#ifndef __MAP_H
#define __MAP_H

/*
MAP.H

	Copyright (C) 1991-2001 and beyond by Bungie Studios, Inc.
	and the "Aleph One" developers.
 
	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 3 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.

	This license is contained in the file "COPYING",
	which is included with this source code; it is available online at
	http://www.gnu.org/licenses/gpl.html

Sunday, August 15, 1993 12:11:35 PM

Feb 10, 2000 (Loren Petrich):
	Added dynamic-limits setting of MAXIMUM_OBJECTS_PER_MAP

Jul 1, 2000 (Loren Petrich):
	Made all the accessors inline

[Loren Petrich: notes moved here]
MAP_ACCESSORS.C
Friday, June 3, 1994 12:10:10 PM

Thursday, June 16, 1994 7:32:13 PM
	if DEBUG is defined, this file is empty.

Jul 1, 2000 (Loren Petrich):
	moved all its contens out to map.h
[End moved notes]

Aug 29, 2000 (Loren Petrich):
	Created packing and unpacking functions for all the
		externally-accessible data types defined here

Nov 19, 2000 (Loren Petrich):
	Added XML support for texture-loading control

 June 14, 2003 (Woody Zenfell):
	New functions for manipulating polygons' object lists (in support of prediction).
	New return type for update_world(), since now we might need rerendering even if
		no real ticks have elapsed (we may have predicted ahead further).
*/

#include "csmacros.h"
#include "world.h"
#include "dynamic_limits.h"
#include "XML_ElementParser.h"

#include <vector>

/* ---------- constants */

#define TICKS_PER_SECOND 30
#define TICKS_PER_MINUTE (60*TICKS_PER_SECOND)

#define MAP_INDEX_BUFFER_SIZE 8192
#define MINIMUM_SEPARATION_FROM_WALL (WORLD_ONE/4)
#define MINIMUM_SEPARATION_FROM_PROJECTILE ((3*WORLD_ONE)/4)

#define TELEPORTING_DURATION (2*TELEPORTING_MIDPOINT)
#define TELEPORTING_MIDPOINT (TICKS_PER_SECOND/2)

/* These arrays are the absolute limits, and are used only by the small memory allocating */
/*  arrays.  */
#define MAXIMUM_LEVELS_PER_MAP (128)

#define LEVEL_NAME_LENGTH (64+2)

/* ---------- shape descriptors */

#include "shape_descriptors.h"

/* ---------- damage */

enum /* damage types */
{
	_damage_explosion,
	_damage_electrical_staff,
	_damage_projectile,
	_damage_absorbed,
	_damage_flame,
	_damage_hound_claws,
	_damage_alien_projectile,
	_damage_hulk_slap,
	_damage_compiler_bolt,
	_damage_fusion_bolt,
	_damage_hunter_bolt,
	_damage_fist,
	_damage_teleporter,
	_damage_defender,
	_damage_yeti_claws,
	_damage_yeti_projectile,
	_damage_crushing,
	_damage_lava,
	_damage_suffocation,
	_damage_goo,
	_damage_energy_drain,
	_damage_oxygen_drain,
	_damage_hummer_bolt,
	_damage_shotgun_projectile,
	NUMBER_OF_DAMAGE_TYPES
};

enum /* damage flags */
{
	_alien_damage= 0x1 /* will be decreased at lower difficulty levels */
};

struct damage_definition
{
	int16 type, flags;
	
	int16 base, random;
	_fixed scale;
};
const int SIZEOF_damage_definition = 12;

/* ---------- saved objects (initial map locations, etc.) */

// #define MAXIMUM_SAVED_OBJECTS 384

enum /* map object types */
{
	_saved_monster,	/* .index is monster type */
	_saved_object,	/* .index is scenery type */
	_saved_item,	/* .index is item type */
	_saved_player,	/* .index is team bitfield */
	_saved_goal,	/* .index is goal number */
	_saved_sound_source /* .index is source type, .facing is sound volume */
};

enum /* map object flags */
{
	_map_object_is_invisible= 0x0001, /* initially invisible */
	_map_object_is_platform_sound= 0x0001,
	_map_object_hanging_from_ceiling= 0x0002, /* used for calculating absolute .z coordinate */
	_map_object_is_blind= 0x0004, /* monster cannot activate by sight */
	_map_object_is_deaf= 0x0008, /* monster cannot activate by sound */
	_map_object_floats= 0x0010, /* used by sound sources caused by media */
	_map_object_is_network_only= 0x0020 /* for items only */
	
	// top four bits is activation bias for monsters
};

#define DECODE_ACTIVATION_BIAS(f) ((f)>>12)
#define ENCODE_ACTIVATION_BIAS(b) ((b)<<12)

struct map_object /* 16 bytes */
{
	int16 type; /* _saved_monster, _saved_object, _saved_item, ... */
	int16 index;
	int16 facing;
	int16 polygon_index;
	world_point3d location; // .z is a delta
	
	uint16 flags;
};
const int SIZEOF_map_object = 16;

// Due to misalignments, these have different sizes
typedef world_point2d saved_map_pt;
typedef struct line_data saved_line;
typedef struct polygon_data saved_poly;
typedef struct map_annotation saved_annotation;
typedef struct map_object saved_object;
typedef struct static_data saved_map_data;

/* ---------- map loading/new game structures */

enum { /* entry point types- this is per map level (int32). */
	_single_player_entry_point= 0x01,
	_multiplayer_cooperative_entry_point= 0x02,
	_multiplayer_carnage_entry_point= 0x04,
	_kill_the_man_with_the_ball_entry_point = 0x08, // was _capture_the_flag_entry_point, even though Bungie used it for KTMWTB
	_king_of_hill_entry_point= 0x10,
	_defense_entry_point= 0x20,
	_rugby_entry_point= 0x40,
	_capture_the_flag_entry_point = 0x80
};

struct entry_point 
{
	int16 level_number;
	char level_name[64+2];
};

#define MAXIMUM_PLAYER_START_NAME_LENGTH 32

struct player_start_data 
{
	int16 team;
	int16 identifier; /* [weapon_switch_flag.1] [recenter_flag.1] [identifier.14] */
	int16 color;
	char name[MAXIMUM_PLAYER_START_NAME_LENGTH+1]; /* PLAYER_NAME_LENGTH+1 */
};

enum {
	_player_start_doesnt_auto_recenter_flag= 0x4000,
	_player_start_doesnt_auto_switch_weapons_flag= 0x8000
};

const uint16 player_start_identifier_mask=
	(uint16)~(_player_start_doesnt_auto_recenter_flag | _player_start_doesnt_auto_switch_weapons_flag);

int16 player_identifier_value(int16 identifier);
int16 player_start_identifier_value(const player_start_data * const p);
bool player_identifier_doesnt_auto_recenter(int16 identifier);
bool player_start_doesnt_auto_recenter(const player_start_data * const p);
void set_player_start_doesnt_auto_recenter_status(player_start_data * const p, bool v);
bool player_identifier_doesnt_auto_switch_weapons(int16 identifier);
bool player_start_doesnt_auto_switch_Weapons(const player_start_data * const p);
void set_player_start_doesnt_auto_switch_weapons_status(player_start_data * const p, bool v);

