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.
20 #include <string.h> // for memset
84 #include "editor\editor.h"
88 #pragma global_optimizer off // pretty much sucks...need to look into this
91 void DoJasonInterpolate (fix recorded_time);
93 void mkdir (char*); /* no idea */
95 //#include "nocfile.h"
97 //Does demo start automatically?
100 byte WasRecorded [MAX_OBJECTS];
101 byte ViewWasRecorded[MAX_OBJECTS];
102 byte RenderingWasRecorded[32];
104 #define ND_EVENT_EOF 0 // EOF
105 #define ND_EVENT_START_DEMO 1 // Followed by 16 character, NULL terminated filename of .SAV file to use
106 #define ND_EVENT_START_FRAME 2 // Followed by integer frame number, then a fix FrameTime
107 #define ND_EVENT_VIEWER_OBJECT 3 // Followed by an object structure
108 #define ND_EVENT_RENDER_OBJECT 4 // Followed by an object structure
109 #define ND_EVENT_SOUND 5 // Followed by int soundum
110 #define ND_EVENT_SOUND_ONCE 6 // Followed by int soundum
111 #define ND_EVENT_SOUND_3D 7 // Followed by int soundum, int angle, int volume
112 #define ND_EVENT_WALL_HIT_PROCESS 8 // Followed by int segnum, int side, fix damage
113 #define ND_EVENT_TRIGGER 9 // Followed by int segnum, int side, int objnum
114 #define ND_EVENT_HOSTAGE_RESCUED 10 // Followed by int hostage_type
115 #define ND_EVENT_SOUND_3D_ONCE 11 // Followed by int soundum, int angle, int volume
116 #define ND_EVENT_MORPH_FRAME 12 // Followed by ? data
117 #define ND_EVENT_WALL_TOGGLE 13 // Followed by int seg, int side
118 #define ND_EVENT_HUD_MESSAGE 14 // Followed by char size, char * string (+null)
119 #define ND_EVENT_CONTROL_CENTER_DESTROYED 15 // Just a simple flag
120 #define ND_EVENT_PALETTE_EFFECT 16 // Followed by short r,g,b
121 #define ND_EVENT_PLAYER_ENERGY 17 // followed by byte energy
122 #define ND_EVENT_PLAYER_SHIELD 18 // followed by byte shields
123 #define ND_EVENT_PLAYER_FLAGS 19 // followed by player flags
124 #define ND_EVENT_PLAYER_WEAPON 20 // followed by weapon type and weapon number
125 #define ND_EVENT_EFFECT_BLOWUP 21 // followed by segment, side, and pnt
126 #define ND_EVENT_HOMING_DISTANCE 22 // followed by homing distance
127 #define ND_EVENT_LETTERBOX 23 // letterbox mode for death seq.
128 #define ND_EVENT_RESTORE_COCKPIT 24 // restore cockpit after death
129 #define ND_EVENT_REARVIEW 25 // going to rear view mode
130 #define ND_EVENT_WALL_SET_TMAP_NUM1 26 // Wall changed
131 #define ND_EVENT_WALL_SET_TMAP_NUM2 27 // Wall changed
132 #define ND_EVENT_NEW_LEVEL 28 // followed by level number
133 #define ND_EVENT_MULTI_CLOAK 29 // followed by player num
134 #define ND_EVENT_MULTI_DECLOAK 30 // followed by player num
135 #define ND_EVENT_RESTORE_REARVIEW 31 // restore cockpit after rearview mode
136 #define ND_EVENT_MULTI_DEATH 32 // with player number
137 #define ND_EVENT_MULTI_KILL 33 // with player number
138 #define ND_EVENT_MULTI_CONNECT 34 // with player number
139 #define ND_EVENT_MULTI_RECONNECT 35 // with player number
140 #define ND_EVENT_MULTI_DISCONNECT 36 // with player number
141 #define ND_EVENT_MULTI_SCORE 37 // playernum / score
142 #define ND_EVENT_PLAYER_SCORE 38 // followed by score
143 #define ND_EVENT_PRIMARY_AMMO 39 // with old/new ammo count
144 #define ND_EVENT_SECONDARY_AMMO 40 // with old/new ammo count
145 #define ND_EVENT_DOOR_OPENING 41 // with segment/side
146 #define ND_EVENT_LASER_LEVEL 42 // no data
147 #define ND_EVENT_PLAYER_AFTERBURNER 43 // followed by byte old ab, current ab
148 #define ND_EVENT_CLOAKING_WALL 44 // info changing while wall cloaking
149 #define ND_EVENT_CHANGE_COCKPIT 45 // change the cockpit
150 #define ND_EVENT_START_GUIDED 46 // switch to guided view
151 #define ND_EVENT_END_GUIDED 47 // stop guided view/return to ship
152 #define ND_EVENT_SECRET_THINGY 48 // 0/1 = secret exit functional/non-functional
153 #define ND_EVENT_LINK_SOUND_TO_OBJ 49 // record digi_link_sound_to_object3
154 #define ND_EVENT_KILL_SOUND_TO_OBJ 50 // record digi_kill_sound_linked_to_object
157 #define NORMAL_PLAYBACK 0
158 #define SKIP_PLAYBACK 1
159 #define INTERPOLATE_PLAYBACK 2
160 #define INTERPOL_FACTOR (F1_0 + (F1_0/5))
162 #define DEMO_VERSION 15 //last D1 version was 13
163 #define DEMO_GAME_TYPE 3 //1 was shareware, 2 registered
166 #define DEMO_FILENAME "demos/tmpdemo.dem"
167 #define DEMO_DIR "demos/"
169 #define DEMO_FILENAME ":Demos:tmpdemo.dem"
170 #define DEMO_DIR ":Demos:"
173 #define DEMO_MAX_LEVELS 29
176 char nd_save_callsign[CALLSIGN_LEN+1];
177 int Newdemo_state = 0;
178 int Newdemo_vcr_state = 0;
179 int Newdemo_start_frame = -1;
180 unsigned int Newdemo_size;
181 int Newdemo_num_written;
182 int Newdemo_game_mode;
183 int Newdemo_old_cockpit;
184 byte Newdemo_no_space;
186 byte Newdemo_do_interpolate = 0; // 1
187 byte Newdemo_players_cloaked;
188 byte Newdemo_warning_given = 0;
189 byte Newdemo_cntrlcen_destroyed = 0;
190 static byte nd_bad_read;
191 int NewdemoFrameCount;
192 short frame_bytes_written = 0;
193 fix nd_playback_total;
194 fix nd_recorded_total;
195 fix nd_recorded_time;
197 byte First_time_playback=1;
198 fix JasonPlaybackTotal=0;
204 int newdemo_get_percent_done() {
205 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
206 return (ftell(infile)*100)/Newdemo_size;
208 if ( Newdemo_state == ND_STATE_RECORDING ) {
209 return ftell(outfile);
214 #define VEL_PRECISION 12
216 void my_extract_shortpos(object *objp, shortpos *spp)
222 objp->orient.rvec.x = *sp++ << MATRIX_PRECISION;
223 objp->orient.uvec.x = *sp++ << MATRIX_PRECISION;
224 objp->orient.fvec.x = *sp++ << MATRIX_PRECISION;
226 objp->orient.rvec.y = *sp++ << MATRIX_PRECISION;
227 objp->orient.uvec.y = *sp++ << MATRIX_PRECISION;
228 objp->orient.fvec.y = *sp++ << MATRIX_PRECISION;
230 objp->orient.rvec.z = *sp++ << MATRIX_PRECISION;
231 objp->orient.uvec.z = *sp++ << MATRIX_PRECISION;
232 objp->orient.fvec.z = *sp++ << MATRIX_PRECISION;
234 segnum = spp->segment;
235 objp->segnum = segnum;
237 objp->pos.x = (spp->xo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].x;
238 objp->pos.y = (spp->yo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].y;
239 objp->pos.z = (spp->zo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].z;
241 objp->mtype.phys_info.velocity.x = (spp->velx << VEL_PRECISION);
242 objp->mtype.phys_info.velocity.y = (spp->vely << VEL_PRECISION);
243 objp->mtype.phys_info.velocity.z = (spp->velz << VEL_PRECISION);
246 int newdemo_read( void *buffer, int elsize, int nelem )
249 num_read = fread( buffer,elsize,nelem, infile );
250 if (ferror(infile) || feof(infile))
256 int newdemo_find_object( int signature )
261 for (i=0; i<=Highest_object_index; i++, objp++ ) {
262 if ( (objp->type != OBJ_NONE) && (objp->signature == signature))
268 int newdemo_write( void *buffer, int elsize, int nelem )
270 int num_written, total_size;
272 total_size = elsize * nelem;
273 frame_bytes_written += total_size;
274 Newdemo_num_written += total_size;
275 Assert(outfile != NULL);
276 num_written = fwrite( buffer, elsize, nelem, outfile );
277 // if ((Newdemo_num_written > Newdemo_size) && !Newdemo_no_space) {
278 // Newdemo_no_space=1;
279 // newdemo_stop_recording();
282 if ((Newdemo_num_written > Newdemo_size) && !Newdemo_no_space)
284 if (num_written == nelem && !Newdemo_no_space)
288 newdemo_stop_recording();
293 * The next bunch of files taken from Matt's gamesave.c. We have to modify
294 * these since the demo must save more information about objects that
298 static void nd_write_byte(byte b)
300 newdemo_write(&b, 1, 1);
303 static void nd_write_short(short s)
305 newdemo_write(&s, 2, 1);
308 static void nd_write_int(int i)
310 newdemo_write(&i, 4, 1);
313 static void nd_write_string(char *str)
315 nd_write_byte(strlen(str) + 1);
316 newdemo_write(str, strlen(str) + 1, 1);
319 static void nd_write_fix(fix f)
321 newdemo_write(&f, sizeof(fix), 1);
324 static void nd_write_fixang(fixang f)
326 newdemo_write(&f, sizeof(fixang), 1);
329 static void nd_write_vector(vms_vector *v)
336 static void nd_write_angvec(vms_angvec *v)
338 nd_write_fixang(v->p);
339 nd_write_fixang(v->b);
340 nd_write_fixang(v->h);
343 void nd_write_shortpos(object *obj)
349 create_shortpos(&sp, obj, 0);
351 render_type = obj->render_type;
352 if (((render_type == RT_POLYOBJ) || (render_type == RT_HOSTAGE) || (render_type == RT_MORPH)) || (obj->type == OBJ_CAMERA)) {
353 for (i = 0; i < 9; i++)
354 nd_write_byte(sp.bytemat[i]);
355 for (i = 0; i < 9; i++) {
356 if (sp.bytemat[i] != 0)
360 Int3(); // contact Allender about this.
364 nd_write_short(sp.xo);
365 nd_write_short(sp.yo);
366 nd_write_short(sp.zo);
367 nd_write_short(sp.segment);
368 nd_write_short(sp.velx);
369 nd_write_short(sp.vely);
370 nd_write_short(sp.velz);
373 static void nd_read_byte(byte *b)
375 newdemo_read(b, 1, 1);
378 static void nd_read_short(short *s)
380 newdemo_read(s, 2, 1);
383 static void nd_read_int(int *i)
385 newdemo_read(i, 4, 1);
388 static void nd_read_string(char *str)
393 newdemo_read(str, len, 1);
396 static void nd_read_fix(fix *f)
398 newdemo_read(f, sizeof(fix), 1);
401 static void nd_read_fixang(fixang *f)
403 newdemo_read(f, sizeof(fixang), 1);
406 static void nd_read_vector(vms_vector *v)
408 nd_read_fix(&(v->x));
409 nd_read_fix(&(v->y));
410 nd_read_fix(&(v->z));
413 static void nd_read_angvec(vms_angvec *v)
415 nd_read_fixang(&(v->p));
416 nd_read_fixang(&(v->b));
417 nd_read_fixang(&(v->h));
420 static void nd_read_shortpos(object *obj)
426 render_type = obj->render_type;
427 if (((render_type == RT_POLYOBJ) || (render_type == RT_HOSTAGE) || (render_type == RT_MORPH)) || (obj->type == OBJ_CAMERA)) {
428 for (i = 0; i < 9; i++)
429 nd_read_byte(&(sp.bytemat[i]));
432 nd_read_short(&(sp.xo));
433 nd_read_short(&(sp.yo));
434 nd_read_short(&(sp.zo));
435 nd_read_short(&(sp.segment));
436 nd_read_short(&(sp.velx));
437 nd_read_short(&(sp.vely));
438 nd_read_short(&(sp.velz));
440 my_extract_shortpos(obj, &sp);
441 if ((obj->id == VCLIP_MORPHING_ROBOT) && (render_type == RT_FIREBALL) && (obj->control_type == CT_EXPLOSION))
442 extract_orient_from_segment(&obj->orient,&Segments[obj->segnum]);
446 object *prev_obj=NULL; //ptr to last object read in
448 void nd_read_object(object *obj)
450 memset(obj, 0, sizeof(object));
453 * Do render type first, since with render_type == RT_NONE, we
454 * blow by all other object information
456 nd_read_byte(&(obj->render_type));
457 nd_read_byte(&(obj->type));
458 if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
461 nd_read_byte(&(obj->id));
462 nd_read_byte(&(obj->flags));
463 nd_read_short((short *)&(obj->signature));
464 nd_read_shortpos(obj);
466 if ((obj->type == OBJ_ROBOT) && (obj->id == SPECIAL_REACTOR_ROBOT))
469 obj->attached_obj = -1;
474 obj->control_type = CT_POWERUP;
475 obj->movement_type = MT_NONE;
476 obj->size = HOSTAGE_SIZE;
480 obj->control_type = CT_AI;
481 // (MarkA and MikeK said we should not do the crazy last secret stuff with multiple reactors...
