/* Emacs style mode select   -*- C++ -*-
 *-----------------------------------------------------------------------------
 *
 *
 *  PrBoom a Doom port merged with LxDoom and LSDLDoom
 *  based on BOOM, a modified and improved DOOM engine
 *  Copyright (C) 1999 by
 *  id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
 *  Copyright (C) 1999-2000 by
 *  Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
 *
 *  This program is free software; you can redistribute it and/or
 *  modify it under the terms of the GNU General Public License
 *  as published by the Free Software Foundation; either version 2
 *  of the License, or (at your option) any later version.
 *
 *  This program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with this program; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 *  02111-1307, USA.
 *
 * DESCRIPTION:  none
 *  The original Doom description was none, basically because this file
 *  has everything. This ties up the game logic, linking the menu and
 *  input code to the underlying game by creating & respawning players,
 *  building game tics, calling the underlying thing logic.
 *
 *-----------------------------------------------------------------------------
 */

#include "doomdef.h"
#include "doomstat.h"
#include "z_zone.h"
#include "f_finale.h"
#include "m_argv.h"
#include "m_misc.h"
#include "m_menu.h"
#include "m_random.h"
#include "i_system.h"
#include "p_map.h"
#include "p_setup.h"
#include "p_saveg.h"
#include "p_tick.h"

#include "d_main.h"

#include "wi_stuff.h"
#include "hu_stuff.h"
#include "st_stuff.h"
#include "am_map.h"

// Needs access to LFB.
#include "v_video.h"

#include "w_wad.h"
#include "r_main.h"
#include "s_sound.h"

// Data.
#include "dstrings.h"
#include "sounds.h"

// SKY handling - still the wrong place.
#include "r_data.h"
#include "r_sky.h"
#include "p_inter.h"
#include "g_game.h"

#include "rockmacros.h"

#define SAVEGAMESIZE  0x20000
#define SAVESTRINGSIZE  24

static size_t   savegamesize = SAVEGAMESIZE; // killough
static boolean  netdemo;
static const byte *demobuffer;   /* cph - only used for playback */
static int    demofd; /* cph - record straight to file */
static const byte *demo_p;
static short    consistancy[MAXPLAYERS][BACKUPTICS];

gameaction_t   gameaction;
gamestate_t    gamestate;
skill_t        gameskill;
boolean        respawnmonsters;
int            gameepisode;
int            gamemap;
boolean         paused;
// CPhipps - moved *_loadgame vars here
static boolean forced_loadgame = false;
static boolean command_loadgame = false;

boolean         usergame;      // ok to save / end game
boolean         timingdemo;    // if true, exit with report on completion
boolean         fastdemo;      // if true, run at full speed -- killough
boolean         nodrawers;     // for comparative timing purposes
boolean         noblit;        // for comparative timing purposes
int             starttime;     // for comparative timing purposes
boolean         deathmatch;    // only if started as net death
boolean         netgame;       // only true if packets are broadcast
boolean         playeringame[MAXPLAYERS];
player_t        players[MAXPLAYERS];
int             consoleplayer; // player taking events and displaying
int             displayplayer; // view being displayed
int             gametic;
int             levelstarttic; // gametic at level start
int             basetic;       /* killough 9/29/98: for demo sync */
int             totalkills, totallive, totalitems, totalsecret;    // for intermission
boolean         demorecording;
boolean         demoplayback;
boolean         singledemo;           // quit after playing a demo from cmdline
wbstartstruct_t wminfo;               // parms for world map / intermission
boolean         haswolflevels = false;// jff 4/18/98 wolf levels present
static byte     *savebuffer;          // CPhipps - static
int             autorun = false;      // always running?          // phares
int             totalleveltimes;      // CPhipps - total time for all completed levels
int		longtics;

//
// controls (have defaults)
//
int     key_right;
int     key_left;
int     key_up;
int     key_down;
int     key_menu_right;                                      // phares 3/7/98
int     key_menu_left;                                       //     |
int     key_menu_up;                                         //     V
int     key_menu_down;
int     key_menu_backspace;                                  //     ^
int     key_menu_escape;                                     //     |
int     key_menu_enter;                                      // phares 3/7/98
int     key_strafeleft;
int     key_straferight;
int     key_fire;
int     key_use;
int     key_strafe;
int     key_speed;
int     key_escape = KEY_ESCAPE;                           // phares 4/13/98
int     key_weapon;

int     key_savegame;                                               // phares
int     key_loadgame;                                               //    |
int     key_autorun;                                                //    V
int     key_reverse;
int     key_zoomin;
int     key_zoomout;

int     key_reverse;

int     key_chat;
int     key_backspace;
int     key_enter;
int     key_map_right;
int     key_map_left;
int     key_map_up;
int     key_map_down;
int     key_map_zoomin;
int     key_map_zoomout;
int     key_map;
int     key_map_gobig;
int     key_map_follow;
int     key_map_mark;
int     key_map_clear;
int     key_map_grid;
int     key_map_overlay; // cph - map overlay
int     key_map_rotate;  // cph - map rotation
int     key_help = KEY_F1;                                 // phares 4/13/98
int     key_soundvolume;
int     key_hud;
int     key_quicksave;
int     key_endgame;
int     key_messages;
int     key_quickload;
int     key_quit;
int     key_gamma;
int     key_spy;
int     key_pause;
int     key_setup;
int     destination_keys[MAXPLAYERS];
int     key_weapontoggle;
int     key_weapon1;
int     key_weapon2;
int     key_weapon3;
int     key_weapon4;
int     key_weapon5;
int     key_weapon6;
int     key_weapon7;                                                //    ^
int     key_weapon8;                                                //    |
int     key_weapon9;                                                // phares

int     key_screenshot;             // killough 2/22/98: screenshot key
int     mousebfire;
int     mousebstrafe;
int     mousebforward;
int     joybfire;
int     joybstrafe;
int     joybuse;
int     joybspeed;

#define MAXPLMOVE  (forwardmove[1])
#define TURBOTHRESHOLD 0x32
#define SLOWTURNTICS 6
#define QUICKREVERSE (short)32768 // 180 degree reverse                    // phares
#define NUMKEYS  512

fixed_t  forwardmove[2] = {0x19, 0x32};
fixed_t  sidemove[2] = {0x18, 0x28};
fixed_t  angleturn[3] = {640, 1280, 320}; // + slow turn

// CPhipps - made lots of key/button state vars static
static boolean gamekeydown[NUMKEYS];
static int     turnheld;       // for accelerative turning

static boolean mousearray[4];
static boolean *mousebuttons = &mousearray[1];    // allow [-1]

// mouse values are used once
static int   mousex;
static int   mousey;
static unsigned int   dclicktime;
static unsigned int   dclickstate;
static unsigned int   dclicks;
static unsigned int   dclicktime2;
static unsigned int   dclickstate2;
static unsigned int   dclicks2;

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

// Game events info
static buttoncode_t special_event; // Event triggered by local player, to send
static byte  savegameslot;         // Slot to load if gameaction == ga_loadgame
char         savedescription[SAVEDESCLEN];  // Description to save in savegame if gameaction == ga_savegame

//jff 3/24/98 declare startskill external, define defaultskill here
extern skill_t startskill;      //note 0-based
int defaultskill;               //note 1-based

// killough 2/8/98: make corpse queue variable in size
int    bodyqueslot, bodyquesize;        // killough 2/8/98
mobj_t **bodyque = 0;                   // phares 8/10/98

void*  statcopy;    // for statistics driver

static void G_DoSaveGame (boolean menu);
static const byte* G_ReadDemoHeader(const byte* demo_p);

//
// G_BuildTiccmd
// Builds a ticcmd from all of the available inputs
// or reads it from the demo buffer.
// If recording a demo, write it out
//
static inline signed char fudgef(signed char b)
{
   static int c;
   if (!b || !demo_compatibility || longtics) return b;
   if (++c & 0x1f) return b;
   b |= 1; if (b>2) b-=2;
   return b;
}

static inline signed short fudgea(signed short b)
{
   if (!b || !demo_compatibility || !longtics) return b;
   b |= 1; if (b>2) b-=2;
   return b;
}

void G_BuildTiccmd(ticcmd_t* cmd)
{
   boolean strafe;
   boolean bstrafe;
   int speed;
   int tspeed;
   int forward;
   int side;
   int newweapon=0;                                          // phares
   /* cphipps - remove needless I_BaseTiccmd call, just set the ticcmd to zero */
   memset(cmd,0,sizeof*cmd);
   cmd->consistancy = consistancy[consoleplayer][maketic%BACKUPTICS];

   strafe = gamekeydown[key_strafe] || mousebuttons[mousebstrafe]
            || joybuttons[joybstrafe];
   speed = autorun || gamekeydown[key_speed] || joybuttons[joybspeed]; // phares

   forward = side = 0;

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

   if (turnheld < SLOWTURNTICS)
      tspeed = 2;             // slow turn
   else
      tspeed = speed;

   // turn 180 degrees in one keystroke?                           // phares
   //    |
   if (gamekeydown[key_reverse])                                   //    V
   {
      cmd->angleturn += QUICKREVERSE;                             //    ^
      gamekeydown[key_reverse] = false;                           //    |
   }                                                             // phares

   // let movement keys cancel each other out

   if (strafe)
   {
      if (gamekeydown[key_right])
         side += sidemove[speed];
      if (gamekeydown[key_left])
         side -= sidemove[speed];
      if (joyxmove > 0)
         side += sidemove[speed];
      if (joyxmove < 0)
         side -= sidemove[speed];
   }
   else
   {
      if (gamekeydown[key_right])
         cmd->angleturn -= angleturn[tspeed];
      if (gamekeydown[key_left])
         cmd->angleturn += angleturn[tspeed];
      if (joyxmove > 0)
         cmd->angleturn -= angleturn[tspeed];
      if (joyxmove < 0)
         cmd->angleturn += angleturn[tspeed];
   }

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

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

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

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

   // Toggle between the top 2 favorite weapons.                   // phares
   // If not currently aiming one of these, switch to              // phares
   // the favorite. Only switch if you possess the weapon.         // phares

