/*
MARATHON.C

	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 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.

	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

Friday, December 3, 1993 10:00:32 AM

Monday, September 5, 1994 2:42:28 PM (ajr)
	fixed kill_limit.
Saturday, September 17, 1994 6:04:59 PM   (alain)
	fixed autotriggering of platforms
Thursday, December 8, 1994 3:58:12 PM  (Jason)
	only players trigger platforms.

Feb 6, 2000 (Loren Petrich):
	Added typecode initialization

Feb 10, 2000 (Loren Petrich):
	Added dynamic-limits initialization

Feb 15, 2000 (Loren Petrich):
	Added item-initialization and item-animation stuff

Mar 12, 2000 (Loren Petrich):
	Added OpenGL initializer

May 11, 2000 (Loren Petrich):
	Rewrote to get rid of dynamic-limit and animated-texture initializers;
	also used new animated-texture update function.

June 15, 2000 (Loren Petrich):
	Added support for Chris Pruett's Pfhortran

Aug 10, 2000 (Loren Petrich):
	Added Chris Pruett's Pfhortran changes

Feb 4, 2002 (Br'fin (Jeremy Parsons)):
	Moved Macintosh call to OGL_Initialize to shell_macintosh.cpp

Feb 20, 2002 (Woody Zenfell):
    Changed action queues operations to ActionQueues operations on GetRealActionQueues()

Mar 13, 2002 (Br'fin (Jeremy Parsons)):
	Altered enter_game to stop and reset fades after script_init
  
Jan 12, 2003 (Woody Zenfell):
	Added ability to reset intermediate action queues (GameQueue)
	Fixed potential out-of-sync bug
        
Feb 8, 2003 (Woody Zenfell):
        Reformulated main update loop and multiple ActionFlags queue handling.
        PLAYER_IS_PFHORTRAN_CONTROLLED is now no longer used - if a player has
        entries in the PfhortranActionQueues, they'll be used; if not, his
        entries from the RealActionQueues will be.

 June 14, 2003 (Woody Zenfell):
	Player movement prediction support:
	+ Support for retaining a partial game-state (this could be moved out to another file)
	+ Changes to update_world() to take advantage of partial game-state saving/restoring.
*/

#include "cseries.h"
#include "map.h"
#include "render.h"
#include "interface.h"
#include "FilmProfile.h"
#include "flood_map.h"
#include "effects.h"
#include "monsters.h"
#include "projectiles.h"
#include "player.h"
#include "network.h"
#include "scenery.h"
#include "platforms.h"
#include "lightsource.h"
#include "media.h"
#include "Music.h"
#include "fades.h"
#include "items.h"
#include "weapons.h"
#include "game_window.h"
#include "SoundManager.h"
#include "network_games.h"
// LP additions:
#include "tags.h"
#include "AnimatedTextures.h"
#include "ChaseCam.h"
#include "OGL_Setup.h"

// MH additions:
#include "lua_script.h"
#include "lua_hud_script.h"
#include <string>

// ZZZ additions:
#include "ActionQueues.h"
#include "Logging.h"

// for screen_mode :(
#include "screen.h"
#include "shell.h"

#include "Console.h"

#include <limits.h>

#ifdef env68k
#pragma segment marathon
#endif

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

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

// This is an intermediate action-flags queue for transferring action flags
// from whichever source to the engine's event handling
// ghs: making this externally available for Lua's trigger modifications
static ModifiableActionQueues* GameQueue = NULL;
ModifiableActionQueues* GetGameQueue() { return GameQueue; }

// ZZZ: We keep this around for use in prediction (we assume a player keeps on doin' what he's been doin')
static uint32	sMostRecentFlagsForPlayer[MAXIMUM_NUMBER_OF_PLAYERS];

/* ---------- private prototypes */

static void game_timed_out(void);

static void load_all_game_sounds(short environment_code);

