/*
** d_dehacked.cpp
** Parses dehacked/bex patches and changes game structures accordingly
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
**    notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
**    notice, this list of conditions and the following disclaimer in the
**    documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
**    derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
** Much of this file is fudging code to compensate for the fact that most of
** what could be changed with Dehacked is no longer in the same state it was
** in as of Doom 1.9. There is a lump in zdoom.wad (DEHSUPP) that stores most
** of the lookup tables used so that they need not be loaded all the time.
** Also, their total size is less in the lump than when they were part of the
** executable, so it saves space on disk as well as in memory.
*/

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stddef.h>

#include "doomtype.h"
#include "templates.h"
#include "doomstat.h"
#include "info.h"
#include "d_dehacked.h"
#include "s_sound.h"
#include "g_level.h"
#include "cmdlib.h"
#include "gstrings.h"
#include "m_alloc.h"
#include "m_misc.h"
#include "w_wad.h"
#include "d_player.h"
#include "r_state.h"
#include "gi.h"
#include "c_dispatch.h"
#include "decallib.h"
#include "r_draw.h"
#include "v_palette.h"
#include "a_sharedglobal.h"

// [SO] Just the way Randy said to do it :)
// [RH] Made this CVAR_SERVERINFO
CVAR (Int, infighting, 0, CVAR_SERVERINFO)

static bool LoadDehSupp ();
static void UnloadDehSupp ();

// Action functions available to patches
struct CodePtrMap
{
	short name;
	WORD num;
};

static CodePtrMap *CodePtrNames;
static int NumCodePtrs;

// Prototype the dehacked code pointers
#define WEAPON(x)	void A_##x(AActor*);
#define ACTOR(x)	void A_##x(AActor*);
#include "d_dehackedactions.h"

// Declare the dehacked code pointers
static const actionf_p CodePtrs[] =
{
	NULL,
#define WEAPON(x)	A_##x,
#define ACTOR(x)	A_##x,
#include "d_dehackedactions.h"
};

static const char *const AmmoNames[12] =
{
	"Clip",
	"Shell",
	"Cell",
	"RocketAmmo",
	"GoldWandAmmo",
	NULL,
	"BlasterAmmo",
	"SkullRodAmmo",
	"PhoenixRodAmmo",
	"MaceAmmo",
	"Mana1",
	"Mana2"
};

static const char *const WeaponNames[9] =
{
	"Fist",
	"Pistol",
	"Shotgun",
	"Chaingun",
	"RocketLauncher",
	"PlasmaRifle",
	"BFG9000",
	"Chainsaw",
	"SuperShotgun"
};

// Miscellaneous info that used to be constant
DehInfo deh =
{
	100,	// .StartHealth
	 50,	// .StartBullets
	 -1,	// .MaxHealth
	200,	// .MaxArmor
	  1,	// .GreenAC
	  2,	// .BlueAC
	200,	// .MaxSoulsphere
	100,	// .SoulsphereHealth
	200,	// .MegasphereHealth
	100,	// .GodHealth
	200,	// .FAArmor
	  2,	// .FAAC
	200,	// .KFAArmor
	  2,	// .KFAAC
	"PLAY",	// Name of player sprite
	255,	// Rocket explosion style, 255=use cvar
	FRACUNIT*2/3,		// Rocket explosion alpha
	false,	// .NoAutofreeze
};

// Doom identified pickup items by their sprites. ZDoom prefers to use their
// class type to identify them instead. To support the traditional Doom
// behavior, for every thing touched by dehacked that has the MF_PICKUP flag,
// a new subclass of ADehackedPickup will be created with properties copied
// from the original actor's defaults. The original actor is then changed to
// spawn the new class.

void A_SpawnDehackedPickup (AActor *);

class ADehackedPickup : public AInventory
{
	DECLARE_ACTOR (ADehackedPickup, AInventory)
	HAS_OBJECT_POINTERS
public:
	void Destroy ();
	const char *PickupMessage ();
	bool ShouldRespawn ();
	bool ShouldStay ();
	bool TryPickup (AActor *toucher);
	void PlayPickupSound (AActor *toucher);
	void DoPickupSpecial (AActor *toucher);
private:
	const PClass *DetermineType ();
	AInventory *RealPickup;
};

IMPLEMENT_POINTY_CLASS (ADehackedPickup)
 DECLARE_POINTER (RealPickup)
END_POINTERS

FState ADehackedPickup::States[] =
{
	S_NORMAL(TNT1, 0, 0, NULL, &States[1]),
	S_NORMAL(TNT1, 0, 0, A_SpawnDehackedPickup, NULL)
};

BEGIN_DEFAULTS (ADehackedPickup, Any, -1, 0)
END_DEFAULTS

TArray<PClass *> DehackedPickups;
TArray<PClass *> TouchedActors;

char *UnchangedSpriteNames;
int NumUnchangedSprites;

// Sprite<->Class map for ADehackedPickup::DetermineType
static struct DehSpriteMap
{
	char Sprite[5];
	const char *ClassName;
}
DehSpriteMappings[] =
{
	{ "AMMO", "ClipBox" },
	{ "ARM1", "GreenArmor" },
	{ "ARM2", "BlueArmor" },
	{ "BFUG", "BFG9000" },
	{ "BKEY", "BlueCard" },
	{ "BON1", "HealthBonus" },
	{ "BON2", "ArmorBonus" },
	{ "BPAK", "Backpack" },
	{ "BROK", "RocketBox" },
	{ "BSKU", "BlueSkull" },
	{ "CELL", "Cell" },
	{ "CELP", "CellPack" },
	{ "CLIP", "Clip" },
	{ "CSAW", "Chainsaw" },
	{ "LAUN", "RocketLauncher" },
	{ "MEDI", "Medikit" },
	{ "MEGA", "Megasphere" },
	{ "MGUN", "Chaingun" },
	{ "PINS", "BlurSphere" },
	{ "PINV", "InvulnerabilitySphere" },
	{ "PLAS", "PlasmaRifle" },
	{ "PMAP", "Allmap" },
	{ "PSTR", "Berserk" },
	{ "PVIS", "Infrared" },
	{ "RKEY", "RedCard" },
	{ "ROCK", "RocketAmmo" },
	{ "RSKU", "RedSkull" },
	{ "SBOX", "ShellBox" },
	{ "SGN2", "SuperShotgun" },
	{ "SHEL", "Shell" },
	{ "SHOT", "Shotgun" },
	{ "SOUL", "Soulsphere" },
	{ "STIM", "Stimpack" },
	{ "SUIT", "RadSuit" },
	{ "YKEY", "YellowCard" },
	{ "YSKU", "YellowSkull" }
};

#define LINESIZE 2048

#define CHECKKEY(a,b)		if (!stricmp (Line1, (a))) (b) = atoi(Line2);

static char *PatchFile, *PatchPt, *PatchName;
static char *Line1, *Line2;
static int	 dversion, pversion;
static BOOL  including, includenotext;

static const char *unknown_str = "Unknown key %s encountered in %s %d.\n";

static FStringTable *EnglishStrings;

// This is an offset to be used for computing the text stuff.
// Straight from the DeHackEd source which was
// Written by Greg Lewis, gregl@umich.edu.
static int toff[] = {129044, 129044, 129044, 129284, 129380};

// Every string in DEHSUPP appears in the name table. The name table
// is always in sorted order.
static WORD *NameOffs;
static char *NameBase;
static int NumNames;

// These are the original heights of every Doom 2 thing. They are used if a patch
// specifies that a thing should be hanging from the ceiling but doesn't specify
// a height for the thing, since these are the heights it probably wants.
static byte *OrgHeights;
static int NumOrgHeights;

// This is a list of all the action functions used by each of Doom's states.
static BYTE *ActionList;
static int NumActions;

// DeHackEd made the erroneous assumption that if a state didn't appear in
// Doom with an action function, then it was incorrect to assign it one.
// This is a list of the states that had action functions, so we can figure
// out where in the original list of states a DeHackEd codepointer is.
// (DeHackEd might also have done this for compatibility between Doom
// versions, because states could move around, but actions would never
// disappear, but that doesn't explain why frame patches specify an exact
// state rather than a code pointer.)
static short *CodePConv;
static int NumCodeP;

// Sprite names in the order Doom originally had them.
static char **OrgSprNames;
static int NumSprites;

// Map to where the orginal Doom states have moved to
enum EStateBase
{
	FirstState,
	SpawnState,
	DeathState
};

struct StateMapper
{
	FState *State;
	int StateSpan;
	const PClass *Owner;
	bool OwnerIsPickup;
};

static StateMapper *StateMap;
static int NumStateMaps;

// Render styles
struct StyleName
{
	short Name;
	BYTE Num;
};

static StyleName *StyleNames;
static int NumStyleNames;

// Sound equivalences. When a patch tries to change a sound,
// use these sound names.
static short *SoundMap;
static int NumSounds;

// Names of different actor types, in original Doom 2 order
static short *InfoNames;
static int NumInfos;

