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 //#include "nocfile.h"
95 //Does demo start automatically?
98 byte WasRecorded [MAX_OBJECTS];
99 byte ViewWasRecorded[MAX_OBJECTS];
100 byte RenderingWasRecorded[32];
102 #define ND_EVENT_EOF 0 // EOF
103 #define ND_EVENT_START_DEMO 1 // Followed by 16 character, NULL terminated filename of .SAV file to use
104 #define ND_EVENT_START_FRAME 2 // Followed by integer frame number, then a fix FrameTime
105 #define ND_EVENT_VIEWER_OBJECT 3 // Followed by an object structure
106 #define ND_EVENT_RENDER_OBJECT 4 // Followed by an object structure
107 #define ND_EVENT_SOUND 5 // Followed by int soundum
108 #define ND_EVENT_SOUND_ONCE 6 // Followed by int soundum
109 #define ND_EVENT_SOUND_3D 7 // Followed by int soundum, int angle, int volume
110 #define ND_EVENT_WALL_HIT_PROCESS 8 // Followed by int segnum, int side, fix damage
111 #define ND_EVENT_TRIGGER 9 // Followed by int segnum, int side, int objnum
112 #define ND_EVENT_HOSTAGE_RESCUED 10 // Followed by int hostage_type
113 #define ND_EVENT_SOUND_3D_ONCE 11 // Followed by int soundum, int angle, int volume
114 #define ND_EVENT_MORPH_FRAME 12 // Followed by ? data
115 #define ND_EVENT_WALL_TOGGLE 13 // Followed by int seg, int side
116 #define ND_EVENT_HUD_MESSAGE 14 // Followed by char size, char * string (+null)
117 #define ND_EVENT_CONTROL_CENTER_DESTROYED 15 // Just a simple flag
118 #define ND_EVENT_PALETTE_EFFECT 16 // Followed by short r,g,b
119 #define ND_EVENT_PLAYER_ENERGY 17 // followed by byte energy
120 #define ND_EVENT_PLAYER_SHIELD 18 // followed by byte shields
121 #define ND_EVENT_PLAYER_FLAGS 19 // followed by player flags
122 #define ND_EVENT_PLAYER_WEAPON 20 // followed by weapon type and weapon number
123 #define ND_EVENT_EFFECT_BLOWUP 21 // followed by segment, side, and pnt
124 #define ND_EVENT_HOMING_DISTANCE 22 // followed by homing distance
125 #define ND_EVENT_LETTERBOX 23 // letterbox mode for death seq.
126 #define ND_EVENT_RESTORE_COCKPIT 24 // restore cockpit after death
127 #define ND_EVENT_REARVIEW 25 // going to rear view mode
128 #define ND_EVENT_WALL_SET_TMAP_NUM1 26 // Wall changed
129 #define ND_EVENT_WALL_SET_TMAP_NUM2 27 // Wall changed
130 #define ND_EVENT_NEW_LEVEL 28 // followed by level number
131 #define ND_EVENT_MULTI_CLOAK 29 // followed by player num
132 #define ND_EVENT_MULTI_DECLOAK 30 // followed by player num
133 #define ND_EVENT_RESTORE_REARVIEW 31 // restore cockpit after rearview mode
134 #define ND_EVENT_MULTI_DEATH 32 // with player number
135 #define ND_EVENT_MULTI_KILL 33 // with player number
136 #define ND_EVENT_MULTI_CONNECT 34 // with player number
137 #define ND_EVENT_MULTI_RECONNECT 35 // with player number
138 #define ND_EVENT_MULTI_DISCONNECT 36 // with player number
139 #define ND_EVENT_MULTI_SCORE 37 // playernum / score
140 #define ND_EVENT_PLAYER_SCORE 38 // followed by score
141 #define ND_EVENT_PRIMARY_AMMO 39 // with old/new ammo count
142 #define ND_EVENT_SECONDARY_AMMO 40 // with old/new ammo count
143 #define ND_EVENT_DOOR_OPENING 41 // with segment/side
144 #define ND_EVENT_LASER_LEVEL 42 // no data
145 #define ND_EVENT_PLAYER_AFTERBURNER 43 // followed by byte old ab, current ab
146 #define ND_EVENT_CLOAKING_WALL 44 // info changing while wall cloaking
147 #define ND_EVENT_CHANGE_COCKPIT 45 // change the cockpit
148 #define ND_EVENT_START_GUIDED 46 // switch to guided view
149 #define ND_EVENT_END_GUIDED 47 // stop guided view/return to ship
150 #define ND_EVENT_SECRET_THINGY 48 // 0/1 = secret exit functional/non-functional
151 #define ND_EVENT_LINK_SOUND_TO_OBJ 49 // record digi_link_sound_to_object3
152 #define ND_EVENT_KILL_SOUND_TO_OBJ 50 // record digi_kill_sound_linked_to_object
155 #define NORMAL_PLAYBACK 0
156 #define SKIP_PLAYBACK 1
157 #define INTERPOLATE_PLAYBACK 2
158 #define INTERPOL_FACTOR (F1_0 + (F1_0/5))
160 #define DEMO_VERSION 15 //last D1 version was 13
161 #define DEMO_GAME_TYPE 3 //1 was shareware, 2 registered
164 #define DEMO_FILENAME "demos/tmpdemo.dem"
165 #define DEMO_DIR "demos/"
167 #define DEMO_FILENAME ":Demos:tmpdemo.dem"
168 #define DEMO_DIR ":Demos:"
171 #define DEMO_MAX_LEVELS 29
174 char nd_save_callsign[CALLSIGN_LEN+1];
175 int Newdemo_state = 0;
176 int Newdemo_vcr_state = 0;
177 int Newdemo_start_frame = -1;
178 unsigned int Newdemo_size;
179 int Newdemo_num_written;
180 int Newdemo_game_mode;
181 int Newdemo_old_cockpit;
182 byte Newdemo_no_space;
184 byte Newdemo_do_interpolate = 0; // 1
185 byte Newdemo_players_cloaked;
186 byte Newdemo_warning_given = 0;
187 byte Newdemo_cntrlcen_destroyed = 0;
188 static byte nd_bad_read;
189 int NewdemoFrameCount;
190 short frame_bytes_written = 0;
191 fix nd_playback_total;
192 fix nd_recorded_total;
193 fix nd_recorded_time;
195 byte First_time_playback=1;
196 fix JasonPlaybackTotal=0;
202 int newdemo_get_percent_done() {
203 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
204 return (ftell(infile)*100)/Newdemo_size;
206 if ( Newdemo_state == ND_STATE_RECORDING ) {
207 return ftell(outfile);
212 #define VEL_PRECISION 12
214 void my_extract_shortpos(object *objp, shortpos *spp)
220 objp->orient.rvec.x = *sp++ << MATRIX_PRECISION;
221 objp->orient.uvec.x = *sp++ << MATRIX_PRECISION;
222 objp->orient.fvec.x = *sp++ << MATRIX_PRECISION;
224 objp->orient.rvec.y = *sp++ << MATRIX_PRECISION;
225 objp->orient.uvec.y = *sp++ << MATRIX_PRECISION;
226 objp->orient.fvec.y = *sp++ << MATRIX_PRECISION;
228 objp->orient.rvec.z = *sp++ << MATRIX_PRECISION;
229 objp->orient.uvec.z = *sp++ << MATRIX_PRECISION;
230 objp->orient.fvec.z = *sp++ << MATRIX_PRECISION;
232 segnum = spp->segment;
233 objp->segnum = segnum;
235 objp->pos.x = (spp->xo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].x;
236 objp->pos.y = (spp->yo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].y;
237 objp->pos.z = (spp->zo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].z;
239 objp->mtype.phys_info.velocity.x = (spp->velx << VEL_PRECISION);
240 objp->mtype.phys_info.velocity.y = (spp->vely << VEL_PRECISION);
241 objp->mtype.phys_info.velocity.z = (spp->velz << VEL_PRECISION);
244 int newdemo_read( void *buffer, int elsize, int nelem )
247 num_read = fread( buffer,elsize,nelem, infile );
248 if (ferror(infile) || feof(infile))
254 int newdemo_find_object( int signature )
259 for (i=0; i<=Highest_object_index; i++, objp++ ) {
260 if ( (objp->type != OBJ_NONE) && (objp->signature == signature))
266 int newdemo_write( void *buffer, int elsize, int nelem )
268 int num_written, total_size;
270 total_size = elsize * nelem;
271 frame_bytes_written += total_size;
272 Newdemo_num_written += total_size;
273 Assert(outfile != NULL);
274 num_written = fwrite( buffer, elsize, nelem, outfile );
275 // if ((Newdemo_num_written > Newdemo_size) && !Newdemo_no_space) {
276 // Newdemo_no_space=1;
277 // newdemo_stop_recording();
280 if ((Newdemo_num_written > Newdemo_size) && !Newdemo_no_space)
282 if (num_written == nelem && !Newdemo_no_space)
286 newdemo_stop_recording();
291 * The next bunch of files taken from Matt's gamesave.c. We have to modify
292 * these since the demo must save more information about objects that
296 static void nd_write_byte(byte b)
298 newdemo_write(&b, 1, 1);
301 static void nd_write_short(short s)
303 newdemo_write(&s, 2, 1);
306 static void nd_write_int(int i)
308 newdemo_write(&i, 4, 1);
311 static void nd_write_string(char *str)
313 nd_write_byte(strlen(str) + 1);
314 newdemo_write(str, strlen(str) + 1, 1);
317 static void nd_write_fix(fix f)
319 newdemo_write(&f, sizeof(fix), 1);
322 static void nd_write_fixang(fixang f)
324 newdemo_write(&f, sizeof(fixang), 1);
327 static void nd_write_vector(vms_vector *v)
334 static void nd_write_angvec(vms_angvec *v)
336 nd_write_fixang(v->p);
337 nd_write_fixang(v->b);
338 nd_write_fixang(v->h);
341 void nd_write_shortpos(object *obj)
347 create_shortpos(&sp, obj, 0);
349 render_type = obj->render_type;
350 if (((render_type == RT_POLYOBJ) || (render_type == RT_HOSTAGE) || (render_type == RT_MORPH)) || (obj->type == OBJ_CAMERA)) {
351 for (i = 0; i < 9; i++)
352 nd_write_byte(sp.bytemat[i]);
353 for (i = 0; i < 9; i++) {
354 if (sp.bytemat[i] != 0)
