// Emacs style mode select   -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: 9b11c5aa3b6b1d81c77b9535108a5d5476b6d291 $
//
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 2006-2020 by The Odamex Team.
//
// 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.
//
// DESCRIPTION:
//		Do all the WAD I/O, get map description,
//		set up initial state and misc. LUTs.
//
//-----------------------------------------------------------------------------


#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <set>

#include "m_alloc.h"
#include "m_vectors.h"
#include "m_argv.h"
#include "z_zone.h"
#include "m_swap.h"
#include "m_bbox.h"
#include "g_game.h"
#include "i_system.h"
#include "w_wad.h"
#include "doomdef.h"
#include "p_local.h"
#include "p_acs.h"
#include "s_sound.h"
#include "doomstat.h"
#include "p_lnspec.h"
#include "v_palette.h"
#include "c_console.h"

#include "p_setup.h"

void SV_PreservePlayer(player_t &player);
void P_SpawnMapThing (mapthing2_t *mthing, int position);

void P_TranslateLineDef (line_t *ld, maplinedef_t *mld);
void P_TranslateTeleportThings (void);
int	P_TranslateSectorSpecial (int);

static void P_SetupLevelFloorPlane(sector_t *sector);
static void P_SetupLevelCeilingPlane(sector_t *sector);
static void P_SetupSlopes();
void P_InvertPlane(plane_t *plane);

extern dyncolormap_t NormalLight;
extern AActor* shootthing;

//
// MAP related Lookup tables.
// Store VERTEXES, LINEDEFS, SIDEDEFS, etc.
//
int 			numvertexes;
vertex_t*		vertexes;

int 			numsegs;
seg_t*			segs;

int 			numsectors;
sector_t*		sectors;

int 			numsubsectors;
subsector_t*	subsectors;

int 			numnodes;
node_t* 		nodes;

int 			numlines;
line_t* 		lines;

int 			numsides;
side_t* 		sides;

// [RH] Set true if the map contains a BEHAVIOR lump
bool			HasBehavior = false;

// BLOCKMAP
// Created from axis aligned bounding box
// of the map, a rectangular array of
// blocks of size ...
// Used to speed up collision detection
// by spatial subdivision in 2D.
//
// Blockmap size.
int 			bmapwidth;
int 			bmapheight; 	// size in mapblocks

int				*blockmap;		// int for larger maps ([RH] Made int because BOOM does)
int				*blockmaplump;	// offsets in blockmap are from here

fixed_t 		bmaporgx;		// origin of block map
fixed_t 		bmaporgy;

AActor**		blocklinks;		// for thing chains



// REJECT
// For fast sight rejection.
// Speeds up enemy AI by skipping detailed
//	LineOf Sight calculation.
// Without special effect, this could be
//	used as a PVS lookup as well.
//
byte*			rejectmatrix;
BOOL			rejectempty;


// Maintain single and multi player starting spots.
int				MaxDeathmatchStarts;
mapthing2_t		*deathmatchstarts;
mapthing2_t		*deathmatch_p;

std::vector<mapthing2_t> playerstarts;
std::vector<mapthing2_t> voodoostarts;

//	[Toke - CTF - starts] Teamplay starts
size_t			MaxBlueTeamStarts;
size_t			MaxRedTeamStarts;

mapthing2_t		*blueteamstarts;
mapthing2_t		*redteamstarts;

mapthing2_t		*blueteam_p;
mapthing2_t		*redteam_p;

//
// P_LoadVertexes
//
void P_LoadVertexes (int lump)
{
	byte *data;
	int i;

	// Determine number of vertices:
	//	total lump length / vertex record length.
	numvertexes = W_LumpLength (lump) / sizeof(mapvertex_t);

	// Allocate zone memory for buffer.
	vertexes = (vertex_t *)Z_Malloc (numvertexes*sizeof(vertex_t), PU_LEVEL, 0);

	// Load data into cache.
	data = (byte *)W_CacheLumpNum (lump, PU_STATIC);

	// Copy and convert vertex coordinates,
	// internal representation as fixed.
	for (i = 0; i < numvertexes; i++)
	{
		vertexes[i].x = LESHORT(((mapvertex_t *)data)[i].x)<<FRACBITS;
		vertexes[i].y = LESHORT(((mapvertex_t *)data)[i].y)<<FRACBITS;
	}

	// Free buffer memory.
	Z_Free (data);
}



//
// P_LoadSegs
//
// killough 5/3/98: reformatted, cleaned up

void P_LoadSegs (int lump)
{
	int  i;
	byte *data;

	numsegs = W_LumpLength (lump) / sizeof(mapseg_t);
	segs = (seg_t *)Z_Malloc (numsegs*sizeof(seg_t), PU_LEVEL, 0);
	memset (segs, 0, numsegs*sizeof(seg_t));
	data = (byte *)W_CacheLumpNum (lump, PU_STATIC);

	for (i = 0; i < numsegs; i++)
	{
		seg_t *li = segs+i;
		mapseg_t *ml = (mapseg_t *) data + i;

		int side, linedef;
		line_t *ldef;

		unsigned short v = LESHORT(ml->v1);

		if(v >= numvertexes)
			I_Error("P_LoadSegs: invalid vertex %d", v);
		else
			li->v1 = &vertexes[v];

		v = LESHORT(ml->v2);

		if(v >= numvertexes)
			I_Error("P_LoadSegs: invalid vertex %d", v);
		else
			li->v2 = &vertexes[v];

		li->angle = (LESHORT(ml->angle))<<16;

		li->offset = (LESHORT(ml->offset))<<16;
		linedef = LESHORT(ml->linedef);

		if(linedef < 0 || linedef >= numlines)
			I_Error("P_LoadSegs: invalid linedef %d", linedef);

		ldef = &lines[linedef];
		li->linedef = ldef;

		side = LESHORT(ml->side);

		if (side != 0 && side != 1)
			side = 1;	// assume invalid value means back

		li->sidedef = &sides[ldef->sidenum[side]];
		li->frontsector = sides[ldef->sidenum[side]].sector;

		// killough 5/3/98: ignore 2s flag if second sidedef missing:
		if (ldef->flags & ML_TWOSIDED && ldef->sidenum[side^1]!=R_NOSIDE)
			li->backsector = sides[ldef->sidenum[side^1]].sector;
		else
		{
			li->backsector = 0;
			ldef->flags &= ~ML_TWOSIDED;
		}

		// recalculate seg offsets. values in wads are untrustworthy.
		vertex_t *from = (side == 0)
			? ldef->v1			// right side: offset is from start of linedef
			: ldef->v2;			// left side: offset is from end of linedef
		vertex_t *to = li->v1;	// end point is start of seg, in both cases

		float dx = FIXED2FLOAT(to->x - from->x);
		float dy = FIXED2FLOAT(to->y - from->y);
		li->offset = FLOAT2FIXED(sqrt(dx * dx + dy * dy));

		dx = FIXED2FLOAT(li->v2->x - li->v1->x);
		dy = FIXED2FLOAT(li->v2->y - li->v1->y);
		li->length = FLOAT2FIXED(sqrt(dx * dx + dy* dy));
	}

	Z_Free (data);
}


//
// P_LoadSubsectors
//
void P_LoadSubsectors (int lump)
{
	byte *data;
	int i;

	numsubsectors = W_LumpLength (lump) / sizeof(mapsubsector_t);
	subsectors = (subsector_t *)Z_Malloc (numsubsectors*sizeof(subsector_t),PU_LEVEL,0);
	data = (byte *)W_CacheLumpNum (lump,PU_STATIC);

	memset (subsectors, 0, numsubsectors*sizeof(subsector_t));

	for (i = 0; i < numsubsectors; i++)
	{
		subsectors[i].numlines = (unsigned short)LESHORT(((mapsubsector_t *)data)[i].numsegs);
		subsectors[i].firstline = (unsigned short)LESHORT(((mapsubsector_t *)data)[i].firstseg);
	}

	Z_Free (data);
}



//
// P_LoadSectors
//
void P_LoadSectors (int lump)
{
	byte*				data;
	int 				i;
	mapsector_t*		ms;
	sector_t*			ss;
	int					defSeqType;

	// denis - properly destroy sectors so that smart pointers they contain don't get screwed
	delete[] sectors;

	numsectors = W_LumpLength (lump) / sizeof(mapsector_t);

