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 */
26 #include <sys/types.h>
92 #include "editor/editor.h"
96 #pragma global_optimizer off // pretty much sucks...need to look into this
99 void DoJasonInterpolate (fix recorded_time);
101 //#include "nocfile.h"
103 //Does demo start automatically?
106 byte WasRecorded [MAX_OBJECTS];
107 byte ViewWasRecorded[MAX_OBJECTS];
108 byte RenderingWasRecorded[32];
110 #define ND_EVENT_EOF 0 // EOF
111 #define ND_EVENT_START_DEMO 1 // Followed by 16 character, NULL terminated filename of .SAV file to use
112 #define ND_EVENT_START_FRAME 2 // Followed by integer frame number, then a fix FrameTime
113 #define ND_EVENT_VIEWER_OBJECT 3 // Followed by an object structure
114 #define ND_EVENT_RENDER_OBJECT 4 // Followed by an object structure
115 #define ND_EVENT_SOUND 5 // Followed by int soundum
116 #define ND_EVENT_SOUND_ONCE 6 // Followed by int soundum
117 #define ND_EVENT_SOUND_3D 7 // Followed by int soundum, int angle, int volume
118 #define ND_EVENT_WALL_HIT_PROCESS 8 // Followed by int segnum, int side, fix damage
119 #define ND_EVENT_TRIGGER 9 // Followed by int segnum, int side, int objnum
120 #define ND_EVENT_HOSTAGE_RESCUED 10 // Followed by int hostage_type
121 #define ND_EVENT_SOUND_3D_ONCE 11 // Followed by int soundum, int angle, int volume
122 #define ND_EVENT_MORPH_FRAME 12 // Followed by ? data
123 #define ND_EVENT_WALL_TOGGLE 13 // Followed by int seg, int side
124 #define ND_EVENT_HUD_MESSAGE 14 // Followed by char size, char * string (+null)
125 #define ND_EVENT_CONTROL_CENTER_DESTROYED 15 // Just a simple flag
126 #define ND_EVENT_PALETTE_EFFECT 16 // Followed by short r,g,b
127 #define ND_EVENT_PLAYER_ENERGY 17 // followed by byte energy
128 #define ND_EVENT_PLAYER_SHIELD 18 // followed by byte shields
129 #define ND_EVENT_PLAYER_FLAGS 19 // followed by player flags
130 #define ND_EVENT_PLAYER_WEAPON 20 // followed by weapon type and weapon number
131 #define ND_EVENT_EFFECT_BLOWUP 21 // followed by segment, side, and pnt
132 #define ND_EVENT_HOMING_DISTANCE 22 // followed by homing distance
133 #define ND_EVENT_LETTERBOX 23 // letterbox mode for death seq.
134 #define ND_EVENT_RESTORE_COCKPIT 24 // restore cockpit after death
135 #define ND_EVENT_REARVIEW 25 // going to rear view mode
136 #define ND_EVENT_WALL_SET_TMAP_NUM1 26 // Wall changed
137 #define ND_EVENT_WALL_SET_TMAP_NUM2 27 // Wall changed
138 #define ND_EVENT_NEW_LEVEL 28 // followed by level number
139 #define ND_EVENT_MULTI_CLOAK 29 // followed by player num
140 #define ND_EVENT_MULTI_DECLOAK 30 // followed by player num
141 #define ND_EVENT_RESTORE_REARVIEW 31 // restore cockpit after rearview mode
142 #define ND_EVENT_MULTI_DEATH 32 // with player number
143 #define ND_EVENT_MULTI_KILL 33 // with player number
144 #define ND_EVENT_MULTI_CONNECT 34 // with player number
145 #define ND_EVENT_MULTI_RECONNECT 35 // with player number
146 #define ND_EVENT_MULTI_DISCONNECT 36 // with player number
147 #define ND_EVENT_MULTI_SCORE 37 // playernum / score
148 #define ND_EVENT_PLAYER_SCORE 38 // followed by score
149 #define ND_EVENT_PRIMARY_AMMO 39 // with old/new ammo count
150 #define ND_EVENT_SECONDARY_AMMO 40 // with old/new ammo count
151 #define ND_EVENT_DOOR_OPENING 41 // with segment/side
152 #define ND_EVENT_LASER_LEVEL 42 // no data
153 #define ND_EVENT_PLAYER_AFTERBURNER 43 // followed by byte old ab, current ab
154 #define ND_EVENT_CLOAKING_WALL 44 // info changing while wall cloaking
155 #define ND_EVENT_CHANGE_COCKPIT 45 // change the cockpit
156 #define ND_EVENT_START_GUIDED 46 // switch to guided view
157 #define ND_EVENT_END_GUIDED 47 // stop guided view/return to ship
158 #define ND_EVENT_SECRET_THINGY 48 // 0/1 = secret exit functional/non-functional
159 #define ND_EVENT_LINK_SOUND_TO_OBJ 49 // record digi_link_sound_to_object3
160 #define ND_EVENT_KILL_SOUND_TO_OBJ 50 // record digi_kill_sound_linked_to_object
163 #define NORMAL_PLAYBACK 0
164 #define SKIP_PLAYBACK 1
165 #define INTERPOLATE_PLAYBACK 2
166 #define INTERPOL_FACTOR (F1_0 + (F1_0/5))
168 #define DEMO_VERSION 15 //last D1 version was 13
169 #define DEMO_GAME_TYPE 3 //1 was shareware, 2 registered
172 #define DEMO_FILENAME "demos/tmpdemo.dem"
173 #define DEMO_DIR "demos/"
175 #define DEMO_FILENAME ":Demos:tmpdemo.dem"
176 #define DEMO_DIR ":Demos:"
179 #define DEMO_MAX_LEVELS 29
182 char nd_save_callsign[CALLSIGN_LEN+1];
183 int Newdemo_state = 0;
184 int Newdemo_vcr_state = 0;
185 int Newdemo_start_frame = -1;
186 unsigned int Newdemo_size;
187 int Newdemo_num_written;
188 int Newdemo_game_mode;
189 int Newdemo_old_cockpit;
190 byte Newdemo_no_space;
192 byte Newdemo_do_interpolate = 0; // 1
193 byte Newdemo_players_cloaked;
194 byte Newdemo_warning_given = 0;
195 byte Newdemo_cntrlcen_destroyed = 0;
196 static byte nd_bad_read;
197 int NewdemoFrameCount;
198 short frame_bytes_written = 0;
199 fix nd_playback_total;
200 fix nd_recorded_total;
201 fix nd_recorded_time;
203 byte First_time_playback=1;
204 fix JasonPlaybackTotal=0;
210 int newdemo_get_percent_done() {
211 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
212 return (ftell(infile)*100)/Newdemo_size;
214 if ( Newdemo_state == ND_STATE_RECORDING ) {
215 return ftell(outfile);
220 #define VEL_PRECISION 12
222 void my_extract_shortpos(object *objp, shortpos *spp)
228 objp->orient.rvec.x = *sp++ << MATRIX_PRECISION;
229 objp->orient.uvec.x = *sp++ << MATRIX_PRECISION;
230 objp->orient.fvec.x = *sp++ << MATRIX_PRECISION;
232 objp->orient.rvec.y = *sp++ << MATRIX_PRECISION;
233 objp->orient.uvec.y = *sp++ << MATRIX_PRECISION;
234 objp->orient.fvec.y = *sp++ << MATRIX_PRECISION;
236 objp->orient.rvec.z = *sp++ << MATRIX_PRECISION;
237 objp->orient.uvec.z = *sp++ << MATRIX_PRECISION;
238 objp->orient.fvec.z = *sp++ << MATRIX_PRECISION;
240 segnum = spp->segment;
241 objp->segnum = segnum;
243 objp->pos.x = (spp->xo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].x;
244 objp->pos.y = (spp->yo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].y;
245 objp->pos.z = (spp->zo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].z;
247 objp->mtype.phys_info.velocity.x = (spp->velx << VEL_PRECISION);
248 objp->mtype.phys_info.velocity.y = (spp->vely << VEL_PRECISION);
249 objp->mtype.phys_info.velocity.z = (spp->velz << VEL_PRECISION);
252 int newdemo_read( void *buffer, int elsize, int nelem )
255 num_read = fread( buffer,elsize,nelem, infile );
256 if (ferror(infile) || feof(infile))
262 int newdemo_find_object( int signature )
267 for (i=0; i<=Highest_object_index; i++, objp++ ) {
268 if ( (objp->type != OBJ_NONE) && (objp->signature == signature))
274 int newdemo_write( void *buffer, int elsize, int nelem )
276 int num_written, total_size;
278 total_size = elsize * nelem;
279 frame_bytes_written += total_size;
280 Newdemo_num_written += total_size;
281 Assert(outfile != NULL);
282 num_written = fwrite( buffer, elsize, nelem, outfile );
283 // if ((Newdemo_num_written > Newdemo_size) && !Newdemo_no_space) {
284 // Newdemo_no_space=1;
285 // newdemo_stop_recording();
288 if ((Newdemo_num_written > Newdemo_size) && !Newdemo_no_space)
290 if (num_written == nelem && !Newdemo_no_space)
294 newdemo_stop_recording();
299 * The next bunch of files taken from Matt's gamesave.c. We have to modify
300 * these since the demo must save more information about objects that
304 static void nd_write_byte(byte b)
306 newdemo_write(&b, 1, 1);
309 static void nd_write_short(short s)
311 newdemo_write(&s, 2, 1);
314 static void nd_write_int(int i)
316 newdemo_write(&i, 4, 1);
319 static void nd_write_string(char *str)
321 nd_write_byte(strlen(str) + 1);
322 newdemo_write(str, strlen(str) + 1, 1);
325 static void nd_write_fix(fix f)
327 newdemo_write(&f, sizeof(fix), 1);
330 static void nd_write_fixang(fixang f)
332 newdemo_write(&f, sizeof(fixang), 1);
335 static void nd_write_vector(vms_vector *v)
342 static void nd_write_angvec(vms_angvec *v)
344 nd_write_fixang(v->p);
345 nd_write_fixang(v->b);
346 nd_write_fixang(v->h);
349 void nd_write_shortpos(object *obj)
355 create_shortpos(&sp, obj, 0);
357 render_type = obj->render_type;
358 if (((render_type == RT_POLYOBJ) || (render_type == RT_HOSTAGE) || (render_type == RT_MORPH)) || (obj->type == OBJ_CAMERA)) {
359 for (i = 0; i < 9; i++)
360 nd_write_byte(sp.bytemat[i]);
361 for (i = 0; i < 9; i++) {
362 if (sp.bytemat[i] != 0)
366 Int3(); // contact Allender about this.
370 nd_write_short(sp.xo);
371 nd_write_short(sp.yo);
372 nd_write_short(sp.zo);
373 nd_write_short(sp.segment);
374 nd_write_short(sp.velx);
375 nd_write_short(sp.vely);
376 nd_write_short(sp.velz);
379 static void nd_read_byte(byte *b)
381 newdemo_read(b, 1, 1);
384 static void nd_read_short(short *s)
386 newdemo_read(s, 2, 1);
389 static void nd_read_int(int *i)
391 newdemo_read(i, 4, 1);
394 static void nd_read_string(char *str)
399 newdemo_read(str, len, 1);
402 static void nd_read_fix(fix *f)
404 newdemo_read(f, sizeof(fix), 1);
407 static void nd_read_fixang(fixang *f)
409 newdemo_read(f, sizeof(fixang), 1);
412 static void nd_read_vector(vms_vector *v)
414 nd_read_fix(&(v->x));
415 nd_read_fix(&(v->y));
416 nd_read_fix(&(v->z));
419 static void nd_read_angvec(vms_angvec *v)
421 nd_read_fixang(&(v->p));
422 nd_read_fixang(&(v->b));
423 nd_read_fixang(&(v->h));
426 static void nd_read_shortpos(object *obj)
432 render_type = obj->render_type;
433 if (((render_type == RT_POLYOBJ) || (render_type == RT_HOSTAGE) || (render_type == RT_MORPH)) || (obj->type == OBJ_CAMERA)) {
434 for (i = 0; i < 9; i++)
435 nd_read_byte(&(sp.bytemat[i]));
438 nd_read_short(&(sp.xo));
439 nd_read_short(&(sp.yo));
440 nd_read_short(&(sp.zo));
441 nd_read_short(&(sp.segment));
442 nd_read_short(&(sp.velx));
443 nd_read_short(&(sp.vely));
444 nd_read_short(&(sp.velz));
446 my_extract_shortpos(obj, &sp);
447 if ((obj->id == VCLIP_MORPHING_ROBOT) && (render_type == RT_FIREBALL) && (obj->control_type == CT_EXPLOSION))
448 extract_orient_from_segment(&obj->orient,&Segments[obj->segnum]);
452 object *prev_obj=NULL; //ptr to last object read in
454 void nd_read_object(object *obj)
456 memset(obj, 0, sizeof(object));
459 * Do render type first, since with render_type == RT_NONE, we
460 * blow by all other object information
462 nd_read_byte(&(obj->render_type));
463 nd_read_byte(&(obj->type));
464 if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
467 nd_read_byte(&(obj->id));
468 nd_read_byte(&(obj->flags));
469 nd_read_short((short *)&(obj->signature));
470 nd_read_shortpos(obj);
472 if ((obj->type == OBJ_ROBOT) && (obj->id == SPECIAL_REACTOR_ROBOT))
475 obj->attached_obj = -1;
480 obj->control_type = CT_POWERUP;
481 obj->movement_type = MT_NONE;
482 obj->size = HOSTAGE_SIZE;
486 obj->control_type = CT_AI;
487 // (MarkA and MikeK said we should not do the crazy last secret stuff with multiple reactors...
