shithub: rott

ref: e82877d3f91bf6031dfdf1c9d925a55ead8e338c
dir: /rott/rt_stat.c/

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

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/

#include "rt_def.h"
#include <string.h>
#include "sprites.h"
#include <stdio.h>
#include <stdlib.h>
#include "rt_stat.h"
#include "z_zone.h"
#include "lumpy.h"
#include "rt_util.h"
#include "rt_draw.h"
#include "rt_ted.h"
#include "rt_door.h"
#include "rt_main.h"
#include "w_wad.h"
#include "rt_main.h"
#include "rt_rand.h"
#include "rt_menu.h"
#include "rt_sound.h"
#include "_rt_stat.h"
#include "rt_net.h"
#include "rt_view.h"
#include "isr.h"
//MED
#include "memcheck.h"



/*
=============================================================================

Global Variables                                                                                                                                 GLOBAL VARIABLES

=============================================================================
*/

statobj_t   *firstactivestat,*lastactivestat;
statobj_t   *firstemptystat,*lastemptystat;

wall_t      switches[MAXSWITCHES],*lastswitch;
respawn_t   *firstrespawn,*lastrespawn;
statobj_t	*FIRSTSTAT,*LASTSTAT,*sprites[MAPSIZE][MAPSIZE];
animwall_t  animwalls[MAXANIMWALLS];

dirtype opposite[9] =
{west,southwest,south,southeast,east,northeast,north,northwest,nodir};