	// denis - properly construct sectors so that smart pointers they contain don't get screwed
	sectors = new sector_t[numsectors];
	memset(sectors, 0, sizeof(sector_t)*numsectors);

	data = (byte *)W_CacheLumpNum (lump, PU_STATIC);

	if (level.flags & LEVEL_SNDSEQTOTALCTRL)
		defSeqType = 0;
	else
		defSeqType = -1;

	ms = (mapsector_t *)data;
	ss = sectors;
	for (i = 0; i < numsectors; i++, ss++, ms++)
	{
		ss->floorheight = LESHORT(ms->floorheight)<<FRACBITS;
		ss->ceilingheight = LESHORT(ms->ceilingheight)<<FRACBITS;
		ss->floorpic = (short)R_FlatNumForName(ms->floorpic);
		ss->ceilingpic = (short)R_FlatNumForName(ms->ceilingpic);
		ss->lightlevel = LESHORT(ms->lightlevel);
		if (HasBehavior)
			ss->special = LESHORT(ms->special);
		else	// [RH] Translate to new sector special
			ss->special = P_TranslateSectorSpecial (LESHORT(ms->special));
		ss->tag = LESHORT(ms->tag);
		ss->thinglist = NULL;
		ss->touching_thinglist = NULL;		// phares 3/14/98
		ss->seqType = defSeqType;
		ss->nextsec = -1;	//jff 2/26/98 add fields to support locking out
		ss->prevsec = -1;	// stair retriggering until build completes

		// killough 3/7/98:
		ss->floor_xoffs = 0;
		ss->floor_yoffs = 0;	// floor and ceiling flats offsets
		ss->ceiling_xoffs = 0;
		ss->ceiling_yoffs = 0;

		ss->floor_xscale = FRACUNIT;	// [RH] floor and ceiling scaling
		ss->floor_yscale = FRACUNIT;
		ss->ceiling_xscale = FRACUNIT;
		ss->ceiling_yscale = FRACUNIT;

		ss->floor_angle = 0;	// [RH] floor and ceiling rotation
		ss->ceiling_angle = 0;

		ss->base_ceiling_angle = ss->base_ceiling_yoffs =
			ss->base_floor_angle = ss->base_floor_yoffs = 0;

		ss->heightsec = NULL;	// sector used to get floor and ceiling height
		ss->floorlightsec = NULL;	// sector used to get floor lighting
		// killough 3/7/98: end changes

		// killough 4/11/98 sector used to get ceiling lighting:
		ss->ceilinglightsec = NULL;

		// [SL] 2012-01-17 - init the sector's floor and ceiling planes
		// as level planes (constant value of z for all points)
		// Slopes will be setup later
		P_SetupLevelFloorPlane(ss);
		P_SetupLevelCeilingPlane(ss);

		ss->gravity = 1.0f;	// [RH] Default sector gravity of 1.0

		// [RH] Sectors default to white light with the default fade.
		//		If they are outside (have a sky ceiling), they use the outside fog.
		// [SL] no fog is indicated by outsidefog_color == 0xFF, 0, 0, 0
		bool fog = level.outsidefog_color[0] != 0xFF || level.outsidefog_color[1] != 0 ||
					level.outsidefog_color[2] != 0 || level.outsidefog_color[3] != 0;

		if (fog && ss->ceilingpic == skyflatnum)
			ss->colormap = GetSpecialLights(255, 255, 255,
									level.outsidefog_color[1], level.outsidefog_color[2], level.outsidefog_color[3]);
		else
			ss->colormap = &NormalLight;

		ss->sky = 0;

		// killough 8/28/98: initialize all sectors to normal friction
		ss->friction = ORIG_FRICTION;
		ss->movefactor = ORIG_FRICTION_FACTOR;
	}

	Z_Free (data);
}


//
// P_LoadNodes
//
void P_LoadNodes (int lump)
{
	byte*		data;
	int 		i;
	int 		j;
	int 		k;
	mapnode_t*	mn;
	node_t* 	no;

	numnodes = W_LumpLength (lump) / sizeof(mapnode_t);
	nodes = (node_t *)Z_Malloc (numnodes*sizeof(node_t), PU_LEVEL, 0);
	data = (byte *)W_CacheLumpNum (lump, PU_STATIC);

	mn = (mapnode_t *)data;
	no = nodes;

	for (i = 0; i < numnodes; i++, no++, mn++)
	{
		no->x = LESHORT(mn->x)<<FRACBITS;
		no->y = LESHORT(mn->y)<<FRACBITS;
		no->dx = LESHORT(mn->dx)<<FRACBITS;
		no->dy = LESHORT(mn->dy)<<FRACBITS;
		for (j = 0; j < 2; j++)
		{
			// account for children's promotion to 32 bits
			unsigned int child = (unsigned short)LESHORT(mn->children[j]);

			if (child == 0xffff)
				child = 0xffffffff;
			else if (child & 0x8000)
				child = (child & ~0x8000) | NF_SUBSECTOR;

			no->children[j] = child;

			for (k = 0; k < 4; k++)
				no->bbox[j][k] = LESHORT(mn->bbox[j][k]) << FRACBITS;
		}
	}

	Z_Free (data);
}

//
// P_LoadXNOD - load ZDBSP extended nodes
// returns false if nodes are not extended to fall back to original nodes
//
bool P_LoadXNOD(int lump)
{
	size_t len = W_LumpLength(lump);
	byte *data = (byte *) W_CacheLumpNum(lump, PU_STATIC);

	if (len < 4 || memcmp(data, "XNOD", 4) != 0)
	{
		Z_Free(data);
		return false;
	}

	byte *p = data + 4; // skip the magic number

	// Load vertices
	unsigned int numorgvert = LELONG(*(unsigned int *)p); p += 4;
	unsigned int numnewvert = LELONG(*(unsigned int *)p); p += 4;

	vertex_t *newvert = (vertex_t *) Z_Malloc((numorgvert + numnewvert)*sizeof(*newvert), PU_LEVEL, 0);

	memcpy(newvert, vertexes, numorgvert*sizeof(*newvert));
	memset(&newvert[numorgvert], 0, numnewvert * sizeof(*newvert));

	for (unsigned int i = 0; i < numnewvert; i++)
	{
		vertex_t *v = &newvert[numorgvert+i];
		v->x = LELONG(*(int *)p); p += 4;
		v->y = LELONG(*(int *)p); p += 4;
	}

	// Adjust linedefs - since we reallocated the vertex array,
	// all vertex pointers in linedefs must be updated

	for (int i = 0; i < numlines; i++)
	{
		lines[i].v1 = newvert + (lines[i].v1 - vertexes);
		lines[i].v2 = newvert + (lines[i].v2 - vertexes);
	}

	// nuke the old list, update globals to point to the new list
	Z_Free(vertexes);
	vertexes = newvert;
	numvertexes = numorgvert + numnewvert;

	// Load subsectors

	numsubsectors = LELONG(*(unsigned int *)p); p += 4;
	subsectors = (subsector_t *) Z_Malloc(numsubsectors * sizeof(*subsectors), PU_LEVEL, 0);
	memset(subsectors, 0, numsubsectors * sizeof(*subsectors));

	unsigned int first_seg = 0;

	for (int i = 0; i < numsubsectors; i++)
	{
		subsectors[i].firstline = first_seg;
		subsectors[i].numlines = LELONG(*(unsigned int *)p); p += 4;
		first_seg += subsectors[i].numlines;
	}

	// Load segs

	numsegs = LELONG(*(unsigned int *)p); p += 4;
	segs = (seg_t *) Z_Malloc(numsegs * sizeof(*segs), PU_LEVEL, 0);
	memset(segs, 0, numsegs * sizeof(*segs));

	for (int i = 0; i < numsegs; i++)
	{
		unsigned int v1 = LELONG(*(unsigned int *)p); p += 4;
		unsigned int v2 = LELONG(*(unsigned int *)p); p += 4;
		unsigned short ld = LESHORT(*(unsigned short *)p); p += 2;
		unsigned char side = *(unsigned char *)p; p += 1;

		if (side != 0 && side != 1)
			side = 1;

		seg_t *seg = &segs[i];
		line_t *line = &lines[ld];

		seg->v1 = &vertexes[v1];
		seg->v2 = &vertexes[v2];

		seg->linedef = line;
		seg->sidedef = &sides[line->sidenum[side]];

		seg->frontsector = seg->sidedef->sector;
		if (line->flags & ML_TWOSIDED && line->sidenum[side^1] != R_NOSIDE)
			seg->backsector = sides[line->sidenum[side^1]].sector;
		else
			seg->backsector = NULL;

		seg->angle = R_PointToAngle2(seg->v1->x, seg->v1->y, seg->v2->x, seg->v2->y);

