch->flags & FL_ON))
                        {   sprites[i][j]->shapenum --;
                            if (touchindices[touchx][touchy])
                            {   Link_To_Touchplate(touchx,touchy,ActivateLight,DeactivateLight,(long)(sprites[i][j]),0);
                                sprites[i][j]->linked_to = touchindices[touchx][touchy]-1;
                            }
                            else
                                Error("tried to link a light at x=%d y=%d to a non-existent touchplate",i,j);
                        }
                        else
                        {   if (touchindices[touchx][touchy])
                            {   Link_To_Touchplate(touchx,touchy,DeactivateLight,ActivateLight,(long)(sprites[i][j]),0);
                                sprites[i][j]->linked_to = touchindices[touchx][touchy]-1;
                            }
                            else
                                Error("tried to link a light at x=%d y=%d to a non-existent touchplate",i,j);
                            sprites[i][j]->flags |= FL_LIGHTON;
                        }
                    }
                    else
                    {   if (touchindices[touchx][touchy])
                        {   Link_To_Touchplate(touchx,touchy,DeactivateLight,ActivateLight,(long)(sprites[i][j]),0);
                            sprites[i][j]->linked_to = touchindices[touchx][touchy]-1;
                        }
                        else
                            Error("tried to link a light at x=%d y=%d to a non-existent touchplate",i,j);
                        sprites[i][j]->flags |= FL_LIGHTON;
                    }

                }
                else
                    sprites[i][j]->flags |= FL_LIGHTON;

                break;
            }
        }
    }
}

/*
==================
=
= PrintMapStats
=
==================
*/
void PrintMapStats (void)
{
    int size;
    int total;

    if (MAPSTATS==false)
        return;

    OpenMapDebug();

    total=0;
    MapDebug("MAP STATS Map Number %d\n",gamestate.mapon);
    MapDebug("=======================\n");
    size=pwallnum*sizeof(pwallobj_t);
    total+=size;
    MapDebug("Number of PushWalls   : %4d size = %6d\n",pwallnum,size);
    size=maskednum*sizeof(maskedwallobj_t);
    total+=size;
    MapDebug("Number of MaskedWalls : %4d size = %6d\n",maskednum,size);
    size=doornum*sizeof(doorobj_t);
    total+=size;
    MapDebug("Number of Doors       : %4d size = %6d\n",doornum,size);
    size=lasttouch*sizeof(touchplatetype);
    total+=size;
    MapDebug("Number of TouchPlates : %4d size = %6d\n",lasttouch,size);
    size=_numelevators*sizeof(elevator_t);
    total+=size;
    MapDebug("Number of Elevators   : %4d size = %6d\n",_numelevators,size);
    size=statcount*sizeof(statobj_t);
    total+=size;
    MapDebug("Number of Sprites     : %4d size = %6d\n",statcount,size);
    size=objcount*sizeof(objtype);
    total+=size;
    MapDebug("Number of Actors      : %4d size = %6d\n",objcount,size);
    MapDebug("Number of Clocks      : %4d\n",numclocks);
    MapDebug("\nTotal size of level : %6d\n",total);
}


boolean IsWeapon(int tile)
{
    if ((tile >= 46) && (tile <= 56))
        return true;

    return  false;

}


char *WeaponName(int tile)
{
    switch(tile)
    {
    case 46:
        return "Bat           ";
        break;

    case 47:
        return "Knife         ";
        break;

    case 48:
        return "Double Pistol ";
        break;

    case 49:
        return "MP40          ";
        break;

    case 50:
        return "Bazooka       ";
        break;

    case 51:
        return "Firebomb      ";
        break;

    case 52:
        return "Heatseeker    ";
        break;

    case 53:
        return "Drunk Missile ";
        break;

    case 54:
        return "Flamewall     ";
        break;

    case 55:
        return "Split Missile ";
        break;

    case 56:
        return "KES           ";
        break;
    }
    return " ";
}



int GetLumpForTile(int tile)
{
    int wallstart;
    int exitstart;

    wallstart=W_GetNumForName("WALLSTRT");
    exitstart=W_GetNumForName("EXITSTRT");
    elevatorstart = W_GetNumForName("ELEVSTRT");

    if ((tile >= 1) && (tile <= 32))
    {
        return (tile + wallstart);
    }
    else if ((tile >= 36) && (tile <= 45))
    {
        return (tile + wallstart - 3);
    }
    else if (tile == 46)
    {
        return (wallstart + 74);
    }
    else if ((tile >= 47) && (tile <= 48))
    {
        return (tile + exitstart - 46);
    }
    else if ((tile >= 49) && (tile <= 71))
    {
        return (tile + wallstart - 8);
    }
    else if ((tile >= 72) && (tile <= 79))
    {
        return (tile - 72 + elevatorstart + 1);
    }
    else if ((tile >= 80) && (tile <= 89))
    {
        return (tile + wallstart - 16);
    }
    return -1;
}

/*
==================
=
= PrintTileStats
=
==================
*/
void PrintTileStats (void)
{
    int i,j;
    word *map;
    int easytotal;
    int hardtotal;
    int tally[1000];

    if (TILESTATS==false)
        return;

    OpenMapDebug();

    MapDebug("TILE STATS Map Number %d\n",gamestate.mapon);
    MapDebug("=======================\n\n");


// Weapons
    memset(tally,0,sizeof(tally));
    MapDebug("=======================\n");
    MapDebug("= WEAPONS\n");
    MapDebug("=======================\n");
    map = mapplanes[1];
    for (j=0; j<mapheight; j++)
    {
        for(i=0; i<mapwidth; i++)
        {
            if (IsWeapon(*map))
                MapDebug("\n %s at %3d,%3d",WeaponName(*map),i,j);
            map++;
        }
    }
    MapDebug("\n\n");
// WALLS
    memset(tally,0,sizeof(tally));
    MapDebug("=======================\n");
    MapDebug("= WALLS\n");
    MapDebug("=======================\n");
    map = mapplanes[0];
    for (j=0; j<mapheight; j++)
    {
        for(i=0; i<mapwidth; i++)
        {
            if (IsWall(i,j)==true)
                tally[(*map)]++;
            map++;
        }
    }
    MapDebug("Wall #        Frequency\n");
    MapDebug("-----------------------\n");
    for (i=0; i<1000; i++)
        if (tally[i]!=0)
            MapDebug("  %4d    %4d\n",i,tally[i]);

// Doors
    memset(tally,0,sizeof(tally));
    MapDebug("=======================\n");
    MapDebug("= DOORS\n");
    MapDebug("=======================\n");
    map = mapplanes[0];
    for (j=0; j<mapheight; j++)
    {
        for(i=0; i<mapwidth; i++)
        {
            if (IsDoor(i,j)==true)
                tally[(*map)]++;
            map++;
        }
    }
    MapDebug("Door #        Frequency\n");
    MapDebug("-----------------------\n");
    for (i=0; i<1000; i++)
        if (tally[i]!=0)
            MapDebug("  %4d    %4d\n",i,tally[i]);

// MaskedWalls
    memset(tally,0,sizeof(tally));
    MapDebug("=======================\n");
    MapDebug("= MASKEDWALLS\n");
    MapDebug("=======================\n");
    map = mapplanes[0];
    for (j=0; j<mapheight; j++)
    {
        for(i=0; i<mapwidth; i++)
        {
            if (IsMaskedWall(i,j)==true)
                if (IsPlatform(i,j)==false)
                    tally[(*map)]++;
            map++;
        }
    }
    MapDebug("Mwall #       Frequency\n");
    MapDebug("-----------------------\n");
    for (i=0; i<1000; i++)
        if (tally[i]!=0)
            MapDebug("  %4d    %4d\n",i,tally[i]);
// Platforms
    memset(tally,0,sizeof(tally));
    MapDebug("=======================\n");
    MapDebug("= PLATFORMS\n");
    MapDebug("=======================\n");
    map = mapplanes[2];
    for (j=0; j<mapheight; j++)
    {
        for(i=0; i<mapwidth; i++)
        {
            if (IsPlatform(i,j)==true)
                tally[(*map)]++;
            map++;
        }
    }
    MapDebug("Pform #        Frequency\n");
    MapDebug("-----------------------\n");
    for (i=0; i<1000; i++)
        if (tally[i]!=0)
            MapDebug("  %4d    %4d\n",i,tally[i]);