   // killough 3/22/98:
   //
   // Perform automatic weapons switch here rather than in p_pspr.c,
   // except in demo_compatibility mode.
   //
   // killough 3/26/98, 4/2/98: fix autoswitch when no weapons are left

   if ((!demo_compatibility && players[consoleplayer].attackdown && // killough
         !P_CheckAmmo(&players[consoleplayer])) || gamekeydown[key_weapontoggle])
      newweapon = P_SwitchWeapon(&players[consoleplayer]);           // phares
   else
   {                                 // phares 02/26/98: Added gamemode checks
      if(gamekeydown[key_weapon])
      {
         volatile unsigned int wpcheck;   // I don't know why this is needed, but it is
         for(wpcheck=0; wpcheck<9; wpcheck++)
            if(players[consoleplayer].weaponowned[wpcheck] && wpcheck>players[consoleplayer].readyweapon )
            {
               newweapon=wpcheck;
               break;
            }
         if(players[consoleplayer].weaponowned[wp_chainsaw]&&newweapon==0)
            newweapon=1;
      }
      else
      {
         newweapon =
            gamekeydown[key_weapon1] ? wp_fist :    // killough 5/2/98: reformatted
            gamekeydown[key_weapon2] ? wp_pistol :
            gamekeydown[key_weapon3] ? wp_shotgun :
            gamekeydown[key_weapon4] ? wp_chaingun :
            gamekeydown[key_weapon5] ? wp_missile :
            gamekeydown[key_weapon6] && gamemode != shareware ? wp_plasma :
            gamekeydown[key_weapon7] && gamemode != shareware ? wp_bfg :
            gamekeydown[key_weapon8] ? wp_chainsaw :
            gamekeydown[key_weapon9] && gamemode == commercial ? wp_supershotgun :
            wp_nochange;
      }

      // killough 3/22/98: For network and demo consistency with the
      // new weapons preferences, we must do the weapons switches here
      // instead of in p_user.c. But for old demos we must do it in
      // p_user.c according to the old rules. Therefore demo_compatibility
      // determines where the weapons switch is made.

      // killough 2/8/98:
      // Allow user to switch to fist even if they have chainsaw.
      // Switch to fist or chainsaw based on preferences.
      // Switch to shotgun or SSG based on preferences.

      if (!demo_compatibility)
      {
         const player_t *player = &players[consoleplayer];

         // only select chainsaw from '1' if it's owned, it's
         // not already in use, and the player prefers it or
         // the fist is already in use, or the player does not
         // have the berserker strength.

         if (newweapon==wp_fist && player->weaponowned[wp_chainsaw] &&
                player->readyweapon!=wp_chainsaw &&
                (player->readyweapon==wp_fist ||
                !player->powers[pw_strength] ||
                P_WeaponPreferred(wp_chainsaw, wp_fist)))
            newweapon = wp_chainsaw;

         // Select SSG from '3' only if it's owned and the player
         // does not have a shotgun, or if the shotgun is already
         // in use, or if the SSG is not already in use and the
         // player prefers it.
         if(!gamekeydown[key_weapon])
            if (newweapon == wp_shotgun && gamemode == commercial &&
                  player->weaponowned[wp_supershotgun] &&
                  (!player->weaponowned[wp_shotgun] ||
                   player->readyweapon == wp_shotgun ||
                   (player->readyweapon != wp_supershotgun &&
                    P_WeaponPreferred(wp_supershotgun, wp_shotgun))))
               newweapon = wp_supershotgun;

      }
      // killough 2/8/98, 3/22/98 -- end of weapon selection changes
   }

   if(newweapon >wp_nochange) // something is messed up with the weapon switching code above allowing it to give values greater
   {                           // then wp_nochange which really screws the game up
      newweapon=0;
   }
   if (newweapon != wp_nochange)
   {
      cmd->buttons |= BT_CHANGE;
      cmd->buttons |= newweapon<<BT_WEAPONSHIFT;
   }

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

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

   // strafe double click

   bstrafe = mousebuttons[mousebstrafe] || joybuttons[joybstrafe];
   if (bstrafe != dclickstate2 && dclicktime2 > 1 )
   {
      dclickstate2 = bstrafe;
      if (dclickstate2)
         dclicks2++;
      if (dclicks2 == 2)
      {
         cmd->buttons |= BT_USE;
         dclicks2 = 0;
      }
      else
         dclicktime2 = 0;
   }
   else
      if ((dclicktime2 += ticdup) > 20)
      {
         dclicks2 = 0;
         dclickstate2 = 0;
      }
   forward += mousey;
   if (strafe)
      side += mousex / 4;       /* mead  Don't want to strafe as fast as turns.*/
   else
      cmd->angleturn -= mousex; /* mead now have enough dynamic range 2-10-00 */

   mousex = mousey = 0;

   if (forward > MAXPLMOVE)
      forward = MAXPLMOVE;
   else if (forward < -MAXPLMOVE)
      forward = -MAXPLMOVE;
   if (side > MAXPLMOVE)
      side = MAXPLMOVE;
   else if (side < -MAXPLMOVE)
      side = -MAXPLMOVE;

   cmd->forwardmove += fudgef(forward);
   cmd->sidemove += side;
   cmd->angleturn = fudgea(cmd->angleturn);

   // CPhipps - special events (game new/load/save/pause)
   if (special_event & BT_SPECIAL) {
      cmd->buttons = special_event;
      special_event = 0;
   }
}

//
// G_RestartLevel
//

void G_RestartLevel(void)
{
   special_event = BT_SPECIAL | (BTS_RESTARTLEVEL & BT_SPECIALMASK);
}

#include "z_bmalloc.h"
//
// G_DoLoadLevel
//
extern  gamestate_t     wipegamestate;

static void G_DoLoadLevel (void)
{
   int i;

   // Set the sky map.
   // First thing, we have a dummy sky texture name,
   //  a flat. The data is in the WAD only because
   //  we look for an actual index, instead of simply
   //  setting one.

   skyflatnum = R_FlatNumForName ( SKYFLATNAME );

   // DOOM determines the sky texture to be used
   // depending on the current episode, and the game version.
   if (gamemode == commercial)
      // || gamemode == pack_tnt   //jff 3/27/98 sorry guys pack_tnt,pack_plut
      // || gamemode == pack_plut) //aren't gamemodes, this was matching retail
   {
      skytexture = R_TextureNumForName ("SKY3");
      if (gamemap < 12)
         skytexture = R_TextureNumForName ("SKY1");
      else
         if (gamemap < 21)
            skytexture = R_TextureNumForName ("SKY2");
   }
   else //jff 3/27/98 and lets not forget about DOOM and Ultimate DOOM huh?
      switch (gameepisode)
      {
      case 1:
         skytexture = R_TextureNumForName ("SKY1");
         break;
      case 2:
         skytexture = R_TextureNumForName ("SKY2");
         break;
      case 3:
         skytexture = R_TextureNumForName ("SKY3");
         break;
      case 4: // Special Edition sky
         skytexture = R_TextureNumForName ("SKY4");
         break;
      }//jff 3/27/98 end sky setting fix

   levelstarttic = gametic;        // for time calculation

   if (!demo_compatibility && !mbf_features)   // killough 9/29/98
      basetic = gametic;

   if (wipegamestate == GS_LEVEL)
      wipegamestate = -1;             // force a wipe

   gamestate = GS_LEVEL;

   for (i=0 ; i<MAXPLAYERS ; i++)
   {
      if (playeringame[i] && players[i].playerstate == PST_DEAD)
         players[i].playerstate = PST_REBORN;
      memset (players[i].frags,0,sizeof(players[i].frags));
   }

   // initialize the msecnode_t freelist.                     phares 3/25/98
   // any nodes in the freelist are gone by now, cleared
   // by Z_FreeTags() when the previous level ended or player
   // died.

   {
      DECLARE_BLOCK_MEMORY_ALLOC_ZONE(secnodezone);
      NULL_BLOCK_MEMORY_ALLOC_ZONE(secnodezone);
      //extern msecnode_t *headsecnode; // phares 3/25/98
      //headsecnode = NULL;
   }

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

   // clear cmd building stuff
   memset (gamekeydown, 0, sizeof(gamekeydown));
   joyxmove = joyymove = 0;
   mousex = mousey = 0;
   special_event = 0; paused = false;
   memset (mousebuttons, 0, sizeof(mousebuttons));
   memset (joybuttons, 0, sizeof(joybuttons));

   // killough 5/13/98: in case netdemo has consoleplayer other than green
   ST_Start();
   HU_Start();

   // killough: make -timedemo work on multilevel demos
   // Move to end of function to minimize noise -- killough 2/22/98:

   if (timingdemo)
   {
      static int first=1;
      if (first)
      {
         starttime = I_GetTime ();
         first=0;
      }
   }
}

//
// G_Responder
// Get info needed to make ticcmd_ts for the players.
//
boolean G_Responder (event_t* ev)
{
   // allow spy mode changes even during the demo
   // killough 2/22/98: even during DM demo
   //
   // killough 11/98: don't autorepeat spy mode switch

#if 0
   if (ev->data1 == key_spy && netgame && (demoplayback || !deathmatch) &&
         gamestate == GS_LEVEL)
   {
      if (ev->type == ev_keyup)
         gamekeydown[key_spy] = false;
      if (ev->type == ev_keydown && !gamekeydown[key_spy])
      {
         gamekeydown[key_spy] = true;
         do                                          // spy mode
            if (++displayplayer >= MAXPLAYERS)
               displayplayer = 0;
         while (!playeringame[displayplayer] && displayplayer!=consoleplayer);

         ST_Start();    // killough 3/7/98: switch status bar views too
         HU_Start();
         S_UpdateSounds(players[displayplayer].mo);
      }
      return true;
   }
#endif