358 Int3(); // contact Allender about this.
362 nd_write_short(sp.xo);
363 nd_write_short(sp.yo);
364 nd_write_short(sp.zo);
365 nd_write_short(sp.segment);
366 nd_write_short(sp.velx);
367 nd_write_short(sp.vely);
368 nd_write_short(sp.velz);
371 static void nd_read_byte(byte *b)
373 newdemo_read(b, 1, 1);
376 static void nd_read_short(short *s)
378 newdemo_read(s, 2, 1);
381 static void nd_read_int(int *i)
383 newdemo_read(i, 4, 1);
386 static void nd_read_string(char *str)
391 newdemo_read(str, len, 1);
394 static void nd_read_fix(fix *f)
396 newdemo_read(f, sizeof(fix), 1);
399 static void nd_read_fixang(fixang *f)
401 newdemo_read(f, sizeof(fixang), 1);
404 static void nd_read_vector(vms_vector *v)
406 nd_read_fix(&(v->x));
407 nd_read_fix(&(v->y));
408 nd_read_fix(&(v->z));
411 static void nd_read_angvec(vms_angvec *v)
413 nd_read_fixang(&(v->p));
414 nd_read_fixang(&(v->b));
415 nd_read_fixang(&(v->h));
418 static void nd_read_shortpos(object *obj)
424 render_type = obj->render_type;
425 if (((render_type == RT_POLYOBJ) || (render_type == RT_HOSTAGE) || (render_type == RT_MORPH)) || (obj->type == OBJ_CAMERA)) {
426 for (i = 0; i < 9; i++)
427 nd_read_byte(&(sp.bytemat[i]));
430 nd_read_short(&(sp.xo));
431 nd_read_short(&(sp.yo));
432 nd_read_short(&(sp.zo));
433 nd_read_short(&(sp.segment));
434 nd_read_short(&(sp.velx));
435 nd_read_short(&(sp.vely));
436 nd_read_short(&(sp.velz));
438 my_extract_shortpos(obj, &sp);
439 if ((obj->id == VCLIP_MORPHING_ROBOT) && (render_type == RT_FIREBALL) && (obj->control_type == CT_EXPLOSION))
440 extract_orient_from_segment(&obj->orient,&Segments[obj->segnum]);
444 object *prev_obj=NULL; //ptr to last object read in
446 void nd_read_object(object *obj)
448 memset(obj, 0, sizeof(object));
451 * Do render type first, since with render_type == RT_NONE, we
452 * blow by all other object information
454 nd_read_byte(&(obj->render_type));
455 nd_read_byte(&(obj->type));
456 if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
459 nd_read_byte(&(obj->id));
460 nd_read_byte(&(obj->flags));
461 nd_read_short((short *)&(obj->signature));
462 nd_read_shortpos(obj);
464 if ((obj->type == OBJ_ROBOT) && (obj->id == SPECIAL_REACTOR_ROBOT))
467 obj->attached_obj = -1;
472 obj->control_type = CT_POWERUP;
473 obj->movement_type = MT_NONE;
474 obj->size = HOSTAGE_SIZE;
478 obj->control_type = CT_AI;
479 // (MarkA and MikeK said we should not do the crazy last secret stuff with multiple reactors...
480 // This necessary code is our vindication. --MK, 2/15/96)
481 if (obj->id != SPECIAL_REACTOR_ROBOT)
482 obj->movement_type = MT_PHYSICS;
484 obj->movement_type = MT_NONE;
485 obj->size = Polygon_models[Robot_info[obj->id].model_num].rad;
486 obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
487 obj->rtype.pobj_info.subobj_flags = 0;
488 obj->ctype.ai_info.CLOAKED = (Robot_info[obj->id].cloak_type?1:0);
492 obj->control_type = CT_POWERUP;
493 nd_read_byte(&(obj->movement_type)); // might have physics movement
494 obj->size = Powerup_info[obj->id].size;
498 obj->control_type = CT_NONE;
499 obj->movement_type = MT_PHYSICS;
500 obj->size = Polygon_models[Player_ship->model_num].rad;
501 obj->rtype.pobj_info.model_num = Player_ship->model_num;
502 obj->rtype.pobj_info.subobj_flags = 0;
506 obj->control_type = CT_NONE;
507 obj->movement_type = MT_NONE;
508 obj->size = Polygon_models[obj->id].rad;
509 obj->rtype.pobj_info.model_num = obj->id;
510 obj->rtype.pobj_info.subobj_flags = 0;
514 nd_read_byte(&(obj->control_type));
515 nd_read_byte(&(obj->movement_type));
516 nd_read_fix(&(obj->size));
521 nd_read_vector(&(obj->last_pos));
522 if ((obj->type == OBJ_WEAPON) && (obj->render_type == RT_WEAPON_VCLIP))
523 nd_read_fix(&(obj->lifeleft));
528 obj->lifeleft = (fix)b;
529 // MWA old way -- won't work with big endian machines nd_read_byte((ubyte *)&(obj->lifeleft));
530 obj->lifeleft = (fix)((int)obj->lifeleft << 12);
533 if (obj->type == OBJ_ROBOT) {
534 if (Robot_info[obj->id].boss_flag) {
537 nd_read_byte(&cloaked);
538 obj->ctype.ai_info.CLOAKED = cloaked;
542 switch (obj->movement_type) {
545 nd_read_vector(&(obj->mtype.phys_info.velocity));
546 nd_read_vector(&(obj->mtype.phys_info.thrust));
550 nd_read_vector(&(obj->mtype.spin_rate));
560 switch (obj->control_type) {
564 nd_read_fix(&(obj->ctype.expl_info.spawn_time));
565 nd_read_fix(&(obj->ctype.expl_info.delete_time));
566 nd_read_short(&(obj->ctype.expl_info.delete_objnum));
568 obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
570 if (obj->flags & OF_ATTACHED) { //attach to previous object
571 Assert(prev_obj!=NULL);
572 if (prev_obj->control_type == CT_EXPLOSION) {
573 if (prev_obj->flags & OF_ATTACHED && prev_obj->ctype.expl_info.attach_parent!=-1)
574 obj_attach(&Objects[prev_obj->ctype.expl_info.attach_parent],obj);
576 obj->flags &= ~OF_ATTACHED;
579 obj_attach(prev_obj,obj);
585 nd_read_fix(&(obj->ctype.light_info.intensity));
607 switch (obj->render_type) {
616 if ((obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_CLUTTER)) {
617 nd_read_int(&(obj->rtype.pobj_info.model_num));
618 nd_read_int(&(obj->rtype.pobj_info.subobj_flags));
621 if ((obj->type != OBJ_PLAYER) && (obj->type != OBJ_DEBRIS))
623 for (i=0;i<MAX_SUBMODELS;i++)
624 nd_read_angvec(&(obj->pobj_info.anim_angles[i]));
626 for (i = 0; i < Polygon_models[obj->rtype.pobj_info.model_num].n_models; i++)
627 nd_read_angvec(&obj->rtype.pobj_info.anim_angles[i]);
632 obj->rtype.pobj_info.tmap_override = tmo;
635 obj->rtype.pobj_info.tmap_override = -1;
637 int xlated_tmo = tmap_xlate_table[tmo];
638 if (xlated_tmo < 0) {
639 // mprintf( (0, "Couldn't find texture for demo object, model_num = %d\n", obj->pobj_info.model_num));
643 obj->rtype.pobj_info.tmap_override = xlated_tmo;
651 case RT_WEAPON_VCLIP:
654 nd_read_int(&(obj->rtype.vclip_info.vclip_num));
655 nd_read_fix(&(obj->rtype.vclip_info.frametime));
656 nd_read_byte(&(obj->rtype.vclip_info.framenum));
670 void nd_write_object(object *obj)
674 if ((obj->type == OBJ_ROBOT) && (obj->id == SPECIAL_REACTOR_ROBOT))
678 * Do render_type first so on read, we can make determination of
679 * what else to read in
681 nd_write_byte(obj->render_type);
682 nd_write_byte(obj->type);
683 if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
686 nd_write_byte(obj->id);
687 nd_write_byte(obj->flags);
688 nd_write_short((short)obj->signature);
689 nd_write_shortpos(obj);
691 if ((obj->type != OBJ_HOSTAGE) && (obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_POWERUP) && (obj->type != OBJ_CLUTTER)) {
692 nd_write_byte(obj->control_type);
693 nd_write_byte(obj->movement_type);
694 nd_write_fix(obj->size);
696 if (obj->type == OBJ_POWERUP)
697 nd_write_byte(obj->movement_type);
699 nd_write_vector(&obj->last_pos);
701 if ((obj->type == OBJ_WEAPON) && (obj->render_type == RT_WEAPON_VCLIP))
702 nd_write_fix(obj->lifeleft);
704 life = (int)obj->lifeleft;
708 nd_write_byte((ubyte)life);
711 if (obj->type == OBJ_ROBOT) {
712 if (Robot_info[obj->id].boss_flag) {
713 if ((GameTime > Boss_cloak_start_time) && (GameTime < Boss_cloak_end_time))
720 switch (obj->movement_type) {
723 nd_write_vector(&obj->mtype.phys_info.velocity);
724 nd_write_vector(&obj->mtype.phys_info.thrust);
728 nd_write_vector(&obj->mtype.spin_rate);
738 switch (obj->control_type) {
744 nd_write_fix(obj->ctype.expl_info.spawn_time);
745 nd_write_fix(obj->ctype.expl_info.delete_time);
746 nd_write_short(obj->ctype.expl_info.delete_objnum);
754 nd_write_fix(obj->ctype.light_info.intensity);
761 case CT_SLEW: //the player is generally saved as slew
774 switch (obj->render_type) {
783 if ((obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_CLUTTER)) {
784 nd_write_int(obj->rtype.pobj_info.model_num);
785 nd_write_int(obj->rtype.pobj_info.subobj_flags);
788 if ((obj->type != OBJ_PLAYER) && (obj->type != OBJ_DEBRIS))
790 for (i=0;i<MAX_SUBMODELS;i++)
791 nd_write_angvec(&obj->pobj_info.anim_angles[i]);
793 for (i = 0; i < Polygon_models[obj->rtype.pobj_info.model_num].n_models; i++)
794 nd_write_angvec(&obj->rtype.pobj_info.anim_angles[i]);
796 nd_write_int(obj->rtype.pobj_info.tmap_override);
802 case RT_WEAPON_VCLIP:
805 nd_write_int(obj->rtype.vclip_info.vclip_num);
806 nd_write_fix(obj->rtype.vclip_info.frametime);
807 nd_write_byte(obj->rtype.vclip_info.framenum);
820 int JustStartedRecording=0,JustStartedPlayback=0;
822 void newdemo_record_start_demo()
827 nd_write_byte(ND_EVENT_START_DEMO);
828 nd_write_byte(DEMO_VERSION);
829 nd_write_byte(DEMO_GAME_TYPE);
830 nd_write_fix(GameTime);
833 if (Game_mode & GM_MULTI)
834 nd_write_int(Game_mode | (Player_num << 16));
837 // NOTE LINK TO ABOVE!!!
