//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment

This file is part of Shadow Warrior version 1.2

Shadow Warrior 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., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.

Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------

#include "ns.h"
// CTW NOTE
/*
Known remaining issues:
- Audio stuttering.
- CD Audio not looping properly (currently hard coded to restart about every 200 seconds.
- Hitting F5 to change resolution causes a crash (currently disabled).
- Multiplayer untested.

Things required to make savegames work:
- Load makesym.wpj and build it.
- In a DOS prompt, run "makesym sw.map swdata.map swcode.map"
- Copy swcode.map to swcode.sym and swdata.map to swdata.sym
*/
// CTW NOTE END

#define MAIN
#define QUIET
#include "build.h"
#include "baselayer.h"
#include "cache1d.h"
#include "osd.h"
#include "renderlayer.h"

#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
#include "tags.h"
#include "sector.h"
#include "sprite.h"
#include "weapon.h"
#include "player.h"
#include "lists.h"
#include "network.h"
#include "pal.h"
#include "fx_man.h"

#include "mytypes.h"
//#include "config.h"

#include "menus.h"

#include "control.h"
#include "gamecontrol.h"
#include "gamedefs.h"
#include "config.h"

#include "demo.h"
#include "cache.h"
//#include "exports.h"

#include "anim.h"

#include "colormap.h"
#include "break.h"
#include "ninja.h"
#include "light.h"
#include "track.h"
#include "jsector.h"
#include "keyboard.h"
#include "text.h"
#include "music.h"

#include "common.h"
#include "common_game.h"
#include "gameconfigfile.h"
#include "printf.h"
#include "m_argv.h"

//#include "crc32.h"

BEGIN_SW_NS

void pClearSpriteList(PLAYERp pp);
signed char MNU_InputSmallString(char*, short);
signed char MNU_InputString(char*, short);
SWBOOL IsCommand(char* str);
SWBOOL MNU_StartNetGame(void);

const char* AppProperName = "VoidSW";
const char* AppTechnicalName = "voidsw";


#if DEBUG
#define BETA 0
#endif

#define STAT_SCREEN_PIC 5114
#define TITLE_PIC 2324
#define THREED_REALMS_PIC 2325
#define TITLE_ROT_FLAGS (ROTATE_SPRITE_CORNER|ROTATE_SPRITE_SCREEN_CLIP|ROTATE_SPRITE_NON_MASK)
#define PAL_SIZE (256*3)

char DemoName[15][16];

// Stupid WallMart version!
//#define PLOCK_VERSION TRUE

#if PLOCK_VERSION
SWBOOL Global_PLock = TRUE;
#else
SWBOOL Global_PLock = FALSE;
#endif

int GameVersion = 13;   // 12 was original source release. For future releases increment by two.
char DemoText[3][64];
int DemoTextYstart = 0;

SWBOOL DoubleInitAWE32 = FALSE;
int Follow_posx=0,Follow_posy=0;

SWBOOL NoMeters = FALSE;
short IntroAnimCount = 0;
short PlayingLevel = -1;
SWBOOL GraphicsMode = FALSE;
char CacheLastLevel[32] = "";
char PlayerNameArg[32] = "";
SWBOOL CleanExit = FALSE;
SWBOOL DemoModeMenuInit = FALSE;
SWBOOL FinishAnim = 0;
SWBOOL ShortGameMode = FALSE;
SWBOOL ReloadPrompt = FALSE;
SWBOOL ReloadPromptMode = FALSE;
SWBOOL NewGame = TRUE;
SWBOOL InMenuLevel = FALSE;
SWBOOL LoadGameOutsideMoveLoop = FALSE;
SWBOOL LoadGameFromDemo = FALSE;
SWBOOL ArgCheat = FALSE;
extern SWBOOL NetBroadcastMode, NetModeOverride;
SWBOOL MultiPlayQuitFlag = FALSE;
//Miscellaneous variables
char MessageInputString[256];
char MessageOutputString[256];
SWBOOL MessageInputMode = FALSE;
SWBOOL ConInputMode = FALSE;
SWBOOL ConPanel = FALSE;
SWBOOL FinishedLevel = FALSE;
SWBOOL HelpInputMode = FALSE;
SWBOOL PanelUpdateMode = TRUE;
short HelpPage = 0;
short HelpPagePic[] = { 5115, 5116, 5117 };
SWBOOL InputMode = FALSE;
SWBOOL MessageInput = FALSE;
extern SWBOOL GamePaused;
short screenpeek = 0;
SWBOOL NoDemoStartup = FALSE;
SWBOOL FirstTimeIntoGame;
extern uint8_t RedBookSong[40];

SWBOOL BorderAdjust = TRUE;
SWBOOL LocationInfo = 0;
void drawoverheadmap(int cposx, int cposy, int czoom, short cang);
int DispFrameRate = FALSE;
int DispMono = TRUE;
int Fog = FALSE;
int FogColor;
SWBOOL PreCaching = TRUE;
int GodMode = FALSE;
SWBOOL BotMode = FALSE;
short Skill = 2;
short BetaVersion = 900;
short TotalKillable;

AUTO_NET Auto;
SWBOOL AutoNet = FALSE;
SWBOOL HasAutoColor = FALSE;
uint8_t AutoColor;

const GAME_SET gs_defaults =
{
    2, // border
    0, // border tile

// Network game settings
    0, // GameType
    0, // Level
    0, // Monsters
    FALSE, // HurtTeammate
    TRUE, // SpawnMarkers Markers
    FALSE, // TeamPlay
    0, // Kill Limit
    0, // Time Limit
    0, // Color
    TRUE, // nuke
    "Track??", // waveform track name
};
GAME_SET gs;

SWBOOL PlayerTrackingMode = FALSE;
SWBOOL PauseMode = FALSE;
SWBOOL PauseKeySet = FALSE;
SWBOOL SlowMode = FALSE;
SWBOOL FrameAdvanceTics = 3;
SWBOOL ScrollMode2D = FALSE;

SWBOOL DebugSO = FALSE;
SWBOOL DebugPanel = FALSE;
SWBOOL DebugSector = FALSE;
SWBOOL DebugActor = FALSE;
SWBOOL DebugAnim = FALSE;
SWBOOL DebugOperate = FALSE;
SWBOOL DebugActorFreeze = FALSE;
void LoadingLevelScreen(char *level_name);

uint8_t FakeMultiNumPlayers;

int totalsynctics;
int turn_scale = 256;
int move_scale = 256;

short Level = 0;
SWBOOL ExitLevel = FALSE;
int16_t OrigCommPlayers=0;
extern uint8_t CommPlayers;
extern SWBOOL CommEnabled;
extern int bufferjitter;

SWBOOL CameraTestMode = FALSE;

char ds[512];                           // debug string

extern short NormalVisibility;

extern int quotebot, quotebotgoal;     // Multiplayer typing buffer
char recbuf[80];                        // Used as a temp buffer to hold typing text

extern unsigned char palette_data[256][3];             // Global palette array

#define ACT_STATUE 0

int score;
SWBOOL QuitFlag = FALSE;
SWBOOL InGame = FALSE;

SWBOOL CommandSetup = FALSE;

char UserMapName[80]="", buffer[80], ch;
char LevelName[20];

uint8_t DebugPrintColor = 255;

int krandcount;

/// L O C A L   P R O T O T Y P E S /////////////////////////////////////////////////////////
void BOT_DeleteAllBots(void);
void BotPlayerInsert(PLAYERp pp);
void SybexScreen(void);
void DosScreen(void);
void PlayTheme(void);
void MenuLevel(void);
void StatScreen(PLAYERp mpp);
void InitRunLevel(void);
void RunLevel(void);
/////////////////////////////////////////////////////////////////////////////////////////////

static FILE *debug_fout = NULL;

void DebugWriteString(char *string)
{

#if BETA || !DEBUG
    return;
#endif

    if (!debug_fout)
    {
        if ((debug_fout = fopen("dbg.foo", "ab+")) == NULL)
            return;
    }

    fprintf(debug_fout, "%s\n", string);

    //fclose(debug_fout);
    //debug_fout = NULL;

    fflush(debug_fout);
}

void DebugWriteLoc(char *fname, int line)
{

#if BETA || !DEBUG
    return;
#endif

    if (!debug_fout)
    {
        if ((debug_fout = fopen("dbg.foo", "ab+")) == NULL)
            return;
    }

    fprintf(debug_fout, "%s, %d\n", fname, line);

    //fclose(debug_fout);
    //debug_fout = NULL;

    fflush(debug_fout);
}

void Mono_Print(char *str)
{
    MONO_PRINT(str);
}


extern SWBOOL DrawScreen;
#if RANDOM_DEBUG
FILE *fout_err;
SWBOOL RandomPrint;
int krand1(char *file, unsigned line)
{
    ASSERT(!DrawScreen);
    if (RandomPrint && !Prediction)
    {
        extern uint32_t MoveThingsCount;
        sprintf(ds,"mtc %d, %s, line %d, %d",MoveThingsCount,file,line,randomseed);
        DebugWriteString(ds);
    }
    randomseed = ((randomseed * 21 + 1) & 65535);
    return randomseed;
}

int krand2()
{
    ASSERT(!DrawScreen);
    randomseed = ((randomseed * 21 + 1) & 65535);
    return randomseed;
}

#else
int krand1(void)
{
    ASSERT(!DrawScreen);
    krandcount++;
    randomseed = ((randomseed * 21 + 1) & 65535);
    return randomseed;
}

#endif

/*
void HeapCheck(char *file, int line)
{
    switch( _heapchk() )
        {
        case _HEAPOK:
            //printf( "OK - heap is good\n" );
            break;
        case _HEAPEMPTY:
            //printf( "OK - heap is empty\n" );
            break;
        case _HEAPBADBEGIN:
            sprintf(ds, "ERROR - heap is damaged: %s, %d", file, line);
            MONO_PRINT(ds);
            DebugWriteString(ds);
            setvmode(0x3);
            printf( "%s\n", ds);
            exit(0);
            break;
        case _HEAPBADNODE:
            sprintf(ds, "ERROR - bad node in heap: %s, %d", file, line);
            MONO_PRINT(ds);
            DebugWriteString(ds);
            setvmode(0x3);
            printf( "%s\n", ds);
            exit(0);
            break;
        }
}
    */

#if DEBUG
SWBOOL
ValidPtr(void *ptr)
{
    MEM_HDRp mhp;
    uint8_t* check;

    ASSERT(ptr != NULL);

    mhp = (MEM_HDRp)(((uint8_t*) ptr) - sizeof(MEM_HDR));

    if (mhp->size == 0 || mhp->checksum == 0)
    {
        printf("ValidPtr(): Size or Checksum == 0!\n");
        return FALSE;
    }

    check = (uint8_t*) & mhp->size;

    if (mhp->checksum == check[0] + check[1] + check[2] + check[3])
        return TRUE;

    printf("ValidPtr(): Checksum bad!\n");
    return FALSE;
}

void
PtrCheckSum(void *ptr, unsigned int *stored, unsigned int *actual)
{
    MEM_HDRp mhp;
    uint8_t* check;

    ASSERT(ptr != NULL);

    mhp = (MEM_HDRp)(((uint8_t*) ptr) - sizeof(MEM_HDR));

    check = (uint8_t*) & mhp->size;

    *stored = mhp->checksum;
    *actual = check[0] + check[1] + check[2] + check[3];
}

void *
AllocMem(int size)
{
    uint8_t* bp;
    MEM_HDRp mhp;
    uint8_t* check;

    ASSERT(size != 0);

    bp = (uint8_t*) malloc(size + sizeof(MEM_HDR));

    // Used for debugging, we can remove this at ship time
    if (bp == NULL)
    {
        TerminateGame();
        printf("Memory could NOT be allocated in AllocMem: size = %d\n",size);
        exit(0);
    }

    ASSERT(bp != NULL);

    mhp = (MEM_HDRp) bp;

    mhp->size = size;
    check = (uint8_t*) & mhp->size;
    mhp->checksum = check[0] + check[1] + check[2] + check[3];

    bp += sizeof(MEM_HDR);

    return bp;
}

void *
ReAllocMem(void *ptr, int size)
{
    uint8_t* bp;
    MEM_HDRp mhp;
    uint8_t* check;

    ASSERT(size != 0);

    ASSERT(ValidPtr(ptr));

    mhp = (MEM_HDRp)(((uint8_t*) ptr) - sizeof(MEM_HDR));

    bp = (uint8_t*) realloc(mhp, size + sizeof(MEM_HDR));

    ASSERT(bp != NULL);

    mhp = (MEM_HDRp) bp;

    mhp->size = size;
    check = (uint8_t*) & mhp->size;
    mhp->checksum = check[0] + check[1] + check[2] + check[3];

    bp += sizeof(MEM_HDR);

    ASSERT(ValidPtr(bp));

    return bp;
}


void *
CallocMem(int size, int num)
{
    uint8_t* bp;
    MEM_HDRp mhp;
    uint8_t* check;
    int num_bytes;

    ASSERT(size != 0 && num != 0);

    num_bytes = (size * num) + sizeof(MEM_HDR);
    bp = (uint8_t*) calloc(num_bytes, 1);

    // Used for debugging, we can remove this at ship time
    if (bp == NULL)
    {
        TerminateGame();
        printf("Memory could NOT be allocated in CallocMem: size = %d, num = %d\n",size,num);
        exit(0);
    }

    ASSERT(bp != NULL);

    mhp = (MEM_HDRp) bp;

    mhp->size = size;
    check = (uint8_t*) & mhp->size;
    mhp->checksum = check[0] + check[1] + check[2] + check[3];

    bp += sizeof(MEM_HDR);

    return bp;
}

void
FreeMem(void *ptr)
{
    MEM_HDRp mhp;
    uint8_t* check;

    ASSERT(ptr != NULL);

    ASSERT(ValidPtr(ptr));

    mhp = (MEM_HDRp)(((uint8_t*) ptr) - sizeof(MEM_HDR));
    check = (uint8_t*)&mhp->size;

    memset(mhp, 0xCC, mhp->size + sizeof(MEM_HDR));

    free(mhp);
}

#else
SWBOOL
ValidPtr(void *ptr)
{
    return TRUE;
}

void *
AllocMem(int size)
{
    return malloc(size);
}

void *
CallocMem(int size, int num)
{
    return calloc(size, num);
}

void *
ReAllocMem(void *ptr, int size)
{
    return realloc(ptr, size);
}

void
FreeMem(void *ptr)
{
    free(ptr);
}

#endif

int PointOnLine(int x, int y, int x1, int y1, int x2, int y2)
{
    // the closer to 0 the closer to the line the point is
    return ((x2 - x1) * (y - y1)) - ((y2 - y1) * (x - x1));
}

int
Distance(int x1, int y1, int x2, int y2)
{
    int min;

    if ((x2 = x2 - x1) < 0)
        x2 = -x2;

    if ((y2 = y2 - y1) < 0)
        y2 = -y2;

    if (x2 > y2)
        min = y2;
    else
        min = x2;

    return x2 + y2 - DIV2(min);
}

void
MapSetAll2D(uint8_t fill)
{
    int i;

    for (i = 0; i < (MAXWALLS >> 3); i++)
        show2dwall[i] = fill;
    for (i = 0; i < (MAXSPRITES >> 3); i++)
        show2dsprite[i] = fill;

    //for (i = 0; i < (MAXSECTORS >> 3); i++)
    for (i = 0; i < MAXSECTORS; i++)
    {
        if (sector[i].ceilingpicnum != 342 && sector[i].floorpicnum != 342)
            show2dsector[i>>3] |= (1<<(i&7));
        //show2dsector[i] = fill;
    }
}

void
MapSetup(void)
{
    MapSetAll2D(0xFF);
}

void
setup2dscreen(void)
{
    // qsetmode640350();
}



void
TerminateGame(void)
{
    int i,j;
    int oldtotalclock;

    DemoTerm();

    ErrorCorrectionQuit();

 //   uninitmultiplayers();

    if (CleanExit)
    {
        SybexScreen();
        //TenScreen();
    }

    ////--->>>> sound stuff was there
    //uninitkeys();
    KB_Shutdown();

    engineUnInit();
	G_SaveConfig();

    //Terminate3DSounds();                // Kill the sounds linked list
    UnInitSound();

    timerUninit();

    if (CleanExit)
        DosScreen();

    uninitgroupfile();
}

void
LoadLevel(const char *filename)
{
    int pos;

    if (engineLoadBoard(filename, SW_SHAREWARE ? 1 : 0, (vec3_t *)&Player[0], &Player[0].pang, &Player[0].cursectnum) == -1)
    {
        TerminateGame();
#ifdef RENDERTYPEWIN
        {
            char msg[256];
            Bsnprintf(msg, 256, "Level not found: %s", filename);
            wm_msgbox(apptitle, msg);
        }
#else
        printf("Level Not Found: %s\n", filename);
#endif
        exit(0);
    }
}

void LoadDemoRun(void)
{
    short i;
    FILE *fin;

    fin = fopen("demos.run","r");
    if (fin)
    {
        memset(DemoName,'\0',sizeof(DemoName));
        for (i = 0; TRUE; i++)
        {
            if (fscanf(fin, "%s", DemoName[i]) == EOF)
                break;
        }

        fclose(fin);
    }

    memset(DemoText,'\0',sizeof(DemoText));
    fin = fopen("demotxt.run","r");
    if (fin)
    {
        fgets(ds, 6, fin);
        sscanf(ds,"%d",&DemoTextYstart);
        for (i = 0; TRUE; i++)
        {
            if (fgets(DemoText[i], SIZ(DemoText[0])-1, fin) == NULL)
                break;
        }

        fclose(fin);
    }
}

void DisplayDemoText(void)
{
    short w,h;
    short i;

    for (i = 0; i < 3; i++)
    {
        MNU_MeasureString(DemoText[i], &w, &h);
        PutStringTimer(Player, TEXT_TEST_COL(w), DemoTextYstart+(i*12), DemoText[i], 999);
    }
}


void Set_GameMode(void)
{
    int result;
    char ch;

    //DSPRINTF(ds,"ScreenMode %d, ScreenWidth %d, ScreenHeight %d",ScreenMode, ScreenWidth, ScreenHeight);
    //MONO_PRINT(ds);
    result = COVERsetgamemode(ScreenMode, ScreenWidth, ScreenHeight, ScreenBPP);