488 // This necessary code is our vindication. --MK, 2/15/96)
489 if (obj->id != SPECIAL_REACTOR_ROBOT)
490 obj->movement_type = MT_PHYSICS;
492 obj->movement_type = MT_NONE;
493 obj->size = Polygon_models[Robot_info[obj->id].model_num].rad;
494 obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
495 obj->rtype.pobj_info.subobj_flags = 0;
496 obj->ctype.ai_info.CLOAKED = (Robot_info[obj->id].cloak_type?1:0);
500 obj->control_type = CT_POWERUP;
501 nd_read_byte(&(obj->movement_type)); // might have physics movement
502 obj->size = Powerup_info[obj->id].size;
506 obj->control_type = CT_NONE;
507 obj->movement_type = MT_PHYSICS;
508 obj->size = Polygon_models[Player_ship->model_num].rad;
509 obj->rtype.pobj_info.model_num = Player_ship->model_num;
510 obj->rtype.pobj_info.subobj_flags = 0;
514 obj->control_type = CT_NONE;
515 obj->movement_type = MT_NONE;
516 obj->size = Polygon_models[obj->id].rad;
517 obj->rtype.pobj_info.model_num = obj->id;
518 obj->rtype.pobj_info.subobj_flags = 0;
522 nd_read_byte(&(obj->control_type));
523 nd_read_byte(&(obj->movement_type));
524 nd_read_fix(&(obj->size));
529 nd_read_vector(&(obj->last_pos));
530 if ((obj->type == OBJ_WEAPON) && (obj->render_type == RT_WEAPON_VCLIP))
531 nd_read_fix(&(obj->lifeleft));
536 obj->lifeleft = (fix)b;
537 // MWA old way -- won't work with big endian machines nd_read_byte((ubyte *)&(obj->lifeleft));
538 obj->lifeleft = (fix)((int)obj->lifeleft << 12);
541 if (obj->type == OBJ_ROBOT) {
542 if (Robot_info[obj->id].boss_flag) {
545 nd_read_byte(&cloaked);
546 obj->ctype.ai_info.CLOAKED = cloaked;
550 switch (obj->movement_type) {
553 nd_read_vector(&(obj->mtype.phys_info.velocity));
554 nd_read_vector(&(obj->mtype.phys_info.thrust));
558 nd_read_vector(&(obj->mtype.spin_rate));
568 switch (obj->control_type) {
572 nd_read_fix(&(obj->ctype.expl_info.spawn_time));
573 nd_read_fix(&(obj->ctype.expl_info.delete_time));
574 nd_read_short(&(obj->ctype.expl_info.delete_objnum));
576 obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
578 if (obj->flags & OF_ATTACHED) { //attach to previous object
579 Assert(prev_obj!=NULL);
580 if (prev_obj->control_type == CT_EXPLOSION) {
581 if (prev_obj->flags & OF_ATTACHED && prev_obj->ctype.expl_info.attach_parent!=-1)
582 obj_attach(&Objects[prev_obj->ctype.expl_info.attach_parent],obj);
584 obj->flags &= ~OF_ATTACHED;
587 obj_attach(prev_obj,obj);
593 nd_read_fix(&(obj->ctype.light_info.intensity));
615 switch (obj->render_type) {
624 if ((obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_CLUTTER)) {
625 nd_read_int(&(obj->rtype.pobj_info.model_num));
626 nd_read_int(&(obj->rtype.pobj_info.subobj_flags));
629 if ((obj->type != OBJ_PLAYER) && (obj->type != OBJ_DEBRIS))
631 for (i=0;i<MAX_SUBMODELS;i++)
632 nd_read_angvec(&(obj->pobj_info.anim_angles[i]));
634 for (i = 0; i < Polygon_models[obj->rtype.pobj_info.model_num].n_models; i++)
635 nd_read_angvec(&obj->rtype.pobj_info.anim_angles[i]);
640 obj->rtype.pobj_info.tmap_override = tmo;
643 obj->rtype.pobj_info.tmap_override = -1;
645 int xlated_tmo = tmap_xlate_table[tmo];
646 if (xlated_tmo < 0) {
647 // mprintf( (0, "Couldn't find texture for demo object, model_num = %d\n", obj->pobj_info.model_num));
651 obj->rtype.pobj_info.tmap_override = xlated_tmo;
659 case RT_WEAPON_VCLIP:
662 nd_read_int(&(obj->rtype.vclip_info.vclip_num));
663 nd_read_fix(&(obj->rtype.vclip_info.frametime));
664 nd_read_byte(&(obj->rtype.vclip_info.framenum));
678 void nd_write_object(object *obj)
682 if ((obj->type == OBJ_ROBOT) && (obj->id == SPECIAL_REACTOR_ROBOT))
686 * Do render_type first so on read, we can make determination of
687 * what else to read in
689 nd_write_byte(obj->render_type);
690 nd_write_byte(obj->type);
691 if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
694 nd_write_byte(obj->id);
695 nd_write_byte(obj->flags);
696 nd_write_short((short)obj->signature);
697 nd_write_shortpos(obj);
699 if ((obj->type != OBJ_HOSTAGE) && (obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_POWERUP) && (obj->type != OBJ_CLUTTER)) {
700 nd_write_byte(obj->control_type);
701 nd_write_byte(obj->movement_type);
702 nd_write_fix(obj->size);
704 if (obj->type == OBJ_POWERUP)
705 nd_write_byte(obj->movement_type);
707 nd_write_vector(&obj->last_pos);
709 if ((obj->type == OBJ_WEAPON) && (obj->render_type == RT_WEAPON_VCLIP))
710 nd_write_fix(obj->lifeleft);
712 life = (int)obj->lifeleft;
716 nd_write_byte((ubyte)life);
719 if (obj->type == OBJ_ROBOT) {
720 if (Robot_info[obj->id].boss_flag) {
721 if ((GameTime > Boss_cloak_start_time) && (GameTime < Boss_cloak_end_time))
728 switch (obj->movement_type) {
731 nd_write_vector(&obj->mtype.phys_info.velocity);
732 nd_write_vector(&obj->mtype.phys_info.thrust);
736 nd_write_vector(&obj->mtype.spin_rate);
746 switch (obj->control_type) {
752 nd_write_fix(obj->ctype.expl_info.spawn_time);
753 nd_write_fix(obj->ctype.expl_info.delete_time);
754 nd_write_short(obj->ctype.expl_info.delete_objnum);
762 nd_write_fix(obj->ctype.light_info.intensity);
769 case CT_SLEW: //the player is generally saved as slew
782 switch (obj->render_type) {
791 if ((obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_CLUTTER)) {
792 nd_write_int(obj->rtype.pobj_info.model_num);
793 nd_write_int(obj->rtype.pobj_info.subobj_flags);
796 if ((obj->type != OBJ_PLAYER) && (obj->type != OBJ_DEBRIS))
798 for (i=0;i<MAX_SUBMODELS;i++)
799 nd_write_angvec(&obj->pobj_info.anim_angles[i]);
801 for (i = 0; i < Polygon_models[obj->rtype.pobj_info.model_num].n_models; i++)
802 nd_write_angvec(&obj->rtype.pobj_info.anim_angles[i]);
804 nd_write_int(obj->rtype.pobj_info.tmap_override);
810 case RT_WEAPON_VCLIP:
813 nd_write_int(obj->rtype.vclip_info.vclip_num);
814 nd_write_fix(obj->rtype.vclip_info.frametime);
815 nd_write_byte(obj->rtype.vclip_info.framenum);
828 int JustStartedRecording=0,JustStartedPlayback=0;
830 void newdemo_record_start_demo()
835 nd_write_byte(ND_EVENT_START_DEMO);
836 nd_write_byte(DEMO_VERSION);
837 nd_write_byte(DEMO_GAME_TYPE);
838 nd_write_fix(GameTime);
841 if (Game_mode & GM_MULTI)
842 nd_write_int(Game_mode | (Player_num << 16));
845 // NOTE LINK TO ABOVE!!!
846 nd_write_int(Game_mode);
849 if (Game_mode & GM_TEAM) {
850 nd_write_byte(Netgame.team_vector);
851 nd_write_string(Netgame.team_name[0]);
852 nd_write_string(Netgame.team_name[1]);
855 if (Game_mode & GM_MULTI) {
856 nd_write_byte((byte)N_players);
857 for (i = 0; i < N_players; i++) {
858 nd_write_string(Players[i].callsign);
859 nd_write_byte(Players[i].connected);
861 if (Game_mode & GM_MULTI_COOP) {
862 nd_write_int(Players[i].score);
864 nd_write_short((short)Players[i].net_killed_total);
865 nd_write_short((short)Players[i].net_kills_total);
870 // NOTE LINK TO ABOVE!!!
