2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
21 #include <string.h> // for memset
23 #include <ctype.h> /* for isdigit */
86 #include "editor\editor.h"
90 #pragma global_optimizer off // pretty much sucks...need to look into this
93 void DoJasonInterpolate (fix recorded_time);
95 void mkdir (char*); /* no idea */
97 //#include "nocfile.h"
99 //Does demo start automatically?
102 byte WasRecorded [MAX_OBJECTS];
103 byte ViewWasRecorded[MAX_OBJECTS];
104 byte RenderingWasRecorded[32];
106 #define ND_EVENT_EOF 0 // EOF
107 #define ND_EVENT_START_DEMO 1 // Followed by 16 character, NULL terminated filename of .SAV file to use
108 #define ND_EVENT_START_FRAME 2 // Followed by integer frame number, then a fix FrameTime
109 #define ND_EVENT_VIEWER_OBJECT 3 // Followed by an object structure
110 #define ND_EVENT_RENDER_OBJECT 4 // Followed by an object structure
111 #define ND_EVENT_SOUND 5 // Followed by int soundum
112 #define ND_EVENT_SOUND_ONCE 6 // Followed by int soundum
113 #define ND_EVENT_SOUND_3D 7 // Followed by int soundum, int angle, int volume
114 #define ND_EVENT_WALL_HIT_PROCESS 8 // Followed by int segnum, int side, fix damage
115 #define ND_EVENT_TRIGGER 9 // Followed by int segnum, int side, int objnum
116 #define ND_EVENT_HOSTAGE_RESCUED 10 // Followed by int hostage_type
117 #define ND_EVENT_SOUND_3D_ONCE 11 // Followed by int soundum, int angle, int volume
118 #define ND_EVENT_MORPH_FRAME 12 // Followed by ? data
119 #define ND_EVENT_WALL_TOGGLE 13 // Followed by int seg, int side
120 #define ND_EVENT_HUD_MESSAGE 14 // Followed by char size, char * string (+null)
121 #define ND_EVENT_CONTROL_CENTER_DESTROYED 15 // Just a simple flag
122 #define ND_EVENT_PALETTE_EFFECT 16 // Followed by short r,g,b
123 #define ND_EVENT_PLAYER_ENERGY 17 // followed by byte energy
124 #define ND_EVENT_PLAYER_SHIELD 18 // followed by byte shields
125 #define ND_EVENT_PLAYER_FLAGS 19 // followed by player flags
126 #define ND_EVENT_PLAYER_WEAPON 20 // followed by weapon type and weapon number
127 #define ND_EVENT_EFFECT_BLOWUP 21 // followed by segment, side, and pnt
128 #define ND_EVENT_HOMING_DISTANCE 22 // followed by homing distance
129 #define ND_EVENT_LETTERBOX 23 // letterbox mode for death seq.
130 #define ND_EVENT_RESTORE_COCKPIT 24 // restore cockpit after death
131 #define ND_EVENT_REARVIEW 25 // going to rear view mode
132 #define ND_EVENT_WALL_SET_TMAP_NUM1 26 // Wall changed
133 #define ND_EVENT_WALL_SET_TMAP_NUM2 27 // Wall changed
134 #define ND_EVENT_NEW_LEVEL 28 // followed by level number
135 #define ND_EVENT_MULTI_CLOAK 29 // followed by player num
136 #define ND_EVENT_MULTI_DECLOAK 30 // followed by player num
137 #define ND_EVENT_RESTORE_REARVIEW 31 // restore cockpit after rearview mode
138 #define ND_EVENT_MULTI_DEATH 32 // with player number
139 #define ND_EVENT_MULTI_KILL 33 // with player number
140 #define ND_EVENT_MULTI_CONNECT 34 // with player number
141 #define ND_EVENT_MULTI_RECONNECT 35 // with player number
142 #define ND_EVENT_MULTI_DISCONNECT 36 // with player number
143 #define ND_EVENT_MULTI_SCORE 37 // playernum / score
144 #define ND_EVENT_PLAYER_SCORE 38 // followed by score
145 #define ND_EVENT_PRIMARY_AMMO 39 // with old/new ammo count
146 #define ND_EVENT_SECONDARY_AMMO 40 // with old/new ammo count
147 #define ND_EVENT_DOOR_OPENING 41 // with segment/side
148 #define ND_EVENT_LASER_LEVEL 42 // no data
149 #define ND_EVENT_PLAYER_AFTERBURNER 43 // followed by byte old ab, current ab
150 #define ND_EVENT_CLOAKING_WALL 44 // info changing while wall cloaking
151 #define ND_EVENT_CHANGE_COCKPIT 45 // change the cockpit
152 #define ND_EVENT_START_GUIDED 46 // switch to guided view
153 #define ND_EVENT_END_GUIDED 47 // stop guided view/return to ship
154 #define ND_EVENT_SECRET_THINGY 48 // 0/1 = secret exit functional/non-functional
155 #define ND_EVENT_LINK_SOUND_TO_OBJ 49 // record digi_link_sound_to_object3
156 #define ND_EVENT_KILL_SOUND_TO_OBJ 50 // record digi_kill_sound_linked_to_object
159 #define NORMAL_PLAYBACK 0
160 #define SKIP_PLAYBACK 1
161 #define INTERPOLATE_PLAYBACK 2
162 #define INTERPOL_FACTOR (F1_0 + (F1_0/5))
164 #define DEMO_VERSION 15 //last D1 version was 13
165 #define DEMO_GAME_TYPE 3 //1 was shareware, 2 registered
168 #define DEMO_FILENAME "demos/tmpdemo.dem"
169 #define DEMO_DIR "demos/"
171 #define DEMO_FILENAME ":Demos:tmpdemo.dem"
172 #define DEMO_DIR ":Demos:"
175 #define DEMO_MAX_LEVELS 29
178 char nd_save_callsign[CALLSIGN_LEN+1];
179 int Newdemo_state = 0;
180 int Newdemo_vcr_state = 0;
181 int Newdemo_start_frame = -1;
182 unsigned int Newdemo_size;
183 int Newdemo_num_written;
184 int Newdemo_game_mode;
185 int Newdemo_old_cockpit;
186 byte Newdemo_no_space;
188 byte Newdemo_do_interpolate = 0; // 1
189 byte Newdemo_players_cloaked;
190 byte Newdemo_warning_given = 0;
191 byte Newdemo_cntrlcen_destroyed = 0;
192 static byte nd_bad_read;
193 int NewdemoFrameCount;
194 short frame_bytes_written = 0;
195 fix nd_playback_total;
196 fix nd_recorded_total;
197 fix nd_recorded_time;
199 byte First_time_playback=1;
200 fix JasonPlaybackTotal=0;
206 int newdemo_get_percent_done() {
207 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
208 return (ftell(infile)*100)/Newdemo_size;
210 if ( Newdemo_state == ND_STATE_RECORDING ) {
211 return ftell(outfile);
216 #define VEL_PRECISION 12
218 void my_extract_shortpos(object *objp, shortpos *spp)
224 objp->orient.rvec.x = *sp++ << MATRIX_PRECISION;
225 objp->orient.uvec.x = *sp++ << MATRIX_PRECISION;
226 objp->orient.fvec.x = *sp++ << MATRIX_PRECISION;
228 objp->orient.rvec.y = *sp++ << MATRIX_PRECISION;
229 objp->orient.uvec.y = *sp++ << MATRIX_PRECISION;
230 objp->orient.fvec.y = *sp++ << MATRIX_PRECISION;
232 objp->orient.rvec.z = *sp++ << MATRIX_PRECISION;
233 objp->orient.uvec.z = *sp++ << MATRIX_PRECISION;
234 objp->orient.fvec.z = *sp++ << MATRIX_PRECISION;
236 segnum = spp->segment;
237 objp->segnum = segnum;
239 objp->pos.x = (spp->xo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].x;
240 objp->pos.y = (spp->yo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].y;
241 objp->pos.z = (spp->zo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].z;
243 objp->mtype.phys_info.velocity.x = (spp->velx << VEL_PRECISION);
244 objp->mtype.phys_info.velocity.y = (spp->vely << VEL_PRECISION);
245 objp->mtype.phys_info.velocity.z = (spp->velz << VEL_PRECISION);
248 int newdemo_read( void *buffer, int elsize, int nelem )
251 num_read = fread( buffer,elsize,nelem, infile );
252 if (ferror(infile) || feof(infile))
258 int newdemo_find_object( int signature )
263 for (i=0; i<=Highest_object_index; i++, objp++ ) {
264 if ( (objp->type != OBJ_NONE) && (objp->signature == signature))
270 int newdemo_write( void *buffer, int elsize, int nelem )
272 int num_written, total_size;
274 total_size = elsize * nelem;
275 frame_bytes_written += total_size;
276 Newdemo_num_written += total_size;
277 Assert(outfile != NULL);
278 num_written = fwrite( buffer, elsize, nelem, outfile );
279 // if ((Newdemo_num_written > Newdemo_size) && !Newdemo_no_space) {
280 // Newdemo_no_space=1;
281 // newdemo_stop_recording();
284 if ((Newdemo_num_written > Newdemo_size) && !Newdemo_no_space)
286 if (num_written == nelem && !Newdemo_no_space)
290 newdemo_stop_recording();
295 * The next bunch of files taken from Matt's gamesave.c. We have to modify
296 * these since the demo must save more information about objects that
300 static void nd_write_byte(byte b)
302 newdemo_write(&b, 1, 1);
305 static void nd_write_short(short s)
307 newdemo_write(&s, 2, 1);
310 static void nd_write_int(int i)
312 newdemo_write(&i, 4, 1);
315 static void nd_write_string(char *str)
317 nd_write_byte(strlen(str) + 1);
318 newdemo_write(str, strlen(str) + 1, 1);
321 static void nd_write_fix(fix f)
323 newdemo_write(&f, sizeof(fix), 1);
326 static void nd_write_fixang(fixang f)
328 newdemo_write(&f, sizeof(fixang), 1);
331 static void nd_write_vector(vms_vector *v)
338 static void nd_write_angvec(vms_angvec *v)
340 nd_write_fixang(v->p);
341 nd_write_fixang(v->b);
342 nd_write_fixang(v->h);
345 void nd_write_shortpos(object *obj)
351 create_shortpos(&sp, obj, 0);
353 render_type = obj->render_type;
354 if (((render_type == RT_POLYOBJ) || (render_type == RT_HOSTAGE) || (render_type == RT_MORPH)) || (obj->type == OBJ_CAMERA)) {
355 for (i = 0; i < 9; i++)
356 nd_write_byte(sp.bytemat[i]);
357 for (i = 0; i < 9; i++) {
358 if (sp.bytemat[i] != 0)
362 Int3(); // contact Allender about this.
366 nd_write_short(sp.xo);
367 nd_write_short(sp.yo);
368 nd_write_short(sp.zo);
369 nd_write_short(sp.segment);
370 nd_write_short(sp.velx);
371 nd_write_short(sp.vely);
372 nd_write_short(sp.velz);
375 static void nd_read_byte(byte *b)
377 newdemo_read(b, 1, 1);
380 static void nd_read_short(short *s)
382 newdemo_read(s, 2, 1);
385 static void nd_read_int(int *i)
387 newdemo_read(i, 4, 1);
390 static void nd_read_string(char *str)
395 newdemo_read(str, len, 1);
398 static void nd_read_fix(fix *f)
400 newdemo_read(f, sizeof(fix), 1);
403 static void nd_read_fixang(fixang *f)
405 newdemo_read(f, sizeof(fixang), 1);
408 static void nd_read_vector(vms_vector *v)
410 nd_read_fix(&(v->x));
411 nd_read_fix(&(v->y));
412 nd_read_fix(&(v->z));
415 static void nd_read_angvec(vms_angvec *v)
417 nd_read_fixang(&(v->p));
418 nd_read_fixang(&(v->b));
419 nd_read_fixang(&(v->h));
422 static void nd_read_shortpos(object *obj)
428 render_type = obj->render_type;
429 if (((render_type == RT_POLYOBJ) || (render_type == RT_HOSTAGE) || (render_type == RT_MORPH)) || (obj->type == OBJ_CAMERA)) {
430 for (i = 0; i < 9; i++)
431 nd_read_byte(&(sp.bytemat[i]));
434 nd_read_short(&(sp.xo));
435 nd_read_short(&(sp.yo));
436 nd_read_short(&(sp.zo));
437 nd_read_short(&(sp.segment));
438 nd_read_short(&(sp.velx));
439 nd_read_short(&(sp.vely));
440 nd_read_short(&(sp.velz));
442 my_extract_shortpos(obj, &sp);
443 if ((obj->id == VCLIP_MORPHING_ROBOT) && (render_type == RT_FIREBALL) && (obj->control_type == CT_EXPLOSION))
444 extract_orient_from_segment(&obj->orient,&Segments[obj->segnum]);
448 object *prev_obj=NULL; //ptr to last object read in
450 void nd_read_object(object *obj)
452 memset(obj, 0, sizeof(object));
455 * Do render type first, since with render_type == RT_NONE, we
456 * blow by all other object information
458 nd_read_byte(&(obj->render_type));
459 nd_read_byte(&(obj->type));
460 if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
463 nd_read_byte(&(obj->id));
464 nd_read_byte(&(obj->flags));
465 nd_read_short((short *)&(obj->signature));
466 nd_read_shortpos(obj);
468 if ((obj->type == OBJ_ROBOT) && (obj->id == SPECIAL_REACTOR_ROBOT))
471 obj->attached_obj = -1;
476 obj->control_type = CT_POWERUP;
477 obj->movement_type = MT_NONE;
478 obj->size = HOSTAGE_SIZE;
482 obj->control_type = CT_AI;
483 // (MarkA and MikeK said we should not do the crazy last secret stuff with multiple reactors...