   // any other key pops up menu if in demos
   //
   // killough 8/2/98: enable automap in -timedemo demos
   //
   // killough 9/29/98: make any key pop up menu regardless of
   // which kind of demo, and allow other events during playback

   if (gameaction == ga_nothing && (demoplayback || gamestate == GS_DEMOSCREEN))
   {
      // killough 9/29/98: allow user to pause demos during playback
      if (ev->type == ev_keydown && ev->data1 == key_pause)
      {
         if (paused ^= 2)
            S_PauseSound();
         else
            S_ResumeSound();
         return true;
      }
      // killough 10/98:
      // Don't pop up menu, if paused in middle
      // of demo playback, or if automap active.
      // Don't suck up keys, which may be cheats

      return gamestate == GS_DEMOSCREEN &&
             !(paused & 2) && !(automapmode & am_active) &&
             ((ev->type == ev_keydown) ||
              (ev->type == ev_mouse && ev->data1) ||
              (ev->type == ev_joystick && ev->data1)) ?
             M_StartControlPanel(), true : false;
   }

   if (gamestate == GS_FINALE && F_Responder(ev))
      return true;  // finale ate the event

   switch (ev->type)
   {
   case ev_keydown:
      if (ev->data1 == key_pause)           // phares
      {
         special_event = BT_SPECIAL | (BTS_PAUSE & BT_SPECIALMASK);
         return true;
      }
      if (ev->data1 <NUMKEYS)
         gamekeydown[ev->data1] = true;
      return true;    // eat key down events

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

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

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

   default:
      break;
   }
   return false;
}

//
// G_Ticker
// Make ticcmd_ts for the players.
//
extern int mapcolor_me;

void G_Ticker (void)
{
   int  i;
   static gamestate_t prevgamestate;

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

   // do things to change the game state
   while (gameaction != ga_nothing)
   {
      switch (gameaction)
      {
      case ga_loadlevel:
         // force players to be initialized on level reload
         for (i=0 ; i<MAXPLAYERS ; i++)
            players[i].playerstate = PST_REBORN;
         G_DoLoadLevel ();
         break;
      case ga_newgame:
         G_DoNewGame ();
         break;
      case ga_loadgame:
         G_DoLoadGame ();
         break;
      case ga_savegame:
         G_DoSaveGame (false);
         break;
      case ga_playdemo:
         G_DoPlayDemo ();
         break;
      case ga_completed:
         G_DoCompleted ();
         break;
      case ga_victory:
         F_StartFinale ();
         break;
      case ga_worlddone:
         G_DoWorldDone ();
         break;
      case ga_nothing:
         break;
      }
   }

   if (paused & 2 || (!demoplayback && menuactive && !netgame))
      basetic++;  // For revenant tracers and RNG -- we must maintain sync
   else
   {
      // get commands, check consistancy, and build new consistancy check
      int buf = (gametic/ticdup)%BACKUPTICS;

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

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

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

            // check for turbo cheats
            // killough 2/14/98, 2/20/98 -- only warn in netgames and demos

            if ((netgame || demoplayback) && cmd->forwardmove > TURBOTHRESHOLD &&
                  !(gametic&31) && ((gametic>>5)&3) == i )
            {
               extern char *player_names[];
               /* cph - don't use sprintf, use doom_printf */
               doom_printf ("%s is turbo!", player_names[i]);
            }

            if (netgame && !netdemo && !(gametic%ticdup) )
            {
               if (gametic > BACKUPTICS
                     && consistancy[i][buf] != cmd->consistancy)
                  I_Error("G_Ticker: Consistency failure (%i should be %i)",
                          cmd->consistancy, consistancy[i][buf]);
               if (players[i].mo)
                  consistancy[i][buf] = players[i].mo->x;
               else
                  consistancy[i][buf] = 0; // killough 2/14/98
            }
         }
      }

      // check for special buttons
      for (i=0 ; i<MAXPLAYERS ; i++)
      {
         if (playeringame[i])
         {
            if (players[i].cmd.buttons & BT_SPECIAL)
            {
               switch (players[i].cmd.buttons & BT_SPECIALMASK)
               {
               case BTS_PAUSE:
                  paused ^= 1;
                  if (paused)
                     S_PauseSound ();
                  else
                     S_ResumeSound ();
                  break;
   
               case BTS_SAVEGAME:
                  if (!savedescription[0])
                     strcpy(savedescription, "NET GAME");
                  savegameslot =
                     (players[i].cmd.buttons & BTS_SAVEMASK)>>BTS_SAVESHIFT;
                  gameaction = ga_savegame;
                  break;

                  // CPhipps - remote loadgame request
               case BTS_LOADGAME:
                  savegameslot =
                     (players[i].cmd.buttons & BTS_SAVEMASK)>>BTS_SAVESHIFT;
                  gameaction = ga_loadgame;
                  forced_loadgame = netgame; // Force if a netgame
                  command_loadgame = false;
                  break;

                  // CPhipps - Restart the level
               case BTS_RESTARTLEVEL:
                  if (demoplayback || (compatibility_level < lxdoom_1_compatibility))
                     break;     // CPhipps - Ignore in demos or old games
                  gameaction = ga_loadlevel;
                  break;
               }
               players[i].cmd.buttons = 0;
            }
         }  
      }
   }

   // cph - if the gamestate changed, we may need to clean up the old gamestate
   if (gamestate != prevgamestate) {
      switch (prevgamestate) {
      case GS_INTERMISSION:
         WI_End();
      default:
         break;
      }
      prevgamestate = gamestate;
   }

   // do main actions
   switch (gamestate)
   {
   case GS_LEVEL:
      P_Ticker ();
      ST_Ticker ();
      AM_Ticker ();
      HU_Ticker ();
      break;

   case GS_INTERMISSION:
      WI_Ticker ();
      break;

   case GS_FINALE:
      F_Ticker ();
      break;

   case GS_DEMOSCREEN:
      D_PageTicker ();
      break;
   }
}


//
// PLAYER STRUCTURE FUNCTIONS
// also see P_SpawnPlayer in P_Things
//

//
// G_PlayerFinishLevel
// Can when a player completes a level.
//
void G_PlayerFinishLevel(int player)
{
   player_t *p = &players[player];
   memset(p->powers, 0, sizeof (p->powers));
   memset(p->cards, 0, sizeof (p->cards));
   p->mo->flags &= ~MF_SHADOW;  // cancel invisibility
   p->extralight = 0;   // cancel gun flashes
   p->fixedcolormap = 0;  // cancel ir gogles
   p->damagecount = 0;   // no palette changes
   p->bonuscount = 0;
}

// CPhipps - G_SetPlayerColour
// Player colours stuff
//
// G_SetPlayerColour

#include "r_draw.h"
extern byte playernumtotrans[MAXPLAYERS];

void G_ChangedPlayerColour(int pn, int cl)
{
   int i;

   if (!netgame) return;

   mapcolor_plyr[pn] = cl;

   // Rebuild colour translation tables accordingly
   R_InitTranslationTables();
   // Change translations on existing player mobj's
   for (i=0; i<MAXPLAYERS; i++) {
      if ((gamestate == GS_LEVEL) && playeringame[i] && (players[i].mo != NULL)) {
         players[i].mo->flags &= ~MF_TRANSLATION;
         players[i].mo->flags |= playernumtotrans[i] << MF_TRANSSHIFT;
      }
   }
}

//
// G_PlayerReborn
// Called after a player dies
// almost everything is cleared and initialized
//
void G_PlayerReborn (int player)
{
   player_t *p;
   int i;
   int frags[MAXPLAYERS];
   int killcount;
   int itemcount;
   int secretcount;

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

   p = &players[player];

   // killough 3/10/98,3/21/98: preserve cheats across idclev
   {
      int cheats = p->cheats;
      memset (p, 0, sizeof(*p));
      p->cheats = cheats;
   }

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

   p->usedown = p->attackdown = true; // don't do anything immediately
   p->playerstate = PST_LIVE;
   p->health = MAXHEALTH;
   p->readyweapon = p->pendingweapon = wp_pistol;
   p->weaponowned[wp_fist] = true;
   p->weaponowned[wp_pistol] = true;
   p->ammo[am_clip] = 50;

   for (i=0 ; i<NUMAMMO ; i++)
      p->maxammo[i] = maxammo[i];

}

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

void P_SpawnPlayer(mapthing_t *mthing);

boolean G_CheckSpot(int playernum, mapthing_t *mthing)
{
   fixed_t     x,y;
   subsector_t *ss;
   int         i;

   if (!players[playernum].mo)
   {
      // first spawn of level, before corpses
      for (i=0 ; i<playernum ; i++)
         if (players[i].mo->x == mthing->x << FRACBITS
               && players[i].mo->y == mthing->y << FRACBITS)
            return false;
      return true;
   }

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

   // killough 4/2/98: fix bug where P_CheckPosition() uses a non-solid
   // corpse to detect collisions with other players in DM starts
   //
   // Old code:
   // if (!P_CheckPosition (players[playernum].mo, x, y))
   //    return false;

   players[playernum].mo->flags |=  MF_SOLID;
   i = P_CheckPosition(players[playernum].mo, x, y);
   players[playernum].mo->flags &= ~MF_SOLID;
   if (!i)
      return false;

   // flush an old corpse if needed
   // killough 2/8/98: make corpse queue have an adjustable limit
   // killough 8/1/98: Fix bugs causing strange crashes

   if (bodyquesize > 0)
   {
      static mobj_t **bodyque;
      static int queuesize;
      if (queuesize < bodyquesize)
      {
         bodyque = realloc(bodyque, bodyquesize*sizeof*bodyque);
         memset(bodyque+queuesize, 0,
                (bodyquesize-queuesize)*sizeof*bodyque);
         queuesize = bodyquesize;
      }
      if (bodyqueslot >= bodyquesize)
         P_RemoveMobj(bodyque[bodyqueslot % bodyquesize]);
      bodyque[bodyqueslot++ % bodyquesize] = players[playernum].mo;
   }
   else
      if (!bodyquesize)
         P_RemoveMobj(players[playernum].mo);

   // spawn a teleport fog
   ss = R_PointInSubsector (x,y);
   { // Teleport fog at respawn point
      fixed_t xa=0,ya=0;
      int an;
      mobj_t      *mo;