		// a short version of the offset calculation in P_LoadSegs
		vertex_t *origin = (side == 0) ? line->v1 : line->v2;
		float dx = FIXED2FLOAT(seg->v1->x - origin->x);
		float dy = FIXED2FLOAT(seg->v1->y - origin->y);
		seg->offset = FLOAT2FIXED(sqrt(dx * dx + dy * dy));
	}

	// Load nodes

	numnodes = LELONG(*(unsigned int *)p); p += 4;
	nodes = (node_t *) Z_Malloc(numnodes * sizeof(*nodes), PU_LEVEL, 0);
	memset(nodes, 0, numnodes * sizeof(*nodes));

	for (int i = 0; i < numnodes; i++)
	{
		node_t *node = &nodes[i];

		node->x = LESHORT(*(short *)p)<<FRACBITS; p += 2;
		node->y = LESHORT(*(short *)p)<<FRACBITS; p += 2;
		node->dx = LESHORT(*(short *)p)<<FRACBITS; p += 2;
		node->dy = LESHORT(*(short *)p)<<FRACBITS; p += 2;

		for (int j = 0; j < 2; j++)
		{
			for (int k = 0; k < 4; k++)
			{
				node->bbox[j][k] = LESHORT(*(short *)p)<<FRACBITS; p += 2;
			}
		}

		for (int j = 0; j < 2; j++)
		{
			node->children[j] = LELONG(*(unsigned int *)p); p += 4;
		}
	}

	Z_Free(data);

	return true;
}

//
// P_LoadThings
//
void P_LoadThings (int lump)
{
	mapthing2_t mt2;		// [RH] for translation
	byte *data = (byte *)W_CacheLumpNum (lump, PU_STATIC);
	mapthing_t *mt = (mapthing_t *)data;
	mapthing_t *lastmt = (mapthing_t *)(data + W_LumpLength (lump));

	playerstarts.clear();
	voodoostarts.clear();

	// [RH] ZDoom now uses Hexen-style maps as its native format. // denis - growwwwl
	//		Since this is the only place where Doom-style Things are ever
	//		referenced, we translate them into a Hexen-style thing.
	memset (&mt2, 0, sizeof(mt2));

	for ( ; mt < lastmt; mt++)
	{
		// [RH] At this point, monsters unique to Doom II were weeded out
		//		if the IWAD wasn't for Doom II. R_SpawnMapThing() can now
		//		handle these and more cases better, so we just pass it
		//		everything and let it decide what to do with them.

		// [RH] Need to translate the spawn flags to Hexen format.
		short flags = LESHORT(mt->options);
		mt2.flags = (short)((flags & 0xf) | 0x7e0);
		if (flags & BTF_NOTSINGLE)			mt2.flags &= ~MTF_SINGLE;
		if (flags & BTF_NOTDEATHMATCH)		mt2.flags &= ~MTF_DEATHMATCH;
		if (flags & BTF_NOTCOOPERATIVE)		mt2.flags &= ~MTF_COOPERATIVE;

		mt2.x = LESHORT(mt->x);
		mt2.y = LESHORT(mt->y);
		mt2.angle = LESHORT(mt->angle);
		mt2.type = LESHORT(mt->type);

		P_SpawnMapThing (&mt2, 0);
	}

	Z_Free (data);
}

// [RH]
// P_LoadThings2
//
// Same as P_LoadThings() except it assumes Things are
// saved Hexen-style. Position also controls which single-
// player start spots are spawned by filtering out those
// whose first parameter don't match position.
//
void P_LoadThings2 (int lump, int position)
{
	byte *data = (byte *)W_CacheLumpNum (lump, PU_STATIC);
	mapthing2_t *mt = (mapthing2_t *)data;
	mapthing2_t *lastmt = (mapthing2_t *)(data + W_LumpLength (lump));

	playerstarts.clear();
	voodoostarts.clear();

	for ( ; mt < lastmt; mt++)
	{
		// [RH] At this point, monsters unique to Doom II were weeded out
		//		if the IWAD wasn't for Doom II. R_SpawnMapThing() can now
		//		handle these and more cases better, so we just pass it
		//		everything and let it decide what to do with them.

		mt->thingid = LESHORT(mt->thingid);
		mt->x = LESHORT(mt->x);
		mt->y = LESHORT(mt->y);
		mt->z = LESHORT(mt->z);
		mt->angle = LESHORT(mt->angle);
		mt->type = LESHORT(mt->type);
		mt->flags = LESHORT(mt->flags);

		P_SpawnMapThing (mt, position);
	}

	Z_Free (data);
}

//
// P_LoadLineDefs
//
// killough 4/4/98: split into two functions, to allow sidedef overloading
//
// [RH] Actually split into four functions to allow for Hexen and Doom
//		linedefs.
void P_AdjustLine (line_t *ld)
{
	vertex_t *v1, *v2;

	ld->lucency = 255;	// [RH] Opaque by default

	v1 = ld->v1;
	v2 = ld->v2;

	ld->dx = v2->x - v1->x;
	ld->dy = v2->y - v1->y;

	if (ld->dx == 0)
		ld->slopetype = ST_VERTICAL;
	else if (ld->dy == 0)
		ld->slopetype = ST_HORIZONTAL;
	else
		ld->slopetype = (FixedDiv (ld->dy , ld->dx) > 0) ? ST_POSITIVE : ST_NEGATIVE;

	if (v1->x < v2->x)
	{
		ld->bbox[BOXLEFT] = v1->x;
		ld->bbox[BOXRIGHT] = v2->x;
	}
	else
	{
		ld->bbox[BOXLEFT] = v2->x;
		ld->bbox[BOXRIGHT] = v1->x;
	}

	if (v1->y < v2->y)
	{
		ld->bbox[BOXBOTTOM] = v1->y;
		ld->bbox[BOXTOP] = v2->y;
	}
	else
	{
		ld->bbox[BOXBOTTOM] = v2->y;
		ld->bbox[BOXTOP] = v1->y;
	}

	// [RH] Set line id (as appropriate) here
	if (ld->special == Line_SetIdentification ||
		ld->special == Teleport_Line ||
		ld->special == TranslucentLine ||
		ld->special == Scroll_Texture_Model) {
		ld->id = ld->args[0];
	}

	// denis - prevent buffer overrun
	if(*ld->sidenum == R_NOSIDE)
		return;

	// killough 4/4/98: support special sidedef interpretation below
	if (// [RH] Save Static_Init only if it's interested in the textures
		( (ld->special == Static_Init && ld->args[1] == Init_Color)
			|| ld->special != Static_Init) ) {
			sides[*ld->sidenum].special = ld->special;
			sides[*ld->sidenum].tag = ld->args[0];
		}
	else
		sides[*ld->sidenum].special = 0;
}

// killough 4/4/98: delay using sidedefs until they are loaded
void P_FinishLoadingLineDefs (void)
{
	int i, linenum;
	register line_t *ld = lines;

	for (i = numlines, linenum = 0; i--; ld++, linenum++)
	{
		ld->frontsector = ld->sidenum[0]!=R_NOSIDE ? sides[ld->sidenum[0]].sector : 0;
		ld->backsector  = ld->sidenum[1]!=R_NOSIDE ? sides[ld->sidenum[1]].sector : 0;
		if (ld->sidenum[0] != R_NOSIDE)
			sides[ld->sidenum[0]].linenum = linenum;
		if (ld->sidenum[1] != R_NOSIDE)
			sides[ld->sidenum[1]].linenum = linenum;

		switch (ld->special)
		{						// killough 4/11/98: handle special types
			int j;

			case TranslucentLine:			// killough 4/11/98: translucent 2s textures
#if 0
				lump = sides[*ld->sidenum].special;		// translucency from sidedef
				if (!ld->tag)							// if tag==0,
					ld->tranlump = lump;				// affect this linedef only
				else
					for (j=0;j<numlines;j++)			// if tag!=0,
						if (lines[j].tag == ld->tag)	// affect all matching linedefs
							lines[j].tranlump = lump;
#else
				// [RH] Second arg controls how opaque it is.
				if (!ld->args[0])
					ld->lucency = (byte)ld->args[1];
				else
					for (j = 0; j < numlines; j++)
						if (lines[j].id == ld->args[0])
							lines[j].lucency = (byte)ld->args[1];
#endif
				break;
		}
	}
}

void P_LoadLineDefs (int lump)
{
	byte *data;
	int i;
	line_t *ld;

	numlines = W_LumpLength (lump) / sizeof(maplinedef_t);
	lines = (line_t *)Z_Malloc (numlines*sizeof(line_t), PU_LEVEL, 0);
	memset (lines, 0, numlines*sizeof(line_t));
	data = (byte *)W_CacheLumpNum (lump, PU_STATIC);

	ld = lines;
	for (i=0 ; i<numlines ; i++, ld++)
	{
		maplinedef_t *mld = ((maplinedef_t *)data) + i;