// bit flags for PatchThing (a .bex extension):
struct BitName
{
	short Name;
	BYTE Bit;
	BYTE WhichFlags;
};

static BitName *BitNames;
static int NumBitNames;

struct Key {
	char *name;
	ptrdiff_t offset;
};

static int PatchThing (int);
static int PatchSound (int);
static int PatchFrame (int);
static int PatchSprite (int);
static int PatchAmmo (int);
static int PatchWeapon (int);
static int PatchPointer (int);
static int PatchCheats (int);
static int PatchMisc (int);
static int PatchText (int);
static int PatchStrings (int);
static int PatchPars (int);
static int PatchCodePtrs (int);
static int DoInclude (int);

static const struct {
	char *name;
	int (*func)(int);
} Modes[] = {
	// These appear in .deh and .bex files
	{ "Thing",		PatchThing },
	{ "Sound",		PatchSound },
	{ "Frame",		PatchFrame },
	{ "Sprite",		PatchSprite },
	{ "Ammo",		PatchAmmo },
	{ "Weapon",		PatchWeapon },
	{ "Pointer",	PatchPointer },
	{ "Cheat",		PatchCheats },
	{ "Misc",		PatchMisc },
	{ "Text",		PatchText },
	// These appear in .bex files
	{ "include",	DoInclude },
	{ "[STRINGS]",	PatchStrings },
	{ "[PARS]",		PatchPars },
	{ "[CODEPTR]",	PatchCodePtrs },
	{ NULL, },
};

static int HandleMode (const char *mode, int num);
static BOOL HandleKey (const struct Key *keys, void *structure, const char *key, int value);
static BOOL ReadChars (char **stuff, int size);
static char *igets (void);
static int GetLine (void);

inline const char *GetName (int name)
{
	return NameBase + NameOffs[name];
}

// Names are conveniently stored in sorted order
int FindName (const char *name)
{
	int min = 0;
	int max = NumNames - 1;

	while (min <= max)
	{
		int mid = (min + max) / 2;
		int lexx = stricmp (GetName (mid), name);
		if (lexx == 0)
		{
			return mid;
		}
		else if (lexx < 0)
		{
			min = mid + 1;
		}
		else
		{
			max = mid - 1;
		}
	}
	return -1;
}

static int HandleMode (const char *mode, int num)
{
	int i = 0;

	while (Modes[i].name && stricmp (Modes[i].name, mode))
		i++;

	if (Modes[i].name)
		return Modes[i].func (num);

	// Handle unknown or unimplemented data
	Printf ("Unknown chunk %s encountered. Skipping.\n", mode);
	do
		i = GetLine ();
	while (i == 1);

	return i;
}

static BOOL HandleKey (const struct Key *keys, void *structure, const char *key, int value)
{
	while (keys->name && stricmp (keys->name, key))
		keys++;

	if (keys->name) {
		*((int *)(((byte *)structure) + keys->offset)) = value;
		return false;
	}

	return true;
}

static int FindSprite (const char *sprname)
{
	int i;
	DWORD nameint = *((DWORD *)sprname);

	for (i = 0; i < NumUnchangedSprites; ++i)
	{
		if (*((DWORD *)&UnchangedSpriteNames[i*4]) == nameint)
		{
			return i;
		}
	}
	return -1;
}

static FState *FindState (int statenum)
{
	int i;
	int stateacc;

	if (statenum == 0)
		return NULL;

	for (i = 0, stateacc = 1; i < NumStateMaps; i++)
	{
		if (stateacc <= statenum && stateacc + StateMap[i].StateSpan > statenum)
		{
			if (StateMap[i].OwnerIsPickup)
			{
				TouchedActors.Push (const_cast<PClass *>(StateMap[i].Owner));
			}
			return StateMap[i].State + statenum - stateacc;
		}
		stateacc += StateMap[i].StateSpan;
	}
	return NULL;
}

int FindStyle (const char *namestr)
{
	int min = 0;
	int max = NumStyleNames - 1;
	int name = FindName (Line2);
	if (name != -1)
	{
		while (min <= max)
		{
			int mid = (min + max) / 2;
			if (StyleNames[mid].Name == name)
			{
				return StyleNames[mid].Num;
			}
			else if (StyleNames[mid].Name < name)
			{
				min = mid + 1;
			}
			else
			{
				max = mid - 1;
			}
		}
	}
	DPrintf("Unknown render style %s\n", namestr);
	return -1;
}

static BOOL ReadChars (char **stuff, int size)
{
	char *str = *stuff;

	if (!size) {
		*str = 0;
		return true;
	}

	do {
		// Ignore carriage returns
		if (*PatchPt != '\r')
			*str++ = *PatchPt;
		else
			size++;

		PatchPt++;
	} while (--size);

	*str = 0;
	return true;
}

static void ReplaceSpecialChars (char *str)
{
	char *p = str, c;
	int i;

	while ( (c = *p++) ) {
		if (c != '\\') {
			*str++ = c;
		} else {
			switch (*p) {
				case 'n':
				case 'N':
					*str++ = '\n';
					break;
				case 't':
				case 'T':
					*str++ = '\t';
					break;
				case 'r':
				case 'R':
					*str++ = '\r';
					break;
				case 'x':
				case 'X':
					c = 0;
					p++;
					for (i = 0; i < 2; i++) {
						c <<= 4;
						if (*p >= '0' && *p <= '9')
							c += *p-'0';
						else if (*p >= 'a' && *p <= 'f')
							c += 10 + *p-'a';
						else if (*p >= 'A' && *p <= 'F')
							c += 10 + *p-'A';
						else
							break;
						p++;
					}
					*str++ = c;
					break;
				case '0':
				case '1':
				case '2':
				case '3':
				case '4':
				case '5':
				case '6':
				case '7':
					c = 0;
					for (i = 0; i < 3; i++) {
						c <<= 3;
						if (*p >= '0' && *p <= '7')
							c += *p-'0';
						else
							break;
						p++;
					}
					*str++ = c;
					break;
				default:
					*str++ = *p;
					break;
			}
			p++;
		}
	}
	*str = 0;
}

static char *skipwhite (char *str)
{
	if (str)
		while (*str && isspace(*str))
			str++;
	return str;
}

static void stripwhite (char *str)
{
	char *end = str + strlen(str) - 1;

	while (end >= str && isspace(*end))
		end--;

	end[1] = '\0';
}

static char *igets (void)
{
	char *line;

	if (*PatchPt == '\0')
		return NULL;

	line = PatchPt;

	while (*PatchPt != '\n' && *PatchPt != '\0')
		PatchPt++;

	if (*PatchPt == '\n')
		*PatchPt++ = 0;

	return line;
}

static int GetLine (void)
{
	char *line, *line2;

	do {
		while ( (line = igets ()) )
			if (line[0] != '#')		// Skip comment lines
				break;

		if (!line)
			return 0;

		Line1 = skipwhite (line);
	} while (Line1 && *Line1 == 0);	// Loop until we get a line with
									// more than just whitespace.
	line = strchr (Line1, '=');

	if (line) {					// We have an '=' in the input line
		line2 = line;
		while (--line2 >= Line1)
			if (*line2 > ' ')
				break;

		if (line2 < Line1)
			return 0;			// Nothing before '='

		*(line2 + 1) = 0;

		line++;
		while (*line && *line <= ' ')
			line++;

		if (*line == 0)
			return 0;			// Nothing after '='

		Line2 = line;

		return 1;
	} else {					// No '=' in input line
		line = Line1 + 1;
		while (*line > ' ')
			line++;				// Get beyond first word

		*line++ = 0;
		while (*line && *line <= ' ')
			line++;				// Skip white space

		//.bex files don't have this restriction
		//if (*line == 0)
		//	return 0;			// No second word

		Line2 = line;

		return 2;
	}
}

static int PatchThing (int thingy)
{
	enum
	{
		MF_TRANSLATION	= 0x0c000000,	// if 0x4 0x8 or 0xc, use a translation
		MF_TRANSSHIFT	= 26,			// table for player colormaps
	};

	int result;
	AActor *info, dummy;
	bool hadHeight = false;
	bool hadTranslucency = false;
	bool hadStyle = false;
	int oldflags;
	const PClass *type;
	SWORD *ednum, dummyed;

	type = NULL;
	info = &dummy;
	ednum = &dummyed;
	if (thingy > NumInfos || thingy <= 0)
	{
		Printf ("Thing %d out of range.\n", thingy);
	}
	else
	{
		DPrintf ("Thing %d\n", thingy);
		if (thingy > 0)
		{
			type = PClass::FindClass (GetName (InfoNames[thingy - 1]));
			if (type == NULL)
			{
				info = &dummy;
				ednum = &dummyed;
				Printf ("Could not find thing %s (index %d)\n",
					GetName (InfoNames[thingy - 1]), thingy);
			}
			else
			{
				info = GetDefaultByType (type);
				ednum = &type->ActorInfo->DoomEdNum;
			}
		}
	}

	oldflags = info->flags;

	while ((result = GetLine ()) == 1)
	{
		char *endptr;
		unsigned long val = strtoul (Line2, &endptr, 10);
		size_t linelen = strlen (Line1);