// Actors
    memset(tally,0,sizeof(tally));
    MapDebug("=======================\n");
    MapDebug("= ACTORS\n");
    MapDebug("=======================\n");
    map = mapplanes[1];
    for (j=0; j<mapheight; j++)
    {
        for(i=0; i<mapwidth; i++)
        {
            if ((*map)>0)
                tally[(*map)]++;
            map++;
        }
    }

// Low Guards
    easytotal=0;
    hardtotal=0;
    for (i=108; i<=119; i++)
        easytotal+=tally[i];
    for (i=126; i<=137; i++)
        hardtotal+=tally[i];
    MapDebug("\nLowGuards\n");
    MapDebug("-----------------------\n");
    MapDebug("EasyTotal=%4d\n",easytotal);
    MapDebug("HardTotal=%4d\n",hardtotal);
    MapDebug("    Total=%4d\n",easytotal+hardtotal);

// Sneaky Low Guards
    easytotal=0;
    hardtotal=0;
    for (i=120; i<=120; i++)
        easytotal+=tally[i];
    for (i=138; i<=138; i++)
        hardtotal+=tally[i];
    MapDebug("\nSneakyLowGuards\n");
    MapDebug("-----------------------\n");
    MapDebug("EasyTotal=%4d\n",easytotal);
    MapDebug("HardTotal=%4d\n",hardtotal);
    MapDebug("    Total=%4d\n",easytotal+hardtotal);

// High Guards
    easytotal=0;
    hardtotal=0;
    for (i=144; i<=155; i++)
        easytotal+=tally[i];
    for (i=162; i<=173; i++)
        hardtotal+=tally[i];
    MapDebug("\nHighGuards\n");
    MapDebug("-----------------------\n");
    MapDebug("EasyTotal=%4d\n",easytotal);
    MapDebug("HardTotal=%4d\n",hardtotal);
    MapDebug("    Total=%4d\n",easytotal+hardtotal);

// OverPatrol Guards
    easytotal=0;
    hardtotal=0;
    for (i=216; i<=227; i++)
        easytotal+=tally[i];
    for (i=234; i<=245; i++)
        hardtotal+=tally[i];
    MapDebug("\nOverPatrolGuards\n");
    MapDebug("-----------------------\n");
    MapDebug("EasyTotal=%4d\n",easytotal);
    MapDebug("HardTotal=%4d\n",hardtotal);
    MapDebug("    Total=%4d\n",easytotal+hardtotal);

// Strike Guards
    easytotal=0;
    hardtotal=0;
    for (i=180; i<=191; i++)
        easytotal+=tally[i];
    for (i=198; i<=204; i++)
        hardtotal+=tally[i];
    MapDebug("\nStrikeGuards\n");
    MapDebug("-----------------------\n");
    MapDebug("EasyTotal=%4d\n",easytotal);
    MapDebug("HardTotal=%4d\n",hardtotal);
    MapDebug("    Total=%4d\n",easytotal+hardtotal);

// TriadEnforcer Guards
    easytotal=0;
    hardtotal=0;
    for (i=288; i<=299; i++)
        easytotal+=tally[i];
    for (i=306; i<=317; i++)
        hardtotal+=tally[i];
    MapDebug("\nTriadEnforcer Guards\n");
    MapDebug("-----------------------\n");
    MapDebug("EasyTotal=%4d\n",easytotal);
    MapDebug("HardTotal=%4d\n",hardtotal);
    MapDebug("    Total=%4d\n",easytotal+hardtotal);

// Lightning Guards
    easytotal=0;
    hardtotal=0;
    for (i=324; i<=335; i++)
        easytotal+=tally[i];
    for (i=342; i<=353; i++)
        hardtotal+=tally[i];
    MapDebug("\nLightningGuards\n");
    MapDebug("-----------------------\n");
    MapDebug("EasyTotal=%4d\n",easytotal);
    MapDebug("HardTotal=%4d\n",hardtotal);
    MapDebug("    Total=%4d\n",easytotal+hardtotal);

// Random Actors
    easytotal=0;
    hardtotal=0;
    for (i=122; i<=125; i++)
        easytotal+=tally[i];
    MapDebug("\nRandom Actors\n");
    MapDebug("-----------------------\n");
    MapDebug("    Total=%4d\n",easytotal);

// Monks
    easytotal=0;
    hardtotal=0;
    for (i=360; i<=371; i++)
        easytotal+=tally[i];
    for (i=378; i<=389; i++)
        hardtotal+=tally[i];
    MapDebug("\nMonks\n");
    MapDebug("-----------------------\n");
    MapDebug("EasyTotal=%4d\n",easytotal);
    MapDebug("HardTotal=%4d\n",hardtotal);
    MapDebug("    Total=%4d\n",easytotal+hardtotal);

// Fire Monks
    easytotal=0;
    hardtotal=0;
    for (i=396; i<=407; i++)
        easytotal+=tally[i];
    for (i=414; i<=425; i++)
        hardtotal+=tally[i];
    MapDebug("\nFire Monks\n");
    MapDebug("-----------------------\n");
    MapDebug("EasyTotal=%4d\n",easytotal);
    MapDebug("HardTotal=%4d\n",hardtotal);
    MapDebug("    Total=%4d\n",easytotal+hardtotal);

// Robo Guards
    easytotal=0;
    hardtotal=0;
    for (i=158; i<=161; i++)
        easytotal+=tally[i];
    for (i=176; i<=179; i++)
        hardtotal+=tally[i];
    MapDebug("\nRoboGuards\n");
    MapDebug("-----------------------\n");
    MapDebug("EasyTotal=%4d\n",easytotal);
    MapDebug("HardTotal=%4d\n",hardtotal);
    MapDebug("    Total=%4d\n",easytotal+hardtotal);

// Ballistikrafts
    easytotal=0;
    hardtotal=0;
    for (i=408; i<=411; i++)
        easytotal+=tally[i];
    for (i=426; i<=429; i++)
        hardtotal+=tally[i];
    MapDebug("\nBallistikrafts\n");
    MapDebug("-----------------------\n");
    MapDebug("EasyTotal=%4d\n",easytotal);
    MapDebug("HardTotal=%4d\n",hardtotal);
    MapDebug("    Total=%4d\n",easytotal+hardtotal);

// Boulders
    easytotal=0;
    hardtotal=0;
    for (i=278; i<=281; i++)
        easytotal+=tally[i];
    for (i=395; i<=395; i++)
        hardtotal+=tally[i];
    MapDebug("\nBoulders\n");
    MapDebug("-----------------------\n");
    MapDebug("Boulders=%4d\n",easytotal);
    MapDebug("BoulderHoles=%4d\n",hardtotal);

// PushColumns
    easytotal=0;
    hardtotal=0;
    for (i=285; i<=287; i++)
        easytotal+=tally[i];
    for (i=303; i<=305; i++)
        easytotal+=tally[i];
    for (i=321; i<=323; i++)
        easytotal+=tally[i];
    for (i=339; i<=341; i++)
        easytotal+=tally[i];
    for (i=357; i<=359; i++)
        easytotal+=tally[i];
    MapDebug("\nPushColumns\n");
    MapDebug("-----------------------\n");
    MapDebug("    Total=%4d\n",easytotal);

// Gun Emplacements
    easytotal=0;
    hardtotal=0;
    for (i=194; i<=197; i++)
        easytotal+=tally[i];
    for (i=212; i<=215; i++)
        hardtotal+=tally[i];
    MapDebug("\nGun Emplacements\n");
    MapDebug("-----------------------\n");
    MapDebug("EasyTotal=%4d\n",easytotal);
    MapDebug("HardTotal=%4d\n",hardtotal);
    MapDebug("    Total=%4d\n",easytotal+hardtotal);