      /* BUG: an can end up negative, because mthing->angle is (signed) short.
       * We have to emulate original Doom's behaviour, deferencing past the start
       * of the array, into the previous array (finetangent) */
      an = ( ANG45 * ((signed)mthing->angle/45) ) >> ANGLETOFINESHIFT;
      switch (an) {
      case -4096: xa = finetangent[2048];   // finecosine[-4096]
         ya = finetangent[0];      // finesine[-4096]
         break;
      case -3072: xa = finetangent[3072];   // finecosine[-3072]
         ya = finetangent[1024];   // finesine[-3072]
         break;
      case -2048: xa = finesine[0];   // finecosine[-2048]
         ya = finetangent[2048];   // finesine[-2048]
         break;
      case -1024:	xa = finesine[1024];     // finecosine[-1024]
         ya = finetangent[3072];  // finesine[-1024]
         break;
      case 1024:
      case 2048:
      case 3072:
      case 4096:
      case 0:	xa = finecosine[an];
         ya = finesine[an];
         break;
      default: I_Error("G_CheckSpot: unexpected angle %d\n",an);
      }


      mo = P_SpawnMobj(x+20*xa, y+20*ya, ss->sector->floorheight, MT_TFOG);

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

   return true;
}


//
// G_DeathMatchSpawnPlayer
// Spawns a player at one of the random death match spots
// called at level load and each death
//
void G_DeathMatchSpawnPlayer (int playernum)
{
   int j, selections = deathmatch_p - deathmatchstarts;

   if (selections < MAXPLAYERS)
      I_Error("G_DeathMatchSpawnPlayer: Only %i deathmatch spots, %d required",
              selections, MAXPLAYERS);

   for (j=0 ; j<20 ; j++)
   {
      int i = P_Random(pr_dmspawn) % selections;
      if (G_CheckSpot (playernum, &deathmatchstarts[i]) )
      {
         deathmatchstarts[i].type = playernum+1;
         P_SpawnPlayer (&deathmatchstarts[i]);
         return;
      }
   }

   // no good spot, so the player will probably get stuck
   P_SpawnPlayer (&playerstarts[playernum]);
}

//
// G_DoReborn
//

void G_DoReborn (int playernum)
{
   if (!netgame)
      gameaction = ga_loadlevel; // reload the level from scratch
   (void)playernum;
#if 0
   else
   {      // respawn at the start
      int i;

      // first dissasociate the corpse
      players[playernum].mo->player = NULL;

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

      if (G_CheckSpot (playernum, &playerstarts[playernum]) )
      {
         P_SpawnPlayer (&playerstarts[playernum]);
         return;
      }

      // try to spawn at one of the other players spots
      for (i=0 ; i<MAXPLAYERS ; i++)
      {
         if (G_CheckSpot (playernum, &playerstarts[i]) )
         {
            playerstarts[i].type = playernum+1; // fake as other player
            P_SpawnPlayer (&playerstarts[i]);
            playerstarts[i].type = i+1;  // restore
            return;
         }
         // he's going to be inside something.  Too bad.
      }
      P_SpawnPlayer (&playerstarts[playernum]);
   }
#endif
}

// DOOM Par Times
int pars[4][10] =
   {
      {0},
      {0,30,75,120,90,165,180,180,30,165},
      {0,90,90,90,120,90,360,240,30,170},
      {0,90,45,90,150,90,90,165,30,135}
   };

// DOOM II Par Times
int cpars[32] =
   {
      30,90,120,120,90,150,120,120,270,90, //  1-10
      210,150,150,150,210,150,420,150,210,150, // 11-20
      240,150,180,150,150,300,330,420,300,180, // 21-30
      120,30     // 31-32
   };

static boolean  secretexit;

void G_ExitLevel (void)
{
   secretexit = false;
   gameaction = ga_completed;
}

// Here's for the german edition.
// IF NO WOLF3D LEVELS, NO SECRET EXIT!

void G_SecretExitLevel (void)
{
   if (gamemode!=commercial || haswolflevels)
      secretexit = true;
   else
      secretexit = false;
   gameaction = ga_completed;
}

//
// G_DoCompleted
//

void G_DoCompleted (void)
{
   int i;

   gameaction = ga_nothing;

   for (i=0; i<MAXPLAYERS; i++)
      if (playeringame[i])
         G_PlayerFinishLevel(i);        // take away cards and stuff

   if (automapmode & am_active)
      AM_Stop();

   if (gamemode != commercial) // kilough 2/7/98
      switch(gamemap)
      {
         // cph - Remove ExM8 special case, so it gets summary screen displayed
      case 9:
         for (i=0 ; i<MAXPLAYERS ; i++)
            players[i].didsecret = true;
         break;
      }

   wminfo.didsecret = players[consoleplayer].didsecret;
   wminfo.epsd = gameepisode -1;
   wminfo.last = gamemap -1;

   // wminfo.next is 0 biased, unlike gamemap
   if (gamemode == commercial)
   {
      if (secretexit)
         switch(gamemap)
         {
         case 15:
            wminfo.next = 30; break;
         case 31:
            wminfo.next = 31; break;
         }
      else
         switch(gamemap)
         {
         case 31:
         case 32:
            wminfo.next = 15; break;
         default:
            wminfo.next = gamemap;
         }
   }
   else
   {
      if (secretexit)
         wminfo.next = 8;  // go to secret level
      else
         if (gamemap == 9)
         {
            // returning from secret level
            switch (gameepisode)
            {
            case 1:
               wminfo.next = 3;
               break;
            case 2:
               wminfo.next = 5;
               break;
            case 3:
               wminfo.next = 6;
               break;
            case 4:
               wminfo.next = 2;
               break;
            }
         }
         else
            wminfo.next = gamemap;          // go to next level
   }

   wminfo.maxkills = totalkills;
   wminfo.maxitems = totalitems;
   wminfo.maxsecret = totalsecret;
   wminfo.maxfrags = 0;

   if ( gamemode == commercial )
      wminfo.partime = TICRATE*cpars[gamemap-1];
   else
      wminfo.partime = TICRATE*pars[gameepisode][gamemap];

   wminfo.pnum = consoleplayer;

   for (i=0 ; i<MAXPLAYERS ; i++)
   {
      wminfo.plyr[i].in = playeringame[i];
      wminfo.plyr[i].skills = players[i].killcount;
      wminfo.plyr[i].sitems = players[i].itemcount;
      wminfo.plyr[i].ssecret = players[i].secretcount;
      wminfo.plyr[i].stime = leveltime;
      memcpy (wminfo.plyr[i].frags, players[i].frags,
              sizeof(wminfo.plyr[i].frags));
   }

   /* cph - modified so that only whole seconds are added to the totalleveltimes
    *  value; so our total is compatible with the "naive" total of just adding
    *  the times in seconds shown for each level. Also means our total time
    *  will agree with Compet-n.
    */
   wminfo.totaltimes = (totalleveltimes += (leveltime - leveltime%35));

   gamestate = GS_INTERMISSION;
   automapmode &= ~am_active;

   if (statcopy)
      memcpy (statcopy, &wminfo, sizeof(wminfo));

   WI_Start (&wminfo);
}


//
// G_WorldDone
//

void G_WorldDone (void)
{
   gameaction = ga_worlddone;

   if (secretexit)
      players[consoleplayer].didsecret = true;

   if (gamemode == commercial)
   {
      switch (gamemap)
      {
      case 15:
      case 31:
         if (!secretexit)
            break;
      case 6:
      case 11:
      case 20:
      case 30:
         F_StartFinale ();
         break;
      }
   }
   else if (gamemap == 8)
      gameaction = ga_victory; // cph - after ExM8 summary screen, show victory stuff
}

void G_DoWorldDone (void)
{
   idmusnum = -1;             //jff 3/17/98 allow new level's music to be loaded
   gamestate = GS_LEVEL;
   gamemap = wminfo.next+1;
   G_DoLoadLevel();
   gameaction = ga_nothing;
   AM_clearMarks();           //jff 4/12/98 clear any marks on the automap
}

// killough 2/28/98: A ridiculously large number
// of players, the most you'll ever need in a demo
// or savegame. This is used to prevent problems, in
// case more players in a game are supported later.

#define MIN_MAXPLAYERS 32

extern boolean setsizeneeded;
void R_ExecuteSetViewSize(void);

//CPhipps - savename variable redundant

/* killough 12/98:
 * This function returns a signature for the current wad.
 * It is used to distinguish between wads, for the purposes
 * of savegame compatibility warnings, and options lookups.
 */

static uint_64_t G_UpdateSignature(uint_64_t s, const char *name)
{
   int i, lump = W_CheckNumForName(name);
   if (lump != -1 && (i = lump+10) < numlumps)
      do
      {
         int size = W_LumpLength(i);
         const byte *p = W_CacheLumpNum(i);
         while (size--)
            s <<= 1, s += *p++;
         W_UnlockLumpNum(i);
      }
      while (--i > lump);
   return s;
}

static uint_64_t G_Signature(void)
{
   static uint_64_t s = 0;
   static boolean computed = false;
   char name[9];
   int episode, map;

   if (!computed) {
      computed = true;
      if (gamemode == commercial)
         for (map = haswolflevels ? 32 : 30; map; map--)
            snprintf(name, sizeof(name), "map%02d", map), s = G_UpdateSignature(s, name);
      else
         for (episode = gamemode==retail ? 4 :
                        gamemode==shareware ? 1 : 3; episode; episode--)
            for (map = 9; map; map--)
               snprintf(name, sizeof(name), "E%dM%d", episode, map), s = G_UpdateSignature(s, name);
   }
   return s;
}

//
// killough 5/15/98: add forced loadgames, which allow user to override checks
//

void G_ForcedLoadGame(void)
{
   // CPhipps - net loadgames are always forced, so we only reach here
   //  in single player
   gameaction = ga_loadgame;
   forced_loadgame = true;
}

// killough 3/16/98: add slot info
// killough 5/15/98: add command-line
void G_LoadGame(int slot, boolean command)
{
   if (!demoplayback && !command) {
      // CPhipps - handle savegame filename in G_DoLoadGame
      //         - Delay load so it can be communicated in net game
      //         - store info in special_event
      special_event = BT_SPECIAL | (BTS_LOADGAME & BT_SPECIALMASK) |
                      ((slot << BTS_SAVESHIFT) & BTS_SAVEMASK);
      forced_loadgame = netgame; // CPhipps - always force load netgames
   } else {
      // Do the old thing, immediate load
      gameaction = ga_loadgame;
      forced_loadgame = false;
      savegameslot = slot;
      demoplayback = false;
   }
   command_loadgame = command;
}