/* inline definitions for relevant player_start_data flags */
inline int16 player_identifier_value(int16 identifier)
{ return identifier & player_start_identifier_mask; }

inline int16 player_start_identifier_value(const player_start_data * const p)
{ return (p)->identifier & player_start_identifier_mask; }

inline bool player_identifier_doesnt_auto_recenter(int16 identifier)
{ return TEST_FLAG(identifier, _player_start_doesnt_auto_recenter_flag); }

inline bool player_start_doesnt_auto_recenter(const player_start_data * const p)
{ return TEST_FLAG(p->identifier, _player_start_doesnt_auto_recenter_flag); }

inline void set_player_start_doesnt_auto_recenter_status(player_start_data * const p, bool v)
{	SET_FLAG(p->identifier, _player_start_doesnt_auto_recenter_flag, v); }

inline bool player_identifier_doesnt_auto_switch_weapons(int16 identifier)
{ return TEST_FLAG(identifier, _player_start_doesnt_auto_switch_weapons_flag); }

inline bool player_start_doesnt_auto_switch_Weapons(const player_start_data * const p)
{ return TEST_FLAG(p->identifier, _player_start_doesnt_auto_switch_weapons_flag); }

inline void set_player_start_doesnt_auto_switch_weapons_status(player_start_data * const p, bool v)
{	SET_FLAG(p->identifier, _player_start_doesnt_auto_switch_weapons_flag, v); }
/* end - inline definitions for relevant player_start_data flags */

struct directory_data {
	int16 mission_flags;
	int16 environment_flags;
	int32 entry_point_flags;
	char level_name[LEVEL_NAME_LENGTH];
};
const int SIZEOF_directory_data = 74;

/* ---------- map annotations */

// #define MAXIMUM_ANNOTATIONS_PER_MAP 20
#define MAXIMUM_ANNOTATION_TEXT_LENGTH 64

struct map_annotation
{
	int16 type; /* turns into color, font, size, style, etc... */
	
	world_point2d location; /* where to draw this (lower left) */
	int16 polygon_index; /* only displayed if this polygon is in the automap */
	
	char text[MAXIMUM_ANNOTATION_TEXT_LENGTH];
};
const int SIZEOF_map_annotation = 72;

struct map_annotation *get_next_map_annotation(int16 *count);

/* ---------- ambient sound images */

// #define MAXIMUM_AMBIENT_SOUND_IMAGES_PER_MAP 64

// non-directional ambient component
struct ambient_sound_image_data // 16 bytes
{
	uint16 flags;
	
	int16 sound_index;
	int16 volume;

	int16 unused[5];
};
const int SIZEOF_ambient_sound_image_data = 16;

/* ---------- random sound images */

// #define MAXIMUM_RANDOM_SOUND_IMAGES_PER_MAP 64

enum // sound image flags
{
	_sound_image_is_non_directional= 0x0001 // ignore direction
};

// possibly directional random sound effects
struct random_sound_image_data // 32 bytes
{
	uint16 flags;
	
	int16 sound_index;
	
	int16 volume, delta_volume;
	int16 period, delta_period;
	angle direction, delta_direction;
	_fixed pitch, delta_pitch;
	
	// only used at run-time; initialize to NONE
	int16 phase;
	
	int16 unused[3];
};
const int SIZEOF_random_sound_image_data = 32;

/* ---------- object structure */
// LP change: made this settable from the resource fork
#define MAXIMUM_OBJECTS_PER_MAP (get_dynamic_limit(_dynamic_limit_objects))

/* SLOT_IS_USED(), SLOT_IS_FREE(), MARK_SLOT_AS_FREE(), MARK_SLOT_AS_USED() macros are also used
	for monsters, effects and projectiles */
#define SLOT_IS_USED(o) ((o)->flags&(uint16)0x8000)
#define SLOT_IS_FREE(o) (!SLOT_IS_USED(o))
#define MARK_SLOT_AS_FREE(o) ((o)->flags&=(uint16)~0x8000)
#define MARK_SLOT_AS_USED(o) ((o)->flags|=(uint16)0x8000)

#define OBJECT_WAS_RENDERED(o) ((o)->flags&(uint16)0x4000)
#define SET_OBJECT_RENDERED_FLAG(o) ((o)->flags|=(uint16)0x4000)
#define CLEAR_OBJECT_RENDERED_FLAG(o) ((o)->flags&=(uint16)~0x4000)

/* this field is only valid after transmogrify_object_shape is called; in terms of our pipeline, that
	means that itŐs only valid if OBJECT_WAS_RENDERED returns true *and* was cleared before
	the last call to render_scene() ... this means that if OBJECT_WAS_RENDERED returns false,
	the monster and projectile managers will probably call transmogrif_object_shape themselves.
	for reasons beyond this scope of this comment to explain, the keyframe cannot be frame zero!
	also, when any of the flags below are set, the phase of the .sequence field can be examined
	to determine exactly how many ticks the last frame took to animate (that is, .sequence.phase
	is not reset until the next loop). */
#define OBJECT_WAS_ANIMATED(o) ((o)->flags&(uint16)_obj_animated)
#define GET_OBJECT_ANIMATION_FLAGS(o) ((o)->flags&(uint16)0x3c00)
#define SET_OBJECT_ANIMATION_FLAGS(o,n) { (o)->flags&= (uint16)~0x3c00; (o)->flags|= (n); }
enum /* object was animated flags */
{
	_obj_not_animated= 0x0000, /* nothing happened */
	_obj_animated= 0x2000, /* a new frame was reached */
	_obj_keyframe_started= 0x1000, /* the key-frame was reached */
	_obj_last_frame_animated= 0x0800, /* sequence complete, returning to first frame */
	_obj_transfer_mode_finished= 0x0400 /* transfer mode phase is about to loop */
};

#define GET_OBJECT_SCALE_FLAGS(o) (((o)->flags)&OBJECT_SCALE_FLAGS_MASK)
enum /* object scale flags */
{
	_object_is_enlarged= 0x0200,
	_object_is_tiny= 0x0100,

	OBJECT_SCALE_FLAGS_MASK= _object_is_enlarged|_object_is_tiny
};

#define OBJECT_IS_MEDIA_EFFECT(o) ((o)->flags&128)
#define SET_OBJECT_IS_MEDIA_EFFECT(o) ((o)->flags|= 128)

/* ignored by renderer if INVISIBLE */
#define OBJECT_IS_INVISIBLE(o) ((o)->flags&(uint16)32)
#define OBJECT_IS_VISIBLE(o) (!OBJECT_IS_INVISIBLE(o))
#define SET_OBJECT_INVISIBILITY(o,v) ((void)((v)?((o)->flags|=(uint16)32):((o)->flags&=(uint16)~32)))

/* call get_object_dimensions(object_index, &radius, &height) for SOLID objects to get their dimensions */
#define OBJECT_IS_SOLID(o) ((o)->flags&(uint16)16)
#define SET_OBJECT_SOLIDITY(o,v) ((void)((v)?((o)->flags|=(uint16)16):((o)->flags&=(uint16)~16)))