statinfo stats[NUMSTATS] =
{
    {0,SPR0_YLIGHT, stat_ylight,FL_LIGHT|FL_SHOOTABLE,0,0,2,0,0},
    {0,SPR1_RLIGHT, stat_rlight,FL_LIGHT|FL_SHOOTABLE,0,0,2,0,0},
    {0,SPR2_GLIGHT, stat_glight,FL_LIGHT|FL_SHOOTABLE,0,0,2,0,0},
    {0,SPR3_BLIGHT, stat_blight,FL_LIGHT|FL_SHOOTABLE,0,0,2,0,0},
    {0,SPR4_CHAND, stat_chandelier,FL_LIGHT|FL_SHOOTABLE,0,0,2,0,0},
    {0,SPR5_LAMPOFF, stat_lamp,FL_LIGHT|FL_BLOCK|FL_SHOOTABLE,0,0,2,0,0},
    {0,SPR73_GKEY1, stat_pedgoldkey,FL_COLORED|FL_BONUS|FL_CHANGES|FL_BLOCK|FL_ACTIVE,2,16,pc_orange,0,0},
    {0,SPR73_GKEY1,stat_pedsilverkey,FL_COLORED|FL_BONUS|FL_CHANGES|FL_BLOCK|FL_ACTIVE,2,16,pc_gray,0,0},
    {0,SPR73_GKEY1, stat_pedironkey,FL_COLORED|FL_BONUS|FL_CHANGES|FL_BLOCK|FL_ACTIVE,2,16,pc_olive,0,0},
    {0,SPR73_GKEY1,stat_pedcrystalkey,FL_COLORED|FL_BONUS|FL_CHANGES|FL_BLOCK|FL_ACTIVE,2,16,pc_red,0,0},
    {0,SPR6_GIBS1,  stat_gibs1,0,0,0,0,0,0},
    {0,SPR7_GIBS2,  stat_gibs2,0,0,0,0,0,0},
    {0,SPR8_GIBS3,  stat_gibs3,0,0,0,0,0,0},
    {0,SPR9_MONKMEAL, stat_monkmeal,FL_BONUS|FL_RESPAWN,0,0,0,0,0},
    {0,PORRIDGE1, stat_priestporridge,FL_BONUS|FL_RESPAWN,2,6,0,0,0},
    {0,MONKCRYSTAL11,stat_monkcrystal1,FL_BONUS|FL_ACTIVE|FL_RESPAWN,2,6,0,0,0},
    {0,MONKCRYSTAL21,stat_monkcrystal2,FL_BONUS|FL_ACTIVE|FL_RESPAWN,2,7,0,0,0},
    {0,ONEUP01,stat_oneup,FL_BONUS|FL_ACTIVE|FL_FULLLIGHT,2,8,0,0,0},
    {0,THREEUP01,stat_threeup,FL_BONUS|FL_ACTIVE|FL_FULLLIGHT,2,8,0,0,0},
    {0,TORCH1,stat_altbrazier1,FL_HEAT|FL_BLOCK|FL_ACTIVE|FL_LIGHT|FL_SHOOTABLE,2,15,2,0,0},
    {0,SPR_ABRAZIER2,stat_altbrazier2,FL_HEAT|FL_BLOCK|FL_LIGHT|FL_SHOOTABLE,0,0,2,0,0},
    {0,FBASIN1,stat_healingbasin,FL_BONUS|FL_CHANGES|FL_ACTIVE|FL_BLOCK,2,3,0,0,0},
    {20,EBASIN,stat_emptybasin,FL_BLOCK|FL_SHOOTABLE,0,0,0,0,0},
    {0,BAT1,stat_bat,FL_BONUS|FL_ACTIVE|FL_RESPAWN|FL_WEAPON,1,16,0,0,10},
    {0,KNIFE_STATUE1,stat_knifestatue,FL_BONUS|FL_CHANGES|FL_BLOCK,0,0,0,0,0},
    {0,SPR_TWOPIST,stat_twopistol,FL_BONUS|FL_RESPAWN|FL_WEAPON,0,0,0,0,5},
    {0,SPR_MP40,stat_mp40,FL_BONUS|FL_RESPAWN|FL_WEAPON,0,0,0,0,5},
    {0,SPR_BAZOOKA,stat_bazooka,FL_BONUS|FL_RESPAWN|FL_WEAPON,0,0,0,0,10},
    {0,SPR_FIREBOMB,stat_firebomb,FL_BONUS|FL_RESPAWN|FL_WEAPON,0,0,0,0,5},
    {0,SPR_HEATSEEK,stat_heatseeker,FL_BONUS|FL_RESPAWN|FL_WEAPON,0,0,0,0,7},
    {0,SPR_DRUNK,stat_drunkmissile,FL_BONUS|FL_RESPAWN|FL_WEAPON,0,0,0,0,7},
    {0,SPR_FIREWALL,stat_firewall,FL_BONUS|FL_RESPAWN|FL_WEAPON,0,0,0,0,5},
    {0,SPR_SPLIT,stat_splitmissile,FL_BONUS|FL_RESPAWN|FL_WEAPON,0,0,0,0,7},
    {0,SPR_KES,stat_kes,FL_BONUS|FL_RESPAWN|FL_WEAPON,0,0,0,0,7},
    {0,LIFEITEMA01,stat_lifeitem1,FL_BONUS|FL_ACTIVE|FL_SHOOTABLE|FL_FULLLIGHT,2,8, 2,0,0},
    {0,LIFEITEMB01,stat_lifeitem2,FL_BONUS|FL_ACTIVE|FL_SHOOTABLE|FL_FULLLIGHT,2,8, 2,0,0},
    {0,LIFEITEMD01,stat_lifeitem3,FL_BONUS|FL_ACTIVE|FL_SHOOTABLE|FL_FULLLIGHT,2,8, 2,0,0},
    {0,LIFEITEMC01,stat_lifeitem4,FL_BONUS|FL_ACTIVE|FL_SHOOTABLE|FL_FULLLIGHT,2,15, 2,0,0},
    {24,SPR32_EXPLOS,stat_tntcrate,FL_SHOOTABLE|FL_BLOCK|FL_WOODEN,0,0,3,10,0},
    {12,SPR33_CBARREL,stat_bonusbarrel,FL_METALLIC|FL_SHOOTABLE|FL_BLOCK,0,0,3,10,0},
    {0,TORCH1,stat_torch,FL_BLOCK|FL_LIGHT|FL_ACTIVE|FL_HEAT|FL_SHOOTABLE,2,15,2,0,0},
    {30,FFLAME1,stat_floorfire,FL_HEAT|FL_BLOCK|FL_LIGHT|FL_ACTIVE|FL_SHOOTABLE,2,7,30,0,0},
    {0,DIP11,stat_dipball1,FL_BONUS|FL_FULLLIGHT,0,0,0,0,0},
    {0,DIP21,stat_dipball2,FL_BONUS|FL_FULLLIGHT,0,0,0,0,0},
    {0,DIP31,stat_dipball3,FL_BONUS|FL_FULLLIGHT,0,0,0,0,0},
    {0,SPR34_TOUCH1,stat_touch1,0|FL_TRANSLUCENT|FL_FADING,0,0,0,0,0},
    {0,SPR35_TOUCH2,stat_touch2,0|FL_TRANSLUCENT|FL_FADING,0,0,0,0,0},
    {0,SPR36_TOUCH3,stat_touch3,0|FL_TRANSLUCENT|FL_FADING,0,0,0,0,0},
    {0,SPR37_TOUCH4,stat_touch4,0|FL_TRANSLUCENT|FL_FADING,0,0,0,0,0},
    {20,SPR62_ETOUCH1,stat_dariantouch,FL_METALLIC|FL_BANDF|FL_SHOOTABLE|FL_BLOCK,10,3,50,0,0},
    {0,SCOTHEAD1, stat_scotthead,FL_BONUS|FL_ACTIVE|FL_FULLLIGHT,4,7,0,0,0},
    {0,SPR38_GARBAGE1,stat_garb1,0,0,0,0,0,0},
    {0,SPR39_GARBAGE2,stat_garb2,0,0,0,0,0,0},
    {0,SPR40_GARBAGE3,stat_garb3,0,0,0,0,0,0},
    {0,SPR41_SHIT,stat_shit,0,0,0,0,0,0},
    {0,SPR42_GRATE,stat_grate,0,0,0,0,0,0},
    {0,SPR43_MSHARDS,stat_metalshards,0,0,0,0,0,0},
    {20,SPR44_PEDESTAL,stat_emptypedestal,FL_BLOCK|FL_SHOOTABLE|FL_WOODEN,0,0,60,0,0},
    {20,SPR45_ETABLE,stat_emptytable,FL_BLOCK|FL_SHOOTABLE|FL_WOODEN,0,0,100,0,0},
    {16,SPR46_STOOL,stat_stool,FL_BLOCK|FL_SHOOTABLE|FL_WOODEN,0,0,25,0,0},
    {0,SPR_PUSHCOLUMN1,stat_bcolumn,FL_BLOCK|FL_HEIGHTFLIPPABLE,0,0,0,0,0},
    {0,SPR_PUSHCOLUMN1,stat_gcolumn,FL_BLOCK|FL_HEIGHTFLIPPABLE,0,0,0,0,0},
    {0,SPR_PUSHCOLUMN1,stat_icolumn,FL_BLOCK|FL_HEIGHTFLIPPABLE,0,0,0,0,0},
    {20,SPR50_TREE,stat_tree,FL_SHOOTABLE|FL_BLOCK,0,0,0,0,0},
    {20,SPR51_PLANT,stat_plant,FL_SHOOTABLE|FL_BLOCK,0,0,0,0,0},
    {20,BLUEVASE,stat_urn,FL_SHOOTABLE|FL_BLOCK,0,0,0,0,0},
    {0,SPR54_HAY,stat_haystack,FL_SHOOTABLE|FL_BLOCK,0,0,20,0,0},
    {12,SPR55_IBARREL,stat_ironbarrel,FL_METALLIC|FL_BLOCK|FL_SHOOTABLE,0,0,50,0,0},
    {0,HGRATE1,stat_heatgrate,FL_LIGHT|FL_ACTIVE,2,4,0,5,0},
    {-10,STNPOLE1,stat_standardpole,FL_SHOOTABLE|FL_BLOCK,0,0,25,0,0},
    {0,PREPIT,stat_pit,FL_CHANGES,0,0,0,0,0},
    {0,GODPOWERUP1,stat_godmode,FL_WEAPON|FL_BONUS|FL_ACTIVE|FL_RESPAWN|FL_FULLLIGHT,2,8,0,0,0},
    {0,DOGPOWERUP1,stat_dogmode,FL_WEAPON|FL_BONUS|FL_ACTIVE|FL_RESPAWN|FL_FULLLIGHT,2,8,0,0,0},
    {0,FLEETFEETPOWERUP1,stat_fleetfeet,FL_BONUS|FL_ACTIVE|FL_RESPAWN|FL_FULLLIGHT,2,8,0,0,0},
    {0,ELASTICPOWERUP1, stat_elastic, FL_BONUS|FL_ACTIVE|FL_RESPAWN|FL_FULLLIGHT,2,8,0,0,0},
    {0,MUSHROOMPOWERUP1, stat_mushroom, FL_BONUS|FL_ACTIVE|FL_RESPAWN|FL_FULLLIGHT,2,8,0,0,0},
    {0,GASMASKPOWERUP, stat_gasmask, FL_BONUS|FL_RESPAWN,0,0,0,0,0},
    {0,BULLETPROOFPOWERUP, stat_bulletproof, FL_BONUS|FL_RESPAWN,0,0,0,0,0},
    {0,ASBESTOSPOWERUP, stat_asbesto, FL_BONUS|FL_RESPAWN,0,0,0,0,0},
    {0,RANDOMPOWERUP1, stat_random, FL_BONUS|FL_ACTIVE|FL_RESPAWN,2,8,0,0,0},
    {0,RUBBLE1, stat_rubble, FL_ACTIVE,2,10,0,0,0},
    {0,WOODFRAG1, stat_woodfrag, FL_ACTIVE,2,14,0,0,0},
    {0,ROBOGRDDIE1, stat_metalfrag, FL_ACTIVE,2,10,0,0,0},
    {0,EMPTY_STATUE1,stat_emptystatue,FL_BLOCK|FL_SHOOTABLE,0,0,50,0,0},
    {16,TOMLARVA1,stat_tomlarva,FL_ACTIVE|FL_SHOOTABLE|FL_BLOCK,2,4,150,0,0},
    {0,BULLETHOLE,stat_bullethole,FL_TRANSLUCENT,0,0,0,0,0},
//MED
#if (SHAREWARE == 1)
    {0,COLLECTOR1,stat_collector,FL_ACTIVE|FL_BONUS,2,8,-1,0,0},
#else
    {0,DOPE1,stat_collector,FL_ACTIVE|FL_BONUS,2,8,-1,0,0},
#endif
    {0,SPR_MINE1,stat_mine,FL_BONUS|FL_SHOOTABLE|FL_RESPAWN,0,0,10,0,0},
    {0,MISSMOKE1,stat_missmoke,FL_ACTIVE,6,4,0,0,0},
    {0,PLATFORM1,stat_disk,FL_BLOCK|FL_HEIGHTFLIPPABLE,0,0,0,0,0},
    {-1,0,0,0,0,0,0,0,0}
};


dirtype diagonal[9][9] =
{
    /* east */  {nodir,nodir,northeast,nodir,nodir,nodir,southeast,nodir,nodir},
    {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir},
    /* north */ {northeast,nodir,nodir,nodir,northwest,nodir,nodir,nodir,nodir},
    {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir},
    /* west */  {nodir,nodir,northwest,nodir,nodir,nodir,southwest,nodir,nodir},
    {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir},
    /* south */ {southeast,nodir,nodir,nodir,southwest,nodir,nodir,nodir,nodir},
    {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir},
    {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir}
};

/*
=============================================================================

Local Variables                                                                                                                                 GLOBAL VARIABLES