838 nd_write_int(Game_mode);
841 if (Game_mode & GM_TEAM) {
842 nd_write_byte(Netgame.team_vector);
843 nd_write_string(Netgame.team_name[0]);
844 nd_write_string(Netgame.team_name[1]);
847 if (Game_mode & GM_MULTI) {
848 nd_write_byte((byte)N_players);
849 for (i = 0; i < N_players; i++) {
850 nd_write_string(Players[i].callsign);
851 nd_write_byte(Players[i].connected);
853 if (Game_mode & GM_MULTI_COOP) {
854 nd_write_int(Players[i].score);
856 nd_write_short((short)Players[i].net_killed_total);
857 nd_write_short((short)Players[i].net_kills_total);
862 // NOTE LINK TO ABOVE!!!
863 nd_write_int(Players[Player_num].score);
865 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
866 nd_write_short((short)Players[Player_num].primary_ammo[i]);
868 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
869 nd_write_short((short)Players[Player_num].secondary_ammo[i]);
871 nd_write_byte((byte)Players[Player_num].laser_level);
873 // Support for missions added here
875 nd_write_string(Current_mission_filename);
877 nd_write_byte((byte)(f2ir(Players[Player_num].energy)));
878 nd_write_byte((byte)(f2ir(Players[Player_num].shields)));
879 nd_write_int(Players[Player_num].flags); // be sure players flags are set
880 nd_write_byte((byte)Primary_weapon);
881 nd_write_byte((byte)Secondary_weapon);
882 Newdemo_start_frame = FrameCount;
883 JustStartedRecording=1;
885 newdemo_set_new_level(Current_level_num);
890 void newdemo_record_start_frame(int frame_number, fix frame_time )
894 if (Newdemo_no_space) {
895 newdemo_stop_playback();
902 for (i=0;i<MAX_OBJECTS;i++)
905 ViewWasRecorded[i]=0;
908 RenderingWasRecorded[i]=0;
910 frame_number -= Newdemo_start_frame;
912 Assert(frame_number >= 0 );
914 nd_write_byte(ND_EVENT_START_FRAME);
915 nd_write_short(frame_bytes_written - 1); // from previous frame
916 frame_bytes_written=3;
917 nd_write_int(frame_number);
918 nd_write_int(frame_time);
923 void newdemo_record_render_object(object * obj)
925 if (ViewWasRecorded[obj-Objects])
928 // if (obj==&Objects[Players[Player_num].objnum] && !Player_is_dead)
932 nd_write_byte(ND_EVENT_RENDER_OBJECT);
933 nd_write_object(obj);
937 extern ubyte RenderingType;
939 void newdemo_record_viewer_object(object * obj)
942 if (ViewWasRecorded[obj-Objects] && (ViewWasRecorded[obj-Objects]-1)==RenderingType)
944 //if (WasRecorded[obj-Objects])
946 if (RenderingWasRecorded[RenderingType])
949 ViewWasRecorded[obj-Objects]=RenderingType+1;
950 RenderingWasRecorded[RenderingType]=1;
952 nd_write_byte(ND_EVENT_VIEWER_OBJECT);
953 nd_write_byte(RenderingType);
954 nd_write_object(obj);
958 void newdemo_record_sound( int soundno ) {
960 nd_write_byte(ND_EVENT_SOUND);
961 nd_write_int( soundno );
964 //--unused-- void newdemo_record_sound_once( int soundno ) {
965 //--unused-- stop_time();
966 //--unused-- nd_write_byte( ND_EVENT_SOUND_ONCE );
967 //--unused-- nd_write_int( soundno );
968 //--unused-- start_time();
972 void newdemo_record_cockpit_change (int mode)
975 nd_write_byte (ND_EVENT_CHANGE_COCKPIT);
981 void newdemo_record_sound_3d( int soundno, int angle, int volume ) {
983 nd_write_byte( ND_EVENT_SOUND_3D );
984 nd_write_int( soundno );
985 nd_write_int( angle );
986 nd_write_int( volume );
990 void newdemo_record_sound_3d_once( int soundno, int angle, int volume ) {
992 nd_write_byte( ND_EVENT_SOUND_3D_ONCE );
993 nd_write_int( soundno );
994 nd_write_int( angle );
995 nd_write_int( volume );
1000 void newdemo_record_link_sound_to_object3( int soundno, short objnum, fix max_volume, fix max_distance, int loop_start, int loop_end )
1003 nd_write_byte( ND_EVENT_LINK_SOUND_TO_OBJ );
1004 nd_write_int( soundno );
1005 nd_write_int( Objects[objnum].signature );
1006 nd_write_int( max_volume );
1007 nd_write_int( max_distance );
1008 nd_write_int( loop_start );
1009 nd_write_int( loop_end );
1013 void newdemo_record_kill_sound_linked_to_object( int objnum )
1016 nd_write_byte( ND_EVENT_KILL_SOUND_TO_OBJ );
1017 nd_write_int( Objects[objnum].signature );
1022 void newdemo_record_wall_hit_process( int segnum, int side, int damage, int playernum )
1028 // playernum = playernum;
1029 nd_write_byte( ND_EVENT_WALL_HIT_PROCESS );
1030 nd_write_int( segnum );
1031 nd_write_int( side );
1032 nd_write_int( damage );
1033 nd_write_int( playernum );
1037 void newdemo_record_guided_start ()
1039 nd_write_byte (ND_EVENT_START_GUIDED);
1041 void newdemo_record_guided_end ()
1043 nd_write_byte (ND_EVENT_END_GUIDED);
1046 void newdemo_record_secret_exit_blown(int truth)
1049 nd_write_byte( ND_EVENT_SECRET_THINGY );
1050 nd_write_int( truth );
1054 void newdemo_record_trigger( int segnum, int side, int objnum,int shot )
1057 nd_write_byte( ND_EVENT_TRIGGER );
1058 nd_write_int( segnum );
1059 nd_write_int( side );
1060 nd_write_int( objnum );
1065 void newdemo_record_hostage_rescued( int hostage_number ) {
1067 nd_write_byte( ND_EVENT_HOSTAGE_RESCUED );
1068 nd_write_int( hostage_number );
1072 void newdemo_record_morph_frame(morph_data *md) {
1075 nd_write_byte( ND_EVENT_MORPH_FRAME );
1077 newdemo_write( md->morph_vecs, sizeof(md->morph_vecs), 1 );
1078 newdemo_write( md->submodel_active, sizeof(md->submodel_active), 1 );
1079 newdemo_write( md->submodel_startpoints, sizeof(md->submodel_startpoints), 1 );
1081 nd_write_object( md->obj );
1085 void newdemo_record_wall_toggle( int segnum, int side ) {
1087 nd_write_byte( ND_EVENT_WALL_TOGGLE );
1088 nd_write_int( segnum );
1089 nd_write_int( side );
1093 void newdemo_record_control_center_destroyed()
1096 nd_write_byte( ND_EVENT_CONTROL_CENTER_DESTROYED );
1097 nd_write_int( Countdown_seconds_left );
1101 void newdemo_record_hud_message( char * message )
1104 nd_write_byte( ND_EVENT_HUD_MESSAGE );
1105 nd_write_string(message);
1109 void newdemo_record_palette_effect(short r, short g, short b )
1112 nd_write_byte( ND_EVENT_PALETTE_EFFECT );
1113 nd_write_short( r );
1114 nd_write_short( g );
1115 nd_write_short( b );
1119 void newdemo_record_player_energy(int old_energy, int energy)
1122 nd_write_byte( ND_EVENT_PLAYER_ENERGY );
1123 nd_write_byte((byte) old_energy);
1124 nd_write_byte((byte) energy);
1128 void newdemo_record_player_afterburner(fix old_afterburner, fix afterburner)
1131 nd_write_byte( ND_EVENT_PLAYER_AFTERBURNER );
1132 nd_write_byte((byte) (old_afterburner>>9));
1133 nd_write_byte((byte) (afterburner>>9));
1137 void newdemo_record_player_shields(int old_shield, int shield)
1140 nd_write_byte( ND_EVENT_PLAYER_SHIELD );
1141 nd_write_byte((byte)old_shield);
1142 nd_write_byte((byte)shield);
1146 void newdemo_record_player_flags(uint oflags, uint flags)
1149 nd_write_byte( ND_EVENT_PLAYER_FLAGS );
1150 nd_write_int(((short)oflags << 16) | (short)flags);
1154 void newdemo_record_player_weapon(int weapon_type, int weapon_num)
1157 nd_write_byte( ND_EVENT_PLAYER_WEAPON );
1158 nd_write_byte((byte)weapon_type);
1159 nd_write_byte((byte)weapon_num);
1161 nd_write_byte((byte)Secondary_weapon);
1163 nd_write_byte((byte)Primary_weapon);
1167 void newdemo_record_effect_blowup(short segment, int side, vms_vector *pnt)
1170 nd_write_byte (ND_EVENT_EFFECT_BLOWUP);
1171 nd_write_short(segment);
1172 nd_write_byte((byte)side);
1173 nd_write_vector(pnt);
1177 void newdemo_record_homing_distance(fix distance)
1180 nd_write_byte(ND_EVENT_HOMING_DISTANCE);
1181 nd_write_short((short)(distance>>16));
1185 void newdemo_record_letterbox(void)
1188 nd_write_byte(ND_EVENT_LETTERBOX);
1192 void newdemo_record_rearview(void)
1195 nd_write_byte(ND_EVENT_REARVIEW);
1199 void newdemo_record_restore_cockpit(void)
1202 nd_write_byte(ND_EVENT_RESTORE_COCKPIT);
1206 void newdemo_record_restore_rearview(void)
1209 nd_write_byte(ND_EVENT_RESTORE_REARVIEW);
1213 void newdemo_record_wall_set_tmap_num1(short seg,ubyte side,short cseg,ubyte cside,short tmap)
1216 nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM1);
1217 nd_write_short(seg);
1218 nd_write_byte(side);
1219 nd_write_short(cseg);
1220 nd_write_byte(cside);
1221 nd_write_short(tmap);
1225 void newdemo_record_wall_set_tmap_num2(short seg,ubyte side,short cseg,ubyte cside,short tmap)
1228 nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM2);
1229 nd_write_short(seg);
1230 nd_write_byte(side);
1231 nd_write_short(cseg);
1232 nd_write_byte(cside);
1233 nd_write_short(tmap);
1237 void newdemo_record_multi_cloak(int pnum)
1240 nd_write_byte(ND_EVENT_MULTI_CLOAK);
1241 nd_write_byte((byte)pnum);
1245 void newdemo_record_multi_decloak(int pnum)
1248 nd_write_byte(ND_EVENT_MULTI_DECLOAK);
1249 nd_write_byte((byte)pnum);
1253 void newdemo_record_multi_death(int pnum)
1256 nd_write_byte(ND_EVENT_MULTI_DEATH);
1257 nd_write_byte((byte)pnum);
1261 void newdemo_record_multi_kill(int pnum, byte kill)
1264 nd_write_byte(ND_EVENT_MULTI_KILL);
1265 nd_write_byte((byte)pnum);
1266 nd_write_byte(kill);
1270 void newdemo_record_multi_connect(int pnum, int new_player, char *new_callsign)
1273 nd_write_byte(ND_EVENT_MULTI_CONNECT);
1274 nd_write_byte((byte)pnum);
1275 nd_write_byte((byte)new_player);
1277 nd_write_string(Players[pnum].callsign);
1278 nd_write_int(Players[pnum].net_killed_total);
1279 nd_write_int(Players[pnum].net_kills_total);
1281 nd_write_string(new_callsign);
1285 void newdemo_record_multi_reconnect(int pnum)
1288 nd_write_byte(ND_EVENT_MULTI_RECONNECT);
1289 nd_write_byte((byte)pnum);
1293 void newdemo_record_multi_disconnect(int pnum)
1296 nd_write_byte(ND_EVENT_MULTI_DISCONNECT);
1297 nd_write_byte((byte)pnum);
1301 void newdemo_record_player_score(int score)
1304 nd_write_byte(ND_EVENT_PLAYER_SCORE);
1305 nd_write_int(score);
1309 void newdemo_record_multi_score(int pnum, int score)
1312 nd_write_byte(ND_EVENT_MULTI_SCORE);
1313 nd_write_byte((byte)pnum);
1314 nd_write_int(score - Players[pnum].score); // called before score is changed!!!!