		if (linelen == 10 && stricmp (Line1, "Hit points") == 0)
		{
			info->health = val;
		}
		else if (linelen == 13 && stricmp (Line1, "Reaction time") == 0)
		{
			info->reactiontime = val;
		}
		else if (linelen == 11 && stricmp (Line1, "Pain chance") == 0)
		{
			info->PainChance = val;
		}
		else if (linelen == 12 && stricmp (Line1, "Translucency") == 0)
		{
			info->alpha = val;
			info->RenderStyle = STYLE_Translucent;
			hadTranslucency = true;
			hadStyle = true;
		}
		else if (linelen == 6 && stricmp (Line1, "Height") == 0)
		{
			info->height = val;
			hadHeight = true;
		}
		else if (linelen == 14 && stricmp (Line1, "Missile damage") == 0)
		{
			info->damage = val;
		}
		else if (linelen == 5)
		{
			if (stricmp (Line1, "Speed") == 0)
			{
				info->Speed = val;
			}
			else if (stricmp (Line1, "Width") == 0)
			{
				info->radius = val;
			}
			else if (stricmp (Line1, "Alpha") == 0)
			{
				info->alpha = (fixed_t)(atof (Line2) * FRACUNIT);
				hadTranslucency = true;
			}
			else if (stricmp (Line1, "Scale") == 0)
			{
				info->xscale = clamp ((int)(atof (Line2) * 64), 1, 256) - 1;
				info->yscale = clamp ((int)(atof (Line2) * 64), 1, 256) - 1;
			}
			else if (stricmp (Line1, "Decal") == 0)
			{
				stripwhite (Line2);
				const FDecalTemplate *decal = DecalLibrary.GetDecalByName (Line2);
				if (decal != NULL)
				{
					info->DecalGenerator = const_cast <FDecalTemplate *>(decal);
				}
				else
				{
					Printf ("Thing %d: Unknown decal %s\n", thingy, Line2);
				}
			}
		}
		else if (linelen == 12 && stricmp (Line1, "Render Style") == 0)
		{
			stripwhite (Line2);
			int style = FindStyle (Line2);
			if (style >= 0)
			{
				info->RenderStyle = style;
				hadStyle = true;
			}
		}
		else if (linelen > 6)
		{
			if (linelen == 12 && stricmp (Line1, "No Ice Death") == 0)
			{
				if (val)
				{
					info->flags4 |= MF4_NOICEDEATH;
				}
				else
				{
					info->flags4 &= ~MF4_NOICEDEATH;
				}
			}
			else if (stricmp (Line1 + linelen - 6, " frame") == 0)
			{
				FState *state = FindState (val);

				if (!strnicmp (Line1, "Initial", 7))
					info->SpawnState = state ? state : GetDefault<AActor>()->SpawnState;
				else if (!strnicmp (Line1, "First moving", 12))
					info->SeeState = state;
				else if (!strnicmp (Line1, "Injury", 6))
					info->PainState = state;
				else if (!strnicmp (Line1, "Close attack", 12))
					info->MeleeState = state;
				else if (!strnicmp (Line1, "Far attack", 10))
				{
					if (thingy != 1)	// Not for players!
					{
						info->MissileState = state;
					}
				}
				else if (!strnicmp (Line1, "Death", 5))
					info->DeathState = state;
				else if (!strnicmp (Line1, "Exploding", 9))
					info->XDeathState = state;
				else if (!strnicmp (Line1, "Respawn", 7))
					info->RaiseState = state;
			}
			else if (stricmp (Line1 + linelen - 6, " sound") == 0)
			{
				int snd;
				
				if (val == 0 || val >= (unsigned long)NumSounds)
				{
					if (endptr == Line2)
					{ // Sound was not a (valid) number,
						// so treat it as an actual sound name.
						stripwhite (Line2);
						snd = S_FindSound (Line2);
					}
					else
					{
						snd = 0;
					}
				}
				else
				{
					snd = S_FindSound (GetName (SoundMap[val-1]));
				}

				if (!strnicmp (Line1, "Alert", 5))
					info->SeeSound = snd;
				else if (!strnicmp (Line1, "Attack", 6))
					info->AttackSound = snd;
				else if (!strnicmp (Line1, "Pain", 4))
					info->PainSound = snd;
				else if (!strnicmp (Line1, "Death", 5))
					info->DeathSound = snd;
				else if (!strnicmp (Line1, "Action", 6))
					info->ActiveSound = snd;
			}
		}
		else if (linelen == 4)
		{
			if (stricmp (Line1, "Mass") == 0)
			{
				info->Mass = val;
			}
			else if (stricmp (Line1, "Bits") == 0)
			{
				DWORD value[4] = { 0, 0, 0 };
				bool vchanged[4] = { false, false, false };
				char *strval;

				for (strval = Line2; (strval = strtok (strval, ",+| \t\f\r")); strval = NULL)
				{
					if (IsNum (strval))
					{
						// Force the top 4 bits to 0 so that the user is forced
						// to use the mnemonics to change them. And MF_SLIDE doesn't
						// exist anymore, so 0 that too.
						value[0] |= atoi(strval) & 0x0fffdfff;
						vchanged[0] = true;
					}
					else
					{
						int min, max;
						int name = FindName (strval);

						if (name == -1)
						{
							DPrintf ("Unknown bit mnemonic %s\n", strval);
						}
						else
						{
							min = 0;
							max = NumBitNames - 1;
							while (min <= max)
							{
								int mid = (min + max) / 2;
								if (BitNames[mid].Name == name)
								{
									vchanged[BitNames[mid].WhichFlags] = true;
									value[BitNames[mid].WhichFlags] |= 1 << BitNames[mid].Bit;
									break;
								}
								else if (BitNames[mid].Name < name)
								{
									min = mid + 1;
								}
								else
								{
									max = mid - 1;
								}
							}
							if (min > max)
							{
								DPrintf("Unknown bit mnemonic %s\n", strval);
							}
						}
					}
				}
				if (vchanged[0])
				{
					if (value[0] & MF_TRANSLATION)
					{
						info->Translation = TRANSLATION (TRANSLATION_Standard,
							((value[0] & MF_TRANSLATION) >> (MF_TRANSSHIFT))-1);
						value[0] &= ~MF_TRANSLATION;
					}
					info->flags = value[0];
				}
				if (vchanged[1])
				{
					info->flags2 = value[1];
					if (info->flags2 & MF2_BOUNCE1)
					{ // If a bex patch specifies FLOORBOUNCE, also set
						// BOUNCE2, because otherwise it will get HERETICBOUNCE
						// instead of DOOMBOUNCE.
						info->flags2 |= MF2_BOUNCE2;
					}
					// Damage types that once were flags but now are not
					if (info->flags2 & 0x20000000)
					{
						info->DamageType = MOD_ICE;
						info->flags2 &= ~0x20000000;
					}
					if (info->flags2 & 0x10000)
					{
						info->DamageType = MOD_FIRE;
						info->flags2 &= ~0x10000;
					}
				}
				if (vchanged[2])
				{
					if (value[2] & 7)
					{
						hadTranslucency = true;
						if (value[2] & 1)
							info->alpha = TRANSLUC25;
						else if (value[2] & 2)
							info->alpha = TRANSLUC50;
						else if (value[2] & 4)
							info->alpha = TRANSLUC75;
						info->RenderStyle = STYLE_Translucent;
					}
					if (value[2] & 8)
						info->renderflags |= RF_INVISIBLE;
					else
						info->renderflags &= ~RF_INVISIBLE;
				}
				DPrintf ("Bits: %ld,%ld (0x%08lx,0x%08lx)\n", info->flags, info->flags2,
															    info->flags, info->flags2);
			}
			else if (stricmp (Line1, "ID #") == 0)
			{
				*ednum = val;
			}
		}
		else Printf (unknown_str, Line1, "Thing", thingy);
	}

	if (info != &dummy)
	{
		// Reset heights for things hanging from the ceiling that
		// don't specify a new height.
		if (info->flags & MF_SPAWNCEILING &&
			!hadHeight &&
			thingy <= NumOrgHeights && thingy > 0)
		{
			info->height = OrgHeights[thingy - 1] * FRACUNIT;
		}
		// If the thing's shadow changed, change its fuzziness if not already specified
		if ((info->flags ^ oldflags) & MF_SHADOW)
		{
			if (info->flags & MF_SHADOW)
			{ // changed to shadow
				if (!hadStyle)
					info->RenderStyle = STYLE_OptFuzzy;
				if (!hadTranslucency)
					info->alpha = FRACUNIT/5;
			}
			else
			{ // changed from shadow
				if (!hadStyle)
					info->RenderStyle = STYLE_Normal;
			}
		}
		// If this thing's speed is really low (i.e. meant to be a monster),
		// bump it up, because all speeds are fixed point now.
		if (abs(info->Speed) < 256)
		{
			info->Speed <<= FRACBITS;
		}

		if (info->flags & MF_SPECIAL)
		{
			TouchedActors.Push (const_cast<PClass *>(type));
		}

		// Make MF3_ISMONSTER match MF_COUNTKILL
		if (info->flags & MF_COUNTKILL)
		{
			info->flags3 |= MF3_ISMONSTER;
		}
		else
		{
			info->flags3 &= ~MF3_ISMONSTER;
		}
	}

	return result;
}

// The only remotely useful thing Dehacked sound patches could do
// was change where the sound's name was stored. Since there is no
// real benefit to doing this, and it would be very difficult for
// me to emulate it, I have disabled them entirely.