// killough 5/15/98:
// Consistency Error when attempting to load savegame.

static void G_LoadGameErr(const char *msg)
{
   (void) msg;  // Need to fix, but right now we're ignoring a forced load
   Z_Free(savebuffer);                // Free the savegame buffer
//   M_ForcedLoadGame(msg);             // Print message asking for 'Y' to force
   if (command_loadgame)              // If this was a command-line -loadgame
   {
      D_StartTitle();                // Start the title screen
      gamestate = GS_DEMOSCREEN;     // And set the game state accordingly
   }
}

// CPhipps - size of version header
#define VERSIONSIZE   16

const char * comp_lev_str[MAX_COMPATIBILITY_LEVEL] =
   { "doom v1.2", "demo", "doom", "\"boom compatibility\"", "boom v2.01", "boom v2.02", "lxdoom v1.3.2+",
     "MBF", "PrBoom 2.03beta", "PrBoom v2.1.0-2.1.1",
     "Current PrBoom"  };

static const struct {
   unsigned int comp_level;
   const char* ver_printf;
   int version;
} version_headers[] = {
                         { prboom_1_compatibility, "PrBoom %d", 260},
                         /* cph - we don't need a new version_header for prboom_3_comp/v2.1.1, since
                          *  the file format is unchanged. */
                         { prboom_3_compatibility, "PrBoom %d", 210}
                      };

static const size_t num_version_headers = sizeof(version_headers) / sizeof(version_headers[0]);

void G_DoLoadGame(void)
{
   int  length, i;
   // CPhipps - do savegame filename stuff here
   char name[100+1];     // killough 3/22/98
   int savegame_compatibility = -1;

   G_SaveGameName(name,sizeof(name),savegameslot, demoplayback);

   gameaction = ga_nothing;

   length = M_ReadFile(name, &savebuffer);
   save_p = savebuffer + SAVESTRINGSIZE;

   // CPhipps - read the description field, compare with supported ones
   for (i=0; (size_t)i<num_version_headers; i++) {
      char vcheck[VERSIONSIZE];
      // killough 2/22/98: "proprietary" version string :-)
      snprintf (vcheck,sizeof(vcheck), version_headers[i].ver_printf, version_headers[i].version);

      if (!strncmp(save_p, vcheck, VERSIONSIZE)) {
         savegame_compatibility = version_headers[i].comp_level;
         i = num_version_headers;
      }
   }
   if (savegame_compatibility == -1) {
      if (forced_loadgame) {
         savegame_compatibility = MAX_COMPATIBILITY_LEVEL-1;
      } else {
         G_LoadGameErr("Unrecognised savegame version!\nAre you sure? (y/n) ");
         return;
      }
   }

   save_p += VERSIONSIZE;

   // CPhipps - always check savegames even when forced,
   //  only print a warning if forced
   {  // killough 3/16/98: check lump name checksum (independent of order)
      uint_64_t checksum = 0;

      checksum = G_Signature();

      if (memcmp(&checksum, save_p, sizeof checksum)) {
         if (!forced_loadgame) {
            char *msg = malloc(strlen(save_p + sizeof checksum) + 128);
            strcpy(msg,"Incompatible Savegame!!!\n");
            if (save_p[sizeof checksum])
               strcat(strcat(msg,"Wads expected:\n\n"), save_p + sizeof checksum);
            strcat(msg, "\nAre you sure?");
            G_LoadGameErr(msg);
            free(msg);
            return;
         } else
            printf("G_DoLoadGame: Incompatible savegame\n");
      }
      save_p += sizeof checksum;
   }

   save_p += strlen(save_p)+1;

   /* cph - FIXME - compatibility flag? */
   compatibility_level = savegame_compatibility;
   save_p++;

   gameskill = *save_p++;
   gameepisode = *save_p++;
   gamemap = *save_p++;

   for (i=0 ; i<MAXPLAYERS ; i++)
      playeringame[i] = *save_p++;
   save_p += MIN_MAXPLAYERS-MAXPLAYERS;         // killough 2/28/98

   idmusnum = *save_p++;           // jff 3/17/98 restore idmus music
   if (idmusnum==255) idmusnum=-1; // jff 3/18/98 account for unsigned byte

   /* killough 3/1/98: Read game options
    * killough 11/98: move down to here
    */
   save_p = (char*)G_ReadOptions(save_p);

   // load a base level
   G_InitNew (gameskill, gameepisode, gamemap);

   /* get the times - killough 11/98: save entire word */
   memcpy(&leveltime, save_p, sizeof leveltime);
   save_p += sizeof leveltime;

   /* cph - total episode time */
   if (compatibility_level >= prboom_2_compatibility) {
      memcpy(&totalleveltimes, save_p, sizeof totalleveltimes);
      save_p += sizeof totalleveltimes;
   }
   else totalleveltimes = 0;

   // killough 11/98: load revenant tracer state
   basetic = gametic - *save_p++;

   // dearchive all the modifications
   P_UnArchivePlayers ();
   P_UnArchiveWorld ();
   P_UnArchiveThinkers ();
   P_UnArchiveSpecials ();
   P_UnArchiveRNG ();    // killough 1/18/98: load RNG information
   P_UnArchiveMap ();    // killough 1/22/98: load automap information

   if (*save_p != 0xe6)
      I_Error ("G_DoLoadGame: Bad savegame");

   // done
   Z_Free (savebuffer);

   if (setsizeneeded)
      R_ExecuteSetViewSize ();

   // draw the pattern into the back screen
   R_FillBackScreen ();

   /* killough 12/98: support -recordfrom and -loadgame -playdemo */
   if (!command_loadgame)
      singledemo = false;  /* Clear singledemo flag if loading from menu */
   else
      if (singledemo) {
         gameaction = ga_loadgame; /* Mark that we're loading a game before demo */
         G_DoPlayDemo();           /* This will detect it and won't reinit level */
      } else /* Command line + record means it's a recordfrom */
         if (demorecording)
            G_BeginRecording();
}

//
// G_SaveGame
// Called by the menu task.
// Description is a 24 byte text string
//

void G_SaveGame(int slot, char *description)
{
   strcpy(savedescription, description);
   if (demoplayback) {
      /* cph - We're doing a user-initiated save game while a demo is
       * running so, go outside normal mechanisms
       */
      savegameslot = slot;
      G_DoSaveGame(true);
   }
   // CPhipps - store info in special_event
   special_event = BT_SPECIAL | (BTS_SAVEGAME & BT_SPECIALMASK) |
                   ((slot << BTS_SAVESHIFT) & BTS_SAVEMASK);
#ifdef HAVE_NET
   D_NetSendMisc(nm_savegamename, strlen(savedescription)+1, savedescription);
#endif
}

// Check for overrun and realloc if necessary -- Lee Killough 1/22/98
void CheckSaveGame(size_t size)
{
   size_t pos = save_p - savebuffer;
   size += 1024;  // breathing room
   if (pos+size > savegamesize)
      save_p = (savebuffer = realloc(savebuffer,
                                     savegamesize += (size+1023) & ~1023)) + pos;
}

/* killough 3/22/98: form savegame name in one location
 * (previously code was scattered around in multiple places)
 * cph - Avoid possible buffer overflow problems by passing
 * size to this function and using snprintf */

void G_SaveGameName(char *name, size_t size, int slot, boolean demoplayback)
{
   const char* sgn = demoplayback ? "demosav" : SAVEGAMENAME;
   snprintf (name, size, "%s%d.dsg", sgn, slot);
}

static void G_DoSaveGame (boolean menu)
{
   char name[100+1];
   char name2[VERSIONSIZE];
   char *description;
   int  length, i;

   gameaction = ga_nothing; // cph - cancel savegame at top of this function,
   // in case later problems cause a premature exit

   G_SaveGameName(name,sizeof(name),savegameslot, demoplayback && !menu);

   description = savedescription;

   save_p = savebuffer = malloc(savegamesize);

   CheckSaveGame(SAVESTRINGSIZE+VERSIONSIZE+sizeof(unsigned long));
   memcpy (save_p, description, SAVESTRINGSIZE);
   save_p += SAVESTRINGSIZE;
   memset (name2,0,sizeof(name2));

   // CPhipps - scan for the version header
   for (i=0; (size_t)i<num_version_headers; i++)
      if (version_headers[i].comp_level == compatibility_level) {
         // killough 2/22/98: "proprietary" version string :-)
         snprintf (name2,sizeof(name2),version_headers[i].ver_printf,version_headers[i].version);
         memcpy (save_p, name2, VERSIONSIZE);
         i = num_version_headers+1;
      }

   if ((size_t)i == num_version_headers) {
      doom_printf("No savegame signature known for\nthis compatibility level\n"
                  "%d/%d, %d registered", compatibility_level,
                  MAX_COMPATIBILITY_LEVEL, (signed)num_version_headers);
      free(savebuffer); // cph - free data
      return;
   }

   save_p += VERSIONSIZE;

   { /* killough 3/16/98, 12/98: store lump name checksum */
      uint_64_t checksum = G_Signature();
      memcpy(save_p, &checksum, sizeof checksum);
      save_p += sizeof checksum;
   }

   // killough 3/16/98: store pwad filenames in savegame
   {
      // CPhipps - changed for new wadfiles handling
      int i = 0;
      for (*save_p = 0; (size_t)i<numwadfiles; i++)
      {
         const char *const w = wadfiles[i].name;
         CheckSaveGame(strlen(w)+2);
         strcat(strcat(save_p, w), "\n");
      }
      save_p += strlen(save_p)+1;
   }

   CheckSaveGame(GAME_OPTION_SIZE+MIN_MAXPLAYERS+10);

   /* cph - FIXME? - Save compatibility level */
   *save_p++ = 0;

   *save_p++ = gameskill;
   *save_p++ = gameepisode;
   *save_p++ = gamemap;

   for (i=0 ; i<MAXPLAYERS ; i++)
      *save_p++ = playeringame[i];

   for (;i<MIN_MAXPLAYERS;i++)         // killough 2/28/98
      *save_p++ = 0;

   *save_p++ = idmusnum;               // jff 3/17/98 save idmus state

   save_p = G_WriteOptions(save_p);    // killough 3/1/98: save game options

   /* cph - FIXME - endianness? */
   /* killough 11/98: save entire word */
   memcpy(save_p, &leveltime, sizeof leveltime);
   save_p += sizeof leveltime;

   /* cph - total episode time */
   if (compatibility_level >= prboom_2_compatibility) {
      memcpy(save_p, &totalleveltimes, sizeof totalleveltimes);
      save_p += sizeof totalleveltimes;
   }
   else totalleveltimes = 0;

   // killough 11/98: save revenant tracer state
   *save_p++ = (gametic-basetic) & 255;

   // killough 3/22/98: add Z_CheckHeap after each call to ensure consistency
   Z_CheckHeap();
   P_ArchivePlayers();
   Z_CheckHeap();

   // phares 9/13/98: Move mobj_t->index out of P_ArchiveThinkers so the
   // indices can be used by P_ArchiveWorld when the sectors are saved.
   // This is so we can save the index of the mobj_t of the thinker that
   // caused a sound, referenced by sector_t->soundtarget.
   P_ThinkerToIndex();

   P_ArchiveWorld();
   Z_CheckHeap();
   P_ArchiveThinkers();

   // phares 9/13/98: Move index->mobj_t out of P_ArchiveThinkers, simply
   // for symmetry with the P_ThinkerToIndex call above.