482 // This necessary code is our vindication. --MK, 2/15/96)
483 if (obj->id != SPECIAL_REACTOR_ROBOT)
484 obj->movement_type = MT_PHYSICS;
486 obj->movement_type = MT_NONE;
487 obj->size = Polygon_models[Robot_info[obj->id].model_num].rad;
488 obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
489 obj->rtype.pobj_info.subobj_flags = 0;
490 obj->ctype.ai_info.CLOAKED = (Robot_info[obj->id].cloak_type?1:0);
494 obj->control_type = CT_POWERUP;
495 nd_read_byte(&(obj->movement_type)); // might have physics movement
496 obj->size = Powerup_info[obj->id].size;
500 obj->control_type = CT_NONE;
501 obj->movement_type = MT_PHYSICS;
502 obj->size = Polygon_models[Player_ship->model_num].rad;
503 obj->rtype.pobj_info.model_num = Player_ship->model_num;
504 obj->rtype.pobj_info.subobj_flags = 0;
508 obj->control_type = CT_NONE;
509 obj->movement_type = MT_NONE;
510 obj->size = Polygon_models[obj->id].rad;
511 obj->rtype.pobj_info.model_num = obj->id;
512 obj->rtype.pobj_info.subobj_flags = 0;
516 nd_read_byte(&(obj->control_type));
517 nd_read_byte(&(obj->movement_type));
518 nd_read_fix(&(obj->size));
523 nd_read_vector(&(obj->last_pos));
524 if ((obj->type == OBJ_WEAPON) && (obj->render_type == RT_WEAPON_VCLIP))
525 nd_read_fix(&(obj->lifeleft));
530 obj->lifeleft = (fix)b;
531 // MWA old way -- won't work with big endian machines nd_read_byte((ubyte *)&(obj->lifeleft));
532 obj->lifeleft = (fix)((int)obj->lifeleft << 12);
535 if (obj->type == OBJ_ROBOT) {
536 if (Robot_info[obj->id].boss_flag) {
539 nd_read_byte(&cloaked);
540 obj->ctype.ai_info.CLOAKED = cloaked;
544 switch (obj->movement_type) {
547 nd_read_vector(&(obj->mtype.phys_info.velocity));
548 nd_read_vector(&(obj->mtype.phys_info.thrust));
552 nd_read_vector(&(obj->mtype.spin_rate));
562 switch (obj->control_type) {
566 nd_read_fix(&(obj->ctype.expl_info.spawn_time));
567 nd_read_fix(&(obj->ctype.expl_info.delete_time));
568 nd_read_short(&(obj->ctype.expl_info.delete_objnum));
570 obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
572 if (obj->flags & OF_ATTACHED) { //attach to previous object
573 Assert(prev_obj!=NULL);
574 if (prev_obj->control_type == CT_EXPLOSION) {
575 if (prev_obj->flags & OF_ATTACHED && prev_obj->ctype.expl_info.attach_parent!=-1)
576 obj_attach(&Objects[prev_obj->ctype.expl_info.attach_parent],obj);
578 obj->flags &= ~OF_ATTACHED;
581 obj_attach(prev_obj,obj);
587 nd_read_fix(&(obj->ctype.light_info.intensity));
609 switch (obj->render_type) {
618 if ((obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_CLUTTER)) {
619 nd_read_int(&(obj->rtype.pobj_info.model_num));
620 nd_read_int(&(obj->rtype.pobj_info.subobj_flags));
623 if ((obj->type != OBJ_PLAYER) && (obj->type != OBJ_DEBRIS))
625 for (i=0;i<MAX_SUBMODELS;i++)
626 nd_read_angvec(&(obj->pobj_info.anim_angles[i]));
628 for (i = 0; i < Polygon_models[obj->rtype.pobj_info.model_num].n_models; i++)
629 nd_read_angvec(&obj->rtype.pobj_info.anim_angles[i]);
634 obj->rtype.pobj_info.tmap_override = tmo;
637 obj->rtype.pobj_info.tmap_override = -1;
639 int xlated_tmo = tmap_xlate_table[tmo];
640 if (xlated_tmo < 0) {
641 // mprintf( (0, "Couldn't find texture for demo object, model_num = %d\n", obj->pobj_info.model_num));
645 obj->rtype.pobj_info.tmap_override = xlated_tmo;
653 case RT_WEAPON_VCLIP:
656 nd_read_int(&(obj->rtype.vclip_info.vclip_num));
657 nd_read_fix(&(obj->rtype.vclip_info.frametime));
658 nd_read_byte(&(obj->rtype.vclip_info.framenum));
672 void nd_write_object(object *obj)
676 if ((obj->type == OBJ_ROBOT) && (obj->id == SPECIAL_REACTOR_ROBOT))
680 * Do render_type first so on read, we can make determination of
681 * what else to read in
683 nd_write_byte(obj->render_type);
684 nd_write_byte(obj->type);
685 if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
688 nd_write_byte(obj->id);
689 nd_write_byte(obj->flags);
690 nd_write_short((short)obj->signature);
691 nd_write_shortpos(obj);
693 if ((obj->type != OBJ_HOSTAGE) && (obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_POWERUP) && (obj->type != OBJ_CLUTTER)) {
694 nd_write_byte(obj->control_type);
695 nd_write_byte(obj->movement_type);
696 nd_write_fix(obj->size);
698 if (obj->type == OBJ_POWERUP)
699 nd_write_byte(obj->movement_type);
701 nd_write_vector(&obj->last_pos);
703 if ((obj->type == OBJ_WEAPON) && (obj->render_type == RT_WEAPON_VCLIP))
704 nd_write_fix(obj->lifeleft);
706 life = (int)obj->lifeleft;
710 nd_write_byte((ubyte)life);
713 if (obj->type == OBJ_ROBOT) {
714 if (Robot_info[obj->id].boss_flag) {
715 if ((GameTime > Boss_cloak_start_time) && (GameTime < Boss_cloak_end_time))
722 switch (obj->movement_type) {
725 nd_write_vector(&obj->mtype.phys_info.velocity);
726 nd_write_vector(&obj->mtype.phys_info.thrust);
730 nd_write_vector(&obj->mtype.spin_rate);
740 switch (obj->control_type) {
746 nd_write_fix(obj->ctype.expl_info.spawn_time);
747 nd_write_fix(obj->ctype.expl_info.delete_time);
748 nd_write_short(obj->ctype.expl_info.delete_objnum);
756 nd_write_fix(obj->ctype.light_info.intensity);
763 case CT_SLEW: //the player is generally saved as slew
776 switch (obj->render_type) {
785 if ((obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_CLUTTER)) {
786 nd_write_int(obj->rtype.pobj_info.model_num);
787 nd_write_int(obj->rtype.pobj_info.subobj_flags);
790 if ((obj->type != OBJ_PLAYER) && (obj->type != OBJ_DEBRIS))
792 for (i=0;i<MAX_SUBMODELS;i++)
793 nd_write_angvec(&obj->pobj_info.anim_angles[i]);
795 for (i = 0; i < Polygon_models[obj->rtype.pobj_info.model_num].n_models; i++)
796 nd_write_angvec(&obj->rtype.pobj_info.anim_angles[i]);
798 nd_write_int(obj->rtype.pobj_info.tmap_override);
804 case RT_WEAPON_VCLIP:
807 nd_write_int(obj->rtype.vclip_info.vclip_num);
808 nd_write_fix(obj->rtype.vclip_info.frametime);
809 nd_write_byte(obj->rtype.vclip_info.framenum);
822 int JustStartedRecording=0,JustStartedPlayback=0;
824 void newdemo_record_start_demo()
829 nd_write_byte(ND_EVENT_START_DEMO);
830 nd_write_byte(DEMO_VERSION);
831 nd_write_byte(DEMO_GAME_TYPE);
832 nd_write_fix(GameTime);
835 if (Game_mode & GM_MULTI)
836 nd_write_int(Game_mode | (Player_num << 16));
839 // NOTE LINK TO ABOVE!!!
840 nd_write_int(Game_mode);
843 if (Game_mode & GM_TEAM) {
844 nd_write_byte(Netgame.team_vector);
845 nd_write_string(Netgame.team_name[0]);
846 nd_write_string(Netgame.team_name[1]);
849 if (Game_mode & GM_MULTI) {
850 nd_write_byte((byte)N_players);
851 for (i = 0; i < N_players; i++) {
852 nd_write_string(Players[i].callsign);
853 nd_write_byte(Players[i].connected);
855 if (Game_mode & GM_MULTI_COOP) {
856 nd_write_int(Players[i].score);
858 nd_write_short((short)Players[i].net_killed_total);
859 nd_write_short((short)Players[i].net_kills_total);
864 // NOTE LINK TO ABOVE!!!
