
//**************************************************************************
//**
//** g_game.c : Heretic 2 : Raven Software, Corp.
//**
//** $RCSfile: g_game.c,v $
//** $Revision: 1.68 $
//** $Date: 96/01/12 13:18:07 $
//** $Author: bgokey $
//**
//**************************************************************************

#include <string.h>
#include "h2def.h"
#include "p_local.h"
#include "soundst.h"

//rww begin
#ifdef _HEXENDS
#include <nds.h>
#endif
//rww end

#define AM_STARTKEY	9

// External functions

extern void R_InitSky(int map);
extern void P_PlayerNextArtifact(player_t *player);

// Functions

boolean G_CheckDemoStatus (void);
void G_ReadDemoTiccmd (ticcmd_t *cmd);
void G_WriteDemoTiccmd (ticcmd_t *cmd);
void G_InitNew (skill_t skill, int episode, int map);

void G_DoReborn (int playernum);

void G_DoLoadLevel(void);
void G_DoInitNew(void);
void G_DoNewGame(void);
void G_DoLoadGame(void);
void G_DoPlayDemo(void);
void G_DoTeleportNewMap(void);
void G_DoCompleted(void);
void G_DoVictory(void);
void G_DoWorldDone(void);
void G_DoSaveGame(void);
void G_DoSingleReborn(void);

void H2_PageTicker(void);
void H2_AdvanceDemo(void);

extern boolean mn_SuicideConsole;

gameaction_t    gameaction;
gamestate_t     gamestate;
skill_t         gameskill;
//boolean         respawnmonsters;
int             gameepisode;
int             gamemap;
int				 prevmap;

boolean         paused;
boolean         sendpause;              // send a pause event next tic
boolean         sendsave;               // send a save event next tic
boolean         usergame;               // ok to save / end game

boolean         timingdemo;             // if true, exit with report on completion
int             starttime;              // for comparative timing purposes      

boolean         viewactive;

boolean         deathmatch;             // only if started as net death
boolean         netgame;                // only true if packets are broadcast
boolean         playeringame[MAXPLAYERS];
player_t        players[MAXPLAYERS];
pclass_t		PlayerClass[MAXPLAYERS];

// Position indicator for cooperative net-play reborn
int RebornPosition;

int             consoleplayer;          // player taking events and displaying
int             displayplayer;          // view being displayed
int             gametic;
int             levelstarttic;          // gametic at level start

char            demoname[32];
boolean         demorecording;
boolean         demoplayback;
byte            *demobuffer, *demo_p;
boolean         singledemo;             // quit after playing a demo from cmdline

boolean         precache = true;        // if true, load all graphics at start

short            consistancy[MAXPLAYERS][BACKUPTICS];

//
// controls (have defaults)
//
int key_right, key_left, key_up, key_down;
int key_strafeleft, key_straferight, key_jump;
int key_fire, key_use, key_strafe, key_speed;
int	key_flyup, key_flydown, key_flycenter;
int	key_lookup, key_lookdown, key_lookcenter;
int	key_invleft, key_invright, key_useartifact;
//rww begin
int key_weaponcycle;
//rww end

int mousebfire;
int mousebstrafe;
int mousebforward;
int mousebjump;

int joybfire;
int joybstrafe;
int joybuse;
int joybspeed;
int joybjump;

int LeaveMap;
static int LeavePosition;

//#define MAXPLMOVE       0x32 // Old Heretic Max move

fixed_t MaxPlayerMove[NUMCLASSES] = { 0x3C, 0x32, 0x2D, 0x31 };
fixed_t forwardmove[NUMCLASSES][2] = 
{
	{ 0x1D, 0x3C },
	{ 0x19, 0x32 },
	{ 0x16, 0x2E },
	{ 0x18, 0x31 }
};

fixed_t sidemove[NUMCLASSES][2] = 
{
	{ 0x1B, 0x3B },
	{ 0x18, 0x28 },
	{ 0x15, 0x25 },
	{ 0x17, 0x27 }
};

fixed_t angleturn[3] = {640, 1280, 320};     // + slow turn
#define SLOWTURNTICS    6

#define NUMKEYS 256
#ifdef _HEXENDS //rww begin
boolean         gamekeydown[NUMKEYS] DTCM_DATA;
#else
boolean         gamekeydown[NUMKEYS];
#endif //rww end
int             turnheld;                   // for accelerative turning
int				 lookheld;


boolean         mousearray[4];
boolean         *mousebuttons = &mousearray[1];
// allow [-1]
int             mousex, mousey;             // mouse values are used once
int             dclicktime, dclickstate, dclicks;
int             dclicktime2, dclickstate2, dclicks2;

int             joyxmove, joyymove;         // joystick values are repeated
boolean         joyarray[5];
boolean         *joybuttons = &joyarray[1];     // allow [-1]

int     savegameslot;
char    savedescription[32];

int inventoryTics;

#ifdef __WATCOMC__
extern externdata_t *i_ExternData;
#endif

static skill_t TempSkill;
static int TempEpisode;
static int TempMap;

//=============================================================================
/*
====================
=
= G_BuildTiccmd
=
= Builds a ticcmd from all of the available inputs or reads it from the
= demo buffer.
= If recording a demo, write it out
====================
*/

//rww begin
static int lastTouchX = -2;
static int lastTouchY = -2;
static int curTouchXDif = 0;
static int curTouchYDif = 0;
static int lastTouchXDif = 0;
static int lastTouchYDif = 0;
int invertLook = 0;
#define MAX_TOUCH_DIF	10 //15
#define MIN_TOUCH_DIF	2
extern unsigned int frameKeysHeld;
void TouchScreenSample(void)
{
#ifdef _HEXENDS
	touchPosition touch; //use newer libnds functionality

	if (!(frameKeysHeld & KEY_TOUCH))
	{
		curTouchXDif = 0;
		curTouchYDif = 0;
		lastTouchXDif = 0;
		lastTouchYDif = 0;
		lastTouchX = -2;
		lastTouchY = -2;
		return;
	}
	if (lastTouchX == -2 || lastTouchY == -2)
	{ //ignore the first touch frame for good measure
		lastTouchX = -1;
		lastTouchY = -1;
		return;
	}

	touch = touchReadXY();

	curTouchXDif = touch.px;
	curTouchYDif = touch.py;
	if (lastTouchX == -1)
	{
		lastTouchX = curTouchXDif;
	}
	if (lastTouchY == -1)
	{
		lastTouchY = curTouchYDif;
	}

	curTouchXDif = lastTouchX-curTouchXDif;
	curTouchYDif = lastTouchY-curTouchYDif;
	if (abs(curTouchXDif) < MIN_TOUCH_DIF)
	{
		curTouchXDif = 0;
	}
	if (abs(curTouchYDif) < MIN_TOUCH_DIF)
	{
		curTouchYDif = 0;
	}