   P_IndexToThinker();

   Z_CheckHeap();
   P_ArchiveSpecials();
   P_ArchiveRNG();    // killough 1/18/98: save RNG information
   Z_CheckHeap();
   P_ArchiveMap();    // killough 1/22/98: save automap information

   *save_p++ = 0xe6;   // consistancy marker

   length = save_p - savebuffer;

   Z_CheckHeap();
   doom_printf( "%s", M_WriteFile(name, savebuffer, length)
                ? GGSAVED /* Ty - externalised */
                : "Game save failed!"); // CPhipps - not externalised

   free(savebuffer);  // killough
   savebuffer = save_p = NULL;

   savedescription[0] = 0;
}

static skill_t d_skill;
static int     d_episode;
static int     d_map;

void G_DeferedInitNew(skill_t skill, int episode, int map)
{
   d_skill = skill;
   d_episode = episode;
   d_map = map;
   gameaction = ga_newgame;
}

extern int variable_friction;
extern int default_variable_friction;  // ice & mud

extern int weapon_recoil, default_weapon_recoil;    // weapon recoil

extern int allow_pushers;
extern int default_allow_pushers;     // MT_PUSH Things

extern int player_bobbing;
extern int default_player_bobbing;    // whether player bobs or not

extern int monsters_remember, default_monsters_remember;

/* cph -
 * G_Compatibility
 *
 * Initialises the comp[] array based on the compatibility_level
 * For reference, MBF did:
 * for (i=0; i < COMP_TOTAL; i++)
 *   comp[i] = compatibility;
 *
 * Instead, we have a lookup table showing at what version a fix was
 *  introduced.
 */

void G_Compatibility(void)
{
   static const complevel_t fix_levels[COMP_NUM] = {
            mbf_compatibility, /* comp_telefrag - monsters used to telefrag only
              * on MAP30, now they do it for spawners only */
            mbf_compatibility, /* comp_dropoff - MBF encourages things to drop
              * off of overhangs */
            boom_compatibility,/* comp_vile - original Doom archville bugs like
              * ghosts */
            boom_compatibility,/* comp_pain - original Doom limits Pain Elements
              * from spawning too many skulls */
            boom_compatibility,/* comp_skull - original Doom let skulls be spit
              * through walls by Pain Elementals */
            boom_compatibility,/* comp_blazing - original Doom duplicated
              * blazing door sound */
            mbf_compatibility, /* comp_doorlight - MBF made door lighting changes
              * more gradual */
            boom_compatibility,/* comp_model - improvements to the game physics */
            boom_compatibility,/* comp_god - fixes to God mode */
            mbf_compatibility, /* comp_falloff - MBF encourages things to drop
              * off of overhangs */
            boom_compatibility_compatibility,
            /* comp_floors - fixes for moving floors bugs */
            boom_compatibility,/* comp_skymap */
            mbf_compatibility, /* comp_pursuit - MBF AI change, limited pursuit? */
            boom_compatibility,/* comp_doorstuck - monsters stuck in doors fix */
            mbf_compatibility, /* comp_staylift - MBF AI change, monsters try
              * to stay on lifts */
            lxdoom_1_compatibility, /* comp_zombie - prevent dead players
                   * triggering stuff */
            boom_compatibility_compatibility,  /* comp_stairs - see p_floor.c */
            mbf_compatibility, /* comp_infcheat - FIXME */
            boom_compatibility,/* comp_zerotags - allow zero tags in wads */
            lxdoom_1_compatibility, /* comp_moveblock - enables keygrab and
                   * mancubi shots going thru walls */
            prboom_2_compatibility, /* comp_respawn - objects which aren't on the map
                                     * at game start respawn at (0,0) */
            boom_compatibility_compatibility,  /* comp_sound - see s_sound.c */
         };
   int i;
   for (i=0; i<COMP_NUM; i++)
      comp[i] = compatibility_level < fix_levels[i];
   for (; i<COMP_TOTAL; i++) comp[i] = 1;
}

#ifdef DOGS
/* killough 7/19/98: Marine's best friend :) */
static int G_GetHelpers(void)
{
   int j = M_CheckParm ("-dog");

   if (!j)
      j = M_CheckParm ("-dogs");
return j ? j+1 < myargc ? atoi(myargv[j+1]) : 1 : default_dogs;
}
#endif


// killough 3/1/98: function to reload all the default parameter
// settings before a new game begins

void G_ReloadDefaults(void)
{
   // killough 3/1/98: Initialize options based on config file
   // (allows functions above to load different values for demos
   // and savegames without messing up defaults).

   weapon_recoil = default_weapon_recoil;    // weapon recoil

   player_bobbing = default_player_bobbing;  // whether player bobs or not

   variable_friction = allow_pushers = true;

   monsters_remember = default_monsters_remember;   // remember former enemies

   monster_infighting = default_monster_infighting; // killough 7/19/98

#ifdef DOGS
   dogs = netgame ? 0 : G_GetHelpers();             // killough 7/19/98
   dog_jumping = default_dog_jumping;
#endif

   distfriend = default_distfriend;                 // killough 8/8/98

   monster_backing = default_monster_backing;     // killough 9/8/98

   monster_avoid_hazards = default_monster_avoid_hazards; // killough 9/9/98

   monster_friction = default_monster_friction;     // killough 10/98

   help_friends = default_help_friends;             // killough 9/9/98

   monkeys = default_monkeys;

   // jff 1/24/98 reset play mode to command line spec'd version
   // killough 3/1/98: moved to here
//   respawnparm = clrespawnparm;
//   fastparm = clfastparm;
//   nomonsters = clnomonsters;

   //jff 3/24/98 set startskill from defaultskill in config file, unless
   // it has already been set by a -skill parameter
   if (startskill==sk_none)
      startskill = (skill_t)(defaultskill-1);

   demoplayback = false;
   singledemo = false;            // killough 9/29/98: don't stop after 1 demo
   netdemo = false;

   // killough 2/21/98:
   memset(playeringame+1, 0, sizeof(*playeringame)*(MAXPLAYERS-1));

   consoleplayer = 0;

   compatibility_level = default_compatibility_level;
   {
      int i = M_CheckParm("-complevel");
      if (i && (1+i) < myargc) compatibility_level = atoi(myargv[i+1]);
   }
   if ((signed)compatibility_level == -1)
      compatibility_level = MAX_COMPATIBILITY_LEVEL-1;

   if (mbf_features)
      memcpy(comp, default_comp, sizeof comp);
   else
      G_Compatibility();

   // killough 3/31/98, 4/5/98: demo sync insurance
   demo_insurance = default_demo_insurance == 1;

   rngseed += 1 + gametic; // CPhipps
//   rngseed += I_GetRandomTimeSeed() + gametic; // CPhipps
}

void G_DoNewGame (void)
{
   G_ReloadDefaults();            // killough 3/1/98
   netgame = false;               // killough 3/1/98
   deathmatch = false;
   G_InitNew (d_skill, d_episode, d_map);
   gameaction = ga_nothing;

   //jff 4/26/98 wake up the status bar in case were coming out of a DM demo
   ST_Start();
}

// killough 4/10/98: New function to fix bug which caused Doom
// lockups when idclev was used in conjunction with -fast.

void G_SetFastParms(int fast_pending)
{
   static int fast = 0;            // remembers fast state
   int i;
   if (fast != fast_pending) {     /* only change if necessary */
      if ((fast = fast_pending))
      {
         for (i=S_SARG_RUN1; i<=S_SARG_PAIN2; i++)
            if (states[i].tics != 1 || demo_compatibility) // killough 4/10/98
               states[i].tics >>= 1;  // don't change 1->0 since it causes cycles
         mobjinfo[MT_BRUISERSHOT].speed = 20*FRACUNIT;
         mobjinfo[MT_HEADSHOT].speed = 20*FRACUNIT;
         mobjinfo[MT_TROOPSHOT].speed = 20*FRACUNIT;
      }
      else
      {
         for (i=S_SARG_RUN1; i<=S_SARG_PAIN2; i++)
            states[i].tics <<= 1;
         mobjinfo[MT_BRUISERSHOT].speed = 15*FRACUNIT;
         mobjinfo[MT_HEADSHOT].speed = 10*FRACUNIT;
         mobjinfo[MT_TROOPSHOT].speed = 10*FRACUNIT;
      }
   }
}

// The sky texture to be used instead of the F_SKY1 dummy.
extern  int skytexture;

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

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

   if (paused)
   {
      paused = false;
      S_ResumeSound();
   }

   if (skill > sk_nightmare)
      skill = sk_nightmare;

   if (episode < 1)
      episode = 1;

   if (gamemode == retail)
   {
      if (episode > 4)
         episode = 4;
   }
   else
      if (gamemode == shareware)
      {
         if (episode > 1)
            episode = 1; // only start episode 1 on shareware
      }
      else
         if (episode > 3)
            episode = 3;

   if (map < 1)
      map = 1;
   if (map > 9 && gamemode != commercial)
      map = 9;