871 nd_write_int(Players[Player_num].score);
873 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
874 nd_write_short((short)Players[Player_num].primary_ammo[i]);
876 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
877 nd_write_short((short)Players[Player_num].secondary_ammo[i]);
879 nd_write_byte((byte)Players[Player_num].laser_level);
881 // Support for missions added here
883 nd_write_string(Current_mission_filename);
885 nd_write_byte((byte)(f2ir(Players[Player_num].energy)));
886 nd_write_byte((byte)(f2ir(Players[Player_num].shields)));
887 nd_write_int(Players[Player_num].flags); // be sure players flags are set
888 nd_write_byte((byte)Primary_weapon);
889 nd_write_byte((byte)Secondary_weapon);
890 Newdemo_start_frame = FrameCount;
891 JustStartedRecording=1;
893 newdemo_set_new_level(Current_level_num);
898 void newdemo_record_start_frame(int frame_number, fix frame_time )
902 if (Newdemo_no_space) {
903 newdemo_stop_playback();
910 for (i=0;i<MAX_OBJECTS;i++)
913 ViewWasRecorded[i]=0;
916 RenderingWasRecorded[i]=0;
918 frame_number -= Newdemo_start_frame;
920 Assert(frame_number >= 0 );
922 nd_write_byte(ND_EVENT_START_FRAME);
923 nd_write_short(frame_bytes_written - 1); // from previous frame
924 frame_bytes_written=3;
925 nd_write_int(frame_number);
926 nd_write_int(frame_time);
931 void newdemo_record_render_object(object * obj)
933 if (ViewWasRecorded[obj-Objects])
936 // if (obj==&Objects[Players[Player_num].objnum] && !Player_is_dead)
940 nd_write_byte(ND_EVENT_RENDER_OBJECT);
941 nd_write_object(obj);
945 extern ubyte RenderingType;
947 void newdemo_record_viewer_object(object * obj)
950 if (ViewWasRecorded[obj-Objects] && (ViewWasRecorded[obj-Objects]-1)==RenderingType)
952 //if (WasRecorded[obj-Objects])
954 if (RenderingWasRecorded[RenderingType])
957 ViewWasRecorded[obj-Objects]=RenderingType+1;
958 RenderingWasRecorded[RenderingType]=1;
960 nd_write_byte(ND_EVENT_VIEWER_OBJECT);
961 nd_write_byte(RenderingType);
962 nd_write_object(obj);
966 void newdemo_record_sound( int soundno ) {
968 nd_write_byte(ND_EVENT_SOUND);
969 nd_write_int( soundno );
972 //--unused-- void newdemo_record_sound_once( int soundno ) {
973 //--unused-- stop_time();
974 //--unused-- nd_write_byte( ND_EVENT_SOUND_ONCE );
975 //--unused-- nd_write_int( soundno );
976 //--unused-- start_time();
980 void newdemo_record_cockpit_change (int mode)
983 nd_write_byte (ND_EVENT_CHANGE_COCKPIT);
989 void newdemo_record_sound_3d( int soundno, int angle, int volume ) {
991 nd_write_byte( ND_EVENT_SOUND_3D );
992 nd_write_int( soundno );
993 nd_write_int( angle );
994 nd_write_int( volume );
998 void newdemo_record_sound_3d_once( int soundno, int angle, int volume ) {
1000 nd_write_byte( ND_EVENT_SOUND_3D_ONCE );
1001 nd_write_int( soundno );
1002 nd_write_int( angle );
1003 nd_write_int( volume );
1008 void newdemo_record_link_sound_to_object3( int soundno, short objnum, fix max_volume, fix max_distance, int loop_start, int loop_end )
1011 nd_write_byte( ND_EVENT_LINK_SOUND_TO_OBJ );
1012 nd_write_int( soundno );
1013 nd_write_int( Objects[objnum].signature );
1014 nd_write_int( max_volume );
1015 nd_write_int( max_distance );
1016 nd_write_int( loop_start );
1017 nd_write_int( loop_end );
1021 void newdemo_record_kill_sound_linked_to_object( int objnum )
1024 nd_write_byte( ND_EVENT_KILL_SOUND_TO_OBJ );
1025 nd_write_int( Objects[objnum].signature );
1030 void newdemo_record_wall_hit_process( int segnum, int side, int damage, int playernum )
1036 // playernum = playernum;
1037 nd_write_byte( ND_EVENT_WALL_HIT_PROCESS );
1038 nd_write_int( segnum );
1039 nd_write_int( side );
1040 nd_write_int( damage );
1041 nd_write_int( playernum );
1045 void newdemo_record_guided_start ()
1047 nd_write_byte (ND_EVENT_START_GUIDED);
1049 void newdemo_record_guided_end ()
1051 nd_write_byte (ND_EVENT_END_GUIDED);
1054 void newdemo_record_secret_exit_blown(int truth)
1057 nd_write_byte( ND_EVENT_SECRET_THINGY );
1058 nd_write_int( truth );
1062 void newdemo_record_trigger( int segnum, int side, int objnum,int shot )
1065 nd_write_byte( ND_EVENT_TRIGGER );
1066 nd_write_int( segnum );
1067 nd_write_int( side );
1068 nd_write_int( objnum );
1073 void newdemo_record_hostage_rescued( int hostage_number ) {
1075 nd_write_byte( ND_EVENT_HOSTAGE_RESCUED );
1076 nd_write_int( hostage_number );
1080 void newdemo_record_morph_frame(morph_data *md) {
1083 nd_write_byte( ND_EVENT_MORPH_FRAME );
1085 newdemo_write( md->morph_vecs, sizeof(md->morph_vecs), 1 );
1086 newdemo_write( md->submodel_active, sizeof(md->submodel_active), 1 );
1087 newdemo_write( md->submodel_startpoints, sizeof(md->submodel_startpoints), 1 );
1089 nd_write_object( md->obj );
1093 void newdemo_record_wall_toggle( int segnum, int side ) {
1095 nd_write_byte( ND_EVENT_WALL_TOGGLE );
1096 nd_write_int( segnum );
1097 nd_write_int( side );
1101 void newdemo_record_control_center_destroyed()
1104 nd_write_byte( ND_EVENT_CONTROL_CENTER_DESTROYED );
1105 nd_write_int( Countdown_seconds_left );
1109 void newdemo_record_hud_message( char * message )
1112 nd_write_byte( ND_EVENT_HUD_MESSAGE );
1113 nd_write_string(message);
1117 void newdemo_record_palette_effect(short r, short g, short b )
1120 nd_write_byte( ND_EVENT_PALETTE_EFFECT );
1121 nd_write_short( r );
1122 nd_write_short( g );
1123 nd_write_short( b );
1127 void newdemo_record_player_energy(int old_energy, int energy)
1130 nd_write_byte( ND_EVENT_PLAYER_ENERGY );
1131 nd_write_byte((byte) old_energy);
1132 nd_write_byte((byte) energy);
1136 void newdemo_record_player_afterburner(fix old_afterburner, fix afterburner)
1139 nd_write_byte( ND_EVENT_PLAYER_AFTERBURNER );
1140 nd_write_byte((byte) (old_afterburner>>9));
1141 nd_write_byte((byte) (afterburner>>9));
1145 void newdemo_record_player_shields(int old_shield, int shield)
1148 nd_write_byte( ND_EVENT_PLAYER_SHIELD );
1149 nd_write_byte((byte)old_shield);
1150 nd_write_byte((byte)shield);
1154 void newdemo_record_player_flags(uint oflags, uint flags)
1157 nd_write_byte( ND_EVENT_PLAYER_FLAGS );
1158 nd_write_int(((short)oflags << 16) | (short)flags);
1162 void newdemo_record_player_weapon(int weapon_type, int weapon_num)
1165 nd_write_byte( ND_EVENT_PLAYER_WEAPON );
1166 nd_write_byte((byte)weapon_type);
1167 nd_write_byte((byte)weapon_num);
1169 nd_write_byte((byte)Secondary_weapon);
1171 nd_write_byte((byte)Primary_weapon);
1175 void newdemo_record_effect_blowup(short segment, int side, vms_vector *pnt)
1178 nd_write_byte (ND_EVENT_EFFECT_BLOWUP);
1179 nd_write_short(segment);
1180 nd_write_byte((byte)side);
1181 nd_write_vector(pnt);
1185 void newdemo_record_homing_distance(fix distance)
1188 nd_write_byte(ND_EVENT_HOMING_DISTANCE);
1189 nd_write_short((short)(distance>>16));
1193 void newdemo_record_letterbox(void)
1196 nd_write_byte(ND_EVENT_LETTERBOX);
1200 void newdemo_record_rearview(void)
1203 nd_write_byte(ND_EVENT_REARVIEW);
1207 void newdemo_record_restore_cockpit(void)
1210 nd_write_byte(ND_EVENT_RESTORE_COCKPIT);
1214 void newdemo_record_restore_rearview(void)
1217 nd_write_byte(ND_EVENT_RESTORE_REARVIEW);
1221 void newdemo_record_wall_set_tmap_num1(short seg,ubyte side,short cseg,ubyte cside,short tmap)
1224 nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM1);
1225 nd_write_short(seg);
1226 nd_write_byte(side);
1227 nd_write_short(cseg);
1228 nd_write_byte(cside);
1229 nd_write_short(tmap);
1233 void newdemo_record_wall_set_tmap_num2(short seg,ubyte side,short cseg,ubyte cside,short tmap)
1236 nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM2);
1237 nd_write_short(seg);
1238 nd_write_byte(side);
1239 nd_write_short(cseg);
1240 nd_write_byte(cside);
1241 nd_write_short(tmap);
1245 void newdemo_record_multi_cloak(int pnum)
1248 nd_write_byte(ND_EVENT_MULTI_CLOAK);
1249 nd_write_byte((byte)pnum);
1253 void newdemo_record_multi_decloak(int pnum)
1256 nd_write_byte(ND_EVENT_MULTI_DECLOAK);
1257 nd_write_byte((byte)pnum);
1261 void newdemo_record_multi_death(int pnum)
1264 nd_write_byte(ND_EVENT_MULTI_DEATH);
1265 nd_write_byte((byte)pnum);
1269 void newdemo_record_multi_kill(int pnum, byte kill)
1272 nd_write_byte(ND_EVENT_MULTI_KILL);
1273 nd_write_byte((byte)pnum);
1274 nd_write_byte(kill);
1278 void newdemo_record_multi_connect(int pnum, int new_player, char *new_callsign)
1281 nd_write_byte(ND_EVENT_MULTI_CONNECT);
1282 nd_write_byte((byte)pnum);
1283 nd_write_byte((byte)new_player);
1285 nd_write_string(Players[pnum].callsign);
1286 nd_write_int(Players[pnum].net_killed_total);
1287 nd_write_int(Players[pnum].net_kills_total);
1289 nd_write_string(new_callsign);
1293 void newdemo_record_multi_reconnect(int pnum)
1296 nd_write_byte(ND_EVENT_MULTI_RECONNECT);
1297 nd_write_byte((byte)pnum);
1301 void newdemo_record_multi_disconnect(int pnum)
1304 nd_write_byte(ND_EVENT_MULTI_DISCONNECT);
1305 nd_write_byte((byte)pnum);
1309 void newdemo_record_player_score(int score)
1312 nd_write_byte(ND_EVENT_PLAYER_SCORE);
1313 nd_write_int(score);
1317 void newdemo_record_multi_score(int pnum, int score)
1320 nd_write_byte(ND_EVENT_MULTI_SCORE);
1321 nd_write_byte((byte)pnum);
1322 nd_write_int(score - Players[pnum].score); // called before score is changed!!!!
1326 void newdemo_record_primary_ammo(int old_ammo, int new_ammo)
1329 nd_write_byte(ND_EVENT_PRIMARY_AMMO);
1331 nd_write_short((short)new_ammo);
1333 nd_write_short((short)old_ammo);
1334 nd_write_short((short)new_ammo);
1338 void newdemo_record_secondary_ammo(int old_ammo, int new_ammo)
1341 nd_write_byte(ND_EVENT_SECONDARY_AMMO);
1343 nd_write_short((short)new_ammo);
1345 nd_write_short((short)old_ammo);
1346 nd_write_short((short)new_ammo);
1350 void newdemo_record_door_opening(int segnum, int side)
1353 nd_write_byte(ND_EVENT_DOOR_OPENING);
1354 nd_write_short((short)segnum);
1355 nd_write_byte((byte)side);
1359 void newdemo_record_laser_level(byte old_level, byte new_level)
1362 nd_write_byte(ND_EVENT_LASER_LEVEL);
1363 nd_write_byte(old_level);
1364 nd_write_byte(new_level);
1368 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)
1370 Assert(front_wall_num <= 255 && back_wall_num <= 255);
1373 nd_write_byte(ND_EVENT_CLOAKING_WALL);
1374 nd_write_byte(front_wall_num);
1375 nd_write_byte(back_wall_num);
1376 nd_write_byte(type);
1377 nd_write_byte(state);
1378 nd_write_byte(cloak_value);
1379 nd_write_short(l0>>8);
1380 nd_write_short(l1>>8);
1381 nd_write_short(l2>>8);
1382 nd_write_short(l3>>8);
1386 void newdemo_set_new_level(int level_num)
1393 nd_write_byte(ND_EVENT_NEW_LEVEL);
1394 nd_write_byte((byte)level_num);
1395 nd_write_byte((byte)Current_level_num);
1397 if (JustStartedRecording==1)
1399 nd_write_int(Num_walls);
1400 for (i=0;i<Num_walls;i++)
1402 nd_write_byte (Walls[i].type);
1403 nd_write_byte (Walls[i].flags);
1404 nd_write_byte (Walls[i].state);
1406 seg = &Segments[Walls[i].segnum];
1407 side = Walls[i].sidenum;
1408 nd_write_short (seg->sides[side].tmap_num);
1409 nd_write_short (seg->sides[side].tmap_num2);
1410 JustStartedRecording=0;
1417 int newdemo_read_demo_start(int rnd_demo)
1419 byte i, version, game_type, laser_level;
1420 char c, energy, shield;
1421 char text[50], current_mission[9];
1424 if ((c != ND_EVENT_START_DEMO) || nd_bad_read) {
1427 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_DEMO_CORRUPT);
1428 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1429 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1432 nd_read_byte(&version);
1433 nd_read_byte(&game_type);
1434 if (game_type < DEMO_GAME_TYPE) {
1437 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_RECORDED);
1438 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1439 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = " In Descent: First Strike";
1441 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1444 if (game_type != DEMO_GAME_TYPE) {
1447 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_RECORDED);
1448 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1449 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = " In Unknown Descent version";
1451 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1454 if (version < DEMO_VERSION) {
1457 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_DEMO_OLD);
1458 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1459 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1463 nd_read_fix(&GameTime);
1464 Boss_cloak_start_time=Boss_cloak_end_time=GameTime;
1465 JasonPlaybackTotal=0;
1467 nd_read_int(&Newdemo_game_mode);
1470 change_playernum_to((Newdemo_game_mode >> 16) & 0x7);
1471 if (Newdemo_game_mode & GM_TEAM) {
1472 nd_read_byte(&(Netgame.team_vector));
1473 nd_read_string(Netgame.team_name[0]);
1474 nd_read_string(Netgame.team_name[1]);
1476 if (Newdemo_game_mode & GM_MULTI) {
1481 // changed this to above two lines -- breaks on the mac because of
1483 // nd_read_byte((byte *)&N_players);
1484 for (i = 0 ; i < N_players; i++) {
1485 Players[i].cloak_time = 0;
1486 Players[i].invulnerable_time = 0;
1487 nd_read_string(Players[i].callsign);
1488 nd_read_byte(&(Players[i].connected));
1490 if (Newdemo_game_mode & GM_MULTI_COOP) {
1491 nd_read_int(&(Players[i].score));
1493 nd_read_short((short *)&(Players[i].net_killed_total));
1494 nd_read_short((short *)&(Players[i].net_kills_total));
1497 Game_mode = Newdemo_game_mode;
1498 multi_sort_kill_list();
1499 Game_mode = GM_NORMAL;
1502 nd_read_int(&(Players[Player_num].score)); // Note link to above if!