static int PatchSound (int soundNum)
{
	int result;

	DPrintf ("Sound %d (no longer supported)\n", soundNum);
/*
	sfxinfo_t *info, dummy;
	int offset = 0;
	if (soundNum >= 1 && soundNum <= NUMSFX) {
		info = &S_sfx[soundNum];
	} else {
		info = &dummy;
		Printf ("Sound %d out of range.\n");
	}
*/
	while ((result = GetLine ()) == 1) {
		/*
		if (!stricmp  ("Offset", Line1))
			offset = atoi (Line2);
		else CHECKKEY ("Zero/One",			info->singularity)
		else CHECKKEY ("Value",				info->priority)
		else CHECKKEY ("Zero 1",			info->link)
		else CHECKKEY ("Neg. One 1",		info->pitch)
		else CHECKKEY ("Neg. One 2",		info->volume)
		else CHECKKEY ("Zero 2",			info->data)
		else CHECKKEY ("Zero 3",			info->usefulness)
		else CHECKKEY ("Zero 4",			info->lumpnum)
		else Printf (unknown_str, Line1, "Sound", soundNum);
		*/
	}
/*
	if (offset) {
		// Calculate offset from start of sound names
		offset -= toff[dversion] + 21076;

		if (offset <= 64)			// pistol .. bfg
			offset >>= 3;
		else if (offset <= 260)		// sawup .. oof
			offset = (offset + 4) >> 3;
		else						// telept .. skeatk
			offset = (offset + 8) >> 3;

		if (offset >= 0 && offset < NUMSFX) {
			S_sfx[soundNum].name = OrgSfxNames[offset + 1];
		} else {
			Printf ("Sound name %d out of range.\n", offset + 1);
		}
	}
*/
	return result;
}

static int PatchFrame (int frameNum)
{
	int result;
	int tics, misc1, frame;
	FState *info, dummy;

	info = FindState (frameNum);
	if (info)
	{
		DPrintf ("Frame %d\n", frameNum);
		if (frameNum == 47)
		{ // Use original tics for S_DSGUNFLASH1
			tics = 5;
		}
		else if (frameNum == 48)
		{ // Ditto for S_DSGUNFLASH2
			tics = 4;
		}
		else
		{
			tics = info->GetTics ();
		}
		misc1 = info->GetMisc1 ();
		frame = info->GetFrame () | (info->GetFullbright() ? 0x8000 : 0);
	}
	else
	{
		info = &dummy;
		tics = misc1 = frame = 0;
		Printf ("Frame %d out of range\n", frameNum);
	}

	while ((result = GetLine ()) == 1)
	{
		int val = atoi (Line2);
		size_t keylen = strlen (Line1);

		if (keylen == 8 && stricmp (Line1, "Duration") == 0)
		{
			tics = clamp (val, -1, 65534);
		}
		else if (keylen == 9 && stricmp (Line1, "Unknown 1") == 0)
		{
			if (val < -128 || val > 127)
			{
				Printf ("Frame %d: misc1 is out of range\n", frameNum);
			}
			else
			{
				misc1 = val;
			}
		}
		else if (keylen == 9 && stricmp (Line1, "Unknown 2") == 0)
		{
			if (val < 0 || val > 255)
			{
				Printf ("Frame %d: misc2 is out of range\n", frameNum);
			}
			else
			{
				info->Misc2 = val;
			}
		}
		else if (keylen == 13 && stricmp (Line1, "Sprite number") == 0)
		{
			unsigned int i;

			if (val < NumSprites)
			{
				for (i = 0; i < sprites.Size(); i++)
				{
					if (memcmp (OrgSprNames[val], sprites[i].name, 4) == 0)
					{
						info->sprite.index = (int)i;
						break;
					}
				}
				if (i == sprites.Size ())
				{
					Printf ("Frame %d: Sprite %d (%s) is undefined\n",
						frameNum, val, OrgSprNames[val]);
				}
			}
			else
			{
				Printf ("Frame %d: Sprite %d out of range\n", frameNum, val);
			}
		}
		else if (keylen == 10 && stricmp (Line1, "Next frame") == 0)
		{
			info->NextState = FindState (val);
		}
		else if (keylen == 16 && stricmp (Line1, "Sprite subnumber") == 0)
		{
			frame = val;
		}
		else
		{
			Printf (unknown_str, Line1, "Frame", frameNum);
		}
	}

	if (info != &dummy)
	{
		if (misc1 != 0 && tics > 254)
		{
			Printf ("Frame %d: Misc1 must be 0 if tics >254\n", frameNum);
			misc1 = 0;
		}
		if ((unsigned)(frame & 0x7fff) > 63)
		{
			Printf ("Frame %d: Subnumber must be in range [0,63]\n", frameNum);
		}
		info->Tics = (tics+1) & 255;
		info->Misc1 = ((tics+1)>>8) | misc1;
		info->Frame = (frame & 0x3f) |
			(frame & 0x8000 ? SF_FULLBRIGHT : 0) |
			(tics > 254 ? SF_BIGTIC : 0);
	}

	return result;
}

static int PatchSprite (int sprNum)
{
	int result;
	int offset = 0;

	if (sprNum >= 0 && sprNum < NumSprites)
	{
		DPrintf ("Sprite %d\n", sprNum);
	}
	else
	{
		Printf ("Sprite %d out of range.\n", sprNum);
		sprNum = -1;
	}

	while ((result = GetLine ()) == 1)
	{
		if (!stricmp ("Offset", Line1))
			offset = atoi (Line2);
		else Printf (unknown_str, Line1, "Sprite", sprNum);
	}

	if (offset > 0 && sprNum != -1)
	{
		// Calculate offset from beginning of sprite names.
		offset = (offset - toff[dversion] - 22044) / 8;

		if (offset >= 0 && offset < NumSprites)
		{
			sprNum = FindSprite (OrgSprNames[sprNum]);
			if (sprNum != -1)
				strncpy (sprites[sprNum].name, OrgSprNames[offset], 4);
		}
		else
		{
			Printf ("Sprite name %d out of range.\n", offset);
		}
	}

	return result;
}

static int PatchAmmo (int ammoNum)
{
	const PClass *ammoType;
	AAmmo *defaultAmmo;
	int result;
	int *max;
	int *per;
	int oldclip;
	int dummy;

	if (ammoNum >= 0 && ammoNum < 4)
	{
		DPrintf ("Ammo %d.\n", ammoNum);
		ammoType = PClass::FindClass (AmmoNames[ammoNum]);
		defaultAmmo = (AAmmo *)GetDefaultByType (ammoType);
		max = &defaultAmmo->MaxAmount;
		per = &defaultAmmo->Amount;
	}
	else
	{
		Printf ("Ammo %d out of range.\n", ammoNum);
		ammoType = NULL;
		max = per = &dummy;
		defaultAmmo = NULL;
	}

	oldclip = *per;

	while ((result = GetLine ()) == 1)
	{
			 CHECKKEY ("Max ammo", *max)
		else CHECKKEY ("Per ammo", *per)
		else Printf (unknown_str, Line1, "Ammo", ammoNum);
	}

	// Calculate the new backpack-given amounts for this ammo.
	if (ammoType != NULL)
	{
		defaultAmmo->BackpackMaxAmount = defaultAmmo->MaxAmount * 2;
		defaultAmmo->BackpackAmount = defaultAmmo->Amount;
	}

	// Fix per-ammo/max-ammo amounts for descendants of the base ammo class
	if (oldclip != *per)
	{
		for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
		{
			PClass *type = PClass::m_Types[i];

			if (type == ammoType)
				continue;

			if (type->IsDescendantOf (ammoType))
			{
				defaultAmmo = (AAmmo *)GetDefaultByType (type);
				defaultAmmo->MaxAmount = *max;
				defaultAmmo->Amount = Scale (defaultAmmo->Amount, *per, oldclip);
			}
			else if (type->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
			{
				AWeapon *defWeap = (AWeapon *)GetDefaultByType (type);
				if (defWeap->AmmoType1 == ammoType)
				{
					defWeap->AmmoGive1 = Scale (defWeap->AmmoGive1, *per, oldclip);
				}
				if (defWeap->AmmoType2 == ammoType)
				{
					defWeap->AmmoGive2 = Scale (defWeap->AmmoGive2, *per, oldclip);
				}
			}
		}
	}

	return result;
}

static int PatchWeapon (int weapNum)
{
	int result;
	AWeapon *info;
	BYTE dummy[sizeof(AWeapon)];

	if (weapNum >= 0 && weapNum < 9)
	{
		info = (AWeapon *)GetDefaultByName (WeaponNames[weapNum]);
		DPrintf ("Weapon %d\n", weapNum);
	}
	else
	{
		info = (AWeapon *)&dummy;
		Printf ("Weapon %d out of range.\n", weapNum);
	}

	while ((result = GetLine ()) == 1)
	{
		int val = atoi (Line2);

		if (strlen (Line1) >= 9)
		{
			if (stricmp (Line1 + strlen (Line1) - 6, " frame") == 0)
			{
				FState *state = FindState (val);