1318 void newdemo_record_primary_ammo(int old_ammo, int new_ammo)
1321 nd_write_byte(ND_EVENT_PRIMARY_AMMO);
1323 nd_write_short((short)new_ammo);
1325 nd_write_short((short)old_ammo);
1326 nd_write_short((short)new_ammo);
1330 void newdemo_record_secondary_ammo(int old_ammo, int new_ammo)
1333 nd_write_byte(ND_EVENT_SECONDARY_AMMO);
1335 nd_write_short((short)new_ammo);
1337 nd_write_short((short)old_ammo);
1338 nd_write_short((short)new_ammo);
1342 void newdemo_record_door_opening(int segnum, int side)
1345 nd_write_byte(ND_EVENT_DOOR_OPENING);
1346 nd_write_short((short)segnum);
1347 nd_write_byte((byte)side);
1351 void newdemo_record_laser_level(byte old_level, byte new_level)
1354 nd_write_byte(ND_EVENT_LASER_LEVEL);
1355 nd_write_byte(old_level);
1356 nd_write_byte(new_level);
1360 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)
1362 Assert(front_wall_num <= 255 && back_wall_num <= 255);
1365 nd_write_byte(ND_EVENT_CLOAKING_WALL);
1366 nd_write_byte(front_wall_num);
1367 nd_write_byte(back_wall_num);
1368 nd_write_byte(type);
1369 nd_write_byte(state);
1370 nd_write_byte(cloak_value);
1371 nd_write_short(l0>>8);
1372 nd_write_short(l1>>8);
1373 nd_write_short(l2>>8);
1374 nd_write_short(l3>>8);
1378 void newdemo_set_new_level(int level_num)
1385 nd_write_byte(ND_EVENT_NEW_LEVEL);
1386 nd_write_byte((byte)level_num);
1387 nd_write_byte((byte)Current_level_num);
1389 if (JustStartedRecording==1)
1391 nd_write_int(Num_walls);
1392 for (i=0;i<Num_walls;i++)
1394 nd_write_byte (Walls[i].type);
1395 nd_write_byte (Walls[i].flags);
1396 nd_write_byte (Walls[i].state);
1398 seg = &Segments[Walls[i].segnum];
1399 side = Walls[i].sidenum;
1400 nd_write_short (seg->sides[side].tmap_num);
1401 nd_write_short (seg->sides[side].tmap_num2);
1402 JustStartedRecording=0;
1409 int newdemo_read_demo_start(int rnd_demo)
1411 byte i, version, game_type, laser_level;
1412 char c, energy, shield;
1413 char text[50], current_mission[9];
1416 if ((c != ND_EVENT_START_DEMO) || nd_bad_read) {
1419 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_DEMO_CORRUPT);
1420 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1421 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1424 nd_read_byte(&version);
1425 nd_read_byte(&game_type);
1426 if (game_type < DEMO_GAME_TYPE) {
1429 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_RECORDED);
1430 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1431 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = " In Descent: First Strike";
1433 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1436 if (game_type != DEMO_GAME_TYPE) {
1439 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_RECORDED);
1440 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1441 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = " In Unknown Descent version";
1443 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1446 if (version < DEMO_VERSION) {
1449 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_DEMO_OLD);
1450 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1451 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1455 nd_read_fix(&GameTime);
1456 Boss_cloak_start_time=Boss_cloak_end_time=GameTime;
1457 JasonPlaybackTotal=0;
1459 nd_read_int(&Newdemo_game_mode);
1462 change_playernum_to((Newdemo_game_mode >> 16) & 0x7);
1463 if (Newdemo_game_mode & GM_TEAM) {
1464 nd_read_byte(&(Netgame.team_vector));
1465 nd_read_string(Netgame.team_name[0]);
1466 nd_read_string(Netgame.team_name[1]);
1468 if (Newdemo_game_mode & GM_MULTI) {
1473 // changed this to above two lines -- breaks on the mac because of
1475 // nd_read_byte((byte *)&N_players);
1476 for (i = 0 ; i < N_players; i++) {
1477 Players[i].cloak_time = 0;
1478 Players[i].invulnerable_time = 0;
1479 nd_read_string(Players[i].callsign);
1480 nd_read_byte(&(Players[i].connected));
1482 if (Newdemo_game_mode & GM_MULTI_COOP) {
1483 nd_read_int(&(Players[i].score));
1485 nd_read_short((short *)&(Players[i].net_killed_total));
1486 nd_read_short((short *)&(Players[i].net_kills_total));
1489 Game_mode = Newdemo_game_mode;
1490 multi_sort_kill_list();
1491 Game_mode = GM_NORMAL;
1494 nd_read_int(&(Players[Player_num].score)); // Note link to above if!
1496 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
1497 nd_read_short((short*)&(Players[Player_num].primary_ammo[i]));
1499 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
1500 nd_read_short((short*)&(Players[Player_num].secondary_ammo[i]));
1502 nd_read_byte(&laser_level);
1503 if (laser_level != Players[Player_num].laser_level) {
1504 Players[Player_num].laser_level = laser_level;
1505 update_laser_weapon_info();
1508 // Support for missions
1510 nd_read_string(current_mission);
1511 if (!load_mission_by_name(current_mission)) {
1515 sprintf(text, TXT_NOMISSION4DEMO, current_mission);
1516 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1517 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1522 nd_recorded_total = 0;
1523 nd_playback_total = 0;
1524 nd_read_byte(&energy);
1525 nd_read_byte(&shield);
1527 nd_read_int((int *)&(Players[Player_num].flags));
1528 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1529 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
1530 Newdemo_players_cloaked |= (1 << Player_num);
1532 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
1533 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
1535 nd_read_byte((byte *)&Primary_weapon);
1536 nd_read_byte((byte *)&Secondary_weapon);
1538 // Next bit of code to fix problem that I introduced between 1.0 and 1.1
1539 // check the next byte -- it _will_ be a load_new_level event. If it is
1540 // not, then we must shift all bytes up by one.
1542 Players[Player_num].energy = i2f(energy);
1543 Players[Player_num].shields = i2f(shield);
1544 JustStartedPlayback=1;
1548 void newdemo_pop_ctrlcen_triggers()
1552 segment *seg, *csegp;
1554 for (i = 0; i < ControlCenterTriggers.num_links; i++) {
1555 seg = &Segments[ControlCenterTriggers.seg[i]];
1556 side = ControlCenterTriggers.side[i];
1557 csegp = &Segments[seg->children[side]];
1558 cside = find_connect_side(seg, csegp);
1559 anim_num = Walls[seg->sides[side].wall_num].clip_num;
1560 n = WallAnims[anim_num].num_frames;
1561 if (WallAnims[anim_num].flags & WCF_TMAP1) {
1562 seg->sides[side].tmap_num = csegp->sides[cside].tmap_num = WallAnims[anim_num].frames[n-1];
1564 seg->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = WallAnims[anim_num].frames[n-1];
1569 #define N_PLAYER_SHIP_TEXTURES 6
1571 void nd_render_extras (ubyte,object *);
1572 extern void multi_apply_goal_textures ();
1573 ubyte Newdemo_flying_guided=0;
1575 int newdemo_read_frame_information()
1577 int done, segnum, side, objnum, soundno, angle, volume, i,shot;
1579 ubyte c,WhichWindow;
1580 static byte saved_letter_cockpit;
1581 static byte saved_rearview_cockpit;
1583 static char LastReadValue=101;
1588 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1589 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1590 Segments[segnum].objects = -1;
1593 Players[Player_num].homing_object_dist = -F1_0;
1599 if (nd_bad_read) { done = -1; break; }
1603 case ND_EVENT_START_FRAME: { // Followed by an integer frame number, then a fix FrameTime
1604 short last_frame_length;
1607 nd_read_short(&last_frame_length);
1608 nd_read_int(&NewdemoFrameCount);
1609 nd_read_int((int *)&nd_recorded_time);
1610 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1611 nd_recorded_total += nd_recorded_time;
1612 NewdemoFrameCount--;
1614 if (nd_bad_read) { done = -1; break; }
1618 case ND_EVENT_VIEWER_OBJECT: // Followed by an object structure
1619 nd_read_byte (&WhichWindow);
1622 // mprintf ((0,"Reading extra!\n"));
1623 nd_read_object (&extraobj);
1624 if (Newdemo_vcr_state!=ND_STATE_PAUSED)
1626 if (nd_bad_read) { done = -1; break; }
1628 nd_render_extras (WhichWindow,&extraobj);
1633 // mprintf ((0,"Reading viewer!\n"));
1634 //Viewer=&Objects[0];
1635 nd_read_object(Viewer);
1637 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
1638 if (nd_bad_read) { done = -1; break; }
1639 segnum = Viewer->segnum;
1640 Viewer->next = Viewer->prev = Viewer->segnum = -1;
1642 // HACK HACK HACK -- since we have multiple level recording, it can be the case
1643 // HACK HACK HACK -- that when rewinding the demo, the viewer is in a segment
1644 // HACK HACK HACK -- that is greater than the highest index of segments. Bash
1645 // HACK HACK HACK -- the viewer to segment 0 for bogus view.