}

void MultiSharewareCheck(void)
{
    if (!SW_SHAREWARE) return;
    if (numplayers > 4)
    {
#ifdef RENDERTYPEWIN
        wm_msgbox(apptitle,"To play a Network game with more than 4 players you must purchase "
                  "the full version.  Read the Ordering Info screens for details.");
#else
        printf(
            "\n\nTo play a Network game with more than 4 players you must purchase the\n"
            "full version.  Read the Ordering Info screens for details.\n\n");
#endif
        //uninitmultiplayers();
        //uninitkeys();
		G_SaveConfig();
        KB_Shutdown();
        engineUnInit();
        UnInitSound();
        timerUninit();
        uninitgroupfile();
        Bexit(0);
    }
}


// Some mem crap for Jim
// I reserve 1 meg of heap space for our use out side the cache
int TotalMemory = 0;
int ActualHeap = 0;

void InitAutoNet(void)
{
    if (!AutoNet)
        return;

    gs.NetGameType      = Auto.Rules;
    gs.NetLevel         = Auto.Level;
    gs.NetMonsters      = Auto.Enemy;
    gs.NetSpawnMarkers  = Auto.Markers;
    gs.NetTeamPlay      = Auto.Team;
    gs.NetHurtTeammate  = Auto.HurtTeam;
    gs.NetKillLimit     = Auto.Kill;
    gs.NetTimeLimit     = Auto.Time;
    gs.NetColor         = Auto.Color;
    gs.NetNuke          = Auto.Nuke;
}


void AnimateCacheCursor(void)
{
#if 0
    struct rccoord old_pos;
    static short cursor_num = 0;
    static char cache_cursor[] =  {'|','/','-','\\'};

    if (GraphicsMode)
        return;

    cursor_num++;
    if (cursor_num > 3)
        cursor_num = 0;

    //old_pos = _gettextposition();
    //_settextposition( old_pos.row, old_pos.col );
    //_settextposition( 24,  25);
    _settextposition(25,  0);
    sprintf(ds,"Loading sound and graphics %c", cache_cursor[cursor_num]);
    _outtext(ds);
    //_settextposition( old_pos.row, old_pos.col );
#endif
}

void COVERsetbrightness(int bright, unsigned char *pal)
{
    paletteSetColorTable(BASEPAL, pal);
    videoSetPalette(bright, BASEPAL, 0);
}


static int firstnet = 0;    // JBF
int nextvoxid = 0;  // JBF


static void SW_FatalEngineError(void)
{
    I_Error("There was a problem initialising the Build engine: %s", engineerrstr);
}

void
InitGame()
{
    extern int MovesPerPacket;
    //void *ReserveMem=NULL;
    int i;

    DSPRINTF(ds,"InitGame...");
    MONO_PRINT(ds);

    if (engineInit())
        SW_FatalEngineError();

    InitAutoNet();

    timerInit(120);

    CON_InitConsole();  // Init console command list

    ////DSPRINTF(ds,"%s, %d",__FILE__,__LINE__);   MONO_PRINT(ds);

    //InitFX();

    memcpy(palette_data,palette,768);
    InitPalette();
    // sets numplayers, connecthead, connectpoint2, myconnectindex

#if 0
    if (!firstnet)
        initmultiplayers(0, NULL, 0, 0, 0);
    else if (initmultiplayersparms(argc - firstnet, &argv[firstnet]))
    {
        buildputs("Waiting for players...\n");
        while (initmultiplayerscycle())
        {
            handleevents();
            if (quitevent)
            {
                QuitFlag = TRUE;
                return;
            }
        }
    }
#endif
    initsynccrc();

    // code to duplicate packets
    if (numplayers > 4 && MovesPerPacket == 1)
    {
        MovesPerPacket = 2;
    }

    MultiSharewareCheck();

    if (numplayers > 1)
    {
        CommPlayers = numplayers;
        OrigCommPlayers = CommPlayers;
        CommEnabled = TRUE;
        if (!BotMode)
            gNet.MultiGameType = MULTI_GAME_COMMBAT;
        else
            gNet.MultiGameType = MULTI_GAME_AI_BOTS;

#if 0 //def NET_MODE_MASTER_SLAVE
        if (!NetModeOverride)
        {
            if (numplayers <= 4)
                NetBroadcastMode = TRUE;
            else
                NetBroadcastMode = FALSE;
        }
#endif
    }

    LoadDemoRun();
    // Save off total heap for later calculations
    //TotalMemory = Z_AvailHeap();
    //DSPRINTF(ds,"Available Heap before LoadImages =  %d", TotalMemory);
    //MONO_PRINT(ds);
    // Reserve 1.5 megs for normal program use
    // Generally, SW is consuming about a total of 11 megs including
    // all the cached in graphics, etc. per level, so even on a 16 meg
    // system, reserving 1.5 megs is fine.
    // Note that on a 16 meg machine, Ken was leaving us about
    // 24k for use outside the cache!  This was causing out of mem problems
    // when songs, etc., greater than the remaining heap were being loaded.
    // Even if you pre-cache songs, etc. to help, reserving some heap is
    // a very smart idea since the game uses malloc throughout execution.
    //ReserveMem = AllocMem(1L<<20);
    //if(ReserveMem == 0) MONO_PRINT("Could not allocate 1.5 meg reserve!");

    // LoadImages will now proceed to steal all the remaining heap space
    //_outtext("\n\n\n\n\n\n\n\n");
    //AnimateCacheCursor();
    buildputs("Loading sound and graphics...\n");
	TileFiles.LoadArtSet("tiles%03d.art");

    // Now free it up for later use
    /*
    if(ReserveMem)
        {
        // Recalc TotalMemory for later reference
        ActualHeap = Z_AvailHeap() + 1536000L;
        FreeMem(ReserveMem);
        }
    */

    Connect();
    SortBreakInfo();
    parallaxtype = 1;
    SW_InitMultiPsky();

    memset(Track, 0, sizeof(Track));

    memset(Player, 0, sizeof(Player));
    for (i = 0; i < MAX_SW_PLAYERS; i++)
        INITLIST(&Player[i].PanelSpriteList);

    LoadKVXFromScript("swvoxfil.txt");    // Load voxels from script file
    LoadPLockFromScript("swplock.txt");   // Get Parental Lock setup info
    if (!SW_SHAREWARE)
        LoadCustomInfoFromScript("swcustom.txt");   // Load user customisation information

    if (!loaddefinitionsfile(G_DefFile())) buildputs("Definitions file loaded.\n");

	userConfig.AddDefs.reset();

    if (enginePostInit())
        SW_FatalEngineError();

    DemoModeMenuInit = TRUE;
    // precache as much stuff as you can
    if (UserMapName[0] == '\0')
    {
        AnimateCacheCursor();
        LoadLevel("$dozer.map");
        AnimateCacheCursor();
        SetupPreCache();
        DoTheCache();
    }
    else
    {
        AnimateCacheCursor();
        LoadLevel(UserMapName);
        AnimateCacheCursor();
        SetupPreCache();
        DoTheCache();
    }

    Set_GameMode();
    GraphicsMode = TRUE;
    SetupAspectRatio();

    COVERsetbrightness(0, &palette_data[0][0]);

    InitFX();   // JBF: do it down here so we get a hold of the window handle
    InitMusic();

}


/*
Directory of C:\DEV\SW\MIDI
EXECUT11 MID
HROSHMA6 MID
HOSHIA02 MID
INTRO131 MID
KOTEC2   MID
KOTOKI12 MID
NIPPON34 MID
NOKI41   MID
SANAI    MID
SIANRA23 MID
TKYO2007 MID
TYTAIK16 MID
YOKOHA03 MID
*/

char LevelSong[16];
short SongLevelNum;
//#ifndef SW_SHAREWARE
LEVEL_INFO LevelInfo[MAX_LEVELS_REG+2] =
{
    {"title.map",      "theme.mid", " ", " ", " "  },
    {"$bullet.map",    "e1l01.mid", "Seppuku Station", "0 : 55", "5 : 00"  },
    {"$dozer.map",     "e1l03.mid", "Zilla Construction", "4 : 59", "8 : 00"  },
    {"$shrine.map",    "e1l02.mid", "Master Leep's Temple", "3 : 16", "10 : 00"  },
    {"$woods.map",     "e1l04.mid", "Dark Woods of the Serpent", "7 : 06", "16 : 00"  },
    {"$whirl.map",     "yokoha03.mid", "Rising Son", "5 : 30", "10 : 00"   },
    {"$tank.map",      "nippon34.mid", "Killing Fields", "1 : 46", "4 : 00"   },
    {"$boat.map",      "execut11.mid", "Hara-Kiri Harbor", "1 : 56", "4 : 00"   },
    {"$garden.map",    "execut11.mid", "Zilla's Villa", "1 : 06", "2 : 00"   },
    {"$outpost.map",   "sanai.mid",    "Monastery", "1 : 23", "3 : 00"      },
    {"$hidtemp.map",   "kotec2.mid",   "Raider of the Lost Wang", "2 : 05", "4 : 10"     },
    {"$plax1.map",     "kotec2.mid",   "Sumo Sky Palace", "6 : 32", "12 : 00"     },
    {"$bath.map",      "yokoha03.mid", "Bath House", "10 : 00", "10 : 00"   },
    {"$airport.map",   "nippon34.mid", "Unfriendly Skies", "2 : 59", "6 : 00"   },
    {"$refiner.map",   "kotoki12.mid", "Crude Oil", "2 : 40", "5 : 00"   },
    {"$newmine.map",   "hoshia02.mid", "Coolie Mines", "2 : 48", "6 : 00"   },
    {"$subbase.map",   "hoshia02.mid", "Subpen 7", "2 : 02", "4 : 00"   },
    {"$rock.map",      "kotoki12.mid", "The Great Escape", "3 : 18", "6 : 00"   },
    {"$yamato.map",    "sanai.mid",    "Floating Fortress", "11 : 38", "20 : 00"      },
    {"$seabase.map",   "kotec2.mid",   "Water Torture", "5 : 07", "10 : 00"     },
    {"$volcano.map",   "kotec2.mid",   "Stone Rain", "9 : 15", "20 : 00"     },
    {"$shore.map",     "kotec2.mid",   "Shanghai Shipwreck", "3 : 58", "8 : 00"     },
    {"$auto.map",      "kotec2.mid",   "Auto Maul", "4 : 07", "8 : 00"     },
    {"tank.map",       "kotec2.mid",   "Heavy Metal (DM only)", "10 : 00", "10 : 00"     },
    {"$dmwoods.map",   "kotec2.mid",   "Ripper Valley (DM only)", "10 : 00", "10 : 00"     },
    {"$dmshrin.map",   "kotec2.mid",   "House of Wang (DM only)", "10 : 00", "10 : 00"     },
    {"$rush.map",      "kotec2.mid",   "Lo Wang Rally (DM only)", "10 : 00", "10 : 00"     },
    {"shotgun.map",    "kotec2.mid",   "Ruins of the Ronin (CTF)", "10 : 00", "10 : 00"     },
    {"$dmdrop.map",    "kotec2.mid",   "Killing Fields (CTF)", "10 : 00", "10 : 00"     },
    {NULL, NULL, NULL, NULL, NULL}
};
/*#else
LEVEL_INFO LevelInfo[MAX_LEVELS+2] =  // Shareware
    {
    {"title.map",      "theme.mid", " ", " ", " "  },
    {"$bullet.map",    "e1l01.mid", "Seppuku Station", "0 : 55", "5 : 00"  },
    {"$dozer.map",     "e1l03.mid", "Zilla Construction", "4 : 59", "8 : 00"  },
    {"$shrine.map",    "e1l02.mid", "Master Leep's Temple", "3 : 16", "10 : 00"  },
    {"$woods.map",     "e1l04.mid", "Dark Woods of the Serpent", "7 : 06", "16 : 00"  },
    {NULL, NULL, NULL, NULL, NULL}
    };
#endif*/

char EpisodeNames[2][MAX_EPISODE_NAME_LEN+2] =
{
    "^Enter the Wang",
    "^Code of Honor"
};
char EpisodeSubtitles[2][MAX_EPISODE_SUBTITLE_LEN+1] =
{
    "Four levels (Shareware Version)",
    "Eighteen levels (Full Version Only)"
};
char SkillNames[4][MAX_SKILL_NAME_LEN+2] =
{
    "^Tiny grasshopper",
    "^I Have No Fear",
    "^Who Wants Wang",
    "^No Pain, No Gain"
};

void InitNewGame(void)
{
    int i, ready_bak;
    int ver_bak;

    //waitforeverybody();           // since ready flag resets after this point, need to carefully sync

    for (i = 0; i < MAX_SW_PLAYERS; i++)
    {
        // don't jack with the playerreadyflag
        ready_bak = Player[i].playerreadyflag;
        ver_bak = Player[i].PlayerVersion;
        memset(&Player[i], 0, sizeof(Player[i]));
        Player[i].playerreadyflag = ready_bak;
        Player[i].PlayerVersion = ver_bak;
        INITLIST(&Player[i].PanelSpriteList);
    }

    memset(puser, 0, sizeof(puser));
}

void FindLevelInfo(char *map_name, short *level)
{
    char *ptr;
    char buff[16];
    short i,j;

    for (j = 1; j <= MAX_LEVELS; j++)
    {
        if (LevelInfo[j].LevelName)
        {
            if (Bstrcasecmp(map_name, LevelInfo[j].LevelName) == 0)
            {
                *level = j;
                return;
            }
        }
    }

    *level = 0;
    return;
}

int ChopTics;
void InitLevelGlobals(void)
{
    extern char PlayerGravity;
    extern short wait_active_check_offset;
    //extern short Zombies;
    extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
    extern SWBOOL left_foot;
    extern SWBOOL serpwasseen;
    extern SWBOOL sumowasseen;
    extern SWBOOL zillawasseen;
    extern short BossSpriteNum[3];

    // A few IMPORTANT GLOBAL RESETS
    // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1
    MapSetup();
    //Zombies = 0;
    ChopTics = 0;
    dimensionmode = 3;
    zoom = 768;
    PlayerGravity = 24;
    wait_active_check_offset = 0;
    PlaxCeilGlobZadjust = PlaxFloorGlobZadjust = Z(500);
    FinishedLevel = FALSE;
    AnimCnt = 0;
    left_foot = FALSE;
    screenpeek = myconnectindex;

    gNet.TimeLimitClock = gNet.TimeLimit;

    serpwasseen = FALSE;
    sumowasseen = FALSE;
    zillawasseen = FALSE;
    memset(BossSpriteNum,-1,sizeof(BossSpriteNum));
}

void InitLevelGlobals2(void)
{
    extern short Bunny_Count;
    // GLOBAL RESETS NOT DONE for LOAD GAME
    // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    InitTimingVars();
    TotalKillable = 0;
    Bunny_Count = 0;
}

void
InitLevel(void)
{
    static int DemoNumber = 0;

    MONO_PRINT("InitLevel");
    Terminate3DSounds();

    // A few IMPORTANT GLOBAL RESETS
    InitLevelGlobals();
    MONO_PRINT("InitLevelGlobals");
    if (!DemoMode)
        StopSong();

    if (LoadGameOutsideMoveLoop)
    {
        MONO_PRINT("Returning from InitLevel");
        return;
    }

    InitLevelGlobals2();
    MONO_PRINT("InitLevelGlobals2");
    if (DemoMode)
    {
        Level = 0;
        NewGame = TRUE;
        DemoInitOnce = FALSE;
        strcpy(DemoFileName, DemoName[DemoNumber]);
        DemoNumber++;
        if (!DemoName[DemoNumber][0])
            DemoNumber = 0;

        // read header and such
        DemoPlaySetup();

        strcpy(LevelName, DemoLevelName);

        FindLevelInfo(LevelName, &Level);
        if (Level > 0)
        {
            strcpy(LevelSong, LevelInfo[Level].SongName);
            strcpy(LevelName, LevelInfo[Level].LevelName);
            UserMapName[0] = '\0';
        }
        else
        {
            strcpy(UserMapName, DemoLevelName);
            Level = 0;
        }

    }
    else
    {
        if (Level < 0)
            Level = 0;

        if (Level > MAX_LEVELS)
            Level = 1;

        // extra code in case something is resetting these values
        if (NewGame)
        {
            //Level = 1;
            //DemoPlaying = FALSE;
            DemoMode = FALSE;
            //DemoRecording = FALSE;
            //DemoEdit = FALSE;
        }

        if (UserMapName[0])
        {
            strcpy(LevelName, UserMapName);

            Level = 0;
            FindLevelInfo(UserMapName, &Level);

            if (Level > 0)
            {
                // user map is part of game - treat it as such
                strcpy(LevelSong, LevelInfo[Level].SongName);
                strcpy(LevelName, LevelInfo[Level].LevelName);
                UserMapName[0] = '\0';
            }
        }
        else
        {
            strcpy(LevelName, LevelInfo[Level].LevelName);
            strcpy(LevelSong, LevelInfo[Level].SongName);
        }
    }

    PlayingLevel = Level;

    if (NewGame)
        InitNewGame();

    LoadingLevelScreen(LevelName);
    MONO_PRINT("LoadintLevelScreen");
    if (!DemoMode && !DemoInitOnce)
        DemoPlaySetup();

    LoadLevel(LevelName);

    if (Bstrcasecmp(CacheLastLevel, LevelName) != 0)
        // clears gotpic and does some bit setting
        SetupPreCache();
    else
        memset(gotpic,0,sizeof(gotpic));

    if (sector[0].extra != -1)
    {
        NormalVisibility = g_visibility = sector[0].extra;
        sector[0].extra = 0;
    }
    else
        NormalVisibility = g_visibility;

    //
    // Do Player stuff first
    //

    InitAllPlayers();

#if DEBUG
    // fake Multi-player game setup
    if (FakeMultiNumPlayers && !BotMode)
    {
        uint8_t i;

        // insert all needed players except the first one - its already tere
        for (i = 0; i < FakeMultiNumPlayers - 1; i++)
        {
            ManualPlayerInsert(Player);
            // reset control back to 1st player
            myconnectindex = 0;
            screenpeek = 0;
        }
    }
#endif

    // Put in the BOTS if called for
    if (FakeMultiNumPlayers && BotMode)
    {
        uint8_t i;