865 nd_write_int(Players[Player_num].score);
867 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
868 nd_write_short((short)Players[Player_num].primary_ammo[i]);
870 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
871 nd_write_short((short)Players[Player_num].secondary_ammo[i]);
873 nd_write_byte((byte)Players[Player_num].laser_level);
875 // Support for missions added here
877 nd_write_string(Current_mission_filename);
879 nd_write_byte((byte)(f2ir(Players[Player_num].energy)));
880 nd_write_byte((byte)(f2ir(Players[Player_num].shields)));
881 nd_write_int(Players[Player_num].flags); // be sure players flags are set
882 nd_write_byte((byte)Primary_weapon);
883 nd_write_byte((byte)Secondary_weapon);
884 Newdemo_start_frame = FrameCount;
885 JustStartedRecording=1;
887 newdemo_set_new_level(Current_level_num);
892 void newdemo_record_start_frame(int frame_number, fix frame_time )
896 if (Newdemo_no_space) {
897 newdemo_stop_playback();
904 for (i=0;i<MAX_OBJECTS;i++)
907 ViewWasRecorded[i]=0;
910 RenderingWasRecorded[i]=0;
912 frame_number -= Newdemo_start_frame;
914 Assert(frame_number >= 0 );
916 nd_write_byte(ND_EVENT_START_FRAME);
917 nd_write_short(frame_bytes_written - 1); // from previous frame
918 frame_bytes_written=3;
919 nd_write_int(frame_number);
920 nd_write_int(frame_time);
925 void newdemo_record_render_object(object * obj)
927 if (ViewWasRecorded[obj-Objects])
930 // if (obj==&Objects[Players[Player_num].objnum] && !Player_is_dead)
934 nd_write_byte(ND_EVENT_RENDER_OBJECT);
935 nd_write_object(obj);
939 extern ubyte RenderingType;
941 void newdemo_record_viewer_object(object * obj)
944 if (ViewWasRecorded[obj-Objects] && (ViewWasRecorded[obj-Objects]-1)==RenderingType)
946 //if (WasRecorded[obj-Objects])
948 if (RenderingWasRecorded[RenderingType])
951 ViewWasRecorded[obj-Objects]=RenderingType+1;
952 RenderingWasRecorded[RenderingType]=1;
954 nd_write_byte(ND_EVENT_VIEWER_OBJECT);
955 nd_write_byte(RenderingType);
956 nd_write_object(obj);
960 void newdemo_record_sound( int soundno ) {
962 nd_write_byte(ND_EVENT_SOUND);
963 nd_write_int( soundno );
966 //--unused-- void newdemo_record_sound_once( int soundno ) {
967 //--unused-- stop_time();
968 //--unused-- nd_write_byte( ND_EVENT_SOUND_ONCE );
969 //--unused-- nd_write_int( soundno );
970 //--unused-- start_time();
974 void newdemo_record_cockpit_change (int mode)
977 nd_write_byte (ND_EVENT_CHANGE_COCKPIT);
983 void newdemo_record_sound_3d( int soundno, int angle, int volume ) {
985 nd_write_byte( ND_EVENT_SOUND_3D );
986 nd_write_int( soundno );
987 nd_write_int( angle );
988 nd_write_int( volume );
992 void newdemo_record_sound_3d_once( int soundno, int angle, int volume ) {
994 nd_write_byte( ND_EVENT_SOUND_3D_ONCE );
995 nd_write_int( soundno );
996 nd_write_int( angle );
997 nd_write_int( volume );
1002 void newdemo_record_link_sound_to_object3( int soundno, short objnum, fix max_volume, fix max_distance, int loop_start, int loop_end )
1005 nd_write_byte( ND_EVENT_LINK_SOUND_TO_OBJ );
1006 nd_write_int( soundno );
1007 nd_write_int( Objects[objnum].signature );
1008 nd_write_int( max_volume );
1009 nd_write_int( max_distance );
1010 nd_write_int( loop_start );
1011 nd_write_int( loop_end );
1015 void newdemo_record_kill_sound_linked_to_object( int objnum )
1018 nd_write_byte( ND_EVENT_KILL_SOUND_TO_OBJ );
1019 nd_write_int( Objects[objnum].signature );
1024 void newdemo_record_wall_hit_process( int segnum, int side, int damage, int playernum )
1030 // playernum = playernum;
1031 nd_write_byte( ND_EVENT_WALL_HIT_PROCESS );
1032 nd_write_int( segnum );
1033 nd_write_int( side );
1034 nd_write_int( damage );
1035 nd_write_int( playernum );
1039 void newdemo_record_guided_start ()
1041 nd_write_byte (ND_EVENT_START_GUIDED);
1043 void newdemo_record_guided_end ()
1045 nd_write_byte (ND_EVENT_END_GUIDED);
1048 void newdemo_record_secret_exit_blown(int truth)
1051 nd_write_byte( ND_EVENT_SECRET_THINGY );
1052 nd_write_int( truth );
1056 void newdemo_record_trigger( int segnum, int side, int objnum,int shot )
1059 nd_write_byte( ND_EVENT_TRIGGER );
1060 nd_write_int( segnum );
1061 nd_write_int( side );
1062 nd_write_int( objnum );
1067 void newdemo_record_hostage_rescued( int hostage_number ) {
1069 nd_write_byte( ND_EVENT_HOSTAGE_RESCUED );
1070 nd_write_int( hostage_number );
1074 void newdemo_record_morph_frame(morph_data *md) {
1077 nd_write_byte( ND_EVENT_MORPH_FRAME );
1079 newdemo_write( md->morph_vecs, sizeof(md->morph_vecs), 1 );
1080 newdemo_write( md->submodel_active, sizeof(md->submodel_active), 1 );
1081 newdemo_write( md->submodel_startpoints, sizeof(md->submodel_startpoints), 1 );
1083 nd_write_object( md->obj );
1087 void newdemo_record_wall_toggle( int segnum, int side ) {
1089 nd_write_byte( ND_EVENT_WALL_TOGGLE );
1090 nd_write_int( segnum );
1091 nd_write_int( side );
1095 void newdemo_record_control_center_destroyed()
1098 nd_write_byte( ND_EVENT_CONTROL_CENTER_DESTROYED );
1099 nd_write_int( Countdown_seconds_left );
1103 void newdemo_record_hud_message( char * message )
1106 nd_write_byte( ND_EVENT_HUD_MESSAGE );
1107 nd_write_string(message);
1111 void newdemo_record_palette_effect(short r, short g, short b )
1114 nd_write_byte( ND_EVENT_PALETTE_EFFECT );
1115 nd_write_short( r );
1116 nd_write_short( g );
1117 nd_write_short( b );
1121 void newdemo_record_player_energy(int old_energy, int energy)
1124 nd_write_byte( ND_EVENT_PLAYER_ENERGY );
1125 nd_write_byte((byte) old_energy);
1126 nd_write_byte((byte) energy);
1130 void newdemo_record_player_afterburner(fix old_afterburner, fix afterburner)
1133 nd_write_byte( ND_EVENT_PLAYER_AFTERBURNER );
1134 nd_write_byte((byte) (old_afterburner>>9));
1135 nd_write_byte((byte) (afterburner>>9));
1139 void newdemo_record_player_shields(int old_shield, int shield)
1142 nd_write_byte( ND_EVENT_PLAYER_SHIELD );
1143 nd_write_byte((byte)old_shield);
1144 nd_write_byte((byte)shield);
1148 void newdemo_record_player_flags(uint oflags, uint flags)
1151 nd_write_byte( ND_EVENT_PLAYER_FLAGS );
1152 nd_write_int(((short)oflags << 16) | (short)flags);
1156 void newdemo_record_player_weapon(int weapon_type, int weapon_num)
1159 nd_write_byte( ND_EVENT_PLAYER_WEAPON );
1160 nd_write_byte((byte)weapon_type);
1161 nd_write_byte((byte)weapon_num);
1163 nd_write_byte((byte)Secondary_weapon);
1165 nd_write_byte((byte)Primary_weapon);
1169 void newdemo_record_effect_blowup(short segment, int side, vms_vector *pnt)
1172 nd_write_byte (ND_EVENT_EFFECT_BLOWUP);
1173 nd_write_short(segment);
1174 nd_write_byte((byte)side);
1175 nd_write_vector(pnt);
1179 void newdemo_record_homing_distance(fix distance)
1182 nd_write_byte(ND_EVENT_HOMING_DISTANCE);
1183 nd_write_short((short)(distance>>16));
1187 void newdemo_record_letterbox(void)
1190 nd_write_byte(ND_EVENT_LETTERBOX);
1194 void newdemo_record_rearview(void)
1197 nd_write_byte(ND_EVENT_REARVIEW);
1201 void newdemo_record_restore_cockpit(void)
1204 nd_write_byte(ND_EVENT_RESTORE_COCKPIT);
1208 void newdemo_record_restore_rearview(void)
1211 nd_write_byte(ND_EVENT_RESTORE_REARVIEW);
1215 void newdemo_record_wall_set_tmap_num1(short seg,ubyte side,short cseg,ubyte cside,short tmap)
1218 nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM1);
1219 nd_write_short(seg);
1220 nd_write_byte(side);
1221 nd_write_short(cseg);
1222 nd_write_byte(cside);
1223 nd_write_short(tmap);
1227 void newdemo_record_wall_set_tmap_num2(short seg,ubyte side,short cseg,ubyte cside,short tmap)
1230 nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM2);
1231 nd_write_short(seg);
1232 nd_write_byte(side);
1233 nd_write_short(cseg);
1234 nd_write_byte(cside);
1235 nd_write_short(tmap);
1239 void newdemo_record_multi_cloak(int pnum)
1242 nd_write_byte(ND_EVENT_MULTI_CLOAK);
1243 nd_write_byte((byte)pnum);
1247 void newdemo_record_multi_decloak(int pnum)
1250 nd_write_byte(ND_EVENT_MULTI_DECLOAK);
1251 nd_write_byte((byte)pnum);
1255 void newdemo_record_multi_death(int pnum)
1258 nd_write_byte(ND_EVENT_MULTI_DEATH);
1259 nd_write_byte((byte)pnum);
1263 void newdemo_record_multi_kill(int pnum, byte kill)
1266 nd_write_byte(ND_EVENT_MULTI_KILL);
1267 nd_write_byte((byte)pnum);
1268 nd_write_byte(kill);
1272 void newdemo_record_multi_connect(int pnum, int new_player, char *new_callsign)
1275 nd_write_byte(ND_EVENT_MULTI_CONNECT);
1276 nd_write_byte((byte)pnum);
1277 nd_write_byte((byte)new_player);
1279 nd_write_string(Players[pnum].callsign);
1280 nd_write_int(Players[pnum].net_killed_total);
1281 nd_write_int(Players[pnum].net_kills_total);
1283 nd_write_string(new_callsign);
1287 void newdemo_record_multi_reconnect(int pnum)
1290 nd_write_byte(ND_EVENT_MULTI_RECONNECT);
1291 nd_write_byte((byte)pnum);
1295 void newdemo_record_multi_disconnect(int pnum)
1298 nd_write_byte(ND_EVENT_MULTI_DISCONNECT);
1299 nd_write_byte((byte)pnum);
1303 void newdemo_record_player_score(int score)
1306 nd_write_byte(ND_EVENT_PLAYER_SCORE);
1307 nd_write_int(score);
1311 void newdemo_record_multi_score(int pnum, int score)
1314 nd_write_byte(ND_EVENT_MULTI_SCORE);
1315 nd_write_byte((byte)pnum);
1316 nd_write_int(score - Players[pnum].score); // called before score is changed!!!!
1320 void newdemo_record_primary_ammo(int old_ammo, int new_ammo)
1323 nd_write_byte(ND_EVENT_PRIMARY_AMMO);
1325 nd_write_short((short)new_ammo);
1327 nd_write_short((short)old_ammo);
1328 nd_write_short((short)new_ammo);
1332 void newdemo_record_secondary_ammo(int old_ammo, int new_ammo)
1335 nd_write_byte(ND_EVENT_SECONDARY_AMMO);
1337 nd_write_short((short)new_ammo);
1339 nd_write_short((short)old_ammo);
1340 nd_write_short((short)new_ammo);
1344 void newdemo_record_door_opening(int segnum, int side)
1347 nd_write_byte(ND_EVENT_DOOR_OPENING);
1348 nd_write_short((short)segnum);
1349 nd_write_byte((byte)side);
1353 void newdemo_record_laser_level(byte old_level, byte new_level)
1356 nd_write_byte(ND_EVENT_LASER_LEVEL);
1357 nd_write_byte(old_level);
1358 nd_write_byte(new_level);
1362 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)
1364 Assert(front_wall_num <= 255 && back_wall_num <= 255);
1367 nd_write_byte(ND_EVENT_CLOAKING_WALL);
1368 nd_write_byte(front_wall_num);
1369 nd_write_byte(back_wall_num);
1370 nd_write_byte(type);
1371 nd_write_byte(state);
1372 nd_write_byte(cloak_value);
1373 nd_write_short(l0>>8);
1374 nd_write_short(l1>>8);
1375 nd_write_short(l2>>8);
1376 nd_write_short(l3>>8);
1380 void newdemo_set_new_level(int level_num)
1387 nd_write_byte(ND_EVENT_NEW_LEVEL);
1388 nd_write_byte((byte)level_num);
1389 nd_write_byte((byte)Current_level_num);
1391 if (JustStartedRecording==1)
1393 nd_write_int(Num_walls);
1394 for (i=0;i<Num_walls;i++)
1396 nd_write_byte (Walls[i].type);
1397 nd_write_byte (Walls[i].flags);
1398 nd_write_byte (Walls[i].state);
1400 seg = &Segments[Walls[i].segnum];
1401 side = Walls[i].sidenum;
1402 nd_write_short (seg->sides[side].tmap_num);
1403 nd_write_short (seg->sides[side].tmap_num2);
1404 JustStartedRecording=0;
1411 int newdemo_read_demo_start(int rnd_demo)
1413 byte i, version, game_type, laser_level;
1414 char c, energy, shield;
1415 char text[50], current_mission[9];
1418 if ((c != ND_EVENT_START_DEMO) || nd_bad_read) {
1421 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_DEMO_CORRUPT);
1422 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1423 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1426 nd_read_byte(&version);
1427 nd_read_byte(&game_type);
1428 if (game_type < DEMO_GAME_TYPE) {
1431 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_RECORDED);
1432 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1433 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = " In Descent: First Strike";
1435 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1438 if (game_type != DEMO_GAME_TYPE) {
1441 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_RECORDED);
1442 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1443 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = " In Unknown Descent version";
1445 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1448 if (version < DEMO_VERSION) {
1451 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_DEMO_OLD);
1452 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1453 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1457 nd_read_fix(&GameTime);
1458 Boss_cloak_start_time=Boss_cloak_end_time=GameTime;
1459 JasonPlaybackTotal=0;
1461 nd_read_int(&Newdemo_game_mode);
1464 change_playernum_to((Newdemo_game_mode >> 16) & 0x7);
1465 if (Newdemo_game_mode & GM_TEAM) {
1466 nd_read_byte(&(Netgame.team_vector));
1467 nd_read_string(Netgame.team_name[0]);
1468 nd_read_string(Netgame.team_name[1]);
1470 if (Newdemo_game_mode & GM_MULTI) {
1475 // changed this to above two lines -- breaks on the mac because of
1477 // nd_read_byte((byte *)&N_players);
1478 for (i = 0 ; i < N_players; i++) {
1479 Players[i].cloak_time = 0;
1480 Players[i].invulnerable_time = 0;
1481 nd_read_string(Players[i].callsign);
1482 nd_read_byte(&(Players[i].connected));
1484 if (Newdemo_game_mode & GM_MULTI_COOP) {
1485 nd_read_int(&(Players[i].score));
1487 nd_read_short((short *)&(Players[i].net_killed_total));
1488 nd_read_short((short *)&(Players[i].net_kills_total));
1491 Game_mode = Newdemo_game_mode;
1492 multi_sort_kill_list();
1493 Game_mode = GM_NORMAL;
1496 nd_read_int(&(Players[Player_num].score)); // Note link to above if!