// 4-way guns
    easytotal=0;
    hardtotal=0;
    for (i=89; i<=89; i++)
        easytotal+=tally[i];
    for (i=211; i<=211; i++)
        hardtotal+=tally[i];
    MapDebug("\n4-way guns\n");
    MapDebug("-----------------------\n");
    MapDebug("EasyTotal=%4d\n",easytotal);
    MapDebug("HardTotal=%4d\n",hardtotal);
    MapDebug("    Total=%4d\n",easytotal+hardtotal);

// Stabbers from above
    MapDebug("\nStabbers from above\n");
    MapDebug("-----------------------\n");
    MapDebug("    Total=%4d\n",tally[412]);

// Stabbers from below
    MapDebug("\nStabbers from below\n");
    MapDebug("-----------------------\n");
    MapDebug("    Total=%4d\n",tally[430]);

// Crushing pillar from above
    MapDebug("\nCrushing pillar from above\n");
    MapDebug("-----------------------\n");
    MapDebug("    Total=%4d\n",tally[413]);

// Crushing pillar from below
    MapDebug("\nCrushing pillar from below\n");
    MapDebug("-----------------------\n");
    MapDebug("    Total=%4d\n",tally[431]);

// Above Spinner
    MapDebug("\nAbove Spinner\n");
    MapDebug("-----------------------\n");
    MapDebug("    Total=%4d\n",tally[156]);

// Ground Spinner
    MapDebug("\nGround Spinner\n");
    MapDebug("-----------------------\n");
    MapDebug("    Total=%4d\n",tally[174]);

// Spinner from above
    MapDebug("\nSpinner from above\n");
    MapDebug("-----------------------\n");
    MapDebug("    Total=%4d\n",tally[157]);

// Spinner from below
    MapDebug("\nSpinner from below\n");
    MapDebug("-----------------------\n");
    MapDebug("    Total=%4d\n",tally[175]);

// Bosses
    easytotal=0;
    for (i=99; i<=103; i++)
        easytotal+=tally[i];
    MapDebug("\nBosses\n");
    MapDebug("-----------------------\n");
    MapDebug("    Total=%4d\n",easytotal);

// Spring Boards
    MapDebug("\nSpring Boards\n");
    MapDebug("-----------------------\n");
    MapDebug("    Total=%4d\n",tally[193]);

// Above FlameJets
    easytotal=0;
    hardtotal=0;
    for (i=372; i<=376; i++)
        easytotal+=tally[i];
    for (i=390; i<=394; i++)
        hardtotal+=tally[i];
    MapDebug("\nFlameJets\n");
    MapDebug("-----------------------\n");
    MapDebug("    Above=%4d\n",easytotal);
    MapDebug("   Ground=%4d\n",hardtotal);

// Fire Chutes
    easytotal=0;
    for (i=140; i<=143; i++)
        easytotal+=tally[i];
    MapDebug("\nFireChutes\n");
    MapDebug("-----------------------\n");
    MapDebug("    Total=%4d\n",easytotal);

// Sprites
    MapDebug("=======================\n");
    MapDebug("= SPRITES\n");
    MapDebug("=======================\n");
    MapDebug("Sprite #       Frequency\n");
    MapDebug("-----------------------\n");
    for (i=1; i<=72; i++)
        if (tally[i]!=0)
            MapDebug("  %4d    %4d\n",i,tally[i]);
    for (i=210; i<=210; i++)
        if (tally[i]!=0)
            MapDebug("  %4d    %4d\n",i,tally[i]);
    for (i=228; i<=233; i++)
        if (tally[i]!=0)
            MapDebug("  %4d    %4d\n",i,tally[i]);
    for (i=246; i<=255; i++)
        if (tally[i]!=0)
            MapDebug("  %4d    %4d\n",i,tally[i]);
    for (i=260; i<=273; i++)
        if (tally[i]!=0)
            MapDebug("  %4d    %4d\n",i,tally[i]);
    for (i=282; i<=284; i++)
        if (tally[i]!=0)
            MapDebug("  %4d    %4d\n",i,tally[i]);
}

//***************************************************************************
//
// GetSongForLevel - returns song to play for current level
//
//***************************************************************************
int GetSongForLevel ( void )
{
    int i;
    int num;

    for (i=0; i<mapwidth; i++)
    {
        num = MAPSPOT(i,0,2);
        if ( (num>>8) == 0xba )
            return (num&0xff);
    }
//   Error("GetSongForLevel: could not find song in level %ld\n",gamestate.mapon);
//   return -1;
    return 0;
}

/*
==================
=
= DoSharewareConversionBackgroundPlane
=
==================
*/
void DoSharewareConversionBackgroundPlane (void)
{
    int i,j;
    word * map;


    for (j=0; j<mapheight; j++)
    {
        for(i=0; i<mapwidth; i++)
        {
            map=&(mapplanes[0][MAPSIZE*(j)+(i)]);
            switch (*map)
            {

            // Tom Face
            case 45:
                *map=44;
                break;
            // Doors
            case 90:
            case 92:
            case 93:
            case 98:
            case 99:
            case 100:
                *map=91;
                break;
            case 103:
            case 104:
                *map=101;
                break;
            case 154:
                *map=33;
                break;
            case 155:
                *map=34;
                break;
            case 156:
                *map=35;
                break;

            //locked doors
            case 94:
                *map = 101;
                *(&(mapplanes[1][MAPSIZE*(j)+(i)]))=29;
                break;
            case 95:
                *map = 101;
                *(&(mapplanes[1][MAPSIZE*(j)+(i)]))=30;
                break;
            case 96:
                *map = 101;
                *(&(mapplanes[1][MAPSIZE*(j)+(i)]))=31;
                break;
            case 97:
                *map = 101;
                *(&(mapplanes[1][MAPSIZE*(j)+(i)]))=32;
                break;
            // Tall pillar
            case 161:
                *map=0;
                break;
            // Masked Walls
            case 162:
            case 166:
                *map=164;
                break;
            case 163:
            case 167:
            case 170:
            case 171:
                *map=165;
                break;

            // Floors and Ceilings
            case 180:
            case 183:
            case 184:
                *map=181;
                break;
            case 198:
            case 201:
            case 202:
                *map=199;
                break;
            case 188:
                *map=187;
                break;
            case 206:
                *map=205;
                break;
            case 190:
                *map=191;
                break;
            case 208:
                *map=209;
                break;
            case 192:
            case 193:
            case 194:
            case 195:
                *map=189;
                break;
            case 210:
            case 211:
            case 212:
            case 213:
                *map=207;
                break;
            // Skys
            case 237:
            case 238:
            case 239:
                *map=234;
                break;
            // Animating walls
            case 107:
                *map=106;
                break;
            case 228:
            case 229:
            case 230:
            case 242:
                *map=21;
                break;
            case 233:
                *map=44;
                break;
            case 232:
                *map=231;
                break;
            }
        }
    }
}


/*
========================================
=
= DoLowMemoryConversionBackgroundPlane
=
========================================
*/
void DoLowMemoryConversionBackgroundPlane (void)
{
    int i,j;
    word * map;


    for (j=0; j<mapheight; j++)
    {
        for(i=0; i<mapwidth; i++)
        {
            map=&(mapplanes[0][MAPSIZE*(j)+(i)]);
            switch (*map)
            {
            //Walls

            case 2:
            case 3:
            case 4:
                *map = 1;
                break;

            case 6:
            case 7:
            case 8:
                *map = 5;
                break;

            case 14:
            case 15:
            case 16:
                *map = 13;
                break;

            case 18:
            case 19:
            case 20:
                *map = 17;
                break;

            case 26:
            case 27:
            case 28:
                *map = 25;
                break;

            case 30:
            case 31:
            case 32:
                *map = 29;
                break;

            case 50:
            case 51:
            case 52:
                *map = 49;
                break;

            case 66:
            case 67:
            case 68:
                *map = 65;
                break;

            case 70:
            case 71:
                *map = 69;
                break;

            case 81:
            case 82:
            case 84:
                *map = 83;
                break;