=============================================================================
*/
static awallinfo_t animwallsinfo[MAXANIMWALLS] =
{   {3,4,"FPLACE1\0"}, //lava wall
    {3,6,"ANIMY1\0"}, //anim red
    {3,6,"ANIMR1\0"}, //anim yellow
    {40,4,"ANIMFAC1\0"}, //anim face
    {3,4,"ANIMONE1\0"}, //anim one
    {3,4,"ANIMTWO1\0"}, //anim two
    {3,4,"ANIMTHR1\0"}, //anim three
    {3,4,"ANIMFOR1\0"}, //anim four
    {3,6,"ANIMGW1\0"}, //anim grey water
    {3,6,"ANIMYOU1\0"}, //anim you do not belong
    {3,6,"ANIMBW1\0"}, //anim brown water
    {3,6,"ANIMBP1\0"}, //anim brown piston
    {3,6,"ANIMCHN1\0"}, //anim chain
    {3,6,"ANIMFW1\0"}, //anim firewall
    {3,6,"ANIMLAT1\0"}, //anim little blips
    {3,6,"ANIMST1\0"}, //anim light streams left
    {3,6,"ANIMRP1\0"}
};//anim light streams right

int statcount;

void AddRespawnStatic(respawn_t*stat);
void DoLights (int tilex, int tiley);

void AddToFreeStaticList(statobj_t*stat)
{   if (!firstemptystat)
        firstemptystat = stat;
    else
    {   stat->statprev = lastemptystat;
        lastemptystat->statnext = stat;
    }
    lastemptystat = stat;

}


void RemoveFromFreeStaticList(statobj_t*stat)
{
    if (stat == lastemptystat)
        lastemptystat = stat->statprev;
    else
        stat->statnext->statprev = stat->statprev;

    if (stat == firstemptystat)
        firstemptystat = stat->statnext;
    else
        stat->statprev->statnext = stat->statnext;

    stat->statprev = NULL;
    stat->statnext = NULL;

}




/*
===============
=
= MakeStatActive
=
===============
*/

void MakeStatActive(statobj_t*x)
{   if (!firstactivestat)
        firstactivestat	= x;
    else
    {   x->prevactive = lastactivestat;
        lastactivestat->nextactive = x;
    }
    lastactivestat = x;
}


/*
===============
=
= MakeStatInactive
=
===============
*/

void MakeStatInactive(statobj_t*stat)
{
    if (stat == lastactivestat)
        lastactivestat = stat->prevactive;
    else
        stat->nextactive->prevactive = stat->prevactive;

    if (stat == firstactivestat)
        firstactivestat = stat->nextactive;
    else
        stat->prevactive->nextactive = stat->nextactive;

    stat->prevactive = NULL;
    stat->nextactive = NULL;

}
/*
===============
=
= AddStatic
=
===============
*/

void AddStatic(statobj_t *stat)
{   if (FIRSTSTAT)
    {   stat->statprev = LASTSTAT;
        LASTSTAT->statnext = stat;
    }
    else
        FIRSTSTAT = stat;
    LASTSTAT = stat;
}



void RemoveStatic(statobj_t*stat)
{
    if (stat->flags & FL_ABP) //remove from active list
        MakeStatInactive(stat);

    if (stat == LASTSTAT)     // remove from master list
        LASTSTAT = stat->statprev;
    else
        stat->statnext->statprev = stat->statprev;

    if (stat == FIRSTSTAT)
        FIRSTSTAT = stat->statnext;
    else
        stat->statprev->statnext = stat->statnext;

    stat->statprev = NULL;
    stat->statnext = NULL;

    if (stat->flags & FL_WEAPON)
        MISCVARS->NUMWEAPONS --;

    if ((stat->flags & FL_RESPAWN) &&
            gamestate.BattleOptions.RespawnItems &&
            (!((stat->flags & FL_WEAPON ) &&
               (gamestate.BattleOptions.WeaponPersistence)
              )
            )
       )
    {
        respawn_t*temp;
        //    if ( !( (stat->flags & FL_WEAPON) &&
        //          (MISCVARS->NUMWEAPONS >= (numplayers+10))
        //      )
        // )
        {
            temp = (respawn_t*)Z_LevelMalloc(sizeof(respawn_t),PU_LEVELSTRUCT,NULL);

            memset (temp,0,sizeof(*temp));
            temp->ticcount = GetRespawnTimeForItem(stat->itemnumber);
            temp->tilex = stat->tilex;
            temp->tiley = stat->tiley;
            temp->itemnumber = stat->itemnumber;
            temp->spawnz = stat->z;
            temp->linked_to = stat->linked_to;
            //SoftError("\nrespawn obj created for stattype %d with z = %d",stat->itemnumber,temp->spawnz);
            AddRespawnStatic(temp);
        }
    }
    //Z_Free(stat);
    AddToFreeStaticList(stat);

    //Add_To_Delete_Array(stat);
    statcount --;
}


void RemoveRespawnStatic(respawn_t*stat)
{
    if (stat == lastrespawn)
        lastrespawn = stat->prev;
    else
        stat->next->prev = stat->prev;

    if (stat == firstrespawn)
        firstrespawn = stat->next;
    else
        stat->prev->next = stat->next;

    stat->prev = NULL;
    stat->next = NULL;
    Z_Free(stat);
}


void TurnOffLight(int tilex,int tiley)
{
    DoLights(tilex,tiley);
    LightsInArea[MAPSPOT(tilex,tiley,0)-AREATILE]--;

}


void ActivateLight(long light)
{   statobj_t*tstat;

    tstat = (statobj_t*)light;

    tstat->shapenum ++;
    tstat->flags |= FL_LIGHTON;
    TurnOnLight(tstat->tilex,tstat->tiley);

}


void DeactivateLight(long light)
{   statobj_t*tstat;

    tstat = (statobj_t*)light;

    tstat->shapenum --;
    tstat->flags &= ~(FL_LIGHTON);
    TurnOffLight(tstat->tilex,tstat->tiley);

}

void TurnOnLight(int i,int j)
{

    LightsInArea[MAPSPOT(i,j,0)-AREATILE]++;

    if (lightsource==0)
        return;

    if ((!(tilemap[i+1][j])) && (!(tilemap[i-1][j])))
    {
        SetLight(i,j,0xcdeffedc);
        SetLight(i+1,j,0x135789ab);
        SetLight(i-1,j,0xba987351);
        SetLight(i,j+1,0xcdeffedc);
        SetLight(i,j-1,0xcdeffedc);
        SetLight(i-1,j-1,0xba987351);
        SetLight(i+1,j+1,0xba987351);
        SetLight(i+1,j-1,0x135789ab);
        SetLight(i-1,j+1,0x135789ab);
    }
    else if ((!(tilemap[i][j+1])) && (!(tilemap[i][j-1])))
    {
        SetLight(i,j,0xcdeffedc);
        SetLight(i+1,j,0xcdeffedc);
        SetLight(i-1,j,0xcdeffedc);
        SetLight(i,j+1,0x135789ab);
        SetLight(i,j-1,0xba987531);
        SetLight(i-1,j-1,0x135789ab);
        SetLight(i+1,j-1,0xba987531);
        SetLight(i+1,j+1,0x135789ab);
        SetLight(i-1,j+1,0xba987531);
    }
    //  |
    //__|
    else if ((tilemap[i][j+1]) && (tilemap[i+1][j]))
    {
        SetLight(i,j,0xcdeffedc);
        SetLight(i+1,j,0xcdeffedc);
        SetLight(i-1,j,0xcdeffedc);
        SetLight(i,j+1,0xcdeffedc);
        SetLight(i,j-1,0xcdeffedc);
        SetLight(i-1,j-1,0xba987351);
        SetLight(i+1,j-1,0xba987351);
        SetLight(i+1,j+1,0xba987351);
        SetLight(i-1,j+1,0x135789ab);
    }
    //|
    //|_
    else if ((tilemap[i][j+1]) && (tilemap[i-1][j]))
    {
        SetLight(i,j,0xcdeffedc);
        SetLight(i+1,j,0xcdeffedc);
        SetLight(i-1,j,0xcdeffedc);
        SetLight(i,j+1,0xcdeffedc);
        SetLight(i,j-1,0xcdeffedc);
        SetLight(i-1,j-1,0x135789ab);
        SetLight(i+1,j-1,0xba987531);
        SetLight(i+1,j+1,0xba987531);
        SetLight(i-1,j+1,0xba987531);
    }
    //_
    // |
    else if ((tilemap[i][j-1]) && (tilemap[i+1][j]))
    {
        SetLight(i,j,0xcdeffedc);
        SetLight(i+1,j,0xcdeffedc);
        SetLight(i-1,j,0xcdeffedc);
        SetLight(i,j+1,0xcdeffedc);
        SetLight(i,j-1,0xcdeffedc);
        SetLight(i-1,j-1,0xba987531);
        SetLight(i+1,j-1,0x135789ab);
        SetLight(i+1,j+1,0x135789ab);
        SetLight(i-1,j+1,0xba987531);
    }
    //__
    //|
    else if ((tilemap[i][j-1]) && (tilemap[i-1][j]))
    {
        SetLight(i,j,0xcdeffedc);
        SetLight(i+1,j,0xcdeffedc);
        SetLight(i-1,j,0xcdeffedc);
        SetLight(i,j+1,0xcdeffedc);
        SetLight(i,j-1,0xcdeffedc);
        SetLight(i-1,j-1,0x135789ab);
        SetLight(i+1,j-1,0x135789ab);
        SetLight(i+1,j+1,0xba987531);
        SetLight(i-1,j+1,0xba987531);
    }
    else if (tilemap[i][j])
    {
        SetLight(i,j,0x58bffb85);
    }
    else
    {
        SetLight(i,j,0xcdeffedc);
        SetLight(i+1,j,0xba987654);
        SetLight(i-1,j,0x456789ab);
        SetLight(i,j+1,0xba987654);
        SetLight(i,j-1,0x456789ab);
        SetLight(i-1,j+1,0x33322211);
        SetLight(i+1,j+1,0x33322211);
        SetLight(i+1,j-1,0x11222333);
        SetLight(i-1,j-1,0x11222333);
    }