				if (strnicmp (Line1, "Deselect", 8) == 0)
					info->UpState = state;
				else if (strnicmp (Line1, "Select", 6) == 0)
					info->DownState = state;
				else if (strnicmp (Line1, "Bobbing", 7) == 0)
					info->ReadyState = state;
				else if (strnicmp (Line1, "Shooting", 8) == 0)
					info->AtkState = info->HoldAtkState = state;
				else if (strnicmp (Line1, "Firing", 6) == 0)
					info->FlashState = state;
			}
			else if (stricmp (Line1, "Ammo type") == 0)
			{
				if (val < 0 || val >= 12)
				{
					val = 5;
				}
				info->AmmoType1 = PClass::FindClass (AmmoNames[val]);
				if (info->AmmoType1 != NULL)
				{
					info->AmmoGive1 = ((AAmmo*)GetDefaultByType (info->AmmoType1))->Amount * 2;
					if (info->AmmoUse1 == 0)
					{
						info->AmmoUse1 = 1;
					}
				}
			}
			else
			{
				Printf (unknown_str, Line1, "Weapon", weapNum);
			}
		}
		else if (stricmp (Line1, "Decal") == 0)
		{
			stripwhite (Line2);
			const FDecalTemplate *decal = DecalLibrary.GetDecalByName (Line2);
			if (decal != NULL)
			{
				info->DecalGenerator = const_cast <FDecalTemplate *>(decal);
			}
			else
			{
				Printf ("Weapon %d: Unknown decal %s\n", weapNum, Line2);
			}
		}
		else if (stricmp (Line1, "Ammo use") == 0 || stricmp (Line1, "Ammo per shot") == 0)
		{
			info->AmmoUse1 = val;
		}
		else if (stricmp (Line1, "Min ammo") == 0)
		{
			info->MinAmmo1 = val;
		}
		else
		{
			Printf (unknown_str, Line1, "Weapon", weapNum);
		}
	}

	if (info->AmmoType1 == NULL)
	{
		info->AmmoUse1 = 0;
	}

	return result;
}

static int PatchPointer (int ptrNum)
{
	int result;

	if (ptrNum >= 0 && ptrNum < 448) {
		DPrintf ("Pointer %d\n", ptrNum);
	} else {
		Printf ("Pointer %d out of range.\n", ptrNum);
		ptrNum = -1;
	}

	while ((result = GetLine ()) == 1)
	{
		if ((unsigned)ptrNum < (unsigned)NumCodeP && (!stricmp (Line1, "Codep Frame")))
		{
			FState *state = FindState (CodePConv[ptrNum]);
			if (state)
			{
				if ((unsigned)(atoi (Line2)) >= (unsigned)NumActions)
					state->Action = NULL;
				else
					state->Action = CodePtrs[ActionList[atoi (Line2)]];
			}
			else
			{
				Printf ("Bad code pointer %d\n", ptrNum);
			}
		}
		else Printf (unknown_str, Line1, "Pointer", ptrNum);
	}
	return result;
}

static int PatchCheats (int dummy)
{
	int result;

	DPrintf ("Cheats (support removed by request)\n");

	while ((result = GetLine ()) == 1)
	{
	}
	return result;
}

static int PatchMisc (int dummy)
{
	static const struct Key keys[] = {
		{ "Initial Health",			myoffsetof(struct DehInfo,StartHealth) },
		{ "Initial Bullets",		myoffsetof(struct DehInfo,StartBullets) },
		{ "Max Health",				myoffsetof(struct DehInfo,MaxHealth) },
		{ "Max Armor",				myoffsetof(struct DehInfo,MaxArmor) },
		{ "Green Armor Class",		myoffsetof(struct DehInfo,GreenAC) },
		{ "Blue Armor Class",		myoffsetof(struct DehInfo,BlueAC) },
		{ "Max Soulsphere",			myoffsetof(struct DehInfo,MaxSoulsphere) },
		{ "Soulsphere Health",		myoffsetof(struct DehInfo,SoulsphereHealth) },
		{ "Megasphere Health",		myoffsetof(struct DehInfo,MegasphereHealth) },
		{ "God Mode Health",		myoffsetof(struct DehInfo,GodHealth) },
		{ "IDFA Armor",				myoffsetof(struct DehInfo,FAArmor) },
		{ "IDFA Armor Class",		myoffsetof(struct DehInfo,FAAC) },
		{ "IDKFA Armor",			myoffsetof(struct DehInfo,KFAArmor) },
		{ "IDKFA Armor Class",		myoffsetof(struct DehInfo,KFAAC) },
		{ "No Autofreeze",			myoffsetof(struct DehInfo,NoAutofreeze) },
		{ NULL, }
	};
	int result;

	DPrintf ("Misc\n");

	while ((result = GetLine()) == 1)
	{
		if (HandleKey (keys, &deh, Line1, atoi (Line2)))
		{
			if (stricmp (Line1, "BFG Cells/Shot") == 0)
			{
				((AWeapon*)GetDefaultByName ("BFG9000"))->AmmoUse1 = atoi (Line2);
			}
			else if (stricmp (Line1, "Rocket Explosion Style") == 0)
			{
				stripwhite (Line2);
				int style = FindStyle (Line2);
				if (style >= 0)
				{
					deh.ExplosionStyle = style;
				}
			}
			else if (stricmp (Line1, "Rocket Explosion Alpha") == 0)
			{
				deh.ExplosionAlpha = (fixed_t)(atof (Line2) * FRACUNIT);
			}
			else if (stricmp (Line1, "Monsters Infight") == 0)
			{
				infighting = atoi (Line2);
			}
			else if (stricmp (Line1, "Monsters Ignore Each Other") == 0)
			{
				infighting = atoi (Line2) ? -1 : 0;
			}
			else if (strnicmp (Line1, "Powerup Color ", 14) == 0)
			{
				static const char * const names[] =
				{
					"Invulnerability",
					"Berserk",
					"Invisibility",
					"Radiation Suit",
					"Infrared",
					"Tome of Power",
					"Wings of Wrath",
					"Speed",
					"Minotaur",
					NULL
				};
				static const PClass * const types[] =
				{
					RUNTIME_CLASS(APowerInvulnerable),
					RUNTIME_CLASS(APowerStrength),
					RUNTIME_CLASS(APowerInvisibility),
					RUNTIME_CLASS(APowerIronFeet),
					RUNTIME_CLASS(APowerLightAmp),
					RUNTIME_CLASS(APowerWeaponLevel2),
					RUNTIME_CLASS(APowerSpeed),
					RUNTIME_CLASS(APowerMinotaur)
				};
				int i;

				for (i = 0; names[i] != NULL; ++i)
				{
					if (stricmp (Line1 + 14, names[i]) == 0)
					{
						break;
					}
				}
				if (names[i] == NULL)
				{
					Printf ("Unknown miscellaneous info %s.\n", Line1);
				}
				else
				{
					int r, g, b;
					float a;

					if (4 != sscanf (Line2, "%d %d %d %f", &r, &g, &b, &a))
					{
						Printf ("Bad powerup color description \"%s\" for %s\n", Line2, Line1);
					}
					else
					{
						static_cast<APowerup *>(GetDefaultByType (types[i]))->BlendColor = PalEntry(
							BYTE(clamp(a,0.f,1.f)*255.f),
							clamp(r,0,255),
							clamp(g,0,255),
							clamp(b,0,255));
					}
				}
			}
			else
			{
				Printf ("Unknown miscellaneous info %s.\n", Line1);
			}
		}
	}

	// Update default item properties
	ABasicArmorPickup *armor;

	armor = static_cast<ABasicArmorPickup *> (GetDefaultByName ("GreenArmor"));
	if (armor!=NULL)
	{
		armor->SaveAmount = 100 * deh.GreenAC;
		armor->SavePercent = deh.GreenAC == 1 ? FRACUNIT/3 : FRACUNIT/2;
	}
	armor = static_cast<ABasicArmorPickup *> (GetDefaultByName ("BlueArmor"));
	if (armor!=NULL)
	{
		armor->SaveAmount = 100 * deh.BlueAC;
		armor->SavePercent = deh.BlueAC == 1 ? FRACUNIT/3 : FRACUNIT/2;
	}

	ABasicArmorBonus *barmor;
	barmor = static_cast<ABasicArmorBonus *> (GetDefaultByName ("ArmorBonus"));
	if (barmor!=NULL)
	{
		barmor->MaxSaveAmount = deh.MaxArmor;
	}

	AHealth *health;
	health = static_cast<AHealth *> (GetDefaultByName ("HealthBonus"));
	if (deh.MaxHealth != -1 && health!=NULL) 
	{
		health->MaxAmount = deh.MaxHealth;
	}

	health = static_cast<AHealth *> (GetDefaultByName ("Soulsphere"));
	if (health!=NULL)
	{
		health->Amount = deh.SoulsphereHealth;
		health->MaxAmount = deh.MaxSoulsphere;
	}

	APlayerPawn *player = static_cast<APlayerPawn *> (GetDefaultByName ("DoomPlayer"));
	if (player != NULL)
	{
		player->health = deh.StartHealth;
	}

	// 0xDD means "enable infighting"
	if (infighting == 0xDD)
	{
		infighting = 1;
	}
	else if (infighting != -1)
	{
		infighting = 0;
	}

	return result;
}

static int PatchPars (int dummy)
{
	char *space, mapname[8], *moredata;
	level_info_t *info;
	int result, par;