		// [RH] Translate old linedef special and flags to be
		//		compatible with the new format.
		P_TranslateLineDef (ld, mld);

		unsigned short v = LESHORT(mld->v1);

		if(v >= numvertexes)
			I_Error("P_LoadLineDefs: invalid vertex %d", v);
		else
			ld->v1 = &vertexes[v];

		v = LESHORT(mld->v2);

		if(v >= numvertexes)
			I_Error("P_LoadLineDefs: invalid vertex %d", v);
		else
			ld->v2 = &vertexes[v];

		ld->sidenum[0] = LESHORT(mld->sidenum[0]);
		ld->sidenum[1] = LESHORT(mld->sidenum[1]);

		if(ld->sidenum[0] >= numsides)
			ld->sidenum[0] = R_NOSIDE;
		if(ld->sidenum[1] >= numsides)
			ld->sidenum[1] = R_NOSIDE;

		P_AdjustLine (ld);
	}

	Z_Free (data);
}

// [RH] Same as P_LoadLineDefs() except it uses Hexen-style LineDefs.
void P_LoadLineDefs2 (int lump)
{
	byte*				data;
	int 				i;
	maplinedef2_t*		mld;
	line_t* 			ld;

	numlines = W_LumpLength (lump) / sizeof(maplinedef2_t);
	lines = (line_t *)Z_Malloc (numlines*sizeof(line_t), PU_LEVEL,0 );
	memset (lines, 0, numlines*sizeof(line_t));
	data = (byte *)W_CacheLumpNum (lump, PU_STATIC);

	mld = (maplinedef2_t *)data;
	ld = lines;
	for (i = 0; i < numlines; i++, mld++, ld++)
	{
		int j;

		for (j = 0; j < 5; j++)
			ld->args[j] = mld->args[j];

		ld->flags = LESHORT(mld->flags);
		ld->special = mld->special;

		unsigned short v = LESHORT(mld->v1);

		if(v >= numvertexes)
			I_Error("P_LoadLineDefs: invalid vertex %d", v);
		else
			ld->v1 = &vertexes[v];

		v = LESHORT(mld->v2);

		if(v >= numvertexes)
			I_Error("P_LoadLineDefs: invalid vertex %d", v);
		else
			ld->v2 = &vertexes[v];

		ld->sidenum[0] = LESHORT(mld->sidenum[0]);
		ld->sidenum[1] = LESHORT(mld->sidenum[1]);

		if(ld->sidenum[0] >= numsides)
			ld->sidenum[0] = R_NOSIDE;
		if(ld->sidenum[1] >= numsides)
			ld->sidenum[1] = R_NOSIDE;

		P_AdjustLine (ld);
	}

	Z_Free (data);
}

//
// P_LoadSideDefs
//
// killough 4/4/98: split into two functions
void P_LoadSideDefs (int lump)
{
	numsides = W_LumpLength (lump) / sizeof(mapsidedef_t);
	sides = (side_t *)Z_Malloc (numsides*sizeof(side_t), PU_LEVEL, 0);
	memset (sides, 0, numsides*sizeof(side_t));
}


//
// P_GetColorFromTextureName
//
// Converts a texture name to an ARGB8888 value.
// The texture name should contain 4 hexadecimal byte values
// in the following order: alpha, red, green, blue.
//
static argb_t P_GetColorFromTextureName(const char* name)
{
	// work around name not being a properly terminated string
	char name2[9];
	strncpy(name2, name, 8);
	name2[8] = '\0';

	unsigned long value = strtoul(name2, NULL, 16);

	int a = (value >> 24) & 0xFF;
	int r = (value >> 16) & 0xFF;
	int g = (value >> 8) & 0xFF;
	int b = value & 0xFF;

	return argb_t(a, r, g, b);
}


//
// P_SetTransferHeightBlends
//
// Reads the texture name from the mapsidedef for the given side. If the
// texture name matches the name of a valid Boom colormap lump, the
// sidedef's texture value is cleared and the colormap's blend color
// value is used for the appropriate sector blend. If the texture name
// is an ARGB value in hexadecimal, that value is used for the appropriate
// sector blend.
// 
static void P_SetTransferHeightBlends(side_t* sd, const mapsidedef_t* msd)
{
	sector_t* sec = &sectors[LESHORT(msd->sector)];

	// for each of the texture tiers (bottom, middle, and top)
	for (int i = 0; i < 3; i++)
	{
		short* texture_num;
		argb_t* blend_color;
		const char* texture_name;

		if (i == 0)				// bottom textures
		{
			texture_num = &sd->bottomtexture;
			blend_color = &sec->bottommap;
			texture_name = msd->bottomtexture;
		}
		else if (i == 1)		// mid textures
		{
			texture_num = &sd->midtexture;
			blend_color = &sec->midmap;
			texture_name = msd->midtexture;
		}
		else					// top textures
		{
			texture_num = &sd->toptexture;
			blend_color = &sec->topmap;
			texture_name = msd->toptexture;
		}

		*blend_color = argb_t(0, 255, 255, 255);
		*texture_num = 0;

		int colormap_index = R_ColormapNumForName(texture_name);
		if (colormap_index != 0)
		{
			*blend_color = R_BlendForColormap(colormap_index);
		}
		else
		{
			*texture_num = R_CheckTextureNumForName(texture_name);
			if (*texture_num == -1)
			{
				*texture_num = 0;
				if (strnicmp(texture_name, "WATERMAP", 8) == 0)
					*blend_color = argb_t(0x80, 0, 0x4F, 0xA5);
				else
					*blend_color = P_GetColorFromTextureName(texture_name);
			}
		}
	}
}


static void SetTextureNoErr (short *texture, unsigned int *color, char *name)
{
	if ((*texture = R_CheckTextureNumForName (name)) == -1) {
		char name2[9];
		char *stop;
		strncpy (name2, name, 8);
		name2[8] = 0;
		*color = strtoul (name2, &stop, 16);
		*texture = 0;
	}
}

// killough 4/4/98: delay using texture names until
// after linedefs are loaded, to allow overloading.
// killough 5/3/98: reformatted, cleaned up

void P_LoadSideDefs2 (int lump)
{
	byte* data = (byte*)W_CacheLumpNum(lump, PU_STATIC);

	for (int i = 0; i < numsides; i++)
	{
		register mapsidedef_t* msd = (mapsidedef_t*)data + i;
		register side_t* sd = sides + i;

		sd->textureoffset = LESHORT(msd->textureoffset)<<FRACBITS;
		sd->rowoffset = LESHORT(msd->rowoffset)<<FRACBITS;
		sd->linenum = -1;
		sd->sector = &sectors[LESHORT(msd->sector)];

		// killough 4/4/98: allow sidedef texture names to be overloaded
		// killough 4/11/98: refined to allow colormaps to work as wall
		// textures if invalid as colormaps but valid as textures.

		switch (sd->special)
		{
		  case Transfer_Heights:	// variable colormap via 242 linedef
			  // [RH] The colormap num we get here isn't really a colormap,
			  //	  but a packed ARGB word for blending, so we also allow
			  //	  the blend to be specified directly by the texture names
			  //	  instead of figuring something out from the colormap.
			P_SetTransferHeightBlends(sd, msd);
			break;

		  case Static_Init:
			// [RH] Set sector color and fog
			// upper "texture" is light color
			// lower "texture" is fog color
			{
				unsigned int color = 0xffffff, fog = 0x000000;

				SetTextureNoErr (&sd->bottomtexture, &fog, msd->bottomtexture);
				SetTextureNoErr (&sd->toptexture, &color, msd->toptexture);
				sd->midtexture = R_TextureNumForName (msd->midtexture);

				if (fog != 0x000000 || color != 0xffffff)
				{
					dyncolormap_t *colormap = GetSpecialLights(
						((argb_t)color).getr(), ((argb_t)color).getg(), ((argb_t)color).getb(),
						((argb_t)fog).getr(), ((argb_t)fog).getg(), ((argb_t)fog).getb());

					for (int s = 0; s < numsectors; s++)
					{
						if (sectors[s].tag == sd->tag)
							sectors[s].colormap = colormap;
					}
				}
			}
			break;