	if (curTouchXDif > MAX_TOUCH_DIF)
	{
		curTouchXDif = MAX_TOUCH_DIF;
	}
	else if (curTouchXDif < -MAX_TOUCH_DIF)
	{
		curTouchXDif = -MAX_TOUCH_DIF;
	}
	if (curTouchYDif > MAX_TOUCH_DIF)
	{
		curTouchYDif = MAX_TOUCH_DIF;
	}
	else if (curTouchYDif < -MAX_TOUCH_DIF)
	{
		curTouchYDif = -MAX_TOUCH_DIF;
	}

	lastTouchX = touch.px;
	lastTouchY = touch.py;
#endif
}

int TouchScreenLook(void)
{
#ifdef _HEXENDS //hack, fixme
	int touch = 0;
	int sens;
	if (lastTouchX < 0 || lastTouchY < 0)
	{
		return 0;
	}
	sens = mouseSensitivity>>1;
	if (sens < 1)
	{
		sens = 1;
	}

	if (lastTouchYDif > 12)
	{
		touch = 3;
	}
	else if (lastTouchYDif > 6)
	{
		touch = 2;
	}
	else if (lastTouchYDif > 0)
	{
		touch = 1;
	}
	if (lastTouchYDif < -12)
	{
		touch = -3;
	}
	else if (lastTouchYDif < -6)
	{
		touch = -2;
	}
	else if (lastTouchYDif < 0)
	{
		touch = -1;
	}
	if (invertLook)
	{
		touch = -touch;
	}
	lastTouchYDif = curTouchYDif;
	return (touch)*sens;
#else
	return 0;
#endif
}

int TouchScreenYaw(void)
{
#ifdef _HEXENDS
	int sens, r;
	if (lastTouchX < 0 || lastTouchY < 0)
	{
		return 0;
	}
	sens = mouseSensitivity>>1;
	if (sens < 1)
	{
		sens = 1;
	}

	r = (lastTouchXDif*100)*sens;
	lastTouchXDif = curTouchXDif;
	return r;
#else
	return 0;
#endif
}
//rww end

extern boolean inventory;
extern int curpos;
extern int inv_ptr;

//rww begin
//extern  int             isCyberPresent;     // is CyberMan present?
//void I_ReadCyberCmd (ticcmd_t *cmd);
//rww end
boolean usearti = true;

void G_BuildTiccmd (ticcmd_t *cmd)
{
	int             i;
	boolean         strafe, bstrafe;
	int             speed, tspeed, lspeed;
	int             forward, side;
	int look, arti;
	int flyheight;
	int pClass;

	extern boolean artiskip;

#ifdef __WATCOMC__
	int angleDelta;
	static int oldAngle;
	extern int newViewAngleOff;
	static int externInvKey;
	extern boolean automapactive;
	event_t ev;
#endif

	TouchScreenSample();

	pClass = players[consoleplayer].class;
	memset (cmd,0,sizeof(*cmd));

	//	cmd->consistancy =
	//		consistancy[consoleplayer][(maketic*ticdup)%BACKUPTICS];

	cmd->consistancy =
		consistancy[consoleplayer][maketic%BACKUPTICS];
	//rww begin
	/*
	if (isCyberPresent)
	I_ReadCyberCmd (cmd);
	*/
	//rww end

	//HEXENPRINTF ("cons: %i\n",cmd->consistancy);

	strafe = gamekeydown[key_strafe] || mousebuttons[mousebstrafe]
	|| joybuttons[joybstrafe];
	speed = gamekeydown[key_speed] || joybuttons[joybspeed]
	|| joybuttons[joybspeed];
#ifdef __WATCOMC__
	if(useexterndriver)
	{
		speed |= (i_ExternData->buttons&EBT_SPEED);
		strafe |= (i_ExternData->buttons&EBT_STRAFE);
	}
#endif

	forward = side = look = arti = flyheight = 0;

	//
	// use two stage accelerative turning on the keyboard and joystick
	//
	if (joyxmove < 0 || joyxmove > 0 
		|| gamekeydown[key_right] || gamekeydown[key_left])
		turnheld += ticdup;
	else
		turnheld = 0;
	if (turnheld < SLOWTURNTICS)
		tspeed = 2;             // slow turn
	else
		tspeed = speed;

	if(gamekeydown[key_lookdown] || gamekeydown[key_lookup])
	{
		lookheld += ticdup;
	}
	else
	{
		lookheld = 0;
	}
	if(lookheld < SLOWTURNTICS)
	{
		lspeed = 1; // 3;
	}
	else
	{
		lspeed = 2; // 5;
	}

	//
	// let movement keys cancel each other out
	//
	if(strafe)
	{
		if (gamekeydown[key_right])
		{
			side += sidemove[pClass][speed];
		}
		if (gamekeydown[key_left])
		{
			side -= sidemove[pClass][speed];
		}
		if (joyxmove > 0)
		{
			side += sidemove[pClass][speed];
		}
		if (joyxmove < 0)
		{
			side -= sidemove[pClass][speed];
		}
	}
	else
	{
		if (gamekeydown[key_right])
			cmd->angleturn -= angleturn[tspeed];
		if (gamekeydown[key_left])
			cmd->angleturn += angleturn[tspeed];
		if (joyxmove > 0)
			cmd->angleturn -= angleturn[tspeed];
		if (joyxmove < 0)
			cmd->angleturn += angleturn[tspeed];

		cmd->angleturn += TouchScreenYaw();
	}

	if (gamekeydown[key_up])
	{
		forward += forwardmove[pClass][speed];
	}
	if (gamekeydown[key_down])
	{
		forward -= forwardmove[pClass][speed];
	}
	if (joyymove < 0)
	{
		forward += forwardmove[pClass][speed];
	}
	if (joyymove > 0)
	{
		forward -= forwardmove[pClass][speed];
	}
	if (gamekeydown[key_straferight])
	{
		side += sidemove[pClass][speed];
	}
	if (gamekeydown[key_strafeleft])
	{
		side -= sidemove[pClass][speed];
	}

	// Look up/down/center keys
	if(gamekeydown[key_lookup])
	{
		look = lspeed;
	}
	if(gamekeydown[key_lookdown])
	{
		look = -lspeed;
	}
#ifdef __WATCOMC__
	if(gamekeydown[key_lookcenter] && !useexterndriver)
	{
		look = TOCENTER;
	}
#else
	if(gamekeydown[key_lookcenter])
	{
		look = TOCENTER;
	}
#endif

	//rww begin
	if(gamekeydown[key_weaponcycle])
	{
		int curWeapon;
		player_t *pl;

		pl = &players[consoleplayer];
		curWeapon = pl->readyweapon;
		for(curWeapon = (curWeapon+1)&3; curWeapon != pl->readyweapon;
			curWeapon = (curWeapon+1)&3)
		{
			if(pl->weaponowned[curWeapon])
			{
				cmd->buttons |= BT_CHANGE;
				cmd->buttons |= curWeapon<<BT_WEAPONSHIFT;
				break;
			}
		}
	}
	//rww end