	DPrintf ("[Pars]\n");

	while ( (result = GetLine()) ) {
		// Argh! .bex doesn't follow the same rules as .deh
		if (result == 1) {
			Printf ("Unknown key in [PARS] section: %s\n", Line1);
			continue;
		}
		if (stricmp ("par", Line1))
			return result;

		space = strchr (Line2, ' ');

		if (!space) {
			Printf ("Need data after par.\n");
			continue;
		}

		*space++ = '\0';

		while (*space && isspace(*space))
			space++;

		moredata = strchr (space, ' ');

		if (moredata) {
			// At least 3 items on this line, must be E?M? format
			sprintf (mapname, "E%cM%c", *Line2, *space);
			par = atoi (moredata + 1);
		} else {
			// Only 2 items, must be MAP?? format
			sprintf (mapname, "MAP%02d", atoi(Line2) % 100);
			par = atoi (space);
		}

		if (!(info = FindLevelInfo (mapname)) ) {
			Printf ("No map %s\n", mapname);
			continue;
		}

		info->partime = par;
		DPrintf ("Par for %s changed to %d\n", mapname, par);
	}
	return result;
}

static int PatchCodePtrs (int dummy)
{
	int result;

	DPrintf ("[CodePtr]\n");

	while ((result = GetLine()) == 1)
	{
		if (!strnicmp ("Frame", Line1, 5) && isspace(Line1[5]))
		{
			int frame = atoi (Line1 + 5);
			FState *state = FindState (frame);

			if (state == NULL)
			{
				Printf ("Frame %d out of range\n", frame);
			}
			else
			{
				int name;

				stripwhite (Line2);

				if ((Line2[0] == 'A' || Line2[0] == 'a') && Line2[1] == '_')
					name = FindName (Line2 + 2);
				else
					name = FindName (Line2);

				if (name == -1)
				{
					state->Action = NULL;
					Printf ("Frame %d: Unknown code pointer: %s\n", frame, Line2);
				}
				else
				{
					int min, max, mid;

					min = 0;
					max = NumCodePtrs - 1;
					while (min <= max)
					{
						mid = (min + max) / 2;
						if (CodePtrNames[mid].name == name)
							break;
						else if (CodePtrNames[mid].name < name)
							min = mid + 1;
						else
							max = mid - 1;
					}
					if (min > max)
					{
						state->Action = NULL;
						Printf ("Frame %d: Unknown code pointer: %s\n", frame, Line2);
					}
					else
					{
						state->Action = CodePtrs[CodePtrNames[mid].num];
						DPrintf ("Frame %d set to %s\n", frame, GetName (CodePtrNames[mid].name));
					}
				}
			}
		}
	}
	return result;
}

static int PatchText (int oldSize)
{
	int newSize;
	char *oldStr;
	char *newStr;
	char *temp;
	BOOL good;
	int result;
	int i;

	// Skip old size, since we already know it
	temp = Line2;
	while (*temp > ' ')
		temp++;
	while (*temp && *temp <= ' ')
		temp++;

	if (*temp == 0)
	{
		Printf ("Text chunk is missing size of new string.\n");
		return 2;
	}
	newSize = atoi (temp);

	oldStr = new char[oldSize + 1];
	newStr = new char[newSize + 1];

	if (!oldStr || !newStr)
	{
		Printf ("Out of memory.\n");
		goto donewithtext;
	}

	good = ReadChars (&oldStr, oldSize);
	good += ReadChars (&newStr, newSize);

	if (!good)
	{
		delete[] newStr;
		delete[] oldStr;
		Printf ("Unexpected end-of-file.\n");
		return 0;
	}

	if (includenotext)
	{
		Printf ("Skipping text chunk in included patch.\n");
		goto donewithtext;
	}

	DPrintf ("Searching for text:\n%s\n", oldStr);
	good = false;

	// Search through sprite names; they are always 4 chars
	if (oldSize == 4)
	{
		i = FindSprite (oldStr);
		if (i != -1)
		{
			strncpy (sprites[i].name, newStr, 4);
			if (strncmp ("PLAY", oldStr, 4) == 0)
			{
				strncpy (deh.PlayerSprite, newStr, 4);
			}
			// If this sprite is used by a pickup, then the DehackedPickup sprite map
			// needs to be updated too.
			for (i = 0; (size_t)i < countof(DehSpriteMappings); ++i)
			{
				if (strncmp (DehSpriteMappings[i].Sprite, oldStr, 4) == 0)
				{
					// Found a match, so change it.
					strncpy (DehSpriteMappings[i].Sprite, newStr, 4);

					// Now shift the map's entries around so that it stays sorted.
					// This must be done because the map is scanned using a binary search.
					while (i > 0 && strncmp (DehSpriteMappings[i-1].Sprite, newStr, 4) > 0)
					{
						swap (DehSpriteMappings[i-1], DehSpriteMappings[i]);
						--i;
					}
					while ((size_t)i < countof(DehSpriteMappings)-1 &&
						strncmp (DehSpriteMappings[i+1].Sprite, newStr, 4) < 0)
					{
						swap (DehSpriteMappings[i+1], DehSpriteMappings[i]);
						++i;
					}
					break;
				}
			}
			goto donewithtext;
		}
	}

#if 0
	// Search through music names.
	if (oldSize < 7)
	{		// Music names are never >6 chars
		char musname[9];
		level_info_t *info = LevelInfos;
		sprintf (musname, "d_%s", oldStr);

		while (info->level_name)
		{
			if (info->music && stricmp (info->music, musname) == 0)
			{
				good = true;
				strcpy (info->music, musname);
			}
			info++;
		}
	}
#endif

	if (good)
		goto donewithtext;
	
	// Search through most other texts
	const char *str;
	str = EnglishStrings->MatchString (oldStr);
	if (str != NULL)
	{
		GStrings.SetString (str, newStr);
		good = true;
	}

	if (!good)
		DPrintf ("   (Unmatched)\n");

donewithtext:
	if (newStr)
		delete[] newStr;
	if (oldStr)
		delete[] oldStr;

	// Fetch next identifier for main loop
	while ((result = GetLine ()) == 1)
		;

	return result;
}

static int PatchStrings (int dummy)
{
	int result;

	DPrintf ("[Strings]\n");

	while ((result = GetLine()) == 1)
	{
		FString holdstring;
		do
		{
			holdstring += skipwhite (Line2);
			holdstring.StripRight();
			if (holdstring.Len() > 0 && holdstring[holdstring.Len()-1] == '\\')
			{
				holdstring.Truncate((long)holdstring.Len()-1);
				Line2 = igets ();
			}
			else
			{
				Line2 = NULL;
			}
		} while (Line2 && *Line2);

		ReplaceSpecialChars (holdstring.LockBuffer());
		holdstring.UnlockBuffer();
		GStrings.SetString (Line1, holdstring);
		DPrintf ("%s set to:\n%s\n", Line1, holdstring.GetChars());
	}

	return result;
}

static int DoInclude (int dummy)
{
	char *data;
	int savedversion, savepversion;
	char *savepatchfile, *savepatchpt, *savepatchname;

	if (including)
	{
		Printf ("Sorry, can't nest includes\n");
		return GetLine();
	}

	if (strnicmp (Line2, "notext", 6) == 0 && Line2[6] != 0 && isspace(Line2[6]))
	{
		includenotext = true;
		Line2 = skipwhite (Line2+7);
	}

	stripwhite (Line2);
	if (*Line2 == '\"')
	{
		data = ++Line2;
		while (*data && *data != '\"')
			data++;
		*data = 0;
	}

	if (*Line2 == 0)
	{
		Printf ("Include directive is missing filename\n");
	}
	else
	{
		data = Line2;
		DPrintf ("Including %s\n", data);
		savepatchname = PatchName;
		savepatchfile = PatchFile;
		savepatchpt = PatchPt;
		savedversion = dversion;
		savepversion = pversion;
		including = true;

		// Try looking for the included file in the same directory
		// as the patch before looking in the current file.
		const char *lastSlash = savepatchname ? strrchr (savepatchname, '/') : NULL;
		char *path = data;

		if (lastSlash != NULL)
		{
			size_t pathlen = lastSlash - savepatchname + strlen (data) + 2;
			path = new char[pathlen];
			strncpy (path, savepatchname, (lastSlash - savepatchname) + 1);
			strcpy (path + (lastSlash - savepatchname) + 1, data);
			if (!FileExists (path))
			{
				delete[] path;
				path = data;
			}
		}

		DoDehPatch (path, false);

		if (data != path)
		{
			delete[] path;
		}

		DPrintf ("Done with include\n");
		PatchName = savepatchname;
		PatchFile = savepatchfile;
		PatchPt = savepatchpt;
		dversion = savedversion;
		pversion = savepversion;
	}

	including = false;
	includenotext = false;
	return GetLine();
}

void DoDehPatch (const char *patchfile, BOOL autoloading)
{
	char file[256];
	int cont;
	int filelen = 0;	// Be quiet, gcc
	int lump;