/*
		  case TranslucentLine:	// killough 4/11/98: apply translucency to 2s normal texture
			sd->midtexture = strncasecmp("TRANMAP", msd->midtexture, 8) ?
				(sd->special = W_CheckNumForName(msd->midtexture)) < 0 ||
				W_LumpLength(sd->special) != 65536 ?
				sd->special=0, R_TextureNumForName(msd->midtexture) :
					(sd->special++, 0) : (sd->special=0);
			sd->toptexture = R_TextureNumForName(msd->toptexture);
			sd->bottomtexture = R_TextureNumForName(msd->bottomtexture);
			break;
*/
		  default:			// normal cases
			sd->midtexture = R_TextureNumForName(msd->midtexture);
			sd->toptexture = R_TextureNumForName(msd->toptexture);
			sd->bottomtexture = R_TextureNumForName(msd->bottomtexture);
			break;
		}
	}
	Z_Free (data);
}


//
// jff 10/6/98
// New code added to speed up calculation of internal blockmap
// Algorithm is order of nlines*(ncols+nrows) not nlines*ncols*nrows
//

#define blkshift 7               /* places to shift rel position for cell num */
#define blkmask ((1<<blkshift)-1)/* mask for rel position within cell */
#define blkmargin 0              /* size guardband around map used */
                                 // jff 10/8/98 use guardband>0
                                 // jff 10/12/98 0 ok with + 1 in rows,cols

typedef struct linelist_t        // type used to list lines in each block
{
	int		num;
	struct	linelist_t *next;
} linelist_t;

//
// Subroutine to add a line number to a block list
// It simply returns if the line is already in the block
//

static void AddBlockLine
(
	linelist_t **lists,
	int *count,
	int *done,
	int blockno,
	DWORD lineno
)
{
	linelist_t *l;

	if (done[blockno])
		return;

	l = new linelist_t;
	l->num = lineno;
	l->next = lists[blockno];
	lists[blockno] = l;
	count[blockno]++;
	done[blockno] = 1;
}

//
// Actually construct the blockmap lump from the level data
//
// This finds the intersection of each linedef with the column and
// row lines at the left and bottom of each blockmap cell. It then
// adds the line to all block lists touching the intersection.
//

void P_CreateBlockMap()
{
	int xorg,yorg;					// blockmap origin (lower left)
	int nrows,ncols;				// blockmap dimensions
	linelist_t **blocklists=NULL;	// array of pointers to lists of lines
	int *blockcount=NULL;			// array of counters of line lists
	int *blockdone=NULL;			// array keeping track of blocks/line
	int NBlocks;					// number of cells = nrows*ncols
	DWORD linetotal=0;				// total length of all blocklists
	int i,j;
	int map_minx=MAXINT;			// init for map limits search
	int map_miny=MAXINT;
	int map_maxx=MININT;
	int map_maxy=MININT;

	// scan for map limits, which the blockmap must enclose

	for (i = 0; i < numvertexes; i++)
	{
		fixed_t t;

		if ((t=vertexes[i].x) < map_minx)
			map_minx = t;
		else if (t > map_maxx)
			map_maxx = t;
		if ((t=vertexes[i].y) < map_miny)
			map_miny = t;
		else if (t > map_maxy)
			map_maxy = t;
	}
	map_minx >>= FRACBITS;    // work in map coords, not fixed_t
	map_maxx >>= FRACBITS;
	map_miny >>= FRACBITS;
	map_maxy >>= FRACBITS;

	// set up blockmap area to enclose level plus margin

	xorg = map_minx-blkmargin;
	yorg = map_miny-blkmargin;
	ncols = (map_maxx+blkmargin-xorg+1+blkmask)>>blkshift;	//jff 10/12/98
	nrows = (map_maxy+blkmargin-yorg+1+blkmask)>>blkshift;	//+1 needed for
	NBlocks = ncols*nrows;									//map exactly 1 cell

	// create the array of pointers on NBlocks to blocklists
	// also create an array of linelist counts on NBlocks
	// finally make an array in which we can mark blocks done per line

	blocklists = new linelist_t *[NBlocks];
	memset (blocklists, 0, NBlocks*sizeof(linelist_t *));
	blockcount = new int[NBlocks];
	memset (blockcount, 0, NBlocks*sizeof(int));
	blockdone = new int[NBlocks];

	// initialize each blocklist, and enter the trailing -1 in all blocklists
	// note the linked list of lines grows backwards

	for (i = 0; i < NBlocks; i++)
	{
		blocklists[i] = new linelist_t;
		blocklists[i]->num = -1;
		blocklists[i]->next = NULL;
		blockcount[i]++;
	}

	// For each linedef in the wad, determine all blockmap blocks it touches,
	// and add the linedef number to the blocklists for those blocks

	for (i = 0; i < numlines; i++)
	{
		int x1 = lines[i].v1->x>>FRACBITS;		// lines[i] map coords
		int y1 = lines[i].v1->y>>FRACBITS;
		int x2 = lines[i].v2->x>>FRACBITS;
		int y2 = lines[i].v2->y>>FRACBITS;
		int dx = x2-x1;
		int dy = y2-y1;
		int vert = !dx;							// lines[i] slopetype
		int horiz = !dy;
		int spos = (dx^dy) > 0;
		int sneg = (dx^dy) < 0;
		int bx,by;								// block cell coords
		int minx = x1>x2? x2 : x1;				// extremal lines[i] coords
		int maxx = x1>x2? x1 : x2;
		int miny = y1>y2? y2 : y1;
		int maxy = y1>y2? y1 : y2;

		// no blocks done for this linedef yet

		memset (blockdone, 0, NBlocks*sizeof(int));

		// The line always belongs to the blocks containing its endpoints

		bx = (x1-xorg) >> blkshift;
		by = (y1-yorg) >> blkshift;
		AddBlockLine (blocklists, blockcount, blockdone, by*ncols+bx, i);
		bx = (x2-xorg) >> blkshift;
		by = (y2-yorg) >> blkshift;
		AddBlockLine (blocklists, blockcount, blockdone, by*ncols+bx, i);

		// For each column, see where the line along its left edge, which
		// it contains, intersects the Linedef i. Add i to each corresponding
		// blocklist.

		if (!vert)    // don't interesect vertical lines with columns
		{
			for (j=0;j<ncols;j++)
			{
				// intersection of Linedef with x=xorg+(j<<blkshift)
				// (y-y1)*dx = dy*(x-x1)
				// y = dy*(x-x1)+y1*dx;

				int x = xorg+(j<<blkshift);		// (x,y) is intersection
				int y = (dy*(x-x1))/dx+y1;
				int yb = (y-yorg)>>blkshift;	// block row number
				int yp = (y-yorg)&blkmask;		// y position within block

				if (yb<0 || yb>nrows-1)			// outside blockmap, continue
					continue;

				if (x<minx || x>maxx)			// line doesn't touch column
					continue;

				// The cell that contains the intersection point is always added

				AddBlockLine(blocklists,blockcount,blockdone,ncols*yb+j,i);

				// if the intersection is at a corner it depends on the slope
				// (and whether the line extends past the intersection) which
				// blocks are hit

				if (yp==0)			// intersection at a corner
				{
					if (sneg)		//   \ - blocks x,y-, x-,y
					{
						if (yb>0 && miny<y)
							AddBlockLine(blocklists, blockcount, blockdone, ncols*(yb-1)+j, i);
						if (j>0 && minx<x)
							AddBlockLine(blocklists, blockcount, blockdone, ncols*yb+j-1, i);
					}
					else if (spos)	//   / - block x-,y-
					{
						if (yb>0 && j>0 && minx<x)
							AddBlockLine(blocklists,blockcount,blockdone,ncols*(yb-1)+j-1,i);
					}
					else if (horiz)	//   - - block x-,y
					{
						if (j>0 && minx<x)
							AddBlockLine(blocklists,blockcount,blockdone,ncols*yb+j-1,i);
					}
				}
				else if (j>0 && minx<x)	// else not at corner: x-,y
					AddBlockLine(blocklists,blockcount,blockdone,ncols*yb+j-1,i);
			}
		}

		// For each row, see where the line along its bottom edge, which
		// it contains, intersects the Linedef i. Add i to all the corresponding
		// blocklists.