/* ---------- code */

void initialize_marathon(
	void)
{
#ifndef DEMO /* no external physics models for demo */
//	import_definition_structures();
#endif
	
	build_trig_tables();
	allocate_map_memory();
	// Rendering and flood-map done when starting a level,
	// since they require map-geometry sizes
	// allocate_render_memory();
	allocate_pathfinding_memory();
	// allocate_flood_map_memory();
	allocate_texture_tables();
	initialize_weapon_manager();
	initialize_game_window();
	initialize_scenery();
	// LP additions:
	initialize_items();
#if defined(HAVE_OPENGL) && !defined(mac)
	OGL_Initialize();
#endif
	GameQueue = new ModifiableActionQueues(MAXIMUM_NUMBER_OF_PLAYERS, ACTION_QUEUE_BUFFER_DIAMETER, true);
}

static size_t sPredictedTicks = 0;

void
reset_intermediate_action_queues() {
	GameQueue->reset();

	// ZZZ: I don't know that this is strictly the best place (or the best function name)
	// to do this stuff, but it works, anyway.
	for(size_t i = 0; i < MAXIMUM_NUMBER_OF_PLAYERS; i++)
		sMostRecentFlagsForPlayer[i] = 0;

	sPredictedTicks = 0;
}


// ZZZ: For prediction...
static bool sPredictionWanted= false;

void
set_prediction_wanted(bool inPrediction)
{
	sPredictionWanted= inPrediction;
}

static player_data sSavedPlayerData[MAXIMUM_NUMBER_OF_PLAYERS];
static monster_data sSavedPlayerMonsterData[MAXIMUM_NUMBER_OF_PLAYERS];
static object_data sSavedPlayerObjectData[MAXIMUM_NUMBER_OF_PLAYERS];
static object_data sSavedPlayerParasiticObjectData[MAXIMUM_NUMBER_OF_PLAYERS];
static short sSavedPlayerObjectNextObject[MAXIMUM_NUMBER_OF_PLAYERS];

// For sanity-checking...
static int32 sSavedTickCount;
static uint16 sSavedRandomSeed;


// ZZZ: If not already in predictive mode, save off partial game-state for later restoration.
static void
enter_predictive_mode()
{
	if(sPredictedTicks == 0)
	{
		for(short i = 0; i < dynamic_world->player_count; i++)
		{
			sSavedPlayerData[i] = *get_player_data(i);
			if(sSavedPlayerData[i].monster_index != NONE)
			{
				sSavedPlayerMonsterData[i] = *get_monster_data(sSavedPlayerData[i].monster_index);
				if(sSavedPlayerMonsterData[i].object_index != NONE)
				{
					sSavedPlayerObjectData[i] = *get_object_data(sSavedPlayerMonsterData[i].object_index);
					sSavedPlayerObjectNextObject[i] = sSavedPlayerObjectData[i].next_object;
					if(sSavedPlayerObjectData[i].parasitic_object != NONE)
						sSavedPlayerParasiticObjectData[i] = *get_object_data(sSavedPlayerObjectData[i].parasitic_object);
				}
			}
		}
		
		// Sanity checking
		sSavedTickCount = dynamic_world->tick_count;
		sSavedRandomSeed = get_random_seed();
	}
}


#if COMPARE_MEMORY
// ZZZ: I wrote this function to help catch incomplete state save/restore operations on entering and exiting predictive mode
// It's not currently in use anywhere, but may prove useful sometime?  so I'm including it in my submission.
static void
compare_memory(const char* inChunk1, const char* inChunk2, size_t inSize, size_t inIgnoreStart, size_t inIgnoreEnd, const char* inDescription, int inDescriptionNumber)
{
	bool trackingDifferences = false;
	size_t theDifferenceStart;
	
	for(size_t i = 0; i < inSize; i++)
	{
		if(inChunk1[i] != inChunk2[i])
		{
			if(!trackingDifferences)
			{
				theDifferenceStart = i;
				trackingDifferences = true;
			}
		}
		else
		{
			if(trackingDifferences)
			{
				if(theDifferenceStart < inIgnoreStart || i >= inIgnoreEnd)
					logWarning4("%s %d: differences in bytes [%d,%d)", inDescription, inDescriptionNumber, theDifferenceStart, i);
				trackingDifferences = false;
			}
		}
	}

	if(trackingDifferences)
	{
		if(theDifferenceStart < inIgnoreStart || inSize >= inIgnoreEnd)
			logWarning4("%s %d: differences in bytes [%d,%d)", inDescription, inDescriptionNumber, theDifferenceStart, inSize);
	}
}
#endif