1504 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
1505 nd_read_short((short*)&(Players[Player_num].primary_ammo[i]));
1507 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
1508 nd_read_short((short*)&(Players[Player_num].secondary_ammo[i]));
1510 nd_read_byte(&laser_level);
1511 if (laser_level != Players[Player_num].laser_level) {
1512 Players[Player_num].laser_level = laser_level;
1513 update_laser_weapon_info();
1516 // Support for missions
1518 nd_read_string(current_mission);
1519 if (!load_mission_by_name(current_mission)) {
1523 sprintf(text, TXT_NOMISSION4DEMO, current_mission);
1524 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1525 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1530 nd_recorded_total = 0;
1531 nd_playback_total = 0;
1532 nd_read_byte(&energy);
1533 nd_read_byte(&shield);
1535 nd_read_int((int *)&(Players[Player_num].flags));
1536 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1537 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
1538 Newdemo_players_cloaked |= (1 << Player_num);
1540 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
1541 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
1543 nd_read_byte((byte *)&Primary_weapon);
1544 nd_read_byte((byte *)&Secondary_weapon);
1546 // Next bit of code to fix problem that I introduced between 1.0 and 1.1
1547 // check the next byte -- it _will_ be a load_new_level event. If it is
1548 // not, then we must shift all bytes up by one.
1550 Players[Player_num].energy = i2f(energy);
1551 Players[Player_num].shields = i2f(shield);
1552 JustStartedPlayback=1;
1556 void newdemo_pop_ctrlcen_triggers()
1560 segment *seg, *csegp;
1562 for (i = 0; i < ControlCenterTriggers.num_links; i++) {
1563 seg = &Segments[ControlCenterTriggers.seg[i]];
1564 side = ControlCenterTriggers.side[i];
1565 csegp = &Segments[seg->children[side]];
1566 cside = find_connect_side(seg, csegp);
1567 anim_num = Walls[seg->sides[side].wall_num].clip_num;
1568 n = WallAnims[anim_num].num_frames;
1569 if (WallAnims[anim_num].flags & WCF_TMAP1) {
1570 seg->sides[side].tmap_num = csegp->sides[cside].tmap_num = WallAnims[anim_num].frames[n-1];
1572 seg->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = WallAnims[anim_num].frames[n-1];
1577 #define N_PLAYER_SHIP_TEXTURES 6
1579 void nd_render_extras (ubyte,object *);
1580 extern void multi_apply_goal_textures ();
1581 ubyte Newdemo_flying_guided=0;
1583 int newdemo_read_frame_information()
1585 int done, segnum, side, objnum, soundno, angle, volume, i,shot;
1587 ubyte c,WhichWindow;
1588 static byte saved_letter_cockpit;
1589 static byte saved_rearview_cockpit;
1591 static char LastReadValue=101;
1596 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1597 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1598 Segments[segnum].objects = -1;
1601 Players[Player_num].homing_object_dist = -F1_0;
1607 if (nd_bad_read) { done = -1; break; }
1611 case ND_EVENT_START_FRAME: { // Followed by an integer frame number, then a fix FrameTime
1612 short last_frame_length;
1615 nd_read_short(&last_frame_length);
1616 nd_read_int(&NewdemoFrameCount);
1617 nd_read_int((int *)&nd_recorded_time);
1618 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1619 nd_recorded_total += nd_recorded_time;
1620 NewdemoFrameCount--;
1622 if (nd_bad_read) { done = -1; break; }
1626 case ND_EVENT_VIEWER_OBJECT: // Followed by an object structure
1627 nd_read_byte (&WhichWindow);
1630 // mprintf ((0,"Reading extra!\n"));
1631 nd_read_object (&extraobj);
1632 if (Newdemo_vcr_state!=ND_STATE_PAUSED)
1634 if (nd_bad_read) { done = -1; break; }
1636 nd_render_extras (WhichWindow,&extraobj);
1641 // mprintf ((0,"Reading viewer!\n"));
1642 //Viewer=&Objects[0];
1643 nd_read_object(Viewer);
1645 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
1646 if (nd_bad_read) { done = -1; break; }
1647 segnum = Viewer->segnum;
1648 Viewer->next = Viewer->prev = Viewer->segnum = -1;
1650 // HACK HACK HACK -- since we have multiple level recording, it can be the case
1651 // HACK HACK HACK -- that when rewinding the demo, the viewer is in a segment
1652 // HACK HACK HACK -- that is greater than the highest index of segments. Bash
1653 // HACK HACK HACK -- the viewer to segment 0 for bogus view.
1655 if (segnum > Highest_segment_index)
1657 obj_link(Viewer-Objects,segnum);
1662 case ND_EVENT_RENDER_OBJECT: // Followed by an object structure
1663 objnum = obj_allocate();
1666 obj = &Objects[objnum];
1667 nd_read_object(obj);
1668 if (nd_bad_read) { done = -1; break; }
1669 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
1670 segnum = obj->segnum;
1671 obj->next = obj->prev = obj->segnum = -1;
1673 // HACK HACK HACK -- don't render objects is segments greater than Highest_segment_index
1674 // HACK HACK HACK -- (see above)
1676 if (segnum > Highest_segment_index)
1679 obj_link(obj-Objects,segnum);
1681 if ((obj->type == OBJ_PLAYER) && (Newdemo_game_mode & GM_MULTI)) {
1684 if (Newdemo_game_mode & GM_TEAM)
1685 player = get_team(obj->id);
1692 for (i=0;i<N_PLAYER_SHIP_TEXTURES;i++)
1693 multi_player_textures[player][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[obj->rtype.pobj_info.model_num].first_texture+i]];
1695 multi_player_textures[player][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(player)*2]];
1696 multi_player_textures[player][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(player)*2+1]];
1697 obj->rtype.pobj_info.alt_textures = player+1;
1703 case ND_EVENT_SOUND:
1704 nd_read_int(&soundno);
1705 if (nd_bad_read) {done = -1; break; }
1706 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1707 digi_play_sample( soundno, F1_0 );
1710 //--unused case ND_EVENT_SOUND_ONCE:
1711 //--unused nd_read_int(&soundno);
1712 //--unused if (nd_bad_read) { done = -1; break; }
1713 //--unused if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1714 //--unused digi_play_sample_once( soundno, F1_0 );
1717 case ND_EVENT_SOUND_3D:
1718 nd_read_int(&soundno);
1719 nd_read_int(&angle);
1720 nd_read_int(&volume);
1721 if (nd_bad_read) { done = -1; break; }
1722 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1723 digi_play_sample_3d( soundno, angle, volume, 0 );
1726 case ND_EVENT_SOUND_3D_ONCE:
1727 nd_read_int(&soundno);
1728 nd_read_int(&angle);
1729 nd_read_int(&volume);
1730 if (nd_bad_read) { done = -1; break; }
1731 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1732 digi_play_sample_3d( soundno, angle, volume, 1 );
1735 case ND_EVENT_LINK_SOUND_TO_OBJ:
1737 int soundno, objnum, max_volume, max_distance, loop_start, loop_end;
1739 nd_read_int( &soundno );
1740 nd_read_int( &signature );
1741 nd_read_int( &max_volume );
1742 nd_read_int( &max_distance );
1743 nd_read_int( &loop_start );
1744 nd_read_int( &loop_end );
1745 objnum = newdemo_find_object( signature );
1746 if ( objnum > -1 ) { // @mk, 2/22/96, John told me to.
1747 digi_link_sound_to_object3( soundno, objnum, 1, max_volume, max_distance, loop_start, loop_end );
1752 case ND_EVENT_KILL_SOUND_TO_OBJ:
1754 int objnum, signature;
1755 nd_read_int( &signature );
1756 objnum = newdemo_find_object( signature );
1757 if ( objnum > -1 ) { // @mk, 2/22/96, John told me to.