	PatchFile = NULL;
	PatchName = NULL;

	lump = Wads.CheckNumForName ("DEHACKED");

	if (lump >= 0 && autoloading)
	{
		// Execute the DEHACKED lump as a patch.
		strcpy (file, "DEHACKED lump");
		filelen = Wads.LumpLength (lump);
		if ( (PatchFile = new char[filelen + 1]) )
		{
			Wads.ReadLump (lump, PatchFile);
		}
		else
		{
			Printf ("Not enough memory to apply patch\n");
			return;
		}
	}
	else if (patchfile)
	{
		// Try to use patchfile as a patch.
		FILE *deh;

		strcpy (file, patchfile);
		FixPathSeperator (file);
		DefaultExtension (file, ".deh");

		if ( !(deh = fopen (file, "rb")) )
		{
			strcpy (file, patchfile);
			FixPathSeperator (file);
			DefaultExtension (file, ".bex");
			deh = fopen (file, "rb");
		}

		if (deh)
		{
			filelen = Q_filelength (deh);
			if ( (PatchFile = new char[filelen + 1]) )
			{
				fread (PatchFile, 1, filelen, deh);
				fclose (deh);
				PatchName = copystring (patchfile);
				FixPathSeperator (PatchName);
			}
		}

		if (!PatchFile)
		{
			// Couldn't find it on disk, try reading it from a lump
			FString filebase(ExtractFileBase (patchfile));
			lump = Wads.CheckNumForName (filebase);
			if (lump >= 0)
			{
				filelen = Wads.LumpLength (lump);
				if ( (PatchFile = new char[filelen + 1]) )
				{
					Wads.ReadLump (lump, PatchFile);
				}
				else
				{
					Printf ("Not enough memory to apply patch\n");
					return;
				}
			}
		}

		if (!PatchFile)
		{
			Printf ("Could not open DeHackEd patch \"%s\"\n", file);
			return;
		}
	}
	else
	{
		// Nothing to do.
		return;
	}

	// End file with a NULL for our parser
	PatchFile[filelen] = 0;

	dversion = pversion = -1;
/*
	if (gameinfo.gametype != GAME_Doom)
	{
		Printf ("DeHackEd/BEX patches are only supported for DOOM mode\n");
		delete[] PatchFile;
		return;
	}
*/
	cont = 0;
	if (0 == strncmp (PatchFile, "Patch File for DeHackEd v", 25))
	{
		if (PatchFile[25] < '3')
		{
			if (PatchName != NULL) delete[] PatchName;
			delete[] PatchFile;
			Printf (PRINT_BOLD, "\"%s\" is an old and unsupported DeHackEd patch\n", file);
			return;
		}
		PatchPt = strchr (PatchFile, '\n');
		while ((cont = GetLine()) == 1)
		{
				 CHECKKEY ("Doom version", dversion)
			else CHECKKEY ("Patch format", pversion)
		}
		if (!cont || dversion == -1 || pversion == -1)
		{
			if (PatchName != NULL) delete[] PatchName;
			delete[] PatchFile;
			Printf (PRINT_BOLD, "\"%s\" is not a DeHackEd patch file\n", file);
			return;
		}
	}
	else
	{
		DPrintf ("Patch does not have DeHackEd signature. Assuming .bex\n");
		dversion = 19;
		pversion = 6;
		PatchPt = PatchFile;
		while ((cont = GetLine()) == 1)
			;
	}

	if (pversion != 6)
	{
		Printf ("DeHackEd patch version is %d.\nUnexpected results may occur.\n", pversion);
	}

	if (dversion == 16)
		dversion = 0;
	else if (dversion == 17)
		dversion = 2;
	else if (dversion == 19)
		dversion = 3;
	else if (dversion == 20)
		dversion = 1;
	else if (dversion == 21)
		dversion = 4;
	else
	{
		Printf ("Patch created with unknown DOOM version.\nAssuming version 1.9.\n");
		dversion = 3;
	}

	if (!LoadDehSupp ())
	{
		Printf ("Could not load DEH support data\n");
		if (PatchName != NULL) delete[] PatchName;
		delete[] PatchFile;
		UnloadDehSupp ();
		return;
	}

	do
	{
		if (cont == 1)
		{
			Printf ("Key %s encountered out of context\n", Line1);
			cont = 0;
		}
		else if (cont == 2)
		{
			cont = HandleMode (Line1, atoi (Line2));
		}
	} while (cont);

	UnloadDehSupp ();
	if (PatchName != NULL) delete[] PatchName;
	delete[] PatchFile;
	Printf ("Patch installed\n");

}

static inline bool CompareLabel (const char *want, const BYTE *have)
{
	return *(DWORD *)want == *(DWORD *)have;
}

static inline short GetWord (const BYTE *in)
{
	return (in[0] << 8) | (in[1]);
}

static short *GetWordSpace (void *in, size_t size)
{
	short *ptr;
	size_t i;

	ptr = (short *)in;

	for (i = 0; i < size; i++)
	{
		ptr[i] = GetWord ((BYTE *)in + i*2);
	}
	return ptr;
}

static int DehUseCount;
static BYTE *DehSuppLump;

static void UnloadDehSupp ()
{
	if (--DehUseCount <= 0)
	{
		// StateMap is not freed here, because if you load a second
		// dehacked patch through some means other than including it
		// in the first patch, it won't see the state information
		// that was altered by the first. So we need to keep the
		// StateMap around until all patches have been applied.
		DehUseCount = 0;
		delete[] DehSuppLump;
		DehSuppLump = NULL;
		if (OrgSprNames != NULL)
		{
			delete[] OrgSprNames[0];
			delete[] OrgSprNames;
			OrgSprNames = NULL;
		}
		if (BitNames != NULL)
		{
			delete[] BitNames;
			BitNames = NULL;
		}
		if (StyleNames != NULL)
		{
			delete[] StyleNames;
			StyleNames = NULL;
		}
		if (UnchangedSpriteNames != NULL)
		{
			delete[] UnchangedSpriteNames;
			UnchangedSpriteNames = NULL;
			NumUnchangedSprites = 0;
		}
		if (EnglishStrings != NULL)
		{
			delete EnglishStrings;
			EnglishStrings = NULL;
		}
	}
}

static bool LoadDehSupp ()
{
	int lump = Wads.CheckNumForName ("DEHSUPP");
	bool gotnames = false;
	int i;
	BYTE *supp;

	if (lump == -1)
	{
		return false;
	}

	if (++DehUseCount > 1)
	{
		return true;
	}

	if (EnglishStrings == NULL)
	{
		EnglishStrings = new FStringTable;
		EnglishStrings->LoadStrings (true);
	}

	if (UnchangedSpriteNames == NULL)
	{
		UnchangedSpriteNames = new char[sprites.Size()*4];
		NumUnchangedSprites = sprites.Size();
		for (i = 0; i < NumUnchangedSprites; ++i)
		{
			memcpy (UnchangedSpriteNames+i*4, &sprites[i].name, 4);
		}
	}

	if (DehSuppLump != NULL)
	{
		supp = DehSuppLump;
	}
	else
	{
		int len = Wads.LumpLength (lump);
		supp = new BYTE[len];
		Wads.ReadLump (lump, supp);
		DehSuppLump = supp;
	}

	for (;;)
	{
		if (CompareLabel ("NAME", supp))
		{
			gotnames = true;
			NumNames = GetWord (supp + 6);
			NameBase = (char *)(supp + 8 + NumNames * 2);
			NameOffs = (WORD *)GetWordSpace (supp + 8, NumNames);
			supp += GetWord (supp + 4) + 6;
		}
		else if (CompareLabel ("HIGH", supp))
		{
			NumOrgHeights = GetWord (supp + 4);
			OrgHeights = supp + 6;
			supp += NumOrgHeights + 6;
		}
		else if (CompareLabel ("ACTF", supp))
		{
			NumCodePtrs = GetWord (supp + 4);
			if ((unsigned)NumCodePtrs != countof(CodePtrs))
			{
				Printf ("DEHSUPP defines %d code pointers, but there should be %d\n",
					NumCodePtrs, countof(CodePtrs));
				return false;
			}
			CodePtrNames = (CodePtrMap *)GetWordSpace (supp + 6, NumCodePtrs*2);
			supp += 6 + NumCodePtrs * 4;
		}
		else if (CompareLabel ("ACTM", supp))
		{
			NumActions = GetWord (supp + 4);
			ActionList = supp + 6;
			supp += NumActions + 6;
		}
		else if (CompareLabel ("CODP", supp))
		{
			NumCodeP = GetWord (supp + 4);
			CodePConv = GetWordSpace (supp + 6, NumCodeP);
			supp += 6 + NumCodeP * 2;
		}
		else if (CompareLabel ("SPRN", supp))
		{
			char *sprites;