// ZZZ: if in predictive mode, restore the saved partial game-state (it'd better take us back
// to _exactly_ the same full game-state we saved earlier, else problems.)
static void
exit_predictive_mode()
{
	if(sPredictedTicks > 0)
	{
		for(short i = 0; i < dynamic_world->player_count; i++)
		{
			player_data* player = get_player_data(i);
			
			assert(player->monster_index == sSavedPlayerData[i].monster_index);

			{
				// We *don't* restore this tiny part of the game-state back because
				// otherwise the player can't use [] to scroll the inventory panel.
				// [] scrolling happens outside the normal input/update system, so that's
				// enough to persuade me that not restoring this won't OOS any more often
				// than []-scrolling did before prediction.  :)
				int16 saved_interface_flags = player->interface_flags;
				int16 saved_interface_decay = player->interface_decay;
				
				*player = sSavedPlayerData[i];

				player->interface_flags = saved_interface_flags;
				player->interface_decay = saved_interface_decay;
			}

			if(sSavedPlayerData[i].monster_index != NONE)
			{
				assert(get_monster_data(sSavedPlayerData[i].monster_index)->object_index == sSavedPlayerMonsterData[i].object_index);

				*get_monster_data(sSavedPlayerData[i].monster_index) = sSavedPlayerMonsterData[i];
				
				if(sSavedPlayerMonsterData[i].object_index != NONE)
				{
					assert(get_object_data(sSavedPlayerMonsterData[i].object_index)->parasitic_object == sSavedPlayerObjectData[i].parasitic_object);

					remove_object_from_polygon_object_list(sSavedPlayerMonsterData[i].object_index);
					
					*get_object_data(sSavedPlayerMonsterData[i].object_index) = sSavedPlayerObjectData[i];

					// We have to defer this insertion since the object lists could still have other players
					// in their predictive locations etc. - we need to reconstruct everything exactly as it
					// was when we entered predictive mode.
					deferred_add_object_to_polygon_object_list(sSavedPlayerMonsterData[i].object_index, sSavedPlayerObjectNextObject[i]);
					
					if(sSavedPlayerObjectData[i].parasitic_object != NONE)
						*get_object_data(sSavedPlayerObjectData[i].parasitic_object) = sSavedPlayerParasiticObjectData[i];
				}
			}
		}

		perform_deferred_polygon_object_list_manipulations();
		
		sPredictedTicks = 0;

		// Sanity checking
		if(sSavedTickCount != dynamic_world->tick_count)
			logWarning2("saved tick count %d != dynamic_world->tick_count %d", sSavedTickCount, dynamic_world->tick_count);

		if(sSavedRandomSeed != get_random_seed())
			logWarning2("saved random seed %d != get_random_seed() %d", sSavedRandomSeed, get_random_seed());
	}
}


// ZZZ: move a single tick's flags (if there's one present for each player in the Base Queues)
// from the Base Queues into the Output Queues, overriding each with the corresponding player's
// flags from the Overlay Queues, if non-empty.
static bool
overlay_queue_with_queue_into_queue(ActionQueues* inBaseQueues, ActionQueues* inOverlayQueues, ActionQueues* inOutputQueues)
{
        bool haveFlagsForAllPlayers = true;
        for(int p = 0; p < dynamic_world->player_count; p++)
        {
                if(inBaseQueues->countActionFlags(p) <= 0)
                {
                        haveFlagsForAllPlayers = false;
                        break;
                }
        }
        
        if(!haveFlagsForAllPlayers)
        {
                return false;
        }
        
        for(int p = 0; p < dynamic_world->player_count; p++)
        {
                // Trust me, this is right - we dequeue from the Base Queues whether or not they get overridden.
                uint32 action_flags = inBaseQueues->dequeueActionFlags(p);
                
                if(inOverlayQueues != NULL && inOverlayQueues->countActionFlags(p) > 0)
                {
                        action_flags = inOverlayQueues->dequeueActionFlags(p);
                }
                
                inOutputQueues->enqueueActionFlags(p, &action_flags, 1);
        }
        
        return true;
}


// Return values for update_world_elements_one_tick()
enum {
        kUpdateNormalCompletion,
        kUpdateGameOver,
        kUpdateChangeLevel
};