#define GET_OBJECT_STATUS(o) ((o)->flags&(uint16)8)
#define SET_OBJECT_STATUS(o,v) ((v)?((o)->flags|=(uint16)8):((o)->flags&=(uint16)~8))
#define TOGGLE_OBJECT_STATUS(o) ((o)->flags^=(uint16)8)

#define GET_OBJECT_OWNER(o) ((o)->flags&(uint16)7)
#define SET_OBJECT_OWNER(o,n) { assert((n)>=0&&(n)<=7); (o)->flags&= (uint16)~7; (o)->flags|= (n); }
enum /* object owners (8) */
{
	_object_is_normal, /* normal */
	_object_is_scenery, /* impassable scenery */
	_object_is_monster, /* monster index in .permutation */
	_object_is_projectile, /* active projectile index in .permutation */
	_object_is_effect, /* explosion or something; index in .permutation */
	_object_is_item, /* .permutation is item type */
	_object_is_device, /* status given by bit in flags field, device type in .permutation */
	_object_is_garbage /* will be removed by garbage collection algorithms */
};

/* because of sign problems, we must rip out the values before we modify them; frame is
	in [0,16), phase is in [0,4096) ... this is for shape animations */
#define GET_SEQUENCE_FRAME(s) ((s)>>12)
#define GET_SEQUENCE_PHASE(s) ((s)&4095)
#define BUILD_SEQUENCE(f,p) (((f)<<12)|(p))

enum /* object transfer modes (high-level) */
{
	_xfer_normal,
	_xfer_fade_out_to_black, /* reduce ambient light until black, then tint-fade out */
	_xfer_invisibility,
	_xfer_subtle_invisibility,
	_xfer_pulsate, /* only valid for polygons */
	_xfer_wobble, /* only valid for polygons */
	_xfer_fast_wobble, /* only valid for polygons */
	_xfer_static,
	_xfer_50percent_static,
	_xfer_landscape,
	_xfer_smear, /* repeat pixel(0,0) of texture everywhere */
	_xfer_fade_out_static,
	_xfer_pulsating_static,
	_xfer_fold_in, /* appear */
	_xfer_fold_out, /* disappear */
	_xfer_horizontal_slide,
	_xfer_fast_horizontal_slide,
	_xfer_vertical_slide,
	_xfer_fast_vertical_slide,
	_xfer_wander,
	_xfer_fast_wander,
	_xfer_big_landscape,
	NUMBER_OF_TRANSFER_MODES
};

struct object_location
{
	struct world_point3d p;
	int16 polygon_index;
	
	angle yaw, pitch;
	
	uint16 flags;
};

struct object_data /* 32 bytes */
{
	/* these fields are in the order of a world_location3d structure, but are missing the pitch
		and velocity fields */
	world_point3d location;
	int16 polygon;
	
	angle facing;
	
	/* this is not really a shape descriptor: (and this is the only place in the game where you
		find this pseudo-shape_descriptor type) the collection is valid, as usual, but the
		shape index is an index into the animated shape array for that collection. */
	shape_descriptor shape;

	uint16 sequence; /* for shape animation */
	uint16 flags; /* [used_slot.1] [rendered.1] [animated.4] [unused.4] [invisible.1] [solid.1] [status.1] [owner.3] */
	int16 transfer_mode, transfer_period; /* if NONE take from shape data */
	int16 transfer_phase; /* for transfer mode animations */
	int16 permutation; /* usually index into owner array */
	
	int16 next_object; /* or NONE */
	int16 parasitic_object; /* or NONE */

	/* used when playing sounds */
	_fixed sound_pitch;
};
const int SIZEOF_object_data = 32;

/* ------------ endpoint definition */

#define ENDPOINT_IS_SOLID(e) ((e)->flags&1)
#define SET_ENDPOINT_SOLIDITY(e,s) ((s)?((e)->flags|=1):((e)->flags&=~(uint16)1))

#define ENDPOINT_IS_TRANSPARENT(e) ((e)->flags&4)
#define SET_ENDPOINT_TRANSPARENCY(e,s) ((s)?((e)->flags|=4):((e)->flags&=~(uint16)4))

/* false if all polygons sharing this endpoint have the same height */
#define ENDPOINT_IS_ELEVATION(e) ((e)->flags&2)
#define SET_ENDPOINT_ELEVATION(e,s) ((s)?((e)->flags|=2):((e)->flags&=~(uint16)2))

struct endpoint_data /* 16 bytes */
{
	uint16 flags;
	world_distance highest_adjacent_floor_height, lowest_adjacent_ceiling_height;
	
	world_point2d vertex;
	world_point2d transformed;
	
	int16 supporting_polygon_index;
};
const int SIZEOF_endpoint_data = 16;

// For loading plain points:
const int SIZEOF_world_point2d = 4;

/* ------------ line definition */

#define SOLID_LINE_BIT 0x4000
#define TRANSPARENT_LINE_BIT 0x2000
#define LANDSCAPE_LINE_BIT 0x1000
#define ELEVATION_LINE_BIT 0x800
#define VARIABLE_ELEVATION_LINE_BIT 0x400
#define LINE_HAS_TRANSPARENT_SIDE_BIT 0x200

#define SET_LINE_SOLIDITY(l,v) ((v)?((l)->flags|=(uint16)SOLID_LINE_BIT):((l)->flags&=(uint16)~SOLID_LINE_BIT))
#define LINE_IS_SOLID(l) ((l)->flags&SOLID_LINE_BIT)

#define SET_LINE_TRANSPARENCY(l,v) ((v)?((l)->flags|=(uint16)TRANSPARENT_LINE_BIT):((l)->flags&=(uint16)~TRANSPARENT_LINE_BIT))
#define LINE_IS_TRANSPARENT(l) ((l)->flags&TRANSPARENT_LINE_BIT)

#define SET_LINE_LANDSCAPE_STATUS(l,v) ((v)?((l)->flags|=(uint16)LANDSCAPE_LINE_BIT):((l)->flags&=(uint16)~LANDSCAPE_LINE_BIT))
#define LINE_IS_LANDSCAPED(l) ((l)->flags&LANDSCAPE_LINE_BIT)

#define SET_LINE_ELEVATION(l,v) ((v)?((l)->flags|=(uint16)ELEVATION_LINE_BIT):((l)->flags&=(uint16)~ELEVATION_LINE_BIT))
#define LINE_IS_ELEVATION(l) ((l)->flags&ELEVATION_LINE_BIT)

#define SET_LINE_VARIABLE_ELEVATION(l,v) ((v)?((l)->flags|=(uint16)VARIABLE_ELEVATION_LINE_BIT):((l)->flags&=(uint16)~VARIABLE_ELEVATION_LINE_BIT))
#define LINE_IS_VARIABLE_ELEVATION(l) ((l)->flags&VARIABLE_ELEVATION_LINE_BIT)

#define SET_LINE_HAS_TRANSPARENT_SIDE(l,v) ((v)?((l)->flags|=(uint16)LINE_HAS_TRANSPARENT_SIDE_BIT):((l)->flags&=(uint16)~LINE_HAS_TRANSPARENT_SIDE_BIT))
#define LINE_HAS_TRANSPARENT_SIDE(l) ((l)->flags&LINE_HAS_TRANSPARENT_SIDE_BIT)

struct line_data /* 32 bytes */
{
	int16 endpoint_indexes[2];
	uint16 flags; /* no permutation field */

	world_distance length;
	world_distance highest_adjacent_floor, lowest_adjacent_ceiling;
	