1758 digi_kill_sound_linked_to_object(objnum);
1763 case ND_EVENT_WALL_HIT_PROCESS: {
1767 nd_read_int(&segnum);
1769 nd_read_fix(&damage);
1770 nd_read_int(&player);
1771 if (nd_bad_read) { done = -1; break; }
1772 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1773 wall_hit_process(&Segments[segnum], side, damage, player, &(Objects[0]) );
1777 case ND_EVENT_TRIGGER:
1778 nd_read_int(&segnum);
1780 nd_read_int(&objnum);
1782 if (nd_bad_read) { done = -1; break; }
1783 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1785 mprintf ((0,"EVENT TRIGGER! shot=%d\n",shot));
1787 if (Triggers[Walls[Segments[segnum].sides[side].wall_num].trigger].type == TT_SECRET_EXIT) {
1791 Assert(c == ND_EVENT_SECRET_THINGY);
1792 nd_read_int(&truth);
1794 check_trigger(&Segments[segnum], side, objnum,shot);
1796 check_trigger(&Segments[segnum], side, objnum,shot);
1800 case ND_EVENT_HOSTAGE_RESCUED: {
1803 nd_read_int(&hostage_number);
1804 if (nd_bad_read) { done = -1; break; }
1805 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1806 hostage_rescue( hostage_number );
1810 case ND_EVENT_MORPH_FRAME: {
1814 md = &morph_objects[0];
1815 if (newdemo_read( md->morph_vecs, sizeof(md->morph_vecs), 1 )!=1) { done=-1; break; }
1816 if (newdemo_read( md->submodel_active, sizeof(md->submodel_active), 1 )!=1) { done=-1; break; }
1817 if (newdemo_read( md->submodel_startpoints, sizeof(md->submodel_startpoints), 1 )!=1) { done=-1; break; }
1819 objnum = obj_allocate();
1822 obj = &Objects[objnum];
1823 nd_read_object(obj);
1824 obj->render_type = RT_POLYOBJ;
1825 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
1826 if (nd_bad_read) { done = -1; break; }
1827 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
1828 segnum = obj->segnum;
1829 obj->next = obj->prev = obj->segnum = -1;
1830 obj_link(obj-Objects,segnum);
1836 case ND_EVENT_WALL_TOGGLE:
1837 nd_read_int(&segnum);
1839 if (nd_bad_read) {done = -1; break; }
1840 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1841 wall_toggle(&Segments[segnum], side);
1844 case ND_EVENT_CONTROL_CENTER_DESTROYED:
1845 nd_read_int(&Countdown_seconds_left);
1846 Control_center_destroyed = 1;
1847 if (nd_bad_read) { done = -1; break; }
1848 if (!Newdemo_cntrlcen_destroyed) {
1849 newdemo_pop_ctrlcen_triggers();
1850 Newdemo_cntrlcen_destroyed = 1;
1851 // do_controlcen_destroyed_stuff(NULL);
1855 case ND_EVENT_HUD_MESSAGE: {
1858 nd_read_string(&(hud_msg[0]));
1859 if (nd_bad_read) { done = -1; break; }
1860 HUD_init_message( hud_msg );
1863 case ND_EVENT_START_GUIDED:
1864 Newdemo_flying_guided=1;
1865 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
1866 Newdemo_flying_guided=0;
1868 case ND_EVENT_END_GUIDED:
1869 Newdemo_flying_guided=0;
1870 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
1871 Newdemo_flying_guided=1;
1874 case ND_EVENT_PALETTE_EFFECT: {
1880 if (nd_bad_read) { done = -1; break; }
1881 PALETTE_FLASH_SET(r,g,b);
1885 case ND_EVENT_PLAYER_ENERGY: {
1889 nd_read_byte(&old_energy);
1890 nd_read_byte(&energy);
1891 if (nd_bad_read) {done = -1; break; }
1892 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1893 Players[Player_num].energy = i2f(energy);
1894 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
1895 if (old_energy != 255)
1896 Players[Player_num].energy = i2f(old_energy);
1901 case ND_EVENT_PLAYER_AFTERBURNER: {
1903 ubyte old_afterburner;
1905 nd_read_byte(&old_afterburner);
1906 nd_read_byte(&afterburner);
1907 if (nd_bad_read) {done = -1; break; }
1908 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1909 Afterburner_charge = afterburner<<9;
1910 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
1911 if (old_afterburner != 255)
1912 Afterburner_charge = old_afterburner<<9;
1917 case ND_EVENT_PLAYER_SHIELD: {
1921 nd_read_byte(&old_shield);
1922 nd_read_byte(&shield);
1923 if (nd_bad_read) {done = -1; break; }
1924 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1925 Players[Player_num].shields = i2f(shield);
1926 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
1927 if (old_shield != 255)
1928 Players[Player_num].shields = i2f(old_shield);
1933 case ND_EVENT_PLAYER_FLAGS: {
1936 nd_read_int((int *)&(Players[Player_num].flags));
1937 if (nd_bad_read) {done = -1; break; }
1939 oflags = Players[Player_num].flags >> 16;
1940 Players[Player_num].flags &= 0xffff;
1942 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || ((Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD) && (oflags != 0xffff)) ) {
1943 if (!(oflags & PLAYER_FLAGS_CLOAKED) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1944 Players[Player_num].cloak_time = 0;
1945 Newdemo_players_cloaked &= ~(1 << Player_num);
1947 if ((oflags & PLAYER_FLAGS_CLOAKED) && !(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1948 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
1949 Newdemo_players_cloaked |= (1 << Player_num);
1951 if (!(oflags & PLAYER_FLAGS_INVULNERABLE) && (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
1952 Players[Player_num].invulnerable_time = 0;
1953 if ((oflags & PLAYER_FLAGS_INVULNERABLE) && !(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
1954 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
1955 Players[Player_num].flags = oflags;
1956 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1957 if (!(oflags & PLAYER_FLAGS_CLOAKED) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1958 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
1959 Newdemo_players_cloaked |= (1 << Player_num);
1961 if ((oflags & PLAYER_FLAGS_CLOAKED) && !(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1962 Players[Player_num].cloak_time = 0;
1963 Newdemo_players_cloaked &= ~(1 << Player_num);
1965 if (!(oflags & PLAYER_FLAGS_INVULNERABLE) && (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
1966 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
1967 if ((oflags & PLAYER_FLAGS_INVULNERABLE) && !(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
1968 Players[Player_num].invulnerable_time = 0;
1970 update_laser_weapon_info(); // in case of quad laser change
1974 case ND_EVENT_PLAYER_WEAPON: {
1975 byte weapon_type, weapon_num;
1978 nd_read_byte(&weapon_type);
1979 nd_read_byte(&weapon_num);
1980 nd_read_byte(&old_weapon);
1981 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1982 if (weapon_type == 0)
1983 Primary_weapon = (int)weapon_num;
1985 Secondary_weapon = (int)weapon_num;
1986 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
1987 if (weapon_type == 0)
1988 Primary_weapon = (int)old_weapon;
1990 Secondary_weapon = (int)old_weapon;
1995 case ND_EVENT_EFFECT_BLOWUP: {
2001 //create a dummy object which will be the weapon that hits
2002 //the monitor. the blowup code wants to know who the parent of the
2003 //laser is, so create a laser whose parent is the player
2004 dummy.ctype.laser_info.parent_type = OBJ_PLAYER;
2006 nd_read_short(&segnum);
2007 nd_read_byte(&side);
2008 nd_read_vector(&pnt);
2009 if (Newdemo_vcr_state != ND_STATE_PAUSED)
2010 check_effect_blowup(&(Segments[segnum]), side, &pnt, &dummy, 0);
2014 case ND_EVENT_HOMING_DISTANCE: {
2017 nd_read_short(&distance);
2018 Players[Player_num].homing_object_dist = i2f((int)(distance << 16));
2022 case ND_EVENT_LETTERBOX:
2023 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2024 saved_letter_cockpit = Cockpit_mode;
2025 select_cockpit(CM_LETTERBOX);
2026 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2027 select_cockpit(saved_letter_cockpit);
2030 case ND_EVENT_CHANGE_COCKPIT:
2034 nd_read_int (&dummy);
2035 select_cockpit (dummy);
2039 case ND_EVENT_REARVIEW:
2040 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2041 saved_rearview_cockpit = Cockpit_mode;
2042 if (Cockpit_mode == CM_FULL_COCKPIT)
2043 select_cockpit(CM_REAR_VIEW);
2045 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2046 if (saved_rearview_cockpit == CM_REAR_VIEW) // hack to be sure we get a good cockpit on restore
2047 saved_rearview_cockpit = CM_FULL_COCKPIT;
2048 select_cockpit(saved_rearview_cockpit);
2053 case ND_EVENT_RESTORE_COCKPIT:
2054 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2055 saved_letter_cockpit = Cockpit_mode;
2056 select_cockpit(CM_LETTERBOX);
2057 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2058 select_cockpit(saved_letter_cockpit);
2062 case ND_EVENT_RESTORE_REARVIEW:
2063 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2064 saved_rearview_cockpit = Cockpit_mode;
2065 if (Cockpit_mode == CM_FULL_COCKPIT)
2066 select_cockpit(CM_REAR_VIEW);
2068 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2069 if (saved_rearview_cockpit == CM_REAR_VIEW) // hack to be sure we get a good cockpit on restore
2070 saved_rearview_cockpit = CM_FULL_COCKPIT;
2071 select_cockpit(saved_rearview_cockpit);
2077 case ND_EVENT_WALL_SET_TMAP_NUM1: {
2078 short seg, cseg, tmap;
2081 nd_read_short(&seg);
2082 nd_read_byte(&side);
2083 nd_read_short(&cseg);
2084 nd_read_byte(&cside);
2085 nd_read_short( &tmap );
2086 if ((Newdemo_vcr_state != ND_STATE_PAUSED) && (Newdemo_vcr_state != ND_STATE_REWINDING) && (Newdemo_vcr_state != ND_STATE_ONEFRAMEBACKWARD))
2087 Segments[seg].sides[side].tmap_num = Segments[cseg].sides[cside].tmap_num = tmap;
2091 case ND_EVENT_WALL_SET_TMAP_NUM2: {
2092 short seg, cseg, tmap;
2095 nd_read_short(&seg);
2096 nd_read_byte(&side);
2097 nd_read_short(&cseg);
2098 nd_read_byte(&cside);
2099 nd_read_short( &tmap );
2100 if ((Newdemo_vcr_state != ND_STATE_PAUSED) && (Newdemo_vcr_state != ND_STATE_REWINDING) && (Newdemo_vcr_state != ND_STATE_ONEFRAMEBACKWARD)) {
2101 Assert(tmap!=0 && Segments[seg].sides[side].tmap_num2!=0);
2102 Segments[seg].sides[side].tmap_num2 = Segments[cseg].sides[cside].tmap_num2 = tmap;
2107 case ND_EVENT_MULTI_CLOAK: {
2110 nd_read_byte(&pnum);
2111 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2112 Players[pnum].flags &= ~PLAYER_FLAGS_CLOAKED;
2113 Players[pnum].cloak_time = 0;
2114 Newdemo_players_cloaked &= ~(1 << pnum);
2115 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2116 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
2117 Players[pnum].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2118 Newdemo_players_cloaked |= (1 << pnum);
2123 case ND_EVENT_MULTI_DECLOAK: {
2126 nd_read_byte(&pnum);
2128 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2129 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
2130 Players[pnum].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2131 Newdemo_players_cloaked |= (1 << pnum);
2132 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2133 Players[pnum].flags &= ~PLAYER_FLAGS_CLOAKED;
2134 Players[pnum].cloak_time = 0;
2135 Newdemo_players_cloaked &= ~(1 << pnum);
2140 case ND_EVENT_MULTI_DEATH: {
2143 nd_read_byte(&pnum);
2144 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2145 Players[pnum].net_killed_total--;
2146 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2147 Players[pnum].net_killed_total++;
2152 case ND_EVENT_MULTI_KILL: {
2155 nd_read_byte(&pnum);
2156 nd_read_byte(&kill);
2157 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2158 Players[pnum].net_kills_total -= kill;
2159 if (Newdemo_game_mode & GM_TEAM)
2160 team_kills[get_team(pnum)] -= kill;
2161 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2162 Players[pnum].net_kills_total += kill;
2163 if (Newdemo_game_mode & GM_TEAM)
2164 team_kills[get_team(pnum)] += kill;
2166 Game_mode = Newdemo_game_mode;
2167 multi_sort_kill_list();
2168 Game_mode = GM_NORMAL;
2172 case ND_EVENT_MULTI_CONNECT: {
2173 byte pnum, new_player;
2174 int killed_total, kills_total;
2175 char new_callsign[CALLSIGN_LEN+1], old_callsign[CALLSIGN_LEN+1];
2177 nd_read_byte(&pnum);
2178 nd_read_byte(&new_player);
2180 nd_read_string(old_callsign);
2181 nd_read_int(&killed_total);
2182 nd_read_int(&kills_total);
2184 nd_read_string(new_callsign);
2185 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2186 Players[pnum].connected = 0;
2188 memcpy(Players[pnum].callsign, old_callsign, CALLSIGN_LEN+1);
2189 Players[pnum].net_killed_total = killed_total;
2190 Players[pnum].net_kills_total = kills_total;