// ZZZ: split out from update_world()'s loop.
static int
update_world_elements_one_tick()
{
        L_Call_Idle();

        update_lights();
        update_medias();
        update_platforms();
        
        update_control_panels(); // don't put after update_players
        update_players(GameQueue, false);
        move_projectiles();
        move_monsters();
        update_effects();
        recreate_objects();
        
        handle_random_sound_image();
        animate_scenery();

        // LP additions:
	if (film_profile.animate_items)
	{
		animate_items();
	}

        AnimTxtr_Update();
        ChaseCam_Update();

#if !defined(DISABLE_NETWORKING)
        update_net_game();
#endif // !defined(DISABLE_NETWORKING)

        if(check_level_change()) 
        {
                return kUpdateChangeLevel;
        }

#if !defined(DISABLE_NETWORKING)
        if(game_is_over())
        {
                return kUpdateGameOver;
        }
#endif // !defined(DISABLE_NETWORKING)

        dynamic_world->tick_count+= 1;
        dynamic_world->game_information.game_time_remaining-= 1;
        
        return kUpdateNormalCompletion;
}

// ZZZ: new formulation of update_world(), should be simpler and clearer I hope.
// Now returns (whether something changed, number of real ticks elapsed) since, with
// prediction, something can change even if no real ticks have elapsed.

std::pair<bool, int16>
update_world()
{
        short theElapsedTime = 0;
        bool canUpdate = true;
        int theUpdateResult = kUpdateNormalCompletion;

#ifndef DISABLE_NETWORKING
	if (game_is_networked)
		NetProcessMessagesInGame();
#endif
        
        while(canUpdate)
        {
                // If we have flags in the GameQueue, or can put a tick's-worth there, we're ok.
                // Note that GameQueue should be stocked evenly (i.e. every player has the same # of flags)
                if(GameQueue->countActionFlags(0) == 0)
                {
                        canUpdate = overlay_queue_with_queue_into_queue(GetRealActionQueues(), GetLuaActionQueues(), GameQueue);
                }

		if(!sPredictionWanted)
		{
			// See if the speed-limiter (net time or heartbeat count) will let us advance a tick
#if !defined(DISABLE_NETWORKING)
			int theMostRecentAllowedTick = game_is_networked ? NetGetNetTime() : get_heartbeat_count();
#else
			int theMostRecentAllowedTick = get_heartbeat_count();
#endif

			if(dynamic_world->tick_count >= theMostRecentAllowedTick)
			{
				canUpdate = false;
			}
		}
                
                // If we can't update, we can't update.  We're done for now.
                if(!canUpdate)
                {
                        break;
                }

		// Transition from predictive -> real update mode, if necessary.
		exit_predictive_mode();

		// Capture the flags for each player for use in prediction
		for(short i = 0; i < dynamic_world->player_count; i++)
			sMostRecentFlagsForPlayer[i] = GameQueue->peekActionFlags(i, 0);

		theUpdateResult = update_world_elements_one_tick();

                theElapsedTime++;

                
                L_Call_PostIdle();
                if(theUpdateResult != kUpdateNormalCompletion)
                {
                        canUpdate = false;
                }
	}

        // This and the following voodoo comes, effectively, from Bungie's code.
        if(theUpdateResult == kUpdateChangeLevel)
        {
                theElapsedTime = 0;
        }

	/* Game is over. */
	if(theUpdateResult == kUpdateGameOver) 
	{
		game_timed_out();
		theElapsedTime = 0;
	} 
	else if (theElapsedTime)
	{
		update_interface(theElapsedTime);
		update_fades();
	}

	check_recording_replaying();

	// ZZZ: Prediction!
	bool didPredict = false;
	
	if(theUpdateResult == kUpdateNormalCompletion && sPredictionWanted)
	{
		NetUpdateUnconfirmedActionFlags();

		// We use "2" to make sure there's always room for our one set of elements.
		// (thePredictiveQueues should always hold only 0 or 1 element for each player.)
		ActionQueues	thePredictiveQueues(dynamic_world->player_count, 2, true);