#ifdef __WATCOMC__
	if(useexterndriver && look != TOCENTER && (gamestate == GS_LEVEL ||
		gamestate == GS_INTERMISSION))
	{
		if(i_ExternData->moveForward)
		{
			forward += i_ExternData->moveForward;
			if(speed)
			{
				forward <<= 1;
			}
		}
		if(i_ExternData->angleTurn)
		{
			if(strafe)
			{
				side += i_ExternData->angleTurn;
			}
			else
			{
				cmd->angleturn += i_ExternData->angleTurn;
			}
		}
		if(i_ExternData->moveSideways)
		{
			side += i_ExternData->moveSideways;
			if(speed)
			{
				side <<= 1;
			}
		}
		if(i_ExternData->buttons&EBT_CENTERVIEW)
		{
			look = TOCENTER;
			oldAngle = 0;
		}
		else if(i_ExternData->pitch)
		{
			angleDelta = i_ExternData->pitch-oldAngle;
			if(abs(angleDelta) < 35)
			{
				look = angleDelta/5;
			}
			else
			{
				look = 7*(angleDelta > 0 ? 1 : -1);
			}
			if(look == TOCENTER)
			{
				look++;
			}
			oldAngle += look*5;
		}
		if(i_ExternData->flyDirection)
		{
			if(i_ExternData->flyDirection > 0)
			{
				flyheight = 5;
			}
			else
			{
				flyheight = -5;
			}
		}
		if(abs(newViewAngleOff-i_ExternData->angleHead) < 3000)
		{
			newViewAngleOff = i_ExternData->angleHead;
		}
		if(i_ExternData->buttons&EBT_FIRE)
		{
			cmd->buttons |= BT_ATTACK;
		}
		if(i_ExternData->buttons&EBT_OPENDOOR)
		{
			cmd->buttons |= BT_USE;
		}
		if(i_ExternData->buttons&EBT_PAUSE)
		{
			cmd->buttons = BT_SPECIAL|BTS_PAUSE;
			i_ExternData->buttons &= ~EBT_PAUSE;
		}
		if(externInvKey&EBT_USEARTIFACT)
		{
			ev.type = ev_keyup;
			ev.data1 = key_useartifact;
			H2_PostEvent(&ev);
			externInvKey &= ~EBT_USEARTIFACT;
		}
		else if(i_ExternData->buttons&EBT_USEARTIFACT)
		{
			externInvKey |= EBT_USEARTIFACT;
			ev.type = ev_keydown;
			ev.data1 = key_useartifact;
			H2_PostEvent(&ev);
		}
		if(externInvKey&EBT_INVENTORYRIGHT)
		{
			ev.type = ev_keyup;
			ev.data1 = key_invright;
			H2_PostEvent(&ev);
			externInvKey &= ~EBT_INVENTORYRIGHT;
		}
		else if(i_ExternData->buttons&EBT_INVENTORYRIGHT)
		{
			externInvKey |= EBT_INVENTORYRIGHT;
			ev.type = ev_keydown;
			ev.data1 = key_invright;
			H2_PostEvent(&ev);
		}
		if(externInvKey&EBT_INVENTORYLEFT)
		{
			ev.type = ev_keyup;
			ev.data1 = key_invleft;
			H2_PostEvent(&ev);
			externInvKey &= ~EBT_INVENTORYLEFT;
		}
		else if(i_ExternData->buttons&EBT_INVENTORYLEFT)
		{
			externInvKey |= EBT_INVENTORYLEFT;
			ev.type = ev_keydown;
			ev.data1 = key_invleft;
			H2_PostEvent(&ev);
		}
		if(i_ExternData->buttons&EBT_FLYDROP)
		{
			flyheight = TOCENTER;
		}
		if(gamestate == GS_LEVEL)
		{
			if(externInvKey&EBT_MAP)
			{ // automap
				ev.type = ev_keyup;
				ev.data1 = AM_STARTKEY;
				H2_PostEvent(&ev);
				externInvKey &= ~EBT_MAP;
			}
			else if(i_ExternData->buttons&EBT_MAP)
			{
				externInvKey |= EBT_MAP;
				ev.type = ev_keydown;
				ev.data1 = AM_STARTKEY;
				H2_PostEvent(&ev);
			}
		}
		if(i_ExternData->buttons&EBT_WEAPONCYCLE)
		{
			int curWeapon;
			player_t *pl;

			pl = &players[consoleplayer];
			curWeapon = pl->readyweapon;
			for(curWeapon = (curWeapon+1)&3; curWeapon != pl->readyweapon;
				curWeapon = (curWeapon+1)&3)
			{
				if(pl->weaponowned[curWeapon])
				{
					cmd->buttons |= BT_CHANGE;
					cmd->buttons |= curWeapon<<BT_WEAPONSHIFT;
					break;
				}
			}
		}
		if(i_ExternData->buttons&EBT_JUMP)
		{
			cmd->arti |= AFLAG_JUMP;
		}
	}
#endif

	// Fly up/down/drop keys
	//rww begin
	//if(gamekeydown[key_flyup])
	if (gamekeydown[key_up] && gamekeydown[key_use])
	//rww end
	{
		flyheight = 5; // note that the actual flyheight will be twice this
	}
	//rww begin
	//if(gamekeydown[key_flydown])
	if (gamekeydown[key_down] && gamekeydown[key_use])
	//rww end
	{
		flyheight = -5;
	}
	if(gamekeydown[key_flycenter])
	{
		flyheight = TOCENTER;
#ifdef __WATCOMC__
		if(!useexterndriver)
		{
			look = TOCENTER;
		}
#else
		look = TOCENTER;
#endif
	}
	// Use artifact key
	if(gamekeydown[key_useartifact])
	{
		if(gamekeydown[key_speed] && artiskip)
		{
			if(players[consoleplayer].inventory[inv_ptr].type != arti_none)
			{ // Skip an artifact
				gamekeydown[key_useartifact] = false;
				P_PlayerNextArtifact(&players[consoleplayer]);			
			}
		}
		else
		{
			if(inventory)
			{
				players[consoleplayer].readyArtifact =
					players[consoleplayer].inventory[inv_ptr].type;
				inventory = false;
				cmd->arti = 0;
				usearti = false;
			}
			else if(usearti)
			{
				cmd->arti |= 
					players[consoleplayer].inventory[inv_ptr].type&AFLAG_MASK;
				usearti = false;
			}
		}
	}
	if(gamekeydown[key_jump] || mousebuttons[mousebjump]
	|| joybuttons[joybjump])
	{
		cmd->arti |= AFLAG_JUMP;
	}
	if(mn_SuicideConsole)
	{
		cmd->arti |= AFLAG_SUICIDE;
		mn_SuicideConsole = false;
	}