1647 if (segnum > Highest_segment_index)
1649 obj_link(Viewer-Objects,segnum);
1654 case ND_EVENT_RENDER_OBJECT: // Followed by an object structure
1655 objnum = obj_allocate();
1658 obj = &Objects[objnum];
1659 nd_read_object(obj);
1660 if (nd_bad_read) { done = -1; break; }
1661 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
1662 segnum = obj->segnum;
1663 obj->next = obj->prev = obj->segnum = -1;
1665 // HACK HACK HACK -- don't render objects is segments greater than Highest_segment_index
1666 // HACK HACK HACK -- (see above)
1668 if (segnum > Highest_segment_index)
1671 obj_link(obj-Objects,segnum);
1673 if ((obj->type == OBJ_PLAYER) && (Newdemo_game_mode & GM_MULTI)) {
1676 if (Newdemo_game_mode & GM_TEAM)
1677 player = get_team(obj->id);
1684 for (i=0;i<N_PLAYER_SHIP_TEXTURES;i++)
1685 multi_player_textures[player][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[obj->rtype.pobj_info.model_num].first_texture+i]];
1687 multi_player_textures[player][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(player)*2]];
1688 multi_player_textures[player][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(player)*2+1]];
1689 obj->rtype.pobj_info.alt_textures = player+1;
1695 case ND_EVENT_SOUND:
1696 nd_read_int(&soundno);
1697 if (nd_bad_read) {done = -1; break; }
1698 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1699 digi_play_sample( soundno, F1_0 );
1702 //--unused case ND_EVENT_SOUND_ONCE:
1703 //--unused nd_read_int(&soundno);
1704 //--unused if (nd_bad_read) { done = -1; break; }
1705 //--unused if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1706 //--unused digi_play_sample_once( soundno, F1_0 );
1709 case ND_EVENT_SOUND_3D:
1710 nd_read_int(&soundno);
1711 nd_read_int(&angle);
1712 nd_read_int(&volume);
1713 if (nd_bad_read) { done = -1; break; }
1714 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1715 digi_play_sample_3d( soundno, angle, volume, 0 );
1718 case ND_EVENT_SOUND_3D_ONCE:
1719 nd_read_int(&soundno);
1720 nd_read_int(&angle);
1721 nd_read_int(&volume);
1722 if (nd_bad_read) { done = -1; break; }
1723 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1724 digi_play_sample_3d( soundno, angle, volume, 1 );
1727 case ND_EVENT_LINK_SOUND_TO_OBJ:
1729 int soundno, objnum, max_volume, max_distance, loop_start, loop_end;
1731 nd_read_int( &soundno );
1732 nd_read_int( &signature );
1733 nd_read_int( &max_volume );
1734 nd_read_int( &max_distance );
1735 nd_read_int( &loop_start );
1736 nd_read_int( &loop_end );
1737 objnum = newdemo_find_object( signature );
1738 if ( objnum > -1 ) { // @mk, 2/22/96, John told me to.
1739 digi_link_sound_to_object3( soundno, objnum, 1, max_volume, max_distance, loop_start, loop_end );
1744 case ND_EVENT_KILL_SOUND_TO_OBJ:
1746 int objnum, signature;
1747 nd_read_int( &signature );
1748 objnum = newdemo_find_object( signature );
1749 if ( objnum > -1 ) { // @mk, 2/22/96, John told me to.
1750 digi_kill_sound_linked_to_object(objnum);
1755 case ND_EVENT_WALL_HIT_PROCESS: {
1759 nd_read_int(&segnum);
1761 nd_read_fix(&damage);
1762 nd_read_int(&player);
1763 if (nd_bad_read) { done = -1; break; }
1764 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1765 wall_hit_process(&Segments[segnum], side, damage, player, &(Objects[0]) );
1769 case ND_EVENT_TRIGGER:
1770 nd_read_int(&segnum);
1772 nd_read_int(&objnum);
1774 if (nd_bad_read) { done = -1; break; }
1775 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1777 mprintf ((0,"EVENT TRIGGER! shot=%d\n",shot));
1779 if (Triggers[Walls[Segments[segnum].sides[side].wall_num].trigger].type == TT_SECRET_EXIT) {
1783 Assert(c == ND_EVENT_SECRET_THINGY);
1784 nd_read_int(&truth);
1786 check_trigger(&Segments[segnum], side, objnum,shot);
1788 check_trigger(&Segments[segnum], side, objnum,shot);
1792 case ND_EVENT_HOSTAGE_RESCUED: {
1795 nd_read_int(&hostage_number);
1796 if (nd_bad_read) { done = -1; break; }
1797 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1798 hostage_rescue( hostage_number );
1802 case ND_EVENT_MORPH_FRAME: {
1806 md = &morph_objects[0];
1807 if (newdemo_read( md->morph_vecs, sizeof(md->morph_vecs), 1 )!=1) { done=-1; break; }
1808 if (newdemo_read( md->submodel_active, sizeof(md->submodel_active), 1 )!=1) { done=-1; break; }
1809 if (newdemo_read( md->submodel_startpoints, sizeof(md->submodel_startpoints), 1 )!=1) { done=-1; break; }
1811 objnum = obj_allocate();
1814 obj = &Objects[objnum];
1815 nd_read_object(obj);
1816 obj->render_type = RT_POLYOBJ;
1817 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
1818 if (nd_bad_read) { done = -1; break; }
1819 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
1820 segnum = obj->segnum;
1821 obj->next = obj->prev = obj->segnum = -1;
1822 obj_link(obj-Objects,segnum);
1828 case ND_EVENT_WALL_TOGGLE:
1829 nd_read_int(&segnum);
1831 if (nd_bad_read) {done = -1; break; }
1832 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1833 wall_toggle(&Segments[segnum], side);
1836 case ND_EVENT_CONTROL_CENTER_DESTROYED:
1837 nd_read_int(&Countdown_seconds_left);
1838 Control_center_destroyed = 1;
1839 if (nd_bad_read) { done = -1; break; }
1840 if (!Newdemo_cntrlcen_destroyed) {
1841 newdemo_pop_ctrlcen_triggers();
1842 Newdemo_cntrlcen_destroyed = 1;
1843 // do_controlcen_destroyed_stuff(NULL);
1847 case ND_EVENT_HUD_MESSAGE: {
1850 nd_read_string(&(hud_msg[0]));
1851 if (nd_bad_read) { done = -1; break; }
1852 HUD_init_message( hud_msg );
1855 case ND_EVENT_START_GUIDED:
1856 Newdemo_flying_guided=1;
1857 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
1858 Newdemo_flying_guided=0;
1860 case ND_EVENT_END_GUIDED:
1861 Newdemo_flying_guided=0;
1862 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
1863 Newdemo_flying_guided=1;
1866 case ND_EVENT_PALETTE_EFFECT: {
1872 if (nd_bad_read) { done = -1; break; }
1873 PALETTE_FLASH_SET(r,g,b);
1877 case ND_EVENT_PLAYER_ENERGY: {
1881 nd_read_byte(&old_energy);
1882 nd_read_byte(&energy);
1883 if (nd_bad_read) {done = -1; break; }
1884 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1885 Players[Player_num].energy = i2f(energy);
1886 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
1887 if (old_energy != 255)
1888 Players[Player_num].energy = i2f(old_energy);
1893 case ND_EVENT_PLAYER_AFTERBURNER: {
1895 ubyte old_afterburner;
1897 nd_read_byte(&old_afterburner);
1898 nd_read_byte(&afterburner);
1899 if (nd_bad_read) {done = -1; break; }
1900 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1901 Afterburner_charge = afterburner<<9;
1902 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
1903 if (old_afterburner != 255)
1904 Afterburner_charge = old_afterburner<<9;
1909 case ND_EVENT_PLAYER_SHIELD: {
1913 nd_read_byte(&old_shield);
1914 nd_read_byte(&shield);
1915 if (nd_bad_read) {done = -1; break; }
1916 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1917 Players[Player_num].shields = i2f(shield);
1918 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
1919 if (old_shield != 255)
1920 Players[Player_num].shields = i2f(old_shield);
1925 case ND_EVENT_PLAYER_FLAGS: {
1928 nd_read_int((int *)&(Players[Player_num].flags));
1929 if (nd_bad_read) {done = -1; break; }
1931 oflags = Players[Player_num].flags >> 16;
1932 Players[Player_num].flags &= 0xffff;
1934 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || ((Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD) && (oflags != 0xffff)) ) {
1935 if (!(oflags & PLAYER_FLAGS_CLOAKED) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1936 Players[Player_num].cloak_time = 0;
1937 Newdemo_players_cloaked &= ~(1 << Player_num);
1939 if ((oflags & PLAYER_FLAGS_CLOAKED) && !(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1940 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
1941 Newdemo_players_cloaked |= (1 << Player_num);
1943 if (!(oflags & PLAYER_FLAGS_INVULNERABLE) && (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
1944 Players[Player_num].invulnerable_time = 0;
1945 if ((oflags & PLAYER_FLAGS_INVULNERABLE) && !(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
1946 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
1947 Players[Player_num].flags = oflags;
1948 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1949 if (!(oflags & PLAYER_FLAGS_CLOAKED) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1950 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
1951 Newdemo_players_cloaked |= (1 << Player_num);
1953 if ((oflags & PLAYER_FLAGS_CLOAKED) && !(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1954 Players[Player_num].cloak_time = 0;
1955 Newdemo_players_cloaked &= ~(1 << Player_num);
1957 if (!(oflags & PLAYER_FLAGS_INVULNERABLE) && (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
1958 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
1959 if ((oflags & PLAYER_FLAGS_INVULNERABLE) && !(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
1960 Players[Player_num].invulnerable_time = 0;
1962 update_laser_weapon_info(); // in case of quad laser change
1966 case ND_EVENT_PLAYER_WEAPON: {
1967 byte weapon_type, weapon_num;
1970 nd_read_byte(&weapon_type);
1971 nd_read_byte(&weapon_num);
1972 nd_read_byte(&old_weapon);
1973 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1974 if (weapon_type == 0)
1975 Primary_weapon = (int)weapon_num;
1977 Secondary_weapon = (int)weapon_num;
1978 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
1979 if (weapon_type == 0)
1980 Primary_weapon = (int)old_weapon;
1982 Secondary_weapon = (int)old_weapon;
1987 case ND_EVENT_EFFECT_BLOWUP: {
1993 //create a dummy object which will be the weapon that hits
1994 //the monitor. the blowup code wants to know who the parent of the
1995 //laser is, so create a laser whose parent is the player
1996 dummy.ctype.laser_info.parent_type = OBJ_PLAYER;
1998 nd_read_short(&segnum);
1999 nd_read_byte(&side);
2000 nd_read_vector(&pnt);
2001 if (Newdemo_vcr_state != ND_STATE_PAUSED)
2002 check_effect_blowup(&(Segments[segnum]), side, &pnt, &dummy, 0);
2006 case ND_EVENT_HOMING_DISTANCE: {
2009 nd_read_short(&distance);
2010 Players[Player_num].homing_object_dist = i2f((int)(distance << 16));
2014 case ND_EVENT_LETTERBOX:
2015 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2016 saved_letter_cockpit = Cockpit_mode;
2017 select_cockpit(CM_LETTERBOX);
2018 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2019 select_cockpit(saved_letter_cockpit);
2022 case ND_EVENT_CHANGE_COCKPIT:
2026 nd_read_int (&dummy);
2027 select_cockpit (dummy);
2031 case ND_EVENT_REARVIEW:
2032 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2033 saved_rearview_cockpit = Cockpit_mode;
2034 if (Cockpit_mode == CM_FULL_COCKPIT)
2035 select_cockpit(CM_REAR_VIEW);
2037 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2038 if (saved_rearview_cockpit == CM_REAR_VIEW) // hack to be sure we get a good cockpit on restore
2039 saved_rearview_cockpit = CM_FULL_COCKPIT;
2040 select_cockpit(saved_rearview_cockpit);
2045 case ND_EVENT_RESTORE_COCKPIT:
2046 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2047 saved_letter_cockpit = Cockpit_mode;
2048 select_cockpit(CM_LETTERBOX);
2049 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2050 select_cockpit(saved_letter_cockpit);
2054 case ND_EVENT_RESTORE_REARVIEW:
2055 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2056 saved_rearview_cockpit = Cockpit_mode;
2057 if (Cockpit_mode == CM_FULL_COCKPIT)
2058 select_cockpit(CM_REAR_VIEW);
2060 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2061 if (saved_rearview_cockpit == CM_REAR_VIEW) // hack to be sure we get a good cockpit on restore
2062 saved_rearview_cockpit = CM_FULL_COCKPIT;
2063 select_cockpit(saved_rearview_cockpit);
2069 case ND_EVENT_WALL_SET_TMAP_NUM1: {
2070 short seg, cseg, tmap;
2073 nd_read_short(&seg);
2074 nd_read_byte(&side);
2075 nd_read_short(&cseg);
2076 nd_read_byte(&cside);
2077 nd_read_short( &tmap );
2078 if ((Newdemo_vcr_state != ND_STATE_PAUSED) && (Newdemo_vcr_state != ND_STATE_REWINDING) && (Newdemo_vcr_state != ND_STATE_ONEFRAMEBACKWARD))
2079 Segments[seg].sides[side].tmap_num = Segments[cseg].sides[cside].tmap_num = tmap;
2083 case ND_EVENT_WALL_SET_TMAP_NUM2: {
2084 short seg, cseg, tmap;
2087 nd_read_short(&seg);
2088 nd_read_byte(&side);
2089 nd_read_short(&cseg);
2090 nd_read_byte(&cside);
2091 nd_read_short( &tmap );
2092 if ((Newdemo_vcr_state != ND_STATE_PAUSED) && (Newdemo_vcr_state != ND_STATE_REWINDING) && (Newdemo_vcr_state != ND_STATE_ONEFRAMEBACKWARD)) {
2093 Assert(tmap!=0 && Segments[seg].sides[side].tmap_num2!=0);
2094 Segments[seg].sides[side].tmap_num2 = Segments[cseg].sides[cside].tmap_num2 = tmap;
2099 case ND_EVENT_MULTI_CLOAK: {
2102 nd_read_byte(&pnum);
2103 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2104 Players[pnum].flags &= ~PLAYER_FLAGS_CLOAKED;
2105 Players[pnum].cloak_time = 0;
2106 Newdemo_players_cloaked &= ~(1 << pnum);
2107 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2108 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
2109 Players[pnum].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2110 Newdemo_players_cloaked |= (1 << pnum);
2115 case ND_EVENT_MULTI_DECLOAK: {
2118 nd_read_byte(&pnum);
2120 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2121 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
2122 Players[pnum].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2123 Newdemo_players_cloaked |= (1 << pnum);
2124 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2125 Players[pnum].flags &= ~PLAYER_FLAGS_CLOAKED;
2126 Players[pnum].cloak_time = 0;
2127 Newdemo_players_cloaked &= ~(1 << pnum);
2132 case ND_EVENT_MULTI_DEATH: {
2135 nd_read_byte(&pnum);
2136 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2137 Players[pnum].net_killed_total--;
2138 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2139 Players[pnum].net_killed_total++;
2144 case ND_EVENT_MULTI_KILL: {
2147 nd_read_byte(&pnum);
2148 nd_read_byte(&kill);
2149 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2150 Players[pnum].net_kills_total -= kill;
2151 if (Newdemo_game_mode & GM_TEAM)
2152 team_kills[get_team(pnum)] -= kill;
2153 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2154 Players[pnum].net_kills_total += kill;
2155 if (Newdemo_game_mode & GM_TEAM)
2156 team_kills[get_team(pnum)] += kill;
2158 Game_mode = Newdemo_game_mode;
2159 multi_sort_kill_list();
2160 Game_mode = GM_NORMAL;
2164 case ND_EVENT_MULTI_CONNECT: {
2165 byte pnum, new_player;
2166 int killed_total, kills_total;
2167 char new_callsign[CALLSIGN_LEN+1], old_callsign[CALLSIGN_LEN+1];
2169 nd_read_byte(&pnum);
2170 nd_read_byte(&new_player);
2172 nd_read_string(old_callsign);
2173 nd_read_int(&killed_total);
2174 nd_read_int(&kills_total);
2176 nd_read_string(new_callsign);
2177 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2178 Players[pnum].connected = 0;
2180 memcpy(Players[pnum].callsign, old_callsign, CALLSIGN_LEN+1);
2181 Players[pnum].net_killed_total = killed_total;
2182 Players[pnum].net_kills_total = kills_total;
2186 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2187 Players[pnum].connected = 1;
2188 Players[pnum].net_kills_total = 0;
2189 Players[pnum].net_killed_total = 0;
2190 memcpy(Players[pnum].callsign, new_callsign, CALLSIGN_LEN+1);
2197 case ND_EVENT_MULTI_RECONNECT: {
2200 nd_read_byte(&pnum);
2201 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2202 Players[pnum].connected = 0;
2203 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2204 Players[pnum].connected = 1;
2208 case ND_EVENT_MULTI_DISCONNECT: {
2211 nd_read_byte(&pnum);
2212 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2213 Players[pnum].connected = 1;
2214 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2215 Players[pnum].connected = 0;
2219 case ND_EVENT_MULTI_SCORE: {
2223 nd_read_byte(&pnum);
2224 nd_read_int(&score);
2225 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2226 Players[pnum].score -= score;
2227 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2228 Players[pnum].score += score;
2229 Game_mode = Newdemo_game_mode;
2230 multi_sort_kill_list();
2231 Game_mode = GM_NORMAL;
2236 case ND_EVENT_PLAYER_SCORE: {
2239 nd_read_int(&score);
2240 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2241 Players[Player_num].score -= score;
2242 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2243 Players[Player_num].score += score;
2248 case ND_EVENT_PRIMARY_AMMO: {
2249 short old_ammo, new_ammo;
2251 nd_read_short(&old_ammo);
2252 nd_read_short(&new_ammo);
2254 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2255 Players[Player_num].primary_ammo[Primary_weapon] = old_ammo;
2256 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2257 Players[Player_num].primary_ammo[Primary_weapon] = new_ammo;
2261 case ND_EVENT_SECONDARY_AMMO: {
2262 short old_ammo, new_ammo;
2264 nd_read_short(&old_ammo);
2265 nd_read_short(&new_ammo);
2267 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2268 Players[Player_num].secondary_ammo[Secondary_weapon] = old_ammo;
2269 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2270 Players[Player_num].secondary_ammo[Secondary_weapon] = new_ammo;
2274 case ND_EVENT_DOOR_OPENING: {
2278 nd_read_short(&segnum);
2279 nd_read_byte(&side);
2280 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2283 segment *segp, *csegp;
2285 segp = &Segments[segnum];
2286 csegp = &Segments[segp->children[side]];
2287 cside = find_connect_side(segp, csegp);
2288 anim_num = Walls[segp->sides[side].wall_num].clip_num;
2290 if (WallAnims[anim_num].flags & WCF_TMAP1) {
2291 segp->sides[side].tmap_num = csegp->sides[cside].tmap_num = WallAnims[anim_num].frames[0];
2293 segp->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = WallAnims[anim_num].frames[0];
2299 case ND_EVENT_LASER_LEVEL: {
2300 byte old_level, new_level;
2302 nd_read_byte(&old_level);
2303 nd_read_byte(&new_level);
2304 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2305 Players[Player_num].laser_level = old_level;
2306 update_laser_weapon_info();
2307 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2308 Players[Player_num].laser_level = new_level;
2309 update_laser_weapon_info();
2314 case ND_EVENT_CLOAKING_WALL: {
2315 ubyte back_wall_num,front_wall_num,type,state,cloak_value;
2320 nd_read_byte(&front_wall_num);
2321 nd_read_byte(&back_wall_num);
2322 nd_read_byte(&type);
2323 nd_read_byte(&state);
2324 nd_read_byte(&cloak_value);
2330 Walls[front_wall_num].type = type;
2331 Walls[front_wall_num].state = state;
2332 Walls[front_wall_num].cloak_value = cloak_value;
2333 segp = &Segments[Walls[front_wall_num].segnum];
2334 sidenum = Walls[front_wall_num].sidenum;
2335 segp->sides[sidenum].uvls[0].l = ((int) l0) << 8;
2336 segp->sides[sidenum].uvls[1].l = ((int) l1) << 8;
2337 segp->sides[sidenum].uvls[2].l = ((int) l2) << 8;
2338 segp->sides[sidenum].uvls[3].l = ((int) l3) << 8;
2340 Walls[back_wall_num].type = type;
2341 Walls[back_wall_num].state = state;
2342 Walls[back_wall_num].cloak_value = cloak_value;
2343 segp = &Segments[Walls[back_wall_num].segnum];
2344 sidenum = Walls[back_wall_num].sidenum;
2345 segp->sides[sidenum].uvls[0].l = ((int) l0) << 8;
2346 segp->sides[sidenum].uvls[1].l = ((int) l1) << 8;
2347 segp->sides[sidenum].uvls[2].l = ((int) l2) << 8;
2348 segp->sides[sidenum].uvls[3].l = ((int) l3) << 8;
2353 case ND_EVENT_NEW_LEVEL: {
2354 byte new_level, old_level, loaded_level;
2356 nd_read_byte (&new_level);
2357 nd_read_byte (&old_level);
2358 if (Newdemo_vcr_state == ND_STATE_PAUSED)
2362 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2363 loaded_level = old_level;
2365 loaded_level = new_level;
2366 for (i = 0; i < MAX_PLAYERS; i++) {
2367 Players[i].cloak_time = 0;
2368 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
2371 if ((loaded_level < Last_secret_level) || (loaded_level > Last_level)) {
2374 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_CANT_PLAYBACK;
2375 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_LEVEL_CANT_LOAD;
2376 m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_DEMO_OLD_CORRUPT;
2377 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2381 LoadLevel((int)loaded_level,1);
2382 Newdemo_cntrlcen_destroyed = 0;
2384 if (JustStartedPlayback)
2386 nd_read_int (&Num_walls);
2387 for (i=0;i<Num_walls;i++) // restore the walls
2389 nd_read_byte (&Walls[i].type);
2390 nd_read_byte (&Walls[i].flags);
2391 nd_read_byte (&Walls[i].state);
2393 seg = &Segments[Walls[i].segnum];
2394 side = Walls[i].sidenum;
2395 nd_read_short (&seg->sides[side].tmap_num);
2396 nd_read_short (&seg->sides[side].tmap_num2);
2399 if (Newdemo_game_mode & GM_CAPTURE)
2400 multi_apply_goal_textures ();
2402 JustStartedPlayback=0;
2406 // so says Rob H.!!! if (Newdemo_game_mode & GM_MULTI) {
2407 // so says Rob H.!!! for (i = 0; i < Num_walls; i++) {
2408 // so says Rob H.!!! if (Walls[i].type == WALL_BLASTABLE)
2409 // so says Rob H.!!! {
2410 // so says Rob H.!!! int a, n;
2411 // so says Rob H.!!! int side;
2412 // so says Rob H.!!! segment *seg;
2413 // so says Rob H.!!!