            // Masked Walls
            case 158:
            case 159:
            case 160:
            case 168:
            case 169:
            case 176:
            case 178:
                *map=177;
                break;
            case 162:
            case 163:
            case 164:
            case 166:
            case 167:
                *map=165;
                break;

            //Doors
            case 90:
            case 91:
            case 92:
            case 93:
            case 98:
            case 99:
            case 100:
            case 101:
            case 103:
            case 104:
            case 33:
            case 34:
            case 35:
            case 154:
            case 155:
            case 156:
                *map = 101;
                break;

            //Animating Walls
            case 22:
            case 23:
            case 24:
            case 228:
            case 229:
            case 230:
            case 231:
            case 232:
            case 242:
            case 243:
            case 244:
                *map = 21;
                break;
            case 233:
                *map = 44;
                break;
            }
        }
    }
}


/*
========================================
=
= DoLowMemoryConversionIconPlane
=
========================================
*/
void DoLowMemoryConversionIconPlane (void)
{
}



/*
========================================
=
= DoLowMemoryConversionForegroundPlane
=
========================================
*/

void DoLowMemoryConversionForegroundPlane (void)
{
    int i,j;
    word * map;


    for (j=0; j<mapheight; j++)
    {
        for(i=0; i<mapwidth; i++)
        {
            map=&MAPSPOT(i,j,1);
            switch (*map)
            {
            // light sourcing
            case 139:
                *map=0;
                break;

            //sprites
            case 42:
            case 43:
            case 63:
            case 64:
                *map = 43;
                break;

            case 246:
            case 247:
            case 248:
            case 264:
            case 265:
            case 267:
            case 283:
                *map = 266;
                break;

            //lightning
            case 377:
                *map = 0;
                break;

            // actor guards

            // normal low guards
            case 108:
            case 109:
            case 110:
            case 111:
            case 112:
            case 113:
            case 114:
            case 115:
            case 116:
            case 117:
            case 118:
            case 119:

            case 126:
            case 127:
            case 128:
            case 129:
            case 130:
            case 131:
            case 132:
            case 133:
            case 134:
            case 135:
            case 136:
            case 137:
                (*map)+=216;
                break;

            // sneaky low guards
            case 120:
            case 138:
                *map = 0;
                break;

            // normal over patrol
            case 216:
            case 217:
            case 218:
            case 219:
            case 220:
            case 221:
            case 222:
            case 223:
            case 224:
            case 225:
            case 226:
            case 227:


            case 234:
            case 235:
            case 236:
            case 237:
            case 238:
            case 239:
            case 240:
            case 241:
            case 242:
            case 243:
            case 244:
            case 245:
                (*map)-=36;
                break;

                //environment dangers

#if (SHAREWARE==0)
            case 412:      //spears to firejets
                *map = 372;
                break;

            case 430:
                *map = 390;
                break;

            case 413:       //cylinders down to firejets
                *map = 372;
                break;
#endif

            case 156:
            case 157:
                *map = 372;    //spinblade stabbers to firejets
                break;

            case 174:
            case 175:
                *map = 390;
                break;

            case 301:          // directional spin blades
                *map = 373;
                break;

            case 319:          // directional spin blades
                *map = 374;
                break;

            case 337:          // directional spin blades
                *map = 375;
                break;

            case 355:          // directional spin blades
                *map = 376;
                break;

            case 302:          // directional spin blades
                *map = 391;
                break;

            case 320:          // directional spin blades
                *map = 392;
                break;

            case 338:          // directional spin blades
                *map = 393;
                break;

            case 356:          // directional spin blades
                *map = 394;
                break;

            case 194:      // directional emplacements to four-way
            case 195:      // easy
            case 196:
            case 197:
                *map = 89;
                break;

            case 212:      // hard
            case 213:
            case 214:
            case 215:
                *map = 211;
                break;

            }
        }
    }
}


/*
==================
=
= DoSharewareConversionForegroundPlane
=
==================
*/
void DoSharewareConversionForegroundPlane (void)
{
    int i,j;
    word * map;


    for (j=0; j<mapheight; j++)
    {
        for(i=0; i<mapwidth; i++)
        {
            map=&(mapplanes[1][MAPSIZE*(j)+(i)]);
            switch (*map)
            {
            case 32:  // Crystal Key
            case 47:  // Knife
            case 65:  // DIP BALL D
            case 66:  // DIP BALL I
            case 67:  // DIP BALL P
            case 99:  // Boss
            case 100:  // Boss
            case 101:  // Boss
            case 102:  // Boss
            case 103:  // Boss
            case 210:  // Scott's head
            case 278:  // Boulder
            case 279:  // Boulder
            case 280:  // Boulder
            case 281:  // Boulder
            case 395:  // Boulder
                *map=0;
                break;
            case 41:  // 3-UP to 1-UP
                *map=40;
                break;
            case 46:  // Bat
                *map=50;
                break;
            case 55:  // Split Missile
                *map=52;
                break;
            case 56:  // KES
                *map=53;
                break;
            case 253:  // Dog Mode
                *map=254;
                break;
            case 262:  // Tom Larva
                *map=263;
                break;
            }
        }
    }
}

/*
========================================
=
= DoRegisterConversionBackgroundPlane
=
========================================
*/
void DoRegisterConversionBackgroundPlane (void)
{
    int i,j;
    word * map;


    for (j=0; j<mapheight; j++)
    {
        for(i=0; i<mapwidth; i++)
        {
            map=&(mapplanes[0][MAPSIZE*(j)+(i)]);
            switch (*map)
            {
            //locked doors

            case 94:
                *map = 101;
                *(&(mapplanes[1][MAPSIZE*(j)+(i)]))=29;
                break;
            case 95:
                *map = 101;
                *(&(mapplanes[1][MAPSIZE*(j)+(i)]))=30;
                break;
            case 96:
                *map = 101;
                *(&(mapplanes[1][MAPSIZE*(j)+(i)]))=31;
                break;
            case 97:
                *map = 101;
                *(&(mapplanes[1][MAPSIZE*(j)+(i)]))=32;
                break;

            case 232:
                *map = 231; //map chains to machinery
                break;

            case 228:
                *map = 230; //map gray water to blue water
                break;

            }
        }
    }
}



/*
========================================
=
= DoRegisterConversionForegroundPlane
=
========================================
*/
void DoRegisterConversionForegroundPlane (void)
{
//   int i,j;
//   word * map;
}

/*
==================
=
= DoSharewareConversion
=
==================
*/
void DoSharewareConversion (void)
{
    DoSharewareConversionBackgroundPlane ();
    DoSharewareConversionForegroundPlane ();
}


/*
==================
=
= DoRegisterConversion
=
==================
*/
void DoRegisterConversion (void)
{
    DoRegisterConversionBackgroundPlane ();
    DoRegisterConversionForegroundPlane ();
}

/*
=======================
=
= DoPanicMapping
=
=======================
*/
boolean DoPanicMapping (void)
{
    if ((lowmemory==true) && (modemgame==false) && (demorecord==false) && (demoplayback==false))
        return true;
    else
        return false;
}

/*
=======================
=
= DoLowMemoryConversion
=
=======================
*/
void DoLowMemoryConversion (void)
{
    DoLowMemoryConversionBackgroundPlane ();
    if ((modemgame==false) && (demorecord==false) && (demoplayback==false))
        DoLowMemoryConversionForegroundPlane ();
    DoLowMemoryConversionIconPlane ();
}