484 // This necessary code is our vindication. --MK, 2/15/96)
485 if (obj->id != SPECIAL_REACTOR_ROBOT)
486 obj->movement_type = MT_PHYSICS;
488 obj->movement_type = MT_NONE;
489 obj->size = Polygon_models[Robot_info[obj->id].model_num].rad;
490 obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
491 obj->rtype.pobj_info.subobj_flags = 0;
492 obj->ctype.ai_info.CLOAKED = (Robot_info[obj->id].cloak_type?1:0);
496 obj->control_type = CT_POWERUP;
497 nd_read_byte(&(obj->movement_type)); // might have physics movement
498 obj->size = Powerup_info[obj->id].size;
502 obj->control_type = CT_NONE;
503 obj->movement_type = MT_PHYSICS;
504 obj->size = Polygon_models[Player_ship->model_num].rad;
505 obj->rtype.pobj_info.model_num = Player_ship->model_num;
506 obj->rtype.pobj_info.subobj_flags = 0;
510 obj->control_type = CT_NONE;
511 obj->movement_type = MT_NONE;
512 obj->size = Polygon_models[obj->id].rad;
513 obj->rtype.pobj_info.model_num = obj->id;
514 obj->rtype.pobj_info.subobj_flags = 0;
518 nd_read_byte(&(obj->control_type));
519 nd_read_byte(&(obj->movement_type));
520 nd_read_fix(&(obj->size));
525 nd_read_vector(&(obj->last_pos));
526 if ((obj->type == OBJ_WEAPON) && (obj->render_type == RT_WEAPON_VCLIP))
527 nd_read_fix(&(obj->lifeleft));
532 obj->lifeleft = (fix)b;
533 // MWA old way -- won't work with big endian machines nd_read_byte((ubyte *)&(obj->lifeleft));
534 obj->lifeleft = (fix)((int)obj->lifeleft << 12);
537 if (obj->type == OBJ_ROBOT) {
538 if (Robot_info[obj->id].boss_flag) {
541 nd_read_byte(&cloaked);
542 obj->ctype.ai_info.CLOAKED = cloaked;
546 switch (obj->movement_type) {
549 nd_read_vector(&(obj->mtype.phys_info.velocity));
550 nd_read_vector(&(obj->mtype.phys_info.thrust));
554 nd_read_vector(&(obj->mtype.spin_rate));
564 switch (obj->control_type) {
568 nd_read_fix(&(obj->ctype.expl_info.spawn_time));
569 nd_read_fix(&(obj->ctype.expl_info.delete_time));
570 nd_read_short(&(obj->ctype.expl_info.delete_objnum));
572 obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
574 if (obj->flags & OF_ATTACHED) { //attach to previous object
575 Assert(prev_obj!=NULL);
576 if (prev_obj->control_type == CT_EXPLOSION) {
577 if (prev_obj->flags & OF_ATTACHED && prev_obj->ctype.expl_info.attach_parent!=-1)
578 obj_attach(&Objects[prev_obj->ctype.expl_info.attach_parent],obj);
580 obj->flags &= ~OF_ATTACHED;
583 obj_attach(prev_obj,obj);
589 nd_read_fix(&(obj->ctype.light_info.intensity));
611 switch (obj->render_type) {
620 if ((obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_CLUTTER)) {
621 nd_read_int(&(obj->rtype.pobj_info.model_num));
622 nd_read_int(&(obj->rtype.pobj_info.subobj_flags));
625 if ((obj->type != OBJ_PLAYER) && (obj->type != OBJ_DEBRIS))
627 for (i=0;i<MAX_SUBMODELS;i++)
628 nd_read_angvec(&(obj->pobj_info.anim_angles[i]));
630 for (i = 0; i < Polygon_models[obj->rtype.pobj_info.model_num].n_models; i++)
631 nd_read_angvec(&obj->rtype.pobj_info.anim_angles[i]);
636 obj->rtype.pobj_info.tmap_override = tmo;
639 obj->rtype.pobj_info.tmap_override = -1;
641 int xlated_tmo = tmap_xlate_table[tmo];
642 if (xlated_tmo < 0) {
643 // mprintf( (0, "Couldn't find texture for demo object, model_num = %d\n", obj->pobj_info.model_num));
647 obj->rtype.pobj_info.tmap_override = xlated_tmo;
655 case RT_WEAPON_VCLIP:
658 nd_read_int(&(obj->rtype.vclip_info.vclip_num));
659 nd_read_fix(&(obj->rtype.vclip_info.frametime));
660 nd_read_byte(&(obj->rtype.vclip_info.framenum));
674 void nd_write_object(object *obj)
678 if ((obj->type == OBJ_ROBOT) && (obj->id == SPECIAL_REACTOR_ROBOT))
682 * Do render_type first so on read, we can make determination of
683 * what else to read in
685 nd_write_byte(obj->render_type);
686 nd_write_byte(obj->type);
687 if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
690 nd_write_byte(obj->id);
691 nd_write_byte(obj->flags);
692 nd_write_short((short)obj->signature);
693 nd_write_shortpos(obj);
695 if ((obj->type != OBJ_HOSTAGE) && (obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_POWERUP) && (obj->type != OBJ_CLUTTER)) {
696 nd_write_byte(obj->control_type);
697 nd_write_byte(obj->movement_type);
698 nd_write_fix(obj->size);
700 if (obj->type == OBJ_POWERUP)
701 nd_write_byte(obj->movement_type);
703 nd_write_vector(&obj->last_pos);
705 if ((obj->type == OBJ_WEAPON) && (obj->render_type == RT_WEAPON_VCLIP))
706 nd_write_fix(obj->lifeleft);
708 life = (int)obj->lifeleft;
712 nd_write_byte((ubyte)life);
715 if (obj->type == OBJ_ROBOT) {
716 if (Robot_info[obj->id].boss_flag) {
717 if ((GameTime > Boss_cloak_start_time) && (GameTime < Boss_cloak_end_time))
724 switch (obj->movement_type) {
727 nd_write_vector(&obj->mtype.phys_info.velocity);
728 nd_write_vector(&obj->mtype.phys_info.thrust);
732 nd_write_vector(&obj->mtype.spin_rate);
742 switch (obj->control_type) {
748 nd_write_fix(obj->ctype.expl_info.spawn_time);
749 nd_write_fix(obj->ctype.expl_info.delete_time);
750 nd_write_short(obj->ctype.expl_info.delete_objnum);
758 nd_write_fix(obj->ctype.light_info.intensity);
765 case CT_SLEW: //the player is generally saved as slew
778 switch (obj->render_type) {
787 if ((obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_CLUTTER)) {
788 nd_write_int(obj->rtype.pobj_info.model_num);
789 nd_write_int(obj->rtype.pobj_info.subobj_flags);
792 if ((obj->type != OBJ_PLAYER) && (obj->type != OBJ_DEBRIS))
794 for (i=0;i<MAX_SUBMODELS;i++)
795 nd_write_angvec(&obj->pobj_info.anim_angles[i]);
797 for (i = 0; i < Polygon_models[obj->rtype.pobj_info.model_num].n_models; i++)
798 nd_write_angvec(&obj->rtype.pobj_info.anim_angles[i]);
800 nd_write_int(obj->rtype.pobj_info.tmap_override);
806 case RT_WEAPON_VCLIP:
809 nd_write_int(obj->rtype.vclip_info.vclip_num);
810 nd_write_fix(obj->rtype.vclip_info.frametime);
811 nd_write_byte(obj->rtype.vclip_info.framenum);
824 int JustStartedRecording=0,JustStartedPlayback=0;
826 void newdemo_record_start_demo()
831 nd_write_byte(ND_EVENT_START_DEMO);
832 nd_write_byte(DEMO_VERSION);
833 nd_write_byte(DEMO_GAME_TYPE);
834 nd_write_fix(GameTime);
837 if (Game_mode & GM_MULTI)
838 nd_write_int(Game_mode | (Player_num << 16));
841 // NOTE LINK TO ABOVE!!!
842 nd_write_int(Game_mode);
845 if (Game_mode & GM_TEAM) {
846 nd_write_byte(Netgame.team_vector);
847 nd_write_string(Netgame.team_name[0]);
848 nd_write_string(Netgame.team_name[1]);
851 if (Game_mode & GM_MULTI) {
852 nd_write_byte((byte)N_players);
853 for (i = 0; i < N_players; i++) {
854 nd_write_string(Players[i].callsign);
855 nd_write_byte(Players[i].connected);
857 if (Game_mode & GM_MULTI_COOP) {
858 nd_write_int(Players[i].score);
860 nd_write_short((short)Players[i].net_killed_total);
861 nd_write_short((short)Players[i].net_kills_total);
866 // NOTE LINK TO ABOVE!!!