	// Artifact hot keys
	if(gamekeydown[KEY_BACKSPACE] && !cmd->arti)
	{
		gamekeydown[KEY_BACKSPACE] = false; 	// Use one of each artifact
		cmd->arti = NUMARTIFACTS;
	}
	else if(gamekeydown[KEY_BACKSLASH] && !cmd->arti 
		&& (players[consoleplayer].mo->health < MAXHEALTH))
	{
		gamekeydown[KEY_BACKSLASH] = false;
		cmd->arti = arti_health;						
	}
	else if(gamekeydown[KEY_ZERO] && !cmd->arti)
	{
		gamekeydown[KEY_ZERO] = false;
		cmd->arti = arti_poisonbag;						
	}
	else if(gamekeydown[KEY_NINE] && !cmd->arti)
	{
		gamekeydown[KEY_NINE] = false;
		cmd->arti = arti_blastradius;					
	}
	else if(gamekeydown[KEY_EIGHT] && !cmd->arti)
	{
		gamekeydown[KEY_EIGHT] = false;
		cmd->arti = arti_teleport;						
	}
	else if(gamekeydown[KEY_SEVEN] && !cmd->arti)
	{
		gamekeydown[KEY_SEVEN] = false;
		cmd->arti = arti_teleportother;						
	}
	else if(gamekeydown[KEY_SIX] && !cmd->arti)
	{
		gamekeydown[KEY_SIX] = false;
		cmd->arti = arti_egg;						
	}
	else if(gamekeydown[KEY_FIVE] && !cmd->arti
		&& !players[consoleplayer].powers[pw_invulnerability])
	{
		gamekeydown[KEY_FIVE] = false;
		cmd->arti = arti_invulnerability;				
	}

	//
	// buttons
	//
	cmd->chatchar = CT_dequeueChatChar();

	if (gamekeydown[key_fire] || mousebuttons[mousebfire]
	|| joybuttons[joybfire])
		cmd->buttons |= BT_ATTACK;

	if (gamekeydown[key_use] || joybuttons[joybuse] )
	{
		cmd->buttons |= BT_USE;
		dclicks = 0;                    // clear double clicks if hit use button
	}

	for(i = 0; i < NUMWEAPONS; i++)
	{
		if(gamekeydown['1'+i])
		{
			cmd->buttons |= BT_CHANGE;
			cmd->buttons |= i<<BT_WEAPONSHIFT;
			break;
		}
	}

	//
	// mouse
	//
	if (mousebuttons[mousebforward])
	{
		forward += forwardmove[pClass][speed];
	}

	//
	// forward double click
	//
	if (mousebuttons[mousebforward] != dclickstate && dclicktime > 1 )
	{
		dclickstate = mousebuttons[mousebforward];
		if (dclickstate)
			dclicks++;
		if (dclicks == 2)
		{
			cmd->buttons |= BT_USE;
			dclicks = 0;
		}
		else
			dclicktime = 0;
	}
	else
	{
		dclicktime += ticdup;
		if (dclicktime > 20)
		{
			dclicks = 0;
			dclickstate = 0;
		}
	}

	//
	// strafe double click
	//
	bstrafe = mousebuttons[mousebstrafe]
	|| joybuttons[joybstrafe];
	if (bstrafe != dclickstate2 && dclicktime2 > 1 )
	{
		dclickstate2 = bstrafe;
		if (dclickstate2)
			dclicks2++;
		if (dclicks2 == 2)
		{
			cmd->buttons |= BT_USE;
			dclicks2 = 0;
		}
		else
			dclicktime2 = 0;
	}
	else
	{
		dclicktime2 += ticdup;
		if (dclicktime2 > 20)
		{
			dclicks2 = 0;
			dclickstate2 = 0;
		}
	}

	if (strafe)
	{
		side += mousex*2;
	}
	else
	{
		cmd->angleturn -= mousex*0x8;
	}	
	forward += mousey;
	mousex = mousey = 0;

	if (forward > MaxPlayerMove[pClass])
	{
		forward = MaxPlayerMove[pClass];
	}
	else if (forward < -MaxPlayerMove[pClass])
	{
		forward = -MaxPlayerMove[pClass];
	}
	if (side > MaxPlayerMove[pClass])
	{
		side = MaxPlayerMove[pClass];
	}
	else if (side < -MaxPlayerMove[pClass])
	{
		side = -MaxPlayerMove[pClass];
	}

	//rww begin
	look += TouchScreenLook();
	//rww end

	//rww begin - line formatting confusing debugger
	if (players[consoleplayer].powers[pw_speed] && !players[consoleplayer].morphTics)
		//rww end
	{ // Adjust for a player with a speed artifact
		forward = (3*forward)>>1;
		side = (3*side)>>1;
	}
	cmd->forwardmove += forward;
	cmd->sidemove += side;
	if(players[consoleplayer].playerstate == PST_LIVE)
	{
		if(look < 0)
		{
			look += 16;
		}
		cmd->lookfly = look;
	}
	if(flyheight < 0)
	{
		flyheight += 16;
	}
	cmd->lookfly |= flyheight<<4;

	//
	// special buttons
	//
	if (sendpause)
	{
		sendpause = false;
		cmd->buttons = BT_SPECIAL | BTS_PAUSE;
	}

	if (sendsave)
	{
		sendsave = false;
		cmd->buttons = BT_SPECIAL | BTS_SAVEGAME | (savegameslot<<BTS_SAVESHIFT);
	}
}


/*
==============
=
= G_DoLoadLevel
=
==============
*/

void G_DoLoadLevel (void)
{
	int             i;

	levelstarttic = gametic;        // for time calculation 
	gamestate = GS_LEVEL;
	for (i=0 ; i<MAXPLAYERS ; i++)
	{
		if (playeringame[i] && players[i].playerstate == PST_DEAD)
			players[i].playerstate = PST_REBORN;
		memset (players[i].frags,0,sizeof(players[i].frags));
	}

	SN_StopAllSequences();	
	P_SetupLevel (gameepisode, gamemap, 0, gameskill);   
	displayplayer = consoleplayer;      // view the guy you are playing   
	starttime = I_GetTime ();
	gameaction = ga_nothing;
	Z_CheckHeap ();

	//
	// clear cmd building stuff
	// 

	memset (gamekeydown, 0, sizeof(gamekeydown));
	joyxmove = joyymove = 0;
	mousex = mousey = 0;
	sendpause = sendsave = paused = false;
	memset (mousebuttons, 0, sizeof(mousebuttons));
	memset (joybuttons, 0, sizeof(joybuttons));
}