2194 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2195 Players[pnum].connected = 1;
2196 Players[pnum].net_kills_total = 0;
2197 Players[pnum].net_killed_total = 0;
2198 memcpy(Players[pnum].callsign, new_callsign, CALLSIGN_LEN+1);
2205 case ND_EVENT_MULTI_RECONNECT: {
2208 nd_read_byte(&pnum);
2209 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2210 Players[pnum].connected = 0;
2211 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2212 Players[pnum].connected = 1;
2216 case ND_EVENT_MULTI_DISCONNECT: {
2219 nd_read_byte(&pnum);
2220 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2221 Players[pnum].connected = 1;
2222 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2223 Players[pnum].connected = 0;
2227 case ND_EVENT_MULTI_SCORE: {
2231 nd_read_byte(&pnum);
2232 nd_read_int(&score);
2233 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2234 Players[pnum].score -= score;
2235 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2236 Players[pnum].score += score;
2237 Game_mode = Newdemo_game_mode;
2238 multi_sort_kill_list();
2239 Game_mode = GM_NORMAL;
2244 case ND_EVENT_PLAYER_SCORE: {
2247 nd_read_int(&score);
2248 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2249 Players[Player_num].score -= score;
2250 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2251 Players[Player_num].score += score;
2256 case ND_EVENT_PRIMARY_AMMO: {
2257 short old_ammo, new_ammo;
2259 nd_read_short(&old_ammo);
2260 nd_read_short(&new_ammo);
2262 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2263 Players[Player_num].primary_ammo[Primary_weapon] = old_ammo;
2264 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2265 Players[Player_num].primary_ammo[Primary_weapon] = new_ammo;
2269 case ND_EVENT_SECONDARY_AMMO: {
2270 short old_ammo, new_ammo;
2272 nd_read_short(&old_ammo);
2273 nd_read_short(&new_ammo);
2275 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2276 Players[Player_num].secondary_ammo[Secondary_weapon] = old_ammo;
2277 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2278 Players[Player_num].secondary_ammo[Secondary_weapon] = new_ammo;
2282 case ND_EVENT_DOOR_OPENING: {
2286 nd_read_short(&segnum);
2287 nd_read_byte(&side);
2288 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2291 segment *segp, *csegp;
2293 segp = &Segments[segnum];
2294 csegp = &Segments[segp->children[side]];
2295 cside = find_connect_side(segp, csegp);
2296 anim_num = Walls[segp->sides[side].wall_num].clip_num;
2298 if (WallAnims[anim_num].flags & WCF_TMAP1) {
2299 segp->sides[side].tmap_num = csegp->sides[cside].tmap_num = WallAnims[anim_num].frames[0];
2301 segp->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = WallAnims[anim_num].frames[0];
2307 case ND_EVENT_LASER_LEVEL: {
2308 byte old_level, new_level;
2310 nd_read_byte(&old_level);
2311 nd_read_byte(&new_level);
2312 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2313 Players[Player_num].laser_level = old_level;
2314 update_laser_weapon_info();
2315 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2316 Players[Player_num].laser_level = new_level;
2317 update_laser_weapon_info();
2322 case ND_EVENT_CLOAKING_WALL: {
2323 ubyte back_wall_num,front_wall_num,type,state,cloak_value;
2328 nd_read_byte(&front_wall_num);
2329 nd_read_byte(&back_wall_num);
2330 nd_read_byte(&type);
2331 nd_read_byte(&state);
2332 nd_read_byte(&cloak_value);
2338 Walls[front_wall_num].type = type;
2339 Walls[front_wall_num].state = state;
2340 Walls[front_wall_num].cloak_value = cloak_value;
2341 segp = &Segments[Walls[front_wall_num].segnum];
2342 sidenum = Walls[front_wall_num].sidenum;
2343 segp->sides[sidenum].uvls[0].l = ((int) l0) << 8;
2344 segp->sides[sidenum].uvls[1].l = ((int) l1) << 8;
2345 segp->sides[sidenum].uvls[2].l = ((int) l2) << 8;
2346 segp->sides[sidenum].uvls[3].l = ((int) l3) << 8;
2348 Walls[back_wall_num].type = type;
2349 Walls[back_wall_num].state = state;
2350 Walls[back_wall_num].cloak_value = cloak_value;
2351 segp = &Segments[Walls[back_wall_num].segnum];
2352 sidenum = Walls[back_wall_num].sidenum;
2353 segp->sides[sidenum].uvls[0].l = ((int) l0) << 8;
2354 segp->sides[sidenum].uvls[1].l = ((int) l1) << 8;
2355 segp->sides[sidenum].uvls[2].l = ((int) l2) << 8;
2356 segp->sides[sidenum].uvls[3].l = ((int) l3) << 8;
2361 case ND_EVENT_NEW_LEVEL: {
2362 byte new_level, old_level, loaded_level;
2364 nd_read_byte (&new_level);
2365 nd_read_byte (&old_level);
2366 if (Newdemo_vcr_state == ND_STATE_PAUSED)
2370 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2371 loaded_level = old_level;
2373 loaded_level = new_level;
2374 for (i = 0; i < MAX_PLAYERS; i++) {
2375 Players[i].cloak_time = 0;
2376 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
2379 if ((loaded_level < Last_secret_level) || (loaded_level > Last_level)) {
2382 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_CANT_PLAYBACK;
2383 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_LEVEL_CANT_LOAD;
2384 m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_DEMO_OLD_CORRUPT;
2385 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2389 LoadLevel((int)loaded_level,1);
2390 Newdemo_cntrlcen_destroyed = 0;
2392 if (JustStartedPlayback)
2394 nd_read_int (&Num_walls);
2395 for (i=0;i<Num_walls;i++) // restore the walls
2397 nd_read_byte (&Walls[i].type);
2398 nd_read_byte (&Walls[i].flags);
2399 nd_read_byte (&Walls[i].state);
2401 seg = &Segments[Walls[i].segnum];
2402 side = Walls[i].sidenum;
2403 nd_read_short (&seg->sides[side].tmap_num);
2404 nd_read_short (&seg->sides[side].tmap_num2);
2407 if (Newdemo_game_mode & GM_CAPTURE)
2408 multi_apply_goal_textures ();
2410 JustStartedPlayback=0;
2414 // so says Rob H.!!! if (Newdemo_game_mode & GM_MULTI) {
2415 // so says Rob H.!!! for (i = 0; i < Num_walls; i++) {
2416 // so says Rob H.!!! if (Walls[i].type == WALL_BLASTABLE)
2417 // so says Rob H.!!! {
2418 // so says Rob H.!!! int a, n;
2419 // so says Rob H.!!! int side;
2420 // so says Rob H.!!! segment *seg;
2421 // so says Rob H.!!!
2422 // so says Rob H.!!! seg = &Segments[Walls[i].segnum];
2423 // so says Rob H.!!! side = Walls[i].sidenum;
2424 // so says Rob H.!!! a = Walls[i].clip_num;
2425 // so says Rob H.!!! n = WallAnims[a].num_frames;
2426 // so says Rob H.!!! seg->sides[side].tmap_num = WallAnims[a].frames[n-1];
2427 // so says Rob H.!!! Walls[i].flags |= WALL_BLASTED;
2428 // so says Rob H.!!! }
2429 // so says Rob H.!!! }
2430 // so says Rob H.!!! }
2432 reset_palette_add(); // get palette back to normal
2437 case ND_EVENT_EOF: {
2439 fseek(infile, -1, SEEK_CUR); // get back to the EOF marker
2441 NewdemoFrameCount++;
2455 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_ERR_READING;
2456 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_DEMO_OLD_CORRUPT;
2457 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2463 void newdemo_goto_beginning()
2465 // if (NewdemoFrameCount == 0)
2467 fseek(infile, 0, SEEK_SET);
2468 Newdemo_vcr_state = ND_STATE_PLAYBACK;
2469 if (newdemo_read_demo_start(0))
2470 newdemo_stop_playback();
2471 if (newdemo_read_frame_information() == -1)
2472 newdemo_stop_playback();
2473 if (newdemo_read_frame_information() == -1)
2474 newdemo_stop_playback();
2475 Newdemo_vcr_state = ND_STATE_PAUSED;
2479 void newdemo_goto_end()
2481 short frame_length, byte_count, bshort;
2482 byte level, bbyte, laser_level;
2483 ubyte energy, shield, c;
2486 fseek(infile, -2, SEEK_END);
2487 nd_read_byte(&level);
2489 if ((level < Last_secret_level) || (level > Last_level)) {
2492 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_CANT_PLAYBACK;
2493 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_LEVEL_CANT_LOAD;
2494 m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_DEMO_OLD_CORRUPT;
2495 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2496 newdemo_stop_playback();
2499 if (level != Current_level_num)
2502 fseek(infile, -4, SEEK_END);
2503 nd_read_short(&byte_count);
2504 fseek(infile, -2 - byte_count, SEEK_CUR);
2506 nd_read_short(&frame_length);
2507 loc = ftell(infile);
2508 if (Newdemo_game_mode & GM_MULTI)
2509 nd_read_byte(&Newdemo_players_cloaked);
2511 nd_read_byte(&bbyte);
2512 nd_read_byte(&bbyte);
2513 nd_read_short(&bshort);
2516 nd_read_byte(&energy);
2517 nd_read_byte(&shield);
2518 Players[Player_num].energy = i2f(energy);
2519 Players[Player_num].shields = i2f(shield);
2520 nd_read_int((int *)&(Players[Player_num].flags));
2521 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
2522 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2523 Newdemo_players_cloaked |= (1 << Player_num);
2525 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
2526 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
2527 nd_read_byte((byte *)&Primary_weapon);
2528 nd_read_byte((byte *)&Secondary_weapon);
2529 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
2530 nd_read_short((short *)&(Players[Player_num].primary_ammo[i]));
2531 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
2532 nd_read_short((short *)&(Players[Player_num].secondary_ammo[i]));
2533 nd_read_byte(&laser_level);
2534 if (laser_level != Players[Player_num].laser_level) {
2535 Players[Player_num].laser_level = laser_level;
2536 update_laser_weapon_info();
2539 if (Newdemo_game_mode & GM_MULTI) {
2542 // see newdemo_read_start_demo for explanation of
2543 // why this is commented out
2544 // nd_read_byte((byte *)&N_players);
2545 for (i = 0; i < N_players; i++) {
2546 nd_read_string(Players[i].callsign);
2547 nd_read_byte(&(Players[i].connected));
2548 if (Newdemo_game_mode & GM_MULTI_COOP) {
2549 nd_read_int(&(Players[i].score));
2551 nd_read_short((short *)&(Players[i].net_killed_total));
2552 nd_read_short((short *)&(Players[i].net_kills_total));
2556 nd_read_int(&(Players[Player_num].score));
2559 fseek(infile, loc, SEEK_SET);
2560 fseek(infile, -frame_length, SEEK_CUR);
2561 nd_read_int(&NewdemoFrameCount); // get the frame count
2562 NewdemoFrameCount--;
2563 fseek(infile, 4, SEEK_CUR);
2564 Newdemo_vcr_state = ND_STATE_PLAYBACK;
2565 newdemo_read_frame_information(); // then the frame information
2566 Newdemo_vcr_state = ND_STATE_PAUSED;
2570 void newdemo_back_frames(int frames)
2572 short last_frame_length;
2575 for (i = 0; i < frames; i++)
2577 fseek(infile, -10, SEEK_CUR);
2578 nd_read_short(&last_frame_length);
2579 fseek(infile, 8 - last_frame_length, SEEK_CUR);
2581 if (!Newdemo_at_eof && newdemo_read_frame_information() == -1) {
2582 newdemo_stop_playback();
2588 fseek(infile, -10, SEEK_CUR);
2589 nd_read_short(&last_frame_length);
2590 fseek(infile, 8 - last_frame_length, SEEK_CUR);
2596 * routine to interpolate the viewer position. the current position is
2597 * stored in the Viewer object. Save this position, and read the next
2598 * frame to get all objects read in. Calculate the delta playback and
2599 * the delta recording frame times between the two frames, then intepolate
2600 * the viewers position accordingly. nd_recorded_time is the time that it
2601 * took the recording to render the frame that we are currently looking
2605 void interpolate_frame(fix d_play, fix d_recorded)
2607 int i, j, num_cur_objs;
2611 factor = fixdiv(d_play, d_recorded);
2615 num_cur_objs = Highest_object_index;
2616 cur_objs = (object *)d_malloc(sizeof(object) * (num_cur_objs + 1));
2617 if (cur_objs == NULL) {
2618 mprintf((0,"Couldn't get %d bytes for cur_objs in interpolate_frame\n", sizeof(object) * num_cur_objs));
2622 for (i = 0; i <= num_cur_objs; i++)
2623 memcpy(&(cur_objs[i]), &(Objects[i]), sizeof(object));
2625 Newdemo_vcr_state = ND_STATE_PAUSED;
2626 if (newdemo_read_frame_information() == -1) {
2628 newdemo_stop_playback();
2632 for (i = 0; i <= num_cur_objs; i++) {
2633 for (j = 0; j <= Highest_object_index; j++) {
2634 if (cur_objs[i].signature == Objects[j].signature) {
2635 ubyte render_type = cur_objs[i].render_type;
2636 // fix delta_p, delta_h, delta_b;
2637 fix delta_x, delta_y, delta_z;
2638 // vms_angvec cur_angles, dest_angles;
2640 // Extract the angles from the object orientation matrix.