	/* the side definition facing the clockwise polygon which references this side, and the side
		definition facing the counterclockwise polygon (can be NONE) */
	int16 clockwise_polygon_side_index, counterclockwise_polygon_side_index;
	
	/* a line can be owned by a clockwise polygon, a counterclockwise polygon, or both (but never
		two of the same) (can be NONE) */
	int16 clockwise_polygon_owner, counterclockwise_polygon_owner;
	
	int16 unused[6];
};
const int SIZEOF_line_data = 32;

/* --------------- side definition */

enum /* side flags */
{
	_control_panel_status= 0x0001,
	_side_is_control_panel= 0x0002,
	_side_is_repair_switch= 0x0004, // must be toggled to exit level
	_side_is_destructive_switch= 0x0008, // uses an item
	_side_is_lighted_switch= 0x0010, // switch must be lighted to use
	_side_switch_can_be_destroyed= 0x0020, // projectile hits toggle and destroy this switch
	_side_switch_can_only_be_hit_by_projectiles= 0x0040,
	_side_item_is_optional= 0x0080, // in Marathon, switches still work without items

	_editor_dirty_bit= 0x4000 // used by the editor...
};

enum /* control panel side types */
{
	_panel_is_oxygen_refuel,
	_panel_is_shield_refuel,
	_panel_is_double_shield_refuel,
	_panel_is_triple_shield_refuel,
	_panel_is_light_switch, // light index in .permutation
	_panel_is_platform_switch, // platform index in .permutation
	_panel_is_tag_switch, // tag in .permutation (NONE is tagless)
	_panel_is_pattern_buffer,
	_panel_is_computer_terminal,
	NUMBER_OF_CONTROL_PANELS
};

#define SIDE_IS_CONTROL_PANEL(s) ((s)->flags & _side_is_control_panel)
#define SET_SIDE_CONTROL_PANEL(s, t) ((void)((t) ? (s->flags |= (uint16) _side_is_control_panel) : (s->flags &= (uint16)~_side_is_control_panel)))

#define GET_CONTROL_PANEL_STATUS(s) (((s)->flags & _control_panel_status) != 0)
#define SET_CONTROL_PANEL_STATUS(s, t) ((t) ? (s->flags |= (uint16) _control_panel_status) : (s->flags &= (uint16)~_control_panel_status))
#define TOGGLE_CONTROL_PANEL_STATUS(s) ((s)->flags ^= _control_panel_status)

#define SIDE_IS_REPAIR_SWITCH(s) ((s)->flags & _side_is_repair_switch)
#define SET_SIDE_IS_REPAIR_SWITCH(s, t) ((t) ? (s->flags |= (uint16) _side_is_repair_switch) : (s->flags &= (uint16)~_side_is_repair_switch))

/* Flags used by Vulcan */
#define SIDE_IS_DIRTY(s) ((s)->flags&_editor_dirty_bit)
#define SET_SIDE_IS_DIRTY(s, t) ((t)?(s->flags|=(uint16)_editor_dirty_bit):(s->flags&=(uint16)~_editor_dirty_bit))

enum /* side types (largely redundant; most of this could be guessed for examining adjacent polygons) */
{
	_full_side, /* primary texture is mapped floor-to-ceiling */
	_high_side, /* primary texture is mapped on a panel coming down from the ceiling (implies 2 adjacent polygons) */
	_low_side, /* primary texture is mapped on a panel coming up from the floor (implies 2 adjacent polygons) */
	_composite_side, /* primary texture is mapped floor-to-ceiling, secondary texture is mapped into it (i.e., control panel) */
	_split_side /* primary texture is mapped onto a panel coming down from the ceiling, secondary
		texture is mapped on a panel coming up from the floor */
};

struct side_texture_definition
{
	world_distance x0, y0;
	shape_descriptor texture;
};

struct side_exclusion_zone
{
	world_point2d e0, e1, e2, e3;
};

struct side_data /* size platform-dependant */
{
	int16 type;
	uint16 flags;
	
	struct side_texture_definition primary_texture;
	struct side_texture_definition secondary_texture;
	struct side_texture_definition transparent_texture; /* not drawn if .texture==NONE */

	/* all sides have the potential of being impassable; the exclusion zone is the area near
		the side which cannot be walked through */
	struct side_exclusion_zone exclusion_zone;

	int16 control_panel_type; /* Only valid if side->flags & _side_is_control_panel */
	int16 control_panel_permutation; /* platform index, light source index, etc... */
	
	int16 primary_transfer_mode; /* These should be in the side_texture_definition.. */
	int16 secondary_transfer_mode;
	int16 transparent_transfer_mode;

	int16 polygon_index, line_index;

	int16 primary_lightsource_index;	
	int16 secondary_lightsource_index;
	int16 transparent_lightsource_index;

	int32 ambient_delta;

	int16 unused[1];
};
const int SIZEOF_side_data = 64;

/* ----------- polygon definition */

#define MAXIMUM_VERTICES_PER_POLYGON 8

// LP/AlexJLS change: added Marathon 1 polygon damage and glue stuff
enum /* polygon types */
{
	_polygon_is_normal,
	_polygon_is_item_impassable,
	_polygon_is_monster_impassable,
	_polygon_is_hill, /* for king-of-the-hill */
	_polygon_is_base, /* for capture the flag, rugby, etc. (team in .permutation) */
	_polygon_is_platform, /* platform index in .permutation */
	_polygon_is_light_on_trigger, /* lightsource index in .permutation */
	_polygon_is_platform_on_trigger, /* polygon index in .permutation */
	_polygon_is_light_off_trigger, /* lightsource index in .permutation */
	_polygon_is_platform_off_trigger, /* polygon index in .permutation */
	_polygon_is_teleporter, /* .permutation is polygon_index of destination */
	_polygon_is_zone_border,
	_polygon_is_goal,
	_polygon_is_visible_monster_trigger,
	_polygon_is_invisible_monster_trigger,
	_polygon_is_dual_monster_trigger,
	_polygon_is_item_trigger, /* activates all items in this zone */
	_polygon_must_be_explored,
	_polygon_is_automatic_exit, /* if success conditions are met, causes automatic transport too next level */
	_polygon_is_minor_ouch,
	_polygon_is_major_ouch,
	_polygon_is_glue,
	_polygon_is_glue_trigger,
	_polygon_is_superglue
};