1498 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
1499 nd_read_short((short*)&(Players[Player_num].primary_ammo[i]));
1501 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
1502 nd_read_short((short*)&(Players[Player_num].secondary_ammo[i]));
1504 nd_read_byte(&laser_level);
1505 if (laser_level != Players[Player_num].laser_level) {
1506 Players[Player_num].laser_level = laser_level;
1507 update_laser_weapon_info();
1510 // Support for missions
1512 nd_read_string(current_mission);
1513 if (!load_mission_by_name(current_mission)) {
1517 sprintf(text, TXT_NOMISSION4DEMO, current_mission);
1518 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1519 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1524 nd_recorded_total = 0;
1525 nd_playback_total = 0;
1526 nd_read_byte(&energy);
1527 nd_read_byte(&shield);
1529 nd_read_int((int *)&(Players[Player_num].flags));
1530 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1531 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
1532 Newdemo_players_cloaked |= (1 << Player_num);
1534 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
1535 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
1537 nd_read_byte((byte *)&Primary_weapon);
1538 nd_read_byte((byte *)&Secondary_weapon);
1540 // Next bit of code to fix problem that I introduced between 1.0 and 1.1
1541 // check the next byte -- it _will_ be a load_new_level event. If it is
1542 // not, then we must shift all bytes up by one.
1544 Players[Player_num].energy = i2f(energy);
1545 Players[Player_num].shields = i2f(shield);
1546 JustStartedPlayback=1;
1550 void newdemo_pop_ctrlcen_triggers()
1554 segment *seg, *csegp;
1556 for (i = 0; i < ControlCenterTriggers.num_links; i++) {
1557 seg = &Segments[ControlCenterTriggers.seg[i]];
1558 side = ControlCenterTriggers.side[i];
1559 csegp = &Segments[seg->children[side]];
1560 cside = find_connect_side(seg, csegp);
1561 anim_num = Walls[seg->sides[side].wall_num].clip_num;
1562 n = WallAnims[anim_num].num_frames;
1563 if (WallAnims[anim_num].flags & WCF_TMAP1) {
1564 seg->sides[side].tmap_num = csegp->sides[cside].tmap_num = WallAnims[anim_num].frames[n-1];
1566 seg->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = WallAnims[anim_num].frames[n-1];
1571 #define N_PLAYER_SHIP_TEXTURES 6
1573 void nd_render_extras (ubyte,object *);
1574 extern void multi_apply_goal_textures ();
1575 ubyte Newdemo_flying_guided=0;
1577 int newdemo_read_frame_information()
1579 int done, segnum, side, objnum, soundno, angle, volume, i,shot;
1581 ubyte c,WhichWindow;
1582 static byte saved_letter_cockpit;
1583 static byte saved_rearview_cockpit;
1585 static char LastReadValue=101;
1590 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1591 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1592 Segments[segnum].objects = -1;
1595 Players[Player_num].homing_object_dist = -F1_0;
1601 if (nd_bad_read) { done = -1; break; }
1605 case ND_EVENT_START_FRAME: { // Followed by an integer frame number, then a fix FrameTime
1606 short last_frame_length;
1609 nd_read_short(&last_frame_length);
1610 nd_read_int(&NewdemoFrameCount);
1611 nd_read_int((int *)&nd_recorded_time);
1612 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1613 nd_recorded_total += nd_recorded_time;
1614 NewdemoFrameCount--;
1616 if (nd_bad_read) { done = -1; break; }
1620 case ND_EVENT_VIEWER_OBJECT: // Followed by an object structure
1621 nd_read_byte (&WhichWindow);
1624 // mprintf ((0,"Reading extra!\n"));
1625 nd_read_object (&extraobj);
1626 if (Newdemo_vcr_state!=ND_STATE_PAUSED)
1628 if (nd_bad_read) { done = -1; break; }
1630 nd_render_extras (WhichWindow,&extraobj);
1635 // mprintf ((0,"Reading viewer!\n"));
1636 //Viewer=&Objects[0];
1637 nd_read_object(Viewer);
1639 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
1640 if (nd_bad_read) { done = -1; break; }
1641 segnum = Viewer->segnum;
1642 Viewer->next = Viewer->prev = Viewer->segnum = -1;
1644 // HACK HACK HACK -- since we have multiple level recording, it can be the case
1645 // HACK HACK HACK -- that when rewinding the demo, the viewer is in a segment
1646 // HACK HACK HACK -- that is greater than the highest index of segments. Bash
1647 // HACK HACK HACK -- the viewer to segment 0 for bogus view.
1649 if (segnum > Highest_segment_index)
1651 obj_link(Viewer-Objects,segnum);
1656 case ND_EVENT_RENDER_OBJECT: // Followed by an object structure
1657 objnum = obj_allocate();
1660 obj = &Objects[objnum];
1661 nd_read_object(obj);
1662 if (nd_bad_read) { done = -1; break; }
1663 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
1664 segnum = obj->segnum;
1665 obj->next = obj->prev = obj->segnum = -1;
1667 // HACK HACK HACK -- don't render objects is segments greater than Highest_segment_index
1668 // HACK HACK HACK -- (see above)
1670 if (segnum > Highest_segment_index)
1673 obj_link(obj-Objects,segnum);
1675 if ((obj->type == OBJ_PLAYER) && (Newdemo_game_mode & GM_MULTI)) {
1678 if (Newdemo_game_mode & GM_TEAM)
1679 player = get_team(obj->id);
1686 for (i=0;i<N_PLAYER_SHIP_TEXTURES;i++)
1687 multi_player_textures[player][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[obj->rtype.pobj_info.model_num].first_texture+i]];
1689 multi_player_textures[player][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(player)*2]];
1690 multi_player_textures[player][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(player)*2+1]];
1691 obj->rtype.pobj_info.alt_textures = player+1;
1697 case ND_EVENT_SOUND:
1698 nd_read_int(&soundno);
1699 if (nd_bad_read) {done = -1; break; }
1700 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1701 digi_play_sample( soundno, F1_0 );
1704 //--unused case ND_EVENT_SOUND_ONCE:
1705 //--unused nd_read_int(&soundno);
1706 //--unused if (nd_bad_read) { done = -1; break; }
1707 //--unused if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1708 //--unused digi_play_sample_once( soundno, F1_0 );
1711 case ND_EVENT_SOUND_3D:
1712 nd_read_int(&soundno);
1713 nd_read_int(&angle);
1714 nd_read_int(&volume);
1715 if (nd_bad_read) { done = -1; break; }
1716 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1717 digi_play_sample_3d( soundno, angle, volume, 0 );
1720 case ND_EVENT_SOUND_3D_ONCE:
1721 nd_read_int(&soundno);
1722 nd_read_int(&angle);
1723 nd_read_int(&volume);
1724 if (nd_bad_read) { done = -1; break; }
1725 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1726 digi_play_sample_3d( soundno, angle, volume, 1 );
1729 case ND_EVENT_LINK_SOUND_TO_OBJ:
1731 int soundno, objnum, max_volume, max_distance, loop_start, loop_end;
1733 nd_read_int( &soundno );
1734 nd_read_int( &signature );
1735 nd_read_int( &max_volume );
1736 nd_read_int( &max_distance );
1737 nd_read_int( &loop_start );
1738 nd_read_int( &loop_end );
1739 objnum = newdemo_find_object( signature );
1740 if ( objnum > -1 ) { // @mk, 2/22/96, John told me to.
1741 digi_link_sound_to_object3( soundno, objnum, 1, max_volume, max_distance, loop_start, loop_end );
1746 case ND_EVENT_KILL_SOUND_TO_OBJ:
1748 int objnum, signature;
1749 nd_read_int( &signature );
1750 objnum = newdemo_find_object( signature );
1751 if ( objnum > -1 ) { // @mk, 2/22/96, John told me to.