/*
===============================================================================
=
= G_Responder 
=
= get info needed to make ticcmd_ts for the players
=
===============================================================================
*/

boolean G_Responder(event_t *ev)
{
	player_t *plr;
	extern boolean MenuActive;

	plr = &players[consoleplayer];
	if(ev->type == ev_keyup && ev->data1 == key_useartifact)
	{ // flag to denote that it's okay to use an artifact
		if(!inventory)
		{
			plr->readyArtifact = plr->inventory[inv_ptr].type;
		}
		usearti = true;
	}

	// Check for spy mode player cycle
	if(gamestate == GS_LEVEL && ev->type == ev_keydown
		&& ev->data1 == KEY_F12 && !deathmatch)
	{ // Cycle the display player
		do
		{
			displayplayer++;
			if(displayplayer == MAXPLAYERS)
			{
				displayplayer = 0;
			}
		} while(!playeringame[displayplayer]
		&& displayplayer != consoleplayer);
		return(true);
	}

	if(CT_Responder(ev))
	{ // Chat ate the event
		return(true);
	}
	if(gamestate == GS_LEVEL)
	{
		if(SB_Responder(ev))
		{ // Status bar ate the event
			return(true);
		}
		if(AM_Responder(ev))
		{ // Automap ate the event
			return(true);
		}
	}

	switch(ev->type)
	{
	case ev_keydown:
		if(ev->data1 == key_invleft)
		{
			inventoryTics = 5*35;
			if(!inventory)
			{
				inventory = true;
				break;
			}
			inv_ptr--;
			if(inv_ptr < 0)
			{
				inv_ptr = 0;
			}
			else
			{
				curpos--;
				if(curpos < 0)
				{
					curpos = 0;
				}
			}
			return(true);
		}
		if(ev->data1 == key_invright)
		{
			inventoryTics = 5*35;
			if(!inventory)
			{
				inventory = true;
				break;
			}
			inv_ptr++;
			if(inv_ptr >= plr->inventorySlotNum)
			{
				//rww begin
				/*
				inv_ptr--;
				if(inv_ptr < 0)
					inv_ptr = 0;
				*/
				inv_ptr = 0;
				curpos = 0;
				//rww end
			}
			else
			{
				curpos++;
				if(curpos > 6)
				{
					curpos = 6;
				}
			}
			return(true);
		}
		if(ev->data1 == KEY_PAUSE && !MenuActive)
		{
			sendpause = true;
			return(true);
		}
		if(ev->data1 < NUMKEYS)
		{
			gamekeydown[ev->data1] = true;
		}
		return(true); // eat key down events

	case ev_keyup:
		if(ev->data1 < NUMKEYS)
		{
			gamekeydown[ev->data1] = false;
		}
		return(false); // always let key up events filter down

	case ev_mouse:
		mousebuttons[0] = ev->data1&1;
		mousebuttons[1] = ev->data1&2;
		mousebuttons[2] = ev->data1&4;
		mousex = ev->data2*(mouseSensitivity+5)/10;
		mousey = ev->data3*(mouseSensitivity+5)/10;
		return(true); // eat events

	case ev_joystick:
		joybuttons[0] = ev->data1&1;
		joybuttons[1] = ev->data1&2;
		joybuttons[2] = ev->data1&4;
		joybuttons[3] = ev->data1&8;
		joyxmove = ev->data2;
		joyymove = ev->data3;
		return(true); // eat events

	default:
		break;
	}
	return(false);
}


//==========================================================================
//
// G_Ticker
//
//==========================================================================

void G_Ticker(void)
{
	int i, buf;
	ticcmd_t *cmd=NULL;

	//
	// do player reborns if needed
	//
	for (i=0 ; i<MAXPLAYERS ; i++)
		if (playeringame[i] && players[i].playerstate == PST_REBORN)
			G_DoReborn (i);

	//
	// do things to change the game state
	//
	while (gameaction != ga_nothing)
	{
		switch (gameaction)
		{
		case ga_loadlevel:
			G_DoLoadLevel();
			break;
		case ga_initnew:
			G_DoInitNew();
			break;
		case ga_newgame:
			G_DoNewGame();
			break;
		case ga_loadgame:
			Draw_LoadIcon();
			G_DoLoadGame();
			break;
		case ga_savegame:
			Draw_SaveIcon();
			G_DoSaveGame();
			break;
		case ga_singlereborn:
			G_DoSingleReborn();
			break;
		case ga_playdemo:
			G_DoPlayDemo();
			break;
		case ga_screenshot:
			M_ScreenShot();
			gameaction = ga_nothing;
			break;
		case ga_leavemap:
			Draw_TeleportIcon();
			G_DoTeleportNewMap();
			break;
		case ga_completed:
			G_DoCompleted();
			break;
		case ga_worlddone:
			G_DoWorldDone();
			break;
		case ga_victory:
			F_StartFinale();
			break;
		default:
			break;
		}
	}


	//
	// get commands, check consistancy, and build new consistancy check
	//
	//buf = gametic%BACKUPTICS;


	buf = (gametic/ticdup)%BACKUPTICS;

	for (i=0 ; i<MAXPLAYERS ; i++)
		if (playeringame[i])
		{
			cmd = &players[i].cmd;

			memcpy (cmd, &netcmds[i][buf], sizeof(ticcmd_t));

			if (demoplayback)
				G_ReadDemoTiccmd (cmd);
			if (demorecording)
				G_WriteDemoTiccmd (cmd);

			if (netgame && !(gametic%ticdup) )
			{
				if (gametic > BACKUPTICS
					&& consistancy[i][buf] != cmd->consistancy)
				{
					I_Error ("consistency failure (%i should be %i)",cmd->consistancy, consistancy[i][buf]);
				}
				if (players[i].mo)
					consistancy[i][buf] = players[i].mo->x;
				else
					consistancy[i][buf] = rndindex;
			}
		}

		//
		// check for special buttons
		//
		for (i=0 ; i<MAXPLAYERS ; i++)
			if (playeringame[i])
			{
				if (players[i].cmd.buttons & BT_SPECIAL)
				{
					switch (players[i].cmd.buttons & BT_SPECIALMASK)
					{
					case BTS_PAUSE:
						paused ^= 1;
						if(paused)
						{
							S_PauseSound();
						}
						else
						{
							S_ResumeSound();
						}
						break;

					case BTS_SAVEGAME:
						if (!savedescription[0])
						{
							if(netgame)
							{
								strcpy (savedescription, "NET GAME");
							}
							else
							{
								strcpy(savedescription, "SAVE GAME");
							}
						}
						savegameslot = 
							(players[i].cmd.buttons & BTS_SAVEMASK)>>BTS_SAVESHIFT;
						gameaction = ga_savegame;
						break;
					}
				}
			}