#define POLYGON_IS_DETACHED_BIT 0x4000
#define POLYGON_IS_DETACHED(p) ((p)->flags&POLYGON_IS_DETACHED_BIT)
#define SET_POLYGON_DETACHED_STATE(p, v) ((v)?((p)->flags|=POLYGON_IS_DETACHED_BIT):((p)->flags&=~POLYGON_IS_DETACHED_BIT))

struct horizontal_surface_data /* should be in polygon structure */
{
	world_distance height;
	int16 lightsource_index;
	shape_descriptor texture;
	int16 transfer_mode, transfer_mode_data;
	
	world_point2d origin;
};

struct polygon_data /* 128 bytes */
{
	int16 type;
	uint16 flags;
	int16 permutation;

	uint16 vertex_count;
	int16 endpoint_indexes[MAXIMUM_VERTICES_PER_POLYGON]; /* clockwise */
	int16 line_indexes[MAXIMUM_VERTICES_PER_POLYGON];
	
	shape_descriptor floor_texture, ceiling_texture;
	world_distance floor_height, ceiling_height;
	int16 floor_lightsource_index, ceiling_lightsource_index;
	
	int32 area; /* in world_distance^2 units */
	
	int16 first_object;
	
	/* precalculated impassability information; each polygon has a list of lines and points
		that anything big (i.e., monsters but not projectiles) inside it must check against when
		ending a move inside it. */
	int16 first_exclusion_zone_index;
	int16 line_exclusion_zone_count;
	int16 point_exclusion_zone_count;

	int16 floor_transfer_mode;
	int16 ceiling_transfer_mode;
	
	int16 adjacent_polygon_indexes[MAXIMUM_VERTICES_PER_POLYGON];
	
	/* a list of polygons within WORLD_ONE of us */
	int16 first_neighbor_index;
	int16 neighbor_count;
	
	world_point2d center;
	
	int16 side_indexes[MAXIMUM_VERTICES_PER_POLYGON];
	
	world_point2d floor_origin, ceiling_origin;
	
	int16 media_index;
	int16 media_lightsource_index;
	
	/* NONE terminated list of _saved_sound_source indexes which must be checked while a
		listener is inside this polygon (can be none) */
	int16 sound_source_indexes;
	
	// either can be NONE
	int16 ambient_sound_image_index;
	int16 random_sound_image_index;
	
	int16 unused[1];
};
const int SIZEOF_polygon_data = 128;

/* ----------- static light definition */

struct saved_lighting_function_specification /* 7*2 == 14 bytes */
{
	int16 function;
	
	int16 period, delta_period;
	uint16 intensity_hi, intensity_lo, delta_intensity_hi, delta_intensity_lo;
};

struct saved_static_light_data /* 8*2 + 6*14 == 100 bytes */
{
	int16 type;
	uint16 flags;

	int16 phase; // initializer, so lights may start out-of-phase with each other
	
	struct saved_lighting_function_specification primary_active, secondary_active, becoming_active;
	struct saved_lighting_function_specification primary_inactive, secondary_inactive, becoming_inactive;
	
	int16 tag;
	
	int16 unused[4];
};
const int SIZEOF_saved_static_light_data = 100;

/* ---------- random placement data structures.. */

enum /* game difficulty levels */
{
	_wuss_level,
	_easy_level,
	_normal_level,
	_major_damage_level,
	_total_carnage_level,
	NUMBER_OF_GAME_DIFFICULTY_LEVELS
};


enum /* for difficulty level names (moved here so it is in a common header file) */
{
	kDifficultyLevelsStringSetID	= 145
};

/* ---------- new object frequency structures. */

#define MAXIMUM_OBJECT_TYPES 64

enum // flags for object_frequency_definition
{
	_reappears_in_random_location= 0x0001
};

struct object_frequency_definition
{
	uint16 flags;
	
	int16 initial_count;   // number that initially appear. can be greater than maximum_count
	int16 minimum_count;   // this number of objects will be maintained.
	int16 maximum_count;   // canŐt exceed this, except at the beginning of the level.
	
	int16 random_count;    // maximum random occurences of the object
	uint16 random_chance;    // in (0, 65535]
};
const int SIZEOF_object_frequency_definition = 12;

/* ---------- map */

enum /* mission flags */
{
	_mission_none= 0x0000,
	_mission_extermination= 0x0001,
	_mission_exploration= 0x0002,
	_mission_retrieval= 0x0004,
	_mission_repair= 0x0008,
	_mission_rescue= 0x0010,
	_mission_exploration_m1= 0x0020,
	_mission_rescue_m1= 0x0040,
	_mission_repair_m1= 0x0080
};

enum /* environment flags */
{
	_environment_normal= 0x0000,
	_environment_vacuum= 0x0001, // prevents certain weapons from working, player uses oxygen
	_environment_magnetic= 0x0002, // motion sensor works poorly
	_environment_rebellion= 0x0004, // makes clients fight pfhor
	_environment_low_gravity= 0x0008, // low gravity
	_environment_glue_m1= 0x0010, // handle glue polygons like Marathon 1
	_environment_ouch_m1= 0x0020, // the floor is lava
	_environment_rebellion_m1= 0x0040,  // use Marathon 1 rebellion (don't strip items/health)
	_environment_song_index_m1 = 0x0080, // play music
	_environment_terminals_stop_time = 0x0100, // solo only
	_environment_activation_ranges = 0x0200, // Marathon 1 monster activation limits
	_environment_m1_weapons = 0x0400,    // multiple weapon pickups on TC; low gravity grenades

	_environment_network= 0x2000,	// these two pseudo-environments are used to prevent items 
	_environment_single_player= 0x4000 // from arriving in the items.c code.
};

/* current map number is in player->map */
struct static_data
{
	int16 environment_code;
	
	int16 physics_model;
	int16 song_index;
	int16 mission_flags;
	int16 environment_flags;
	
	bool ball_in_play; // true if there's a ball in play
	bool unused1;
	int16 unused[3];

	char level_name[LEVEL_NAME_LENGTH];
	uint32 entry_point_flags;
};
const unsigned int SIZEOF_static_data = 88;

enum /* game options.. */
{
	_multiplayer_game= 0x0001, /* multi or single? */
	_ammo_replenishes= 0x0002, /* Does or doesn't */
	_weapons_replenish= 0x0004, /* Weapons replenish? */
	_specials_replenish= 0x0008, /* Invisibility, Ammo? */
	_monsters_replenish= 0x0010, /* Monsters are lazarus.. */
	_motion_sensor_does_not_work= 0x00020, /* Motion sensor works */
	_overhead_map_is_omniscient=  0x0040, /* Only show teammates on overhead map */
	_burn_items_on_death= 0x0080, /* When you die, you lose everything but the initial crap.. */
	_live_network_stats= 0x0100,
	_game_has_kill_limit= 0x0200,  /* Game ends when the kill limit is reached. */
	_force_unique_teams= 0x0400, /* every player must have a unique team */
	_dying_is_penalized= 0x0800, /* time penalty for dying */
	_suicide_is_penalized= 0x1000, /* time penalty for killing yourselves */
	_overhead_map_shows_items= 0x2000,
	_overhead_map_shows_monsters= 0x4000,
	_overhead_map_shows_projectiles= 0x8000
};

enum /* cheat flags */
  {
    _allow_crosshair = 0x0001,
    _allow_tunnel_vision = 0x0002,
    _allow_behindview = 0x0004,
    _disable_carnage_messages = 0x0008,
    _disable_saving_level = 0x0010,
    _allow_overlay_map = 0x0020
  };

enum // specifies how the user completed the level. saved in dynamic_data
{
	_level_unfinished, 
	_level_finished,
	_level_failed
};