2641 // Some of this code taken from ai_turn_towards_vector
2642 // Don't do the interpolation on certain render types which don't use an orientation matrix
2644 if (!((render_type == RT_LASER) || (render_type == RT_FIREBALL) || (render_type == RT_POWERUP))) {
2646 vms_vector fvec1, fvec2, rvec1, rvec2;
2649 fvec1 = cur_objs[i].orient.fvec;
2650 vm_vec_scale(&fvec1, F1_0-factor);
2651 fvec2 = Objects[j].orient.fvec;
2652 vm_vec_scale(&fvec2, factor);
2653 vm_vec_add2(&fvec1, &fvec2);
2654 mag1 = vm_vec_normalize_quick(&fvec1);
2655 if (mag1 > F1_0/256) {
2656 rvec1 = cur_objs[i].orient.rvec;
2657 vm_vec_scale(&rvec1, F1_0-factor);
2658 rvec2 = Objects[j].orient.rvec;
2659 vm_vec_scale(&rvec2, factor);
2660 vm_vec_add2(&rvec1, &rvec2);
2661 vm_vec_normalize_quick(&rvec1); // Note: Doesn't matter if this is null, if null, vm_vector_2_matrix will just use fvec1
2662 vm_vector_2_matrix(&cur_objs[i].orient, &fvec1, NULL, &rvec1);
2665 //--old new way -- vms_vector fvec1, fvec2, rvec1, rvec2;
2667 //--old new way -- fvec1 = cur_objs[i].orient.fvec;
2668 //--old new way -- vm_vec_scale(&fvec1, F1_0-factor);
2669 //--old new way -- fvec2 = Objects[j].orient.fvec;
2670 //--old new way -- vm_vec_scale(&fvec2, factor);
2671 //--old new way -- vm_vec_add2(&fvec1, &fvec2);
2672 //--old new way -- vm_vec_normalize_quick(&fvec1);
2674 //--old new way -- rvec1 = cur_objs[i].orient.rvec;
2675 //--old new way -- vm_vec_scale(&rvec1, F1_0-factor);
2676 //--old new way -- rvec2 = Objects[j].orient.rvec;
2677 //--old new way -- vm_vec_scale(&rvec2, factor);
2678 //--old new way -- vm_vec_add2(&rvec1, &rvec2);
2679 //--old new way -- vm_vec_normalize_quick(&rvec1);
2681 //--old new way -- vm_vector_2_matrix(&cur_objs[i].orient, &fvec1, NULL, &rvec1);
2683 // -- old fashioned way -- vm_extract_angles_matrix(&cur_angles, &(cur_objs[i].orient));
2684 // -- old fashioned way -- vm_extract_angles_matrix(&dest_angles, &(Objects[j].orient));
2685 // -- old fashioned way --
2686 // -- old fashioned way -- delta_p = (dest_angles.p - cur_angles.p);
2687 // -- old fashioned way -- delta_h = (dest_angles.h - cur_angles.h);
2688 // -- old fashioned way -- delta_b = (dest_angles.b - cur_angles.b);
2689 // -- old fashioned way --
2690 // -- old fashioned way -- if (delta_p != 0) {
2691 // -- old fashioned way -- if (delta_p > F1_0/2) delta_p = dest_angles.p - cur_angles.p - F1_0;
2692 // -- old fashioned way -- if (delta_p < -F1_0/2) delta_p = dest_angles.p - cur_angles.p + F1_0;
2693 // -- old fashioned way -- delta_p = fixmul(delta_p, factor);
2694 // -- old fashioned way -- cur_angles.p += delta_p;
2695 // -- old fashioned way -- }
2696 // -- old fashioned way -- if (delta_h != 0) {
2697 // -- old fashioned way -- if (delta_h > F1_0/2) delta_h = dest_angles.h - cur_angles.h - F1_0;
2698 // -- old fashioned way -- if (delta_h < -F1_0/2) delta_h = dest_angles.h - cur_angles.h + F1_0;
2699 // -- old fashioned way -- delta_h = fixmul(delta_h, factor);
2700 // -- old fashioned way -- cur_angles.h += delta_h;
2701 // -- old fashioned way -- }
2702 // -- old fashioned way -- if (delta_b != 0) {
2703 // -- old fashioned way -- if (delta_b > F1_0/2) delta_b = dest_angles.b - cur_angles.b - F1_0;
2704 // -- old fashioned way -- if (delta_b < -F1_0/2) delta_b = dest_angles.b - cur_angles.b + F1_0;
2705 // -- old fashioned way -- delta_b = fixmul(delta_b, factor);
2706 // -- old fashioned way -- cur_angles.b += delta_b;
2707 // -- old fashioned way -- }
2710 // Interpolate the object position. This is just straight linear
2713 delta_x = Objects[j].pos.x - cur_objs[i].pos.x;
2714 delta_y = Objects[j].pos.y - cur_objs[i].pos.y;
2715 delta_z = Objects[j].pos.z - cur_objs[i].pos.z;
2717 delta_x = fixmul(delta_x, factor);
2718 delta_y = fixmul(delta_y, factor);
2719 delta_z = fixmul(delta_z, factor);
2721 cur_objs[i].pos.x += delta_x;
2722 cur_objs[i].pos.y += delta_y;
2723 cur_objs[i].pos.z += delta_z;
2725 // -- old fashioned way --// stuff the new angles back into the object structure
2726 // -- old fashioned way -- vm_angles_2_matrix(&(cur_objs[i].orient), &cur_angles);
2731 // get back to original position in the demo file. Reread the current
2732 // frame information again to reset all of the object stuff not covered
2733 // with Highest_object_index and the object array (previously rendered
2734 // objects, etc....)
2736 newdemo_back_frames(1);
2737 newdemo_back_frames(1);
2738 if (newdemo_read_frame_information() == -1)
2739 newdemo_stop_playback();
2740 Newdemo_vcr_state = ND_STATE_PLAYBACK;
2742 for (i = 0; i <= num_cur_objs; i++)
2743 memcpy(&(Objects[i]), &(cur_objs[i]), sizeof(object));
2744 Highest_object_index = num_cur_objs;
2748 void newdemo_playback_one_frame()
2750 int frames_back, i, level;
2751 static fix base_interpol_time = 0;
2752 static fix d_recorded = 0;
2754 for (i = 0; i < MAX_PLAYERS; i++)
2755 if (Newdemo_players_cloaked & (1 << i))
2756 Players[i].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2758 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
2759 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
2761 if (Newdemo_vcr_state == ND_STATE_PAUSED) // render a frame or not
2764 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2765 DoJasonInterpolate(nd_recorded_time);
2767 Control_center_destroyed = 0;
2768 Countdown_seconds_left = -1;
2769 PALETTE_FLASH_SET(0,0,0); //clear flash
2771 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2773 level = Current_level_num;
2774 if (NewdemoFrameCount == 0)
2776 else if ((Newdemo_vcr_state == ND_STATE_REWINDING) && (NewdemoFrameCount < 10)) {
2777 newdemo_goto_beginning();
2780 if (Newdemo_vcr_state == ND_STATE_REWINDING)
2784 if (Newdemo_at_eof) {
2785 fseek(infile, 11, SEEK_CUR);
2787 newdemo_back_frames(frames_back);
2789 if (level != Current_level_num)
2790 newdemo_pop_ctrlcen_triggers();
2792 if (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD) {
2793 if (level != Current_level_num)
2794 newdemo_back_frames(1);
2795 Newdemo_vcr_state = ND_STATE_PAUSED;
2798 else if (Newdemo_vcr_state == ND_STATE_FASTFORWARD) {
2799 if (!Newdemo_at_eof)
2801 for (i = 0; i < 10; i++)
2803 if (newdemo_read_frame_information() == -1)
2806 Newdemo_vcr_state = ND_STATE_PAUSED;
2808 newdemo_stop_playback();
2814 Newdemo_vcr_state = ND_STATE_PAUSED;
2816 else if (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD) {
2817 if (!Newdemo_at_eof) {
2818 level = Current_level_num;
2819 if (newdemo_read_frame_information() == -1) {
2820 if (!Newdemo_at_eof)
2821 newdemo_stop_playback();
2823 if (level != Current_level_num) {
2824 if (newdemo_read_frame_information() == -1) {
2825 if (!Newdemo_at_eof)
2826 newdemo_stop_playback();
2829 Newdemo_vcr_state = ND_STATE_PAUSED;
2831 Newdemo_vcr_state = ND_STATE_PAUSED;
2835 // First, uptate the total playback time to date. Then we check to see
2836 // if we need to change the playback style to interpolate frames or
2837 // skip frames based on where the playback time is relative to the
2840 if (NewdemoFrameCount <= 0)
2841 nd_playback_total = nd_recorded_total; // baseline total playback time
2843 nd_playback_total += FrameTime;
2844 if ((playback_style == NORMAL_PLAYBACK) && (NewdemoFrameCount > 10))
2845 if ((nd_playback_total * INTERPOL_FACTOR) < nd_recorded_total) {
2846 playback_style = INTERPOLATE_PLAYBACK;
2847 nd_playback_total = nd_recorded_total + FrameTime; // baseline playback time
2848 base_interpol_time = nd_recorded_total;
2849 d_recorded = nd_recorded_time; // baseline delta recorded
2851 if ((playback_style == NORMAL_PLAYBACK) && (NewdemoFrameCount > 10))
2852 if (nd_playback_total > nd_recorded_total)
2853 playback_style = SKIP_PLAYBACK;
2856 if ((playback_style == INTERPOLATE_PLAYBACK) && Newdemo_do_interpolate) {
2859 if (nd_recorded_total - nd_playback_total < FrameTime) {
2860 d_recorded = nd_recorded_total - nd_playback_total;
2862 while (nd_recorded_total - nd_playback_total < FrameTime) {
2864 int i, j, num_objs, level;
2866 num_objs = Highest_object_index;
2867 cur_objs = (object *)d_malloc(sizeof(object) * (num_objs + 1));
2868 if (cur_objs == NULL) {
2869 Warning ("Couldn't get %d bytes for objects in interpolate playback\n", sizeof(object) * num_objs);
2872 for (i = 0; i <= num_objs; i++)
2873 memcpy(&(cur_objs[i]), &(Objects[i]), sizeof(object));
2875 level = Current_level_num;
2876 if (newdemo_read_frame_information() == -1) {
2878 newdemo_stop_playback();
2881 if (level != Current_level_num) {
2883 if (newdemo_read_frame_information() == -1)
2884 newdemo_stop_playback();
2888 // for each new object in the frame just read in, determine if there is
2889 // a corresponding object that we have been interpolating. If so, then
2890 // copy that interpolated object to the new Objects array so that the
2891 // interpolated position and orientation can be preserved.
2893 for (i = 0; i <= num_objs; i++) {
2894 for (j = 0; j <= Highest_object_index; j++) {
2895 if (cur_objs[i].signature == Objects[j].signature) {
2896 memcpy(&(Objects[j].orient), &(cur_objs[i].orient), sizeof(vms_matrix));
2897 memcpy(&(Objects[j].pos), &(cur_objs[i].pos), sizeof(vms_vector));
2903 d_recorded += nd_recorded_time;
2904 base_interpol_time = nd_playback_total - FrameTime;
2908 d_play = nd_playback_total - base_interpol_time;
2909 interpolate_frame(d_play, d_recorded);
2913 // mprintf ((0, "*"));
2914 if (newdemo_read_frame_information() == -1) {
2915 newdemo_stop_playback();
2918 if (playback_style == SKIP_PLAYBACK) {
2919 // mprintf ((0, "."));
2920 while (nd_playback_total > nd_recorded_total) {
2921 if (newdemo_read_frame_information() == -1) {
2922 newdemo_stop_playback();
2931 void newdemo_start_recording()
2934 Newdemo_size=GetFreeDiskSpace();
2935 mprintf((0, "Free space = %d\n", Newdemo_size));
2937 Newdemo_size = GetDiskFree();
2940 Newdemo_size -= 100000;
2942 if ((Newdemo_size+100000) < 2000000000) {
2943 if (((int)(Newdemo_size)) < 500000) {
2945 nm_messagebox(NULL, 1, TXT_OK, TXT_DEMO_NO_SPACE);
2947 nm_messagebox(NULL, 1, TXT_OK, "Not enough space on current\ndrive to start demo recording.");
2953 Newdemo_num_written = 0;
2955 Newdemo_state = ND_STATE_RECORDING;
2956 outfile = fopen( DEMO_FILENAME, "wb" );
2959 if (outfile == NULL && errno == ENOENT) { //dir doesn't exist?