1752 digi_kill_sound_linked_to_object(objnum);
1757 case ND_EVENT_WALL_HIT_PROCESS: {
1761 nd_read_int(&segnum);
1763 nd_read_fix(&damage);
1764 nd_read_int(&player);
1765 if (nd_bad_read) { done = -1; break; }
1766 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1767 wall_hit_process(&Segments[segnum], side, damage, player, &(Objects[0]) );
1771 case ND_EVENT_TRIGGER:
1772 nd_read_int(&segnum);
1774 nd_read_int(&objnum);
1776 if (nd_bad_read) { done = -1; break; }
1777 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1779 mprintf ((0,"EVENT TRIGGER! shot=%d\n",shot));
1781 if (Triggers[Walls[Segments[segnum].sides[side].wall_num].trigger].type == TT_SECRET_EXIT) {
1785 Assert(c == ND_EVENT_SECRET_THINGY);
1786 nd_read_int(&truth);
1788 check_trigger(&Segments[segnum], side, objnum,shot);
1790 check_trigger(&Segments[segnum], side, objnum,shot);
1794 case ND_EVENT_HOSTAGE_RESCUED: {
1797 nd_read_int(&hostage_number);
1798 if (nd_bad_read) { done = -1; break; }
1799 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1800 hostage_rescue( hostage_number );
1804 case ND_EVENT_MORPH_FRAME: {
1808 md = &morph_objects[0];
1809 if (newdemo_read( md->morph_vecs, sizeof(md->morph_vecs), 1 )!=1) { done=-1; break; }
1810 if (newdemo_read( md->submodel_active, sizeof(md->submodel_active), 1 )!=1) { done=-1; break; }
1811 if (newdemo_read( md->submodel_startpoints, sizeof(md->submodel_startpoints), 1 )!=1) { done=-1; break; }
1813 objnum = obj_allocate();
1816 obj = &Objects[objnum];
1817 nd_read_object(obj);
1818 obj->render_type = RT_POLYOBJ;
1819 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
1820 if (nd_bad_read) { done = -1; break; }
1821 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
1822 segnum = obj->segnum;
1823 obj->next = obj->prev = obj->segnum = -1;
1824 obj_link(obj-Objects,segnum);
1830 case ND_EVENT_WALL_TOGGLE:
1831 nd_read_int(&segnum);
1833 if (nd_bad_read) {done = -1; break; }
1834 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1835 wall_toggle(&Segments[segnum], side);
1838 case ND_EVENT_CONTROL_CENTER_DESTROYED:
1839 nd_read_int(&Countdown_seconds_left);
1840 Control_center_destroyed = 1;
1841 if (nd_bad_read) { done = -1; break; }
1842 if (!Newdemo_cntrlcen_destroyed) {
1843 newdemo_pop_ctrlcen_triggers();
1844 Newdemo_cntrlcen_destroyed = 1;
1845 // do_controlcen_destroyed_stuff(NULL);
1849 case ND_EVENT_HUD_MESSAGE: {
1852 nd_read_string(&(hud_msg[0]));
1853 if (nd_bad_read) { done = -1; break; }
1854 HUD_init_message( hud_msg );
1857 case ND_EVENT_START_GUIDED:
1858 Newdemo_flying_guided=1;
1859 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
1860 Newdemo_flying_guided=0;
1862 case ND_EVENT_END_GUIDED:
1863 Newdemo_flying_guided=0;
1864 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
1865 Newdemo_flying_guided=1;
1868 case ND_EVENT_PALETTE_EFFECT: {
1874 if (nd_bad_read) { done = -1; break; }
1875 PALETTE_FLASH_SET(r,g,b);
1879 case ND_EVENT_PLAYER_ENERGY: {
1883 nd_read_byte(&old_energy);
1884 nd_read_byte(&energy);
1885 if (nd_bad_read) {done = -1; break; }
1886 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1887 Players[Player_num].energy = i2f(energy);
1888 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
1889 if (old_energy != 255)
1890 Players[Player_num].energy = i2f(old_energy);
1895 case ND_EVENT_PLAYER_AFTERBURNER: {
1897 ubyte old_afterburner;
1899 nd_read_byte(&old_afterburner);
1900 nd_read_byte(&afterburner);
1901 if (nd_bad_read) {done = -1; break; }
1902 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1903 Afterburner_charge = afterburner<<9;
1904 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
1905 if (old_afterburner != 255)
1906 Afterburner_charge = old_afterburner<<9;
1911 case ND_EVENT_PLAYER_SHIELD: {
1915 nd_read_byte(&old_shield);
1916 nd_read_byte(&shield);
1917 if (nd_bad_read) {done = -1; break; }
1918 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1919 Players[Player_num].shields = i2f(shield);
1920 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
1921 if (old_shield != 255)
1922 Players[Player_num].shields = i2f(old_shield);
1927 case ND_EVENT_PLAYER_FLAGS: {
1930 nd_read_int((int *)&(Players[Player_num].flags));
1931 if (nd_bad_read) {done = -1; break; }
1933 oflags = Players[Player_num].flags >> 16;
1934 Players[Player_num].flags &= 0xffff;
1936 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || ((Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD) && (oflags != 0xffff)) ) {
1937 if (!(oflags & PLAYER_FLAGS_CLOAKED) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1938 Players[Player_num].cloak_time = 0;
1939 Newdemo_players_cloaked &= ~(1 << Player_num);
1941 if ((oflags & PLAYER_FLAGS_CLOAKED) && !(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1942 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
1943 Newdemo_players_cloaked |= (1 << Player_num);
1945 if (!(oflags & PLAYER_FLAGS_INVULNERABLE) && (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
1946 Players[Player_num].invulnerable_time = 0;
1947 if ((oflags & PLAYER_FLAGS_INVULNERABLE) && !(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
1948 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
1949 Players[Player_num].flags = oflags;
1950 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1951 if (!(oflags & PLAYER_FLAGS_CLOAKED) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1952 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
1953 Newdemo_players_cloaked |= (1 << Player_num);
1955 if ((oflags & PLAYER_FLAGS_CLOAKED) && !(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1956 Players[Player_num].cloak_time = 0;
1957 Newdemo_players_cloaked &= ~(1 << Player_num);
1959 if (!(oflags & PLAYER_FLAGS_INVULNERABLE) && (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
1960 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
1961 if ((oflags & PLAYER_FLAGS_INVULNERABLE) && !(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
1962 Players[Player_num].invulnerable_time = 0;
1964 update_laser_weapon_info(); // in case of quad laser change
1968 case ND_EVENT_PLAYER_WEAPON: {
1969 byte weapon_type, weapon_num;
1972 nd_read_byte(&weapon_type);
1973 nd_read_byte(&weapon_num);
1974 nd_read_byte(&old_weapon);
1975 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1976 if (weapon_type == 0)
1977 Primary_weapon = (int)weapon_num;
1979 Secondary_weapon = (int)weapon_num;
1980 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
1981 if (weapon_type == 0)
1982 Primary_weapon = (int)old_weapon;
1984 Secondary_weapon = (int)old_weapon;
1989 case ND_EVENT_EFFECT_BLOWUP: {
1995 //create a dummy object which will be the weapon that hits
1996 //the monitor. the blowup code wants to know who the parent of the
1997 //laser is, so create a laser whose parent is the player
1998 dummy.ctype.laser_info.parent_type = OBJ_PLAYER;
2000 nd_read_short(&segnum);
2001 nd_read_byte(&side);
2002 nd_read_vector(&pnt);
2003 if (Newdemo_vcr_state != ND_STATE_PAUSED)
2004 check_effect_blowup(&(Segments[segnum]), side, &pnt, &dummy, 0);
2008 case ND_EVENT_HOMING_DISTANCE: {
2011 nd_read_short(&distance);
2012 Players[Player_num].homing_object_dist = i2f((int)(distance << 16));
2016 case ND_EVENT_LETTERBOX:
2017 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2018 saved_letter_cockpit = Cockpit_mode;
2019 select_cockpit(CM_LETTERBOX);
2020 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2021 select_cockpit(saved_letter_cockpit);
2024 case ND_EVENT_CHANGE_COCKPIT:
2028 nd_read_int (&dummy);
2029 select_cockpit (dummy);
2033 case ND_EVENT_REARVIEW:
2034 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2035 saved_rearview_cockpit = Cockpit_mode;
2036 if (Cockpit_mode == CM_FULL_COCKPIT)
2037 select_cockpit(CM_REAR_VIEW);
2039 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2040 if (saved_rearview_cockpit == CM_REAR_VIEW) // hack to be sure we get a good cockpit on restore
2041 saved_rearview_cockpit = CM_FULL_COCKPIT;
2042 select_cockpit(saved_rearview_cockpit);
2047 case ND_EVENT_RESTORE_COCKPIT:
2048 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2049 saved_letter_cockpit = Cockpit_mode;
2050 select_cockpit(CM_LETTERBOX);
2051 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2052 select_cockpit(saved_letter_cockpit);
2056 case ND_EVENT_RESTORE_REARVIEW:
2057 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2058 saved_rearview_cockpit = Cockpit_mode;
2059 if (Cockpit_mode == CM_FULL_COCKPIT)
2060 select_cockpit(CM_REAR_VIEW);
2062 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2063 if (saved_rearview_cockpit == CM_REAR_VIEW) // hack to be sure we get a good cockpit on restore
2064 saved_rearview_cockpit = CM_FULL_COCKPIT;
2065 select_cockpit(saved_rearview_cockpit);
2071 case ND_EVENT_WALL_SET_TMAP_NUM1: {
2072 short seg, cseg, tmap;
2075 nd_read_short(&seg);
2076 nd_read_byte(&side);
2077 nd_read_short(&cseg);
2078 nd_read_byte(&cside);
2079 nd_read_short( &tmap );
2080 if ((Newdemo_vcr_state != ND_STATE_PAUSED) && (Newdemo_vcr_state != ND_STATE_REWINDING) && (Newdemo_vcr_state != ND_STATE_ONEFRAMEBACKWARD))
2081 Segments[seg].sides[side].tmap_num = Segments[cseg].sides[cside].tmap_num = tmap;
2085 case ND_EVENT_WALL_SET_TMAP_NUM2: {
2086 short seg, cseg, tmap;
2089 nd_read_short(&seg);
2090 nd_read_byte(&side);
2091 nd_read_short(&cseg);
2092 nd_read_byte(&cside);
2093 nd_read_short( &tmap );
2094 if ((Newdemo_vcr_state != ND_STATE_PAUSED) && (Newdemo_vcr_state != ND_STATE_REWINDING) && (Newdemo_vcr_state != ND_STATE_ONEFRAMEBACKWARD)) {
2095 Assert(tmap!=0 && Segments[seg].sides[side].tmap_num2!=0);
2096 Segments[seg].sides[side].tmap_num2 = Segments[cseg].sides[cside].tmap_num2 = tmap;
2101 case ND_EVENT_MULTI_CLOAK: {
2104 nd_read_byte(&pnum);
2105 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2106 Players[pnum].flags &= ~PLAYER_FLAGS_CLOAKED;
2107 Players[pnum].cloak_time = 0;
2108 Newdemo_players_cloaked &= ~(1 << pnum);
2109 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2110 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
2111 Players[pnum].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2112 Newdemo_players_cloaked |= (1 << pnum);
2117 case ND_EVENT_MULTI_DECLOAK: {
2120 nd_read_byte(&pnum);
2122 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2123 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
2124 Players[pnum].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2125 Newdemo_players_cloaked |= (1 << pnum);
2126 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2127 Players[pnum].flags &= ~PLAYER_FLAGS_CLOAKED;
2128 Players[pnum].cloak_time = 0;
2129 Newdemo_players_cloaked &= ~(1 << pnum);
2134 case ND_EVENT_MULTI_DEATH: {
2137 nd_read_byte(&pnum);
2138 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2139 Players[pnum].net_killed_total--;
2140 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2141 Players[pnum].net_killed_total++;
2146 case ND_EVENT_MULTI_KILL: {
2149 nd_read_byte(&pnum);
2150 nd_read_byte(&kill);
2151 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2152 Players[pnum].net_kills_total -= kill;
2153 if (Newdemo_game_mode & GM_TEAM)
2154 team_kills[get_team(pnum)] -= kill;
2155 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2156 Players[pnum].net_kills_total += kill;
2157 if (Newdemo_game_mode & GM_TEAM)
2158 team_kills[get_team(pnum)] += kill;
2160 Game_mode = Newdemo_game_mode;
2161 multi_sort_kill_list();
2162 Game_mode = GM_NORMAL;
2166 case ND_EVENT_MULTI_CONNECT: {
2167 byte pnum, new_player;
2168 int killed_total, kills_total;
2169 char new_callsign[CALLSIGN_LEN+1], old_callsign[CALLSIGN_LEN+1];
2171 nd_read_byte(&pnum);
2172 nd_read_byte(&new_player);
2174 nd_read_string(old_callsign);
2175 nd_read_int(&killed_total);
2176 nd_read_int(&kills_total);
2178 nd_read_string(new_callsign);
2179 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2180 Players[pnum].connected = 0;
2182 memcpy(Players[pnum].callsign, old_callsign, CALLSIGN_LEN+1);
2183 Players[pnum].net_killed_total = killed_total;
2184 Players[pnum].net_kills_total = kills_total;