/* Game types! */
enum {
	_game_of_kill_monsters,		// single player & combative use this
	_game_of_cooperative_play,	// multiple players, working together
	_game_of_capture_the_flag,	// A team game.
	_game_of_king_of_the_hill,
	_game_of_kill_man_with_ball,
	_game_of_defense,
	_game_of_rugby,
	_game_of_tag,
	_game_of_custom,
	NUMBER_OF_GAME_TYPES
};

#define GET_GAME_TYPE() (dynamic_world->game_information.game_type)
#define GET_GAME_OPTIONS() (dynamic_world->game_information.game_options)
#define GET_GAME_PARAMETER(x) (dynamic_world->game_information.parameters[(x)])

/* 
	Single player game:
		game_type= _game_of_kill_monsters;
		game_options= 0
*/

struct game_data 
{
	/* Used for the net game, decrement each tick.  Used for the */
	/*  single player game-> set to INT32_MAX, and decremented over time, so */
	/*  that you know how long it took you to solve the game. */
	int32 game_time_remaining;  
	int16 game_type; /* One of previous enum's */
	int16 game_options;
        int16 cheat_flags;
	int16 kill_limit;
	int16 initial_random_seed;
	int16 difficulty_level;
	int16 parameters[2]; /* Use these later. for now memset to 0 */
};

struct dynamic_data
{
	/* ticks since the beginning of the game */
	int32 tick_count;
	
	/* the real seed is static in WORLD.C; must call set_random_seed() */
	uint16 random_seed;
	
	/* This is stored in the dynamic_data so that it is valid across */
	/* saves. */
	struct game_data game_information;
	
	int16 player_count;
	int16 speaking_player_index;
	
	int16 unused;
	int16 platform_count;
	int16 endpoint_count;
	int16 line_count;
	int16 side_count;
	int16 polygon_count;
	int16 lightsource_count;
	int16 map_index_count;
	int16 ambient_sound_image_count, random_sound_image_count;
	
	/* statistically unlikely to be valid */
	int16 object_count;
	int16 monster_count;
	int16 projectile_count;
	int16 effect_count;
	int16 light_count;
	
	int16 default_annotation_count;
	int16 personal_annotation_count;
	
	int16 initial_objects_count;
	
	int16 garbage_object_count;

	/* used by move_monsters() to decide who gets to generate paths, etc. */	
	int16 last_monster_index_to_get_time, last_monster_index_to_build_path;

	/* variables used by new_monster() to adjust for different difficulty levels */
	int16 new_monster_mangler_cookie, new_monster_vanishing_cookie;
	
	/* number of civilians killed by players; periodically decremented */
	int16 civilians_killed_by_players;

	/* used by the item placement stuff */
	int16 random_monsters_left[MAXIMUM_OBJECT_TYPES];
	int16 current_monster_count[MAXIMUM_OBJECT_TYPES];
	int16 random_items_left[MAXIMUM_OBJECT_TYPES];
	int16 current_item_count[MAXIMUM_OBJECT_TYPES];

	int16 current_level_number;   // what level the user is currently exploring.
	
	int16 current_civilian_causalties, current_civilian_count;
	int16 total_civilian_causalties, total_civilian_count;
	
	world_point2d game_beacon;
	int16 game_player_index;
};
const unsigned int SIZEOF_dynamic_data = 604;

/* ---------- map globals */

// Turned some of these lists into variable arrays;
// took over their maximum numbers as how many of them

extern struct static_data *static_world;
extern struct dynamic_data *dynamic_world;

extern vector<object_data> ObjectList;
#define objects (&ObjectList[0])

// extern struct object_data *objects;

extern vector<endpoint_data> EndpointList;
#define map_endpoints (&EndpointList[0])
#define MAXIMUM_ENDPOINTS_PER_MAP (EndpointList.size())

extern vector<line_data> LineList;
#define map_lines (&LineList[0])
#define MAXIMUM_LINES_PER_MAP (LineList.size())

extern vector<side_data> SideList;
#define map_sides (&SideList[0])
#define MAXIMUM_SIDES_PER_MAP (SideList.size())

extern vector<polygon_data> PolygonList;
#define map_polygons (&PolygonList[0])
#define MAXIMUM_POLYGONS_PER_MAP (PolygonList.size())

// extern struct polygon_data *map_polygons;
// extern struct side_data *map_sides;
// extern struct line_data *map_lines;
// extern struct endpoint_data *map_endpoints;

extern vector<ambient_sound_image_data> AmbientSoundImageList;
#define MAXIMUM_AMBIENT_SOUND_IMAGES_PER_MAP (AmbientSoundImageList.size())
#define ambient_sound_images (&AmbientSoundImageList[0])

extern vector<random_sound_image_data> RandomSoundImageList;
#define MAXIMUM_RANDOM_SOUND_IMAGES_PER_MAP (RandomSoundImageList.size())
#define random_sound_images (&RandomSoundImageList[0])

// extern struct ambient_sound_image_data *ambient_sound_images;
// extern struct random_sound_image_data *random_sound_images;

extern vector<int16> MapIndexList;
#define map_indexes (&MapIndexList[0])

// extern int16 *map_indexes;

extern vector<uint8> AutomapLineList;
#define automap_lines (&AutomapLineList[0])

extern vector<uint8> AutomapPolygonList;
#define automap_polygons (&AutomapPolygonList[0]) 

// extern byte *automap_lines;
// extern byte *automap_polygons;

extern vector<map_annotation> MapAnnotationList;
#define MAXIMUM_ANNOTATIONS_PER_MAP (MapAnnotationList.size())
#define map_annotations (&MapAnnotationList[0])

extern vector<map_object> SavedObjectList;
#define MAXIMUM_SAVED_OBJECTS (SavedObjectList.size())
#define saved_objects (&SavedObjectList[0])

// extern struct map_annotation *map_annotations;
// extern struct map_object *saved_objects;

extern bool game_is_networked; /* true if this is a network game */

#define ADD_LINE_TO_AUTOMAP(i) (automap_lines[(i)>>3] |= (byte) 1<<((i)&0x07))
#define CLEAR_LINE_FROM_AUTOMAP(i) (automap_lines[(i)>>3] &= ~((byte) 1<<((i&0x07))))
#define LINE_IS_IN_AUTOMAP(i) ((automap_lines[(i)>>3]&((byte)1<<((i)&0x07)))?(true):(false))

#define ADD_POLYGON_TO_AUTOMAP(i) (automap_polygons[(i)>>3] |= (byte) 1<<((i)&0x07))
#define CLEAR_POLYGON_FROM_AUTOMAP(i) (automap_polygons[(i)>>3] &= ~((byte) 1<<((i&0x07))))
#define POLYGON_IS_IN_AUTOMAP(i) ((automap_polygons[(i)>>3]&((byte)1<<((i)&0x07)))?(true):(false))

// Whether or not Marathon 2/oo landscapes had been loaded (switch off for Marathon 1 compatibility)
extern bool LandscapesLoaded;

// The index number of the first texture loaded (should be the main wall texture);
// needed for infravision fog when landscapes are switched off
extern short LoadedWallTexture;

/* ---------- prototypes/MARATHON.C */

void initialize_marathon(void);

void leaving_map(void);
// LP: added whether a savegame is being restored (skip Pfhortran init if that's the case)
bool entering_map(bool restoring_saved);