867 nd_write_int(Players[Player_num].score);
869 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
870 nd_write_short((short)Players[Player_num].primary_ammo[i]);
872 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
873 nd_write_short((short)Players[Player_num].secondary_ammo[i]);
875 nd_write_byte((byte)Players[Player_num].laser_level);
877 // Support for missions added here
879 nd_write_string(Current_mission_filename);
881 nd_write_byte((byte)(f2ir(Players[Player_num].energy)));
882 nd_write_byte((byte)(f2ir(Players[Player_num].shields)));
883 nd_write_int(Players[Player_num].flags); // be sure players flags are set
884 nd_write_byte((byte)Primary_weapon);
885 nd_write_byte((byte)Secondary_weapon);
886 Newdemo_start_frame = FrameCount;
887 JustStartedRecording=1;
889 newdemo_set_new_level(Current_level_num);
894 void newdemo_record_start_frame(int frame_number, fix frame_time )
898 if (Newdemo_no_space) {
899 newdemo_stop_playback();
906 for (i=0;i<MAX_OBJECTS;i++)
909 ViewWasRecorded[i]=0;
912 RenderingWasRecorded[i]=0;
914 frame_number -= Newdemo_start_frame;
916 Assert(frame_number >= 0 );
918 nd_write_byte(ND_EVENT_START_FRAME);
919 nd_write_short(frame_bytes_written - 1); // from previous frame
920 frame_bytes_written=3;
921 nd_write_int(frame_number);
922 nd_write_int(frame_time);
927 void newdemo_record_render_object(object * obj)
929 if (ViewWasRecorded[obj-Objects])
932 // if (obj==&Objects[Players[Player_num].objnum] && !Player_is_dead)
936 nd_write_byte(ND_EVENT_RENDER_OBJECT);
937 nd_write_object(obj);
941 extern ubyte RenderingType;
943 void newdemo_record_viewer_object(object * obj)
946 if (ViewWasRecorded[obj-Objects] && (ViewWasRecorded[obj-Objects]-1)==RenderingType)
948 //if (WasRecorded[obj-Objects])
950 if (RenderingWasRecorded[RenderingType])
953 ViewWasRecorded[obj-Objects]=RenderingType+1;
954 RenderingWasRecorded[RenderingType]=1;
956 nd_write_byte(ND_EVENT_VIEWER_OBJECT);
957 nd_write_byte(RenderingType);
958 nd_write_object(obj);
962 void newdemo_record_sound( int soundno ) {
964 nd_write_byte(ND_EVENT_SOUND);
965 nd_write_int( soundno );
968 //--unused-- void newdemo_record_sound_once( int soundno ) {
969 //--unused-- stop_time();
970 //--unused-- nd_write_byte( ND_EVENT_SOUND_ONCE );
971 //--unused-- nd_write_int( soundno );
972 //--unused-- start_time();
976 void newdemo_record_cockpit_change (int mode)
979 nd_write_byte (ND_EVENT_CHANGE_COCKPIT);
985 void newdemo_record_sound_3d( int soundno, int angle, int volume ) {
987 nd_write_byte( ND_EVENT_SOUND_3D );
988 nd_write_int( soundno );
989 nd_write_int( angle );
990 nd_write_int( volume );
994 void newdemo_record_sound_3d_once( int soundno, int angle, int volume ) {
996 nd_write_byte( ND_EVENT_SOUND_3D_ONCE );
997 nd_write_int( soundno );
998 nd_write_int( angle );
999 nd_write_int( volume );
1004 void newdemo_record_link_sound_to_object3( int soundno, short objnum, fix max_volume, fix max_distance, int loop_start, int loop_end )
1007 nd_write_byte( ND_EVENT_LINK_SOUND_TO_OBJ );
1008 nd_write_int( soundno );
1009 nd_write_int( Objects[objnum].signature );
1010 nd_write_int( max_volume );
1011 nd_write_int( max_distance );
1012 nd_write_int( loop_start );
1013 nd_write_int( loop_end );
1017 void newdemo_record_kill_sound_linked_to_object( int objnum )
1020 nd_write_byte( ND_EVENT_KILL_SOUND_TO_OBJ );
1021 nd_write_int( Objects[objnum].signature );
1026 void newdemo_record_wall_hit_process( int segnum, int side, int damage, int playernum )
1032 // playernum = playernum;
1033 nd_write_byte( ND_EVENT_WALL_HIT_PROCESS );
1034 nd_write_int( segnum );
1035 nd_write_int( side );
1036 nd_write_int( damage );
1037 nd_write_int( playernum );
1041 void newdemo_record_guided_start ()
1043 nd_write_byte (ND_EVENT_START_GUIDED);
1045 void newdemo_record_guided_end ()
1047 nd_write_byte (ND_EVENT_END_GUIDED);
1050 void newdemo_record_secret_exit_blown(int truth)
1053 nd_write_byte( ND_EVENT_SECRET_THINGY );
1054 nd_write_int( truth );
1058 void newdemo_record_trigger( int segnum, int side, int objnum,int shot )
1061 nd_write_byte( ND_EVENT_TRIGGER );
1062 nd_write_int( segnum );
1063 nd_write_int( side );
1064 nd_write_int( objnum );
1069 void newdemo_record_hostage_rescued( int hostage_number ) {
1071 nd_write_byte( ND_EVENT_HOSTAGE_RESCUED );
1072 nd_write_int( hostage_number );
1076 void newdemo_record_morph_frame(morph_data *md) {
1079 nd_write_byte( ND_EVENT_MORPH_FRAME );
1081 newdemo_write( md->morph_vecs, sizeof(md->morph_vecs), 1 );
1082 newdemo_write( md->submodel_active, sizeof(md->submodel_active), 1 );
1083 newdemo_write( md->submodel_startpoints, sizeof(md->submodel_startpoints), 1 );
1085 nd_write_object( md->obj );
1089 void newdemo_record_wall_toggle( int segnum, int side ) {
1091 nd_write_byte( ND_EVENT_WALL_TOGGLE );
1092 nd_write_int( segnum );
1093 nd_write_int( side );
1097 void newdemo_record_control_center_destroyed()
1100 nd_write_byte( ND_EVENT_CONTROL_CENTER_DESTROYED );
1101 nd_write_int( Countdown_seconds_left );
1105 void newdemo_record_hud_message( char * message )
1108 nd_write_byte( ND_EVENT_HUD_MESSAGE );
1109 nd_write_string(message);
1113 void newdemo_record_palette_effect(short r, short g, short b )
1116 nd_write_byte( ND_EVENT_PALETTE_EFFECT );
1117 nd_write_short( r );
1118 nd_write_short( g );
1119 nd_write_short( b );
1123 void newdemo_record_player_energy(int old_energy, int energy)
1126 nd_write_byte( ND_EVENT_PLAYER_ENERGY );
1127 nd_write_byte((byte) old_energy);
1128 nd_write_byte((byte) energy);
1132 void newdemo_record_player_afterburner(fix old_afterburner, fix afterburner)
1135 nd_write_byte( ND_EVENT_PLAYER_AFTERBURNER );
1136 nd_write_byte((byte) (old_afterburner>>9));
1137 nd_write_byte((byte) (afterburner>>9));
1141 void newdemo_record_player_shields(int old_shield, int shield)
1144 nd_write_byte( ND_EVENT_PLAYER_SHIELD );
1145 nd_write_byte((byte)old_shield);
1146 nd_write_byte((byte)shield);
1150 void newdemo_record_player_flags(uint oflags, uint flags)
1153 nd_write_byte( ND_EVENT_PLAYER_FLAGS );
1154 nd_write_int(((short)oflags << 16) | (short)flags);
1158 void newdemo_record_player_weapon(int weapon_type, int weapon_num)
1161 nd_write_byte( ND_EVENT_PLAYER_WEAPON );
1162 nd_write_byte((byte)weapon_type);
1163 nd_write_byte((byte)weapon_num);
1165 nd_write_byte((byte)Secondary_weapon);
1167 nd_write_byte((byte)Primary_weapon);
1171 void newdemo_record_effect_blowup(short segment, int side, vms_vector *pnt)
1174 nd_write_byte (ND_EVENT_EFFECT_BLOWUP);
1175 nd_write_short(segment);
1176 nd_write_byte((byte)side);
1177 nd_write_vector(pnt);
1181 void newdemo_record_homing_distance(fix distance)
1184 nd_write_byte(ND_EVENT_HOMING_DISTANCE);
1185 nd_write_short((short)(distance>>16));
1189 void newdemo_record_letterbox(void)
1192 nd_write_byte(ND_EVENT_LETTERBOX);
1196 void newdemo_record_rearview(void)
1199 nd_write_byte(ND_EVENT_REARVIEW);
1203 void newdemo_record_restore_cockpit(void)
1206 nd_write_byte(ND_EVENT_RESTORE_COCKPIT);
1210 void newdemo_record_restore_rearview(void)
1213 nd_write_byte(ND_EVENT_RESTORE_REARVIEW);
1217 void newdemo_record_wall_set_tmap_num1(short seg,ubyte side,short cseg,ubyte cside,short tmap)
1220 nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM1);
1221 nd_write_short(seg);
1222 nd_write_byte(side);
1223 nd_write_short(cseg);
1224 nd_write_byte(cside);
1225 nd_write_short(tmap);
1229 void newdemo_record_wall_set_tmap_num2(short seg,ubyte side,short cseg,ubyte cside,short tmap)
1232 nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM2);
1233 nd_write_short(seg);
1234 nd_write_byte(side);
1235 nd_write_short(cseg);
1236 nd_write_byte(cside);
1237 nd_write_short(tmap);
1241 void newdemo_record_multi_cloak(int pnum)
1244 nd_write_byte(ND_EVENT_MULTI_CLOAK);
1245 nd_write_byte((byte)pnum);
1249 void newdemo_record_multi_decloak(int pnum)
1252 nd_write_byte(ND_EVENT_MULTI_DECLOAK);
1253 nd_write_byte((byte)pnum);
1257 void newdemo_record_multi_death(int pnum)
1260 nd_write_byte(ND_EVENT_MULTI_DEATH);
1261 nd_write_byte((byte)pnum);
1265 void newdemo_record_multi_kill(int pnum, byte kill)
1268 nd_write_byte(ND_EVENT_MULTI_KILL);
1269 nd_write_byte((byte)pnum);
1270 nd_write_byte(kill);
1274 void newdemo_record_multi_connect(int pnum, int new_player, char *new_callsign)
1277 nd_write_byte(ND_EVENT_MULTI_CONNECT);
1278 nd_write_byte((byte)pnum);
1279 nd_write_byte((byte)new_player);
1281 nd_write_string(Players[pnum].callsign);
1282 nd_write_int(Players[pnum].net_killed_total);
1283 nd_write_int(Players[pnum].net_kills_total);
1285 nd_write_string(new_callsign);
1289 void newdemo_record_multi_reconnect(int pnum)
1292 nd_write_byte(ND_EVENT_MULTI_RECONNECT);
1293 nd_write_byte((byte)pnum);
1297 void newdemo_record_multi_disconnect(int pnum)
1300 nd_write_byte(ND_EVENT_MULTI_DISCONNECT);
1301 nd_write_byte((byte)pnum);
1305 void newdemo_record_player_score(int score)
1308 nd_write_byte(ND_EVENT_PLAYER_SCORE);
1309 nd_write_int(score);
1313 void newdemo_record_multi_score(int pnum, int score)
1316 nd_write_byte(ND_EVENT_MULTI_SCORE);
1317 nd_write_byte((byte)pnum);
1318 nd_write_int(score - Players[pnum].score); // called before score is changed!!!!
1322 void newdemo_record_primary_ammo(int old_ammo, int new_ammo)
1325 nd_write_byte(ND_EVENT_PRIMARY_AMMO);
1327 nd_write_short((short)new_ammo);
1329 nd_write_short((short)old_ammo);
1330 nd_write_short((short)new_ammo);
1334 void newdemo_record_secondary_ammo(int old_ammo, int new_ammo)
1337 nd_write_byte(ND_EVENT_SECONDARY_AMMO);
1339 nd_write_short((short)new_ammo);
1341 nd_write_short((short)old_ammo);
1342 nd_write_short((short)new_ammo);
1346 void newdemo_record_door_opening(int segnum, int side)
1349 nd_write_byte(ND_EVENT_DOOR_OPENING);
1350 nd_write_short((short)segnum);
1351 nd_write_byte((byte)side);
1355 void newdemo_record_laser_level(byte old_level, byte new_level)
1358 nd_write_byte(ND_EVENT_LASER_LEVEL);
1359 nd_write_byte(old_level);
1360 nd_write_byte(new_level);
1364 void newdemo_record_cloaking_wall(int front_wall_num, int back_wall_num, ubyte type, ubyte state, fix cloak_value, fix l0, fix l1, fix l2, fix l3)
1366 Assert(front_wall_num <= 255 && back_wall_num <= 255);
1369 nd_write_byte(ND_EVENT_CLOAKING_WALL);
1370 nd_write_byte(front_wall_num);
1371 nd_write_byte(back_wall_num);
1372 nd_write_byte(type);
1373 nd_write_byte(state);
1374 nd_write_byte(cloak_value);
1375 nd_write_short(l0>>8);
1376 nd_write_short(l1>>8);
1377 nd_write_short(l2>>8);
1378 nd_write_short(l3>>8);
1382 void newdemo_set_new_level(int level_num)
1389 nd_write_byte(ND_EVENT_NEW_LEVEL);
1390 nd_write_byte((byte)level_num);
1391 nd_write_byte((byte)Current_level_num);
1393 if (JustStartedRecording==1)
1395 nd_write_int(Num_walls);
1396 for (i=0;i<Num_walls;i++)
1398 nd_write_byte (Walls[i].type);
1399 nd_write_byte (Walls[i].flags);
1400 nd_write_byte (Walls[i].state);
1402 seg = &Segments[Walls[i].segnum];
1403 side = Walls[i].sidenum;
1404 nd_write_short (seg->sides[side].tmap_num);
1405 nd_write_short (seg->sides[side].tmap_num2);
1406 JustStartedRecording=0;
1413 int newdemo_read_demo_start(int rnd_demo)
1415 byte i, version, game_type, laser_level;
1416 char c, energy, shield;
1417 char text[50], current_mission[9];
1420 if ((c != ND_EVENT_START_DEMO) || nd_bad_read) {
1423 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_DEMO_CORRUPT);
1424 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1425 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1428 nd_read_byte(&version);
1429 nd_read_byte(&game_type);
1430 if (game_type < DEMO_GAME_TYPE) {
1433 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_RECORDED);
1434 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1435 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = " In Descent: First Strike";
1437 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1440 if (game_type != DEMO_GAME_TYPE) {
1443 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_RECORDED);
1444 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1445 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = " In Unknown Descent version";
1447 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1450 if (version < DEMO_VERSION) {
1453 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_DEMO_OLD);
1454 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1455 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1459 nd_read_fix(&GameTime);
1460 Boss_cloak_start_time=Boss_cloak_end_time=GameTime;
1461 JasonPlaybackTotal=0;
1463 nd_read_int(&Newdemo_game_mode);
1466 change_playernum_to((Newdemo_game_mode >> 16) & 0x7);
1467 if (Newdemo_game_mode & GM_TEAM) {
1468 nd_read_byte(&(Netgame.team_vector));
1469 nd_read_string(Netgame.team_name[0]);
1470 nd_read_string(Netgame.team_name[1]);
1472 if (Newdemo_game_mode & GM_MULTI) {
1477 // changed this to above two lines -- breaks on the mac because of
1479 // nd_read_byte((byte *)&N_players);
1480 for (i = 0 ; i < N_players; i++) {
1481 Players[i].cloak_time = 0;
1482 Players[i].invulnerable_time = 0;
1483 nd_read_string(Players[i].callsign);
1484 nd_read_byte(&(Players[i].connected));
1486 if (Newdemo_game_mode & GM_MULTI_COOP) {
1487 nd_read_int(&(Players[i].score));
1489 nd_read_short((short *)&(Players[i].net_killed_total));
1490 nd_read_short((short *)&(Players[i].net_kills_total));
1493 Game_mode = Newdemo_game_mode;
1494 multi_sort_kill_list();
1495 Game_mode = GM_NORMAL;
1498 nd_read_int(&(Players[Player_num].score)); // Note link to above if!