//int freeSlot = 0;
//Queue enemiesToRes;
Queue * enemiesToRes[8]; //8 "Organic enemy Types"

void SetupZomROTTStuff()
{   
    int x;
    for (x = 0; x < 8; x++)
    {
        //if (enemiesToRes[x]->head != NULL && enemiesToRes[x]->tail != NULL)
        //{
            //clearQueue(enemiesToRes[x]);
        //}
        Queue * enemyQueue = malloc(sizeof(Queue));
        queueInit(enemyQueue, sizeof(objtype));
        enemiesToRes[x] = enemyQueue;
    }
}

/*
==================
=
= SetupGameLevel
=
==================
*/

extern boolean enableZomROTT;

void SetupGameLevel (void)
{
    int crud;
    int i;

    insetupgame=true;

    InitializeRNG ();

    if ((demoplayback==true) || (demorecord==true))
        SetRNGindex ( 0 );

    if (gamestate.randomseed!=-1)
        SetRNGindex ( gamestate.randomseed );

    if (tedlevel)
    {
        GetEpisode (tedlevelnum);
        LoadROTTMap(tedlevelnum);
        gamestate.mapon=tedlevelnum;
    }
    else
    {
        GetEpisode (gamestate.mapon);
        LoadROTTMap(gamestate.mapon);
    }
    if (DoPanicMapping())
    {
        DoLowMemoryConversion();
    }
    if ( gamestate.Product == ROTT_SHAREWARE )
    {
        DoSharewareConversion ();
    }
    else
    {
        DoRegisterConversion ();
    }
    if ( (NewGame) || (lastlevelloaded!=gamestate.mapon) )
    {
        SetupPreCache();
        lastlevelloaded=gamestate.mapon;
        MU_StartSong(song_level);
    }
    shapestart = W_GetNumForName("SHAPSTRT");
    shapestop = W_GetNumForName("SHAPSTOP");
    gunsstart=W_GetNumForName("GUNSTART");

    playstate = ex_stillplaying;
    SNAKELEVEL = 0;
    whichpath = 0;

    // som of the code / calls below need bufferofs & friends to point
    // to to the real screen, not the stretch buffer
    DisableScreenStretch();//bna++ shut off streech mode

    InitializePlayerstates();

    ResetCheatCodes();

    gamestate.killtotal     = gamestate.killcount     = 0;
    gamestate.secrettotal   = gamestate.secretcount   = 0;
    gamestate.treasuretotal = gamestate.treasurecount = 0;
    gamestate.supertotal    = gamestate.supercount    = 0;
    gamestate.healthtotal   = gamestate.healthcount   = 0;
    gamestate.missiletotal  = gamestate.missilecount  = 0;
    gamestate.democratictotal = gamestate.democraticcount = 0;
    gamestate.planttotal    = gamestate.plantcount    = 0;
    gamestate.DODEMOCRATICBONUS1 = true;
    gamestate.DOGROUNDZEROBONUS  = false;

    if (gamestate.mapon == 30)
        SNAKELEVEL = 1;
    else if (gamestate.mapon == 32)
        SNAKELEVEL = 2;
    else if (gamestate.mapon == 33)
        SNAKELEVEL = 3;

    InitAreas();
    InitDoorList();
    InitElevators();
    if (loadedgame==false)
    {
        InitStaticList ();
        InitActorList();
    }
    memset (tilemap,0,sizeof(tilemap));
    memset (actorat,0,sizeof(actorat));
    memset (sprites,0,sizeof(sprites));
    memset (mapseen,0,sizeof(mapseen));
    memset (LightsInArea,0,sizeof(LightsInArea));

    PrintTileStats();

    SetupLightLevels();

    crud=(word)MAPSPOT(0,0,1);
    if ((crud>=90) && (crud<=97))
    {
        levelheight=crud-89;
        maxheight = (levelheight << 6)-32;
        nominalheight = maxheight-32;
    }
    else if ((crud>=450) && (crud<=457))
    {
        levelheight=crud-450+9;
        maxheight = (levelheight << 6)-32;
        nominalheight = maxheight-32;
    }
    else
        Error("You must specify a valid height sprite icon at (2,0) on map %d\n",gamestate.mapon);

    /*
       if ( ( BATTLEMODE ) && ( !gamestate.BattleOptions.SpawnDangers ) )
          {
          RemoveDangerWalls();
          }
    */
// pheight=maxheight-32;
    CountAreaTiles();
    SetupWalls();

    SetupClocks();
    SetupAnimatedWalls();

    if (loadedgame==false)
    {
        SetupSwitches();
        SetupStatics ();
        SetupMaskedWalls();
        SetupDoors();
        SetupPushWalls();
        SetupPlayers();
        if (!BATTLEMODE)
        {
            SetupActors();
            SetupRandomActors();
        }
        SetupElevators();
        SetupDoorLinks();
        SetupPushWallLinks();
        FixDoorAreaNumbers();
        FixMaskedWallAreaNumbers();
        SetupWindows();
        SetupLights();
        SetupInanimateActors();
    }
    else {
        FixTiles();
    }
    if (enableZomROTT)
    {
        SetupZomROTTStuff();
    }

    if (gamestate.SpawnEluder || gamestate.SpawnDeluder)
    {
        for (i=0; i<25; i++)
            RespawnEluder();
    }


    if ( ( BATTLEMODE ) && ( MapSpecials & MAP_SPECIAL_TOGGLE_PUSHWALLS ) )
    {
        ActivateAllPushWalls();
    }
    Illuminate();

    if (SNAKELEVEL == 1)
        SetupSnakePath();

    LoftSprites();

    SetPlaneViewSize();
    if (loadedgame==false)
    {
        ConnectAreas();
        PreCache();
        SetupPlayScreen();
        SetupScreen(false);
    }

    if (BATTLEMODE) {
        SetModemLightLevel ( gamestate.BattleOptions.LightLevel );
    }

    if (player != NULL) {
        for (i=0; i<100; i++) {
            UpdateLightLevel(player->areanumber);
        }
    }

    insetupgame=false;

    tedlevel = false;   // turn it off once we have done any ted stuff

    EnableScreenStretch();
}


void InitializePlayerstates(void)
{   int i;
    playertype * pstate;

    if (NewGame || (gamestate.mapon == 0) || tedlevel)
    {   for(i=0; i<numplayers; i++)
            InitializeWeapons(&PLAYERSTATE[i]);
    }

    for(i=0; i<numplayers; i++)
    {
        pstate=&PLAYERSTATE[i];
        if (
            (pstate->missileweapon == wp_godhand)
#if (SHAREWARE == 0)
            ||
            (pstate->missileweapon == wp_dog)
#endif
        )
        {
            pstate->weapon=pstate->new_weapon=pstate->oldweapon;
            pstate->missileweapon = pstate->oldmissileweapon;

        }

        ResetPlayerstate(pstate);
    }

    NewGame = false;

}


void SetupSnakePath(void)
{
#if (SHAREWARE == 0)
    int i,j;
    word *map,tile;

    map = mapplanes[1];

    for(j=0; j<mapheight; j++)
        for(i=0; i<mapwidth; i++)
        {   tile = *map++;
            if ((tile >= 72) && (tile <= 79) && (!tilemap[i][j]))
            {   SNAKEPATH[whichpath].x = i;
                SNAKEPATH[whichpath].y = j;
                whichpath ++;
            }

        }
#endif
}


void SetupRandomActors(void)
{   int i,j;
    word *map,tile;
    int starti,totalrandom=0,count=0,ambush,locindex,orig;
    byte actorpresent[10]= {0},index=0,randomtype,used[100]= {0};
    _2Dpoint randloc[100];


    map = mapplanes[1];
    map+=5;
    for(i=0; i<10; i++)
    {   if (RANDOMACTORTYPE[i])
            actorpresent[index++]=i;
    }


    if (!index)
        return;

    for (j=0; j<mapheight; j++)
    {   if (j==0)
            starti=5;
        else
            starti=0;
        for(i=starti; i<mapwidth; i++)
        {   tile= *map++;

            if ((tile >= 122) && (tile <= 125))
            {   randloc[totalrandom].x = i;
                randloc[totalrandom].y = j;
                totalrandom++;
                if (totalrandom >= 100)
                    Error("Max random actors (100) exceeded");
            }