}




/*===============
=
= AddRespawnStatic
=
===============
*/

void AddRespawnStatic(respawn_t*stat)
{
    if (firstrespawn)
    {   stat->prev = lastrespawn;
        lastrespawn->next = stat;
    }
    else
        firstrespawn = stat;
    lastrespawn = stat;
}


/*
===============
=
= InitStaticList
=
===============
*/

void InitStaticList (void)
{
    FIRSTSTAT = NULL;
    LASTSTAT = NULL;
    lastactivestat = NULL;
    firstactivestat = NULL;
    firstrespawn = NULL;
    lastrespawn = NULL;
    lastemptystat = NULL;
    firstemptystat = NULL;

    memset(&BulletHoles[0],0,sizeof(BulletHoles));
    MISCVARS->BulletHoleNum = 0;


    memset(sprites,0,sizeof(sprites));
    if (loadedgame==false)
    {
        memset(switches,0,sizeof(switches));
        lastswitch = &switches[0];
    }
    statcount = 0;

}


/*
===============
=
= InitAnimatedWallList
=
===============
*/

void InitAnimatedWallList(void)
{
    int i;

    for (i=0; i<MAXANIMWALLS; i++)
        animwalls[i].active=0;
}

/*
===============
=
= SetupAnimatedWall
=
===============
*/

void SetupAnimatedWall(int which)
{
    animwall_t * aw;
    int i;
    int texture;

    aw = &animwalls[which];

    aw->active=1;
    aw->ticcount=animwallsinfo[which].tictime;
    aw->count = 1;

    texture=W_GetNumForName(animwallsinfo[which].firstlump);

    aw->basetexture=texture;
    aw->texture=texture;

    if (DoPanicMapping()==true)
    {
        PreCacheLump(aw->basetexture,PU_CACHEWALLS,cache_pic_t);
    }
    else
    {
        for (i=aw->basetexture; i<aw->basetexture+animwallsinfo[which].numanims; i++)
            PreCacheLump(i,PU_CACHEWALLS,cache_pic_t);
    }
}


/*
===============
=
= SaveStatics
=
===============
*/

void SaveStatics (byte **buffer, int * size)
{   statobj_t * temp;
    saved_stat_type dummy;
    byte * tptr;
    int count;

    if (statcount==0)
    {
        *size=0;
        *buffer=SafeMalloc(16);
        return;
    }
    *size = statcount*sizeof(saved_stat_type);
    *buffer = (byte *)SafeMalloc(*size);
    tptr = *buffer;

    for(count=0,temp=FIRSTSTAT; temp; temp=temp->statnext)
    {   dummy.x = temp->x;
        dummy.y = temp->y;
        dummy.z = temp->z;
        dummy.flags = temp->flags;
        dummy.ticcount = temp->ticcount;
        dummy.hitpoints = temp->hitpoints;
        dummy.shapenum = temp->shapenum;
        dummy.ammo = temp->ammo;
        dummy.count = temp->count;
        dummy.numanims = temp->numanims;
        dummy.itemnumber = temp->itemnumber;
        dummy.areanumber = temp->areanumber;
        temp->whichstat = count;
        dummy.whichstat = count++;
        dummy.linked_to = temp->linked_to;

        memcpy(tptr,&(dummy.x),sizeof(saved_stat_type));
        tptr += sizeof(saved_stat_type);

    }

}

/*
===============
=
= DoLights
=
===============
*/

void DoLights (int tilex, int tiley)
{
    if (lightsource==0)
        return;
    if (TurnOffLight0 (tilex, tiley))
        LightSourceAt(tilex,tiley) = 0;

    if (TurnOffLight1 (tilex, tiley, -1, -1))
        LightSourceAt(tilex-1,tiley-1) = 0;

    if (TurnOffLight2 (tilex, tiley, -1))
        LightSourceAt(tilex,tiley-1) = 0;

    if (TurnOffLight1 (tilex, tiley, 1, -1))
        LightSourceAt(tilex+1,tiley-1) = 0;

    if (TurnOffLight3 (tilex, tiley, 1))
        LightSourceAt(tilex+1,tiley) = 0;

    if (TurnOffLight1 (tilex, tiley, 1, 1))
        LightSourceAt(tilex+1,tiley+1) = 0;

    if (TurnOffLight2 (tilex, tiley, 1))
        LightSourceAt(tilex,tiley+1) = 0;

    if (TurnOffLight1 (tilex, tiley, -1, 1))
        LightSourceAt(tilex-1,tiley+1) = 0;

    if (TurnOffLight3 (tilex, tiley, -1))
        LightSourceAt(tilex-1,tiley) = 0;
}


/*
===============
=
= TurnOffLight0
=
===============
*/

boolean TurnOffLight0 (int tilex, int tiley)
{
    if ( IsLight(tilex-1,tiley  ) ||
            IsLight(tilex-1,tiley-1) ||
            IsLight(tilex,tiley-1) ||
            IsLight(tilex+1,tiley-1) ||
            IsLight(tilex+1,tiley  ) ||
            IsLight(tilex+1,tiley+1) ||
            IsLight(tilex,tiley+1) ||
            IsLight(tilex-1,tiley+1) )
        return (false);
    else
        return (true);
}

/*
===============
=
= TurnOffLight1
=
===============
*/

boolean TurnOffLight1 (int tilex, int tiley, int i, int j)
{
    int tempi = 2*i;
    int tempy = 2*j;

    if ( IsLight(tilex+i,tiley  ) ||
            IsLight(tilex+i,tiley+j) ||
            IsLight(tilex,tiley+j) ||
            IsLight(tilex,tiley+tempy) ||
            IsLight(tilex+i,tiley+tempy) ||
            IsLight(tilex+tempi,tiley+tempy) ||
            IsLight(tilex+tempi,tiley+j) ||
            IsLight(tilex+tempi,tiley))
        return (false);
    else
        return (true);
}