1500 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
1501 nd_read_short((short*)&(Players[Player_num].primary_ammo[i]));
1503 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
1504 nd_read_short((short*)&(Players[Player_num].secondary_ammo[i]));
1506 nd_read_byte(&laser_level);
1507 if (laser_level != Players[Player_num].laser_level) {
1508 Players[Player_num].laser_level = laser_level;
1509 update_laser_weapon_info();
1512 // Support for missions
1514 nd_read_string(current_mission);
1515 if (!load_mission_by_name(current_mission)) {
1519 sprintf(text, TXT_NOMISSION4DEMO, current_mission);
1520 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1521 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1526 nd_recorded_total = 0;
1527 nd_playback_total = 0;
1528 nd_read_byte(&energy);
1529 nd_read_byte(&shield);
1531 nd_read_int((int *)&(Players[Player_num].flags));
1532 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1533 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
1534 Newdemo_players_cloaked |= (1 << Player_num);
1536 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
1537 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
1539 nd_read_byte((byte *)&Primary_weapon);
1540 nd_read_byte((byte *)&Secondary_weapon);
1542 // Next bit of code to fix problem that I introduced between 1.0 and 1.1
1543 // check the next byte -- it _will_ be a load_new_level event. If it is
1544 // not, then we must shift all bytes up by one.
1546 Players[Player_num].energy = i2f(energy);
1547 Players[Player_num].shields = i2f(shield);
1548 JustStartedPlayback=1;
1552 void newdemo_pop_ctrlcen_triggers()
1556 segment *seg, *csegp;
1558 for (i = 0; i < ControlCenterTriggers.num_links; i++) {
1559 seg = &Segments[ControlCenterTriggers.seg[i]];
1560 side = ControlCenterTriggers.side[i];
1561 csegp = &Segments[seg->children[side]];
1562 cside = find_connect_side(seg, csegp);
1563 anim_num = Walls[seg->sides[side].wall_num].clip_num;
1564 n = WallAnims[anim_num].num_frames;
1565 if (WallAnims[anim_num].flags & WCF_TMAP1) {
1566 seg->sides[side].tmap_num = csegp->sides[cside].tmap_num = WallAnims[anim_num].frames[n-1];
1568 seg->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = WallAnims[anim_num].frames[n-1];
1573 #define N_PLAYER_SHIP_TEXTURES 6
1575 void nd_render_extras (ubyte,object *);
1576 extern void multi_apply_goal_textures ();
1577 ubyte Newdemo_flying_guided=0;
1579 int newdemo_read_frame_information()
1581 int done, segnum, side, objnum, soundno, angle, volume, i,shot;
1583 ubyte c,WhichWindow;
1584 static byte saved_letter_cockpit;
1585 static byte saved_rearview_cockpit;
1587 static char LastReadValue=101;
1592 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1593 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1594 Segments[segnum].objects = -1;
1597 Players[Player_num].homing_object_dist = -F1_0;
1603 if (nd_bad_read) { done = -1; break; }
1607 case ND_EVENT_START_FRAME: { // Followed by an integer frame number, then a fix FrameTime
1608 short last_frame_length;
1611 nd_read_short(&last_frame_length);
1612 nd_read_int(&NewdemoFrameCount);
1613 nd_read_int((int *)&nd_recorded_time);
1614 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1615 nd_recorded_total += nd_recorded_time;
1616 NewdemoFrameCount--;
1618 if (nd_bad_read) { done = -1; break; }
1622 case ND_EVENT_VIEWER_OBJECT: // Followed by an object structure
1623 nd_read_byte (&WhichWindow);
1626 // mprintf ((0,"Reading extra!\n"));
1627 nd_read_object (&extraobj);
1628 if (Newdemo_vcr_state!=ND_STATE_PAUSED)
1630 if (nd_bad_read) { done = -1; break; }
1632 nd_render_extras (WhichWindow,&extraobj);
1637 // mprintf ((0,"Reading viewer!\n"));
1638 //Viewer=&Objects[0];
1639 nd_read_object(Viewer);
1641 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
1642 if (nd_bad_read) { done = -1; break; }
1643 segnum = Viewer->segnum;
1644 Viewer->next = Viewer->prev = Viewer->segnum = -1;
1646 // HACK HACK HACK -- since we have multiple level recording, it can be the case
1647 // HACK HACK HACK -- that when rewinding the demo, the viewer is in a segment
1648 // HACK HACK HACK -- that is greater than the highest index of segments. Bash
1649 // HACK HACK HACK -- the viewer to segment 0 for bogus view.
1651 if (segnum > Highest_segment_index)
1653 obj_link(Viewer-Objects,segnum);
1658 case ND_EVENT_RENDER_OBJECT: // Followed by an object structure
1659 objnum = obj_allocate();
1662 obj = &Objects[objnum];
1663 nd_read_object(obj);
1664 if (nd_bad_read) { done = -1; break; }
1665 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
1666 segnum = obj->segnum;
1667 obj->next = obj->prev = obj->segnum = -1;
1669 // HACK HACK HACK -- don't render objects is segments greater than Highest_segment_index
1670 // HACK HACK HACK -- (see above)
1672 if (segnum > Highest_segment_index)
1675 obj_link(obj-Objects,segnum);
1677 if ((obj->type == OBJ_PLAYER) && (Newdemo_game_mode & GM_MULTI)) {
1680 if (Newdemo_game_mode & GM_TEAM)
1681 player = get_team(obj->id);
1688 for (i=0;i<N_PLAYER_SHIP_TEXTURES;i++)
1689 multi_player_textures[player][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[obj->rtype.pobj_info.model_num].first_texture+i]];
1691 multi_player_textures[player][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(player)*2]];
1692 multi_player_textures[player][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(player)*2+1]];
1693 obj->rtype.pobj_info.alt_textures = player+1;
1699 case ND_EVENT_SOUND:
1700 nd_read_int(&soundno);
1701 if (nd_bad_read) {done = -1; break; }
1702 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1703 digi_play_sample( soundno, F1_0 );
1706 //--unused case ND_EVENT_SOUND_ONCE:
1707 //--unused nd_read_int(&soundno);
1708 //--unused if (nd_bad_read) { done = -1; break; }
1709 //--unused if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1710 //--unused digi_play_sample_once( soundno, F1_0 );
1713 case ND_EVENT_SOUND_3D:
1714 nd_read_int(&soundno);
1715 nd_read_int(&angle);
1716 nd_read_int(&volume);
1717 if (nd_bad_read) { done = -1; break; }
1718 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1719 digi_play_sample_3d( soundno, angle, volume, 0 );
1722 case ND_EVENT_SOUND_3D_ONCE:
1723 nd_read_int(&soundno);
1724 nd_read_int(&angle);
1725 nd_read_int(&volume);
1726 if (nd_bad_read) { done = -1; break; }
1727 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1728 digi_play_sample_3d( soundno, angle, volume, 1 );
1731 case ND_EVENT_LINK_SOUND_TO_OBJ:
1733 int soundno, objnum, max_volume, max_distance, loop_start, loop_end;
1735 nd_read_int( &soundno );
1736 nd_read_int( &signature );
1737 nd_read_int( &max_volume );
1738 nd_read_int( &max_distance );
1739 nd_read_int( &loop_start );
1740 nd_read_int( &loop_end );
1741 objnum = newdemo_find_object( signature );
1742 if ( objnum > -1 ) { // @mk, 2/22/96, John told me to.
1743 digi_link_sound_to_object3( soundno, objnum, 1, max_volume, max_distance, loop_start, loop_end );
1748 case ND_EVENT_KILL_SOUND_TO_OBJ:
1750 int objnum, signature;
1751 nd_read_int( &signature );
1752 objnum = newdemo_find_object( signature );
1753 if ( objnum > -1 ) { // @mk, 2/22/96, John told me to.