			NumSprites = GetWord (supp + 4);
			OrgSprNames = new char *[NumSprites];
			sprites = new char[NumSprites*5];
			for (i = 0; i < NumSprites; i++)
			{
				sprites[i*5+0] = supp[6+i*4+0];
				sprites[i*5+1] = supp[6+i*4+1];
				sprites[i*5+2] = supp[6+i*4+2];
				sprites[i*5+3] = supp[6+i*4+3];
				sprites[i*5+4] = 0;
				OrgSprNames[i] = sprites + i*5;
			}
			supp += 6 + NumSprites * 4;
		}
		else if (CompareLabel ("STAT", supp))
		{
			if (!gotnames)
			{
				Printf ("Names must come before state map\n");
				return false;
			}
			if (StateMap == NULL)
			{
				NumStateMaps = GetWord (supp + 4);
				StateMap = new StateMapper[NumStateMaps];
				for (i = 0; i < NumStateMaps; i++)
				{
					const char *name = GetName (GetWord (supp + 6 + i*4));
					const PClass *type = PClass::FindClass (name);
					if (type == NULL)
					{
						Printf ("Can't find type %s\n", name);
						return false;
					}
					else if (type->ActorInfo == NULL)
					{
						Printf ("%s has no ActorInfo\n", name);
						return false;
					}
					else
					{
						AActor *def = GetDefaultByType (type);

						switch (supp[6 + i*4 + 2])
						{
						case FirstState:
							StateMap[i].State = type->ActorInfo->OwnedStates;
							break;
						case SpawnState:
							StateMap[i].State = def->SpawnState;
							break;
						case DeathState:
							StateMap[i].State = def->DeathState;
							break;
						}
						StateMap[i].StateSpan = supp[6+i*4+3];
						StateMap[i].Owner = type;
						StateMap[i].OwnerIsPickup = (def->flags & MF_SPECIAL) != 0;
					}
				}
			}
			supp += 6 + NumStateMaps * 4;
		}
		else if (CompareLabel ("SND ", supp))
		{
			NumSounds = GetWord (supp + 4);
			SoundMap = GetWordSpace (supp + 6, NumSounds);
			supp += 6 + NumSounds * 2;
		}
		else if (CompareLabel ("INFN", supp))
		{
			NumInfos = GetWord (supp + 4);
			InfoNames = GetWordSpace (supp + 6, NumInfos);
			supp += 6 + NumInfos * 2;
		}
		else if (CompareLabel ("TBIT", supp))
		{
			NumBitNames = GetWord (supp + 4);
			BitNames = new BitName[NumBitNames];
			for (i = 0; i < NumBitNames; i++)
			{
				BitNames[i].Name = GetWord (supp + 6 + i*3);
				BitNames[i].Bit = supp[6+i*3+2] & 0x1f;
				BitNames[i].WhichFlags = clamp (supp[6+i*3+2] >> 5, 0, 3);
			}
			supp += 6 + NumBitNames * 3;
		}
		else if (CompareLabel ("REND", supp))
		{
			NumStyleNames = GetWord (supp + 4);
			StyleNames = new StyleName[NumStyleNames];
			for (i = 0; i < NumStyleNames; i++)
			{
				StyleNames[i].Name = GetWord (supp + 6 + i*3);
				StyleNames[i].Num = supp[6+i*3+2];
			}
			supp += 6 + NumStyleNames * 3;
		}
		else if (CompareLabel ("END ", supp))
		{
			return true;
		}
		else
		{
			Printf ("Unknown block %c%c%c%c in DEHSUPP\n",
				supp[0], supp[1], supp[2], supp[3]);
			return false;
		}
	}
}

void FinishDehPatch ()
{
	unsigned int touchedIndex;

	for (touchedIndex = 0; touchedIndex < TouchedActors.Size(); ++touchedIndex)
	{
		PClass *type = TouchedActors[touchedIndex];
		AActor *defaults1 = GetDefaultByType (type);
		if (!(defaults1->flags & MF_SPECIAL))
		{ // We only need to do this for pickups
			continue;
		}

		// Create a new class that will serve as the actual pickup
		char typeNameBuilder[32];
		sprintf (typeNameBuilder, "DehackedPickup%d", touchedIndex);
		PClass *subclass = RUNTIME_CLASS(ADehackedPickup)->CreateDerivedClass
			(typeNameBuilder, sizeof(ADehackedPickup));
		AActor *defaults2 = GetDefaultByType (subclass);
		memcpy (defaults2, defaults1, sizeof(AActor));
		subclass->ActorInfo->GameFilter = type->ActorInfo->GameFilter;
		subclass->ActorInfo->SpawnID = type->ActorInfo->SpawnID;
		subclass->ActorInfo->DoomEdNum = type->ActorInfo->DoomEdNum;

		// Alter the original class so that it just spawns the new one
		//memcpy (defaults1, GetDefault<AActor>(), sizeof(AActor));
		defaults1->SpawnState = &ADehackedPickup::States[0];
		defaults1->flags = 0;
		defaults1->flags2 = 0;
		defaults1->flags3 = 0;
		defaults1->health = DehackedPickups.Push (subclass);
		type->ActorInfo->SpawnID = 0;
		type->ActorInfo->DoomEdNum = -1;

		DPrintf ("%s replaces %s\n", subclass->TypeName.GetChars(), type->TypeName.GetChars());
	}

	// Since deh.MaxHealth was used incorrectly this can only be set
	// after finishing with the DEH stuff.
	if (deh.MaxHealth == -1) deh.MaxHealth = 100;

	// Now that all Dehacked patches have been processed, it's okay to free StateMap.
	if (StateMap != NULL)
	{
		delete[] StateMap;
		StateMap = NULL;
	}
}

void HandleNoSector()
{
	// MF_NOSECTOR is causing problems with monsters so remap it to RF_INVISIBLE 
	// which in most cases is what this is used for anyway. 
	// Do this for all actors touched by DEHACKED actors except the teleport spot.
	unsigned int touchedIndex;

	for (touchedIndex = 0; touchedIndex < TouchedActors.Size(); ++touchedIndex)
	{
		PClass *ti = TouchedActors[touchedIndex];

		if (ti!=NULL && ti->ActorInfo!=NULL && !ti->IsDescendantOf(RUNTIME_CLASS(ATeleportDest)))
		{
			AActor * def = GetDefaultByType(ti);

			if (def->flags&MF_NOSECTOR)
			{
				def->flags&=~MF_NOSECTOR;
				def->renderflags|=RF_INVISIBLE;
			}
		}
	}
	// The BossEye must be handled even without any Dehacked interference
	// because otherwise it would not react to sound.
	const PClass * ti = PClass::FindClass("BossEye");
	if (ti!=NULL)
	{
		AActor * def = GetDefaultByType(ti);

		if (def->flags&MF_NOSECTOR)
		{
			def->flags&=~MF_NOSECTOR;
			def->renderflags|=RF_INVISIBLE;
		}
	}
}

void A_SpawnDehackedPickup (AActor *actor)
{
	if ((size_t)actor->health < DehackedPickups.Size())
	{
		AActor *real = Spawn (DehackedPickups[actor->health], actor->x, actor->y, actor->z, NO_REPLACE);
		if (real != NULL)
		{
			// Copy properties from the original item to the dehacked pickup it spawns
			if (actor->flags & MF_DROPPED)
			{
				real->flags |= MF_DROPPED;
			}
			real->special = actor->special;
			memcpy (real->args, actor->args, sizeof(real->args));
			if (actor->tid != 0)
			{
				real->tid = actor->tid;
				real->AddToHash ();
			}
		}
	}
}

bool ADehackedPickup::TryPickup (AActor *toucher)
{
	const PClass *type = DetermineType ();
	if (type == NULL)
	{
		return false;
	}
	RealPickup = static_cast<AInventory *>(Spawn (type, x, y, z, NO_REPLACE));
	if (RealPickup != NULL)
	{
		if (!(flags & MF_DROPPED))
		{
			RealPickup->flags &= ~MF_DROPPED;
		}
		if (!RealPickup->TryPickup (toucher))
		{
			RealPickup->Destroy ();
			RealPickup = NULL;
			return false;
		}
		GoAwayAndDie ();
		return true;
	}
	return false;
}

const char *ADehackedPickup::PickupMessage ()
{
	return RealPickup->PickupMessage ();
}

bool ADehackedPickup::ShouldStay ()
{
	return RealPickup->ShouldStay ();
}

bool ADehackedPickup::ShouldRespawn ()
{
	return RealPickup->ShouldRespawn ();
}

void ADehackedPickup::PlayPickupSound (AActor *toucher)
{
	RealPickup->PlayPickupSound (toucher);
}

void ADehackedPickup::DoPickupSpecial (AActor *toucher)
{
	Super::DoPickupSpecial (toucher);
	// If the real pickup hasn't joined the toucher's inventory, make sure it
	// doesn't stick around.
	if (RealPickup->Owner != toucher)
	{
		RealPickup->Destroy ();
	}
	RealPickup = NULL;
}

void ADehackedPickup::Destroy ()
{
	if (RealPickup != NULL)
	{
		RealPickup->Destroy ();
		RealPickup = NULL;
	}
	Super::Destroy ();
}

const PClass *ADehackedPickup::DetermineType ()
{
	// Look at the actor's current sprite to determine what kind of
	// item to pretend to me.
	int min = 0;
	int max = countof(DehSpriteMappings) - 1;

	while (min <= max)
	{
		int mid = (min + max) / 2;
		int lex = memcmp (DehSpriteMappings[mid].Sprite, sprites[sprite].name, 4);
		if (lex == 0)
		{
			return PClass::FindClass (DehSpriteMappings[mid].ClassName);
		}
		else if (lex < 0)
		{
			min = mid + 1;
		}
		else
		{
			max = mid - 1;
		}
	}
	return NULL;
}