/*
===============
=
= TurnOffLight2
=
===============
*/

boolean TurnOffLight2 (int tilex, int tiley, int j)
{
    int tempy = 2*j;

    if ( IsLight(tilex-1,tiley  ) ||
            IsLight(tilex-1,tiley+j) ||
            IsLight(tilex-1,tiley+tempy) ||
            IsLight(tilex,tiley+j) ||
            IsLight(tilex,tiley+tempy) ||
            IsLight(tilex+1,tiley) ||
            IsLight(tilex+1,tiley+j) ||
            IsLight(tilex+1,tiley+tempy))
        return (false);
    else
        return (true);
}


/*
===============
=
= TurnOffLight3
=
===============
*/

boolean TurnOffLight3 (int tilex, int tiley, int i)
{
    int tempx = 2*i;

    if ( IsLight(tilex,tiley-1) ||
            IsLight(tilex+1,tiley-1) ||
            IsLight(tilex+tempx,tiley-1) ||
            IsLight(tilex+i,tiley) ||
            IsLight(tilex+tempx,tiley) ||
            IsLight(tilex,tiley+1) ||
            IsLight(tilex+i,tiley+1) ||
            IsLight(tilex+tempx,tiley+1))
        return (false);
    else
        return (true);
}




/*
======================
=
= PreCacheStaticFrames
=
======================
*/




void PreCacheStaticFrames(statobj_t*temp)
{
    int z,start,stop;
    int female=0,black=0;

    if (temp->itemnumber != stat_bullethole &&
            ((temp->itemnumber < stat_touch1) || (temp->itemnumber > stat_touch4)))
        PreCacheLump(temp->shapenum+shapestart,PU_CACHESPRITES,cache_patch_t);
    else
        PreCacheLump(temp->shapenum+shapestart,PU_CACHESPRITES,cache_transpatch_t);
    for (z=0; z<temp->numanims; z++)
        PreCacheLump(temp->shapenum+shapestart+z,PU_CACHESPRITES,cache_patch_t);

    if (temp->flags & FL_ROTATING)
    {
        for (z=1; z<8; z++)
            PreCacheLump(temp->shapenum+shapestart+z,PU_CACHESPRITES,cache_patch_t);
    }

    if (temp->flags & FL_WOODEN)
    {
        start = W_GetNumForName("WFRAG1");
        stop = W_GetNumForName("WFRAG14");
        PreCacheGroup(start,stop,cache_patch_t);
    }

    if (temp->flags & FL_METALLIC)
    {
        PreCacheLump(W_GetNumForName("MSHARDS"),PU_CACHESPRITES,cache_patch_t);
        start = W_GetNumForName("ROBODIE1");
        stop = W_GetNumForName("ROBODEAD");
        PreCacheGroup(start,stop,cache_patch_t);
    }

    female = ((locplayerstate->player == 1) || (locplayerstate->player == 3));
    black = (locplayerstate->player == 2);

    if (female)
    {
        start = W_GetNumForName("FPIST11");
        stop = W_GetNumForName("FPIST13");
    }
    else if (black)
    {
        start = W_GetNumForName("BMPIST1");
        stop = W_GetNumForName("BMPIST3");
    }
    else
    {
        start = W_GetNumForName("MPIST11");
        stop = W_GetNumForName("MPIST13");
    }

    PreCacheGroup(start,stop,cache_patch_t);

    switch (temp->itemnumber)
    {

    case stat_pedgoldkey:
    case stat_pedsilverkey:
    case stat_pedironkey:
    case stat_pedcrystalkey:
        PreCacheLump(W_GetNumForName("PEDESTA"),PU_CACHESPRITES,cache_patch_t);
        break;

    case stat_bat:
        start = W_GetNumForName("EXBAT1");
        stop = W_GetNumForName("EXBAT7");
        PreCacheGroup(start,stop,cache_patch_t);
        break;
    case stat_knifestatue:
        start = W_GetNumForName("KNIFE1");
        stop = W_GetNumForName("KNIFE10");
        PreCacheGroup(start,stop,cache_patch_t);
        break;
    case stat_twopistol:
        if (female)
        {
            start = W_GetNumForName("RFPIST1");
            stop = W_GetNumForName("LFPIST3");
        }
        else if (black)
        {
            start = W_GetNumForName("RBMPIST1");
            stop = W_GetNumForName("LBMPIST3");
        }
        else
        {
            start = W_GetNumForName("RMPIST1");
            stop = W_GetNumForName("LMPIST3");
        }
        PreCacheGroup(start,stop,cache_patch_t);
        break;
    case stat_mp40:
        start = W_GetNumForName("MP401");
        stop = W_GetNumForName("MP403");
        PreCacheGroup(start,stop,cache_patch_t);
        break;
    case stat_bazooka:
        start = W_GetNumForName("BAZOOKA1");
        stop = W_GetNumForName("BAZOOKA4");
        PreCacheGroup(start,stop,cache_patch_t);
        break;
    case stat_firebomb:
        start = W_GetNumForName("FBOMB1");
        stop = W_GetNumForName("FBOMB4");
        PreCacheGroup(start,stop,cache_patch_t);
        break;
    case stat_heatseeker:
        start = W_GetNumForName("HSEEK1");
        stop = W_GetNumForName("HSEEK4");
        PreCacheGroup(start,stop,cache_patch_t);
        break;
    case stat_drunkmissile:
        start = W_GetNumForName("DRUNK1");
        stop = W_GetNumForName("DRUNK4");
        PreCacheGroup(start,stop,cache_patch_t);
        break;
    case stat_firewall:
        start = W_GetNumForName("FIREW1");
        stop = W_GetNumForName("FIREW3");
        PreCacheGroup(start,stop,cache_patch_t);
        break;
    case stat_splitmissile:
        start = W_GetNumForName("SPLIT1");
        stop = W_GetNumForName("SPLIT4");
        PreCacheGroup(start,stop,cache_patch_t);
        break;
    case stat_kes:
        start = W_GetNumForName("KES1");
        stop = W_GetNumForName("KES6");
        PreCacheGroup(start,stop,cache_patch_t);
        break;
    case stat_godmode:
        start = W_GetNumForName("GODHAND1");
        stop = W_GetNumForName("GODHAND8");
        PreCacheGroup(start,stop,cache_patch_t);

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

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

        break;
    case stat_dogmode:
        start = W_GetNumForName("DOGNOSE1");
        stop = W_GetNumForName("DOGPAW4");
        PreCacheGroup(start,stop,cache_patch_t);
        break;

    default:
        ;
    }



}



/*
===============
=
= LoadStatics
=
===============
*/




void LoadStatics( byte * buffer, int size)
{   saved_stat_type dummy;
    int stcount,i;
    statobj_t*temp;

    stcount = size/sizeof(saved_stat_type);
    InitStaticList();

    for(i=0; i<stcount; i++)
    {
        temp = (statobj_t*)Z_LevelMalloc(sizeof(statobj_t),PU_LEVELSTRUCT,NULL);
        if (!temp)
            Error("LoadStatics: Failed on allocation of static %d of %d",i,stcount);
        memset(temp,0,sizeof(*temp));
        memcpy(&(dummy.x),buffer,sizeof(saved_stat_type));
        temp->whichstat = statcount++;
        temp->x = dummy.x;
        temp->y = dummy.y;
        temp->z = dummy.z;
        temp->flags = dummy.flags;
        temp->ticcount = dummy.ticcount;
        temp->hitpoints = dummy.hitpoints;
        temp->shapenum = dummy.shapenum;
        temp->ammo = dummy.ammo;
        temp->count = dummy.count;
        temp->numanims = dummy.numanims;
        temp->itemnumber = dummy.itemnumber;
        temp->areanumber = dummy.areanumber;
        temp->linked_to = dummy.linked_to;

        temp->which = SPRITE;
        temp->tilex = temp->x >> TILESHIFT;
        temp->tiley = temp->y >> TILESHIFT;
        temp->flags &= ~FL_ABP;
        temp->visspot = &spotvis[temp->tilex][temp->tiley];

        if ((temp->itemnumber >= stat_touch1) &&
                (temp->itemnumber <= stat_touch4))
        {   touchindices[temp->tilex][temp->tiley] = lasttouch + 1;
            lasttouch ++;
            SD_PreCacheSoundGroup(SD_TOUCHPLATESND,SD_BADTOUCHSND);
        }