1754 digi_kill_sound_linked_to_object(objnum);
1759 case ND_EVENT_WALL_HIT_PROCESS: {
1763 nd_read_int(&segnum);
1765 nd_read_fix(&damage);
1766 nd_read_int(&player);
1767 if (nd_bad_read) { done = -1; break; }
1768 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1769 wall_hit_process(&Segments[segnum], side, damage, player, &(Objects[0]) );
1773 case ND_EVENT_TRIGGER:
1774 nd_read_int(&segnum);
1776 nd_read_int(&objnum);
1778 if (nd_bad_read) { done = -1; break; }
1779 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1781 mprintf ((0,"EVENT TRIGGER! shot=%d\n",shot));
1783 if (Triggers[Walls[Segments[segnum].sides[side].wall_num].trigger].type == TT_SECRET_EXIT) {
1787 Assert(c == ND_EVENT_SECRET_THINGY);
1788 nd_read_int(&truth);
1790 check_trigger(&Segments[segnum], side, objnum,shot);
1792 check_trigger(&Segments[segnum], side, objnum,shot);
1796 case ND_EVENT_HOSTAGE_RESCUED: {
1799 nd_read_int(&hostage_number);
1800 if (nd_bad_read) { done = -1; break; }
1801 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1802 hostage_rescue( hostage_number );
1806 case ND_EVENT_MORPH_FRAME: {
1810 md = &morph_objects[0];
1811 if (newdemo_read( md->morph_vecs, sizeof(md->morph_vecs), 1 )!=1) { done=-1; break; }
1812 if (newdemo_read( md->submodel_active, sizeof(md->submodel_active), 1 )!=1) { done=-1; break; }
1813 if (newdemo_read( md->submodel_startpoints, sizeof(md->submodel_startpoints), 1 )!=1) { done=-1; break; }
1815 objnum = obj_allocate();
1818 obj = &Objects[objnum];
1819 nd_read_object(obj);
1820 obj->render_type = RT_POLYOBJ;
1821 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
1822 if (nd_bad_read) { done = -1; break; }
1823 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
1824 segnum = obj->segnum;
1825 obj->next = obj->prev = obj->segnum = -1;
1826 obj_link(obj-Objects,segnum);
1832 case ND_EVENT_WALL_TOGGLE:
1833 nd_read_int(&segnum);
1835 if (nd_bad_read) {done = -1; break; }
1836 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1837 wall_toggle(&Segments[segnum], side);
1840 case ND_EVENT_CONTROL_CENTER_DESTROYED:
1841 nd_read_int(&Countdown_seconds_left);
1842 Control_center_destroyed = 1;
1843 if (nd_bad_read) { done = -1; break; }
1844 if (!Newdemo_cntrlcen_destroyed) {
1845 newdemo_pop_ctrlcen_triggers();
1846 Newdemo_cntrlcen_destroyed = 1;
1847 // do_controlcen_destroyed_stuff(NULL);
1851 case ND_EVENT_HUD_MESSAGE: {
1854 nd_read_string(&(hud_msg[0]));
1855 if (nd_bad_read) { done = -1; break; }
1856 HUD_init_message( hud_msg );
1859 case ND_EVENT_START_GUIDED:
1860 Newdemo_flying_guided=1;
1861 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
1862 Newdemo_flying_guided=0;
1864 case ND_EVENT_END_GUIDED:
1865 Newdemo_flying_guided=0;
1866 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
1867 Newdemo_flying_guided=1;
1870 case ND_EVENT_PALETTE_EFFECT: {
1876 if (nd_bad_read) { done = -1; break; }
1877 PALETTE_FLASH_SET(r,g,b);
1881 case ND_EVENT_PLAYER_ENERGY: {
1885 nd_read_byte(&old_energy);
1886 nd_read_byte(&energy);
1887 if (nd_bad_read) {done = -1; break; }
1888 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1889 Players[Player_num].energy = i2f(energy);
1890 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
1891 if (old_energy != 255)
1892 Players[Player_num].energy = i2f(old_energy);
1897 case ND_EVENT_PLAYER_AFTERBURNER: {
1899 ubyte old_afterburner;
1901 nd_read_byte(&old_afterburner);
1902 nd_read_byte(&afterburner);
1903 if (nd_bad_read) {done = -1; break; }
1904 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1905 Afterburner_charge = afterburner<<9;
1906 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
1907 if (old_afterburner != 255)
1908 Afterburner_charge = old_afterburner<<9;
1913 case ND_EVENT_PLAYER_SHIELD: {
1917 nd_read_byte(&old_shield);
1918 nd_read_byte(&shield);
1919 if (nd_bad_read) {done = -1; break; }
1920 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1921 Players[Player_num].shields = i2f(shield);
1922 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
1923 if (old_shield != 255)
1924 Players[Player_num].shields = i2f(old_shield);
1929 case ND_EVENT_PLAYER_FLAGS: {
1932 nd_read_int((int *)&(Players[Player_num].flags));
1933 if (nd_bad_read) {done = -1; break; }
1935 oflags = Players[Player_num].flags >> 16;
1936 Players[Player_num].flags &= 0xffff;
1938 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || ((Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD) && (oflags != 0xffff)) ) {
1939 if (!(oflags & PLAYER_FLAGS_CLOAKED) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1940 Players[Player_num].cloak_time = 0;
1941 Newdemo_players_cloaked &= ~(1 << Player_num);
1943 if ((oflags & PLAYER_FLAGS_CLOAKED) && !(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1944 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
1945 Newdemo_players_cloaked |= (1 << Player_num);
1947 if (!(oflags & PLAYER_FLAGS_INVULNERABLE) && (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
1948 Players[Player_num].invulnerable_time = 0;
1949 if ((oflags & PLAYER_FLAGS_INVULNERABLE) && !(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
1950 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
1951 Players[Player_num].flags = oflags;
1952 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1953 if (!(oflags & PLAYER_FLAGS_CLOAKED) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1954 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
1955 Newdemo_players_cloaked |= (1 << Player_num);
1957 if ((oflags & PLAYER_FLAGS_CLOAKED) && !(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1958 Players[Player_num].cloak_time = 0;
1959 Newdemo_players_cloaked &= ~(1 << Player_num);
1961 if (!(oflags & PLAYER_FLAGS_INVULNERABLE) && (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
1962 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
1963 if ((oflags & PLAYER_FLAGS_INVULNERABLE) && !(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
1964 Players[Player_num].invulnerable_time = 0;
1966 update_laser_weapon_info(); // in case of quad laser change
1970 case ND_EVENT_PLAYER_WEAPON: {
1971 byte weapon_type, weapon_num;
1974 nd_read_byte(&weapon_type);
1975 nd_read_byte(&weapon_num);
1976 nd_read_byte(&old_weapon);
1977 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1978 if (weapon_type == 0)
1979 Primary_weapon = (int)weapon_num;
1981 Secondary_weapon = (int)weapon_num;
1982 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
1983 if (weapon_type == 0)
1984 Primary_weapon = (int)old_weapon;
1986 Secondary_weapon = (int)old_weapon;
1991 case ND_EVENT_EFFECT_BLOWUP: {
1997 //create a dummy object which will be the weapon that hits
1998 //the monitor. the blowup code wants to know who the parent of the
1999 //laser is, so create a laser whose parent is the player
2000 dummy.ctype.laser_info.parent_type = OBJ_PLAYER;
2002 nd_read_short(&segnum);
2003 nd_read_byte(&side);
2004 nd_read_vector(&pnt);
2005 if (Newdemo_vcr_state != ND_STATE_PAUSED)
2006 check_effect_blowup(&(Segments[segnum]), side, &pnt, &dummy, 0);
2010 case ND_EVENT_HOMING_DISTANCE: {
2013 nd_read_short(&distance);
2014 Players[Player_num].homing_object_dist = i2f((int)(distance << 16));
2018 case ND_EVENT_LETTERBOX:
2019 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2020 saved_letter_cockpit = Cockpit_mode;
2021 select_cockpit(CM_LETTERBOX);
2022 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2023 select_cockpit(saved_letter_cockpit);
2026 case ND_EVENT_CHANGE_COCKPIT:
2030 nd_read_int (&dummy);
2031 select_cockpit (dummy);
2035 case ND_EVENT_REARVIEW:
2036 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2037 saved_rearview_cockpit = Cockpit_mode;
2038 if (Cockpit_mode == CM_FULL_COCKPIT)
2039 select_cockpit(CM_REAR_VIEW);
2041 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2042 if (saved_rearview_cockpit == CM_REAR_VIEW) // hack to be sure we get a good cockpit on restore
2043 saved_rearview_cockpit = CM_FULL_COCKPIT;
2044 select_cockpit(saved_rearview_cockpit);
2049 case ND_EVENT_RESTORE_COCKPIT:
2050 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2051 saved_letter_cockpit = Cockpit_mode;
2052 select_cockpit(CM_LETTERBOX);
2053 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2054 select_cockpit(saved_letter_cockpit);
2058 case ND_EVENT_RESTORE_REARVIEW:
2059 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2060 saved_rearview_cockpit = Cockpit_mode;
2061 if (Cockpit_mode == CM_FULL_COCKPIT)
2062 select_cockpit(CM_REAR_VIEW);
2064 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2065 if (saved_rearview_cockpit == CM_REAR_VIEW) // hack to be sure we get a good cockpit on restore
2066 saved_rearview_cockpit = CM_FULL_COCKPIT;
2067 select_cockpit(saved_rearview_cockpit);
2073 case ND_EVENT_WALL_SET_TMAP_NUM1: {
2074 short seg, cseg, tmap;
2077 nd_read_short(&seg);
2078 nd_read_byte(&side);
2079 nd_read_short(&cseg);
2080 nd_read_byte(&cside);
2081 nd_read_short( &tmap );
2082 if ((Newdemo_vcr_state != ND_STATE_PAUSED) && (Newdemo_vcr_state != ND_STATE_REWINDING) && (Newdemo_vcr_state != ND_STATE_ONEFRAMEBACKWARD))
2083 Segments[seg].sides[side].tmap_num = Segments[cseg].sides[cside].tmap_num = tmap;
2087 case ND_EVENT_WALL_SET_TMAP_NUM2: {
2088 short seg, cseg, tmap;
2091 nd_read_short(&seg);
2092 nd_read_byte(&side);
2093 nd_read_short(&cseg);
2094 nd_read_byte(&cside);
2095 nd_read_short( &tmap );
2096 if ((Newdemo_vcr_state != ND_STATE_PAUSED) && (Newdemo_vcr_state != ND_STATE_REWINDING) && (Newdemo_vcr_state != ND_STATE_ONEFRAMEBACKWARD)) {
2097 Assert(tmap!=0 && Segments[seg].sides[side].tmap_num2!=0);
2098 Segments[seg].sides[side].tmap_num2 = Segments[cseg].sides[cside].tmap_num2 = tmap;
2103 case ND_EVENT_MULTI_CLOAK: {
2106 nd_read_byte(&pnum);
2107 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2108 Players[pnum].flags &= ~PLAYER_FLAGS_CLOAKED;
2109 Players[pnum].cloak_time = 0;
2110 Newdemo_players_cloaked &= ~(1 << pnum);
2111 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2112 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
2113 Players[pnum].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2114 Newdemo_players_cloaked |= (1 << pnum);
2119 case ND_EVENT_MULTI_DECLOAK: {
2122 nd_read_byte(&pnum);
2124 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2125 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
2126 Players[pnum].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2127 Newdemo_players_cloaked |= (1 << pnum);
2128 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2129 Players[pnum].flags &= ~PLAYER_FLAGS_CLOAKED;
2130 Players[pnum].cloak_time = 0;
2131 Newdemo_players_cloaked &= ~(1 << pnum);
2136 case ND_EVENT_MULTI_DEATH: {
2139 nd_read_byte(&pnum);
2140 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2141 Players[pnum].net_killed_total--;
2142 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2143 Players[pnum].net_killed_total++;
2148 case ND_EVENT_MULTI_KILL: {
2151 nd_read_byte(&pnum);
2152 nd_read_byte(&kill);
2153 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2154 Players[pnum].net_kills_total -= kill;
2155 if (Newdemo_game_mode & GM_TEAM)
2156 team_kills[get_team(pnum)] -= kill;
2157 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2158 Players[pnum].net_kills_total += kill;
2159 if (Newdemo_game_mode & GM_TEAM)
2160 team_kills[get_team(pnum)] += kill;
2162 Game_mode = Newdemo_game_mode;
2163 multi_sort_kill_list();
2164 Game_mode = GM_NORMAL;
2168 case ND_EVENT_MULTI_CONNECT: {
2169 byte pnum, new_player;
2170 int killed_total, kills_total;
2171 char new_callsign[CALLSIGN_LEN+1], old_callsign[CALLSIGN_LEN+1];
2173 nd_read_byte(&pnum);
2174 nd_read_byte(&new_player);
2176 nd_read_string(old_callsign);
2177 nd_read_int(&killed_total);
2178 nd_read_int(&kills_total);
2180 nd_read_string(new_callsign);
2181 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2182 Players[pnum].connected = 0;
2184 memcpy(Players[pnum].callsign, old_callsign, CALLSIGN_LEN+1);
2185 Players[pnum].net_killed_total = killed_total;
2186 Players[pnum].net_kills_total = kills_total;