			// turn inventory off after a certain amount of time
			if(inventory && !(--inventoryTics))
			{
				players[consoleplayer].readyArtifact =
					players[consoleplayer].inventory[inv_ptr].type;
				inventory = false;
				cmd->arti = 0;
			}
			//
			// do main actions
			//
			//
			// do main actions
			//
			switch (gamestate)
			{
			case GS_LEVEL:
				P_Ticker ();
				SB_Ticker ();
				AM_Ticker ();
				CT_Ticker();
				break;
			case GS_INTERMISSION:
				IN_Ticker ();
				break;
			case GS_FINALE:
				F_Ticker();
				break;
			case GS_DEMOSCREEN:
				H2_PageTicker ();
				break;
			}       
}


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

PLAYER STRUCTURE FUNCTIONS

also see P_SpawnPlayer in P_Things
==============================================================================
*/

//==========================================================================
//
// G_PlayerExitMap
//
// Called when the player leaves a map.
//
//==========================================================================

void G_PlayerExitMap(int playerNumber)
{
	int i;
	player_t *player;
	int flightPower;

	player = &players[playerNumber];

	//	if(deathmatch)
	//	{
	//		// Strip all but one of each type of artifact
	//		for(i = 0; i < player->inventorySlotNum; i++)
	//		{
	//			player->inventory[i].count = 1;
	//		}
	//		player->artifactCount = player->inventorySlotNum;
	//	}
	//	else

	// Strip all current powers (retain flight)
	flightPower = player->powers[pw_flight];
	memset(player->powers, 0, sizeof(player->powers));
	player->powers[pw_flight] = flightPower;

	if(deathmatch)
	{
		player->powers[pw_flight] = 0;
	}
	else
	{
		if(P_GetMapCluster(gamemap) != P_GetMapCluster(LeaveMap))
		{ // Entering new cluster
			// Strip all keys
			player->keys = 0;

			// Strip flight artifact
			for(i = 0; i < 25; i++)
			{
				player->powers[pw_flight] = 0;
				P_PlayerUseArtifact(player, arti_fly);
			}
			player->powers[pw_flight] = 0;
		}
	}

	if(player->morphTics)
	{
		player->readyweapon = player->mo->special1; // Restore weapon
		player->morphTics = 0;
	}
	player->messageTics = 0;
	player->lookdir = 0;
	player->mo->flags &= ~MF_SHADOW; // Remove invisibility
	player->extralight = 0; // Remove weapon flashes
	player->fixedcolormap = 0; // Remove torch
	player->damagecount = 0; // No palette changes
	player->bonuscount = 0;
	player->poisoncount = 0;
	if(player == &players[consoleplayer])
	{
		SB_state = -1; // refresh the status bar
		viewangleoffset = 0;
	}
}

//==========================================================================
//
// G_PlayerReborn
//
// Called after a player dies.  Almost everything is cleared and
// initialized.
//
//==========================================================================

void G_PlayerReborn(int player)
{
	player_t *p;
	int frags[MAXPLAYERS];
	int killcount, itemcount, secretcount;
	uint worldTimer;

	memcpy(frags, players[player].frags, sizeof(frags));
	killcount = players[player].killcount;
	itemcount = players[player].itemcount;
	secretcount = players[player].secretcount;
	worldTimer = players[player].worldTimer;

	p = &players[player];
	memset(p, 0, sizeof(*p));

	memcpy(players[player].frags, frags, sizeof(players[player].frags));
	players[player].killcount = killcount;
	players[player].itemcount = itemcount;
	players[player].secretcount = secretcount;
	players[player].worldTimer = worldTimer;
	players[player].class = PlayerClass[player];

	p->usedown = p->attackdown = true; // don't do anything immediately
	p->playerstate = PST_LIVE;
	p->health = MAXHEALTH;
	p->readyweapon = p->pendingweapon = WP_FIRST;
	p->weaponowned[WP_FIRST] = true;
	p->messageTics = 0;
	p->lookdir = 0;
	localQuakeHappening[player] = false;
	if(p == &players[consoleplayer])
	{
		SB_state = -1; // refresh the status bar
		inv_ptr = 0; // reset the inventory pointer
		curpos = 0;
		viewangleoffset = 0;
	}
}

/*
====================
=
= G_CheckSpot 
=
= Returns false if the player cannot be respawned at the given mapthing_t spot 
= because something is occupying it
====================
*/

void P_SpawnPlayer (mapthing_t *mthing);

boolean G_CheckSpot (int playernum, mapthing_t *mthing)
{
	fixed_t         x,y;
	subsector_t *ss;
	unsigned        an;
	mobj_t      *mo;

	x = mthing->x << FRACBITS;
	y = mthing->y << FRACBITS;

	players[playernum].mo->flags2 &= ~MF2_PASSMOBJ;
	if (!P_CheckPosition (players[playernum].mo, x, y) )
	{
		players[playernum].mo->flags2 |= MF2_PASSMOBJ;
		return false;
	}
	players[playernum].mo->flags2 |= MF2_PASSMOBJ;

	// spawn a teleport fog
	ss = R_PointInSubsector (x,y);
	an = ( ANG45 * (mthing->angle/45) ) >> ANGLETOFINESHIFT;

	mo = P_SpawnMobj (x+20*finecosine[an], y+20*finesine[an],
		ss->sector->floorheight+TELEFOGHEIGHT, MT_TFOG);

	if (players[consoleplayer].viewz != 1)
		S_StartSound (mo, SFX_TELEPORT);  // don't start sound on first frame

	return true;
}

/*
====================
=
= G_DeathMatchSpawnPlayer
=
= Spawns a player at one of the random death match spots
= called at level load and each death
====================
*/

void G_DeathMatchSpawnPlayer (int playernum)
{
	int             i,j;
	int             selections;

	selections = deathmatch_p - deathmatchstarts;

	// This check has been moved to p_setup.c:P_LoadThings()
	//if (selections < 8)
	//	I_Error ("Only %i deathmatch spots, 8 required", selections);

	for (j=0 ; j<20 ; j++)
	{
		i = P_Random() % selections;
		if (G_CheckSpot (playernum, &deathmatchstarts[i]) )
		{
			deathmatchstarts[i].type = playernum+1;
			P_SpawnPlayer (&deathmatchstarts[i]);
			return;
		}
	}
	// no good spot, so the player will probably get stuck
	P_SpawnPlayer (&playerstarts[0][playernum]);
}

void G_DoReborn(int playernum)
{
	int i;
	boolean oldWeaponowned[NUMWEAPONS];
	int oldKeys;
	int oldPieces;
	boolean foundSpot;
	int bestWeapon;

	if(G_CheckDemoStatus())
	{
		return;
	}
	if(!netgame)
	{
		if(SV_RebornSlotAvailable())
		{ // Use the reborn code if the slot is available
			gameaction = ga_singlereborn;
		}
		else
		{ // Start a new game if there's no reborn info
			gameaction = ga_newgame;
		}
	}
	else
	{ // Net-game
		players[playernum].mo->player = NULL; // Dissassociate the corpse

		if(deathmatch)
		{ // Spawn at random spot if in death match
			G_DeathMatchSpawnPlayer(playernum);
			return;
		}