        AddStatic(temp);
        if (temp->shapenum != -1)
        {
            if (temp->itemnumber == stat_bullethole)
            {
                SetupBulletHoleLink(temp->linked_to,temp);
            }

            else if (temp->flags & FL_DEADBODY)
            {
                if ( actorat[temp->tilex][temp->tiley] == NULL )
                    actorat[temp->tilex][temp->tiley] = temp;
            }

            else if (!(temp->flags & FL_NONMARK))
            {
                sprites[temp->tilex][temp->tiley] = temp;
            }

            PreCacheStaticFrames(temp);


        }
        PreCacheStaticSounds(temp->itemnumber);

        buffer += sizeof(saved_stat_type);
    }
}


void Set_NewZ_to_MapValue(fixed *newz,int zoffset,const char*errorstr,int tilex,int tiley)
{
    int zf,z;

    zoffset&=0xff;
    z=zoffset>>4;
    zf=zoffset&0xf;
    if (z==0xf)
        *newz = nominalheight+64-(zf<<2);
    else
    {
        if (z>levelheight)
            Error ("You specified a height of %x for the %s at tilex=%d tiley=%d when\n the level is only %d high\n",
                   zoffset,errorstr,tilex,tiley,levelheight);
        else
            *newz = nominalheight-(z<<6)-(zf<<2);
    }

}



/*
===============
=
= SpawnStatic
=
===============
*/


int BaseMarkerZ;//bna++

void SpawnStatic (int tilex, int tiley, int mtype, int zoffset)
{   statobj_t * temp;
    boolean onetimer;



#if (SHAREWARE == 1)
    switch(mtype)
    {
    case stat_rlight:
    case stat_glight:
    case stat_ylight:
    case stat_chandelier:
        mtype = stat_blight;
        break;

    case stat_garb1:
    case stat_garb2:
    case stat_garb3:
    case stat_shit:
        mtype = stat_metalshards;
        break;

    case stat_lamp:
        mtype = stat_altbrazier2;
        break;

    }
#endif



    if ( BATTLEMODE )
    {
        if ( !gamestate.BattleOptions.SpawnWeapons )
        {
            if ( stats[ mtype ].flags & FL_WEAPON )
            {
                return;
            }
        }

        if (mtype == stat_pit)
            return;

        // Change lifeitems and extra lives to health
        switch( mtype )
        {
        case stat_lifeitem1 :
        case stat_lifeitem2 :
            mtype = stat_monkcrystal1;
            break;

        case stat_lifeitem3 :
        case stat_lifeitem4 :
        case stat_oneup :
        case stat_threeup :
            mtype = stat_monkcrystal2;
            break;
        }

        switch( mtype )
        {
        case stat_monkmeal :
        case stat_priestporridge :
        case stat_monkcrystal1 :
        case stat_monkcrystal2 :
        case stat_healingbasin :
            if ( ( gamestate.Product != ROTT_SHAREWARE ) &&
                    ( gamestate.BattleOptions.SpawnMines ) &&
                    ( !IsPlatform( tilex, tiley ) &&
                      ( ( zoffset & 0xff00 ) != 0xb000 ) ) &&
                    ( zoffset == -1 ) )
            {
                mtype = stat_mine;
            }
            else if ( !gamestate.BattleOptions.SpawnHealth )
            {
                return;
            }
            break;
        }
    }

    if (!firstemptystat)
    {   temp = (statobj_t*)Z_LevelMalloc(sizeof(statobj_t),PU_LEVELSTRUCT,NULL);
        //SoftError("\nMalloc-ing actor");
        //if (insetupgame)
        //	SoftError("in setup");
    }

    else
    {   temp = lastemptystat;
        //SoftError("\nfree actor available");
        RemoveFromFreeStaticList(lastemptystat);
    }

// Standard pole hack

    if ((zoffset>=14) && (zoffset<=17))
        zoffset=-1;

    if (temp)
    {   memset(temp,0,sizeof(*temp));
        temp->shapenum = stats[mtype].picnum;
        temp->whichstat = statcount ++;
        temp->tilex = tilex;
        temp->tiley = tiley;
        temp->x = ((long)tilex << TILESHIFT) + 0x8000;
        temp->y = ((long)tiley << TILESHIFT) + 0x8000;
        temp->areanumber = MAPSPOT(tilex,tiley,0)-AREATILE;
        temp->linked_to = -1;
        if ((temp->areanumber<=0) || (temp->areanumber>NUMAREAS))
            Error ("Sprite at x=%d y=%d type=%d has an illegal areanumber\n",tilex,tiley,mtype);
        if ( mtype == stat_mine )
        {
            temp->z = nominalheight;
        }
        else if (zoffset!=-1)
        {
            if ((zoffset&0xff00)==0xb000)
                Set_NewZ_to_MapValue(&(temp->z),zoffset,"static",tilex,tiley);
            else if (IsPlatform(tilex,tiley))
                temp->z = PlatformHeight(tilex,tiley);
            else if (zoffset==11)
                temp->z=-65;
            else if (zoffset==12)
                temp->z=-66;
            else
                temp->z = nominalheight;
            // Error ("You didn't specify a valid height over the sprite at tilex=%ld tiley=%ld\n",tilex,tiley);
        }
        else if (mtype>stat_chandelier)
            temp->z = nominalheight;

        temp->visspot = &spotvis[tilex][tiley];
        temp->which = SPRITE;
        temp->ticcount = stats[mtype].tictime;
        temp->hitpoints = stats[mtype].hitpoints;
        temp->itemnumber = stats[mtype].type;
        temp->flags = stats[mtype].flags;
        temp->ammo = stats[mtype].ammo;
        temp->numanims = stats[mtype].numanims;




        if (temp->flags & FL_BONUS)
            switch  (stats[mtype].type)
            {
            case stat_lifeitem1:
            case stat_lifeitem2:
            case stat_lifeitem3:
            case stat_lifeitem4:
                gamestate.treasuretotal++;
                break;
            default:
                ;
            }




        AddStatic(temp);

        onetimer = ((mtype == stat_rubble) || (mtype == stat_woodfrag) ||
                    (mtype == stat_metalfrag) || (mtype == stat_missmoke)
                   );

        if (DoPanicMapping())
        {
            if (temp->numanims && (!onetimer))
            {
                temp->flags &= ~FL_ACTIVE;
                temp->numanims = 0;
                GameRandomNumber("SpawnStatic",mtype);
            }
        }

        else
        {
            if (temp->numanims)
            {
                if (!onetimer)
                    temp->count = (int)(((int)GameRandomNumber("SpawnStatic",mtype) % stats[mtype].numanims) + 1);
                else
                    temp->count = 0;
            }
            else if (temp->itemnumber == stat_standardpole)
            {
                if (MAPSPOT(temp->tilex,temp->tiley,2))
                    temp->count = 2*(MAPSPOT(temp->tilex,temp->tiley,2)-14);
                else
                    temp->count = 0;
            }

            if ((temp->itemnumber == stat_knifestatue) ||
                    (temp->itemnumber == stat_emptystatue) ||
                    (temp->itemnumber == stat_standardpole))
                temp->flags|=FL_ROTATING;
        }




        if (mtype != stat_missmoke)
            sprites[tilex][tiley] = temp;
        else
            temp->flags |= FL_NONMARK;


//================ check special junk ==================================//

        if (temp->itemnumber == stat_dariantouch)
        {   _2Dpoint *tdptr;

            tdptr = &(MISCVARS->ETOUCH[MISCVARS->nexttouch]);

            tdptr->x = tilex;
            tdptr->y = tiley;
            sprites[tilex][tiley]->linked_to = MISCVARS->nexttouch;
            MISCVARS->nexttouch ++;
        }
        else if ((temp->itemnumber >= stat_touch1) &&
                 (temp->itemnumber <= stat_touch4))
        {   touchindices[tilex][tiley] = lasttouch + 1;
            SD_PreCacheSoundGroup(SD_TOUCHPLATESND,SD_BADTOUCHSND);
            lasttouch ++;
        }