        // insert all needed players except the first one - its already tere
        for (i = 0; i < FakeMultiNumPlayers; i++)
        {
            BotPlayerInsert(Player);
            // reset control back to 1st player
            myconnectindex = 0;
            screenpeek = 0;
        }
    }

    QueueReset();
    PreMapCombineFloors();
    InitMultiPlayerInfo();
    InitAllPlayerSprites();

    //
    // Do setup for sprite, track, panel, sector, etc
    //

    // Set levels up
    InitTimingVars();

    SpriteSetup();
    SpriteSetupPost(); // post processing - already gone once through the loop
    InitLighting();

    TrackSetup();

    PlayerPanelSetup();
    MapSetup();
    SectorSetup();
    JS_InitMirrors();
    JS_InitLockouts();   // Setup the lockout linked lists
    JS_ToggleLockouts(); // Init lockouts on/off

    PlaceSectorObjectsOnTracks();
    PlaceActorsOnTracks();
    PostSetupSectorObject();
    SetupMirrorTiles();
    initlava();

    SongLevelNum = Level;

    if (DemoMode)
    {
        DisplayDemoText();
    }


    if (ArgCheat)
    {
        SWBOOL bak = hud_messages;
        hud_messages = FALSE;
        EveryCheatToggle(&Player[0],NULL);
        hud_messages = bak;
        GodMode = TRUE;
    }

    // reset NewGame
    NewGame = FALSE;

    DSPRINTF(ds,"End of InitLevel...");
    MONO_PRINT(ds);

#if 0
#if DEBUG
    if (!cansee(43594, -92986, 0x3fffffff, 290,
                43180, -91707, 0x3fffffff, 290))
    {
        DSPRINTF(ds,"cansee failed");
        MONO_PRINT(ds);
    }
#endif
#endif

}


void
TerminateLevel(void)
{
    int i, nexti, stat, pnum, ndx;
    SECT_USERp *sectu;

//HEAP_CHECK();

    DemoTerm();

    // Free any track points
    for (ndx = 0; ndx < MAX_TRACKS; ndx++)
    {
        if (Track[ndx].TrackPoint)
        {
            FreeMem(Track[ndx].TrackPoint);
            // !JIM! I added null assigner
            Track[ndx].TrackPoint = NULL;
        }
    }

    // Clear the tracks
    memset(Track, 0, sizeof(Track));

    StopSound();
    Terminate3DSounds();        // Kill the 3d sounds linked list
    //ClearSoundLocks();

    // Clear all anims and any memory associated with them
    // Clear before killing sprites - save a little time
    //AnimClear();

    for (stat = STAT_PLAYER0; stat < STAT_PLAYER0 + numplayers; stat++)
    {

        pnum = stat - STAT_PLAYER0;

        TRAVERSE_SPRITE_STAT(headspritestat[stat], i, nexti)
        {
            if (User[i])
                memcpy(&puser[pnum], User[i], sizeof(USER));
        }
    }

    // Kill User memory and delete sprites
    // for (stat = 0; stat < STAT_ALL; stat++)
    for (stat = 0; stat < MAXSTATUS; stat++)
    {
        TRAVERSE_SPRITE_STAT(headspritestat[stat], i, nexti)
        {
            KillSprite(i);
        }
    }

    // Free SectUser memory
    for (sectu = &SectUser[0];
         sectu < &SectUser[MAXSECTORS];
         sectu++)
    {
        if (*sectu)
        {
            ////DSPRINTF(ds,"Sect User Free %d",sectu-SectUser);
            //MONO_PRINT(ds);
            FreeMem(*sectu);
            *sectu = NULL;
        }
    }

    //memset(&User[0], 0, sizeof(User));
    memset(&SectUser[0], 0, sizeof(SectUser));

    TRAVERSE_CONNECT(pnum)
    {
        PLAYERp pp = Player + pnum;

        // Free panel sprites for players
        pClearSpriteList(pp);

        pp->DoPlayerAction = NULL;

        pp->SpriteP = NULL;
        pp->PlayerSprite = -1;

        pp->UnderSpriteP = NULL;
        pp->PlayerUnderSprite = -1;

        memset(pp->HasKey, 0, sizeof(pp->HasKey));

        //pp->WpnFlags = 0;
        pp->CurWpn = NULL;

        memset(pp->Wpn, 0, sizeof(pp->Wpn));
        memset(pp->InventorySprite, 0, sizeof(pp->InventorySprite));
        memset(pp->InventoryTics, 0, sizeof(pp->InventoryTics));

        pp->Killer = -1;

        INITLIST(&pp->PanelSpriteList);
    }

    JS_UnInitLockouts();

//HEAP_CHECK();
}

void
NewLevel(void)
{

    DSPRINTF(ds,"NewLevel");
    MONO_PRINT(ds);

    if (DemoPlaying)
    {
        FX_SetVolume(0); // Shut the hell up while game is loading!
        InitLevel();
        InitRunLevel();

        DemoInitOnce = FALSE;
        if (DemoMode)
        {
            if (DemoModeMenuInit)
            {
                DemoModeMenuInit = FALSE;
				inputState.ClearKeyStatus(sc_Escape);
			}
        }

        DemoPlayBack();

        if (DemoRecording && DemoEdit)
        {
            RunLevel();
        }
    }
    else
    {
        DSPRINTF(ds,"Calling FX_SetVolume");
        MONO_PRINT(ds);
        FX_SetVolume(0); // Shut the hell up while game is loading!

        DSPRINTF(ds,"Calling InitLevel");
        MONO_PRINT(ds);
        InitLevel();

        DSPRINTF(ds,"Calling RunLevel");
        MONO_PRINT(ds);
        RunLevel();

        if (!QuitFlag)
        {
            // for good measure do this
            ready2send = 0;
            waitforeverybody();
        }

        StatScreen(&Player[myconnectindex]);
    }

    if (LoadGameFromDemo)
        LoadGameFromDemo = FALSE;
    else
        TerminateLevel();

    InGame = FALSE;

    if (SW_SHAREWARE)
    {
        if (FinishAnim)
        {
            PlayTheme();
            MenuLevel();
    }
    }
    else
    {
        if (FinishAnim == ANIM_ZILLA || FinishAnim == ANIM_SERP)
        {
            PlayTheme();
            MenuLevel();
    }
    }
    FinishAnim = 0;
}

void
ResetKeys(void)
{
    int i;

	inputState.ClearAllKeyStatus();
}

SWBOOL
KeyPressed(void)
{
    int i;

    for (i = 0; i < NUMKEYS; i++)
    {
        if (KB_KeyPressed(i))
            return TRUE;
    }

    return FALSE;
}

uint8_t*
KeyPressedRange(uint8_t* kb, uint8_t* ke)
{
    uint8_t* k;

    for (k = kb; k <= ke; k++)
    {
        if (*k)
            return k;
    }

    return NULL;
}

void
ResetKeyRange(uint8_t* kb, uint8_t* ke)
{
    uint8_t* k;

    for (k = kb; k <= ke; k++)
    {
        *k = 0;
    }
}

void PlayTheme()
{
    // start music at logo
    strcpy(LevelSong,"theme.mid");
    PlaySong(LevelSong, RedBookSong[0], TRUE, TRUE);

    DSPRINTF(ds,"After music stuff...");
    MONO_PRINT(ds);
}

void
LogoLevel(void)
{
    char called;
    int fin;
    UserInput uinfo = { FALSE, FALSE, dir_None };


    DSPRINTF(ds,"LogoLevel...");
    MONO_PRINT(ds);

    // PreCache Anim
    LoadAnm(0);

	auto pal = kloadfile("3drealms.pal", 0);
	if (pal.Size() >= 768)
    {


        for (auto & c : pal)
            c <<= 2;

        paletteSetColorTable(DREALMSPAL, pal.Data());
        videoSetPalette(0, DREALMSPAL, 2);
    }
    DSPRINTF(ds,"Just read in 3drealms.pal...");
    MONO_PRINT(ds);

    //FadeOut(0, 0);
    ready2send = 0;
    totalclock = 0;
    ototalclock = 0;

    DSPRINTF(ds,"About to display 3drealms pic...");
    MONO_PRINT(ds);

    videoClearViewableArea(0L);
    rotatesprite(0, 0, RS_SCALE, 0, THREED_REALMS_PIC, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
    videoNextPage();
    //FadeIn(0, 3);

    ResetKeys();
    while (TRUE)
    {
        handleevents();
        CONTROL_GetUserInput(&uinfo);
        CONTROL_ClearUserInput(&uinfo);
        if (quitevent) { QuitFlag = TRUE; break; }

        // taken from top of faketimerhandler
        // limits checks to max of 40 times a second
        if (totalclock >= ototalclock + synctics)
        {
            ototalclock += synctics;
        }

        if (totalclock > 5*120 || KeyPressed() || uinfo.button0 || uinfo.button1)
        {
            break;
        }
    }

    videoClearViewableArea(0L);
    videoNextPage();
    videoSetPalette(0, BASEPAL, 2);

    // put up a blank screen while loading

    DSPRINTF(ds,"End of LogoLevel...");
    MONO_PRINT(ds);

}

void
CreditsLevel(void)
{
    char called;
    int fin;
    int i;
    int curpic;
    int handle;
    uint32_t timer = 0;
    int zero=0;
    short save;
#define CREDITS1_PIC 5111
#define CREDITS2_PIC 5118

    // put up a blank screen while loading

    // get rid of all PERM sprites!
    renderFlushPerms();
    save = gs.BorderNum;
    SetBorder(Player + myconnectindex,0);
    ClearStartMost();
    gs.BorderNum = save;
    videoClearViewableArea(0L);
    videoNextPage();

    // Lo Wang feel like singing!
    handle = PlaySound(DIGI_JG95012,&zero,&zero,&zero,v3df_none);

    if (handle > 0)
        while (FX_SoundActive(handle)) ;

    // try 14 then 2 then quit
    if (!PlaySong(NULL, 14, FALSE, TRUE))
    {
        if (!PlaySong(NULL, 2, FALSE, TRUE))
        {
            handle = PlaySound(DIGI_NOLIKEMUSIC,&zero,&zero,&zero,v3df_none);
            if (handle > 0)
                while (FX_SoundActive(handle)) handleevents();
            return;
        }
    }

    ready2send = 0;
    totalclock = 0;
    ototalclock = 0;

    ResetKeys();
    curpic = CREDITS1_PIC;

    while (TRUE)
    {
        // taken from top of faketimerhandler
        // limits checks to max of 40 times a second
        if (totalclock >= ototalclock + synctics)
        {
            ototalclock += synctics;
            timer += synctics;
        }

        rotatesprite(0, 0, RS_SCALE, 0, curpic, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);

        videoNextPage();

        if (timer > 8*120)
        {
            curpic = CREDITS2_PIC;
        }

        if (timer > 16*120)
        {
            timer = 0;
            curpic = CREDITS1_PIC;
        }


        if (!SongIsPlaying())
            break;

        if (KB_KeyPressed(KEYSC_ESC))
            break;
    }

    // put up a blank screen while loading
    videoClearViewableArea(0L);
    videoNextPage();
    ResetKeys();
    StopSong();
}


void
SybexScreen(void)
{
    if (!SW_SHAREWARE) return;

    if (CommEnabled)
        return;

    rotatesprite(0, 0, RS_SCALE, 0, 5261, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
    videoNextPage();

    ResetKeys();
    while (!KeyPressed() && !quitevent) handleevents();
}

// CTW REMOVED
/*
void
TenScreen(void)
    {
    char called;
    int fin;
    char backup_pal[256*3];
    char pal[PAL_SIZE];
    char tempbuf[256];
    char *palook_bak = palookup[0];
    int i;
    uint32_t bak;
    int bakready2send;

    if (CommEnabled)
        return;

    bak = totalclock;

    flushperms();
    clearview(0);
    nextpage();

    for (i = 0; i < 256; i++)
        tempbuf[i] = i;
    palookup[0] = tempbuf;

    GetPaletteFromVESA(pal);
    memcpy(backup_pal, pal, PAL_SIZE);

    if ((fin = k open4load("ten.pal", 0)) != -1)
        {
        kread(fin, pal, PAL_SIZE);
        kclose(fin);
        }

    // palette to black
    FadeOut(0, 0);
    bakready2send = ready2send;
    //totalclock = 0;
    //ototalclock = 0;

    flushperms();
    // draw it
    rotatesprite(0, 0, RS_SCALE, 0, TEN_PIC, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
    // bring to the front - still back palette
    nextpage();
    // set pal
    SetPaletteToVESA(pal);
    //FadeIn(0, 3);
    ResetKeys();

    while (!KeyPressed());

    palookup[0] = palook_bak;

    clearview(0);
    nextpage();
    SetPaletteToVESA(backup_pal);

    // put up a blank screen while loading
    clearview(0);
    nextpage();

    ready2send = bakready2send;
    totalclock = bak;
    }
*/
// CTW REMOVED END

void
TitleLevel(void)
{
    char called;
    int fin;
    unsigned char backup_pal[256*3];
    unsigned char pal[PAL_SIZE];
    char tempbuf[256];
    char *palook_bak = palookup[0];
    int i;

    for (i = 0; i < 256; i++)
        tempbuf[i] = i;
    palookup[0] = tempbuf;

    //GetPaletteFromVESA(pal);
    //memcpy(backup_pal, pal, PAL_SIZE);

    videoClearViewableArea(0L);
    videoNextPage();

//    if ((fin = k open4load("title.pal", 0)) != -1)
//        {
//        kread(fin, pal, PAL_SIZE);
//        kclose(fin);
//        SetPaletteToVESA(pal);
//        }

//    clearview(0);
//    nextpage();

    //FadeOut(0, 0);
    ready2send = 0;
    totalclock = 0;
    ototalclock = 0;

    rotatesprite(0, 0, RS_SCALE, 0, TITLE_PIC, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
    videoNextPage();
    //FadeIn(0, 3);

    ResetKeys();
    while (TRUE)
    {
        handleevents();
        OSD_DispatchQueued();

        // taken from top of faketimerhandler
        // limits checks to max of 40 times a second
        if (totalclock >= ototalclock + synctics)
        {
            //void MNU_CheckForMenusAnyKey( void );

            ototalclock += synctics;
            //MNU_CheckForMenusAnyKey();
        }

        //if (UsingMenus)
        //    MNU_DrawMenu();

        //drawscreen as fast as you can
        rotatesprite(0, 0, RS_SCALE, 0, TITLE_PIC, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);

        videoNextPage();

        if (totalclock > 5*120 || KeyPressed())
        {
            DemoMode = TRUE;
            DemoPlaying = TRUE;
            break;
        }
    }

    palookup[0] = palook_bak;

//    clearview(0);
//    nextpage();
    //SetPaletteToVESA(backup_pal);

    // put up a blank screen while loading
//    clearview(0);
//    nextpage();
}


void DrawMenuLevelScreen(void)
{
    renderFlushPerms();
    videoClearViewableArea(0L);
    rotatesprite(0, 0, RS_SCALE, 0, TITLE_PIC, 20, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
}

void DrawStatScreen(void)
{
    renderFlushPerms();
    videoClearViewableArea(0L);
    rotatesprite(0, 0, RS_SCALE, 0, STAT_SCREEN_PIC, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
}

void DrawLoadLevelScreen(void)
{
    renderFlushPerms();
    videoClearViewableArea(0L);
    rotatesprite(0, 0, RS_SCALE, 0, TITLE_PIC, 20, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
}

short PlayerQuitMenuLevel = -1;

void
IntroAnimLevel(void)
{
    DSPRINTF(ds,"IntroAnimLevel");
    MONO_PRINT(ds);
    playanm(0);
}

void
MenuLevel(void)
{
    char called;
    int fin;
    short w,h;

    DSPRINTF(ds,"MenuLevel...");
    MONO_PRINT(ds);

    if (AutoNet)
    {
        DrawMenuLevelScreen();

        if (CommEnabled)
        {
            sprintf(ds,"Lo Wang is waiting for other players...");
            MNU_MeasureString(ds, &w, &h);
            MNU_DrawString(TEXT_TEST_COL(w), 170, ds, 1, 16);

            sprintf(ds,"They are afraid!");
            MNU_MeasureString(ds, &w, &h);
            MNU_DrawString(TEXT_TEST_COL(w), 180, ds, 1, 16);
        }

        videoNextPage();

        waitforeverybody();
        FirstTimeIntoGame = TRUE;
        MNU_StartNetGame();
        FirstTimeIntoGame = FALSE;
        waitforeverybody();
        ExitLevel = FALSE;
        FinishedLevel = FALSE;
        BorderAdjust = TRUE;
        UsingMenus = FALSE;
        InMenuLevel = FALSE;
        return;
    }

    // do demos only if not playing multi play
    if (!CommEnabled && numplayers <= 1 && !FinishAnim && !NoDemoStartup)
    {
        // demos exist - do demo instead
        if (DemoName[0][0] != '\0')
        {
            DemoMode = TRUE;
            DemoPlaying = TRUE;
            return;
        }
    }

    DemoMode = FALSE;
    DemoPlaying = FALSE;

    videoClearViewableArea(0L);
    videoNextPage();

    //FadeOut(0, 0);
    ready2send = 0;
    totalclock = 0;
    ototalclock = 0;
    ExitLevel = FALSE;
    InMenuLevel = TRUE;

    DrawMenuLevelScreen();

    if (CommEnabled)
    {
        sprintf(ds,"Lo Wang is waiting for other players...");
        MNU_MeasureString(ds, &w, &h);
        MNU_DrawString(TEXT_TEST_COL(w), 170, ds, 1, 16);

        sprintf(ds,"They are afraid!");
        MNU_MeasureString(ds, &w, &h);
        MNU_DrawString(TEXT_TEST_COL(w), 180, ds, 1, 16);
    }

    videoNextPage();
    //FadeIn(0, 3);

    waitforeverybody();

    // don't allow BorderAdjusting in these menus
    BorderAdjust = FALSE;

    ResetKeys();

    if (SW_SHAREWARE)
    {
        // go to ordering menu only if shareware
        if (FinishAnim)
        {
			inputState.ClearKeyStatus(sc_Escape);
			ControlPanelType = ct_ordermenu;
            FinishAnim = 0;
        }
    }
    else
    {
        FinishAnim = 0;
    }

    while (TRUE)
    {
        handleevents();
        OSD_DispatchQueued();

        if (quitevent) QuitFlag = TRUE;