2961 if (outfile == NULL) { //dir doesn't exist and no errno on mac!
2963 d_mkdir(DEMO_DIR); //try making directory
2964 outfile = fopen( DEMO_FILENAME, "wb" );
2967 if (outfile == NULL)
2969 nm_messagebox(NULL, 1, TXT_OK, "Cannot open demo temp file");
2970 Newdemo_state = ND_STATE_NORMAL;
2973 newdemo_record_start_demo();
2977 char demoname_allowed_chars[] = "azAZ09__--";
2978 void newdemo_stop_recording()
2982 static char filename[15] = "", *s;
2983 static ubyte tmpcnt = 0;
2985 char fullname[15+FILENAME_LEN] = DEMO_DIR;
2986 unsigned short byte_count = 0;
2990 nd_write_byte(ND_EVENT_EOF);
2991 nd_write_short(frame_bytes_written - 1);
2992 if (Game_mode & GM_MULTI) {
2993 for (l = 0; l < N_players; l++) {
2994 if (Players[l].flags & PLAYER_FLAGS_CLOAKED)
2995 cloaked |= (1 << l);
2997 nd_write_byte(cloaked);
2998 nd_write_byte(ND_EVENT_EOF);
3000 nd_write_short(ND_EVENT_EOF);
3002 nd_write_short(ND_EVENT_EOF);
3003 nd_write_int(ND_EVENT_EOF);
3005 byte_count += 10; // from frame_bytes_written
3007 nd_write_byte((byte)(f2ir(Players[Player_num].energy)));
3008 nd_write_byte((byte)(f2ir(Players[Player_num].shields)));
3009 nd_write_int(Players[Player_num].flags); // be sure players flags are set
3010 nd_write_byte((byte)Primary_weapon);
3011 nd_write_byte((byte)Secondary_weapon);
3014 for (l = 0; l < MAX_PRIMARY_WEAPONS; l++)
3015 nd_write_short((short)Players[Player_num].primary_ammo[l]);
3017 for (l = 0; l < MAX_SECONDARY_WEAPONS; l++)
3018 nd_write_short((short)Players[Player_num].secondary_ammo[l]);
3019 byte_count += (sizeof(short) * (MAX_PRIMARY_WEAPONS + MAX_SECONDARY_WEAPONS));
3021 nd_write_byte(Players[Player_num].laser_level);
3024 if (Game_mode & GM_MULTI) {
3025 nd_write_byte((byte)N_players);
3027 for (l = 0; l < N_players; l++) {
3028 nd_write_string(Players[l].callsign);
3029 byte_count += (strlen(Players[l].callsign) + 2);
3030 nd_write_byte(Players[l].connected);
3031 if (Game_mode & GM_MULTI_COOP) {
3032 nd_write_int(Players[l].score);
3035 nd_write_short((short)Players[l].net_killed_total);
3036 nd_write_short((short)Players[l].net_kills_total);
3041 nd_write_int(Players[Player_num].score);
3044 nd_write_short(byte_count);
3046 nd_write_byte(Current_level_num);
3047 nd_write_byte(ND_EVENT_EOF);
3052 Newdemo_state = ND_STATE_NORMAL;
3053 gr_palette_load( gr_palette );
3055 if (filename[0] != '\0') {
3056 int num, i = strlen(filename) - 1;
3059 while (isdigit(filename[i])) {
3065 num = atoi(&(filename[i]));
3068 sprintf (newfile, "%s%d", filename, num);
3069 strncpy(filename, newfile, 8);
3076 Newmenu_allowed_chars = demoname_allowed_chars;
3077 if (!Newdemo_no_space) {
3078 m[0].type=NM_TYPE_INPUT; m[0].text_len = 8; m[0].text = filename;
3079 exit = newmenu_do( NULL, TXT_SAVE_DEMO_AS, 1, &(m[0]), NULL );
3080 } else if (Newdemo_no_space == 1) {
3081 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_SAVE_BAD;
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 );
3084 } else if (Newdemo_no_space == 2) {
3085 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_SAVE_NOSPACE;
3086 m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 8; m[1].text = filename;
3087 exit = newmenu_do( NULL, NULL, 2, m, NULL );
3089 Newmenu_allowed_chars = NULL;
3091 if (exit == -2) { // got bumped out from network menu
3092 char save_file[7+FILENAME_LEN];
3094 if (filename[0] != '\0') {
3095 strcpy(save_file, DEMO_DIR);
3096 strcat(save_file, filename);
3097 strcat(save_file, ".dem");
3099 sprintf (save_file, "%stmp%d.dem", DEMO_DIR, tmpcnt++);
3101 rename(DEMO_FILENAME, save_file);
3104 if (exit == -1) { // pressed ESC
3105 remove(DEMO_FILENAME); // might as well remove the file
3106 return; // return without doing anything
3109 if (filename[0]==0) //null string
3112 //check to make sure name is ok
3113 for (s=filename;*s;s++)
3114 if (!isalnum(*s) && *s!='_') {
3115 nm_messagebox1(NULL, NULL,1,TXT_CONTINUE, TXT_DEMO_USE_LETTERS);
3119 if (Newdemo_no_space)
3120 strcat(fullname, m[1].text);
3122 strcat(fullname, m[0].text);
3123 strcat(fullname, ".dem");
3125 rename(DEMO_FILENAME, fullname);
3128 //returns the number of demo files on the disk
3129 int newdemo_count_demos()
3131 FILEFINDSTRUCT find;
3134 if( !FileFindFirst("demos/*.dem", &find ) ) {
3137 } while( !FileFindNext( &find ) );
3144 void newdemo_start_playback(char * filename)
3146 FILEFINDSTRUCT find;
3148 char filename2[7+FILENAME_LEN] = DEMO_DIR;
3151 change_playernum_to(0);
3153 First_time_playback=1;
3154 JasonPlaybackTotal=0;
3156 if (filename==NULL) {
3157 // Randomly pick a filename
3158 int NumFiles = 0, RandFileNum;
3161 NumFiles = newdemo_count_demos();
3163 if ( NumFiles == 0 ) {
3164 return; // No files found!
3166 RandFileNum = d_rand() % NumFiles;
3168 if( !FileFindFirst( "demos/*.dem", &find ) ) {
3170 if ( NumFiles==RandFileNum ) {
3171 filename = (char *)&find.name;
3175 } while( !FileFindNext( &find ) );
3178 if ( filename==NULL) return;
3184 strcat(filename2,filename);
3186 infile = fopen( filename2, "rb" );
3188 mprintf( (0, "Error reading '%s'\n", filename ));
3194 change_playernum_to(0); // force playernum to 0
3196 strncpy(nd_save_callsign, Players[Player_num].callsign, CALLSIGN_LEN);
3197 Viewer = ConsoleObject = &Objects[0]; // play properly as if console player
3198 if (newdemo_read_demo_start(rnd_demo)) {
3203 Game_mode = GM_NORMAL;
3204 Newdemo_state = ND_STATE_PLAYBACK;
3205 Newdemo_vcr_state = ND_STATE_PLAYBACK;
3206 Newdemo_old_cockpit = Cockpit_mode;
3207 Newdemo_size = filelength(fileno(infile));
3210 NewdemoFrameCount = 0;
3211 Newdemo_players_cloaked = 0;
3212 playback_style = NORMAL_PLAYBACK;
3213 Function_mode = FMODE_GAME;
3214 Cockpit_3d_view[0] = CV_NONE; //turn off 3d views on cockpit
3215 Cockpit_3d_view[1] = CV_NONE; //turn off 3d views on cockpit
3216 newdemo_playback_one_frame(); // this one loads new level
3217 newdemo_playback_one_frame(); // get all of the objects to renderb game
3220 void newdemo_stop_playback()
3223 Newdemo_state = ND_STATE_NORMAL;
3225 change_playernum_to(0); //this is reality
3227 strncpy(Players[Player_num].callsign, nd_save_callsign, CALLSIGN_LEN);
3228 Cockpit_mode = Newdemo_old_cockpit;
3229 Game_mode = GM_GAME_OVER;
3230 Function_mode = FMODE_MENU;
3231 longjmp(LeaveGame,0); // Exit game loop
3237 #define BUF_SIZE 16384
3239 void newdemo_strip_frames(char *outname, int bytes_to_strip)
3243 int total_size, bytes_done, read_elems, bytes_back;
3244 int trailer_start, loc1, loc2, stop_loc, bytes_to_read;
3245 short last_frame_length;
3248 total_size = filelength(fileno(infile));
3249 outfile = fopen(outname, "wb");
3250 if (outfile == NULL) {
3253 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "Can't open output file";
3254 newmenu_do( NULL, NULL, 1, m, NULL );
3255 newdemo_stop_playback();
3258 buf = d_malloc(BUF_SIZE);
3262 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "Can't malloc output buffer";
3263 newmenu_do( NULL, NULL, 1, m, NULL );
3265 newdemo_stop_playback();
3269 trailer_start = ftell(infile);
3270 fseek(infile, 11, SEEK_CUR);
3272 while (bytes_back < bytes_to_strip) {
3273 loc1 = ftell(infile);
3274 // fseek(infile, -10, SEEK_CUR);
3275 // nd_read_short(&last_frame_length);
3276 // fseek(infile, 8 - last_frame_length, SEEK_CUR);
3277 newdemo_back_frames(1);
3278 loc2 = ftell(infile);
3279 bytes_back += (loc1 - loc2);
3281 fseek(infile, -10, SEEK_CUR);
3282 nd_read_short(&last_frame_length);
3283 fseek(infile, -3, SEEK_CUR);
3284 stop_loc = ftell(infile);
3285 fseek(infile, 0, SEEK_SET);
3286 while (stop_loc > 0) {
3287 if (stop_loc < BUF_SIZE)
3288 bytes_to_read = stop_loc;
3290 bytes_to_read = BUF_SIZE;
3291 read_elems = fread(buf, 1, bytes_to_read, infile);
3292 fwrite(buf, 1, read_elems, outfile);
3293 stop_loc -= read_elems;
3295 stop_loc = ftell(outfile);
3296 fseek(infile, trailer_start, SEEK_SET);
3297 while ((read_elems = fread(buf, 1, BUF_SIZE, infile)) != 0)
3298 fwrite(buf, 1, read_elems, outfile);
3299 fseek(outfile, stop_loc, SEEK_SET);
3300 fseek(outfile, 1, SEEK_CUR);
3301 fwrite(&last_frame_length, 2, 1, outfile);
3303 newdemo_stop_playback();
3309 object DemoRightExtra,DemoLeftExtra;
3310 ubyte DemoDoRight=0,DemoDoLeft=0;
3312 void nd_render_extras (ubyte which,object *obj)
3315 ubyte type=which&15;
3319 Int3(); // how'd we get here?
3320 do_cockpit_window_view(w,NULL,0,WBU_WEAPON,NULL);
3325 { memcpy (&DemoRightExtra,obj,sizeof(object)); DemoDoRight=type; }
3327 { memcpy (&DemoLeftExtra,obj,sizeof(object)); DemoDoLeft=type;}
3331 void DoJasonInterpolate (fix recorded_time)
3335 JasonPlaybackTotal+=FrameTime;
3337 if (!First_time_playback)
3339 // get the difference between the recorded time and the playback time
3340 the_delay=(recorded_time - FrameTime);
3341 //mprintf ((0,"The delay=%d\n", f2i(the_delay)));
3342 if (the_delay >= f0_0)
3345 timer_delay(the_delay);
3350 while (JasonPlaybackTotal > nd_recorded_total)
3351 if (newdemo_read_frame_information() == -1)
3353 newdemo_stop_playback();
3357 //the_delay = nd_recorded_total - JasonPlaybackTotal;
3358 //if (the_delay > f0_0)
3359 // timer_delay(the_delay);
3364 First_time_playback=0;
3368 #pragma global_optimizer reset