2414 // so says Rob H.!!! seg = &Segments[Walls[i].segnum];
2415 // so says Rob H.!!! side = Walls[i].sidenum;
2416 // so says Rob H.!!! a = Walls[i].clip_num;
2417 // so says Rob H.!!! n = WallAnims[a].num_frames;
2418 // so says Rob H.!!! seg->sides[side].tmap_num = WallAnims[a].frames[n-1];
2419 // so says Rob H.!!! Walls[i].flags |= WALL_BLASTED;
2420 // so says Rob H.!!! }
2421 // so says Rob H.!!! }
2422 // so says Rob H.!!! }
2424 reset_palette_add(); // get palette back to normal
2429 case ND_EVENT_EOF: {
2431 fseek(infile, -1, SEEK_CUR); // get back to the EOF marker
2433 NewdemoFrameCount++;
2447 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_ERR_READING;
2448 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_DEMO_OLD_CORRUPT;
2449 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2455 void newdemo_goto_beginning()
2457 // if (NewdemoFrameCount == 0)
2459 fseek(infile, 0, SEEK_SET);
2460 Newdemo_vcr_state = ND_STATE_PLAYBACK;
2461 if (newdemo_read_demo_start(0))
2462 newdemo_stop_playback();
2463 if (newdemo_read_frame_information() == -1)
2464 newdemo_stop_playback();
2465 if (newdemo_read_frame_information() == -1)
2466 newdemo_stop_playback();
2467 Newdemo_vcr_state = ND_STATE_PAUSED;
2471 void newdemo_goto_end()
2473 short frame_length, byte_count, bshort;
2474 byte level, bbyte, laser_level;
2475 ubyte energy, shield, c;
2478 fseek(infile, -2, SEEK_END);
2479 nd_read_byte(&level);
2481 if ((level < Last_secret_level) || (level > Last_level)) {
2484 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_CANT_PLAYBACK;
2485 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_LEVEL_CANT_LOAD;
2486 m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_DEMO_OLD_CORRUPT;
2487 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2488 newdemo_stop_playback();
2491 if (level != Current_level_num)
2494 fseek(infile, -4, SEEK_END);
2495 nd_read_short(&byte_count);
2496 fseek(infile, -2 - byte_count, SEEK_CUR);
2498 nd_read_short(&frame_length);
2499 loc = ftell(infile);
2500 if (Newdemo_game_mode & GM_MULTI)
2501 nd_read_byte(&Newdemo_players_cloaked);
2503 nd_read_byte(&bbyte);
2504 nd_read_byte(&bbyte);
2505 nd_read_short(&bshort);
2508 nd_read_byte(&energy);
2509 nd_read_byte(&shield);
2510 Players[Player_num].energy = i2f(energy);
2511 Players[Player_num].shields = i2f(shield);
2512 nd_read_int((int *)&(Players[Player_num].flags));
2513 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
2514 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2515 Newdemo_players_cloaked |= (1 << Player_num);
2517 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
2518 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
2519 nd_read_byte((byte *)&Primary_weapon);
2520 nd_read_byte((byte *)&Secondary_weapon);
2521 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
2522 nd_read_short((short *)&(Players[Player_num].primary_ammo[i]));
2523 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
2524 nd_read_short((short *)&(Players[Player_num].secondary_ammo[i]));
2525 nd_read_byte(&laser_level);
2526 if (laser_level != Players[Player_num].laser_level) {
2527 Players[Player_num].laser_level = laser_level;
2528 update_laser_weapon_info();
2531 if (Newdemo_game_mode & GM_MULTI) {
2534 // see newdemo_read_start_demo for explanation of
2535 // why this is commented out
2536 // nd_read_byte((byte *)&N_players);
2537 for (i = 0; i < N_players; i++) {
2538 nd_read_string(Players[i].callsign);
2539 nd_read_byte(&(Players[i].connected));
2540 if (Newdemo_game_mode & GM_MULTI_COOP) {
2541 nd_read_int(&(Players[i].score));
2543 nd_read_short((short *)&(Players[i].net_killed_total));
2544 nd_read_short((short *)&(Players[i].net_kills_total));
2548 nd_read_int(&(Players[Player_num].score));
2551 fseek(infile, loc, SEEK_SET);
2552 fseek(infile, -frame_length, SEEK_CUR);
2553 nd_read_int(&NewdemoFrameCount); // get the frame count
2554 NewdemoFrameCount--;
2555 fseek(infile, 4, SEEK_CUR);
2556 Newdemo_vcr_state = ND_STATE_PLAYBACK;
2557 newdemo_read_frame_information(); // then the frame information
2558 Newdemo_vcr_state = ND_STATE_PAUSED;
2562 void newdemo_back_frames(int frames)
2564 short last_frame_length;
2567 for (i = 0; i < frames; i++)
2569 fseek(infile, -10, SEEK_CUR);
2570 nd_read_short(&last_frame_length);
2571 fseek(infile, 8 - last_frame_length, SEEK_CUR);
2573 if (!Newdemo_at_eof && newdemo_read_frame_information() == -1) {
2574 newdemo_stop_playback();
2580 fseek(infile, -10, SEEK_CUR);
2581 nd_read_short(&last_frame_length);
2582 fseek(infile, 8 - last_frame_length, SEEK_CUR);
2588 * routine to interpolate the viewer position. the current position is
2589 * stored in the Viewer object. Save this position, and read the next
2590 * frame to get all objects read in. Calculate the delta playback and
2591 * the delta recording frame times between the two frames, then intepolate
2592 * the viewers position accordingly. nd_recorded_time is the time that it
2593 * took the recording to render the frame that we are currently looking
2597 void interpolate_frame(fix d_play, fix d_recorded)
2599 int i, j, num_cur_objs;
2603 factor = fixdiv(d_play, d_recorded);
2607 num_cur_objs = Highest_object_index;
2608 cur_objs = (object *)d_malloc(sizeof(object) * (num_cur_objs + 1));
2609 if (cur_objs == NULL) {
2610 mprintf((0,"Couldn't get %d bytes for cur_objs in interpolate_frame\n", sizeof(object) * num_cur_objs));
2614 for (i = 0; i <= num_cur_objs; i++)
2615 memcpy(&(cur_objs[i]), &(Objects[i]), sizeof(object));
2617 Newdemo_vcr_state = ND_STATE_PAUSED;
2618 if (newdemo_read_frame_information() == -1) {
2620 newdemo_stop_playback();
2624 for (i = 0; i <= num_cur_objs; i++) {
2625 for (j = 0; j <= Highest_object_index; j++) {
2626 if (cur_objs[i].signature == Objects[j].signature) {
2627 ubyte render_type = cur_objs[i].render_type;
2628 // fix delta_p, delta_h, delta_b;
2629 fix delta_x, delta_y, delta_z;
2630 // vms_angvec cur_angles, dest_angles;
2632 // Extract the angles from the object orientation matrix.