//=====================================================================//
        //bna added
        // BaseMarkerZ used to adjust height in s_basemarker1
        // in SpawnNewObj(i,j,&s_basemarker1,inertobj);
        BaseMarkerZ=temp->z;//bna++	BaseMarkerZ = spawnz;

        PreCacheStaticFrames(temp);

        PreCacheStaticSounds(temp->itemnumber);

        if (temp->flags & FL_WEAPON)
            MISCVARS->NUMWEAPONS ++;
    }
    else
        Error("Z_LevelMalloc failed in SpawnStatic!");

}

/*
===============
=
= SpawnInertStatic
=
===============
*/

void SpawnInertStatic (int x, int y, int z, int mtype)
{   statobj_t * temp;




    if (!firstemptystat)
    {   temp = (statobj_t*)Z_LevelMalloc(sizeof(statobj_t),PU_LEVELSTRUCT,NULL);
        //SoftError("\nMalloc-ing actor");
        //if (insetupgame)
        //	SoftError("in setup");
    }

    else
    {   temp = lastemptystat;
        //SoftError("\nfree actor available");
        RemoveFromFreeStaticList(lastemptystat);
    }

    if (temp)
    {   memset(temp,0,sizeof(*temp));
        temp->shapenum = stats[mtype].picnum;

        temp->whichstat = statcount ++;
        temp->tilex = x>>16;
        temp->tiley = y>>16;
        temp->x = x;
        temp->y = y;
        temp->areanumber = MAPSPOT(temp->tilex,temp->tiley,0)-AREATILE;
        temp->linked_to = -1;
        if ((temp->areanumber<=0) || (temp->areanumber>NUMAREAS))
        {
            int tilex=temp->tilex;
            int tiley=temp->tiley;

            FindEmptyTile(&tilex,&tiley);
            temp->areanumber = MAPSPOT(tilex,tiley,0)-AREATILE;
        }
        temp->z=z;
        temp->visspot = &spotvis[temp->tilex][temp->tiley];
        temp->which = SPRITE;
        temp->ticcount = stats[mtype].tictime;
        temp->hitpoints = stats[mtype].hitpoints;
        temp->itemnumber = stats[mtype].type;
        temp->flags = (stats[mtype].flags|FL_ABP|FL_NONMARK);
        if (fog)
        {   temp->shapenum++;
            temp->flags &= ~FL_TRANSLUCENT;
        }

        temp->ammo = stats[mtype].ammo;
        temp->numanims = stats[mtype].numanims;
        AddStatic(temp);
        MakeStatActive(temp);
    }
    else
        Error("Z_LevelMalloc failed in SpawnStatic!");

}

/*
===============
=
= SpawnSolidStatic
=
===============
*/

void SpawnSolidStatic (statobj_t * temp)
{
    if (temp->flags & FL_ACTIVE)
        temp->flags &= ~FL_ACTIVE;
    temp->hitpoints = INITIALFIRECOLOR;
    temp->flags = FL_SOLIDCOLOR|FL_SEEN|FL_ABP;
    if ((gamestate.BattleOptions.RespawnItems) &&
            (temp->itemnumber == stat_tntcrate)
       )
        temp->flags |= FL_RESPAWN;

    temp->ticcount = SOLIDCOLORTICTIME;
}


/*
======================
=
= PreCacheStaticSounds
=
======================
*/



void PreCacheStaticSounds (int itemnumber)
{

    if (stats[itemnumber].flags & FL_SHOOTABLE)
        SD_PreCacheSound(SD_ITEMBLOWSND);


    switch(itemnumber)

    {
    case    stat_pit:
        SD_PreCacheSound(SD_PITTRAPSND);
        break;

    case    stat_bonusbarrel:
        SD_PreCacheSound(SD_BONUSBARRELSND);
        break;

    case    stat_knifestatue:
        SD_PreCacheSound(SD_GETKNIFESND);
        break;
    case    stat_gibs1:
    case    stat_gibs2:
    case    stat_gibs3:
        SD_PreCacheSound (SD_ACTORSQUISHSND);
        break;
    case    stat_pedgoldkey:
    case    stat_pedsilverkey:
    case    stat_pedironkey:
    case    stat_pedcrystalkey:
        SD_PreCacheSound (SD_GETKEYSND);

        break;
    case    stat_monkmeal:
        SD_PreCacheSound (SD_GETHEALTH1SND);
        break;
    case    stat_monkcrystal1:
        SD_PreCacheSound (SD_GETHEALTH2SND);
        break;
    case   stat_monkcrystal2:
        SD_PreCacheSound (SD_GETHEALTH2SND);
        break;
    case    stat_priestporridge:
        SD_PreCacheSound (SD_GETHEALTH1SND);
        SD_PreCacheSound(SD_COOKHEALTHSND);

        break;

    case   stat_healingbasin:
        SD_PreCacheSound (SD_GETHEALTH2SND);
        break;

    case stat_oneup:
        SD_PreCacheSound(SD_GET1UPSND);
        break;
    case stat_threeup:
        SD_PreCacheSound(SD_GET3UPSND);
        break;

    case stat_scotthead:
        SD_PreCacheSound(SD_GETHEADSND);
        break;

    case stat_twopistol:
    case stat_mp40:
    case stat_bazooka:
    case stat_firebomb:
    case stat_heatseeker:
    case stat_drunkmissile:
    case stat_firewall:
    case stat_splitmissile:
    case stat_kes:
        SD_PreCacheSound(SD_GETWEAPONSND);
        break;

    case stat_bat:
        SD_PreCacheSound(SD_GETBATSND);
        break;

    case stat_lifeitem1:
    case stat_lifeitem2:
    case stat_lifeitem3:
    case stat_lifeitem4:
        SD_PreCacheSound(SD_GETBONUSSND);
        break;


    case stat_random:
        SD_PreCacheSound(SD_GETGODSND);
        SD_PreCacheSound(SD_GETDOGSND);
        SD_PreCacheSound(SD_GETELASTSND);
        SD_PreCacheSound(SD_GETSHROOMSSND);
        SD_PreCacheSound(SD_LOSEMODESND);

        break;
    case stat_bulletproof:
        SD_PreCacheSound(SD_GETBVESTSND);
        SD_PreCacheSound(SD_LOSEMODESND);
        break;

    case stat_gasmask:
        SD_PreCacheSound(SD_GETMASKSND);
        SD_PreCacheSound(SD_LOSEMODESND);
        break;

    case stat_asbesto:
        SD_PreCacheSound(SD_GETAVESTSND);
        SD_PreCacheSound(SD_LOSEMODESND);
        break;

    case stat_elastic:
        SD_PreCacheSound(SD_GETELASTSND);
        SD_PreCacheSound(SD_LOSEMODESND);
        break;

    case stat_fleetfeet:
        SD_PreCacheSound(SD_GETFLEETSND);
        SD_PreCacheSound(SD_LOSEMODESND);
        break;

    case stat_godmode:
        SD_PreCacheSound(SD_GETGODSND);
        SD_PreCacheSound(SD_GODMODE1SND);

        break;

    case stat_dogmode:
        SD_PreCacheSound(SD_GETDOGSND);
        break;

    case stat_mushroom:
        SD_PreCacheSound(SD_GETSHROOMSSND);
        SD_PreCacheSound(SD_LOSEMODESND);

        break;

    case stat_dipball1:
    case stat_dipball2:
    case stat_dipball3:
        SD_PreCacheSound(SD_GETBONUSSND);
        break;

    default:
        SD_PreCacheSound(SD_GETBONUSSND);
        break;
    }

}





/*
===============
=
= SaveSwitches
=
===============
*/

void SaveSwitches(byte ** buffer, int * size)
{   int numswitches,i;
    byte * tptr;

    numswitches = lastswitch-&switches[0];
    if (numswitches==0)
    {
        *size=0;
        *buffer=SafeMalloc(16);
        return;
    }
    *size = numswitches*sizeof(wall_t);