// ZZZ: now returns <whether anything changed, real-mode elapsed time>
// (used to return only the latter)
std::pair<bool, int16> update_world(void);

// ZZZ: these really don't go here, but they live in marathon2.cpp where update_world() lives.....
void reset_intermediate_action_queues();
void set_prediction_wanted(bool inPrediction);

/* Called to activate lights, platforms, etc. (original polygon may be NONE) */
void changed_polygon(short original_polygon_index, short new_polygon_index, short player_index);

short calculate_damage(struct damage_definition *damage);
void cause_polygon_damage(short polygon_index, short monster_index);

short calculate_level_completion_state(void);

/* ---------- prototypes/MAP.C */

void allocate_map_memory(void);
void initialize_map_for_new_game(void);
void initialize_map_for_new_level(void);

void mark_environment_collections(short environment_code, bool loading);
void mark_map_collections(bool loading);
bool collection_in_environment(short collection_code, short environment_code);

bool valid_point2d(world_point2d *p);
bool valid_point3d(world_point3d *p);

void reconnect_map_object_list(void);
short new_map_object2d(world_point2d *location, short polygon_index, shape_descriptor shape, angle facing);
short new_map_object3d(world_point3d *location, short polygon_index, shape_descriptor shape, angle facing);
short new_map_object(struct object_location *location, shape_descriptor shape);
short attach_parasitic_object(short host_index, shape_descriptor shape, angle facing);
void remove_parasitic_object(short host_index);
bool translate_map_object(short object_index, world_point3d *new_location, short new_polygon_index);
short find_new_object_polygon(world_point2d *parent_location, world_point2d *child_location, short parent_polygon_index);
void remove_map_object(short index);


// ZZZ additions in support of prediction:
// removes the object at object_index from the polygon with index in object's 'polygon' field
extern void remove_object_from_polygon_object_list(short object_index);
extern void remove_object_from_polygon_object_list(short object_index, short polygon_index);

// schedules object at object_index for later insertion into a polygon object list.  it'll be inserted
// before the object with index index_to_precede (which had better be in the list or be scheduled for insertion
// by the time perform_deferred_polygon_object_list_manipulations() is called, else A1 will assert).
extern void deferred_add_object_to_polygon_object_list(short object_index, short index_to_precede);

// actually does the insertions scheduled by deferred_add_object_to_polygon_object_list().  uses the polygon
// index each scheduled object has _when this function is called_, not whatever polygon index it had when
// deferred_add_object_to_polygon_object_list() was called!
extern void perform_deferred_polygon_object_list_manipulations();



struct shape_and_transfer_mode
{
	/* extended shape descriptor */
	short collection_code, low_level_shape_index;
	
	short transfer_mode;
	_fixed transfer_phase; /* [0,FIXED_ONE] */
	
	// Needed for animated models: which frame in an individual sequence (0, 1, 2, ...)
	short Frame, NextFrame;
	
	// Needed for animated models: which tick in a frame, and total ticks per frame
	short Phase, Ticks;
};

void get_object_shape_and_transfer_mode(world_point3d *camera_location, short object_index, struct shape_and_transfer_mode *data);
void set_object_shape_and_transfer_mode(short object_index, shape_descriptor shape, short transfer_mode);
void animate_object(short object_index); /* assumes ¶t==1 tick */
bool randomize_object_sequence(short object_index, shape_descriptor shape);

void play_object_sound(short object_index, short sound_code);
void play_polygon_sound(short polygon_index, short sound_code);
void _play_side_sound(short side_index, short sound_code, _fixed pitch);
void play_world_sound(short polygon_index, world_point3d *origin, short sound_code);

#define play_side_sound(side_index, sound_code) _play_side_sound(side_index, sound_code, FIXED_ONE)

void handle_random_sound_image(void);

void initialize_map_for_new_player(void);
void generate_map(short level);

short world_point_to_polygon_index(world_point2d *location);
short clockwise_endpoint_in_line(short polygon_index, short line_index, short index);

short find_adjacent_polygon(short polygon_index, short line_index);
short find_flooding_polygon(short polygon_index);
short find_adjacent_side(short polygon_index, short line_index);
short find_shared_line(short polygon_index1, short polygon_index2);
bool line_is_landscaped(short polygon_index, short line_index, world_distance z);
short find_line_crossed_leaving_polygon(short polygon_index, world_point2d *p0, world_point2d *p1);
bool point_in_polygon(short polygon_index, world_point2d *p);
void find_center_of_polygon(short polygon_index, world_point2d *center);

int32 point_to_line_segment_distance_squared(world_point2d *p, world_point2d *a, world_point2d *b);
int32 point_to_line_distance_squared(world_point2d *p, world_point2d *a, world_point2d *b);

_fixed closest_point_on_line(world_point2d *e0, world_point2d *e1, world_point2d *p, world_point2d *closest_point);
void closest_point_on_circle(world_point2d *c, world_distance radius, world_point2d *p, world_point2d *closest_point);

_fixed find_line_intersection(world_point2d *e0, world_point2d *e1, world_point3d *p0,
	world_point3d *p1, world_point3d *intersection);
_fixed find_floor_or_ceiling_intersection(world_distance h, world_point3d *p0, world_point3d *p1, world_point3d *intersection);

void ray_to_line_segment(world_point2d *p0, world_point2d *p1, angle theta, world_distance d);

void push_out_line(world_point2d *e0, world_point2d *e1, world_distance d, world_distance line_length);
bool keep_line_segment_out_of_walls(short polygon_index, world_point3d *p0,
	world_point3d *p1, world_distance maximum_delta_height, world_distance height, world_distance *adjusted_floor_height,
	world_distance *adjusted_ceiling_height, short *supporting_polygon_index);

_fixed get_object_light_intensity(short object_index);

bool line_has_variable_height(short line_index);

void recalculate_map_counts(void);

bool change_polygon_height(short polygon_index, world_distance new_floor_height,
	world_distance new_ceiling_height, struct damage_definition *damage);

bool line_is_obstructed(short polygon_index1, world_point2d *p1, short polygon_index2, world_point2d *p2);
bool point_is_player_visible(short max_players, short polygon_index, world_point2d *p, int32 *distance);
bool point_is_monster_visible(short polygon_index, world_point2d *p, int32 *distance);

void turn_object_to_shit(short garbage_object_index);

void random_point_on_circle(world_point3d *center, short center_polygon_index,
	world_distance radius, world_point3d *random_point, short *random_polygon_index);

void calculate_line_midpoint(short line_index, world_point3d *midpoint);

void *get_map_structure_chunk(long chunk_size);
void reallocate_map_structure_memory(long size);

/* ---------- prototypes/MAP_ACCESSORS.C */

// LP changed: previously inline; now de-inlined for less code bulk
// When the index is out of range,
// the geometry ones make failed asserts,
// while the sound ones return null pointers.