		if (!horiz)
		{
			for (j=0;j<nrows;j++)
			{
				// intersection of Linedef with y=yorg+(j<<blkshift)
				// (x,y) on Linedef i satisfies: (y-y1)*dx = dy*(x-x1)
				// x = dx*(y-y1)/dy+x1;

				int y = yorg+(j<<blkshift);		// (x,y) is intersection
				int x = (dx*(y-y1))/dy+x1;
				int xb = (x-xorg)>>blkshift;	// block column number
				int xp = (x-xorg)&blkmask;		// x position within block

				if (xb<0 || xb>ncols-1)			// outside blockmap, continue
					continue;

				if (y<miny || y>maxy)			 // line doesn't touch row
					continue;

				// The cell that contains the intersection point is always added

				AddBlockLine (blocklists, blockcount, blockdone, ncols*j+xb, i);

				// if the intersection is at a corner it depends on the slope
				// (and whether the line extends past the intersection) which
				// blocks are hit

				if (xp==0)			// intersection at a corner
				{
					if (sneg)       //   \ - blocks x,y-, x-,y
					{
						if (j>0 && miny<y)
							AddBlockLine (blocklists, blockcount, blockdone, ncols*(j-1)+xb, i);
						if (xb>0 && minx<x)
							AddBlockLine (blocklists, blockcount, blockdone, ncols*j+xb-1, i);
					}
					else if (vert)  //   | - block x,y-
					{
						if (j>0 && miny<y)
							AddBlockLine (blocklists, blockcount, blockdone, ncols*(j-1)+xb, i);
					}
					else if (spos)  //   / - block x-,y-
					{
						if (xb>0 && j>0 && miny<y)
							AddBlockLine (blocklists, blockcount, blockdone, ncols*(j-1)+xb-1, i);
					}
				}
				else if (j>0 && miny<y) // else not on a corner: x,y-
					AddBlockLine (blocklists, blockcount, blockdone, ncols*(j-1)+xb, i);
			}
		}
	}

	// Add initial 0 to all blocklists
	// count the total number of lines (and 0's and -1's)
	memset (blockdone, 0, NBlocks*sizeof(int));
	for (i = 0, linetotal = 0; i < NBlocks; i++)
	{
		AddBlockLine (blocklists, blockcount, blockdone, i, 0);
		linetotal += blockcount[i];
	}

	// Create the blockmap lump
	blockmaplump = (int *)Z_Malloc(sizeof(*blockmaplump) * (4+NBlocks+linetotal), PU_LEVEL, 0);

	// blockmap header
	//
	// Rjy: P_CreateBlockMap should not initialise bmaporg{x,y} as P_LoadBlockMap
	// does so again, resulting in their being left-shifted by FRACBITS twice.
	//
	// Thus any map having its blockmap built by the engine would have its
	// origin at (0,0) regardless of where the walls and monsters actually are,
	// breaking all collision detection.
	//
	// Instead have P_CreateBlockMap create blockmaplump only, so that both
	// clauses of the conditional in P_LoadBlockMap have the same effect, and
	// bmap* are only initialised from blockmaplump[0..3] once in the latter.
	//
	blockmaplump[0] = xorg;
	blockmaplump[1] = yorg;
	blockmaplump[2] = ncols;
	blockmaplump[3] = nrows;

	// offsets to lists and block lists
	for (i = 0; i < NBlocks; i++)
	{
		linelist_t *bl = blocklists[i];
		DWORD offs = blockmaplump[4+i] =   // set offset to block's list
			(i? blockmaplump[4+i-1] : 4+NBlocks) + (i? blockcount[i-1] : 0);

		// add the lines in each block's list to the blockmaplump
		// delete each list node as we go

		while (bl)
		{
			linelist_t *tmp = bl->next;
			blockmaplump[offs++] = bl->num;
			delete bl;
			bl = tmp;
		}
	}

	// free all temporary storage
	delete[] blocklists;
	delete[] blockcount;
	delete[] blockdone;
}

// jff 10/6/98
// End new code added to speed up calculation of internal blockmap

//
// P_LoadBlockMap
//
// [RH] Changed this some
//
void P_LoadBlockMap (int lump)
{
	int count;

	if (Args.CheckParm("-blockmap") || (count = W_LumpLength(lump)/2) >= 0x10000 || count < 4)
		P_CreateBlockMap();
	else
	{
		short *wadblockmaplump = (short *)W_CacheLumpNum (lump, PU_LEVEL);
		int i;
		blockmaplump = (int *)Z_Malloc(sizeof(*blockmaplump) * count, PU_LEVEL, 0);

		// killough 3/1/98: Expand wad blockmap into larger internal one,
		// by treating all offsets except -1 as unsigned and zero-extending
		// them. This potentially doubles the size of blockmaps allowed,
		// because Doom originally considered the offsets as always signed.

		blockmaplump[0] = LESHORT(wadblockmaplump[0]);
		blockmaplump[1] = LESHORT(wadblockmaplump[1]);
		blockmaplump[2] = (DWORD)(LESHORT(wadblockmaplump[2])) & 0xffff;
		blockmaplump[3] = (DWORD)(LESHORT(wadblockmaplump[3])) & 0xffff;

		for (i=4 ; i<count ; i++)
		{
			short t = LESHORT(wadblockmaplump[i]);          // killough 3/1/98
			blockmaplump[i] = t == -1 ? (DWORD)0xffffffff : (DWORD) t & 0xffff;
		}

		Z_Free (wadblockmaplump);
	}

	bmaporgx = blockmaplump[0]<<FRACBITS;
	bmaporgy = blockmaplump[1]<<FRACBITS;
	bmapwidth = blockmaplump[2];
	bmapheight = blockmaplump[3];

	// clear out mobj chains
	count = sizeof(*blocklinks) * bmapwidth*bmapheight;
	blocklinks = (AActor **)Z_Malloc (count, PU_LEVEL, 0);
	memset (blocklinks, 0, count);
	blockmap = blockmaplump+4;
}



//
// P_GroupLines
// Builds sector line lists and subsector sector numbers.
// Finds block bounding boxes for sectors.
//
void P_GroupLines (void)
{
	line_t**			linebuffer;
	int 				i;
	int 				j;
	int 				total;
	line_t* 			li;
	sector_t*			sector;
	DBoundingBox		bbox;
	int 				block;

	// look up sector number for each subsector
	for (i = 0; i < numsubsectors; i++)
	{
		if (subsectors[i].firstline >= (unsigned int)numsegs)
			I_Error("subsector[%d].firstline exceeds numsegs (%u)", i, numsegs);
		subsectors[i].sector = segs[subsectors[i].firstline].sidedef->sector;
	}

	// count number of lines in each sector
	li = lines;
	total = 0;
	for (i = 0; i < numlines; i++, li++)
	{
		total++;
		if (!li->frontsector && li->backsector)
		{
			// swap front and backsectors if a one-sided linedef
			// does not have a front sector
			li->frontsector = li->backsector;
			li->backsector = NULL;
		}

        if (li->frontsector)
            li->frontsector->linecount++;

		if (li->backsector && li->backsector != li->frontsector)
		{
			li->backsector->linecount++;
			total++;
		}
	}

	// build line tables for each sector
	linebuffer = (line_t **)Z_Malloc (total*sizeof(line_t *), PU_LEVEL, 0);
	sector = sectors;
	for (i=0 ; i<numsectors ; i++, sector++)
	{
		bbox.ClearBox ();
		sector->lines = linebuffer;
		li = lines;
		for (j=0 ; j<numlines ; j++, li++)
		{
			if (li->frontsector == sector || li->backsector == sector)
			{
				*linebuffer++ = li;
				bbox.AddToBox (li->v1->x, li->v1->y);
				bbox.AddToBox (li->v2->x, li->v2->y);
			}
		}
		if (linebuffer - sector->lines != sector->linecount)
			I_Error ("P_GroupLines: miscounted");

		// set the soundorg to the middle of the bounding box
		sector->soundorg[0] = (bbox.Right()+bbox.Left())/2;
		sector->soundorg[1] = (bbox.Top()+bbox.Bottom())/2;