        // taken from top of faketimerhandler
        // limits checks to max of 40 times a second
        if (totalclock >= ototalclock + synctics)
        {
            ototalclock += synctics;
            MNU_CheckForMenusAnyKey();
            if (CommEnabled)
                getpackets();
        }

        if (CommEnabled)
        {
            if (MultiPlayQuitFlag)
            {
                short pnum;
                uint8_t pbuf[1];
                QuitFlag = TRUE;
                pbuf[0] = PACKET_TYPE_MENU_LEVEL_QUIT;
                netbroadcastpacket(pbuf, 1);                      // TENSW
                break;
            }

            if (PlayerQuitMenuLevel >= 0)
            {
                MenuCommPlayerQuit(PlayerQuitMenuLevel);
                PlayerQuitMenuLevel = -1;
            }
        }

        if (ExitLevel)
        {
            // Quiting Level
            ExitLevel = FALSE;
            break;
        }

        if (QuitFlag)
        {
            // Quiting Game
            break;
        }

        // force the use of menus at all time
        if (!UsingMenus && !ConPanel)
        {
			inputState.SetKeyStatus(sc_Escape);
            MNU_CheckForMenusAnyKey();
        }

        // must lock the clock for drawing so animations will happen
        totalclocklock = totalclock;

        //drawscreen as fast as you can
        DrawMenuLevelScreen();

        if (UsingMenus)
            MNU_DrawMenu();

        videoNextPage();
    }

    BorderAdjust = TRUE;
    //LoadGameOutsideMoveLoop = FALSE;
	inputState.ClearKeyStatus(sc_Escape);
	KB_ClearKeysDown();
    //ExitMenus();
    UsingMenus = FALSE;
    InMenuLevel = FALSE;
    videoClearViewableArea(0L);
    videoNextPage();
}

void
SceneLevel(void)
{
    SWBOOL dp_bak;
    SWBOOL dm_bak;
    FILE *fin;
#define CINEMATIC_DEMO_FILE "$scene.dmo"

    // make sure it exists
    if ((fin = fopen(CINEMATIC_DEMO_FILE,"rb")) == NULL)
        return;
    else
        fclose(fin);

    strcpy(DemoFileName,CINEMATIC_DEMO_FILE);

    dp_bak = DemoPlaying;
    dm_bak = DemoMode;

    DemoMode = TRUE;
    DemoPlaying = TRUE;
    DemoOverride = TRUE;
    InitLevel();
    DemoOverride = FALSE;

    ScenePlayBack();
    TerminateLevel();
    DemoMode = dm_bak;
    DemoPlaying = dp_bak;
}

void
LoadingLevelScreen(char *level_name)
{
    short w,h;
    extern SWBOOL DemoMode;
    extern char *MNU_LevelName[28];
    DrawLoadLevelScreen();

    if (DemoMode)
        sprintf(ds,"DEMO");
    else
        sprintf(ds,"ENTERING");

    MNU_MeasureString(ds, &w, &h);
    MNU_DrawString(TEXT_TEST_COL(w), 170, ds,1,16);

    if (UserMapName[0])
        sprintf(ds,"%s",UserMapName);
    else
        sprintf(ds,"%s",LevelInfo[Level].Description);

    MNU_MeasureString(ds, &w, &h);
    MNU_DrawString(TEXT_TEST_COL(w), 180, ds,1,16);

    videoNextPage();
}

void
gNextState(STATEp *State)
{
    // Transition to the next state
    *State = (*State)->NextState;

    if (TEST((*State)->Tics, SF_QUICK_CALL))
    {
        (*(*State)->Animator)(0);
        *State = (*State)->NextState;
    }
}

// Generic state control
void
gStateControl(STATEp *State, int *tics)
{
    *tics += synctics;

    // Skip states if too much time has passed
    while (*tics >= (*State)->Tics)
    {
        // Set Tics
        *tics -= (*State)->Tics;
        gNextState(State);
    }

    // Call the correct animator
    if ((*State)->Animator)
        (*(*State)->Animator)(0);
}

int BonusPunchSound(short SpriteNum)
{
    PLAYERp pp = Player + myconnectindex;
    PlaySound(DIGI_PLAYERYELL3, &pp->posx, &pp->posy, &pp->posz, v3df_none);
    return 0;
}

int BonusKickSound(short SpriteNum)
{
    PLAYERp pp = Player + myconnectindex;
    PlaySound(DIGI_PLAYERYELL2, &pp->posx, &pp->posy, &pp->posz, v3df_none);
    return 0;
}

int BonusGrabSound(short SpriteNum)
{
    PLAYERp pp = Player + myconnectindex;
    PlaySound(DIGI_BONUS_GRAB, &pp->posx, &pp->posy, &pp->posz, v3df_none);
    return 0;
}

void
BonusScreen(PLAYERp pp)
{
    int minutes,seconds,second_tics;
    extern SWBOOL FinishedLevel;
    extern int PlayClock;
    extern short LevelSecrets;
    extern short TotalKillable;
    short w,h;
    short pic,limit;
    int zero=0;
    int handle = 0;
    short LI_Num;


#define BONUS_SCREEN_PIC 5120
#define BONUS_ANIM 5121
#define BONUS_ANIM_FRAMES (5159-5121)

#define BREAK_LIGHT_RATE 18

#define BONUS_PUNCH 5121
#define BONUS_KICK 5136
#define BONUS_GRAB 5151
#define BONUS_REST 5121

#define BONUS_TICS 8
#define BONUS_GRAB_TICS 20
#define BONUS_REST_TICS 50

    static STATE s_BonusPunch[] =
    {
        {BONUS_PUNCH + 0, BONUS_TICS, NULL, &s_BonusPunch[1]},
        {BONUS_PUNCH + 1, BONUS_TICS, NULL, &s_BonusPunch[2]},
        {BONUS_PUNCH + 2, BONUS_TICS, NULL, &s_BonusPunch[3]},
        {BONUS_PUNCH + 2, 0|SF_QUICK_CALL, BonusPunchSound, &s_BonusPunch[4]},
        {BONUS_PUNCH + 3, BONUS_TICS, NULL, &s_BonusPunch[5]},
        {BONUS_PUNCH + 4, BONUS_TICS, NULL, &s_BonusPunch[6]},
        {BONUS_PUNCH + 5, BONUS_TICS, NULL, &s_BonusPunch[7]},
        {BONUS_PUNCH + 6, BONUS_TICS, NULL, &s_BonusPunch[8]},
        {BONUS_PUNCH + 7, BONUS_TICS, NULL, &s_BonusPunch[9]},
        {BONUS_PUNCH + 8, BONUS_TICS, NULL, &s_BonusPunch[10]},
        {BONUS_PUNCH + 9, BONUS_TICS, NULL, &s_BonusPunch[11]},
        {BONUS_PUNCH + 10, BONUS_TICS, NULL, &s_BonusPunch[12]},
        {BONUS_PUNCH + 11, BONUS_TICS, NULL, &s_BonusPunch[13]},
        {BONUS_PUNCH + 12, BONUS_TICS, NULL, &s_BonusPunch[14]},
        {BONUS_PUNCH + 14, 90,        NULL, &s_BonusPunch[15]},
        {BONUS_PUNCH + 14, BONUS_TICS, NULL, &s_BonusPunch[15]},
    };

    static STATE s_BonusKick[] =
    {
        {BONUS_KICK + 0, BONUS_TICS, NULL, &s_BonusKick[1]},
        {BONUS_KICK + 1, BONUS_TICS, NULL, &s_BonusKick[2]},
        {BONUS_KICK + 2, BONUS_TICS, NULL, &s_BonusKick[3]},
        {BONUS_KICK + 2, 0|SF_QUICK_CALL, BonusKickSound, &s_BonusKick[4]},
        {BONUS_KICK + 3, BONUS_TICS, NULL, &s_BonusKick[5]},
        {BONUS_KICK + 4, BONUS_TICS, NULL, &s_BonusKick[6]},
        {BONUS_KICK + 5, BONUS_TICS, NULL, &s_BonusKick[7]},
        {BONUS_KICK + 6, BONUS_TICS, NULL, &s_BonusKick[8]},
        {BONUS_KICK + 7, BONUS_TICS, NULL, &s_BonusKick[9]},
        {BONUS_KICK + 8, BONUS_TICS, NULL, &s_BonusKick[10]},
        {BONUS_KICK + 9, BONUS_TICS, NULL, &s_BonusKick[11]},
        {BONUS_KICK + 10, BONUS_TICS, NULL, &s_BonusKick[12]},
        {BONUS_KICK + 11, BONUS_TICS, NULL, &s_BonusKick[13]},
        {BONUS_KICK + 12, BONUS_TICS, NULL, &s_BonusKick[14]},
        {BONUS_KICK + 14, 90,        NULL, &s_BonusKick[15]},
        {BONUS_KICK + 14, BONUS_TICS, NULL, &s_BonusKick[15]},
    };

    static STATE s_BonusGrab[] =
    {
        {BONUS_GRAB + 0, BONUS_GRAB_TICS, NULL, &s_BonusGrab[1]},
        {BONUS_GRAB + 1, BONUS_GRAB_TICS, NULL, &s_BonusGrab[2]},
        {BONUS_GRAB + 2, BONUS_GRAB_TICS, NULL, &s_BonusGrab[3]},
        {BONUS_GRAB + 2, 0|SF_QUICK_CALL, BonusGrabSound, &s_BonusGrab[4]},
        {BONUS_GRAB + 3, BONUS_GRAB_TICS, NULL, &s_BonusGrab[5]},
        {BONUS_GRAB + 4, BONUS_GRAB_TICS, NULL, &s_BonusGrab[6]},
        {BONUS_GRAB + 5, BONUS_GRAB_TICS, NULL, &s_BonusGrab[7]},
        {BONUS_GRAB + 6, BONUS_GRAB_TICS, NULL, &s_BonusGrab[8]},
        {BONUS_GRAB + 7, BONUS_GRAB_TICS, NULL, &s_BonusGrab[9]},
        {BONUS_GRAB + 8, BONUS_GRAB_TICS, NULL, &s_BonusGrab[10]},
        {BONUS_GRAB + 9, 90,             NULL, &s_BonusGrab[11]},
        {BONUS_GRAB + 9, BONUS_GRAB_TICS, NULL, &s_BonusGrab[11]},
    };

#if 1 // Turned off the standing animate because he looks like a FAG!
    static STATE s_BonusRest[] =
    {
        {BONUS_REST + 0, BONUS_REST_TICS, NULL, &s_BonusRest[1]},
        {BONUS_REST + 1, BONUS_REST_TICS, NULL, &s_BonusRest[2]},
        {BONUS_REST + 2, BONUS_REST_TICS, NULL, &s_BonusRest[3]},
        {BONUS_REST + 1, BONUS_REST_TICS, NULL, &s_BonusRest[0]},
    };
#else
    static STATE s_BonusRest[] =
    {
        {BONUS_REST + 0, BONUS_REST_TICS, NULL, &s_BonusRest[1]},
        {BONUS_REST + 0, BONUS_REST_TICS, NULL, &s_BonusRest[0]},
    };
#endif

    static STATEp s_BonusAnim[] =
    {
        s_BonusPunch,
        s_BonusKick,
        s_BonusGrab
    };

    STATEp State = s_BonusRest;

    int Tics = 0;
    int line = 0;
    SWBOOL BonusDone;
    UserInput uinfo = { FALSE, FALSE, dir_None };

    if (Level < 0) Level = 0;

    videoClearViewableArea(0L);
    videoNextPage();

    KB_ClearKeysDown();

    totalclock = ototalclock = 0;
    limit = synctics;

    if (MusicEnabled())
    {
        PlaySong(voc[DIGI_ENDLEV].name, 3, TRUE, TRUE);
    }

    // special case code because I don't care any more!
    if (FinishAnim)
    {
        renderFlushPerms();
        rotatesprite(0, 0, RS_SCALE, 0, 5120, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
        rotatesprite(158<<16, 86<<16, RS_SCALE, 0, State->Pic, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
        videoNextPage();
        FadeIn(0,0);
    }

    BonusDone = FALSE;
    while (!BonusDone)
    {
        handleevents();

        // taken from top of faketimerhandler
        if (totalclock < ototalclock + limit)
        {
            continue;
        }
        ototalclock += limit;

        CONTROL_GetUserInput(&uinfo);
        CONTROL_ClearUserInput(&uinfo);
        if (KB_KeyPressed(KEYSC_SPACE) || KB_KeyPressed(KEYSC_ENTER) || uinfo.button0 || uinfo.button1)
        {
            if (State >= s_BonusRest && State < &s_BonusRest[SIZ(s_BonusRest)])
            {
                State = s_BonusAnim[STD_RANDOM_RANGE(SIZ(s_BonusAnim))];
                Tics = 0;
            }
        }

        gStateControl(&State, &Tics);
        rotatesprite(0, 0, RS_SCALE, 0, 5120, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);

        if (UserMapName[0])
        {
            sprintf(ds,"%s",UserMapName);
            MNU_MeasureString(ds, &w, &h);
            MNU_DrawString(TEXT_TEST_COL(w), 20, ds,1,19);
        }
        else
        {
            if (PlayingLevel <= 1)
                PlayingLevel = 1;
            sprintf(ds,"%s",LevelInfo[PlayingLevel].Description);
            MNU_MeasureString(ds, &w, &h);
            MNU_DrawString(TEXT_TEST_COL(w), 20, ds,1,19);
        }

        sprintf(ds,"Completed");
        MNU_MeasureString(ds, &w, &h);
        MNU_DrawString(TEXT_TEST_COL(w), 30, ds,1,19);

        rotatesprite(158<<16, 86<<16, RS_SCALE, 0, State->Pic, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);

#define BONUS_LINE(i) (50 + ((i)*20))

        line = 0;
        second_tics = (PlayClock/120);
        minutes = (second_tics/60);
        seconds = (second_tics%60);
        sprintf(ds,"Your Time:  %2d : %02d", minutes, seconds);
        MNU_MeasureString(ds, &w, &h);
        MNU_DrawString(60, BONUS_LINE(line), ds,1,16);

        if (!UserMapName[0])
        {
            line++;
            sprintf(ds,"3D Realms Best Time:  %s", LevelInfo[PlayingLevel].BestTime);
            MNU_MeasureString(ds, &w, &h);
            MNU_DrawString(40, BONUS_LINE(line), ds,1,16);

            line++;
            sprintf(ds,"Par Time:  %s", LevelInfo[PlayingLevel].ParTime);
            MNU_MeasureString(ds, &w, &h);
            MNU_DrawString(40, BONUS_LINE(line), ds,1,16);
        }


        // always read secrets and kills from the first player
        line++;
        sprintf(ds,"Secrets:  %d / %d", Player->SecretsFound, LevelSecrets);
        MNU_MeasureString(ds, &w, &h);
        MNU_DrawString(60, BONUS_LINE(line), ds,1,16);

        line++;
        sprintf(ds,"Kills:  %d / %d", Player->Kills, TotalKillable);
        MNU_MeasureString(ds, &w, &h);
        MNU_DrawString(60, BONUS_LINE(line), ds,1,16);


        sprintf(ds,"Press SPACE to continue");
        MNU_MeasureString(ds, &w, &h);
        MNU_DrawString(TEXT_TEST_COL(w), 185, ds,1,19);

        videoNextPage();
        ScreenCaptureKeys();

        if (State == State->NextState)
            BonusDone = TRUE;
    }

    StopSound();
    Terminate3DSounds();
}

void EndGameSequence(void)
{
    SWBOOL anim_ok = TRUE;
    FadeOut(0, 5);

    if ((adult_lockout || Global_PLock) && FinishAnim == ANIM_SUMO)
        anim_ok = FALSE;

    if (anim_ok)
        playanm(FinishAnim);

    BonusScreen(Player + myconnectindex);

    ExitLevel = FALSE;
    QuitFlag = FALSE;
    AutoNet = FALSE;

    if (FinishAnim == ANIM_ZILLA)
        CreditsLevel();

    ExitLevel = FALSE;
    QuitFlag = FALSE;
    AutoNet = FALSE;

    if (SW_SHAREWARE)
    {
        Level = 0;
    }
    else
    {
        if (Level == 4 || Level == 20)
        {
            Level=0;
        }
        else
            Level++;
    }
}

void
StatScreen(PLAYERp mpp)
{
    int minutes,seconds,second_tics;
    extern SWBOOL FinishedLevel;
    extern int PlayClock;
    extern short LevelSecrets;
    extern short TotalKillable;
    short w,h;
    int zero=0;
    int handle=0;

    short rows,cols,i,j;
    PLAYERp pp = NULL;
    int x,y;
    short death_total[MAX_SW_PLAYERS_REG];
    short kills[MAX_SW_PLAYERS_REG];
    short pal;

#define STAT_START_X 20
#define STAT_START_Y 85
#define STAT_OFF_Y 9
#define STAT_HEADER_Y 14

#define SM_SIZ(num) ((num)*4)

#define STAT_TABLE_X (STAT_START_X + SM_SIZ(15))
#define STAT_TABLE_XOFF SM_SIZ(6)

    // No stats in bot games
    //if (BotMode) return;