2188 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2189 Players[pnum].connected = 1;
2190 Players[pnum].net_kills_total = 0;
2191 Players[pnum].net_killed_total = 0;
2192 memcpy(Players[pnum].callsign, new_callsign, CALLSIGN_LEN+1);
2199 case ND_EVENT_MULTI_RECONNECT: {
2202 nd_read_byte(&pnum);
2203 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2204 Players[pnum].connected = 0;
2205 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2206 Players[pnum].connected = 1;
2210 case ND_EVENT_MULTI_DISCONNECT: {
2213 nd_read_byte(&pnum);
2214 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2215 Players[pnum].connected = 1;
2216 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2217 Players[pnum].connected = 0;
2221 case ND_EVENT_MULTI_SCORE: {
2225 nd_read_byte(&pnum);
2226 nd_read_int(&score);
2227 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2228 Players[pnum].score -= score;
2229 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2230 Players[pnum].score += score;
2231 Game_mode = Newdemo_game_mode;
2232 multi_sort_kill_list();
2233 Game_mode = GM_NORMAL;
2238 case ND_EVENT_PLAYER_SCORE: {
2241 nd_read_int(&score);
2242 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2243 Players[Player_num].score -= score;
2244 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2245 Players[Player_num].score += score;
2250 case ND_EVENT_PRIMARY_AMMO: {
2251 short old_ammo, new_ammo;
2253 nd_read_short(&old_ammo);
2254 nd_read_short(&new_ammo);
2256 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2257 Players[Player_num].primary_ammo[Primary_weapon] = old_ammo;
2258 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2259 Players[Player_num].primary_ammo[Primary_weapon] = new_ammo;
2263 case ND_EVENT_SECONDARY_AMMO: {
2264 short old_ammo, new_ammo;
2266 nd_read_short(&old_ammo);
2267 nd_read_short(&new_ammo);
2269 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2270 Players[Player_num].secondary_ammo[Secondary_weapon] = old_ammo;
2271 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2272 Players[Player_num].secondary_ammo[Secondary_weapon] = new_ammo;
2276 case ND_EVENT_DOOR_OPENING: {
2280 nd_read_short(&segnum);
2281 nd_read_byte(&side);
2282 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2285 segment *segp, *csegp;
2287 segp = &Segments[segnum];
2288 csegp = &Segments[segp->children[side]];
2289 cside = find_connect_side(segp, csegp);
2290 anim_num = Walls[segp->sides[side].wall_num].clip_num;
2292 if (WallAnims[anim_num].flags & WCF_TMAP1) {
2293 segp->sides[side].tmap_num = csegp->sides[cside].tmap_num = WallAnims[anim_num].frames[0];
2295 segp->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = WallAnims[anim_num].frames[0];
2301 case ND_EVENT_LASER_LEVEL: {
2302 byte old_level, new_level;
2304 nd_read_byte(&old_level);
2305 nd_read_byte(&new_level);
2306 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2307 Players[Player_num].laser_level = old_level;
2308 update_laser_weapon_info();
2309 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2310 Players[Player_num].laser_level = new_level;
2311 update_laser_weapon_info();
2316 case ND_EVENT_CLOAKING_WALL: {
2317 ubyte back_wall_num,front_wall_num,type,state,cloak_value;
2322 nd_read_byte(&front_wall_num);
2323 nd_read_byte(&back_wall_num);
2324 nd_read_byte(&type);
2325 nd_read_byte(&state);
2326 nd_read_byte(&cloak_value);
2332 Walls[front_wall_num].type = type;
2333 Walls[front_wall_num].state = state;
2334 Walls[front_wall_num].cloak_value = cloak_value;
2335 segp = &Segments[Walls[front_wall_num].segnum];
2336 sidenum = Walls[front_wall_num].sidenum;
2337 segp->sides[sidenum].uvls[0].l = ((int) l0) << 8;
2338 segp->sides[sidenum].uvls[1].l = ((int) l1) << 8;
2339 segp->sides[sidenum].uvls[2].l = ((int) l2) << 8;
2340 segp->sides[sidenum].uvls[3].l = ((int) l3) << 8;
2342 Walls[back_wall_num].type = type;
2343 Walls[back_wall_num].state = state;
2344 Walls[back_wall_num].cloak_value = cloak_value;
2345 segp = &Segments[Walls[back_wall_num].segnum];
2346 sidenum = Walls[back_wall_num].sidenum;
2347 segp->sides[sidenum].uvls[0].l = ((int) l0) << 8;
2348 segp->sides[sidenum].uvls[1].l = ((int) l1) << 8;
2349 segp->sides[sidenum].uvls[2].l = ((int) l2) << 8;
2350 segp->sides[sidenum].uvls[3].l = ((int) l3) << 8;
2355 case ND_EVENT_NEW_LEVEL: {
2356 byte new_level, old_level, loaded_level;
2358 nd_read_byte (&new_level);
2359 nd_read_byte (&old_level);
2360 if (Newdemo_vcr_state == ND_STATE_PAUSED)
2364 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2365 loaded_level = old_level;
2367 loaded_level = new_level;
2368 for (i = 0; i < MAX_PLAYERS; i++) {
2369 Players[i].cloak_time = 0;
2370 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
2373 if ((loaded_level < Last_secret_level) || (loaded_level > Last_level)) {
2376 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_CANT_PLAYBACK;
2377 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_LEVEL_CANT_LOAD;
2378 m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_DEMO_OLD_CORRUPT;
2379 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2383 LoadLevel((int)loaded_level,1);
2384 Newdemo_cntrlcen_destroyed = 0;
2386 if (JustStartedPlayback)
2388 nd_read_int (&Num_walls);
2389 for (i=0;i<Num_walls;i++) // restore the walls
2391 nd_read_byte (&Walls[i].type);
2392 nd_read_byte (&Walls[i].flags);
2393 nd_read_byte (&Walls[i].state);
2395 seg = &Segments[Walls[i].segnum];
2396 side = Walls[i].sidenum;
2397 nd_read_short (&seg->sides[side].tmap_num);
2398 nd_read_short (&seg->sides[side].tmap_num2);
2401 if (Newdemo_game_mode & GM_CAPTURE)
2402 multi_apply_goal_textures ();
2404 JustStartedPlayback=0;
2408 // so says Rob H.!!! if (Newdemo_game_mode & GM_MULTI) {
2409 // so says Rob H.!!! for (i = 0; i < Num_walls; i++) {
2410 // so says Rob H.!!! if (Walls[i].type == WALL_BLASTABLE)
2411 // so says Rob H.!!! {
2412 // so says Rob H.!!! int a, n;
2413 // so says Rob H.!!! int side;
2414 // so says Rob H.!!! segment *seg;
2415 // so says Rob H.!!!
2416 // so says Rob H.!!! seg = &Segments[Walls[i].segnum];
2417 // so says Rob H.!!! side = Walls[i].sidenum;
2418 // so says Rob H.!!! a = Walls[i].clip_num;
2419 // so says Rob H.!!! n = WallAnims[a].num_frames;
2420 // so says Rob H.!!! seg->sides[side].tmap_num = WallAnims[a].frames[n-1];
2421 // so says Rob H.!!! Walls[i].flags |= WALL_BLASTED;
2422 // so says Rob H.!!! }
2423 // so says Rob H.!!! }
2424 // so says Rob H.!!! }
2426 reset_palette_add(); // get palette back to normal
2431 case ND_EVENT_EOF: {
2433 fseek(infile, -1, SEEK_CUR); // get back to the EOF marker
2435 NewdemoFrameCount++;
2449 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_ERR_READING;
2450 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_DEMO_OLD_CORRUPT;
2451 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2457 void newdemo_goto_beginning()
2459 // if (NewdemoFrameCount == 0)
2461 fseek(infile, 0, SEEK_SET);
2462 Newdemo_vcr_state = ND_STATE_PLAYBACK;
2463 if (newdemo_read_demo_start(0))
2464 newdemo_stop_playback();
2465 if (newdemo_read_frame_information() == -1)
2466 newdemo_stop_playback();
2467 if (newdemo_read_frame_information() == -1)
2468 newdemo_stop_playback();
2469 Newdemo_vcr_state = ND_STATE_PAUSED;
2473 void newdemo_goto_end()
2475 short frame_length, byte_count, bshort;
2476 byte level, bbyte, laser_level;
2477 ubyte energy, shield, c;
2480 fseek(infile, -2, SEEK_END);
2481 nd_read_byte(&level);
2483 if ((level < Last_secret_level) || (level > Last_level)) {
2486 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_CANT_PLAYBACK;
2487 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_LEVEL_CANT_LOAD;
2488 m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_DEMO_OLD_CORRUPT;
2489 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2490 newdemo_stop_playback();
2493 if (level != Current_level_num)
2496 fseek(infile, -4, SEEK_END);
2497 nd_read_short(&byte_count);
2498 fseek(infile, -2 - byte_count, SEEK_CUR);
2500 nd_read_short(&frame_length);
2501 loc = ftell(infile);
2502 if (Newdemo_game_mode & GM_MULTI)
2503 nd_read_byte(&Newdemo_players_cloaked);
2505 nd_read_byte(&bbyte);
2506 nd_read_byte(&bbyte);
2507 nd_read_short(&bshort);
2510 nd_read_byte(&energy);
2511 nd_read_byte(&shield);
2512 Players[Player_num].energy = i2f(energy);
2513 Players[Player_num].shields = i2f(shield);
2514 nd_read_int((int *)&(Players[Player_num].flags));
2515 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
2516 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2517 Newdemo_players_cloaked |= (1 << Player_num);
2519 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
2520 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
2521 nd_read_byte((byte *)&Primary_weapon);
2522 nd_read_byte((byte *)&Secondary_weapon);
2523 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
2524 nd_read_short((short *)&(Players[Player_num].primary_ammo[i]));
2525 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
2526 nd_read_short((short *)&(Players[Player_num].secondary_ammo[i]));
2527 nd_read_byte(&laser_level);
2528 if (laser_level != Players[Player_num].laser_level) {
2529 Players[Player_num].laser_level = laser_level;
2530 update_laser_weapon_info();
2533 if (Newdemo_game_mode & GM_MULTI) {
2536 // see newdemo_read_start_demo for explanation of
2537 // why this is commented out
2538 // nd_read_byte((byte *)&N_players);
2539 for (i = 0; i < N_players; i++) {
2540 nd_read_string(Players[i].callsign);
2541 nd_read_byte(&(Players[i].connected));
2542 if (Newdemo_game_mode & GM_MULTI_COOP) {
2543 nd_read_int(&(Players[i].score));
2545 nd_read_short((short *)&(Players[i].net_killed_total));
2546 nd_read_short((short *)&(Players[i].net_kills_total));
2550 nd_read_int(&(Players[Player_num].score));
2553 fseek(infile, loc, SEEK_SET);
2554 fseek(infile, -frame_length, SEEK_CUR);
2555 nd_read_int(&NewdemoFrameCount); // get the frame count
2556 NewdemoFrameCount--;
2557 fseek(infile, 4, SEEK_CUR);
2558 Newdemo_vcr_state = ND_STATE_PLAYBACK;
2559 newdemo_read_frame_information(); // then the frame information
2560 Newdemo_vcr_state = ND_STATE_PAUSED;
2564 void newdemo_back_frames(int frames)
2566 short last_frame_length;
2569 for (i = 0; i < frames; i++)
2571 fseek(infile, -10, SEEK_CUR);
2572 nd_read_short(&last_frame_length);
2573 fseek(infile, 8 - last_frame_length, SEEK_CUR);
2575 if (!Newdemo_at_eof && newdemo_read_frame_information() == -1) {
2576 newdemo_stop_playback();
2582 fseek(infile, -10, SEEK_CUR);
2583 nd_read_short(&last_frame_length);
2584 fseek(infile, 8 - last_frame_length, SEEK_CUR);
2590 * routine to interpolate the viewer position. the current position is
2591 * stored in the Viewer object. Save this position, and read the next
2592 * frame to get all objects read in. Calculate the delta playback and
2593 * the delta recording frame times between the two frames, then intepolate
2594 * the viewers position accordingly. nd_recorded_time is the time that it
2595 * took the recording to render the frame that we are currently looking
2599 void interpolate_frame(fix d_play, fix d_recorded)
2601 int i, j, num_cur_objs;
2605 factor = fixdiv(d_play, d_recorded);
2609 num_cur_objs = Highest_object_index;
2610 cur_objs = (object *)d_malloc(sizeof(object) * (num_cur_objs + 1));
2611 if (cur_objs == NULL) {
2612 mprintf((0,"Couldn't get %d bytes for cur_objs in interpolate_frame\n", sizeof(object) * num_cur_objs));
2616 for (i = 0; i <= num_cur_objs; i++)
2617 memcpy(&(cur_objs[i]), &(Objects[i]), sizeof(object));
2619 Newdemo_vcr_state = ND_STATE_PAUSED;
2620 if (newdemo_read_frame_information() == -1) {
2622 newdemo_stop_playback();
2626 for (i = 0; i <= num_cur_objs; i++) {
2627 for (j = 0; j <= Highest_object_index; j++) {
2628 if (cur_objs[i].signature == Objects[j].signature) {
2629 ubyte render_type = cur_objs[i].render_type;
2630 // fix delta_p, delta_h, delta_b;
2631 fix delta_x, delta_y, delta_z;
2632 // vms_angvec cur_angles, dest_angles;
2634 // Extract the angles from the object orientation matrix.