2190 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2191 Players[pnum].connected = 1;
2192 Players[pnum].net_kills_total = 0;
2193 Players[pnum].net_killed_total = 0;
2194 memcpy(Players[pnum].callsign, new_callsign, CALLSIGN_LEN+1);
2201 case ND_EVENT_MULTI_RECONNECT: {
2204 nd_read_byte(&pnum);
2205 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2206 Players[pnum].connected = 0;
2207 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2208 Players[pnum].connected = 1;
2212 case ND_EVENT_MULTI_DISCONNECT: {
2215 nd_read_byte(&pnum);
2216 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2217 Players[pnum].connected = 1;
2218 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2219 Players[pnum].connected = 0;
2223 case ND_EVENT_MULTI_SCORE: {
2227 nd_read_byte(&pnum);
2228 nd_read_int(&score);
2229 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2230 Players[pnum].score -= score;
2231 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2232 Players[pnum].score += score;
2233 Game_mode = Newdemo_game_mode;
2234 multi_sort_kill_list();
2235 Game_mode = GM_NORMAL;
2240 case ND_EVENT_PLAYER_SCORE: {
2243 nd_read_int(&score);
2244 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2245 Players[Player_num].score -= score;
2246 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2247 Players[Player_num].score += score;
2252 case ND_EVENT_PRIMARY_AMMO: {
2253 short old_ammo, new_ammo;
2255 nd_read_short(&old_ammo);
2256 nd_read_short(&new_ammo);
2258 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2259 Players[Player_num].primary_ammo[Primary_weapon] = old_ammo;
2260 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2261 Players[Player_num].primary_ammo[Primary_weapon] = new_ammo;
2265 case ND_EVENT_SECONDARY_AMMO: {
2266 short old_ammo, new_ammo;
2268 nd_read_short(&old_ammo);
2269 nd_read_short(&new_ammo);
2271 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2272 Players[Player_num].secondary_ammo[Secondary_weapon] = old_ammo;
2273 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2274 Players[Player_num].secondary_ammo[Secondary_weapon] = new_ammo;
2278 case ND_EVENT_DOOR_OPENING: {
2282 nd_read_short(&segnum);
2283 nd_read_byte(&side);
2284 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2287 segment *segp, *csegp;
2289 segp = &Segments[segnum];
2290 csegp = &Segments[segp->children[side]];
2291 cside = find_connect_side(segp, csegp);
2292 anim_num = Walls[segp->sides[side].wall_num].clip_num;
2294 if (WallAnims[anim_num].flags & WCF_TMAP1) {
2295 segp->sides[side].tmap_num = csegp->sides[cside].tmap_num = WallAnims[anim_num].frames[0];
2297 segp->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = WallAnims[anim_num].frames[0];
2303 case ND_EVENT_LASER_LEVEL: {
2304 byte old_level, new_level;
2306 nd_read_byte(&old_level);
2307 nd_read_byte(&new_level);
2308 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2309 Players[Player_num].laser_level = old_level;
2310 update_laser_weapon_info();
2311 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2312 Players[Player_num].laser_level = new_level;
2313 update_laser_weapon_info();
2318 case ND_EVENT_CLOAKING_WALL: {
2319 ubyte back_wall_num,front_wall_num,type,state,cloak_value;
2324 nd_read_byte(&front_wall_num);
2325 nd_read_byte(&back_wall_num);
2326 nd_read_byte(&type);
2327 nd_read_byte(&state);
2328 nd_read_byte(&cloak_value);
2334 Walls[front_wall_num].type = type;
2335 Walls[front_wall_num].state = state;
2336 Walls[front_wall_num].cloak_value = cloak_value;
2337 segp = &Segments[Walls[front_wall_num].segnum];
2338 sidenum = Walls[front_wall_num].sidenum;
2339 segp->sides[sidenum].uvls[0].l = ((int) l0) << 8;
2340 segp->sides[sidenum].uvls[1].l = ((int) l1) << 8;
2341 segp->sides[sidenum].uvls[2].l = ((int) l2) << 8;
2342 segp->sides[sidenum].uvls[3].l = ((int) l3) << 8;
2344 Walls[back_wall_num].type = type;
2345 Walls[back_wall_num].state = state;
2346 Walls[back_wall_num].cloak_value = cloak_value;
2347 segp = &Segments[Walls[back_wall_num].segnum];
2348 sidenum = Walls[back_wall_num].sidenum;
2349 segp->sides[sidenum].uvls[0].l = ((int) l0) << 8;
2350 segp->sides[sidenum].uvls[1].l = ((int) l1) << 8;
2351 segp->sides[sidenum].uvls[2].l = ((int) l2) << 8;
2352 segp->sides[sidenum].uvls[3].l = ((int) l3) << 8;
2357 case ND_EVENT_NEW_LEVEL: {
2358 byte new_level, old_level, loaded_level;
2360 nd_read_byte (&new_level);
2361 nd_read_byte (&old_level);
2362 if (Newdemo_vcr_state == ND_STATE_PAUSED)
2366 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2367 loaded_level = old_level;
2369 loaded_level = new_level;
2370 for (i = 0; i < MAX_PLAYERS; i++) {
2371 Players[i].cloak_time = 0;
2372 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
2375 if ((loaded_level < Last_secret_level) || (loaded_level > Last_level)) {
2378 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_CANT_PLAYBACK;
2379 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_LEVEL_CANT_LOAD;
2380 m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_DEMO_OLD_CORRUPT;
2381 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2385 LoadLevel((int)loaded_level,1);
2386 Newdemo_cntrlcen_destroyed = 0;
2388 if (JustStartedPlayback)
2390 nd_read_int (&Num_walls);
2391 for (i=0;i<Num_walls;i++) // restore the walls
2393 nd_read_byte (&Walls[i].type);
2394 nd_read_byte (&Walls[i].flags);
2395 nd_read_byte (&Walls[i].state);
2397 seg = &Segments[Walls[i].segnum];
2398 side = Walls[i].sidenum;
2399 nd_read_short (&seg->sides[side].tmap_num);
2400 nd_read_short (&seg->sides[side].tmap_num2);
2403 if (Newdemo_game_mode & GM_CAPTURE)
2404 multi_apply_goal_textures ();
2406 JustStartedPlayback=0;
2410 // so says Rob H.!!! if (Newdemo_game_mode & GM_MULTI) {
2411 // so says Rob H.!!! for (i = 0; i < Num_walls; i++) {
2412 // so says Rob H.!!! if (Walls[i].type == WALL_BLASTABLE)
2413 // so says Rob H.!!! {
2414 // so says Rob H.!!! int a, n;
2415 // so says Rob H.!!! int side;
2416 // so says Rob H.!!! segment *seg;
2417 // so says Rob H.!!!
2418 // so says Rob H.!!! seg = &Segments[Walls[i].segnum];
2419 // so says Rob H.!!! side = Walls[i].sidenum;
2420 // so says Rob H.!!! a = Walls[i].clip_num;
2421 // so says Rob H.!!! n = WallAnims[a].num_frames;
2422 // so says Rob H.!!! seg->sides[side].tmap_num = WallAnims[a].frames[n-1];
2423 // so says Rob H.!!! Walls[i].flags |= WALL_BLASTED;
2424 // so says Rob H.!!! }
2425 // so says Rob H.!!! }
2426 // so says Rob H.!!! }
2428 reset_palette_add(); // get palette back to normal
2433 case ND_EVENT_EOF: {
2435 fseek(infile, -1, SEEK_CUR); // get back to the EOF marker
2437 NewdemoFrameCount++;
2451 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_ERR_READING;
2452 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_DEMO_OLD_CORRUPT;
2453 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2459 void newdemo_goto_beginning()
2461 // if (NewdemoFrameCount == 0)
2463 fseek(infile, 0, SEEK_SET);
2464 Newdemo_vcr_state = ND_STATE_PLAYBACK;
2465 if (newdemo_read_demo_start(0))
2466 newdemo_stop_playback();
2467 if (newdemo_read_frame_information() == -1)
2468 newdemo_stop_playback();
2469 if (newdemo_read_frame_information() == -1)
2470 newdemo_stop_playback();
2471 Newdemo_vcr_state = ND_STATE_PAUSED;
2475 void newdemo_goto_end()
2477 short frame_length, byte_count, bshort;
2478 byte level, bbyte, laser_level;
2479 ubyte energy, shield, c;
2482 fseek(infile, -2, SEEK_END);
2483 nd_read_byte(&level);
2485 if ((level < Last_secret_level) || (level > Last_level)) {
2488 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_CANT_PLAYBACK;
2489 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_LEVEL_CANT_LOAD;
2490 m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_DEMO_OLD_CORRUPT;
2491 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2492 newdemo_stop_playback();
2495 if (level != Current_level_num)
2498 fseek(infile, -4, SEEK_END);
2499 nd_read_short(&byte_count);
2500 fseek(infile, -2 - byte_count, SEEK_CUR);
2502 nd_read_short(&frame_length);
2503 loc = ftell(infile);
2504 if (Newdemo_game_mode & GM_MULTI)
2505 nd_read_byte(&Newdemo_players_cloaked);
2507 nd_read_byte(&bbyte);
2508 nd_read_byte(&bbyte);
2509 nd_read_short(&bshort);
2512 nd_read_byte(&energy);
2513 nd_read_byte(&shield);
2514 Players[Player_num].energy = i2f(energy);
2515 Players[Player_num].shields = i2f(shield);
2516 nd_read_int((int *)&(Players[Player_num].flags));
2517 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
2518 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2519 Newdemo_players_cloaked |= (1 << Player_num);
2521 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
2522 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
2523 nd_read_byte((byte *)&Primary_weapon);
2524 nd_read_byte((byte *)&Secondary_weapon);
2525 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
2526 nd_read_short((short *)&(Players[Player_num].primary_ammo[i]));
2527 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
2528 nd_read_short((short *)&(Players[Player_num].secondary_ammo[i]));
2529 nd_read_byte(&laser_level);
2530 if (laser_level != Players[Player_num].laser_level) {
2531 Players[Player_num].laser_level = laser_level;
2532 update_laser_weapon_info();
2535 if (Newdemo_game_mode & GM_MULTI) {
2538 // see newdemo_read_start_demo for explanation of
2539 // why this is commented out
2540 // nd_read_byte((byte *)&N_players);
2541 for (i = 0; i < N_players; i++) {
2542 nd_read_string(Players[i].callsign);
2543 nd_read_byte(&(Players[i].connected));
2544 if (Newdemo_game_mode & GM_MULTI_COOP) {
2545 nd_read_int(&(Players[i].score));
2547 nd_read_short((short *)&(Players[i].net_killed_total));
2548 nd_read_short((short *)&(Players[i].net_kills_total));
2552 nd_read_int(&(Players[Player_num].score));
2555 fseek(infile, loc, SEEK_SET);
2556 fseek(infile, -frame_length, SEEK_CUR);
2557 nd_read_int(&NewdemoFrameCount); // get the frame count
2558 NewdemoFrameCount--;
2559 fseek(infile, 4, SEEK_CUR);
2560 Newdemo_vcr_state = ND_STATE_PLAYBACK;
2561 newdemo_read_frame_information(); // then the frame information
2562 Newdemo_vcr_state = ND_STATE_PAUSED;
2566 void newdemo_back_frames(int frames)
2568 short last_frame_length;
2571 for (i = 0; i < frames; i++)
2573 fseek(infile, -10, SEEK_CUR);
2574 nd_read_short(&last_frame_length);
2575 fseek(infile, 8 - last_frame_length, SEEK_CUR);
2577 if (!Newdemo_at_eof && newdemo_read_frame_information() == -1) {
2578 newdemo_stop_playback();
2584 fseek(infile, -10, SEEK_CUR);
2585 nd_read_short(&last_frame_length);
2586 fseek(infile, 8 - last_frame_length, SEEK_CUR);
2592 * routine to interpolate the viewer position. the current position is
2593 * stored in the Viewer object. Save this position, and read the next
2594 * frame to get all objects read in. Calculate the delta playback and
2595 * the delta recording frame times between the two frames, then intepolate
2596 * the viewers position accordingly. nd_recorded_time is the time that it
2597 * took the recording to render the frame that we are currently looking
2601 void interpolate_frame(fix d_play, fix d_recorded)
2603 int i, j, num_cur_objs;
2607 factor = fixdiv(d_play, d_recorded);
2611 num_cur_objs = Highest_object_index;
2612 cur_objs = (object *)d_malloc(sizeof(object) * (num_cur_objs + 1));
2613 if (cur_objs == NULL) {
2614 mprintf((0,"Couldn't get %d bytes for cur_objs in interpolate_frame\n", sizeof(object) * num_cur_objs));
2618 for (i = 0; i <= num_cur_objs; i++)
2619 memcpy(&(cur_objs[i]), &(Objects[i]), sizeof(object));
2621 Newdemo_vcr_state = ND_STATE_PAUSED;
2622 if (newdemo_read_frame_information() == -1) {
2624 newdemo_stop_playback();
2628 for (i = 0; i <= num_cur_objs; i++) {
2629 for (j = 0; j <= Highest_object_index; j++) {
2630 if (cur_objs[i].signature == Objects[j].signature) {
2631 ubyte render_type = cur_objs[i].render_type;
2632 // fix delta_p, delta_h, delta_b;
2633 fix delta_x, delta_y, delta_z;
2634 // vms_angvec cur_angles, dest_angles;
2636 // Extract the angles from the object orientation matrix.