    ResetPalette(mpp);
    COVER_SetReverb(0); // Reset reverb
    StopSound();

    if (FinishAnim)
    {
        EndGameSequence();
        return;
    }

    if (gNet.MultiGameType != MULTI_GAME_COMMBAT)
    {
        if (!FinishedLevel)
            return;
        BonusScreen(mpp);
        return;
    }

    renderFlushPerms();
    DrawStatScreen();

    memset(death_total,0,sizeof(death_total));
    memset(kills,0,sizeof(kills));

    sprintf(ds,"MULTIPLAYER TOTALS");
    MNU_MeasureString(ds, &w, &h);
    MNU_DrawString(TEXT_TEST_COL(w), 68, ds, 0, 0);

    sprintf(ds,"PRESS SPACE BAR TO CONTINUE");
    MNU_MeasureString(ds, &w, &h);
    MNU_DrawString(TEXT_TEST_COL(w), 189, ds, 0, 0);

    x = STAT_START_X;
    y = STAT_START_Y;

    sprintf(ds,"  NAME         1     2     3     4     5     6     7    8     KILLS");
    DisplayMiniBarSmString(mpp, x, y, 0, ds);
    rows = OrigCommPlayers;
    cols = OrigCommPlayers;
    mpp = Player + myconnectindex;

    y += STAT_HEADER_Y;

    for (i = 0; i < rows; i++)
    {
        x = STAT_START_X;
        pp = Player + i;

        sprintf(ds,"%d", i+1);
        DisplayMiniBarSmString(mpp, x, y, 0, ds);

        sprintf(ds,"  %-13s", pp->PlayerName);
        DisplayMiniBarSmString(mpp, x, y, User[pp->PlayerSprite]->spal, ds);

        x = STAT_TABLE_X;
        for (j = 0; j < cols; j++)
        {
            pal = 0;
            death_total[j] += pp->KilledPlayer[j];

            if (i == j)
            {
                // don't add kill for self or team player
                pal = PALETTE_PLAYER0 + 4;
                kills[i] -= pp->KilledPlayer[j];  // subtract self kills
            }
            else if (gNet.TeamPlay)
            {
                if (User[pp->PlayerSprite]->spal == User[Player[j].PlayerSprite]->spal)
                {
                    // don't add kill for self or team player
                    pal = PALETTE_PLAYER0 + 4;
                    kills[i] -= pp->KilledPlayer[j];  // subtract self kills
                }
                else
                    kills[i] += pp->KilledPlayer[j];  // kills added here
            }
            else
            {
                kills[i] += pp->KilledPlayer[j];  // kills added here
            }

            sprintf(ds,"%d", pp->KilledPlayer[j]);
            DisplayMiniBarSmString(mpp, x, y, pal, ds);
            x += STAT_TABLE_XOFF;
        }

        y += STAT_OFF_Y;
    }


    // Deaths

    x = STAT_START_X;
    y += STAT_OFF_Y;

    sprintf(ds,"   DEATHS");
    DisplayMiniBarSmString(mpp, x, y, 0, ds);
    x = STAT_TABLE_X;

    for (j = 0; j < cols; j++)
    {
        sprintf(ds,"%d",death_total[j]);
        DisplayMiniBarSmString(mpp, x, y, 0, ds);
        x += STAT_TABLE_XOFF;
    }

    x = STAT_START_X;
    y += STAT_OFF_Y;

    // Kills
    x = STAT_TABLE_X + SM_SIZ(50);
    y = STAT_START_Y + STAT_HEADER_Y;

    for (i = 0; i < rows; i++)
    {
        pp = Player + i;

        sprintf(ds,"%d", kills[i]); //pp->Kills);
        DisplayMiniBarSmString(mpp, x, y, 0, ds);

        y += STAT_OFF_Y;
    }

    videoNextPage();

    if (KeyPressed())
    {
        while (KeyPressed()) ;
    }

	inputState.ClearKeyStatus(KEYSC_SPACE);
	inputState.ClearKeyStatus(KEYSC_ENTER);

    if (MusicEnabled())
    {
        PlaySong(voc[DIGI_ENDLEV].name, 3, TRUE, TRUE);
    }

    while (!KB_KeyPressed(KEYSC_SPACE) && !KB_KeyPressed(KEYSC_ENTER))
    {
        handleevents();

        ScreenCaptureKeys();
    }

    StopSound();
    Terminate3DSounds();
}

void
GameIntro(void)
{

    DSPRINTF(ds,"GameIntro...");
    MONO_PRINT(ds);

    if (DemoPlaying)
        return;

    // this could probably be taken out and you could select skill level
    // from menu to start the game
    if (!CommEnabled && UserMapName[0])
        return;

    Level = 1;



    PlayTheme();

    if (!AutoNet)
    {
        LogoLevel();
        //CreditsLevel();
        //SceneLevel();
        //TitleLevel();
        IntroAnimLevel();
        IntroAnimCount = 0;
    }

    MenuLevel();
}

void
Control()
{
	InitGame();

    MONO_PRINT("InitGame done");
    MNU_InitMenus();
    InGame = TRUE;
    GameIntro();
    //NewGame = TRUE;

    while (!QuitFlag)
    {
        handleevents();
        OSD_DispatchQueued();

        if (quitevent) QuitFlag = TRUE;

        NewLevel();
    }

    CleanExit = TRUE;
    TerminateGame();
}


void
_Assert(const char *expr, const char *strFile, unsigned uLine)
{
    sprintf(ds, "Assertion failed: %s %s, line %u", expr, strFile, uLine);
    MONO_PRINT(ds);
    TerminateGame();
#if 1 //def RENDERTYPEWIN
    wm_msgbox(apptitle, "%s", ds);
#else
    printf("Assertion failed: %s\n %s, line %u\n", expr, strFile, uLine);
#endif
    exit(0);
}


void
_ErrMsg(const char *strFile, unsigned uLine, const char *format, ...)
{
    va_list arglist;

    //DSPRINTF(ds, "Error: %s, line %u", strFile, uLine);
    //MONO_PRINT(ds);
    TerminateGame();

#if 1 //def RENDERTYPEWIN
    {
        char msg[256], *p;
        Bsnprintf(msg, sizeof(msg), "Error: %s, line %u\n", strFile, uLine);
        p = &msg[strlen(msg)];
        va_start(arglist, format);
        Bvsnprintf(msg, sizeof(msg) - (p-msg), format, arglist);
        va_end(arglist);
        wm_msgbox(apptitle, "%s", msg);
    }
#else
    printf("Error: %s, line %u\n", strFile, uLine);

    va_start(arglist, format);
    vprintf(format, arglist);
    va_end(arglist);
#endif

    exit(0);
}

void
dsprintf(char *str, char *format, ...)
{
    va_list arglist;

    va_start(arglist, format);
    vsprintf(str, format, arglist);
    va_end(arglist);
}

void
dsprintf_null(char *str, const char *format, ...)
{
    va_list arglist;
}

void MoveLoop(void)
{
    int pnum;

    getpackets();

    if (PredictionOn && CommEnabled)
    {
        while (predictmovefifoplc < Player[myconnectindex].movefifoend)
        {
            DoPrediction(ppp);
        }
    }

    //While you have new input packets to process...
    if (!CommEnabled)
        bufferjitter = 0;

    while (Player[myconnectindex].movefifoend - movefifoplc > bufferjitter)
    {
        //Make sure you have at least 1 packet from everyone else
        for (pnum=connecthead; pnum>=0; pnum=connectpoint2[pnum])
        {
            if (movefifoplc == Player[pnum].movefifoend)
            {
                break;
            }
        }

        //Pnum is >= 0 only if last loop was broken, meaning a player wasn't caught up
        if (pnum >= 0)
            break;

        domovethings();

#if DEBUG
        //if (DemoSyncRecord)
        //    demosync_record();
#endif
    }

    if (!InputMode && !PauseKeySet)
        MNU_CheckForMenus();
}


void InitPlayerGameSettings(void)
{
    int pnum;

    // don't jack with auto aim settings if DemoMode is going
    // what the hell did I do this for?????????
    //if (DemoMode)
    //    return;

    if (CommEnabled)
    {
        // everyone gets the same Auto Aim
        TRAVERSE_CONNECT(pnum)
        {
            if (gNet.AutoAim)
                SET(Player[pnum].Flags, PF_AUTO_AIM);
            else
                RESET(Player[pnum].Flags, PF_AUTO_AIM);
        }
    }
    else
    {
        if (cl_autoaim)
            SET(Player[myconnectindex].Flags, PF_AUTO_AIM);
        else
            RESET(Player[myconnectindex].Flags, PF_AUTO_AIM);
    }

	g_MyAimMode = in_aimmode;
}


void InitRunLevel(void)
{
    int i;
    if (DemoEdit)
        return;

    if (LoadGameOutsideMoveLoop)
    {
        int SavePlayClock;
        extern int PlayClock;
        LoadGameOutsideMoveLoop = FALSE;
        // contains what is needed from calls below
        if (snd_ambience)
            StartAmbientSound();
        SetCrosshair();
        PlaySong(LevelSong, -1, TRUE, TRUE);
        SetRedrawScreen(Player + myconnectindex);
        // crappy little hack to prevent play clock from being overwritten
        // for load games
        SavePlayClock = PlayClock;
        InitTimingVars();
        PlayClock = SavePlayClock;
        MONO_PRINT("Done with InitRunLevel");
        return;
    }

#if 0
    // ensure we are through the initialization code before sending the game
    // version. Otherwise, it is possible to send this too early and have it
    // blown away on the other side.
    waitforeverybody();
#endif

    SendVersion(GameVersion);

    waitforeverybody();

    StopSong();

    if (Bstrcasecmp(CacheLastLevel, LevelName) != 0)
        DoTheCache();

    // auto aim / auto run / etc
    InitPlayerGameSettings();

    // send packets with player info
    InitNetPlayerOptions();

    // Initialize Game part of network code (When ready2send != 0)
    InitNetVars();

    {
        int track;
        if (Level == 0)
        {
            track = RedBookSong[4+RANDOM_RANGE(10)];
        }
        else
        {
            track = RedBookSong[Level];
        }
        PlaySong(LevelSong, track, TRUE, TRUE);
    }

    InitPrediction(&Player[myconnectindex]);

    if (!DemoInitOnce)
        DemoRecordSetup();

    // everything has been inited at least once for RECORD
    DemoInitOnce = TRUE;

//DebugWriteLoc(__FILE__, __LINE__);
    waitforeverybody();

    CheckVersion(GameVersion);

    // IMPORTANT - MUST be right before game loop AFTER waitforeverybody
    InitTimingVars();

    SetRedrawScreen(Player + myconnectindex);
	
	snd_reversestereo.Callback();
	snd_fxvolume.Callback();
    FX_SetVolume(snd_fxvolume); // Turn volume back up
    if (snd_ambience)
        StartAmbientSound();
}

void
RunLevel(void)
{
    int i;
    InitRunLevel();

    FX_SetVolume(snd_fxvolume);
    SetSongVolume(mus_volume);

#if 0
    waitforeverybody();
#endif
    ready2send = 1;

    while (TRUE)
    {
        handleevents();
        OSD_DispatchQueued();

        if (quitevent) QuitFlag = TRUE;

        //MONO_PRINT("Before MoveLoop");
        MoveLoop();
        //MONO_PRINT("After MoveLoop");
        //MONO_PRINT("Before DrawScreen");
        drawscreen(Player + screenpeek);
        //MONO_PRINT("After DrawScreen");

        if (QuitFlag)
            break;

        if (ExitLevel)
        {
            ExitLevel = FALSE;
            break;
        }
    }

    ready2send = 0;
}

void swexit(int exitval)
{
    exit(exitval);
}

void DosScreen(void)
{
#if 0
#ifdef SW_SHAREWARE
#define DOS_SCREEN_NAME "SHADSW.BIN"
#else
#define DOS_SCREEN_NAME "SWREG.BIN"
#endif

#define DOS_SCREEN_SIZE (4000-(80*2))
#define DOS_SCREEN_PTR ((void *)(0xB8000))
    int i;
    char buffer[DOS_SCREEN_SIZE];

    fin = k open4load(DOS_SCREEN_NAME,0);
    if (fin == -1)
        return;

    kread(fin, buffer, sizeof(buffer));
    memcpy(DOS_SCREEN_PTR, buffer, DOS_SCREEN_SIZE);
    kclose(fin);
    move_cursor(23,0);
    _displaycursor(_GCURSORON);
#endif
}

#if 0 //PLOCK_VERSION
void AlphaMessage(void)
{
    Global_PLock = TRUE; // Set the hardwired parental lock mode!
    buildputs(""
              "                          SHADOW WARRIOR(tm) Version 1.2                      \n"
              "Copyright (c) 1997 3D Realms Entertainment\n"
              "\n\n"
              "     NOTE: This version of Shadow Warrior has been modified from it's\n"
              "     original form.  All of the violent and mature content has been\n"
              "     removed.  To download a patch to restore this version to its\n"
              "     original form visit www.3drealms.com, www.gtinteractive.com, or look\n"
              "     inside your retail packaging for information about this version.\n\n\n"
              );
}
#endif

#if 0 //UK_VERSION
void AlphaMessage(void)
{
    buildputs(""
              "                    SHADOW WARRIOR(tm) Version 1.2 (UK Version)               \n"
              "Copyright (c) 1997 3D Realms Entertainment\n"
              "\n\n"
              "     NOTE: This is a modified version of Shadow Warrior created for the UK.\n"
              "     It has been altered from its original version to replace \"shurikens\" \n"
              "     with darts.  We apologize for the inconvenience and hope you enjoy the\n"
              "     game.  Visit us on the web at www.3drealms.com.\n\n\n"
              );
}
#endif

#if 1 //!UK_VERSION && !PLOCK_VERSION
void AlphaMessage(void)
{
    if (SW_SHAREWARE)
    {
        buildputs("SHADOW WARRIOR(tm) Version 1.2 (Shareware Version)\n");
    }
    else
    {
        buildputs("SHADOW WARRIOR(tm) Version 1.2\n");
    }
    buildputs("Copyright (c) 1997 3D Realms Entertainment\n\n\n");
}
#endif

typedef struct
{
    char    notshareware;
    const char    *arg_switch;
    short   arg_match_len;
    const char    *arg_fmt;
    const char    *arg_descr;
} CLI_ARG;

#if DEBUG
CLI_ARG cli_dbg_arg[] =
{
    {0, "/demosyncrecord",     13,     "-demosyncrecord",      "Demo sync record"                      },
    {0, "/demosynctest",       13,     "-demosynctest",        "Demo sync test"                        },
    {0, "/cam",                4,      "-cam",                 "Camera test mode"                      },
    {0, "/debugactor",         11,     "-debugactor",          "No Actors"                             },
    {0, "/debuganim",          10,     "-debuganim",           "No Anims"                              },
    {0, "/debugso",            8,      "-debugso",             "No Sector Objects"                     },
    {0, "/debugsector",        12,     "-debugsector",         "No Sector Movement"                    },
    {0, "/debugpanel",         11,     "-debugpanel",          "No Panel"                              },
    {0, "/mono",               5,      "-mono",                "Mono"                                  },
};
#endif


CLI_ARG cli_arg[] =
{
    {0, "/?",                  2,      "-?",                   "This help message"                     },
//#ifndef SW_SHAREWARE
//{"/l",                  2,      "-l#",                  "Level (1-11)"                          },
//{"/v",                  2,      "-v#",                  "Volume (1-3)"                          },
    {1, "/map",                4,      "-map [mapname]",       "Load a map"                            },
    {1, "/nocdaudio",          5,      "-nocd<audio>",         "No CD Red Book Audio"                  },
//#endif

    {0, "/name",               5,      "-name [playername]",   "Player Name"                           },
    {0, "/s",                  2,      "-s#",                  "Skill (1-4)"                           },
    {0, "/f#",                 3,      "-f#",                  "Packet Duplication - 2, 4, 8"          },
    {0, "/nopredict",          7,      "-nopred<ict>",         "Disable Net Prediction Method"         },
    {0, "/level#",             5,      "-level#",              "Start at level# (Shareware: 1-4, full version 1-28)"      },
    {0, "/dr",                 3,      "-dr[filename.dmo]",    "Demo record. NOTE: Must use -level# with this option."           },
    {0, "/dp",                 3,      "-dp[filename.dmo]",    "Demo playback. NOTE: Must use -level# with this option."         },
    {0, "/m",                  6,      "-monst<ers>",          "No Monsters"                           },
    {0, "/nodemo",             6,      "-nodemo",              "No demos on game startup"              },
    {0, "/nometers",           9,      "-nometers",            "Don't show air or boss meter bars in game"},
    {0, "/movescale #",        9,      "-movescale",           "Adjust movement scale: 256 = 1 unit"},
    {0, "/turnscale #",        9,      "-turnscale",           "Adjust turning scale: 256 = 1 unit"},
    {0, "/extcompat",          9,      "-extcompat",           "Controller compatibility mode (with Duke 3D)"},
    {1, "/g#",                 2,      "-g[filename.grp]",     "Load an extra GRP or ZIP file"},
    {1, "/h#",                 2,      "-h[filename.def]",     "Use filename.def instead of SW.DEF"},
    {0, "/setup",              5,      "-setup",               "Displays the configuration dialogue box"},
#if DEBUG
    {0, "/coop",               5,      "-coop#",               "Single Player Cooperative Mode"        },
    {0, "/commbat",            8,      "-commbat#",            "Single Player Commbat Mode"            },
    {0, "/debug",              6,      "-debug",               "Debug Help Options"                    },
#endif

#if 0 //def NET_MODE_MASTER_SLAVE
    {0, "/broadcast",          6,      "-broad<cast>",         "Broadcast network method (default)"    },
    {0, "/masterslave",        7,      "-master<slave>",       "Master/Slave network method"           },
#endif
};

#if 0
Map->User Map Name
Auto->Auto Start Game
Rules->0=WangBang 1=WangBang(No Respawn) 2=CoOperative
                                            Level->0 to 24 (?)
                                            Enemy->0=None 1=Easy 2=Norm 3=Hard 4=Insane
                                                                                  Markers->0=Off 1=On
                                                                                                    Team->0=Off 1=On
                                                                                                                   HurtTeam->0=Off 1=On
                                                                                                                                      KillLimit->0=Infinite 1=10 2=20 3=30 4=40 5=50 6=60 7=70 8=80 9=90 10=100
                                                                                                                                                                                                             TimeLimit->0=Infinite 1=3 2=5 3=10 4=20 5=30 6=45 7=60
                                                                                                                                                                                                                                                                  Color->0=Brown 1=Purple 2=Red 3=Yellow 4=Olive 5=Green
                                                                                                                                                                                                                                                                                                                    Nuke->0=Off 1=On