		// Observe, since we don't use a speed-limiter in predictive mode, that there cannot be flags
		// stranded in the GameQueue.  Unfortunately this approach will mispredict if a script is
		// controlling the local player.  We could be smarter about it if that eventually becomes an issue.
		for ( ; sPredictedTicks < NetGetUnconfirmedActionFlagsCount(); sPredictedTicks++)
		{
			// Real -> predictive transition, if necessary
			enter_predictive_mode();

			// Enqueue stuff into thePredictiveQueues
			for(short thePlayerIndex = 0; thePlayerIndex < dynamic_world->player_count; thePlayerIndex++)
			{
				uint32 theFlags = (thePlayerIndex == local_player_index) ? NetGetUnconfirmedActionFlag(sPredictedTicks) : sMostRecentFlagsForPlayer[thePlayerIndex];
				thePredictiveQueues.enqueueActionFlags(thePlayerIndex, &theFlags, 1);
			}
			
			// update_players() will dequeue the elements we just put in there
			update_players(&thePredictiveQueues, true);

			didPredict = true;
			
		} // loop while local player has flags we haven't used for prediction

	} // if we should predict

	// we return separately 1. "whether to redraw" and 2. "how many game-ticks elapsed"
        return std::pair<bool, int16>(didPredict || theElapsedTime != 0, theElapsedTime);
}

/* call this function before leaving the old level, but DO NOT call it when saving the player.
	it should be called when you're leaving the game (i.e., quitting or reverting, etc.) */
void leaving_map(
	void)
{
	
	remove_all_projectiles();
	remove_all_nonpersistent_effects();
	
	/* mark our shape collections for unloading */
	mark_environment_collections(static_world->environment_code, false);
	mark_all_monster_collections(false);
	mark_player_collections(false);
	mark_map_collections(false);
	MarkLuaCollections(false);
    MarkLuaHUDCollections(false);
	L_Call_Cleanup ();
	//Close and unload the Lua state
	CloseLuaScript();
#if !defined(DISABLE_NETWORKING)
	NetSetChatCallbacks(NULL);
#endif // !defined(DISABLE_NETWORKING)
	Console::instance()->deactivate_input();

	/* all we do is mark them for unloading, we don't explicitly dispose of them; whenever the
		next level is loaded someone (probably entering_map, below) will call load_collections()
		and the stuff we marked as needed to be ditched will be */
	
	/* stop counting world ticks */
//	set_keyboard_controller_status(false);

	// Hackish. Should probably be in stop_all_sounds(), but that just
	// doesn't work out. 
	Music::instance()->StopLevelMusic();
	SoundManager::instance()->StopAllSounds();

	SoundManager::instance()->UnloadCustomSounds();
}

/* call this function after the new level has been completely read into memory, after
	player->location and player->facing have been updated, and as close to the end of
	the loading process in general as possible. */
// LP: added whether a savegame is being restored (skip Pfhortran init if that's the case)
bool entering_map(bool restoring_saved)
{
	bool success= true;

	/* if any active monsters think they have paths, we'll make them reconsider */
	initialize_monsters_for_new_level();

	/* and since no monsters have paths, we should make sure no paths think they have monsters */
	reset_paths();
	
	/* mark our shape collections for loading and load them */
	mark_environment_collections(static_world->environment_code, true);
	mark_all_monster_collections(true);
	mark_player_collections(true);
	mark_map_collections(true);

	MarkLuaCollections(true);
	MarkLuaHUDCollections(true);

#ifdef SDL
	load_collections(true, get_screen_mode()->acceleration != _no_acceleration);
#else
	load_collections(true, true);
#endif

	load_all_monster_sounds();
	load_all_game_sounds(static_world->environment_code);

#if !defined(DISABLE_NETWORKING)
	/* tell the keyboard controller to start recording keyboard flags */
	if (game_is_networked) success= NetSync(); /* make sure everybody is ready */
#endif // !defined(DISABLE_NETWORKING)

	/* make sure nobodyÕs holding a weapon illegal in the new environment */
	check_player_weapons_for_environment_change();

#if !defined(DISABLE_NETWORKING)
	if (dynamic_world->player_count>1 && !restoring_saved) initialize_net_game();
#endif // !defined(DISABLE_NETWORKING)
	randomize_scenery_shapes();

	reset_action_queues(); //¦¦
//	sync_heartbeat_count();
//	set_keyboard_controller_status(true);