		// Cooperative net-play, retain keys and weapons
		oldKeys = players[playernum].keys;
		oldPieces = players[playernum].pieces;
		for(i = 0; i < NUMWEAPONS; i++)
		{
			oldWeaponowned[i] = players[playernum].weaponowned[i];
		}

		foundSpot = false;
		if(G_CheckSpot(playernum,
			&playerstarts[RebornPosition][playernum]))
		{ // Appropriate player start spot is open
			P_SpawnPlayer(&playerstarts[RebornPosition][playernum]);
			foundSpot = true;
		}
		else
		{
			// Try to spawn at one of the other player start spots
			for(i = 0; i < MAXPLAYERS; i++)
			{
				if(G_CheckSpot(playernum, &playerstarts[RebornPosition][i]))
				{ // Found an open start spot

					// Fake as other player
					playerstarts[RebornPosition][i].type = playernum+1;
					P_SpawnPlayer(&playerstarts[RebornPosition][i]);

					// Restore proper player type
					playerstarts[RebornPosition][i].type = i+1;

					foundSpot = true;
					break;
				}
			}
		}

		if(foundSpot == false)
		{ // Player's going to be inside something
			P_SpawnPlayer(&playerstarts[RebornPosition][playernum]);
		}

		// Restore keys and weapons
		players[playernum].keys = oldKeys;
		players[playernum].pieces = oldPieces;
		for(bestWeapon = 0, i = 0; i < NUMWEAPONS; i++)
		{
			if(oldWeaponowned[i])
			{
				bestWeapon = i;
				players[playernum].weaponowned[i] = true;
			}
		}
		players[playernum].mana[MANA_1] = 25;
		players[playernum].mana[MANA_2] = 25;
		if(bestWeapon)
		{ // Bring up the best weapon
			players[playernum].pendingweapon = bestWeapon;
		}
	}
}

void G_ScreenShot (void)
{
	gameaction = ga_screenshot;
}

//==========================================================================
//
// G_StartNewInit
//
//==========================================================================

void G_StartNewInit(void)
{
	SV_InitBaseSlot();
	SV_ClearRebornSlot();
	P_ACSInitNewGame();
	// Default the player start spot group to 0
	RebornPosition = 0;
}

//==========================================================================
//
// G_StartNewGame
//
//==========================================================================

void G_StartNewGame(skill_t skill)
{
	int realMap;

	G_StartNewInit();
	realMap = P_TranslateMap(1);
	if(realMap == -1)
	{
		realMap = 1;
	}
	G_InitNew(TempSkill, 1, realMap);
}

//==========================================================================
//
// G_TeleportNewMap
//
// Only called by the warp cheat code.  Works just like normal map to map
// teleporting, but doesn't do any interlude stuff.
//
//==========================================================================

void G_TeleportNewMap(int map, int position)
{
	gameaction = ga_leavemap;
	LeaveMap = map;
	LeavePosition = position;
}

//==========================================================================
//
// G_DoTeleportNewMap
//
//==========================================================================

void G_DoTeleportNewMap(void)
{
	SV_MapTeleport(LeaveMap, LeavePosition);
	gamestate = GS_LEVEL;
	gameaction = ga_nothing;
	RebornPosition = LeavePosition;
}

/*
boolean secretexit;
void G_ExitLevel (void)
{
secretexit = false;
gameaction = ga_completed;
}
void G_SecretExitLevel (void)
{
secretexit = true;
gameaction = ga_completed;
}
*/

//==========================================================================
//
// G_Completed
//
// Starts intermission routine, which is used only during hub exits,
// and DeathMatch games.
//==========================================================================

void G_Completed(int map, int position)
{
	gameaction = ga_completed;
	LeaveMap = map;
	LeavePosition = position;
}

void G_DoCompleted(void)
{
	int i;

	gameaction = ga_nothing;
	if(G_CheckDemoStatus())
	{
		return;
	}
	for(i = 0; i < MAXPLAYERS; i++)
	{
		if(playeringame[i])
		{
			G_PlayerExitMap(i);
		}
	}
	if(LeaveMap == -1 && LeavePosition == -1)
	{
		gameaction = ga_victory;
		return;
	}
	else
	{		
		gamestate = GS_INTERMISSION;
		IN_Start();
	}

	/*
	int i;
	static int afterSecret[3] = { 7, 5, 5 };

	gameaction = ga_nothing;
	if(G_CheckDemoStatus())
	{
	return;
	}
	for(i = 0; i < MAXPLAYERS; i++)
	{
	if(playeringame[i])
	{
	G_PlayerFinishLevel(i);
	}
	}
	prevmap = gamemap;
	if(secretexit == true)
	{
	gamemap = 9;
	}
	else if(gamemap == 9)
	{ // Finished secret level
	gamemap = afterSecret[gameepisode-1];
	}
	else if(gamemap == 8)
	{
	gameaction = ga_victory;
	return;
	}
	else
	{
	gamemap++;
	}
	gamestate = GS_INTERMISSION;
	IN_Start();
	*/
}

//============================================================================
//
// G_WorldDone
//
//============================================================================

void G_WorldDone(void)
{
	gameaction = ga_worlddone;
}

//============================================================================
//
// G_DoWorldDone
//
//============================================================================

void G_DoWorldDone(void)
{
	gamestate = GS_LEVEL;
	G_DoLoadLevel();
	gameaction = ga_nothing;
	viewactive = true;
}

//==========================================================================
//
// G_DoSingleReborn
//
// Called by G_Ticker based on gameaction.  Loads a game from the reborn
// save slot.
//
//==========================================================================

void G_DoSingleReborn(void)
{
	gameaction = ga_nothing;
	SV_LoadGame(SV_GetRebornSlot());
	SB_SetClassData();
}

//==========================================================================
//
// G_LoadGame
//
// Can be called by the startup code or the menu task.
//
//==========================================================================

static int GameLoadSlot;

void G_LoadGame(int slot)
{
	GameLoadSlot = slot;
	gameaction = ga_loadgame;
}

//==========================================================================
//
// G_DoLoadGame
//
// Called by G_Ticker based on gameaction.
//
//==========================================================================

void G_DoLoadGame(void)
{
	gameaction = ga_nothing;
	SV_LoadGame(GameLoadSlot);
	if(!netgame)
	{ // Copy the base slot to the reborn slot
		SV_UpdateRebornSlot();
	}
	SB_SetClassData();
}

//==========================================================================
//
// G_SaveGame
//
// Called by the menu task.  <description> is a 24 byte text string.
//
//==========================================================================

void G_SaveGame(int slot, char *description)
{
	savegameslot = slot;
	strcpy(savedescription, description);
	sendsave = true;
}