                                                                                                                                                                                                                                                                                                                                   Example Command Line :
                                                                                                                                                                                                                                                                                                                                   sw -map testmap.map -autonet 0,0,1,1,1,0,3,2,1,1 -f4 -name 1234567890 -net 12345678
commit -map grenade -autonet 0,0,1,1,1,0,3,2,1,1 -name frank
#endif

char isShareware = FALSE, useDarts = FALSE;

int DetectShareware(void)
{
#define DOS_SCREEN_NAME_SW  "SHADSW.BIN"
#define DOS_SCREEN_NAME_REG "SWREG.BIN"

    int h;

    if (testkopen(DOS_SCREEN_NAME_SW, 1))
    {
        isShareware = TRUE;
        return 0;
    }

    if (testkopen(DOS_SCREEN_NAME_REG, 1))
    {
        isShareware = FALSE;
        return 0;
    }

    return 1;   // heavens knows what this is...
}


void CommandLineHelp(char const * const * argv)
{
    int i;
#ifdef RENDERTYPEWIN
    char *str;
    int strl;

    strl = 30 + 70;
    for (i=0; i < (int)SIZ(cli_arg); i++)
        if (cli_arg[i].arg_fmt && (!SW_SHAREWARE || (!cli_arg[i].notshareware && SW_SHAREWARE)))
            strl += strlen(cli_arg[i].arg_fmt) + 1 + strlen(cli_arg[i].arg_descr) + 1;

    str = (char *)malloc(strl);
    if (str)
    {
        strcpy(str,"Usage: sw [options]\n");
        strcat(str,"options:  ('/' may be used instead of '-', <> text is optional)\n\n");
        for (i=0; i < (int)SIZ(cli_arg); i++)
        {
            if (cli_arg[i].arg_fmt && (!SW_SHAREWARE || (!cli_arg[i].notshareware && SW_SHAREWARE)))
            {
                strcat(str, cli_arg[i].arg_fmt);
                strcat(str, "\t");
                strcat(str, cli_arg[i].arg_descr);
                strcat(str, "\n");
            }
        }
        wm_msgbox("Shadow Warrior Help",str);
        free(str);
    }
#else
    if (SW_SHAREWARE)
        printf("Usage: %s [options]\n", argv[0]);
    else
        printf("Usage: %s [options] [map]\n", argv[0]);
    printf("options:  ('/' may be used instead of '-', <> text is optional)\n\n");

    for (i = 0; i < (int)SIZ(cli_arg); i++)
    {
        if (cli_arg[i].arg_fmt && (!SW_SHAREWARE || (!cli_arg[i].notshareware && SW_SHAREWARE)))
        {
            printf(" %-20s   %-30s\n",cli_arg[i].arg_fmt, cli_arg[i].arg_descr);
        }
    }
#endif
}

int32_t app_main()
{
    int i;
    int stat, nexti;
    char type;
    extern int MovesPerPacket;
    void DoSector(void);
    void gameinput(void);
    int cnt = 0;
    uint32_t TotalMemory;

    SW_ExtInit();

    CONFIG_ReadSetup();

    if (enginePreInit())
    {
		I_Error("There was a problem initialising the Build engine: %s", engineerrstr);
    }

    if (!DetectShareware())
    {
        if (SW_SHAREWARE) buildputs("Detected shareware GRP\n");
        else buildputs("Detected registered GRP\n");
    }

    if (SW_SHAREWARE)
    {
        // Zero out the maps that aren't in shareware version
        memset(&LevelInfo[MAX_LEVELS_SW+1], 0, sizeof(LEVEL_INFO)*(MAX_LEVELS_REG-MAX_LEVELS_SW));
        GameVersion++;
    }

    for (i = 0; i < MAX_SW_PLAYERS; i++)
        INITLIST(&Player[i].PanelSpriteList);

    DebugOperate = TRUE;

    AlphaMessage();

    buildputs("\nType 'SW -?' for command line options.\n\n");

    UserMapName[0] = '\0';

    Control();

    return 0;
}

void
ManualPlayerInsert(PLAYERp pp)
{
    PLAYERp npp = Player + numplayers;
    int i;

    if (numplayers < MAX_SW_PLAYERS)
    {
        connectpoint2[numplayers - 1] = numplayers;
        connectpoint2[numplayers] = -1;

        npp->posx = pp->posx;
        npp->posy = pp->posy;
        npp->posz = pp->posz;
        npp->pang = pp->pang;
        npp->cursectnum = pp->cursectnum;

        myconnectindex = numplayers;
        screenpeek = numplayers;

        sprintf(Player[myconnectindex].PlayerName,"PLAYER %d",myconnectindex+1);

        Player[numplayers].movefifoend = Player[0].movefifoend;

        // If IsAI = TRUE, new player will be a bot
        Player[myconnectindex].IsAI = FALSE;

        numplayers++;
    }

}

void
BotPlayerInsert(PLAYERp pp)
{
    PLAYERp npp = Player + numplayers;
    int i;

    if (numplayers < MAX_SW_PLAYERS)
    {
        connectpoint2[numplayers - 1] = numplayers;
        connectpoint2[numplayers] = -1;

        npp->posx = pp->posx;
        npp->posy = pp->posy;
        npp->posz = pp->posz-Z(100);
        npp->pang = pp->pang;
        npp->cursectnum = pp->cursectnum;

        //myconnectindex = numplayers;
        //screenpeek = numplayers;

        sprintf(Player[numplayers].PlayerName,"BOT %d",numplayers+1);

        Player[numplayers].movefifoend = Player[0].movefifoend;

        // If IsAI = TRUE, new player will be a bot
        Player[numplayers].IsAI = TRUE;

        numplayers++;
    }

//    SetFragBar(pp);
}

void
ManualPlayerDelete(PLAYERp cur_pp)
{
    short i, nexti;
    USERp u;
    short save_myconnectindex;
    PLAYERp pp;

    if (numplayers > 1)
    {
        numplayers--;
        connectpoint2[numplayers - 1] = -1;

        pp = Player + numplayers;

        KillSprite(pp->PlayerSprite);
        pp->PlayerSprite = -1;

        // Make sure enemys "forget" about deleted player
        TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], i, nexti)
        {
            u = User[i];
            if (u->tgt_sp == pp->SpriteP)
                u->tgt_sp = Player[0].SpriteP;
        }

        if (myconnectindex >= numplayers)
            myconnectindex = 0;

        if (screenpeek >= numplayers)
            screenpeek = 0;
    }
}

#if DEBUG
void
SinglePlayInput(PLAYERp pp)
{
    int pnum = myconnectindex;
    uint8_t* kp;

    if (BUTTON(gamefunc_See_Co_Op_View) && !UsingMenus && !ConPanel && dimensionmode == 3)
    {
        short oldscreenpeek = screenpeek;

        inputState.ClearButton(gamefunc_See_Co_Op_View);

        screenpeek = connectpoint2[screenpeek];

        if (screenpeek < 0)
            screenpeek = connecthead;

        if (dimensionmode == 2 || dimensionmode == 5 || dimensionmode == 6)
            setup2dscreen();

        if (dimensionmode != 2)
        {
            PLAYERp tp;

            tp = Player + screenpeek;
            PlayerUpdatePanelInfo(tp);
            setpalettefade(0,0,0,0);
            memcpy(pp->temp_pal, palette_data, sizeof(palette_data));
            DoPlayerDivePalette(tp);
            DoPlayerNightVisionPalette(tp);
//          printf("SingPlayInput set_pal: tp->PlayerSprite = %d\n",tp->PlayerSprite);
        }
    }


}

void
DebugKeys(PLAYERp pp)
{
    short w, h;

    if (!(KB_KeyPressed(KEYSC_ALT) || KB_KeyPressed(KEYSC_RALT)))
        return;

    if (InputMode)
        return;

    if (CommEnabled)
        return;

    //
    // visiblity adjust
    //

    if (KB_KeyPressed(KEYSC_L) > 0)
    {
        if (KB_KeyPressed(KEYSC_LSHIFT) | KB_KeyPressed(KEYSC_RSHIFT))      // SHIFT
        {
            g_visibility = g_visibility - (g_visibility >> 3);

            if (g_visibility < 128)
                g_visibility = 16348;

            //if (g_visibility > 16384)
            //    g_visibility = 128;
        }
        else
        {
            KB_KeyPressed(KEYSC_L) = 0;

            g_visibility = g_visibility - (g_visibility >> 3);

            if (g_visibility > 16384)
                g_visibility = 128;
        }
    }

    //
    // parallax changes
    //

    if (KB_KeyPressed(KEYSC_X))
    {
        if (KB_KeyPressed(KEYSC_LSHIFT))
        {
            KB_KeyPressed(KEYSC_LSHIFT) = FALSE;
            KB_KeyPressed(KEYSC_X) = 0;

            parallaxyoffs_override += 10;

            if (parallaxyoffs_override > 100)
                parallaxyoffs_override = 0;
        }
        else
        {
            KB_KeyPressed(KEYSC_X) = 0;
            parallaxtype++;
            if (parallaxtype > 2)
                parallaxtype = 0;
        }
    }
}

#endif

void
ConKey(void)
{
#if DEBUG
    // Console Input Panel
    if (!ConPanel && dimensionmode == 3)
    {
        //if (KB_KeyPressed(KEYSC_TILDE) && KB_KeyPressed(KEYSC_LSHIFT))
        if (KB_KeyPressed(KEYSC_TILDE))
        {
            KB_KeyPressed(KEYSC_TILDE) = FALSE;
            //KB_KeyPressed(KEYSC_LSHIFT) = FALSE;
            KB_FlushKeyboardQueue();
            ConPanel = TRUE;
            InputMode = TRUE;
            ConInputMode = TRUE;
            if (!CommEnabled)
                GamePaused = TRUE;
            memset(MessageInputString, '\0', sizeof(MessageInputString));
        }
    }
    else if (ConPanel)
    {
        //if (KB_KeyPressed(KEYSC_TILDE) && KB_KeyPressed(KEYSC_LSHIFT))
        if (KB_KeyPressed(KEYSC_TILDE))
        {
            KB_KeyPressed(KEYSC_TILDE) = FALSE;
            //KB_KeyPressed(KEYSC_LSHIFT) = FALSE;
            KB_FlushKeyboardQueue();
            ConPanel = FALSE;
            ConInputMode = FALSE;
            InputMode = FALSE;
            if (!CommEnabled)
                GamePaused = FALSE;
            memset(MessageInputString, '\0', sizeof(MessageInputString));
            SetFragBar(Player + myconnectindex);
        }
    }
#endif
}

void
FunctionKeys(PLAYERp pp)
{
    extern SWBOOL GamePaused;
    extern short QuickLoadNum;
    static int rts_delay = 0;
    int fn_key = 0;

    rts_delay++;

    if (KB_KeyPressed(sc_F1))   { fn_key = 1; }
    if (KB_KeyPressed(sc_F2))   { fn_key = 2; }
    if (KB_KeyPressed(sc_F3))   { fn_key = 3; }
    if (KB_KeyPressed(sc_F4))   { fn_key = 4; }
    if (KB_KeyPressed(sc_F5))   { fn_key = 5; }
    if (KB_KeyPressed(sc_F6))   { fn_key = 6; }
    if (KB_KeyPressed(sc_F7))   { fn_key = 7; }
    if (KB_KeyPressed(sc_F8))   { fn_key = 8; }
    if (KB_KeyPressed(sc_F9))   { fn_key = 9; }
    if (KB_KeyPressed(sc_F10))  { fn_key = 10; }

    if (inputState.AltPressed())
    {
        if (rts_delay > 16 && fn_key && CommEnabled && !adult_lockout && !Global_PLock)
        {
			inputState.ClearKeyStatus(sc_F1 + fn_key - 1);

            rts_delay = 0;

            PlaySoundRTS(fn_key);

            if (CommEnabled)
            {
                PACKET_RTS p;

                p.PacketType = PACKET_TYPE_RTS;
                p.RTSnum = fn_key;

                netbroadcastpacket((uint8_t*)(&p), sizeof(p));            // TENSW
            }
        }

        return;
    }

    if (inputState.ShiftPressed())
    {
        if (fn_key && CommEnabled)
        {
			inputState.ClearKeyStatus(sc_Escape);
			inputState.ClearKeyStatus(sc_F1 + fn_key - 1);

            if (CommEnabled)
            {
                short pnum;

                sprintf(ds,"SENT: %s",**CombatMacros[fn_key-1]);
                adduserquote(ds);

                TRAVERSE_CONNECT(pnum)
                {
                    if (pnum != myconnectindex)
                    {
                        sprintf(ds,"%s: %s",pp->PlayerName, **CombatMacros[fn_key - 1]);
                        SW_SendMessage(pnum, ds);
                    }
                }
            }
        }

        return;
    }


    if (numplayers <= 1)
    {
        // F2 save menu
        if (KB_KeyPressed(KEYSC_F2))
        {
			inputState.ClearKeyStatus(KEYSC_F2);
            if (!TEST(pp->Flags, PF_DEAD))
            {
				inputState.SetKeyStatus(sc_Escape);
				ControlPanelType = ct_savemenu;
            }
        }

        // F3 load menu
        if (KB_KeyPressed(KEYSC_F3))
        {
			inputState.ClearKeyStatus(KEYSC_F3);
			if (!TEST(pp->Flags, PF_DEAD))
            {
				inputState.SetKeyStatus(sc_Escape);
				ControlPanelType = ct_loadmenu;
            }
        }

        // F6 option menu
        if (KB_KeyPressed(KEYSC_F6))
        {
            extern SWBOOL QuickSaveMode;
			inputState.ClearKeyStatus(KEYSC_F6);
			if (!TEST(pp->Flags, PF_DEAD))
            {
				inputState.SetKeyStatus(sc_Escape);
				ControlPanelType = ct_savemenu;
                QuickSaveMode = TRUE;
            }
        }

        // F9 quick load
        if (KB_KeyPressed(KEYSC_F9))
        {
			inputState.ClearKeyStatus(KEYSC_F9);

            if (!TEST(pp->Flags, PF_DEAD))
            {
                if (QuickLoadNum < 0)
                {
                    PutStringInfoLine(pp, "Last saved game not found.");
                }
                else
                {
                    KB_ClearKeysDown();
					inputState.SetKeyStatus(sc_Escape);
					ControlPanelType = ct_quickloadmenu;
                }
            }
        }

    }


    // F4 sound menu
    if (KB_KeyPressed(KEYSC_F4))
    {
		inputState.ClearKeyStatus(KEYSC_F4);
		inputState.SetKeyStatus(sc_Escape);
		ControlPanelType = ct_soundmenu;
    }


    // F7 VIEW control
    if (KB_KeyPressed(KEYSC_F7))
    {
		inputState.ClearKeyStatus(KEYSC_F7);

        if (KB_KeyPressed(KEYSC_LSHIFT) || KB_KeyPressed(KEYSC_RSHIFT))
        {
            if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
                pp->view_outside_dang = NORM_ANGLE(pp->view_outside_dang + 256);
        }
        else
        {
            if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
            {
                RESET(pp->Flags, PF_VIEW_FROM_OUTSIDE);
            }
            else
            {
                SET(pp->Flags, PF_VIEW_FROM_OUTSIDE);
                pp->camera_dist = 0;
            }
        }
    }

    // F8 toggle messages
    if (KB_KeyPressed(KEYSC_F8))
    {
		inputState.ClearKeyStatus(KEYSC_F8);

        hud_messages = !hud_messages;

        if (hud_messages)
            PutStringInfoLine(pp, "Messages ON");
        else
            PutStringInfoLine(pp, "Messages OFF");
    }

    // F10 quit menu
    if (KB_KeyPressed(KEYSC_F10))
    {
		inputState.ClearKeyStatus(KEYSC_F10);
		inputState.SetKeyStatus(sc_Escape);
		ControlPanelType = ct_quitmenu;
    }

    // F11 gamma correction
    if (KB_KeyPressed(KEYSC_F11) > 0)
    {
		inputState.ClearKeyStatus(KEYSC_F11);
		// Do this entirely in the video backend.
    }

}

void PauseKey(PLAYERp pp)
{
    extern SWBOOL GamePaused,CheatInputMode;
    extern short QuickLoadNum;
    extern SWBOOL enabled;

    if (KB_KeyPressed(sc_Pause) && !CommEnabled && !InputMode && !UsingMenus && !CheatInputMode && !ConPanel)
    {
		inputState.ClearKeyStatus(sc_Pause);

        PauseKeySet ^= 1;

        if (PauseKeySet)
            GamePaused = TRUE;
        else
            GamePaused = FALSE;

        if (GamePaused)
        {
            short w,h;
#define MSG_GAME_PAUSED "Game Paused"
            MNU_MeasureString(MSG_GAME_PAUSED, &w, &h);
            PutStringTimer(pp, TEXT_TEST_COL(w), 100, MSG_GAME_PAUSED, 999);
            PauseSong(TRUE);
        }
        else
        {
            pClearTextLine(pp, 100);
            PauseSong(FALSE);
        }
    }

    if (!CommEnabled && TEST(pp->Flags, PF_DEAD))
    {
        if (ReloadPrompt)
        {
            if (QuickLoadNum < 0)
            {
                ReloadPrompt = FALSE;
            }
            else
            {
				inputState.SetKeyStatus(sc_Escape);
				ControlPanelType = ct_quickloadmenu;
            }
        }
    }
}



void GetMessageInput(PLAYERp pp)
{
    int pnum = myconnectindex;
    short w,h;
    static SWBOOL cur_show;
    static SWBOOL TeamSendAll, TeamSendTeam;
#define TEAM_MENU "A - Send to ALL,  T - Send to TEAM"
    static char HoldMessageInputString[256];
    int i;

    if (!MessageInputMode && !ConInputMode)
    {
        if (BUTTON(gamefunc_SendMessage))
        {
            inputState.ClearButton(gamefunc_SendMessage);
            KB_FlushKeyboardQueue();
            MessageInputMode = TRUE;
            InputMode = TRUE;
            TeamSendTeam = FALSE;
            TeamSendAll = FALSE;

            if (MessageInputMode)
            {
                memset(MessageInputString, '\0', sizeof(MessageInputString));
            }
        }
    }
    else if (MessageInputMode && !ConInputMode)
    {
        if (gs.BorderNum > BORDER_BAR+1)
            SetRedrawScreen(pp);

        // get input
        switch (MNU_InputSmallString(MessageInputString, 320-20))
        {
        case -1: // Cancel Input (pressed ESC) or Err
            MessageInputMode = FALSE;
            InputMode = FALSE;
            KB_ClearKeysDown();
            KB_FlushKeyboardQueue();
            break;
        case FALSE: // Input finished (RETURN)
            if (MessageInputString[0] == '\0')
            {
                // no input
                MessageInputMode = FALSE;
                InputMode = FALSE;
                KB_ClearKeysDown();
                KB_FlushKeyboardQueue();
                inputState.ClearButton(gamefunc_Inventory);
            }
            else
            {
                if (gNet.TeamPlay)
                {
                    if (memcmp(MessageInputString, TEAM_MENU, sizeof(TEAM_MENU)) != 0)
                    {
                        // see if its a command
                        if (IsCommand(MessageInputString))
                        {
                            TeamSendAll = TRUE;
                        }
                        else
                        {
                            strcpy(HoldMessageInputString, MessageInputString);
                            strcpy(MessageInputString, TEAM_MENU);
                            break;
                        }
                    }
                    else if (memcmp(MessageInputString, TEAM_MENU, sizeof(TEAM_MENU)) == 0)
                    {
                        strcpy(MessageInputString, HoldMessageInputString);
                        TeamSendAll = TRUE;
                    }
                }