   G_SetFastParms(fastparm || skill == sk_nightmare);  // killough 4/10/98

   M_ClearRandom();

   respawnmonsters = skill == sk_nightmare || respawnparm;

   // force players to be initialized upon first level load
   for (i=0 ; i<MAXPLAYERS ; i++)
      players[i].playerstate = PST_REBORN;

   usergame = true;                // will be set false if a demo
   paused = false;
   automapmode &= ~am_active;
   gameepisode = episode;
   gamemap = map;
   gameskill = skill;

   totalleveltimes = 0; // cph

   //jff 4/16/98 force marks on automap cleared every new level start
   AM_clearMarks();

   G_DoLoadLevel ();
}


//
// DEMO RECORDING
//

unsigned char DEMOMARKER=0x80;

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

/* Demo limits removed -- killough
 * cph - record straight to file
 */
void G_WriteDemoTiccmd (ticcmd_t* cmd)
{
   char buf[5];
   char *p = buf;

   *p++ = cmd->forwardmove;
   *p++ = cmd->sidemove;
   if (!longtics) {
      *p++ = (cmd->angleturn+128)>>8;
   } else {
      signed short a = cmd->angleturn;
      *p++ = a & 0xff;
      *p++ = (a >> 8) & 0xff;
   }
   *p++ = cmd->buttons;
   if (write(demofd, buf, p-buf) != p-buf)
      I_Error("G_WriteDemoTiccmd: error writing demo");

   /* cph - alias demo_p to it so we can read it back */
   demo_p = buf;
   G_ReadDemoTiccmd (cmd);         // make SURE it is exactly the same
}

//
// G_RecordDemo
//

void G_RecordDemo (const char* name)
{
   char     demoname[100];
   usergame = false;
   AddDefaultExtension(strcpy(demoname, name), ".lmp");  // 1/18/98 killough
   demorecording = true;
   /* cph - Record demos straight to file
    * If file already exists, try to continue existing demo
    */
   if (fileexists(demoname)) {
      demofd = open(demoname, O_WRONLY | O_APPEND);
   } else {
      demofd = open(demoname, O_WRONLY | O_RDONLY);
      if (demofd) {
         int slot = -1;
         int rc;
         {
            byte buf[200];
            size_t len;
            read(demofd, buf, sizeof(buf));

            len = G_ReadDemoHeader(buf) - buf;
            lseek(demofd, len, SEEK_SET);
         }
         do {
            byte buf[4];
            rc = read(demofd, buf, sizeof(buf));
            if (buf[0] == DEMOMARKER) break;
            if (buf[3] & BT_SPECIAL)
               if ((buf[3] & BT_SPECIALMASK) == BTS_SAVEGAME)
                  slot = (buf[3] & BTS_SAVEMASK)>>BTS_SAVESHIFT;
         } while (rc == /* sizeof(buf) is out of scope here */ 4 );
         if (slot == -1) I_Error("G_RecordDemo: No save in demo, can't continue");
         lseek(demofd, -rc, SEEK_CUR);
         G_LoadGame(slot, false);
         autostart = false;
      }
   }
   if (!demofd) I_Error("G_RecordDemo: failed to open %s", name);
}

// These functions are used to read and write game-specific options in demos
// and savegames so that demo sync is preserved and savegame restoration is
// complete. Not all options (for example "compatibility"), however, should
// be loaded and saved here. It is extremely important to use the same
// positions as before for the variables, so if one becomes obsolete, the
// byte(s) should still be skipped over or padded with 0's.
// Lee Killough 3/1/98

extern int forceOldBsp;

byte *G_WriteOptions(byte *demo_p)
{
   byte *target = demo_p + GAME_OPTION_SIZE;

   *demo_p++ = monsters_remember;  // part of monster AI

   *demo_p++ = variable_friction;  // ice & mud

   *demo_p++ = weapon_recoil;      // weapon recoil

   *demo_p++ = allow_pushers;      // MT_PUSH Things

   *demo_p++ = 0;

   *demo_p++ = player_bobbing;  // whether player bobs or not

   // killough 3/6/98: add parameters to savegame, move around some in demos
   *demo_p++ = respawnparm;
   *demo_p++ = fastparm;
   *demo_p++ = nomonsters;

   *demo_p++ = demo_insurance;        // killough 3/31/98

   // killough 3/26/98: Added rngseed. 3/31/98: moved here
   *demo_p++ = (byte)((rngseed >> 24) & 0xff);
   *demo_p++ = (byte)((rngseed >> 16) & 0xff);
   *demo_p++ = (byte)((rngseed >>  8) & 0xff);
   *demo_p++ = (byte)( rngseed        & 0xff);

   // Options new to v2.03 begin here

   *demo_p++ = monster_infighting;   // killough 7/19/98

#ifdef DOGS
   *demo_p++ = dogs;                 // killough 7/19/98
#else
   *demo_p++ = 0;
#endif

   *demo_p++ = 0;
   *demo_p++ = 0;

   *demo_p++ = (distfriend >> 8) & 0xff;  // killough 8/8/98
   *demo_p++ =  distfriend       & 0xff;  // killough 8/8/98

   *demo_p++ = monster_backing;         // killough 9/8/98

   *demo_p++ = monster_avoid_hazards;    // killough 9/9/98

   *demo_p++ = monster_friction;         // killough 10/98

   *demo_p++ = help_friends;             // killough 9/9/98

#ifdef DOGS
   *demo_p++ = dog_jumping;
#else
   *demo_p++ = 0;
#endif

   *demo_p++ = monkeys;

   {   // killough 10/98: a compatibility vector now
      int i;
      for (i=0; i < COMP_TOTAL; i++)
         *demo_p++ = comp[i] != 0;
   }

   *demo_p++ = (compatibility_level >= prboom_2_compatibility) && forceOldBsp; // cph 2002/07/20

   //----------------
   // Padding at end
   //----------------
   while (demo_p < target)
      *demo_p++ = 0;

   if (demo_p != target)
      I_Error("G_WriteOptions: GAME_OPTION_SIZE is too small");

   return target;
}

/* Same, but read instead of write
 * cph - const byte*'s
 */

const byte *G_ReadOptions(const byte *demo_p)
{
   const byte *target = demo_p + GAME_OPTION_SIZE;

   monsters_remember = *demo_p++;

   variable_friction = *demo_p;  // ice & mud
   demo_p++;

   weapon_recoil = *demo_p;       // weapon recoil
   demo_p++;

   allow_pushers = *demo_p;      // MT_PUSH Things
   demo_p++;

   demo_p++;

   player_bobbing = *demo_p;     // whether player bobs or not
   demo_p++;

   // killough 3/6/98: add parameters to savegame, move from demo
   respawnparm = *demo_p++;
   fastparm = *demo_p++;
   nomonsters = *demo_p++;

   demo_insurance = *demo_p++;              // killough 3/31/98

   // killough 3/26/98: Added rngseed to demos; 3/31/98: moved here

   rngseed  = *demo_p++ & 0xff;
   rngseed <<= 8;
   rngseed += *demo_p++ & 0xff;
   rngseed <<= 8;
   rngseed += *demo_p++ & 0xff;
   rngseed <<= 8;
   rngseed += *demo_p++ & 0xff;

   // Options new to v2.03
   if (mbf_features)
   {
      monster_infighting = *demo_p++;   // killough 7/19/98

#ifdef DOGS
      dogs = *demo_p++;                 // killough 7/19/98
#else
      demo_p++;
#endif

      demo_p += 2;

      distfriend = *demo_p++ << 8;      // killough 8/8/98
      distfriend+= *demo_p++;

      monster_backing = *demo_p++;     // killough 9/8/98

      monster_avoid_hazards = *demo_p++; // killough 9/9/98

      monster_friction = *demo_p++;      // killough 10/98

      help_friends = *demo_p++;          // killough 9/9/98

#ifdef DOGS
      dog_jumping = *demo_p++;           // killough 10/98
#else
      demo_p++;
#endif

      monkeys = *demo_p++;

      {   // killough 10/98: a compatibility vector now
         int i;
         for (i=0; i < COMP_TOTAL; i++)
            comp[i] = *demo_p++;
      }

      forceOldBsp = *demo_p++; // cph 2002/07/20
   }
   else  /* defaults for versions <= 2.02 */
   {
      /* cph - comp[] has already been set up right by G_Compatibility */

      monster_infighting = 1;           // killough 7/19/98

      monster_backing = 0;              // killough 9/8/98

      monster_avoid_hazards = 0;        // killough 9/9/98

      monster_friction = 0;             // killough 10/98

      help_friends = 0;                 // killough 9/9/98

#ifdef DOGS
      dogs = 0;                         // killough 7/19/98
      dog_jumping = 0;                  // killough 10/98
#endif

      monkeys = 0;
   }

   return target;
}

void G_BeginRecording (void)
{
   int i;
   byte *demostart, *demo_p;
   demostart = demo_p = malloc(1000);

   /* cph - 3 demo record formats supported: MBF+, BOOM, and Doom v1.9 */
   if (mbf_features) {
      { /* Write version code into demo */
         unsigned char v=0;
         switch(compatibility_level) {
         case doom_12_compatibility:
         case doom_demo_compatibility:
         case doom_compatibility:
         case boom_compatibility_compatibility:
         case boom_201_compatibility:
         case boom_202_compatibility:
         case lxdoom_1_compatibility:
         case prboom_1_compatibility:
         case MAX_COMPATIBILITY_LEVEL:
         case mbf_compatibility: v = 204; break;
         case prboom_2_compatibility: v = 210; break;
         case prboom_3_compatibility: v = 211; break;
         }
         *demo_p++ = v;
      }

      // signature
      *demo_p++ = 0x1d;
      *demo_p++ = 'M';
      *demo_p++ = 'B';
      *demo_p++ = 'F';
      *demo_p++ = 0xe6;
      *demo_p++ = '\0';