		// adjust bounding box to map blocks
		block = (bbox.Top()-bmaporgy+MAXRADIUS)>>MAPBLOCKSHIFT;
		block = block >= bmapheight ? bmapheight-1 : block;
		sector->blockbox[BOXTOP]=block;

		block = (bbox.Bottom()-bmaporgy-MAXRADIUS)>>MAPBLOCKSHIFT;
		block = block < 0 ? 0 : block;
		sector->blockbox[BOXBOTTOM]=block;

		block = (bbox.Right()-bmaporgx+MAXRADIUS)>>MAPBLOCKSHIFT;
		block = block >= bmapwidth ? bmapwidth-1 : block;
		sector->blockbox[BOXRIGHT]=block;

		block = (bbox.Left()-bmaporgx-MAXRADIUS)>>MAPBLOCKSHIFT;
		block = block < 0 ? 0 : block;
		sector->blockbox[BOXLEFT]=block;
	}

}

//
// P_RemoveSlimeTrails()
//
// killough 10/98
//
// Slime trails are inherent to Doom's coordinate system -- i.e. there is
// nothing that a node builder can do to prevent slime trails ALL of the time,
// because it's a product of the integer coodinate system, and just because
// two lines pass through exact integer coordinates, doesn't necessarily mean
// that they will intersect at integer coordinates. Thus we must allow for
// fractional coordinates if we are to be able to split segs with node lines,
// as a node builder must do when creating a BSP tree.
//
// A wad file does not allow fractional coordinates, so node builders are out
// of luck except that they can try to limit the number of splits (they might
// also be able to detect the degree of roundoff error and try to avoid splits
// with a high degree of roundoff error). But we can use fractional coordinates
// here, inside the engine. It's like the difference between square inches and
// square miles, in terms of granularity.
//
// For each vertex of every seg, check to see whether it's also a vertex of
// the linedef associated with the seg (i.e, it's an endpoint). If it's not
// an endpoint, and it wasn't already moved, move the vertex towards the
// linedef by projecting it using the law of cosines. Formula:
//
//      2        2                         2        2
//    dx  x0 + dy  x1 + dx dy (y0 - y1)  dy  y0 + dx  y1 + dx dy (x0 - x1)
//   {---------------------------------, ---------------------------------}
//                  2     2                            2     2
//                dx  + dy                           dx  + dy
//
// (x0,y0) is the vertex being moved, and (x1,y1)-(x1+dx,y1+dy) is the
// reference linedef.
//
// Segs corresponding to orthogonal linedefs (exactly vertical or horizontal
// linedefs), which comprise at least half of all linedefs in most wads, don't
// need to be considered, because they almost never contribute to slime trails
// (because then any roundoff error is parallel to the linedef, which doesn't
// cause slime). Skipping simple orthogonal lines lets the code finish quicker.
//
// Please note: This section of code is not interchangable with TeamTNT's
// code which attempts to fix the same problem.
//
// Firelines (TM) is a Rezistered Trademark of MBF Productions
//

static void P_RemoveSlimeTrails()
{
	byte* hit = (byte *)Z_Malloc(numvertexes, PU_LEVEL, 0);
	memset(hit, 0, numvertexes * sizeof(byte));

	for (int i = 0; i < numsegs; i++)
	{
		const line_t *l = segs[i].linedef;		// The parent linedef

		// We can ignore orthogonal lines
		if (l->slopetype != ST_VERTICAL && l->slopetype != ST_HORIZONTAL)
		{
			vertex_t *v = segs[i].v1;
			do
			{
				if (!hit[v - vertexes])				// If we haven't processed vertex
				{
					hit[v - vertexes] = 1;			// Mark this vertex as processed
					if (v != l->v1 && v != l->v2)	// Exclude endpoints of linedefs
					{
						// Project the vertex back onto the parent linedef
						int64_t dx2 = (l->dx >> FRACBITS) * (l->dx >> FRACBITS);
						int64_t dy2 = (l->dy >> FRACBITS) * (l->dy >> FRACBITS);
						int64_t dxy = (l->dx >> FRACBITS) * (l->dy >> FRACBITS);
						int64_t s = dx2 + dy2;
						fixed_t x0 = v->x, y0 = v->y, x1 = l->v1->x, y1 = l->v1->y;
						v->x = (fixed_t)((dx2 * x0 + dy2 * x1 + dxy * (y0 - y1)) / s);
						v->y = (fixed_t)((dy2 * y0 + dx2 * y1 + dxy * (x0 - x1)) / s);
					}
				}  // Obsfucated C contest entry:   :)
			} while ((v != segs[i].v2) && (v = segs[i].v2));
		}
	}

	Z_Free(hit);
}

//
// [RH] P_LoadBehavior
//
void P_LoadBehavior (int lumpnum)
{
	byte *behavior = (byte *)W_CacheLumpNum (lumpnum, PU_LEVEL);

	level.behavior = new FBehavior (behavior, lumpinfo[lumpnum].size);

	if (!level.behavior->IsGood ())
	{
		delete level.behavior;
		level.behavior = NULL;
	}
}

//
// P_AllocStarts
//
void P_AllocStarts(void)
{
	if (!deathmatchstarts)
	{
		MaxDeathmatchStarts = 16;	// [RH] Default. Increased as needed.
		deathmatchstarts = (mapthing2_t *)Malloc (MaxDeathmatchStarts * sizeof(mapthing2_t));
	}
	deathmatch_p = deathmatchstarts;

	//	[Toke - CTF]
	if (!blueteamstarts) // [Toke - CTF - starts]
	{
		MaxBlueTeamStarts = 16;
		blueteamstarts = (mapthing2_t *)Malloc (MaxBlueTeamStarts * sizeof(mapthing2_t));
	}
	blueteam_p = blueteamstarts;

	if (!redteamstarts) // [Toke - CTF - starts]
	{
		MaxRedTeamStarts = 16;
		redteamstarts = (mapthing2_t *)Malloc (MaxRedTeamStarts * sizeof(mapthing2_t));
	}
	redteam_p = redteamstarts;
}

//
// P_SetupLevel
//
extern polyblock_t **PolyBlockMap;

// Hash the sector tags across the sectors and linedefs.
static void P_InitTagLists(void)
{
	register int i;

	for (i = numsectors; --i >= 0; )		// Initially make all slots empty.
		sectors[i].firsttag = -1;
	for (i = numsectors; --i >= 0; )		// Proceed from last to first sector
	{									// so that lower sectors appear first
		int j = (unsigned)sectors[i].tag % (unsigned)numsectors;	// Hash func
		sectors[i].nexttag = sectors[j].firsttag;	// Prepend sector to chain
		sectors[j].firsttag = i;
	}

	// killough 4/17/98: same thing, only for linedefs

	for (i = numlines; --i >= 0; )			// Initially make all slots empty.
		lines[i].firstid = -1;
	for (i = numlines; --i >= 0; )        // Proceed from last to first linedef
	{									// so that lower linedefs appear first
		int j = (unsigned)lines[i].id % (unsigned)numlines;	// Hash func
		lines[i].nextid = lines[j].firstid;	// Prepend linedef to chain
		lines[j].firstid = i;
	}
}

// [RH] position indicates the start spot to spawn at
void P_SetupLevel (char *lumpname, int position)
{
	size_t lumpnum;

	level.total_monsters = level.total_items = level.total_secrets =
		level.killed_monsters = level.found_items = level.found_secrets =
		wminfo.maxfrags = 0;
	wminfo.partime = 180;

	if (!savegamerestore)
	{
		for (Players::iterator it = players.begin();it != players.end();++it)
		{
			it->killcount = it->secretcount = it->itemcount = 0;
		}
	}

	// Initial height of PointOfView will be set by player think.
	consoleplayer().viewz = 1;

	// Make sure all sounds are stopped before Z_FreeTags.
	S_Start ();

	// [RH] Clear all ThingID hash chains.
	AActor::ClearTIDHashes ();

	// [RH] clear out the mid-screen message
	C_MidPrint (NULL);

	PolyBlockMap = NULL;

	// [AM] So shootthing isn't a wild pointer on map swtich.
	shootthing = NULL;

	DThinker::DestroyAllThinkers ();
	Z_FreeTags (PU_LEVEL, PU_PURGELEVEL-1);
	NormalLight.next = NULL;	// [RH] Z_FreeTags frees all the custom colormaps

	// UNUSED W_Profile ();

	// find map num
	lumpnum = W_GetNumForName (lumpname);

	// [RH] Check if this map is Hexen-style.
	//		LINEDEFS and THINGS need to be handled accordingly.
	//		If it is, we also need to distinguish between projectile cross and hit
	HasBehavior = W_CheckLumpName (lumpnum+ML_BEHAVIOR, "BEHAVIOR");
	//oldshootactivation = !HasBehavior;