2637 // Some of this code taken from ai_turn_towards_vector
2638 // Don't do the interpolation on certain render types which don't use an orientation matrix
2640 if (!((render_type == RT_LASER) || (render_type == RT_FIREBALL) || (render_type == RT_POWERUP))) {
2642 vms_vector fvec1, fvec2, rvec1, rvec2;
2645 fvec1 = cur_objs[i].orient.fvec;
2646 vm_vec_scale(&fvec1, F1_0-factor);
2647 fvec2 = Objects[j].orient.fvec;
2648 vm_vec_scale(&fvec2, factor);
2649 vm_vec_add2(&fvec1, &fvec2);
2650 mag1 = vm_vec_normalize_quick(&fvec1);
2651 if (mag1 > F1_0/256) {
2652 rvec1 = cur_objs[i].orient.rvec;
2653 vm_vec_scale(&rvec1, F1_0-factor);
2654 rvec2 = Objects[j].orient.rvec;
2655 vm_vec_scale(&rvec2, factor);
2656 vm_vec_add2(&rvec1, &rvec2);
2657 vm_vec_normalize_quick(&rvec1); // Note: Doesn't matter if this is null, if null, vm_vector_2_matrix will just use fvec1
2658 vm_vector_2_matrix(&cur_objs[i].orient, &fvec1, NULL, &rvec1);
2661 //--old new way -- vms_vector fvec1, fvec2, rvec1, rvec2;
2663 //--old new way -- fvec1 = cur_objs[i].orient.fvec;
2664 //--old new way -- vm_vec_scale(&fvec1, F1_0-factor);
2665 //--old new way -- fvec2 = Objects[j].orient.fvec;
2666 //--old new way -- vm_vec_scale(&fvec2, factor);
2667 //--old new way -- vm_vec_add2(&fvec1, &fvec2);
2668 //--old new way -- vm_vec_normalize_quick(&fvec1);
2670 //--old new way -- rvec1 = cur_objs[i].orient.rvec;
2671 //--old new way -- vm_vec_scale(&rvec1, F1_0-factor);
2672 //--old new way -- rvec2 = Objects[j].orient.rvec;
2673 //--old new way -- vm_vec_scale(&rvec2, factor);
2674 //--old new way -- vm_vec_add2(&rvec1, &rvec2);
2675 //--old new way -- vm_vec_normalize_quick(&rvec1);
2677 //--old new way -- vm_vector_2_matrix(&cur_objs[i].orient, &fvec1, NULL, &rvec1);
2679 // -- old fashioned way -- vm_extract_angles_matrix(&cur_angles, &(cur_objs[i].orient));
2680 // -- old fashioned way -- vm_extract_angles_matrix(&dest_angles, &(Objects[j].orient));
2681 // -- old fashioned way --
2682 // -- old fashioned way -- delta_p = (dest_angles.p - cur_angles.p);
2683 // -- old fashioned way -- delta_h = (dest_angles.h - cur_angles.h);
2684 // -- old fashioned way -- delta_b = (dest_angles.b - cur_angles.b);
2685 // -- old fashioned way --
2686 // -- old fashioned way -- if (delta_p != 0) {
2687 // -- old fashioned way -- if (delta_p > F1_0/2) delta_p = dest_angles.p - cur_angles.p - F1_0;
2688 // -- old fashioned way -- if (delta_p < -F1_0/2) delta_p = dest_angles.p - cur_angles.p + F1_0;
2689 // -- old fashioned way -- delta_p = fixmul(delta_p, factor);
2690 // -- old fashioned way -- cur_angles.p += delta_p;
2691 // -- old fashioned way -- }
2692 // -- old fashioned way -- if (delta_h != 0) {
2693 // -- old fashioned way -- if (delta_h > F1_0/2) delta_h = dest_angles.h - cur_angles.h - F1_0;
2694 // -- old fashioned way -- if (delta_h < -F1_0/2) delta_h = dest_angles.h - cur_angles.h + F1_0;
2695 // -- old fashioned way -- delta_h = fixmul(delta_h, factor);
2696 // -- old fashioned way -- cur_angles.h += delta_h;
2697 // -- old fashioned way -- }
2698 // -- old fashioned way -- if (delta_b != 0) {
2699 // -- old fashioned way -- if (delta_b > F1_0/2) delta_b = dest_angles.b - cur_angles.b - F1_0;
2700 // -- old fashioned way -- if (delta_b < -F1_0/2) delta_b = dest_angles.b - cur_angles.b + F1_0;
2701 // -- old fashioned way -- delta_b = fixmul(delta_b, factor);
2702 // -- old fashioned way -- cur_angles.b += delta_b;
2703 // -- old fashioned way -- }
2706 // Interpolate the object position. This is just straight linear
2709 delta_x = Objects[j].pos.x - cur_objs[i].pos.x;
2710 delta_y = Objects[j].pos.y - cur_objs[i].pos.y;
2711 delta_z = Objects[j].pos.z - cur_objs[i].pos.z;
2713 delta_x = fixmul(delta_x, factor);
2714 delta_y = fixmul(delta_y, factor);
2715 delta_z = fixmul(delta_z, factor);
2717 cur_objs[i].pos.x += delta_x;
2718 cur_objs[i].pos.y += delta_y;
2719 cur_objs[i].pos.z += delta_z;
2721 // -- old fashioned way --// stuff the new angles back into the object structure
2722 // -- old fashioned way -- vm_angles_2_matrix(&(cur_objs[i].orient), &cur_angles);
2727 // get back to original position in the demo file. Reread the current
2728 // frame information again to reset all of the object stuff not covered
2729 // with Highest_object_index and the object array (previously rendered
2730 // objects, etc....)
2732 newdemo_back_frames(1);
2733 newdemo_back_frames(1);
2734 if (newdemo_read_frame_information() == -1)
2735 newdemo_stop_playback();
2736 Newdemo_vcr_state = ND_STATE_PLAYBACK;
2738 for (i = 0; i <= num_cur_objs; i++)
2739 memcpy(&(Objects[i]), &(cur_objs[i]), sizeof(object));
2740 Highest_object_index = num_cur_objs;
2744 void newdemo_playback_one_frame()
2746 int frames_back, i, level;
2747 static fix base_interpol_time = 0;
2748 static fix d_recorded = 0;
2750 for (i = 0; i < MAX_PLAYERS; i++)
2751 if (Newdemo_players_cloaked & (1 << i))
2752 Players[i].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2754 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
2755 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
2757 if (Newdemo_vcr_state == ND_STATE_PAUSED) // render a frame or not
2760 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2761 DoJasonInterpolate(nd_recorded_time);
2763 Control_center_destroyed = 0;
2764 Countdown_seconds_left = -1;
2765 PALETTE_FLASH_SET(0,0,0); //clear flash
2767 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2769 level = Current_level_num;
2770 if (NewdemoFrameCount == 0)
2772 else if ((Newdemo_vcr_state == ND_STATE_REWINDING) && (NewdemoFrameCount < 10)) {
2773 newdemo_goto_beginning();
2776 if (Newdemo_vcr_state == ND_STATE_REWINDING)
2780 if (Newdemo_at_eof) {
2781 fseek(infile, 11, SEEK_CUR);
2783 newdemo_back_frames(frames_back);
2785 if (level != Current_level_num)
2786 newdemo_pop_ctrlcen_triggers();
2788 if (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD) {
2789 if (level != Current_level_num)
2790 newdemo_back_frames(1);
2791 Newdemo_vcr_state = ND_STATE_PAUSED;
2794 else if (Newdemo_vcr_state == ND_STATE_FASTFORWARD) {
2795 if (!Newdemo_at_eof)
2797 for (i = 0; i < 10; i++)
2799 if (newdemo_read_frame_information() == -1)
2802 Newdemo_vcr_state = ND_STATE_PAUSED;
2804 newdemo_stop_playback();
2810 Newdemo_vcr_state = ND_STATE_PAUSED;
2812 else if (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD) {
2813 if (!Newdemo_at_eof) {
2814 level = Current_level_num;
2815 if (newdemo_read_frame_information() == -1) {
2816 if (!Newdemo_at_eof)
2817 newdemo_stop_playback();
2819 if (level != Current_level_num) {
2820 if (newdemo_read_frame_information() == -1) {
2821 if (!Newdemo_at_eof)
2822 newdemo_stop_playback();
2825 Newdemo_vcr_state = ND_STATE_PAUSED;
2827 Newdemo_vcr_state = ND_STATE_PAUSED;
2831 // First, uptate the total playback time to date. Then we check to see
2832 // if we need to change the playback style to interpolate frames or
2833 // skip frames based on where the playback time is relative to the
2836 if (NewdemoFrameCount <= 0)
2837 nd_playback_total = nd_recorded_total; // baseline total playback time
2839 nd_playback_total += FrameTime;
2840 if ((playback_style == NORMAL_PLAYBACK) && (NewdemoFrameCount > 10))
2841 if ((nd_playback_total * INTERPOL_FACTOR) < nd_recorded_total) {
2842 playback_style = INTERPOLATE_PLAYBACK;
2843 nd_playback_total = nd_recorded_total + FrameTime; // baseline playback time
2844 base_interpol_time = nd_recorded_total;
2845 d_recorded = nd_recorded_time; // baseline delta recorded
2847 if ((playback_style == NORMAL_PLAYBACK) && (NewdemoFrameCount > 10))
2848 if (nd_playback_total > nd_recorded_total)
2849 playback_style = SKIP_PLAYBACK;
2852 if ((playback_style == INTERPOLATE_PLAYBACK) && Newdemo_do_interpolate) {
2855 if (nd_recorded_total - nd_playback_total < FrameTime) {
2856 d_recorded = nd_recorded_total - nd_playback_total;
2858 while (nd_recorded_total - nd_playback_total < FrameTime) {
2860 int i, j, num_objs, level;
2862 num_objs = Highest_object_index;
2863 cur_objs = (object *)d_malloc(sizeof(object) * (num_objs + 1));
2864 if (cur_objs == NULL) {
2865 Warning ("Couldn't get %d bytes for objects in interpolate playback\n", sizeof(object) * num_objs);
2868 for (i = 0; i <= num_objs; i++)
2869 memcpy(&(cur_objs[i]), &(Objects[i]), sizeof(object));
2871 level = Current_level_num;
2872 if (newdemo_read_frame_information() == -1) {
2874 newdemo_stop_playback();
2877 if (level != Current_level_num) {
2879 if (newdemo_read_frame_information() == -1)
2880 newdemo_stop_playback();
2884 // for each new object in the frame just read in, determine if there is
2885 // a corresponding object that we have been interpolating. If so, then
2886 // copy that interpolated object to the new Objects array so that the
2887 // interpolated position and orientation can be preserved.
2889 for (i = 0; i <= num_objs; i++) {
2890 for (j = 0; j <= Highest_object_index; j++) {
2891 if (cur_objs[i].signature == Objects[j].signature) {
2892 memcpy(&(Objects[j].orient), &(cur_objs[i].orient), sizeof(vms_matrix));
2893 memcpy(&(Objects[j].pos), &(cur_objs[i].pos), sizeof(vms_vector));
2899 d_recorded += nd_recorded_time;
2900 base_interpol_time = nd_playback_total - FrameTime;
2904 d_play = nd_playback_total - base_interpol_time;
2905 interpolate_frame(d_play, d_recorded);
2909 // mprintf ((0, "*"));
2910 if (newdemo_read_frame_information() == -1) {
2911 newdemo_stop_playback();
2914 if (playback_style == SKIP_PLAYBACK) {
2915 // mprintf ((0, "."));
2916 while (nd_playback_total > nd_recorded_total) {
2917 if (newdemo_read_frame_information() == -1) {
2918 newdemo_stop_playback();
2927 void newdemo_start_recording()
2930 Newdemo_size=GetFreeDiskSpace();
2931 mprintf((0, "Free space = %d\n", Newdemo_size));
2933 Newdemo_size = GetDiskFree();
2936 Newdemo_size -= 100000;
2938 if ((Newdemo_size+100000) < 2000000000) {
2939 if (((int)(Newdemo_size)) < 500000) {
2941 nm_messagebox(NULL, 1, TXT_OK, TXT_DEMO_NO_SPACE);
2943 nm_messagebox(NULL, 1, TXT_OK, "Not enough space on current\ndrive to start demo recording.");
2949 Newdemo_num_written = 0;
2951 Newdemo_state = ND_STATE_RECORDING;
2952 outfile = fopen( DEMO_FILENAME, "wb" );
2955 if (outfile == NULL && errno == ENOENT) { //dir doesn't exist?