        }
    }

    orig = totalrandom;
    switch(gamestate.difficulty)
    {
    case gd_baby:
        totalrandom = 7*totalrandom/10;
        break;

    case gd_easy:
        totalrandom = 8*totalrandom/10;
        break;

    case gd_medium:
        totalrandom = 9*totalrandom/10;
        break;

    }


    while(count<totalrandom)
    {   locindex = (GameRandomNumber("rand loc index",0) % orig);

        if (!used[locindex])
        {   randomtype = actorpresent[GameRandomNumber("SetupRandomActors",0) % index];
            ambush = (GameRandomNumber("rand actor",0) < 128);
            i = randloc[locindex].x;
            j = randloc[locindex].y;
            tile = mapplanes[1][j*mapwidth + i];
            SpawnStand(randomtype,i,j,tile-122,ambush);
            used[locindex] = 1;
            PreCacheActor(randomtype,0);
            count++;
        }
    }

}

void SetupActors(void)
{
    int i,j;
    word *map,tile;
    int starti;


    //GetRainActors();

    map = mapplanes[1];
    map+=5;

    for (j=0; j<mapheight; j++)
    {
        if (j==0)
            starti=5;
        else
            starti=0;
        for(i=starti; i<mapwidth; i++)
        {
            tile= *map++;

            switch(tile)
            {

            case 126:
            case 127:
            case 128:
            case 129:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 108:
            case 109:
            case 110:
            case 111:
                SpawnStand(lowguardobj,i,j,tile-108,0);
                break;




            case 130:
            case 131:
            case 132:
            case 133:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 112:
            case 113:
            case 114:
            case 115:
                SpawnPatrol(lowguardobj,i,j,tile-112);
                break;

            case 134:
            case 135:
            case 136:
            case 137:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 116:
            case 117:
            case 118:
            case 119:
                SpawnStand(lowguardobj,i,j,tile-116,1);
                break;

            case 138:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 120:
                SpawnSneaky(i,j);
                break;

            case 162:
            case 163:
            case 164:
            case 165:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 144:
            case 145:
            case 146:
            case 147:
                SpawnStand(highguardobj,i,j,tile-144,0);
                break;

            case 170:
            case 171:
            case 172:
            case 173:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 152:
            case 153:
            case 154:
            case 155:
                SpawnStand(highguardobj,i,j,tile-152,1);
                break;



            case 166:
            case 167:
            case 168:
            case 169:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 148:
            case 149:
            case 150:
            case 151:
                SpawnPatrol(highguardobj,i,j,tile-148);
                break;

            case 176:
            case 177:
            case 178:
            case 179:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 158:
            case 159:
            case 160:
            case 161:
                SpawnPatrol(roboguardobj,i,j,tile-158);
                break;

            case 212:
            case 213:
            case 214:
            case 215:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 194:
            case 195:
            case 196:
            case 197:
                SpawnGunThingy(patrolgunobj,i,j,tile-194);
                break;

            case 198:
            case 199:
            case 200:
            case 201:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 180:
            case 181:
            case 182:
            case 183:
                SpawnStand(strikeguardobj,i,j,tile-180,0);
                break;

            case 206:
            case 207:
            case 208:
            case 209:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 188:
            case 189:
            case 190:
            case 191:
                SpawnStand(strikeguardobj,i,j,tile-188,1);
                break;

            case 202:
            case 203:
            case 204:
            case 205:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 184:
            case 185:
            case 186:
            case 187:
                SpawnPatrol(strikeguardobj,i,j,tile-184);
                break;

            case 234:
            case 235:
            case 236:
            case 237:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 216:
            case 217:
            case 218:
            case 219:
                SpawnStand(overpatrolobj,i,j,tile-216,0);
                break;

            case 242:
            case 243:
            case 244:
            case 245:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 224:
            case 225:
            case 226:
            case 227:
                SpawnStand(overpatrolobj,i,j,tile-224,1);
                break;

            case 238:
            case 239:
            case 240:
            case 241:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 220:
            case 221:
            case 222:
            case 223:
                SpawnPatrol(overpatrolobj,i,j,tile-220);
                break;
            case 306:
            case 307:
            case 308:
            case 309:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 288:
            case 289:
            case 290:
            case 291:
                SpawnStand(triadenforcerobj,i,j,tile-288,0);
                break;

            case 314:
            case 315:
            case 316:
            case 317:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 296:
            case 297:
            case 298:
            case 299:
                SpawnStand(triadenforcerobj,i,j,tile-296,1);
                break;

            case 310:
            case 311:
            case 312:
            case 313:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 292:
            case 293:
            case 294:
            case 295:
                SpawnPatrol(triadenforcerobj,i,j,tile-292);
                break;

            case 342:
            case 343:
            case 344:
            case 345:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 324:
            case 325:
            case 326:
            case 327:
                SpawnStand(blitzguardobj,i,j,tile-324,0);
                break;

            case 350:
            case 351:
            case 352:
            case 353:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 332:
            case 333:
            case 334:
            case 335:
                SpawnStand(blitzguardobj,i,j,tile-332,1);
                break;

            case 346:
            case 347:
            case 348:
            case 349:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;
            case 328:
            case 329:
            case 330:
            case 331:
                SpawnPatrol(blitzguardobj,i,j,tile-328);
                break;

            case 378:
            case 379:
            case 380:
            case 381:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 360:
            case 361:
            case 362:
            case 363:
                SpawnStand(deathmonkobj,i,j,tile-360,0);
                break;

            case 386:
            case 387:
            case 388:
            case 389:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 368:
            case 369:
            case 370:
            case 371:
                SpawnStand(deathmonkobj,i,j,tile-368,1);
                break;

            case 382:
            case 383:
            case 384:
            case 385:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 364:
            case 365:
            case 366:
            case 367:
                SpawnPatrol(deathmonkobj,i,j,tile-364);
                break;

            case 414:
            case 415:
            case 416:
            case 417:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 396:
            case 397:
            case 398:
            case 399:
                SpawnStand(dfiremonkobj,i,j,tile-396,0);
                break;



            case 422:
            case 423:
            case 424:
            case 425:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;


            case 404:
            case 405:
            case 406:
            case 407:
                SpawnStand(dfiremonkobj,i,j,tile-404,1);
                break;

            case 418:
            case 419:
            case 420:
            case 421:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 400:
            case 401:
            case 402:
            case 403:
                SpawnPatrol(dfiremonkobj,i,j,tile-400);
                break;

            case 99:
                SpawnStand(b_darianobj,i,j,tile-99,0);
                break;
            case 100:
                SpawnStand(b_heinrichobj,i,j,tile-100,0);
                break;
            case 101:
                SpawnStand(b_darkmonkobj,i,j,tile-101,0);
                MISCVARS->TOMLOC.x = i;
                MISCVARS->TOMLOC.y = j;
                break;
            case 102:
                SpawnMultiSpriteActor(b_robobossobj,i,j,tile-102);
                break;

            case 103:
                SpawnSnake(i,j);
                break;

            case 426:
            case 427:
            case 428:
            case 429:
                if (gamestate.difficulty < gd_hard)
                    break;
                tile -= 18;

            case 408:
            case 409:
            case 410:
            case 411:
                SpawnPatrol(wallopobj,i,j,tile-408);
                break;


            }
        }
    }
}

void SetupStatics(void)
{
    int i,j,spawnz;
    word *map,tile;
    int starti;

    map = mapplanes[1];
    map+=5;