//==========================================================================
//
// G_DoSaveGame
//
// Called by G_Ticker based on gameaction.
//
//==========================================================================

void G_DoSaveGame(void)
{
	SV_SaveGame(savegameslot, savedescription);
	gameaction = ga_nothing;
	savedescription[0] = 0;
	P_SetMessage(&players[consoleplayer], TXT_GAMESAVED, true);
}

//==========================================================================
//
// G_DeferredNewGame
//
//==========================================================================

void G_DeferredNewGame(skill_t skill)
{
	TempSkill = skill;
	gameaction = ga_newgame;
}

//==========================================================================
//
// G_DoNewGame
//
//==========================================================================

void G_DoNewGame(void)
{
	G_StartNewGame(TempSkill);
	gameaction = ga_nothing;
}

/*
====================
=
= G_InitNew
=
= Can be called by the startup code or the menu task
= consoleplayer, displayplayer, playeringame[] should be set
====================
*/

void G_DeferedInitNew(skill_t skill, int episode, int map)
{
	TempSkill = skill;
	TempEpisode = episode;
	TempMap = map;
	gameaction = ga_initnew;
}

void G_DoInitNew(void)
{
	SV_InitBaseSlot();
	G_InitNew(TempSkill, TempEpisode, TempMap);
	gameaction = ga_nothing;
}

void G_InitNew(skill_t skill, int episode, int map)
{
	int i;

	if(paused)
	{
		paused = false;
		S_ResumeSound();
	}
	if(skill < sk_baby)
	{
		skill = sk_baby;
	}
	if(skill > sk_nightmare)
	{
		skill = sk_nightmare;
	}
	if(map < 1)
	{
		map = 1;
	}
	if(map > 99)
	{
		map = 99;
	}
	M_ClearRandom();
	// Force players to be initialized upon first level load
	for(i = 0; i < MAXPLAYERS; i++)
	{
		players[i].playerstate = PST_REBORN;
		players[i].worldTimer = 0;
	}

	// Set up a bunch of globals
	usergame = true; // will be set false if a demo
	paused = false;
	demorecording = false;
	demoplayback = false;
	viewactive = true;
	gameepisode = episode;
	gamemap = map;
	gameskill = skill;
	BorderNeedRefresh = true;

	// Initialize the sky
	R_InitSky(map);

	// Give one null ticcmd_t
	//gametic = 0;
	//maketic = 1;
	//for (i=0 ; i<MAXPLAYERS ; i++)
	//	nettics[i] = 1; // one null event for this gametic
	//memset (localcmds,0,sizeof(localcmds));
	//memset (netcmds,0,sizeof(netcmds));

	G_DoLoadLevel();
}

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

DEMO RECORDING

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

#define DEMOMARKER      0x80

void G_ReadDemoTiccmd (ticcmd_t *cmd)
{
	if (*demo_p == DEMOMARKER)
	{       // end of demo data stream
		G_CheckDemoStatus ();
		return;
	}
	cmd->forwardmove = ((signed char)*demo_p++);
	cmd->sidemove = ((signed char)*demo_p++);
	cmd->angleturn = ((unsigned char)*demo_p++)<<8;
	cmd->buttons = (unsigned char)*demo_p++;
	cmd->lookfly = (unsigned char)*demo_p++;
	cmd->arti = (unsigned char)*demo_p++;
}

void G_WriteDemoTiccmd (ticcmd_t *cmd)
{
	if (gamekeydown['q'])           // press q to end demo recording
		G_CheckDemoStatus ();
	*demo_p++ = cmd->forwardmove;
	*demo_p++ = cmd->sidemove;
	*demo_p++ = cmd->angleturn>>8;
	*demo_p++ = cmd->buttons;
	*demo_p++ = cmd->lookfly;
	*demo_p++ = cmd->arti;
	demo_p -= 6;
	G_ReadDemoTiccmd (cmd);         // make SURE it is exactly the same
}



/*
===================
=
= G_RecordDemo
=
===================
*/

void G_RecordDemo (skill_t skill, int numplayers, int episode, int map, char *name)
{
	int             i;

	G_InitNew (skill, episode, map);
	usergame = false;
	strcpy (demoname, name);
	strcat (demoname, ".lmp");
	demobuffer = demo_p = Z_Malloc (0x20000,PU_STATIC,NULL);
	*demo_p++ = skill;
	*demo_p++ = episode;
	*demo_p++ = map;

	for (i=0 ; i<MAXPLAYERS ; i++)
	{
		*demo_p++ = playeringame[i];
		*demo_p++ = PlayerClass[i];
	}		
	demorecording = true;
}


/*
===================
=
= G_PlayDemo
=
===================
*/

char    *defdemoname;

void G_DeferedPlayDemo (char *name)
{
	defdemoname = name;
	gameaction = ga_playdemo;
}

void G_DoPlayDemo (void)
{
	skill_t skill;
	int             i, episode, map;

	gameaction = ga_nothing;
	demobuffer = demo_p = W_CacheLumpName (defdemoname, PU_STATIC);
	skill = *demo_p++;
	episode = *demo_p++;
	map = *demo_p++;

	for (i=0 ; i<MAXPLAYERS ; i++)
	{
		playeringame[i] = *demo_p++;
		PlayerClass[i] = *demo_p++;
	}

	// Initialize world info, etc.
	G_StartNewInit();

	precache = false;               // don't spend a lot of time in loadlevel
	G_InitNew (skill, episode, map);
	precache = true;
	usergame = false;
	demoplayback = true;
}


/*
===================
=
= G_TimeDemo
=
===================
*/

void G_TimeDemo (char *name)
{
	skill_t skill;
	int             episode, map;

	demobuffer = demo_p = W_CacheLumpName (name, PU_STATIC);
	skill = *demo_p++;
	episode = *demo_p++;
	map = *demo_p++;
	G_InitNew (skill, episode, map);
	usergame = false;
	demoplayback = true;
	timingdemo = true;
	singletics = true;
}


/*
===================
=
= G_CheckDemoStatus
=
= Called after a death or level completion to allow demos to be cleaned up
= Returns true if a new demo loop action will take place
===================
*/

boolean G_CheckDemoStatus (void)
{
	int             endtime;

	if (timingdemo)
	{
		endtime = I_GetTime ();
		I_Error ("timed %i gametics in %i realtics",gametic
			, endtime-starttime);
	}

	if (demoplayback)
	{
		if (singledemo)
			I_Quit ();

		Z_ChangeTag (demobuffer, PU_CACHE);
		demoplayback = false;
		H2_AdvanceDemo();
		return true;
	}

	if (demorecording)
	{
		*demo_p++ = DEMOMARKER;
#ifndef _HEXENDS //rww begin
		M_WriteFile (demoname, demobuffer, demo_p - demobuffer);
#endif //rww end
		Z_Free (demobuffer);
		demorecording = false;
		I_Error ("Demo %s recorded",demoname);
	}

	return false;
}