2635 // Some of this code taken from ai_turn_towards_vector
2636 // Don't do the interpolation on certain render types which don't use an orientation matrix
2638 if (!((render_type == RT_LASER) || (render_type == RT_FIREBALL) || (render_type == RT_POWERUP))) {
2640 vms_vector fvec1, fvec2, rvec1, rvec2;
2643 fvec1 = cur_objs[i].orient.fvec;
2644 vm_vec_scale(&fvec1, F1_0-factor);
2645 fvec2 = Objects[j].orient.fvec;
2646 vm_vec_scale(&fvec2, factor);
2647 vm_vec_add2(&fvec1, &fvec2);
2648 mag1 = vm_vec_normalize_quick(&fvec1);
2649 if (mag1 > F1_0/256) {
2650 rvec1 = cur_objs[i].orient.rvec;
2651 vm_vec_scale(&rvec1, F1_0-factor);
2652 rvec2 = Objects[j].orient.rvec;
2653 vm_vec_scale(&rvec2, factor);
2654 vm_vec_add2(&rvec1, &rvec2);
2655 vm_vec_normalize_quick(&rvec1); // Note: Doesn't matter if this is null, if null, vm_vector_2_matrix will just use fvec1
2656 vm_vector_2_matrix(&cur_objs[i].orient, &fvec1, NULL, &rvec1);
2659 //--old new way -- vms_vector fvec1, fvec2, rvec1, rvec2;
2661 //--old new way -- fvec1 = cur_objs[i].orient.fvec;
2662 //--old new way -- vm_vec_scale(&fvec1, F1_0-factor);
2663 //--old new way -- fvec2 = Objects[j].orient.fvec;
2664 //--old new way -- vm_vec_scale(&fvec2, factor);
2665 //--old new way -- vm_vec_add2(&fvec1, &fvec2);
2666 //--old new way -- vm_vec_normalize_quick(&fvec1);
2668 //--old new way -- rvec1 = cur_objs[i].orient.rvec;
2669 //--old new way -- vm_vec_scale(&rvec1, F1_0-factor);
2670 //--old new way -- rvec2 = Objects[j].orient.rvec;
2671 //--old new way -- vm_vec_scale(&rvec2, factor);
2672 //--old new way -- vm_vec_add2(&rvec1, &rvec2);
2673 //--old new way -- vm_vec_normalize_quick(&rvec1);
2675 //--old new way -- vm_vector_2_matrix(&cur_objs[i].orient, &fvec1, NULL, &rvec1);
2677 // -- old fashioned way -- vm_extract_angles_matrix(&cur_angles, &(cur_objs[i].orient));
2678 // -- old fashioned way -- vm_extract_angles_matrix(&dest_angles, &(Objects[j].orient));
2679 // -- old fashioned way --
2680 // -- old fashioned way -- delta_p = (dest_angles.p - cur_angles.p);
2681 // -- old fashioned way -- delta_h = (dest_angles.h - cur_angles.h);
2682 // -- old fashioned way -- delta_b = (dest_angles.b - cur_angles.b);
2683 // -- old fashioned way --
2684 // -- old fashioned way -- if (delta_p != 0) {
2685 // -- old fashioned way -- if (delta_p > F1_0/2) delta_p = dest_angles.p - cur_angles.p - F1_0;
2686 // -- old fashioned way -- if (delta_p < -F1_0/2) delta_p = dest_angles.p - cur_angles.p + F1_0;
2687 // -- old fashioned way -- delta_p = fixmul(delta_p, factor);
2688 // -- old fashioned way -- cur_angles.p += delta_p;
2689 // -- old fashioned way -- }
2690 // -- old fashioned way -- if (delta_h != 0) {
2691 // -- old fashioned way -- if (delta_h > F1_0/2) delta_h = dest_angles.h - cur_angles.h - F1_0;
2692 // -- old fashioned way -- if (delta_h < -F1_0/2) delta_h = dest_angles.h - cur_angles.h + F1_0;
2693 // -- old fashioned way -- delta_h = fixmul(delta_h, factor);
2694 // -- old fashioned way -- cur_angles.h += delta_h;
2695 // -- old fashioned way -- }
2696 // -- old fashioned way -- if (delta_b != 0) {
2697 // -- old fashioned way -- if (delta_b > F1_0/2) delta_b = dest_angles.b - cur_angles.b - F1_0;
2698 // -- old fashioned way -- if (delta_b < -F1_0/2) delta_b = dest_angles.b - cur_angles.b + F1_0;
2699 // -- old fashioned way -- delta_b = fixmul(delta_b, factor);
2700 // -- old fashioned way -- cur_angles.b += delta_b;
2701 // -- old fashioned way -- }
2704 // Interpolate the object position. This is just straight linear
2707 delta_x = Objects[j].pos.x - cur_objs[i].pos.x;
2708 delta_y = Objects[j].pos.y - cur_objs[i].pos.y;
2709 delta_z = Objects[j].pos.z - cur_objs[i].pos.z;
2711 delta_x = fixmul(delta_x, factor);
2712 delta_y = fixmul(delta_y, factor);
2713 delta_z = fixmul(delta_z, factor);
2715 cur_objs[i].pos.x += delta_x;
2716 cur_objs[i].pos.y += delta_y;
2717 cur_objs[i].pos.z += delta_z;
2719 // -- old fashioned way --// stuff the new angles back into the object structure
2720 // -- old fashioned way -- vm_angles_2_matrix(&(cur_objs[i].orient), &cur_angles);
2725 // get back to original position in the demo file. Reread the current
2726 // frame information again to reset all of the object stuff not covered
2727 // with Highest_object_index and the object array (previously rendered
2728 // objects, etc....)
2730 newdemo_back_frames(1);
2731 newdemo_back_frames(1);
2732 if (newdemo_read_frame_information() == -1)
2733 newdemo_stop_playback();
2734 Newdemo_vcr_state = ND_STATE_PLAYBACK;
2736 for (i = 0; i <= num_cur_objs; i++)
2737 memcpy(&(Objects[i]), &(cur_objs[i]), sizeof(object));
2738 Highest_object_index = num_cur_objs;
2742 void newdemo_playback_one_frame()
2744 int frames_back, i, level;
2745 static fix base_interpol_time = 0;
2746 static fix d_recorded = 0;
2748 for (i = 0; i < MAX_PLAYERS; i++)
2749 if (Newdemo_players_cloaked & (1 << i))
2750 Players[i].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2752 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
2753 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
2755 if (Newdemo_vcr_state == ND_STATE_PAUSED) // render a frame or not
2758 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2759 DoJasonInterpolate(nd_recorded_time);
2761 Control_center_destroyed = 0;
2762 Countdown_seconds_left = -1;
2763 PALETTE_FLASH_SET(0,0,0); //clear flash
2765 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2767 level = Current_level_num;
2768 if (NewdemoFrameCount == 0)
2770 else if ((Newdemo_vcr_state == ND_STATE_REWINDING) && (NewdemoFrameCount < 10)) {
2771 newdemo_goto_beginning();
2774 if (Newdemo_vcr_state == ND_STATE_REWINDING)
2778 if (Newdemo_at_eof) {
2779 fseek(infile, 11, SEEK_CUR);
2781 newdemo_back_frames(frames_back);
2783 if (level != Current_level_num)
2784 newdemo_pop_ctrlcen_triggers();
2786 if (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD) {
2787 if (level != Current_level_num)
2788 newdemo_back_frames(1);
2789 Newdemo_vcr_state = ND_STATE_PAUSED;
2792 else if (Newdemo_vcr_state == ND_STATE_FASTFORWARD) {
2793 if (!Newdemo_at_eof)
2795 for (i = 0; i < 10; i++)
2797 if (newdemo_read_frame_information() == -1)
2800 Newdemo_vcr_state = ND_STATE_PAUSED;
2802 newdemo_stop_playback();
2808 Newdemo_vcr_state = ND_STATE_PAUSED;
2810 else if (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD) {
2811 if (!Newdemo_at_eof) {
2812 level = Current_level_num;
2813 if (newdemo_read_frame_information() == -1) {
2814 if (!Newdemo_at_eof)
2815 newdemo_stop_playback();
2817 if (level != Current_level_num) {
2818 if (newdemo_read_frame_information() == -1) {
2819 if (!Newdemo_at_eof)
2820 newdemo_stop_playback();
2823 Newdemo_vcr_state = ND_STATE_PAUSED;
2825 Newdemo_vcr_state = ND_STATE_PAUSED;
2829 // First, uptate the total playback time to date. Then we check to see
2830 // if we need to change the playback style to interpolate frames or
2831 // skip frames based on where the playback time is relative to the
2834 if (NewdemoFrameCount <= 0)
2835 nd_playback_total = nd_recorded_total; // baseline total playback time
2837 nd_playback_total += FrameTime;
2838 if ((playback_style == NORMAL_PLAYBACK) && (NewdemoFrameCount > 10))
2839 if ((nd_playback_total * INTERPOL_FACTOR) < nd_recorded_total) {
2840 playback_style = INTERPOLATE_PLAYBACK;
2841 nd_playback_total = nd_recorded_total + FrameTime; // baseline playback time
2842 base_interpol_time = nd_recorded_total;
2843 d_recorded = nd_recorded_time; // baseline delta recorded
2845 if ((playback_style == NORMAL_PLAYBACK) && (NewdemoFrameCount > 10))
2846 if (nd_playback_total > nd_recorded_total)
2847 playback_style = SKIP_PLAYBACK;
2850 if ((playback_style == INTERPOLATE_PLAYBACK) && Newdemo_do_interpolate) {
2853 if (nd_recorded_total - nd_playback_total < FrameTime) {
2854 d_recorded = nd_recorded_total - nd_playback_total;
2856 while (nd_recorded_total - nd_playback_total < FrameTime) {
2858 int i, j, num_objs, level;
2860 num_objs = Highest_object_index;
2861 cur_objs = (object *)d_malloc(sizeof(object) * (num_objs + 1));
2862 if (cur_objs == NULL) {
2863 Warning ("Couldn't get %d bytes for objects in interpolate playback\n", sizeof(object) * num_objs);
2866 for (i = 0; i <= num_objs; i++)
2867 memcpy(&(cur_objs[i]), &(Objects[i]), sizeof(object));
2869 level = Current_level_num;
2870 if (newdemo_read_frame_information() == -1) {
2872 newdemo_stop_playback();
2875 if (level != Current_level_num) {
2877 if (newdemo_read_frame_information() == -1)
2878 newdemo_stop_playback();
2882 // for each new object in the frame just read in, determine if there is
2883 // a corresponding object that we have been interpolating. If so, then
2884 // copy that interpolated object to the new Objects array so that the
2885 // interpolated position and orientation can be preserved.
2887 for (i = 0; i <= num_objs; i++) {
2888 for (j = 0; j <= Highest_object_index; j++) {
2889 if (cur_objs[i].signature == Objects[j].signature) {
2890 memcpy(&(Objects[j].orient), &(cur_objs[i].orient), sizeof(vms_matrix));
2891 memcpy(&(Objects[j].pos), &(cur_objs[i].pos), sizeof(vms_vector));
2897 d_recorded += nd_recorded_time;
2898 base_interpol_time = nd_playback_total - FrameTime;
2902 d_play = nd_playback_total - base_interpol_time;
2903 interpolate_frame(d_play, d_recorded);
2907 // mprintf ((0, "*"));
2908 if (newdemo_read_frame_information() == -1) {
2909 newdemo_stop_playback();
2912 if (playback_style == SKIP_PLAYBACK) {
2913 // mprintf ((0, "."));
2914 while (nd_playback_total > nd_recorded_total) {
2915 if (newdemo_read_frame_information() == -1) {
2916 newdemo_stop_playback();
2925 void newdemo_start_recording()
2928 Newdemo_size=GetFreeDiskSpace();
2929 mprintf((0, "Free space = %d\n", Newdemo_size));
2931 Newdemo_size = GetDiskFree();
2934 Newdemo_size -= 100000;
2936 if ((Newdemo_size+100000) < 2000000000) {
2937 if (((int)(Newdemo_size)) < 500000) {
2939 nm_messagebox(NULL, 1, TXT_OK, TXT_DEMO_NO_SPACE);
2941 nm_messagebox(NULL, 1, TXT_OK, "Not enough space on current\ndrive to start demo recording.");
2947 Newdemo_num_written = 0;
2949 Newdemo_state = ND_STATE_RECORDING;
2950 outfile = fopen( DEMO_FILENAME, "wb" );
2953 if (outfile == NULL && errno == ENOENT) { //dir doesn't exist?