	L_Call_Init(restoring_saved);

#if !defined(DISABLE_NETWORKING)
	NetSetChatCallbacks(InGameChatCallbacks::instance());
#endif // !defined(DISABLE_NETWORKING)

	// Zero out fades *AND* any inadvertant fades from script start...
	stop_fade();
	set_fade_effect(NONE);
	
	if (!success) leaving_map();

	return success;
}

/* This is called when an object of some mass enters a polygon from another */
/* polygon.  It handles triggering lightsources, platforms, and whatever */
/* else it is that we can think of. */
void changed_polygon(
	short original_polygon_index,
	short new_polygon_index,
	short player_index)
{
	struct polygon_data *new_polygon= get_polygon_data(new_polygon_index);
	struct player_data *player= player_index!=NONE ? get_player_data(player_index) : (struct player_data *) NULL;
	
	(void) (original_polygon_index);
	
	/* Entering this polygon.. */
	switch (new_polygon->type)
	{
		case _polygon_is_visible_monster_trigger:
			if (player)
			{
				activate_nearby_monsters(player->monster_index, player->monster_index,
					_pass_solid_lines|_activate_deaf_monsters|_use_activation_biases|_activation_cannot_be_avoided);
			}
			break;
		case _polygon_is_invisible_monster_trigger:
		case _polygon_is_dual_monster_trigger:
			if (player)
			{
				activate_nearby_monsters(player->monster_index, player->monster_index,
					_pass_solid_lines|_activate_deaf_monsters|_activate_invisible_monsters|_use_activation_biases|_activation_cannot_be_avoided);
			}
			break;
		
		case _polygon_is_item_trigger:
			if (player)
			{
				trigger_nearby_items(new_polygon_index);
			}
			break;

		case _polygon_is_light_on_trigger:
		case _polygon_is_light_off_trigger:
			set_light_status(new_polygon->permutation,
				new_polygon->type==_polygon_is_light_off_trigger ? false : true);
			break;
			
		case _polygon_is_platform:
			platform_was_entered(new_polygon->permutation, player ? true : false);
			break;
		case _polygon_is_platform_on_trigger:
		case _polygon_is_platform_off_trigger:
			if (player)
			{
				try_and_change_platform_state(get_polygon_data(new_polygon->permutation)->permutation,
					new_polygon->type==_polygon_is_platform_off_trigger ? false : true);
			}
			break;
			
		case _polygon_must_be_explored:
			/* When a player enters a must be explored, it now becomes a normal polygon, to allow */
			/*  for must be explored flags to work across cooperative net games */
			if(player)
			{
				new_polygon->type= _polygon_is_normal;
			}
			break;
			
		default:
			break;
	}
}

/* _level_failed is the same as _level_finished but indicates a non-fatal failure condition (e.g.,
	too many civilians died during _mission_rescue) */
short calculate_level_completion_state(
	void)
{
	short completion_state= _level_finished;
	
	/* if there are any monsters left on an extermination map, we havenÕt finished yet */
	if (static_world->mission_flags&_mission_extermination)
	{
		if (live_aliens_on_map()) completion_state= _level_unfinished;
	}
	
	/* if there are any polygons which must be explored and have not been entered, weÕre not done */
	if (static_world->mission_flags&_mission_exploration)
	{
		short polygon_index;
		struct polygon_data *polygon;
		
		for (polygon_index= 0, polygon= map_polygons; polygon_index<dynamic_world->polygon_count; ++polygon_index, ++polygon)
		{
			if (polygon->type==_polygon_must_be_explored)
			{
				completion_state= _level_unfinished;
				break;
			}
		}
	}
	
	/* if there are any items left on this map, weÕre not done */
	if (static_world->mission_flags&_mission_retrieval)
	{
		if (unretrieved_items_on_map()) completion_state= _level_unfinished;
	}
	
	/* if there are any untoggled repair switches on this level then weÕre not there */
	if (static_world->mission_flags&_mission_repair)
	{
		if (untoggled_repair_switches_on_level()) completion_state= _level_unfinished;
	}