    BATTLE_NumCollectorItems = 0;
    for (j=0; j<mapheight; j++)
    {
        if (j==0)
            starti=5;
        else
            starti=0;
        for(i=starti; i<mapwidth; i++)
        {
            tile= *map++;
            spawnz = (MAPSPOT(i,j,2))?(MAPSPOT(i,j,2)):(-1);

            if ( gamestate.BattleOptions.RandomWeapons )
            {
                int num;

                switch( tile )
                {
                case 46:
                case 48:
                case 49:
                case 50:
                case 51:
                case 52:
                case 53:
                case 54:
                case 55:
                case 56:
                    if ( gamestate.Product == ROTT_SHAREWARE )
                    {
                        num = ( GameRandomNumber( "Random Weapon", 0 ) % 7 );
                        tile = SharewareWeaponTiles[ num ];
                    }
                    else
                    {
                        num = ( GameRandomNumber( "Random Weapon", 1 ) % 10 );
                        tile = NormalWeaponTiles[ num ];
                    }
                    break;
                }
            }

            switch (tile)
            {

            // Add light sourcing to these objects

            case 23:
            case 24:
            case 25:
            case 26:
            case 27:
            case 28:
            case 42:
            case 43:
            case 63:
            case 64:
                SpawnStatic(i,j,tile-23,spawnz);
                break;

            case 44:
                SpawnStatic(i,j,tile-23,spawnz);
                if (loadedgame == false)
                {
                    gamestate.healthtotal ++;
                    gamestate.democratictotal ++;
                }
                break;


            case 36:
            case 37:
            case 38:
            case 39:
                SpawnStatic(i,j,tile-23,spawnz);
                if (loadedgame == false)
                    gamestate.healthtotal ++;
                break;

            case 29:
            case 30:
            case 31:
            case 32:
                if (IsDoor (i, j) == 0)
                {
                    if ( BATTLEMODE )
                    {
                        // Spawn empty table
                        SpawnStatic( i, j, 247 - 246 + 57, spawnz );
                    }
                    else
                    {
                        // Spawn key table
                        SpawnStatic( i, j, tile - 23, spawnz );
                    }
                }
                break;

            case 33:
            case 34:
            case 35:
            case 40:
            case 41:
            case 45:
                SpawnStatic(i,j,tile-23,spawnz);
                break;

            case 46:
#if (SHAREWARE == 1)
                Error("\n tried to spawn excalibat at %d,%d in shareware !",i,j);
#endif


                SD_PreCacheSoundGroup(SD_EXCALIBOUNCESND,SD_EXCALIBLASTSND);


                PreCacheGroup(W_GetNumForName("EXBAT1"),
                              W_GetNumForName("EXBAT7"),
                              cache_patch_t);



                SpawnStatic(i,j,tile-23,spawnz);
                if (loadedgame == false)
                    gamestate.missiletotal ++;
                break;
            case 47:
                PreCacheGroup(W_GetNumForName("KNIFE1"),
                              W_GetNumForName("KNIFE10"),
                              cache_patch_t);
                PreCacheGroup(W_GetNumForName("ESTATUE1"),
                              W_GetNumForName("ESTATUE8"),
                              cache_patch_t);

                SpawnStatic(i,j,tile-23,spawnz);
                break;

            case 48:
                SD_PreCacheSound(SD_ATKTWOPISTOLSND);

                if ((locplayerstate->player == 1) || (locplayerstate->player == 3))
                    PreCacheGroup(W_GetNumForName("RFPIST1"),
                                  W_GetNumForName("LFPIST3"),
                                  cache_patch_t);

                else if (locplayerstate->player == 2)
                    PreCacheGroup(W_GetNumForName("RBMPIST1"),
                                  W_GetNumForName("LBMPIST3"),
                                  cache_patch_t);

                else
                    PreCacheGroup(W_GetNumForName("RMPIST1"),
                                  W_GetNumForName("LMPIST3"),
                                  cache_patch_t);

                SpawnStatic(i,j,tile-23,spawnz);

                break;
            case 49:

                SD_PreCacheSound(SD_ATKMP40SND);
                PreCacheGroup(W_GetNumForName("MP401"),
                              W_GetNumForName("MP403"),
                              cache_patch_t);
                SpawnStatic(i,j,tile-23,spawnz);
                break;

            case 50:
                SD_PreCacheSound(SD_MISSILEHITSND);
                SD_PreCacheSound(SD_MISSILEFLYSND);
                SD_PreCacheSound(SD_BAZOOKAFIRESND);
                PreCacheGroup(W_GetNumForName("BAZOOKA1"),
                              W_GetNumForName("BAZOOKA4"),
                              cache_patch_t);
                SpawnStatic(i,j,tile-23,spawnz);
                if (loadedgame == false)
                    gamestate.missiletotal ++;
                break;
            case 51:


                SD_PreCacheSound(SD_MISSILEHITSND);
                SD_PreCacheSound(SD_MISSILEFLYSND);
                SD_PreCacheSound(SD_FIREBOMBFIRESND);
                PreCacheGroup(W_GetNumForName("FBOMB1"),
                              W_GetNumForName("FBOMB4"),
                              cache_patch_t);
                SpawnStatic(i,j,tile-23,spawnz);
                if (loadedgame == false)
                    gamestate.missiletotal ++;
                break;
            case 52:
                SD_PreCacheSound(SD_MISSILEHITSND);
                SD_PreCacheSound(SD_MISSILEFLYSND);
                SD_PreCacheSound(SD_HEATSEEKFIRESND);
                PreCacheGroup(W_GetNumForName("HSEEK1"),
                              W_GetNumForName("HSEEK4"),
                              cache_patch_t);
                SpawnStatic(i,j,tile-23,spawnz);
                if (loadedgame == false)
                    gamestate.missiletotal ++;
                break;
            case 53:
                SD_PreCacheSound(SD_MISSILEHITSND);
                SD_PreCacheSound(SD_MISSILEFLYSND);
                SD_PreCacheSound(SD_DRUNKFIRESND);
                PreCacheGroup(W_GetNumForName("DRUNK1"),
                              W_GetNumForName("DRUNK4"),
                              cache_patch_t);
                SpawnStatic(i,j,tile-23,spawnz);
                if (loadedgame == false)
                    gamestate.missiletotal ++;
                break;
            case 54:
                SD_PreCacheSound(SD_MISSILEHITSND);
                SD_PreCacheSound(SD_MISSILEFLYSND);
                SD_PreCacheSound(SD_FLAMEWALLFIRESND);
                SD_PreCacheSound(SD_FLAMEWALLSND);
                PreCacheGroup(W_GetNumForName("FIREW1"),
                              W_GetNumForName("FIREW3"),
                              cache_patch_t);
                PreCacheGroup(W_GetNumForName("FWALL1"),
                              W_GetNumForName("FWALL15"),
                              cache_patch_t);
                PreCacheGroup(W_GetNumForName("SKEL1"),
                              W_GetNumForName("SKEL48"),
                              cache_patch_t);
                SpawnStatic(i,j,tile-23,spawnz);
                if (loadedgame == false)
                    gamestate.missiletotal ++;
                break;
            case 55:
#if (SHAREWARE == 1)
                Error("\n tried to spawn split missile at %d,%d in shareware !",i,j);
#endif
                SD_PreCacheSound(SD_MISSILEHITSND);
                SD_PreCacheSound(SD_MISSILEFLYSND);
                SD_PreCacheSound(SD_SPLITFIRESND);
                SD_PreCacheSound(SD_SPLITSND);
                PreCacheGroup(W_GetNumForName("SPLIT1"),
                              W_GetNumForName("SPLIT4"),
                              cache_patch_t);
                SpawnStatic(i,j,tile-23,spawnz);
                if (loadedgame == false)
                    gamestate.missiletotal ++;
                break;
            case 56:
#if (SHAREWARE == 1)
                Error("\n tried to spawn kes at %d,%d in shareware !",i,j);
#endif



                SD_PreCacheSound(SD_GRAVSND);
                SD_PreCacheSound(SD_GRAVHITSND);
                SD_PreCacheSound(SD_GRAVFIRESND);
                SD_PreCacheSound(SD_GRAVBUILDSND);