object_data *get_object_data(
	const short object_index);

polygon_data *get_polygon_data(
	const short polygon_index);

line_data *get_line_data(
	const short line_index);

side_data *get_side_data(
	const short side_index);

endpoint_data *get_endpoint_data(
	const short endpoint_index);

short *get_map_indexes(
	const short index,
	const short count);

ambient_sound_image_data *get_ambient_sound_image_data(
	const short ambient_sound_image_index);

random_sound_image_data *get_random_sound_image_data(
	const short random_sound_image_index);

/* ---------- prototypes/MAP_CONSTRUCTORS.C */

short new_map_endpoint(world_point2d *where);
short duplicate_map_endpoint(short old_endpoint_index);
short new_map_line(short a, short b, short poly_a, short poly_b, short side_a, short side_b);
short duplicate_map_line(short old_line_index);
short new_map_polygon(short *line_indexes, short line_count, short floor_height,
	short ceiling_height, short floor_texture, short ceiling_texture, short lightsource_index);
void recalculate_side_type(short side_index);
short new_side(short polygon_index, short line_index);

void precalculate_map_indexes(void);

void touch_polygon(short polygon_index);
void recalculate_redundant_polygon_data(short polygon_index);
void recalculate_redundant_endpoint_data(short endpoint_index);
void recalculate_redundant_line_data(short line_index);
void recalculate_redundant_side_data(short side_index, short line_index);

void calculate_endpoint_polygon_owners(short endpoint_index, short *first_index, short *index_count);
void calculate_endpoint_line_owners(short endpoint_index, short *first_index, short *index_count);

void guess_side_lightsource_indexes(short side_index);

void set_map_index_buffer_size(long length);

// LP: routines for packing and unpacking the data from streams of bytes

uint8 *unpack_endpoint_data(uint8 *Stream, endpoint_data* Objects, size_t Count);
uint8 *pack_endpoint_data(uint8 *Stream, endpoint_data* Objects, size_t Count);
uint8 *unpack_line_data(uint8 *Stream, line_data* Objects, size_t Count);
uint8 *pack_line_data(uint8 *Stream, line_data* Objects, size_t Count);
uint8 *unpack_side_data(uint8 *Stream, side_data* Objects, size_t Count);
uint8 *pack_side_data(uint8 *Stream, side_data* Objects, size_t Count);
uint8 *unpack_polygon_data(uint8 *Stream, polygon_data* Objects, size_t Count);
uint8 *pack_polygon_data(uint8 *Stream, polygon_data* Objects, size_t Count);

uint8 *unpack_map_annotation(uint8 *Stream, map_annotation* Objects, size_t Count);
uint8 *pack_map_annotation(uint8 *Stream, map_annotation* Objects, size_t Count);
uint8 *unpack_map_object(uint8 *Stream, map_object* Objects, size_t Count);
uint8 *pack_map_object(uint8 *Stream, map_object* Objects, size_t Count);
uint8 *unpack_object_frequency_definition(uint8 *Stream, object_frequency_definition* Objects, size_t Count);
uint8 *pack_object_frequency_definition(uint8 *Stream, object_frequency_definition* Objects, size_t Count);
uint8 *unpack_static_data(uint8 *Stream, static_data* Objects, size_t Count);
uint8 *pack_static_data(uint8 *Stream, static_data* Objects, size_t Count);

uint8 *unpack_ambient_sound_image_data(uint8 *Stream, ambient_sound_image_data* Objects, size_t Count);
uint8 *pack_ambient_sound_image_data(uint8 *Stream, ambient_sound_image_data* Objects, size_t Count);
uint8 *unpack_random_sound_image_data(uint8 *Stream, random_sound_image_data* Objects, size_t Count);
uint8 *pack_random_sound_image_data(uint8 *Stream, random_sound_image_data* Objects, size_t Count);

uint8 *unpack_dynamic_data(uint8 *Stream, dynamic_data* Objects, size_t Count);
uint8 *pack_dynamic_data(uint8 *Stream, dynamic_data* Objects, size_t Count);
uint8 *unpack_object_data(uint8 *Stream, object_data* Objects, size_t Count);
uint8 *pack_object_data(uint8 *Stream, object_data* Objects, size_t Count);

uint8 *unpack_damage_definition(uint8 *Stream, damage_definition* Objects, size_t Count);
uint8 *pack_damage_definition(uint8 *Stream, damage_definition* Objects, size_t Count);

/*
	map_indexes, automap_lines, and automap_polygons do not have any special
	packing and unpacking routines, because the packing/unpacking of map_indexes is
	relatively simple, and because the automap lines and polygons need no such processing.
*/

/* ---------- prototypes/PLACEMENT.C */

// LP: this one does unpacking also
void load_placement_data(uint8 *_monsters, uint8 *_items);
struct object_frequency_definition *get_placement_info(void);
void place_initial_objects(void);
void recreate_objects(void);
void object_was_just_added(short object_class, short object_type);
void object_was_just_destroyed(short object_class, short object_type);
short get_random_player_starting_location_and_facing(short max_player_index, short team, struct object_location *location);

void mark_all_monster_collections(bool loading);
void load_all_monster_sounds(void);

/* ---------- prototypes/GAME_DIALOGS.C */

/* --------- prototypes/LIGHTSOURCE.C */

void update_lightsources(void);
short new_lightsource_from_old(short old_source);
void entered_polygon(short index);
void left_polygon(short index);
/* Only send _light_turning_on, _light_turning_off, _light_toggle */
void change_light_state(size_t lightsource_index, short state);

/* ---------- prototypes/DEVICES.C */

void mark_control_panel_shapes(bool load);
void initialize_control_panels_for_level(void); 
void update_control_panels(void);

bool control_panel_in_environment(short control_panel_type, short environment_code);

void change_device_state(short device_index, bool active);
short new_device(world_point2d *location, short initial_polygon_index, 
	short type, short extra_data, bool active);
void update_action_key(short player_index, bool triggered);

bool untoggled_repair_switches_on_level(bool only_last_switch = false);

void assume_correct_switch_position(short switch_type, short permutation, bool new_state);

void try_and_toggle_control_panel(short polygon_index, short line_index, short projectile_index);

bool line_side_has_control_panel(short line_index, short polygon_index, short *side_index_with_panel);

/* ---------- prototypes/GAME_WAD.C */

struct map_identifier {
	uint32 scenario_checksum;
	short level_index;
};

void set_to_default_map(void);

/* Return true if it finds the file, and it sets the mapfile to that file. */
/* Otherwise it returns false, meaning that we need have the file sent to us. */
bool use_map_file(uint32 checksum);
bool load_level_from_map(short level_index);
uint32 get_current_map_checksum(void);
bool select_map_to_use(void);

/* Call with location of NULL to get the number of start locations for a */
/* given team or player */
short get_player_starting_location_and_facing(short team, short index, 
	struct object_location *location);

void pause_game(void);
void resume_game(void);

bool get_indexed_entry_point(struct entry_point *entry_point, short *index, int32 type);
bool get_entry_points(vector<entry_point> &vec, int32 type);

bool new_game(short number_of_players, bool network, 
	struct game_data *game_information,
	struct player_start_data *player_start_information, 
	struct entry_point *entry_point);
bool goto_level(struct entry_point *entry, bool new_game, short number_of_players);

// LP addition: get the parser for the texture-loading control (name "texture_loading")
XML_ElementParser *TextureLoading_GetParser();

#endif