	/* if weÕve finished the level, check failure conditions */
	if (completion_state==_level_finished)
	{
		/* if this is a rescue mission and more than half of the civilians died, the mission failed */
		if (static_world->mission_flags&_mission_rescue &&
			dynamic_world->current_civilian_causalties>dynamic_world->current_civilian_count/2)
		{
			completion_state= _level_failed;
		}
	}
	
	return completion_state;
}

short calculate_damage(
	struct damage_definition *damage)
{
	short total_damage= damage->base + (damage->random ? global_random()%damage->random : 0);
	
	total_damage= FIXED_INTEGERAL_PART(total_damage*damage->scale);
	
	/* if this damage was caused by an alien modify it for the current difficulty level */
	if (damage->flags&_alien_damage)
	{
		switch (dynamic_world->game_information.difficulty_level)
		{
			case _wuss_level: total_damage-= total_damage>>1; break;
			case _easy_level: total_damage-= total_damage>>2; break;
			/* harder levels do not cause more damage */
		}
	}
	
	return total_damage;
}

#define MINOR_OUCH_FREQUENCY 0xf
#define MAJOR_OUCH_FREQUENCY 0x7
#define MINOR_OUCH_DAMAGE 15
#define MAJOR_OUCH_DAMAGE 7

// LP temp fix: assignments are intended to approximate Marathon 1 (minor = lava, major = PfhorSlime)
#define _damage_polygon _damage_lava
#define _damage_major_polygon _damage_goo

void cause_polygon_damage(
	short polygon_index,
	short monster_index)
{
	struct polygon_data *polygon= get_polygon_data(polygon_index);
	struct monster_data *monster= get_monster_data(monster_index);
	struct object_data *object= get_object_data(monster->object_index);

// #if 0
	if ((polygon->type==_polygon_is_minor_ouch && !(dynamic_world->tick_count&MINOR_OUCH_FREQUENCY) && object->location.z==polygon->floor_height) ||
		(polygon->type==_polygon_is_major_ouch && !(dynamic_world->tick_count&MAJOR_OUCH_FREQUENCY)))
	{
		struct damage_definition damage;
		
		damage.flags= _alien_damage;
		damage.type= polygon->type==_polygon_is_minor_ouch ? _damage_polygon : _damage_major_polygon;
		damage.base= polygon->type==_polygon_is_minor_ouch ? MINOR_OUCH_DAMAGE : MAJOR_OUCH_DAMAGE;
		damage.random= 0;
		damage.scale= FIXED_ONE;
		
		damage_monster(monster_index, NONE, NONE, (world_point3d *) NULL, &damage, NONE);
	}
// #endif
}

/* ---------- private code */
	
/* They ran out of time.  This means different things depending on the */
/* type of game.. */
static void game_timed_out(
	void)
{
	if(player_controlling_game())
	{
		set_game_state(_close_game);
	} else {
		set_game_state(_switch_demo);
	}
}


// LP: suppressed this as superfluous; won't try to reassign these sounds for M1 compatibility
static void load_all_game_sounds(
	short environment_code)
{
}

/*
#define NUMBER_OF_PRELOAD_SOUNDS (sizeof(preload_sounds)/sizeof(short))
static short preload_sounds[]=
{
	_snd_teleport_in,
	_snd_teleport_out,
	_snd_bullet_ricochet,
	_snd_magnum_firing,
	_snd_assault_rifle_firing,
	_snd_body_falling,
	_snd_body_exploding,
	_snd_bullet_hitting_flesh
};

#define NUMBER_OF_PRELOAD_SOUNDS0 (sizeof(preload_sounds0)/sizeof(short))
static short preload_sounds0[]= {_snd_water, _snd_wind};

#define NUMBER_OF_PRELOAD_SOUNDS1 (sizeof(preload_sounds1)/sizeof(short))
static short preload_sounds1[]= {_snd_lava, _snd_wind};

static void load_all_game_sounds(
	short environment_code)
{
	load_sounds(preload_sounds, NUMBER_OF_PRELOAD_SOUNDS);

	switch (environment_code)
	{
		case 0: load_sounds(preload_sounds0, NUMBER_OF_PRELOAD_SOUNDS0); break;
		case 1: load_sounds(preload_sounds1, NUMBER_OF_PRELOAD_SOUNDS1); break;
		case 2: break;
		case 3: break;
		case 4: break;
	}
}
*/