      /* killough 2/22/98: save compatibility flag in new demos
       * cph - FIXME? MBF demos will always be not in compat. mode */
      *demo_p++ = 0;

      *demo_p++ = gameskill;
      *demo_p++ = gameepisode;
      *demo_p++ = gamemap;
      *demo_p++ = deathmatch;
      *demo_p++ = consoleplayer;

      demo_p = G_WriteOptions(demo_p); // killough 3/1/98: Save game options

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

      // killough 2/28/98:
      // We always store at least MIN_MAXPLAYERS bytes in demo, to
      // support enhancements later w/o losing demo compatibility

      for (; i<MIN_MAXPLAYERS; i++)
         *demo_p++ = 0;

   } else if (compatibility_level > doom_compatibility) {
      byte v=0, c=0; /* Nominally, version and compatibility bits */
      switch (compatibility_level) {
      case boom_compatibility_compatibility: v = 202, c = 1; break;
      case boom_201_compatibility: v = 201; c = 0; break;
      case boom_202_compatibility: v = 202, c = 0; break;
      default: I_Error("G_BeginRecording: Boom compatibility level unrecognised?");
      }
      *demo_p++ = v;

      // signature
      *demo_p++ = 0x1d;
      *demo_p++ = 'B';
      *demo_p++ = 'o';
      *demo_p++ = 'o';
      *demo_p++ = 'm';
      *demo_p++ = 0xe6;

      /* CPhipps - save compatibility level in demos */
      *demo_p++ = c;

      *demo_p++ = gameskill;
      *demo_p++ = gameepisode;
      *demo_p++ = gamemap;
      *demo_p++ = deathmatch;
      *demo_p++ = consoleplayer;

      demo_p = G_WriteOptions(demo_p); // killough 3/1/98: Save game options

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

      // killough 2/28/98:
      // We always store at least MIN_MAXPLAYERS bytes in demo, to
      // support enhancements later w/o losing demo compatibility

      for (; i<MIN_MAXPLAYERS; i++)
         *demo_p++ = 0;
   } else { // cph - write old v1.9 demos (might even sync)
      longtics = M_CheckParm("-longtics");
      *demo_p++ = longtics ? 111 : 109; // v1.9 has best chance of syncing these
      *demo_p++ = gameskill;
      *demo_p++ = gameepisode;
      *demo_p++ = gamemap;
      *demo_p++ = deathmatch;
      *demo_p++ = respawnparm;
      *demo_p++ = fastparm;
      *demo_p++ = nomonsters;
      *demo_p++ = consoleplayer;
      for (i=0; i<4; i++)  // intentionally hard-coded 4 -- killough
         *demo_p++ = playeringame[i];
   }

   if (write(demofd, demostart, demo_p-demostart) != (signed)(size_t)(demo_p-demostart))
      I_Error("G_BeginRecording: Error writing demo header");
   free(demostart);
}


//
// G_PlayDemo
//

static const char *defdemoname;

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

static int demolumpnum = -1;

static const byte* G_ReadDemoHeader(const byte *demo_p)
{
   skill_t skill;
   int i, episode, map;
   int demover;
   const byte *option_p = NULL;      /* killough 11/98 */

   basetic = gametic;  // killough 9/29/98

   // killough 2/22/98, 2/28/98: autodetect old demos and act accordingly.
   // Old demos turn on demo_compatibility => compatibility; new demos load
   // compatibility flag, and other flags as well, as a part of the demo.

   demover = *demo_p++;

   if (demover < 200)     // Autodetect old demos
   {
      compatibility_level = doom_demo_compatibility;
      if (demover >= 111) longtics = 1;

      G_Compatibility();

      // killough 3/2/98: force these variables to be 0 in demo_compatibility

      variable_friction = 0;

      weapon_recoil = 0;

      allow_pushers = 0;

      monster_infighting = 1;           // killough 7/19/98

#ifdef DOGS
      dogs = 0;                         // killough 7/19/98
      dog_jumping = 0;                  // killough 10/98
#endif

      monster_backing = 0;              // killough 9/8/98

      monster_avoid_hazards = 0;        // killough 9/9/98

      monster_friction = 0;             // killough 10/98
      help_friends = 0;                 // killough 9/9/98
      monkeys = 0;

      // killough 3/6/98: rearrange to fix savegame bugs (moved fastparm,
      // respawnparm, nomonsters flags to G_LoadOptions()/G_SaveOptions())

      if ((skill=demover) >= 100)         // For demos from versions >= 1.4
      {
         skill = *demo_p++;
         episode = *demo_p++;
         map = *demo_p++;
         deathmatch = *demo_p++;
         respawnparm = *demo_p++;
         fastparm = *demo_p++;
         nomonsters = *demo_p++;
         consoleplayer = *demo_p++;
      }
      else
      {
         episode = *demo_p++;
         map = *demo_p++;
         deathmatch = respawnparm = fastparm =
                                       nomonsters = consoleplayer = 0;
      }
   }
   else    // new versions of demos
   {
      demo_p += 6;               // skip signature;
      switch (demover) {
      case 200: /* BOOM */
      case 201:
         if (!*demo_p++)
            compatibility_level = boom_201_compatibility;
         else
            compatibility_level = boom_compatibility_compatibility;
         break;
      case 202:
         if (!*demo_p++)
            compatibility_level = boom_202_compatibility;
         else
            compatibility_level = boom_compatibility_compatibility;
         break;
      case 203:
         /* LxDoom or MBF - determine from signature
          * cph - load compatibility level */
         switch (demobuffer[2]) {
         case 'B': /* LxDoom */
            /* cph - DEMOSYNC - LxDoom demos recorded in compatibility modes support dropped */
            compatibility_level = lxdoom_1_compatibility;
            break;
         case 'M':
            compatibility_level = mbf_compatibility;
            demo_p++;
            break;
         }
         break;
      case 210:
         compatibility_level = prboom_2_compatibility;
         demo_p++;
         break;
      case 211:
         compatibility_level = prboom_3_compatibility;
         demo_p++;
         break;
      }
      G_Compatibility();
      skill = *demo_p++;
      episode = *demo_p++;
      map = *demo_p++;
      deathmatch = *demo_p++;
      consoleplayer = *demo_p++;

      /* killough 11/98: save option pointer for below */
      if (mbf_features)
         option_p = demo_p;

      demo_p = G_ReadOptions(demo_p);  // killough 3/1/98: Read game options

      if (demover == 200)              // killough 6/3/98: partially fix v2.00 demos
         demo_p += 128-GAME_OPTION_SIZE;
   }

//   printf( "G_DoPlayDemo: playing demo with %s compatibility\n",
//           comp_lev_str[compatibility_level]);

   if (demo_compatibility)  // only 4 players can exist in old demos
   {
      for (i=0; i<4; i++)  // intentionally hard-coded 4 -- killough
         playeringame[i] = *demo_p++;
      for (;i < MAXPLAYERS; i++)
         playeringame[i] = 0;
   }
   else
   {
      for (i=0 ; i < MAXPLAYERS; i++)
         playeringame[i] = *demo_p++;
      demo_p += MIN_MAXPLAYERS - MAXPLAYERS;
   }

   if (playeringame[1])
   {
      netgame = true;
      netdemo = true;
   }

   if (gameaction != ga_loadgame) { /* killough 12/98: support -loadgame */
      G_InitNew(skill, episode, map);
   }

   for (i=0; i<MAXPLAYERS;i++)         // killough 4/24/98
      players[i].cheats = 0;

   return demo_p;
}

void G_DoPlayDemo(void)
{
   char basename[9];

   ExtractFileBase(defdemoname,basename);           // killough
   basename[8] = 0;
   demobuffer = demo_p = W_CacheLumpNum(demolumpnum = W_GetNumForName(basename));
   /* cph - store lump number for unlocking later */

   demo_p = G_ReadDemoHeader(demo_p);

   gameaction = ga_nothing;
   usergame = false;

   demoplayback = true;
}

//
// G_TimeDemo
//

void G_TimeDemo(const char *name) // CPhipps - const char*
{
   timingdemo = true;
   singletics = true;
   defdemoname = name;
   gameaction = ga_playdemo;
}


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

boolean G_CheckDemoStatus (void)
{
   if (demorecording)
   {
      demorecording = false;
      write(demofd, &DEMOMARKER, 1);
      close(demofd);
      I_Error("G_CheckDemoStatus: Demo recorded");
      return false;  // killough
   }

   if (timingdemo)
   {
//      int endtime = I_GetTime_RealTime ();
      int endtime = I_GetTime ();
      // killough -- added fps information and made it work for longer demos:
      unsigned realtics = endtime-starttime;
      int fd=open(GAMEBASE "timedemo.txt",O_WRONLY | O_CREAT);
      fdprintf (fd,"Timed %d gametics in %d realtics = %d frames per second",
               (unsigned) gametic, realtics,
               (unsigned) gametic * TICRATE/ realtics);
      close(fd);
      I_Error ("%d gametics in %d realtics",
               (unsigned) gametic,realtics,
               (unsigned) gametic * TICRATE / realtics);
      return false;
   }

   if (demoplayback)
   {
      if (singledemo)
         I_Error("Done Playing Demo");
         return false;
//         exit(0);  // killough

      if (demolumpnum != -1) {
         // cph - unlock the demo lump
         W_UnlockLumpNum(demolumpnum);
         demolumpnum = -1;
      }
      G_ReloadDefaults();    // killough 3/1/98
      netgame = false;       // killough 3/29/98
      deathmatch = false;
      D_AdvanceDemo ();
      return true;
   }
   return false;
}

// killough 1/22/98: this is a "Doom printf" for messages. I've gotten
// tired of using players->message=... and so I've added this dprintf.
//
// killough 3/6/98: Made limit static to allow z_zone functions to call
// this function, without calling realloc(), which seems to cause problems.

#define MAX_MESSAGE_SIZE 1024
static char msg[MAX_MESSAGE_SIZE];

// CPhipps - renamed to doom_printf to avoid name collision with glibc
void doom_printf(const char *s, ...)
{
   va_list v;
   va_start(v,s);
   vsnprintf(msg,sizeof(msg),s,v);        /* print message in buffer */
   va_end(v);
   players[consoleplayer].message = msg;  // set new message
}