SEND_MESSAGE:

                // broadcast message
                MessageInputMode = FALSE;
                InputMode = FALSE;
                KB_ClearKeysDown();
                KB_FlushKeyboardQueue();
                inputState.ClearButton(gamefunc_Inventory);
                CON_ProcessUserCommand();     // Check to see if it's a cheat or command

                for (i = 0; i < NUMGAMEFUNCTIONS; i++)
                    inputState.ClearButton(i);

                // Put who sent this
                sprintf(ds,"%s: %s",pp->PlayerName,MessageInputString);

                if (gNet.TeamPlay)
                {
                    TRAVERSE_CONNECT(pnum)
                    {
                        if (pnum != myconnectindex)
                        {
                            if (TeamSendAll)
                                SW_SendMessage(pnum, ds);
                            else if (User[pp->PlayerSprite]->spal == User[Player[pnum].PlayerSprite]->spal)
                                SW_SendMessage(pnum, ds);
                        }
                    }
                }
                else
                    TRAVERSE_CONNECT(pnum)
                    {
                        if (pnum != myconnectindex)
                        {
                            SW_SendMessage(pnum, ds);
                        }
                    }
                    adduserquote(MessageInputString);
                quotebot += 8;
                quotebotgoal = quotebot;
            }
            break;

        case TRUE: // Got input

            if (gNet.TeamPlay)
            {
                if (memcmp(MessageInputString, TEAM_MENU "a", sizeof(TEAM_MENU)+1) == 0)
                {
                    strcpy(MessageInputString, HoldMessageInputString);
                    TeamSendAll = TRUE;
                    goto SEND_MESSAGE;
                }
                else if (memcmp(MessageInputString, TEAM_MENU "t", sizeof(TEAM_MENU)+1) == 0)
                {
                    strcpy(MessageInputString, HoldMessageInputString);
                    TeamSendTeam = TRUE;
                    goto SEND_MESSAGE;
                }
                else
                {
                    // reset the string if anything else is typed
                    if (strlen(MessageInputString)+1 > sizeof(TEAM_MENU))
                    {
                        strcpy(MessageInputString, TEAM_MENU);
                    }
                }
            }

            break;
        }
    }
}

void GetConInput(PLAYERp pp)
{
    int pnum = myconnectindex;
    short w,h;
    static SWBOOL cur_show;

    if (MessageInputMode || HelpInputMode)
        return;

    ConKey();

    // Console input commands
    if (ConInputMode && !MessageInputMode)
    {
        // get input
        switch (MNU_InputSmallString(MessageInputString, 250))
        {
        case -1: // Cancel Input (pressed ESC) or Err
            InputMode = FALSE;
            KB_ClearKeysDown();
            KB_FlushKeyboardQueue();
            memset(MessageInputString, '\0', sizeof(MessageInputString));
            break;
        case FALSE: // Input finished (RETURN)
            if (MessageInputString[0] == '\0')
            {
                InputMode = FALSE;
                KB_ClearKeysDown();
                KB_FlushKeyboardQueue();
                inputState.ClearButton(gamefunc_Inventory);
                memset(MessageInputString, '\0', sizeof(MessageInputString));
            }
            else
            {
                InputMode = FALSE;
                KB_ClearKeysDown();
                KB_FlushKeyboardQueue();
                inputState.ClearButton(gamefunc_Inventory);
                CON_ConMessage("%s", MessageInputString);
                CON_ProcessUserCommand();     // Check to see if it's a cheat or command

                conbot += 6;
                conbotgoal = conbot;
                //addconquote(MessageInputString);
                // Clear it out after every entry
                memset(MessageInputString, '\0', sizeof(MessageInputString));
            }
            break;
        case TRUE: // Got input
            break;
        }
    }
}


void GetHelpInput(PLAYERp pp)
{
    extern SWBOOL GamePaused;

    if (KB_KeyPressed(KEYSC_ALT) || KB_KeyPressed(KEYSC_RALT))
        return;

    if (KB_KeyPressed(KEYSC_LSHIFT) || KB_KeyPressed(KEYSC_RSHIFT))
        return;

    if (MessageInputMode || ConInputMode)
        return;

    // F1 help menu
    if (!HelpInputMode)
    {
        if (KB_KeyPressed(KEYSC_F1))
        {
			inputState.ClearKeyStatus(KEYSC_F11);
			HelpPage = 0;
            HelpInputMode = TRUE;
            PanelUpdateMode = FALSE;
            InputMode = TRUE;
            if (!CommEnabled)
                GamePaused = TRUE;
        }
    }
    else if (HelpInputMode)
    {
        if (KB_KeyPressed(KEYSC_ESC))
        {
			inputState.ClearKeyStatus(sc_Escape);
			KB_ClearKeysDown();
            PanelUpdateMode = TRUE;
            HelpInputMode = FALSE;
            InputMode = FALSE;
            if (!CommEnabled)
                GamePaused = FALSE;
            SetRedrawScreen(pp);
        }

        if (KB_KeyPressed(KEYSC_SPACE) || KB_KeyPressed(KEYSC_ENTER) || KB_KeyPressed(KEYSC_PGDN) || KB_KeyPressed(KEYSC_DOWN) || KB_KeyPressed(KEYSC_RIGHT) || KB_KeyPressed(sc_kpad_3) || KB_KeyPressed(sc_kpad_2) || KB_KeyPressed(sc_kpad_6))
        {
			inputState.ClearKeyStatus(KEYSC_SPACE);
			inputState.ClearKeyStatus(KEYSC_ENTER);
			inputState.ClearKeyStatus(KEYSC_PGDN);
			inputState.ClearKeyStatus(KEYSC_DOWN);
			inputState.ClearKeyStatus(KEYSC_RIGHT);
			inputState.ClearKeyStatus(sc_kpad_3);
			inputState.ClearKeyStatus(sc_kpad_2);
			inputState.ClearKeyStatus(sc_kpad_6);

            HelpPage++;
            if (HelpPage >= (int)SIZ(HelpPagePic))
                // CTW MODIFICATION
                // "Oops! I did it again..."
                // HelpPage = SIZ(HelpPagePic) - 1;
                HelpPage = 0;
            // CTW MODIFICATION END
        }

        if (KB_KeyPressed(KEYSC_PGUP) || KB_KeyPressed(KEYSC_UP) || KB_KeyPressed(KEYSC_LEFT) || KB_KeyPressed(sc_kpad_9) || KB_KeyPressed(sc_kpad_8) || KB_KeyPressed(sc_kpad_4))
        {
			inputState.ClearKeyStatus(KEYSC_PGUP);
			inputState.ClearKeyStatus(KEYSC_UP);
			inputState.ClearKeyStatus(KEYSC_LEFT);
			inputState.ClearKeyStatus(sc_kpad_8);
			inputState.ClearKeyStatus(sc_kpad_9);
			inputState.ClearKeyStatus(sc_kpad_4);

            HelpPage--;
            if (HelpPage < 0)
                // CTW MODIFICATION
                // "Played with the logic, got lost in the game..."
                HelpPage = SIZ(HelpPagePic) - 1;
            // CTW MODIFICATION END
        }
    }
}

short MirrorDelay;
int MouseYAxisMode = -1;

void
getinput(SW_PACKET *loc)
{
    SWBOOL found = FALSE;
    int i;
    PLAYERp pp = Player + myconnectindex;
    PLAYERp newpp = Player + myconnectindex;
    int pnum = myconnectindex;
    int inv_hotkey = 0;

#define TURBOTURNTIME (120/8)
#define NORMALTURN   (12+6)
#define RUNTURN      (28)
#define PREAMBLETURN 3
#define NORMALKEYMOVE 35
#define MAXVEL       ((NORMALKEYMOVE*2)+10)
#define MAXSVEL      ((NORMALKEYMOVE*2)+10)
#define MAXANGVEL    100
#define SET_LOC_KEY(loc, sync_num, key_test) SET(loc, ((!!(key_test)) << (sync_num)))

    ControlInfo info;
    int32_t running;
    int32_t turnamount;
    static int32_t turnheldtime;
    int32_t keymove;
    int32_t momx, momy;
    int aimvel;
    int mouseaxis;

    extern SWBOOL MenuButtonAutoRun;
    extern SWBOOL MenuButtonAutoAim;

    if (Prediction && CommEnabled)
    {
        newpp = ppp;
    }

    // reset all syncbits
    loc->bits = 0;
    svel = vel = angvel = aimvel = 0;

    // MAKE SURE THIS WILL GET SET
    SET_LOC_KEY(loc->bits, SK_QUIT_GAME, MultiPlayQuitFlag);

	if (in_aimmode)
		g_MyAimMode = 0;

	if (BUTTON(gamefunc_Mouse_Aiming))
	{
		if (in_aimmode)
			g_MyAimMode = 1;
		else
		{
			inputState.ClearButton(gamefunc_Mouse_Aiming);
			g_MyAimMode = !g_MyAimMode;
			if (g_MyAimMode)
			{
				PutStringInfo(pp, "Mouse Aiming Off");
			}
			else
			{
				PutStringInfo(pp, "Mouse Aiming On");
			}
		}
	}


    CONTROL_GetInput(&info);

    info.dz = (info.dz * move_scale)>>8;
    info.dyaw = (info.dyaw * turn_scale)>>8;

    PauseKey(pp);

    if (PauseKeySet)
        return;

    if (!MenuInputMode && !UsingMenus)
    {
        GetMessageInput(pp);
        GetConInput(pp);
        GetHelpInput(pp);
    }

    // MAP KEY
    if (BUTTON(gamefunc_Map))
    {
        inputState.ClearButton(gamefunc_Map);

        // Init follow coords
        Follow_posx = pp->posx;
        Follow_posy = pp->posy;

        if (dimensionmode == 3)
            dimensionmode = 5;
        else if (dimensionmode == 5)
            dimensionmode = 6;
        else
        {
            MirrorDelay = 1;
            dimensionmode = 3;
            SetFragBar(pp);
            ScrollMode2D = FALSE;
            SetRedrawScreen(pp);
        }
    }

    // Toggle follow map mode on/off
    if (dimensionmode == 5 || dimensionmode == 6)
    {
        if (BUTTON(gamefunc_Map_Follow_Mode))
        {
			inputState.ClearButton(gamefunc_Map_Follow_Mode);
            ScrollMode2D = !ScrollMode2D;
            Follow_posx = pp->posx;
            Follow_posy = pp->posy;
        }
    }

    // If in 2D follow mode, scroll around using glob vars
    // Tried calling this in domovethings, but key response it too poor, skips key presses
    // Note: ScrollMode2D = Follow mode, so this get called only during follow mode
    if (ScrollMode2D && pp == Player + myconnectindex && !Prediction)
        MoveScrollMode2D(Player + myconnectindex);

    // !JIM! Added UsingMenus so that you don't move at all while using menus
    if (MenuInputMode || UsingMenus || ScrollMode2D || InputMode)
        return;

    SET_LOC_KEY(loc->bits, SK_SPACE_BAR, ((!!KB_KeyPressed(KEYSC_SPACE)) | BUTTON(gamefunc_Open)));

    running = G_CheckAutorun(BUTTON(gamefunc_Run));

    if (BUTTON(gamefunc_Strafe) && !pp->sop)
        svel = -info.dyaw;
    else
    {
        if (info.dyaw > 0)
            angvel = labs((-info.dyaw));
        else
            angvel = info.dyaw;
    }

    aimvel = info.dpitch;
    aimvel = min(127, aimvel);
    aimvel = max(-128, aimvel);
    if (in_mouseflip)
        aimvel = -aimvel;

    svel -= info.dx;
    vel = -info.dz;

    if (running)
    {
        if (pp->sop_control)
            turnamount = RUNTURN * 3;
        else
            turnamount = RUNTURN;

        keymove = NORMALKEYMOVE << 1;
    }
    else
    {
        if (pp->sop_control)
            turnamount = NORMALTURN * 3;
        else
            turnamount = NORMALTURN;

        keymove = NORMALKEYMOVE;
    }

    if (BUTTON(gamefunc_Strafe) && !pp->sop)
    {
        if (BUTTON(gamefunc_Turn_Left))
            svel -= -keymove;
        if (BUTTON(gamefunc_Turn_Right))
            svel -= keymove;
    }
    else
    {
        if (BUTTON(gamefunc_Turn_Left))
        {
            turnheldtime += synctics;
            if (turnheldtime >= TURBOTURNTIME)
                angvel -= turnamount;
            else
                angvel -= PREAMBLETURN;
        }
        else if (BUTTON(gamefunc_Turn_Right))
        {
            turnheldtime += synctics;
            if (turnheldtime >= TURBOTURNTIME)
                angvel += turnamount;
            else
                angvel += PREAMBLETURN;
        }
        else
        {
            turnheldtime = 0;
        }
    }

    if (BUTTON(gamefunc_Strafe_Left) && !pp->sop)
        svel += keymove;

    if (BUTTON(gamefunc_Strafe_Right) && !pp->sop)
        svel += -keymove;

    if (BUTTON(gamefunc_Move_Forward))
    {
        vel += keymove;
        //DSPRINTF(ds,"vel key %d",vel);
        //DebugWriteString(ds);
    }
    else
    {
        //DSPRINTF(ds,"vel %d",vel);
        //DebugWriteString(ds);
    }

    if (BUTTON(gamefunc_Move_Backward))
        vel += -keymove;


    if (vel < -MAXVEL)
        vel = -MAXVEL;
    if (vel > MAXVEL)
        vel = MAXVEL;
    if (svel < -MAXSVEL)
        svel = -MAXSVEL;
    if (svel > MAXSVEL)
        svel = MAXSVEL;
    if (angvel < -MAXANGVEL)
        angvel = -MAXANGVEL;
    if (angvel > MAXANGVEL)
        angvel = MAXANGVEL;

    momx = mulscale9(vel, sintable[NORM_ANGLE(newpp->pang + 512)]);
    momy = mulscale9(vel, sintable[NORM_ANGLE(newpp->pang)]);

    momx += mulscale9(svel, sintable[NORM_ANGLE(newpp->pang)]);
    momy += mulscale9(svel, sintable[NORM_ANGLE(newpp->pang + 1536)]);

    loc->vel = momx;
    loc->svel = momy;
    loc->angvel = angvel;
    loc->aimvel = aimvel;

    if (!CommEnabled)
    {
        if (MenuButtonAutoAim)
        {
            MenuButtonAutoAim = FALSE;
            if ((!!TEST(pp->Flags, PF_AUTO_AIM)) != !!cl_autoaim)
                SET_LOC_KEY(loc->bits, SK_AUTO_AIM, TRUE);
        }
    }
    else if (KB_KeyPressed(sc_Pause))
    {
        SET_LOC_KEY(loc->bits, SK_PAUSE, KB_KeyPressed(sc_Pause));
		inputState.ClearKeyStatus(sc_Pause);
	}

    SET_LOC_KEY(loc->bits, SK_CENTER_VIEW, BUTTON(gamefunc_Center_View));

    SET_LOC_KEY(loc->bits, SK_RUN, BUTTON(gamefunc_Run));
    SET_LOC_KEY(loc->bits, SK_SHOOT, BUTTON(gamefunc_Fire));

    // actually snap
    SET_LOC_KEY(loc->bits, SK_SNAP_UP, BUTTON(gamefunc_Aim_Up));
    SET_LOC_KEY(loc->bits, SK_SNAP_DOWN, BUTTON(gamefunc_Aim_Down));

    // actually just look
    SET_LOC_KEY(loc->bits, SK_LOOK_UP, BUTTON(gamefunc_Look_Up));
    SET_LOC_KEY(loc->bits, SK_LOOK_DOWN, BUTTON(gamefunc_Look_Down));


    for (i = 0; i < MAX_WEAPONS_KEYS; i++)
    {
        if (BUTTON(gamefunc_Weapon_1 + i))
        {
            SET(loc->bits, i + 1);
            break;
        }
    }

    if (BUTTON(gamefunc_Next_Weapon))
    {
        USERp u = User[pp->PlayerSprite];
        short next_weapon = u->WeaponNum + 1;
        short start_weapon;

        inputState.ClearButton(gamefunc_Next_Weapon);

        start_weapon = u->WeaponNum + 1;

        if (u->WeaponNum == WPN_SWORD)
            start_weapon = WPN_STAR;

        if (u->WeaponNum == WPN_FIST)
        {
            next_weapon = 14;
        }
        else
        {
            next_weapon = -1;
            for (i = start_weapon; TRUE; i++)
            {
                if (i >= MAX_WEAPONS_KEYS)
                {
                    next_weapon = 13;
                    break;
                }

                if (TEST(pp->WpnFlags, BIT(i)) && pp->WpnAmmo[i])
                {
                    next_weapon = i;
                    break;
                }
            }
        }

        SET(loc->bits, next_weapon + 1);
    }


    if (BUTTON(gamefunc_Previous_Weapon))
    {
        USERp u = User[pp->PlayerSprite];
        short prev_weapon = u->WeaponNum - 1;
        short start_weapon;

        inputState.ClearButton(gamefunc_Previous_Weapon);

        start_weapon = u->WeaponNum - 1;

        if (u->WeaponNum == WPN_SWORD)
        {
            prev_weapon = 13;
        }
        else if (u->WeaponNum == WPN_STAR)
        {
            prev_weapon = 14;
        }
        else
        {
            prev_weapon = -1;
            for (i = start_weapon; TRUE; i--)
            {
                if (i <= -1)
                    i = WPN_HEART;

                if (TEST(pp->WpnFlags, BIT(i)) && pp->WpnAmmo[i])
                {
                    prev_weapon = i;
                    break;
                }
            }
        }