2957 if (outfile == NULL) { //dir doesn't exist and no errno on mac!
2959 mkdir(DEMO_DIR); //try making directory
2960 outfile = fopen( DEMO_FILENAME, "wb" );
2963 if (outfile == NULL)
2965 nm_messagebox(NULL, 1, TXT_OK, "Cannot open demo temp file");
2966 Newdemo_state = ND_STATE_NORMAL;
2969 newdemo_record_start_demo();
2973 char demoname_allowed_chars[] = "azAZ09__--";
2974 void newdemo_stop_recording()
2978 static char filename[15] = "", *s;
2979 static ubyte tmpcnt = 0;
2981 char fullname[15+FILENAME_LEN] = DEMO_DIR;
2982 unsigned short byte_count = 0;
2986 nd_write_byte(ND_EVENT_EOF);
2987 nd_write_short(frame_bytes_written - 1);
2988 if (Game_mode & GM_MULTI) {
2989 for (l = 0; l < N_players; l++) {
2990 if (Players[l].flags & PLAYER_FLAGS_CLOAKED)
2991 cloaked |= (1 << l);
2993 nd_write_byte(cloaked);
2994 nd_write_byte(ND_EVENT_EOF);
2996 nd_write_short(ND_EVENT_EOF);
2998 nd_write_short(ND_EVENT_EOF);
2999 nd_write_int(ND_EVENT_EOF);
3001 byte_count += 10; // from frame_bytes_written
3003 nd_write_byte((byte)(f2ir(Players[Player_num].energy)));
3004 nd_write_byte((byte)(f2ir(Players[Player_num].shields)));
3005 nd_write_int(Players[Player_num].flags); // be sure players flags are set
3006 nd_write_byte((byte)Primary_weapon);
3007 nd_write_byte((byte)Secondary_weapon);
3010 for (l = 0; l < MAX_PRIMARY_WEAPONS; l++)
3011 nd_write_short((short)Players[Player_num].primary_ammo[l]);
3013 for (l = 0; l < MAX_SECONDARY_WEAPONS; l++)
3014 nd_write_short((short)Players[Player_num].secondary_ammo[l]);
3015 byte_count += (sizeof(short) * (MAX_PRIMARY_WEAPONS + MAX_SECONDARY_WEAPONS));
3017 nd_write_byte(Players[Player_num].laser_level);
3020 if (Game_mode & GM_MULTI) {
3021 nd_write_byte((byte)N_players);
3023 for (l = 0; l < N_players; l++) {
3024 nd_write_string(Players[l].callsign);
3025 byte_count += (strlen(Players[l].callsign) + 2);
3026 nd_write_byte(Players[l].connected);
3027 if (Game_mode & GM_MULTI_COOP) {
3028 nd_write_int(Players[l].score);
3031 nd_write_short((short)Players[l].net_killed_total);
3032 nd_write_short((short)Players[l].net_kills_total);
3037 nd_write_int(Players[Player_num].score);
3040 nd_write_short(byte_count);
3042 nd_write_byte(Current_level_num);
3043 nd_write_byte(ND_EVENT_EOF);
3048 Newdemo_state = ND_STATE_NORMAL;
3049 gr_palette_load( gr_palette );
3051 if (filename[0] != '\0') {
3052 int num, i = strlen(filename) - 1;
3055 while (isdigit(filename[i])) {
3061 num = atoi(&(filename[i]));
3064 sprintf (newfile, "%s%d", filename, num);
3065 strncpy(filename, newfile, 8);
3072 Newmenu_allowed_chars = demoname_allowed_chars;
3073 if (!Newdemo_no_space) {
3074 m[0].type=NM_TYPE_INPUT; m[0].text_len = 8; m[0].text = filename;
3075 exit = newmenu_do( NULL, TXT_SAVE_DEMO_AS, 1, &(m[0]), NULL );
3076 } else if (Newdemo_no_space == 1) {
3077 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_SAVE_BAD;
3078 m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 8; m[1].text = filename;
3079 exit = newmenu_do( NULL, NULL, 2, m, NULL );
3080 } else if (Newdemo_no_space == 2) {
3081 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_SAVE_NOSPACE;
3082 m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 8; m[1].text = filename;
3083 exit = newmenu_do( NULL, NULL, 2, m, NULL );
3085 Newmenu_allowed_chars = NULL;
3087 if (exit == -2) { // got bumped out from network menu
3088 char save_file[7+FILENAME_LEN];
3090 if (filename[0] != '\0') {
3091 strcpy(save_file, DEMO_DIR);
3092 strcat(save_file, filename);
3093 strcat(save_file, ".dem");
3095 sprintf (save_file, "%stmp%d.dem", DEMO_DIR, tmpcnt++);
3097 rename(DEMO_FILENAME, save_file);
3100 if (exit == -1) { // pressed ESC
3101 remove(DEMO_FILENAME); // might as well remove the file
3102 return; // return without doing anything
3105 if (filename[0]==0) //null string
3108 //check to make sure name is ok
3109 for (s=filename;*s;s++)
3110 if (!isalnum(*s) && *s!='_') {
3111 nm_messagebox1(NULL, NULL,1,TXT_CONTINUE, TXT_DEMO_USE_LETTERS);
3115 if (Newdemo_no_space)
3116 strcat(fullname, m[1].text);
3118 strcat(fullname, m[0].text);
3119 strcat(fullname, ".dem");
3121 rename(DEMO_FILENAME, fullname);
3124 //returns the number of demo files on the disk
3125 int newdemo_count_demos()
3127 FILEFINDSTRUCT find;
3130 if( !FileFindFirst("demos/*.dem", &find ) ) {
3133 } while( !FileFindNext( &find ) );
3140 void newdemo_start_playback(char * filename)
3142 FILEFINDSTRUCT find;
3144 char filename2[7+FILENAME_LEN] = DEMO_DIR;
3147 change_playernum_to(0);
3149 First_time_playback=1;
3150 JasonPlaybackTotal=0;
3152 if (filename==NULL) {
3153 // Randomly pick a filename
3154 int NumFiles = 0, RandFileNum;
3157 NumFiles = newdemo_count_demos();
3159 if ( NumFiles == 0 ) {
3160 return; // No files found!
3162 RandFileNum = d_rand() % NumFiles;
3164 if( !FileFindFirst( "demos/*.dem", &find ) ) {
3166 if ( NumFiles==RandFileNum ) {
3167 filename = (char *)&find.name;
3171 } while( !FileFindNext( &find ) );
3174 if ( filename==NULL) return;
3180 strcat(filename2,filename);
3182 infile = fopen( filename2, "rb" );
3184 mprintf( (0, "Error reading '%s'\n", filename ));
3190 change_playernum_to(0); // force playernum to 0
3192 strncpy(nd_save_callsign, Players[Player_num].callsign, CALLSIGN_LEN);
3193 Viewer = ConsoleObject = &Objects[0]; // play properly as if console player
3194 if (newdemo_read_demo_start(rnd_demo)) {
3199 Game_mode = GM_NORMAL;
3200 Newdemo_state = ND_STATE_PLAYBACK;
3201 Newdemo_vcr_state = ND_STATE_PLAYBACK;
3202 Newdemo_old_cockpit = Cockpit_mode;
3203 Newdemo_size = filelength(fileno(infile));
3206 NewdemoFrameCount = 0;
3207 Newdemo_players_cloaked = 0;
3208 playback_style = NORMAL_PLAYBACK;
3209 Function_mode = FMODE_GAME;
3210 Cockpit_3d_view[0] = CV_NONE; //turn off 3d views on cockpit
3211 Cockpit_3d_view[1] = CV_NONE; //turn off 3d views on cockpit
3212 newdemo_playback_one_frame(); // this one loads new level
3213 newdemo_playback_one_frame(); // get all of the objects to renderb game
3216 void newdemo_stop_playback()
3219 Newdemo_state = ND_STATE_NORMAL;
3221 change_playernum_to(0); //this is reality
3223 strncpy(Players[Player_num].callsign, nd_save_callsign, CALLSIGN_LEN);
3224 Cockpit_mode = Newdemo_old_cockpit;
3225 Game_mode = GM_GAME_OVER;
3226 Function_mode = FMODE_MENU;
3227 longjmp(LeaveGame,0); // Exit game loop
3233 #define BUF_SIZE 16384
3235 void newdemo_strip_frames(char *outname, int bytes_to_strip)
3239 int total_size, bytes_done, read_elems, bytes_back;
3240 int trailer_start, loc1, loc2, stop_loc, bytes_to_read;
3241 short last_frame_length;
3244 total_size = filelength(fileno(infile));
3245 outfile = fopen(outname, "wb");
3246 if (outfile == NULL) {
3249 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "Can't open output file";
3250 newmenu_do( NULL, NULL, 1, m, NULL );
3251 newdemo_stop_playback();
3254 buf = d_malloc(BUF_SIZE);
3258 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "Can't malloc output buffer";
3259 newmenu_do( NULL, NULL, 1, m, NULL );
3261 newdemo_stop_playback();
3265 trailer_start = ftell(infile);
3266 fseek(infile, 11, SEEK_CUR);
3268 while (bytes_back < bytes_to_strip) {
3269 loc1 = ftell(infile);
3270 // fseek(infile, -10, SEEK_CUR);
3271 // nd_read_short(&last_frame_length);
3272 // fseek(infile, 8 - last_frame_length, SEEK_CUR);
3273 newdemo_back_frames(1);
3274 loc2 = ftell(infile);
3275 bytes_back += (loc1 - loc2);
3277 fseek(infile, -10, SEEK_CUR);
3278 nd_read_short(&last_frame_length);
3279 fseek(infile, -3, SEEK_CUR);
3280 stop_loc = ftell(infile);
3281 fseek(infile, 0, SEEK_SET);
3282 while (stop_loc > 0) {
3283 if (stop_loc < BUF_SIZE)
3284 bytes_to_read = stop_loc;
3286 bytes_to_read = BUF_SIZE;
3287 read_elems = fread(buf, 1, bytes_to_read, infile);
3288 fwrite(buf, 1, read_elems, outfile);
3289 stop_loc -= read_elems;
3291 stop_loc = ftell(outfile);
3292 fseek(infile, trailer_start, SEEK_SET);
3293 while ((read_elems = fread(buf, 1, BUF_SIZE, infile)) != 0)
3294 fwrite(buf, 1, read_elems, outfile);
3295 fseek(outfile, stop_loc, SEEK_SET);
3296 fseek(outfile, 1, SEEK_CUR);
3297 fwrite(&last_frame_length, 2, 1, outfile);
3299 newdemo_stop_playback();
3305 object DemoRightExtra,DemoLeftExtra;
3306 ubyte DemoDoRight=0,DemoDoLeft=0;
3308 void nd_render_extras (ubyte which,object *obj)
3311 ubyte type=which&15;
3315 Int3(); // how'd we get here?
3316 do_cockpit_window_view(w,NULL,0,WBU_WEAPON,NULL);
3321 { memcpy (&DemoRightExtra,obj,sizeof(object)); DemoDoRight=type; }
3323 { memcpy (&DemoLeftExtra,obj,sizeof(object)); DemoDoLeft=type;}
3327 void DoJasonInterpolate (fix recorded_time)
3330 float MyRecFrameTime,ThisFrameTime;
3332 JasonPlaybackTotal+=FrameTime;
3335 if (!First_time_playback)
3337 // get the difference between the recorded time and the playback time
3339 MyRecFrameTime=f2fl(recorded_time);
3340 ThisFrameTime=f2fl(FrameTime);
3342 the_delay=((MyRecFrameTime-ThisFrameTime)*1000.0);
3343 //mprintf ((0,"The delay=%d\n",the_delay));
3347 d_delay (the_delay);
3352 while (JasonPlaybackTotal > nd_recorded_total)
3353 if (newdemo_read_frame_information() == -1)
3355 newdemo_stop_playback();
3359 // the_delay=(f2fl(nd_recorded_total-JasonPlaybackTotal))*1000.0;
3361 // delay (the_delay);
3366 First_time_playback=0;
3370 #pragma global_optimizer reset