    *buffer = (byte *)SafeMalloc(*size);
    tptr = *buffer;

    for(i=0; i<numswitches; i++)
    {   memcpy(tptr,&switches[i],sizeof(wall_t));
        tptr += sizeof(wall_t);
    }

}


/*
===============
=
= LoadSwitches
=
===============
*/

void LoadSwitches (byte * buffer, int size)
{   int numswitches,i,tilex,tiley;

    numswitches = size/sizeof(wall_t);

    for(i=0; i<numswitches; i++)
    {   memcpy(&switches[i],buffer,sizeof(wall_t));
        tilex = switches[i].tilex;
        tiley = switches[i].tiley;
        actorat[tilex][tiley]=&switches[i];
        if (MAPSPOT(tilex,tiley,0) == 79) // On by default
        {
            if (!(switches[i].flags & FL_ON))
                tilemap[tilex][tiley]--;
        }
        else if (switches[i].flags & FL_W_INVERTED) // Hi masked wall
        {
            maskedwallobj_t * lastmaskobj;

            lastmaskobj=maskobjlist[tilemap[tilex][tiley]&0x3ff];
            if (switches[i].flags & FL_ON)
                lastmaskobj->toptexture++;
        }
        else if (switches[i].flags & FL_ON)
            tilemap[tilex][tiley]++;
        buffer += sizeof(wall_t);
        touchindices[tilex][tiley] = lasttouch + 1;
        lasttouch ++;
    }
    lastswitch=&switches[numswitches];

}



/*
===============
=
= SpawnSwitchThingy
=
===============
*/

void SpawnSwitchThingy(int tilex, int tiley)
{
    lastswitch->flags |= FL_SWITCH;
    lastswitch->which = WALL;
    lastswitch->tilex = tilex;
    lastswitch->tiley = tiley;
    touchindices[tilex][tiley] = lasttouch + 1;
    lasttouch ++;
    actorat[tilex][tiley] = lastswitch;
    lastswitch ++;

}

/*
===============
=
= AnimateWalls
=
===============
*/

void AnimateWalls(void)
{
    int i;
    animwall_t * aw;

    if (DoPanicMapping()==true)
        return;

    for(i=0; i<MAXANIMWALLS; i++)
    {
        aw=&animwalls[i];
        if (aw->active==0)
            continue;
        if (aw->ticcount <= 0)
        {
            if (aw->count < animwallsinfo[i].numanims)
            {
                aw->texture = aw->basetexture + aw->count;
                aw->count++;
            }
            else
            {
                aw->texture = aw->basetexture;
                aw->count = 1;
            }

            while (aw->ticcount<=0)
                aw->ticcount+=animwallsinfo[i].tictime;
        }
        else
            aw->ticcount -= tics;
    }
}


#define M_ResetSprites(x)  \
  { if ((index == stat_dariantouch) && (!x->count))\
		 {x->shapenum = stats[index].picnum;               \
		  x->count = 1;                                     \
		  x->ticcount = stats[index].tictime;         \
		  x->flags &= ~FL_BACKWARDS;                   \
		  x->flags &= ~FL_ACTIVE;                       \
		 }                                               \
	}




void CheckCriticalStatics(void)
{   respawn_t *rtemp,*ddt;
    int i,stilex,stiley;
    statobj_t*temp,*stat;

    for(rtemp = firstrespawn; rtemp;)
    {   rtemp->ticcount --;
        ddt = rtemp->next;

        if (rtemp->ticcount <=0)
        {   int stype;

            stilex = rtemp->tilex;
            stiley = rtemp->tiley;

            // if another weapon is there, nuke it
            if (sprites[stilex][stiley])
            {   RemoveStatic(sprites[stilex][stiley]);
                sprites[stilex][stiley] = NULL;
            }

            if (rtemp->itemnumber == stat_tntcrate)
            {
                RemoveStatic((statobj_t*)(rtemp->linked_to));
                stype = stat_tntcrate;
            }
            else
            {
                for(i=0; i<NUMSTATS; i++)
                {
                    if (rtemp->itemnumber == stats[i].type)
                    {
                        stype = i;
                        break;
                    }
                }

            }

            SpawnStatic(stilex,stiley,stype,-1);
            LASTSTAT->z = rtemp->spawnz;
            LASTSTAT->flags |= FL_ABP;
            MakeStatActive(LASTSTAT);
            SpawnNewObj(stilex,stiley,&s_itemspawn1,inertobj);
            SD_PlaySoundRTP(SD_RESPAWNSND,new->x,new->y);
            new->flags |= FL_ABP;
            MakeActive(new);
            new->z = LASTSTAT->z;
            RemoveRespawnStatic(rtemp);
        }

        rtemp = ddt;
    }

    for (temp = firstactivestat ; temp; )
    {   stat = temp->nextactive;

        if (temp->flags & FL_SOLIDCOLOR)
        {   temp->ticcount--;
            if (temp->ticcount<=0)
            {   temp->hitpoints+=SOLIDCOLORINCREMENT;
                if (temp->hitpoints>MAXFIRECOLOR)
                    RemoveStatic(temp);
                else
                    temp->ticcount = SOLIDCOLORTICTIME;
            }
        }
        temp = stat;
    }


}



/*
===============
=
= DoSprites
=
===============
*/

void DoSprites(void)
{   int index,i;
    statobj_t *temp,*tempnext;


#if (0)
    Debug("\n");
#endif
    i=0;
    for(temp = firstactivestat; temp;)
    {   tempnext = temp->nextactive;

#if (0)
        Debug("\nid: %d, shapenum: %d, numanims: %d",i++,temp->shapenum,temp->numanims);
#endif

        if ((temp->shapenum != NOTHING) && (temp->flags & FL_ACTIVE))
        {   index = temp->itemnumber;
            temp->ticcount -= tics;
            while (temp->ticcount <= 0)
            {   if (temp->count < temp->numanims)
                {   temp->shapenum = stats[index].picnum + temp->count;
                    if (index == stat_missmoke)
                    {   RemoveStatic(temp);
                        break;
                    }

                    if (((index == stat_rubble) && (temp->count == 9)) ||
                            ((index == stat_woodfrag) && (temp->count == 13)) ||
                            ((index == stat_metalfrag) && (temp->count == 9)))
                    {   temp->flags &= ~FL_ACTIVE;
                        break;
                    }

                    if (temp->flags & FL_BACKWARDS)
                    {   temp->count--;
                        M_ResetSprites(temp);
                    }
                    else
                        temp->count ++;
                }
                else if (!(temp->flags & FL_BANDF))
                {   temp->shapenum = stats[index].picnum;
                    temp->count=1;
                }
                else
                {   temp->flags |= FL_BACKWARDS;
                    temp->count --;
                }
                temp->ticcount += stats[index].tictime;
            }
        }
        temp = tempnext;

    }

}

void  SpawnStaticDamage(statobj_t * stat, int angle)
{
    GetNewActor ();
    MakeActive(new);
    NewState(new,&s_gunsmoke1);

    new->obclass = inertobj;
    new->which = ACTOR;
    new->x = (stat->x)-(costable[angle]>>4);
    new->y = (stat->y)+(sintable[angle]>>4);
    new->z = (stat->z)+stats[stat->itemnumber].heightoffset;
    new->drawx = new->x;
    new->drawy = new->y;
    new->tilex = (new->x >> TILESHIFT);
    new->tiley = (new->y >> TILESHIFT);
    new->dir = 0;
    new->speed = 0;
    new->flags = (FL_NEVERMARK|FL_ABP);
    if ((new->x<=0) || (new->y<=0))
        Error("SpawnStaticDamage: bad x,y itemnumber=%d\n",stat->itemnumber);
}