        SET(loc->bits, prev_weapon + 1);
    }

    inv_hotkey = 0;
    if (BUTTON(gamefunc_Med_Kit))
        inv_hotkey = INVENTORY_MEDKIT+1;
    if (BUTTON(gamefunc_Smoke_Bomb))
        inv_hotkey = INVENTORY_CLOAK+1;
    if (BUTTON(gamefunc_Night_Vision))
        inv_hotkey = INVENTORY_NIGHT_VISION+1;
    if (BUTTON(gamefunc_Gas_Bomb))
        inv_hotkey = INVENTORY_CHEMBOMB+1;
    if (BUTTON(gamefunc_Flash_Bomb) && dimensionmode == 3)
        inv_hotkey = INVENTORY_FLASHBOMB+1;
    if (BUTTON(gamefunc_Caltrops))
        inv_hotkey = INVENTORY_CALTROPS+1;

    SET(loc->bits, inv_hotkey<<SK_INV_HOTKEY_BIT0);

    SET_LOC_KEY(loc->bits, SK_INV_USE, BUTTON(gamefunc_Inventory));

    SET_LOC_KEY(loc->bits, SK_OPERATE, BUTTON(gamefunc_Open));
    SET_LOC_KEY(loc->bits, SK_JUMP, BUTTON(gamefunc_Jump));
    SET_LOC_KEY(loc->bits, SK_CRAWL, BUTTON(gamefunc_Crouch));

    SET_LOC_KEY(loc->bits, SK_TURN_180, BUTTON(gamefunc_TurnAround));

    SET_LOC_KEY(loc->bits, SK_INV_LEFT, BUTTON(gamefunc_Inventory_Left));
    SET_LOC_KEY(loc->bits, SK_INV_RIGHT, BUTTON(gamefunc_Inventory_Right));

    SET_LOC_KEY(loc->bits, SK_HIDE_WEAPON, BUTTON(gamefunc_Holster_Weapon));

    // need BUTTON
    SET_LOC_KEY(loc->bits, SK_CRAWL_LOCK, KB_KeyPressed(KEYSC_NUM));

    if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
    {
        if (BUTTON(gamefunc_See_Co_Op_View))
        {
            inputState.ClearButton(gamefunc_See_Co_Op_View);

            screenpeek = connectpoint2[screenpeek];

            if (screenpeek < 0)
                screenpeek = connecthead;

            if (dimensionmode != 2 && screenpeek == myconnectindex)
            {
                // JBF: figure out what's going on here
                memcpy(pp->temp_pal, palette_data, sizeof(palette_data));
                DoPlayerDivePalette(pp);  // Check Dive again
                DoPlayerNightVisionPalette(pp);  // Check Night Vision again
            }
            else
            {
                PLAYERp tp = Player+screenpeek;

                if (tp->FadeAmt<=0)
                    memcpy(pp->temp_pal, palette_data, sizeof(palette_data));
                else
                    memcpy(pp->temp_pal, tp->temp_pal, sizeof(tp->temp_pal));
                DoPlayerDivePalette(tp);
                DoPlayerNightVisionPalette(tp);
            }
        }
    }

#if DEBUG
    DebugKeys(pp);

    if (!CommEnabled)                   // Single player only keys
        SinglePlayInput(pp);
#endif

    FunctionKeys(pp);

    if (BUTTON(gamefunc_Toggle_Crosshair))
    {
        inputState.ClearButton(gamefunc_Toggle_Crosshair);
        pToggleCrosshair(pp);
    }
}

#define MAP_WHITE_SECTOR    (LT_GREY + 2)
#define MAP_RED_SECTOR      (RED + 6)
#define MAP_FLOOR_SPRITE    (RED + 8)
#define MAP_ENEMY           (RED + 10)
#define MAP_SPRITE          (FIRE + 8)
#define MAP_PLAYER          (GREEN + 6)

#define MAP_BLOCK_SPRITE    (DK_BLUE + 6)

void drawoverheadmap(int cposx, int cposy, int czoom, short cang)
{
    int i, j, k, l, x1, y1, x2, y2, x3, y3, x4, y4, ox, oy, xoff, yoff;
    int dax, day, cosang, sinang, xspan, yspan, sprx, spry;
    int xrepeat, yrepeat, z1, z2, startwall, endwall, tilenum, daang;
    int xvect, yvect, xvect2, yvect2;
    char col;
    walltype *wal, *wal2;
    spritetype *spr;
    short p;
    static int pspr_ndx[8]= {0,0,0,0,0,0,0,0};
    SWBOOL sprisplayer = FALSE;
    short txt_x, txt_y;

    // draw location text
    if (gs.BorderNum <= BORDER_BAR-1)
    {
        txt_x = 7;
        txt_y = 168;
    }
    else
    {
        txt_x = 7;
        txt_y = 147;
    }

    if (ScrollMode2D)
    {
        minigametext(txt_x,txt_y-7,"Follow Mode",0,2+8);
    }

    if (UserMapName[0])
        sprintf(ds,"%s",UserMapName);
    else
        sprintf(ds,"%s",LevelInfo[Level].Description);

    minigametext(txt_x,txt_y,ds,0,2+8);

    //////////////////////////////////

    xvect = sintable[(2048 - cang) & 2047] * czoom;
    yvect = sintable[(1536 - cang) & 2047] * czoom;
    xvect2 = mulscale16(xvect, yxaspect);
    yvect2 = mulscale16(yvect, yxaspect);

    // Draw red lines
    for (i = 0; i < numsectors; i++)
    {
        startwall = sector[i].wallptr;
        endwall = sector[i].wallptr + sector[i].wallnum - 1;

        z1 = sector[i].ceilingz;
        z2 = sector[i].floorz;

        for (j = startwall, wal = &wall[startwall]; j <= endwall; j++, wal++)
        {
            k = wal->nextwall;
            if (k < 0)
                continue;

            if ((show2dwall[j >> 3] & (1 << (j & 7))) == 0)
                continue;
            if ((k > j) && ((show2dwall[k >> 3] & (1 << (k & 7))) > 0))
                continue;

            if (sector[wal->nextsector].ceilingz == z1)
                if (sector[wal->nextsector].floorz == z2)
                    if (((wal->cstat | wall[wal->nextwall].cstat) & (16 + 32)) == 0)
                        continue;

            col = 152;

            //if (dimensionmode == 2)
            if (dimensionmode == 6)
            {
                if (sector[i].floorz != sector[i].ceilingz)
                    if (sector[wal->nextsector].floorz != sector[wal->nextsector].ceilingz)
                        if (((wal->cstat | wall[wal->nextwall].cstat) & (16 + 32)) == 0)
                            if (sector[i].floorz == sector[wal->nextsector].floorz)
                                continue;
                if (sector[i].floorpicnum != sector[wal->nextsector].floorpicnum)
                    continue;
                if (sector[i].floorshade != sector[wal->nextsector].floorshade)
                    continue;
                col = 12;
            }

            ox = wal->x - cposx;
            oy = wal->y - cposy;
            x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
            y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);

            wal2 = &wall[wal->point2];
            ox = wal2->x - cposx;
            oy = wal2->y - cposy;
            x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
            y2 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);

            renderDrawLine(x1 + (xdim << 11), y1 + (ydim << 11), x2 + (xdim << 11), y2 + (ydim << 11), col);
        }
    }

    // Draw sprites
    k = Player[screenpeek].PlayerSprite;
    for (i = 0; i < numsectors; i++)
        for (j = headspritesect[i]; j >= 0; j = nextspritesect[j])
        {
            for (p=connecthead; p >= 0; p=connectpoint2[p])
            {
                if (Player[p].PlayerSprite == j)
                {
                    if (sprite[Player[p].PlayerSprite].xvel > 16)
                        pspr_ndx[myconnectindex] = (((int32_t) totalclock>>4)&3);
                    sprisplayer = TRUE;

                    goto SHOWSPRITE;
                }
            }
            if ((show2dsprite[j >> 3] & (1 << (j & 7))) > 0)
            {
SHOWSPRITE:
                spr = &sprite[j];

                col = 56;
                if ((spr->cstat & 1) > 0)
                    col = 248;
                if (j == k)
                    col = 31;

                sprx = spr->x;
                spry = spr->y;

                k = spr->statnum;
                if ((k >= 1) && (k <= 8) && (k != 2))   // Interpolate moving
                {
                    sprx = sprite[j].x;
                    spry = sprite[j].y;
                }

                switch (spr->cstat & 48)
                {
                case 0:  // Regular sprite
                    if (Player[p].PlayerSprite == j)
                    {
                        ox = sprx - cposx;
                        oy = spry - cposy;
                        x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
                        y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);

                        if (dimensionmode == 5 && (gNet.MultiGameType != MULTI_GAME_COMMBAT || j == Player[screenpeek].PlayerSprite))
                        {
                            ox = (sintable[(spr->ang + 512) & 2047] >> 7);
                            oy = (sintable[(spr->ang) & 2047] >> 7);
                            x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
                            y2 = mulscale16(oy, xvect) + mulscale16(ox, yvect);

                            if (j == Player[screenpeek].PlayerSprite)
                            {
                                x2 = 0L;
                                y2 = -(czoom << 5);
                            }

                            x3 = mulscale16(x2, yxaspect);
                            y3 = mulscale16(y2, yxaspect);

                            renderDrawLine(x1 - x2 + (xdim << 11), y1 - y3 + (ydim << 11),
                                           x1 + x2 + (xdim << 11), y1 + y3 + (ydim << 11), col);
                            renderDrawLine(x1 - y2 + (xdim << 11), y1 + x3 + (ydim << 11),
                                           x1 + x2 + (xdim << 11), y1 + y3 + (ydim << 11), col);
                            renderDrawLine(x1 + y2 + (xdim << 11), y1 - x3 + (ydim << 11),
                                           x1 + x2 + (xdim << 11), y1 + y3 + (ydim << 11), col);
                        }
                        else
                        {
                            if (((gotsector[i >> 3] & (1 << (i & 7))) > 0) && (czoom > 192))
                            {
                                daang = (spr->ang - cang) & 2047;
                                if (j == Player[screenpeek].PlayerSprite)
                                {
                                    x1 = 0;
                                    //y1 = (yxaspect << 2);
                                    y1 = 0;
                                    daang = 0;
                                }

                                // Special case tiles
                                if (spr->picnum == 3123) break;

                                if (sprisplayer)
                                {
                                    if (gNet.MultiGameType != MULTI_GAME_COMMBAT || j == Player[screenpeek].PlayerSprite)
                                        rotatesprite((x1 << 4) + (xdim << 15), (y1 << 4) + (ydim << 15), mulscale16(czoom * (spr->yrepeat), yxaspect), daang, 1196+pspr_ndx[myconnectindex], spr->shade, spr->pal, (spr->cstat & 2) >> 1, windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y);
                                }
                                else
                                    rotatesprite((x1 << 4) + (xdim << 15), (y1 << 4) + (ydim << 15), mulscale16(czoom * (spr->yrepeat), yxaspect), daang, spr->picnum, spr->shade, spr->pal, (spr->cstat & 2) >> 1, windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y);
                            }
                        }
                    }
                    break;
                case 16: // Rotated sprite
                    x1 = sprx;
                    y1 = spry;
                    tilenum = spr->picnum;
                    xoff = (int)picanm[tilenum].xofs + (int)spr->xoffset;
                    if ((spr->cstat & 4) > 0)
                        xoff = -xoff;
                    k = spr->ang;
                    l = spr->xrepeat;
                    dax = sintable[k & 2047] * l;
                    day = sintable[(k + 1536) & 2047] * l;
                    l = tilesiz[tilenum].x;
                    k = (l >> 1) + xoff;
                    x1 -= mulscale16(dax, k);
                    x2 = x1 + mulscale16(dax, l);
                    y1 -= mulscale16(day, k);
                    y2 = y1 + mulscale16(day, l);

                    ox = x1 - cposx;
                    oy = y1 - cposy;
                    x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
                    y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);

                    ox = x2 - cposx;
                    oy = y2 - cposy;
                    x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
                    y2 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);

                    renderDrawLine(x1 + (xdim << 11), y1 + (ydim << 11),
                                   x2 + (xdim << 11), y2 + (ydim << 11), col);

                    break;
                case 32:    // Floor sprite
                    if (dimensionmode == 5)
                    {
                        tilenum = spr->picnum;
                        xoff = (int)picanm[tilenum].xofs + (int)spr->xoffset;
                        yoff = (int)picanm[tilenum].yofs + (int)spr->yoffset;
                        if ((spr->cstat & 4) > 0)
                            xoff = -xoff;
                        if ((spr->cstat & 8) > 0)
                            yoff = -yoff;

                        k = spr->ang;
                        cosang = sintable[(k + 512) & 2047];
                        sinang = sintable[k];
                        xspan = tilesiz[tilenum].x;
                        xrepeat = spr->xrepeat;
                        yspan = tilesiz[tilenum].y;
                        yrepeat = spr->yrepeat;

                        dax = ((xspan >> 1) + xoff) * xrepeat;
                        day = ((yspan >> 1) + yoff) * yrepeat;
                        x1 = sprx + mulscale16(sinang, dax) + mulscale16(cosang, day);
                        y1 = spry + mulscale16(sinang, day) - mulscale16(cosang, dax);
                        l = xspan * xrepeat;
                        x2 = x1 - mulscale16(sinang, l);
                        y2 = y1 + mulscale16(cosang, l);
                        l = yspan * yrepeat;
                        k = -mulscale16(cosang, l);
                        x3 = x2 + k;
                        x4 = x1 + k;
                        k = -mulscale16(sinang, l);
                        y3 = y2 + k;
                        y4 = y1 + k;

                        ox = x1 - cposx;
                        oy = y1 - cposy;
                        x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
                        y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);

                        ox = x2 - cposx;
                        oy = y2 - cposy;
                        x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
                        y2 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);

                        ox = x3 - cposx;
                        oy = y3 - cposy;
                        x3 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
                        y3 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);

                        ox = x4 - cposx;
                        oy = y4 - cposy;
                        x4 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
                        y4 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);

                        renderDrawLine(x1 + (xdim << 11), y1 + (ydim << 11),
                                       x2 + (xdim << 11), y2 + (ydim << 11), col);

                        renderDrawLine(x2 + (xdim << 11), y2 + (ydim << 11),
                                       x3 + (xdim << 11), y3 + (ydim << 11), col);

                        renderDrawLine(x3 + (xdim << 11), y3 + (ydim << 11),
                                       x4 + (xdim << 11), y4 + (ydim << 11), col);

                        renderDrawLine(x4 + (xdim << 11), y4 + (ydim << 11),
                                       x1 + (xdim << 11), y1 + (ydim << 11), col);

                    }
                    break;
                }
            }
        }
    // Draw white lines
    for (i = 0; i < numsectors; i++)
    {
        startwall = sector[i].wallptr;
        endwall = sector[i].wallptr + sector[i].wallnum - 1;

        for (j = startwall, wal = &wall[startwall]; j <= endwall; j++, wal++)
        {
            if (wal->nextwall >= 0)
                continue;

            if ((show2dwall[j >> 3] & (1 << (j & 7))) == 0)
                continue;

            if (tilesiz[wal->picnum].x == 0)
                continue;
            if (tilesiz[wal->picnum].y == 0)
                continue;

            ox = wal->x - cposx;
            oy = wal->y - cposy;
            x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
            y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);

            wal2 = &wall[wal->point2];
            ox = wal2->x - cposx;
            oy = wal2->y - cposy;
            x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
            y2 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);

            renderDrawLine(x1 + (xdim << 11), y1 + (ydim << 11), x2 + (xdim << 11), y2 + (ydim << 11), 24);
        }
    }

}


#if RANDOM_DEBUG
int
RandomRange(int range, char *file, unsigned line)
{
    uint32_t rand_num;
    uint32_t value;
    extern FILE *fout_err;
    extern uint32_t MoveThingsCount;

    if (RandomPrint && !Prediction)
    {
        sprintf(ds,"mtc %d, %s, line %d, %d",MoveThingsCount,file,line,randomseed);
        DebugWriteString(ds);
    }

    if (range <= 0)
        return 0;

    rand_num = krand2();

    if (rand_num == 65535U)
        rand_num--;

    // shift values to give more precision
    value = (rand_num << 14) / ((65535UL << 14) / range);

    if (value >= range)
        value = range - 1;

    return value;
}
#else
int
RandomRange(int range)
{
    uint32_t rand_num;
    uint32_t value;

    if (range <= 0)
        return 0;

    rand_num = RANDOM();

    if (rand_num == 65535U)
        rand_num--;

    // shift values to give more precision
    value = (rand_num << 14) / ((65535UL << 14) / range);

    if (value >= (uint32_t)range)
        value = range - 1;

    return value;
}
#endif

int
StdRandomRange(int range)
{
    uint32_t rand_num;
    uint32_t value;

    if (range <= 0)
        return 0;

    rand_num = STD_RANDOM();

    if (rand_num == RAND_MAX)
        rand_num--;

    // shift values to give more precision
#if (RAND_MAX > 0x7fff)
    value = rand_num / (((int)RAND_MAX) / range);
#else
    value = (rand_num << 14) / ((((int)RAND_MAX) << 14) / range);
#endif

    if (value >= (uint32_t)range)
        value = range - 1;

    return value;
}

// [JM] Probably will need some doing over. !CHECKME!
void M32RunScript(const char *s) { UNREFERENCED_PARAMETER(s); }
void G_Polymer_UnInit(void) { }

int osdcmd_restartvid(const osdfuncparm_t *parm)
{
    UNREFERENCED_PARAMETER(parm);

    videoResetMode();
    if (videoSetGameMode(fullscreen, xdim, ydim, bpp, upscalefactor))
        buildputs("restartvid: Reset failed...\n");

    return OSDCMD_OK;
}

#include "saveable.h"

static saveable_data saveable_build_data[] =
{
    SAVE_DATA(sector),
    SAVE_DATA(sprite),
    SAVE_DATA(wall)
};

saveable_module saveable_build =
{
    // code
    NULL,
    0,

    // data
    saveable_build_data,
    NUM_SAVEABLE_ITEMS(saveable_build_data)
};

extern void faketimerhandler();
extern int app_main();
/*extern*/ bool validate_hud(int requested_size) { return requested_size; }
/*extern*/ void set_hud(int requested_size) { /* the relevant setting is gs.BorderNum */}

GameInterface Interface = {
	faketimerhandler,
	app_main,
	validate_hud,
	set_hud,
	set_hud,
};

// vim:ts=4:sw=4:expandtab:
END_SW_NS