	// note: most of this ordering is important

	// [RH] Load in the BEHAVIOR lump
	if (level.behavior != NULL)
	{
		delete level.behavior;
		level.behavior = NULL;
	}
	if (HasBehavior)
	{
		P_LoadBehavior (lumpnum+ML_BEHAVIOR);
	}

    level.time = 0;

	P_LoadVertexes (lumpnum+ML_VERTEXES);
	P_LoadSectors (lumpnum+ML_SECTORS);
	P_LoadSideDefs (lumpnum+ML_SIDEDEFS);
	if (!HasBehavior)
		P_LoadLineDefs (lumpnum+ML_LINEDEFS);
	else
		P_LoadLineDefs2 (lumpnum+ML_LINEDEFS);	// [RH] Load Hexen-style linedefs
	P_LoadSideDefs2 (lumpnum+ML_SIDEDEFS);
	P_FinishLoadingLineDefs ();
	P_LoadBlockMap (lumpnum+ML_BLOCKMAP);

	if (!P_LoadXNOD(lumpnum+ML_NODES))
	{
		P_LoadSubsectors (lumpnum+ML_SSECTORS);
		P_LoadNodes (lumpnum+ML_NODES);
		P_LoadSegs (lumpnum+ML_SEGS);
	}

	rejectmatrix = (byte *)W_CacheLumpNum (lumpnum+ML_REJECT, PU_LEVEL);
	{
		// [SL] 2011-07-01 - Check to see if the reject table is of the proper size
		// If it's too short, the reject table should be ignored when
		// calling P_CheckSight
		if (W_LumpLength(lumpnum + ML_REJECT) < ((unsigned int)ceil((float)(numsectors * numsectors / 8))))
		{
			DPrintf("Reject matrix is not valid and will be ignored.\n");
			rejectempty = true;
		}
	}
	P_GroupLines ();

	// [SL] don't move seg vertices if compatibility is cruical
	if (!demoplayback && !demorecording)
		P_RemoveSlimeTrails();

	P_SetupSlopes();

    po_NumPolyobjs = 0;

	P_AllocStarts();

	P_InitTagLists();   // killough 1/30/98: Create xref tables for tags

	if (!HasBehavior)
		P_LoadThings (lumpnum+ML_THINGS);
	else
		P_LoadThings2 (lumpnum+ML_THINGS, position);	// [RH] Load Hexen-style things

	if (!HasBehavior)
		P_TranslateTeleportThings ();	// [RH] Assign teleport destination TIDs

    PO_Init ();

    if (serverside)
    {
		for (Players::iterator it = players.begin();it != players.end();++it)
		{
			SV_PreservePlayer(*it);

			if (it->ingame())
			{
				// if deathmatch, randomly spawn the active players
				// denis - this function checks for deathmatch internally
				G_DeathMatchSpawnPlayer(*it);
			}
		}
    }

	// clear special respawning que
	iquehead = iquetail = 0;

	// killough 3/26/98: Spawn icon landings:
	P_SpawnBrainTargets();

	// set up world state
	P_SpawnSpecials ();

	// build subsector connect matrix
	//	UNUSED P_ConnectSubsectors ();

#ifdef CLIENT_APP
	// preload graphics
	if (precache)
		R_PrecacheLevel ();
#endif
}

//
// P_Init
//
void P_Init (void)
{
	P_InitSwitchList ();
	P_InitPicAnims ();
	R_InitSprites (sprnames);
}


// [ML] Do stuff when the timelimit is reset
// Where else can I put this??
CVAR_FUNC_IMPL(sv_timelimit)
{
	level.timeleft = var * TICRATE * 60;
}

CVAR_FUNC_IMPL(sv_intermissionlimit)
{
	if (sv_gametype == GM_COOP && var < 10) {
		var.Set(10.0);	// Force to 10 seconds minimum
	} else if (var < 1) {
		var.RestoreDefault();
	}

	level.inttimeleft = var;
}


static void P_SetupLevelFloorPlane(sector_t *sector)
{
	if (!sector)
		return;

	sector->floorplane.a = sector->floorplane.b = 0;
	sector->floorplane.c = sector->floorplane.invc = FRACUNIT;
	sector->floorplane.d = -sector->floorheight;
	sector->floorplane.texx = sector->floorplane.texy = 0;
	sector->floorplane.sector = sector;
}

static void P_SetupLevelCeilingPlane(sector_t *sector)
{
	if (!sector)
		return;

	sector->ceilingplane.a = sector->ceilingplane.b = 0;
	sector->ceilingplane.c = sector->ceilingplane.invc = -FRACUNIT;
	sector->ceilingplane.d = sector->ceilingheight;
	sector->ceilingplane.texx = sector->ceilingplane.texy = 0;
	sector->ceilingplane.sector = sector;
}

//
// P_SetupPlane()
//
// Takes a line with the special property Plane_Align and its facing sector
// and calculates the planar equation for the slope formed by the floor or
// ceiling of this sector.  The equation coefficients are stored in a plane_t
// structure and saved either to the sector's ceilingplan or floorplane.
//
void P_SetupPlane(sector_t* sec, line_t* line, bool floor)
{
	if (!sec || !line || !line->backsector)
		return;

	// Find the vertex comprising the sector that is farthest from the
	// slope's reference line

	int bestdist = 0;
	line_t** probe = sec->lines;
	vertex_t *refvert = (*sec->lines)->v1;

	for (int i = sec->linecount*2; i > 0; i--)
	{
		int dist;
		vertex_t *vert;

		// Do calculations with only the upper bits, because the lower ones
		// are all zero, and we would overflow for a lot of distances if we
		// kept them around.

		if (i & 1)
			vert = (*probe++)->v2;
		else
			vert = (*probe)->v1;
		dist = abs (((line->v1->y - vert->y) >> FRACBITS) * (line->dx >> FRACBITS) -
					((line->v1->x - vert->x) >> FRACBITS) * (line->dy >> FRACBITS));

		if (dist > bestdist)
		{
			bestdist = dist;
			refvert = vert;
		}
	}

	const sector_t* refsec = line->frontsector == sec ? line->backsector : line->frontsector;
	plane_t* srcplane = floor ? &sec->floorplane : &sec->ceilingplane;
	fixed_t srcheight = floor ? sec->floorheight : sec->ceilingheight;
	fixed_t destheight = floor ? refsec->floorheight : refsec->ceilingheight;

	v3float_t p, v1, v2, cross;
	M_SetVec3f(&p, line->v1->x, line->v1->y, destheight);
	M_SetVec3f(&v1, line->dx, line->dy, 0);
	M_SetVec3f(&v2, refvert->x - line->v1->x, refvert->y - line->v1->y, srcheight - destheight);

	M_CrossProductVec3f(&cross, &v1, &v2);
	M_NormalizeVec3f(&cross, &cross);

	// Fix backward normals
	if ((cross.z < 0 && floor == true) || (cross.z > 0 && floor == false))
	{
		cross.x = -cross.x;
		cross.y = -cross.y;
		cross.z = -cross.z;
	}

	srcplane->a = FLOAT2FIXED(cross.x);
	srcplane->b = FLOAT2FIXED(cross.y);
	srcplane->c = FLOAT2FIXED(cross.z);
	srcplane->invc = FLOAT2FIXED(1.f/cross.z);
	srcplane->d = -FixedMul(srcplane->a, line->v1->x) - FixedMul(srcplane->b, line->v1->y) - FixedMul(srcplane->c, destheight);
	srcplane->texx = refvert->x;
	srcplane->texy = refvert->y;
}

static void P_SetupSlopes()
{
	for (int i = 0; i < numlines; i++)
	{
		line_t *line = &lines[i];

		if (line->special == Plane_Align)
		{
			line->special = 0;
			line->id = line->args[2];

			// Floor plane?
			int align_side = line->args[0] & 3;
			if (align_side == 1)
				P_SetupPlane(line->frontsector, line, true);
			else if (align_side == 2)
				P_SetupPlane(line->backsector, line, true);

			// Ceiling plane?
			align_side = line->args[1] & 3;
			if (align_side == 0)
				align_side = (line->args[0] >> 2) & 3;

			if (align_side == 1)
				P_SetupPlane(line->frontsector, line, false);
			else if (align_side == 2)
				P_SetupPlane(line->backsector, line, false);
		}
	}
}


VERSION_CONTROL (p_setup_cpp, "$Id: 9b11c5aa3b6b1d81c77b9535108a5d5476b6d291 $")