2955 if (outfile == NULL) { //dir doesn't exist and no errno on mac!
2957 mkdir(DEMO_DIR); //try making directory
2958 outfile = fopen( DEMO_FILENAME, "wb" );
2961 if (outfile == NULL)
2963 nm_messagebox(NULL, 1, TXT_OK, "Cannot open demo temp file");
2964 Newdemo_state = ND_STATE_NORMAL;
2967 newdemo_record_start_demo();
2971 char demoname_allowed_chars[] = "azAZ09__--";
2972 void newdemo_stop_recording()
2976 static char filename[15] = "", *s;
2977 static ubyte tmpcnt = 0;
2979 char fullname[15+FILENAME_LEN] = DEMO_DIR;
2980 unsigned short byte_count = 0;
2984 nd_write_byte(ND_EVENT_EOF);
2985 nd_write_short(frame_bytes_written - 1);
2986 if (Game_mode & GM_MULTI) {
2987 for (l = 0; l < N_players; l++) {
2988 if (Players[l].flags & PLAYER_FLAGS_CLOAKED)
2989 cloaked |= (1 << l);
2991 nd_write_byte(cloaked);
2992 nd_write_byte(ND_EVENT_EOF);
2994 nd_write_short(ND_EVENT_EOF);
2996 nd_write_short(ND_EVENT_EOF);
2997 nd_write_int(ND_EVENT_EOF);
2999 byte_count += 10; // from frame_bytes_written
3001 nd_write_byte((byte)(f2ir(Players[Player_num].energy)));
3002 nd_write_byte((byte)(f2ir(Players[Player_num].shields)));
3003 nd_write_int(Players[Player_num].flags); // be sure players flags are set
3004 nd_write_byte((byte)Primary_weapon);
3005 nd_write_byte((byte)Secondary_weapon);
3008 for (l = 0; l < MAX_PRIMARY_WEAPONS; l++)
3009 nd_write_short((short)Players[Player_num].primary_ammo[l]);
3011 for (l = 0; l < MAX_SECONDARY_WEAPONS; l++)
3012 nd_write_short((short)Players[Player_num].secondary_ammo[l]);
3013 byte_count += (sizeof(short) * (MAX_PRIMARY_WEAPONS + MAX_SECONDARY_WEAPONS));
3015 nd_write_byte(Players[Player_num].laser_level);
3018 if (Game_mode & GM_MULTI) {
3019 nd_write_byte((byte)N_players);
3021 for (l = 0; l < N_players; l++) {
3022 nd_write_string(Players[l].callsign);
3023 byte_count += (strlen(Players[l].callsign) + 2);
3024 nd_write_byte(Players[l].connected);
3025 if (Game_mode & GM_MULTI_COOP) {
3026 nd_write_int(Players[l].score);
3029 nd_write_short((short)Players[l].net_killed_total);
3030 nd_write_short((short)Players[l].net_kills_total);
3035 nd_write_int(Players[Player_num].score);
3038 nd_write_short(byte_count);
3040 nd_write_byte(Current_level_num);
3041 nd_write_byte(ND_EVENT_EOF);
3046 Newdemo_state = ND_STATE_NORMAL;
3047 gr_palette_load( gr_palette );
3049 if (filename[0] != '\0') {
3050 int num, i = strlen(filename) - 1;
3053 while (isdigit(filename[i])) {
3059 num = atoi(&(filename[i]));
3062 sprintf (newfile, "%s%d", filename, num);
3063 strncpy(filename, newfile, 8);
3070 Newmenu_allowed_chars = demoname_allowed_chars;
3071 if (!Newdemo_no_space) {
3072 m[0].type=NM_TYPE_INPUT; m[0].text_len = 8; m[0].text = filename;
3073 exit = newmenu_do( NULL, TXT_SAVE_DEMO_AS, 1, &(m[0]), NULL );
3074 } else if (Newdemo_no_space == 1) {
3075 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_SAVE_BAD;
3076 m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 8; m[1].text = filename;
3077 exit = newmenu_do( NULL, NULL, 2, m, NULL );
3078 } else if (Newdemo_no_space == 2) {
3079 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_SAVE_NOSPACE;
3080 m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 8; m[1].text = filename;
3081 exit = newmenu_do( NULL, NULL, 2, m, NULL );
3083 Newmenu_allowed_chars = NULL;
3085 if (exit == -2) { // got bumped out from network menu
3086 char save_file[7+FILENAME_LEN];
3088 if (filename[0] != '\0') {
3089 strcpy(save_file, DEMO_DIR);
3090 strcat(save_file, filename);
3091 strcat(save_file, ".dem");
3093 sprintf (save_file, "%stmp%d.dem", DEMO_DIR, tmpcnt++);
3095 rename(DEMO_FILENAME, save_file);
3098 if (exit == -1) { // pressed ESC
3099 remove(DEMO_FILENAME); // might as well remove the file
3100 return; // return without doing anything
3103 if (filename[0]==0) //null string
3106 //check to make sure name is ok
3107 for (s=filename;*s;s++)
3108 if (!isalnum(*s) && *s!='_') {
3109 nm_messagebox1(NULL, NULL,1,TXT_CONTINUE, TXT_DEMO_USE_LETTERS);
3113 if (Newdemo_no_space)
3114 strcat(fullname, m[1].text);
3116 strcat(fullname, m[0].text);
3117 strcat(fullname, ".dem");
3119 rename(DEMO_FILENAME, fullname);
3122 //returns the number of demo files on the disk
3123 int newdemo_count_demos()
3125 FILEFINDSTRUCT find;
3128 if( !FileFindFirst("demos/*.dem", &find ) ) {
3131 } while( !FileFindNext( &find ) );
3138 void newdemo_start_playback(char * filename)
3140 FILEFINDSTRUCT find;
3142 char filename2[7+FILENAME_LEN] = DEMO_DIR;
3145 change_playernum_to(0);
3147 First_time_playback=1;
3148 JasonPlaybackTotal=0;
3150 if (filename==NULL) {
3151 // Randomly pick a filename
3152 int NumFiles = 0, RandFileNum;
3155 NumFiles = newdemo_count_demos();
3157 if ( NumFiles == 0 ) {
3158 return; // No files found!
3160 RandFileNum = d_rand() % NumFiles;
3162 if( !FileFindFirst( "demos/*.dem", &find ) ) {
3164 if ( NumFiles==RandFileNum ) {
3165 filename = (char *)&find.name;
3169 } while( !FileFindNext( &find ) );
3172 if ( filename==NULL) return;
3178 strcat(filename2,filename);
3180 infile = fopen( filename2, "rb" );
3182 mprintf( (0, "Error reading '%s'\n", filename ));
3188 change_playernum_to(0); // force playernum to 0
3190 strncpy(nd_save_callsign, Players[Player_num].callsign, CALLSIGN_LEN);
3191 Viewer = ConsoleObject = &Objects[0]; // play properly as if console player
3192 if (newdemo_read_demo_start(rnd_demo)) {
3197 Game_mode = GM_NORMAL;
3198 Newdemo_state = ND_STATE_PLAYBACK;
3199 Newdemo_vcr_state = ND_STATE_PLAYBACK;
3200 Newdemo_old_cockpit = Cockpit_mode;
3201 Newdemo_size = filelength(fileno(infile));
3204 NewdemoFrameCount = 0;
3205 Newdemo_players_cloaked = 0;
3206 playback_style = NORMAL_PLAYBACK;
3207 Function_mode = FMODE_GAME;
3208 Cockpit_3d_view[0] = CV_NONE; //turn off 3d views on cockpit
3209 Cockpit_3d_view[1] = CV_NONE; //turn off 3d views on cockpit
3210 newdemo_playback_one_frame(); // this one loads new level
3211 newdemo_playback_one_frame(); // get all of the objects to renderb game
3214 void newdemo_stop_playback()
3217 Newdemo_state = ND_STATE_NORMAL;
3219 change_playernum_to(0); //this is reality
3221 strncpy(Players[Player_num].callsign, nd_save_callsign, CALLSIGN_LEN);
3222 Cockpit_mode = Newdemo_old_cockpit;
3223 Game_mode = GM_GAME_OVER;
3224 Function_mode = FMODE_MENU;
3225 longjmp(LeaveGame,0); // Exit game loop
3231 #define BUF_SIZE 16384
3233 void newdemo_strip_frames(char *outname, int bytes_to_strip)
3237 int total_size, bytes_done, read_elems, bytes_back;
3238 int trailer_start, loc1, loc2, stop_loc, bytes_to_read;
3239 short last_frame_length;
3242 total_size = filelength(fileno(infile));
3243 outfile = fopen(outname, "wb");
3244 if (outfile == NULL) {
3247 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "Can't open output file";
3248 newmenu_do( NULL, NULL, 1, m, NULL );
3249 newdemo_stop_playback();
3252 buf = d_malloc(BUF_SIZE);
3256 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "Can't malloc output buffer";
3257 newmenu_do( NULL, NULL, 1, m, NULL );
3259 newdemo_stop_playback();
3263 trailer_start = ftell(infile);
3264 fseek(infile, 11, SEEK_CUR);
3266 while (bytes_back < bytes_to_strip) {
3267 loc1 = ftell(infile);
3268 // fseek(infile, -10, SEEK_CUR);
3269 // nd_read_short(&last_frame_length);
3270 // fseek(infile, 8 - last_frame_length, SEEK_CUR);
3271 newdemo_back_frames(1);
3272 loc2 = ftell(infile);
3273 bytes_back += (loc1 - loc2);
3275 fseek(infile, -10, SEEK_CUR);
3276 nd_read_short(&last_frame_length);
3277 fseek(infile, -3, SEEK_CUR);
3278 stop_loc = ftell(infile);
3279 fseek(infile, 0, SEEK_SET);
3280 while (stop_loc > 0) {
3281 if (stop_loc < BUF_SIZE)
3282 bytes_to_read = stop_loc;
3284 bytes_to_read = BUF_SIZE;
3285 read_elems = fread(buf, 1, bytes_to_read, infile);
3286 fwrite(buf, 1, read_elems, outfile);
3287 stop_loc -= read_elems;
3289 stop_loc = ftell(outfile);
3290 fseek(infile, trailer_start, SEEK_SET);
3291 while ((read_elems = fread(buf, 1, BUF_SIZE, infile)) != 0)
3292 fwrite(buf, 1, read_elems, outfile);
3293 fseek(outfile, stop_loc, SEEK_SET);
3294 fseek(outfile, 1, SEEK_CUR);
3295 fwrite(&last_frame_length, 2, 1, outfile);
3297 newdemo_stop_playback();
3303 object DemoRightExtra,DemoLeftExtra;
3304 ubyte DemoDoRight=0,DemoDoLeft=0;
3306 void nd_render_extras (ubyte which,object *obj)
3309 ubyte type=which&15;
3313 Int3(); // how'd we get here?
3314 do_cockpit_window_view(w,NULL,0,WBU_WEAPON,NULL);
3319 { memcpy (&DemoRightExtra,obj,sizeof(object)); DemoDoRight=type; }
3321 { memcpy (&DemoLeftExtra,obj,sizeof(object)); DemoDoLeft=type;}
3325 void DoJasonInterpolate (fix recorded_time)
3328 float MyRecFrameTime,ThisFrameTime;
3330 JasonPlaybackTotal+=FrameTime;
3333 if (!First_time_playback)
3335 // get the difference between the recorded time and the playback time
3337 MyRecFrameTime=f2fl(recorded_time);
3338 ThisFrameTime=f2fl(FrameTime);
3340 the_delay=((MyRecFrameTime-ThisFrameTime)*1000.0);
3341 //mprintf ((0,"The delay=%d\n",the_delay));
3345 d_delay (the_delay);
3350 while (JasonPlaybackTotal > nd_recorded_total)
3351 if (newdemo_read_frame_information() == -1)
3353 newdemo_stop_playback();
3357 // the_delay=(f2fl(nd_recorded_total-JasonPlaybackTotal))*1000.0;
3359 // delay (the_delay);
3364 First_time_playback=0;
3368 #pragma global_optimizer reset