                PreCacheGroup(W_GetNumForName("KES1"),
                              W_GetNumForName("KES6"),
                              cache_patch_t);
                PreCacheGroup(W_GetNumForName("KSPHERE1"),
                              W_GetNumForName("KSPHERE4"),
                              cache_patch_t);
                SpawnStatic(i,j,tile-23,spawnz);
                if (loadedgame == false)
                    gamestate.missiletotal ++;
                break;

            case 57:
            case 58:
            case 59:
            case 60:
            case 61:
            case 62:
            case 65:
            case 66:
            case 67:
                SpawnStatic(i,j,tile-23,spawnz);
                break;

            case 68:
            case 69:
            case 70:
            case 71:
                SpawnStatic(i,j,tile-23,spawnz);
                break;

            case  98:
                SpawnStatic(i,j,tile-98+49,spawnz);
                break;

            case 210:
                SpawnStatic(i,j,stat_scotthead,spawnz);
                break;

            case 228:
            case 229:
            case 230:
            case 231:
            case 232:
            case 233:
                SpawnStatic(i,j,tile-228+51,spawnz);
                break;
            case 246:
            case 247:
            case 248:
            case 249:
            case 250:
            case 251:
                SpawnStatic(i,j,tile-246+57,spawnz);
                break;
            case 264:
            case 265:
                SpawnStatic(i,j,tile-264+63,spawnz);
                gamestate.planttotal ++;
                break;

            case 266:
                SpawnStatic(i,j,stat_urn,spawnz);
                break;

            case 268:
                SpawnStatic(i,j,tile-265+63,spawnz);
                break;

            case 269:
                SpawnStatic(i,j,tile-265+63,spawnz);
                break;

            case 267:
                SpawnStatic(i,j,stat_emptystatue,spawnz);
                break;

            case 282:
                SpawnStatic(i,j,stat_heatgrate,spawnz);
                break;

            case 283:
                SpawnStatic(i,j,stat_standardpole,spawnz);
                break;

            case 284:
                if ( !BATTLEMODE )
                {
                    SpawnStatic(i,j,stat_pit,spawnz);
                }
                break;




            case 252:
                SD_PreCacheSound(SD_GRAVSND);
                SD_PreCacheSound(SD_GRAVHITSND);
                SD_PreCacheSoundGroup(SD_GODMODEFIRESND,SD_LOSEMODESND);
                if ((locplayerstate->player == 1) || (locplayerstate->player ==3))
                    SD_PreCacheSound(SD_GODWOMANSND);
                else
                    SD_PreCacheSound(SD_GODMANSND);


                PreCacheGroup(W_GetNumForName("GODHAND1"),
                              W_GetNumForName("GODHAND8"),
                              cache_patch_t);

                PreCacheGroup(W_GetNumForName("VAPO1"),
                              W_GetNumForName("LITSOUL"),
                              cache_patch_t);

                PreCacheGroup(W_GetNumForName("GODFIRE1"),
                              W_GetNumForName("GODFIRE4"),
                              cache_patch_t);

                SpawnStatic(i,j,stat_godmode,spawnz);
                if (loadedgame == false)
                    gamestate.supertotal ++;
                break;

            case 253:

#if (SHAREWARE == 1)
                Error("DogMode Power up in shareware at x=%d y=%d\n",i,j);
#endif

                SD_PreCacheSoundGroup(SD_DOGMODEPANTSND,SD_DOGMODELICKSND);
                if ((locplayerstate->player == 1) || (locplayerstate->player ==3))
                    SD_PreCacheSound(SD_DOGWOMANSND);
                else
                    SD_PreCacheSound(SD_DOGMANSND);



                PreCacheGroup(W_GetNumForName("DOGNOSE1"),
                              W_GetNumForName("DOGPAW4"),
                              cache_patch_t);
                SpawnStatic(i,j,stat_dogmode,spawnz);
                if (loadedgame == false)
                    gamestate.supertotal ++;
                break;

            case 254:
                SpawnStatic(i,j,stat_fleetfeet,spawnz);
                if (loadedgame == false)
                    gamestate.supertotal ++;
                break;

            case 255:
                SpawnStatic(i,j,stat_random,spawnz);
                if (loadedgame == false)
                    gamestate.supertotal ++;
                break;

            case 260:
                SpawnStatic(i,j,stat_elastic,spawnz);
                if (loadedgame == false)
                    gamestate.supertotal ++;
                break;

            case 261:
                SpawnStatic(i,j,stat_mushroom,spawnz);
                if (loadedgame == false)
                {
                    gamestate.supertotal ++;
                    gamestate.democratictotal ++;
                }
                break;


            case 262:
                SpawnStatic(i,j,stat_tomlarva,spawnz);
                break;

            case 263:
                if (gamestate.SpawnCollectItems)
                {
                    SpawnStatic(i,j,stat_collector,spawnz);
                    LASTSTAT->flags |= FL_COLORED;
                    LASTSTAT->hitpoints =
                        ( GameRandomNumber("colors",0) % MAXPLAYERCOLORS );
                    BATTLE_NumCollectorItems++;
                }
                break;

            case 270:
                SpawnStatic(i,j,stat_bulletproof,spawnz);
                if (loadedgame == false)
                    gamestate.supertotal ++;
                break;
            case 271:
                SpawnStatic(i,j,stat_asbesto,spawnz);
                if (loadedgame == false)
                    gamestate.supertotal ++;
                break;
            case 272:
                SpawnStatic(i,j,stat_gasmask,spawnz);
                if (loadedgame == false)
                    gamestate.supertotal ++;
                break;
            case 461:
                SpawnStatic(i,j,stat_disk,spawnz);
                break;
            }
        }
    }
}



void RaiseSprites( int x, int y, int count, int dir )
{
    int a,c;
    int dx,dy;
    int h;
    int i;
    int xx;
    int hc;
    int d;

    dx=0;
    dy=0;
    if (dir==1)
        dx=1;
    else
        dy=1;


    if (((statobj_t *)sprites[x][y])->z==-65)
    {
        c=(maxheight+20)<<8;
        hc=(count+1)<<7;
        a=(c<<8)/(hc*hc);
        for (i=0; i<count; i++)
        {
            xx=-hc+((i+1)<<8);
            h=(c-FixedMulShift(a,(xx*xx),8) )>>8;
            ((statobj_t *)sprites[x+(dx*i)][y+(dy*i)])->z=maxheight-h;
        }
    }
    else
    {
        if (ActorIsSpring(x-(dx),y-(dy)))
            d=1;
        else if (ActorIsSpring(x+(dx*count),y+(dy*count)))
            d=0;
        else
            Error("Cannot find a spring board around a ramp ascension near x=%d y=%d\n",x,y);

        hc=((maxheight+20)<<16)/(count+1);
        h=hc<<1;
        for (i=0; i<count; i++)
        {
            if (d==1)
                ((statobj_t *)sprites[x+(dx*i)][y+(dy*i)])->z=maxheight-(h>>16);
            else
                ((statobj_t *)sprites[x+(dx*(count-i-1))][y+(dy*(count-i-1))])->z=maxheight-(h>>16);
            h+=hc;
        }
    }
}

void LoftSprites( void )
{
    int x,y;
    int count;

    for(y=1; y<mapheight-1; y++)
    {
        for(x=1; x<mapwidth-1; x++)
        {
            if (StaticUndefined(x,y))
            {
                if (StaticUndefined(x+1,y))
                {
                    count=1;
                    while (StaticUndefined(x+count,y))
                        count++;
                    if (count<3)
                        Error ("Are You kidding me? You are trying to loft <3 sprites in an arc??? \n x=%d y=%d\n",x,y);
                    RaiseSprites(x,y,count,1);
                }
                else if (StaticUndefined(x,y+1))
                {
                    count=1;
                    while (StaticUndefined(x,y+count))
                        count++;
                    if (count<3)
                        Error ("Are You kidding me? You are trying to loft <3 sprites??? \n x=%d y=%d\n",x,y);
                    RaiseSprites(x,y,count,0);
                }
                else
                    Error ("Sprite Lofter is confused around x=%d y=%d\n",x,y);
            }
        }
    }
}