2633 // Some of this code taken from ai_turn_towards_vector
2634 // Don't do the interpolation on certain render types which don't use an orientation matrix
2636 if (!((render_type == RT_LASER) || (render_type == RT_FIREBALL) || (render_type == RT_POWERUP))) {
2638 vms_vector fvec1, fvec2, rvec1, rvec2;
2641 fvec1 = cur_objs[i].orient.fvec;
2642 vm_vec_scale(&fvec1, F1_0-factor);
2643 fvec2 = Objects[j].orient.fvec;
2644 vm_vec_scale(&fvec2, factor);
2645 vm_vec_add2(&fvec1, &fvec2);
2646 mag1 = vm_vec_normalize_quick(&fvec1);
2647 if (mag1 > F1_0/256) {
2648 rvec1 = cur_objs[i].orient.rvec;
2649 vm_vec_scale(&rvec1, F1_0-factor);
2650 rvec2 = Objects[j].orient.rvec;
2651 vm_vec_scale(&rvec2, factor);
2652 vm_vec_add2(&rvec1, &rvec2);
2653 vm_vec_normalize_quick(&rvec1); // Note: Doesn't matter if this is null, if null, vm_vector_2_matrix will just use fvec1
2654 vm_vector_2_matrix(&cur_objs[i].orient, &fvec1, NULL, &rvec1);
2657 //--old new way -- vms_vector fvec1, fvec2, rvec1, rvec2;
2659 //--old new way -- fvec1 = cur_objs[i].orient.fvec;
2660 //--old new way -- vm_vec_scale(&fvec1, F1_0-factor);
2661 //--old new way -- fvec2 = Objects[j].orient.fvec;
2662 //--old new way -- vm_vec_scale(&fvec2, factor);
2663 //--old new way -- vm_vec_add2(&fvec1, &fvec2);
2664 //--old new way -- vm_vec_normalize_quick(&fvec1);
2666 //--old new way -- rvec1 = cur_objs[i].orient.rvec;
2667 //--old new way -- vm_vec_scale(&rvec1, F1_0-factor);
2668 //--old new way -- rvec2 = Objects[j].orient.rvec;
2669 //--old new way -- vm_vec_scale(&rvec2, factor);
2670 //--old new way -- vm_vec_add2(&rvec1, &rvec2);
2671 //--old new way -- vm_vec_normalize_quick(&rvec1);
2673 //--old new way -- vm_vector_2_matrix(&cur_objs[i].orient, &fvec1, NULL, &rvec1);
2675 // -- old fashioned way -- vm_extract_angles_matrix(&cur_angles, &(cur_objs[i].orient));
2676 // -- old fashioned way -- vm_extract_angles_matrix(&dest_angles, &(Objects[j].orient));
2677 // -- old fashioned way --
2678 // -- old fashioned way -- delta_p = (dest_angles.p - cur_angles.p);
2679 // -- old fashioned way -- delta_h = (dest_angles.h - cur_angles.h);
2680 // -- old fashioned way -- delta_b = (dest_angles.b - cur_angles.b);
2681 // -- old fashioned way --
2682 // -- old fashioned way -- if (delta_p != 0) {
2683 // -- old fashioned way -- if (delta_p > F1_0/2) delta_p = dest_angles.p - cur_angles.p - F1_0;
2684 // -- old fashioned way -- if (delta_p < -F1_0/2) delta_p = dest_angles.p - cur_angles.p + F1_0;
2685 // -- old fashioned way -- delta_p = fixmul(delta_p, factor);
2686 // -- old fashioned way -- cur_angles.p += delta_p;
2687 // -- old fashioned way -- }
2688 // -- old fashioned way -- if (delta_h != 0) {
2689 // -- old fashioned way -- if (delta_h > F1_0/2) delta_h = dest_angles.h - cur_angles.h - F1_0;
2690 // -- old fashioned way -- if (delta_h < -F1_0/2) delta_h = dest_angles.h - cur_angles.h + F1_0;
2691 // -- old fashioned way -- delta_h = fixmul(delta_h, factor);
2692 // -- old fashioned way -- cur_angles.h += delta_h;
2693 // -- old fashioned way -- }
2694 // -- old fashioned way -- if (delta_b != 0) {
2695 // -- old fashioned way -- if (delta_b > F1_0/2) delta_b = dest_angles.b - cur_angles.b - F1_0;
2696 // -- old fashioned way -- if (delta_b < -F1_0/2) delta_b = dest_angles.b - cur_angles.b + F1_0;
2697 // -- old fashioned way -- delta_b = fixmul(delta_b, factor);
2698 // -- old fashioned way -- cur_angles.b += delta_b;
2699 // -- old fashioned way -- }
2702 // Interpolate the object position. This is just straight linear
2705 delta_x = Objects[j].pos.x - cur_objs[i].pos.x;
2706 delta_y = Objects[j].pos.y - cur_objs[i].pos.y;
2707 delta_z = Objects[j].pos.z - cur_objs[i].pos.z;
2709 delta_x = fixmul(delta_x, factor);
2710 delta_y = fixmul(delta_y, factor);
2711 delta_z = fixmul(delta_z, factor);
2713 cur_objs[i].pos.x += delta_x;
2714 cur_objs[i].pos.y += delta_y;
2715 cur_objs[i].pos.z += delta_z;
2717 // -- old fashioned way --// stuff the new angles back into the object structure
2718 // -- old fashioned way -- vm_angles_2_matrix(&(cur_objs[i].orient), &cur_angles);
2723 // get back to original position in the demo file. Reread the current
2724 // frame information again to reset all of the object stuff not covered
2725 // with Highest_object_index and the object array (previously rendered
2726 // objects, etc....)
2728 newdemo_back_frames(1);
2729 newdemo_back_frames(1);
2730 if (newdemo_read_frame_information() == -1)
2731 newdemo_stop_playback();
2732 Newdemo_vcr_state = ND_STATE_PLAYBACK;
2734 for (i = 0; i <= num_cur_objs; i++)
2735 memcpy(&(Objects[i]), &(cur_objs[i]), sizeof(object));
2736 Highest_object_index = num_cur_objs;
2740 void newdemo_playback_one_frame()
2742 int frames_back, i, level;
2743 static fix base_interpol_time = 0;
2744 static fix d_recorded = 0;
2746 for (i = 0; i < MAX_PLAYERS; i++)
2747 if (Newdemo_players_cloaked & (1 << i))
2748 Players[i].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2750 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
2751 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
2753 if (Newdemo_vcr_state == ND_STATE_PAUSED) // render a frame or not
2756 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2757 DoJasonInterpolate(nd_recorded_time);
2759 Control_center_destroyed = 0;
2760 Countdown_seconds_left = -1;
2761 PALETTE_FLASH_SET(0,0,0); //clear flash
2763 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2765 level = Current_level_num;
2766 if (NewdemoFrameCount == 0)
2768 else if ((Newdemo_vcr_state == ND_STATE_REWINDING) && (NewdemoFrameCount < 10)) {
2769 newdemo_goto_beginning();
2772 if (Newdemo_vcr_state == ND_STATE_REWINDING)
2776 if (Newdemo_at_eof) {
2777 fseek(infile, 11, SEEK_CUR);
2779 newdemo_back_frames(frames_back);
2781 if (level != Current_level_num)
2782 newdemo_pop_ctrlcen_triggers();
2784 if (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD) {
2785 if (level != Current_level_num)
2786 newdemo_back_frames(1);
2787 Newdemo_vcr_state = ND_STATE_PAUSED;
2790 else if (Newdemo_vcr_state == ND_STATE_FASTFORWARD) {
2791 if (!Newdemo_at_eof)
2793 for (i = 0; i < 10; i++)
2795 if (newdemo_read_frame_information() == -1)
2798 Newdemo_vcr_state = ND_STATE_PAUSED;
2800 newdemo_stop_playback();
2806 Newdemo_vcr_state = ND_STATE_PAUSED;
2808 else if (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD) {
2809 if (!Newdemo_at_eof) {
2810 level = Current_level_num;
2811 if (newdemo_read_frame_information() == -1) {
2812 if (!Newdemo_at_eof)
2813 newdemo_stop_playback();
2815 if (level != Current_level_num) {
2816 if (newdemo_read_frame_information() == -1) {
2817 if (!Newdemo_at_eof)
2818 newdemo_stop_playback();
2821 Newdemo_vcr_state = ND_STATE_PAUSED;
2823 Newdemo_vcr_state = ND_STATE_PAUSED;
2827 // First, uptate the total playback time to date. Then we check to see
2828 // if we need to change the playback style to interpolate frames or
2829 // skip frames based on where the playback time is relative to the
2832 if (NewdemoFrameCount <= 0)
2833 nd_playback_total = nd_recorded_total; // baseline total playback time
2835 nd_playback_total += FrameTime;
2836 if ((playback_style == NORMAL_PLAYBACK) && (NewdemoFrameCount > 10))
2837 if ((nd_playback_total * INTERPOL_FACTOR) < nd_recorded_total) {
2838 playback_style = INTERPOLATE_PLAYBACK;
2839 nd_playback_total = nd_recorded_total + FrameTime; // baseline playback time
2840 base_interpol_time = nd_recorded_total;
2841 d_recorded = nd_recorded_time; // baseline delta recorded
2843 if ((playback_style == NORMAL_PLAYBACK) && (NewdemoFrameCount > 10))
2844 if (nd_playback_total > nd_recorded_total)
2845 playback_style = SKIP_PLAYBACK;
2848 if ((playback_style == INTERPOLATE_PLAYBACK) && Newdemo_do_interpolate) {
2851 if (nd_recorded_total - nd_playback_total < FrameTime) {
2852 d_recorded = nd_recorded_total - nd_playback_total;
2854 while (nd_recorded_total - nd_playback_total < FrameTime) {
2856 int i, j, num_objs, level;
2858 num_objs = Highest_object_index;
2859 cur_objs = (object *)d_malloc(sizeof(object) * (num_objs + 1));
2860 if (cur_objs == NULL) {
2861 Warning ("Couldn't get %d bytes for objects in interpolate playback\n", sizeof(object) * num_objs);
2864 for (i = 0; i <= num_objs; i++)
2865 memcpy(&(cur_objs[i]), &(Objects[i]), sizeof(object));
2867 level = Current_level_num;
2868 if (newdemo_read_frame_information() == -1) {
2870 newdemo_stop_playback();
2873 if (level != Current_level_num) {
2875 if (newdemo_read_frame_information() == -1)
2876 newdemo_stop_playback();
2880 // for each new object in the frame just read in, determine if there is
2881 // a corresponding object that we have been interpolating. If so, then
2882 // copy that interpolated object to the new Objects array so that the
2883 // interpolated position and orientation can be preserved.
2885 for (i = 0; i <= num_objs; i++) {
2886 for (j = 0; j <= Highest_object_index; j++) {
2887 if (cur_objs[i].signature == Objects[j].signature) {
2888 memcpy(&(Objects[j].orient), &(cur_objs[i].orient), sizeof(vms_matrix));
2889 memcpy(&(Objects[j].pos), &(cur_objs[i].pos), sizeof(vms_vector));
2895 d_recorded += nd_recorded_time;
2896 base_interpol_time = nd_playback_total - FrameTime;
2900 d_play = nd_playback_total - base_interpol_time;
2901 interpolate_frame(d_play, d_recorded);
2905 // mprintf ((0, "*"));
2906 if (newdemo_read_frame_information() == -1) {
2907 newdemo_stop_playback();
2910 if (playback_style == SKIP_PLAYBACK) {
2911 // mprintf ((0, "."));
2912 while (nd_playback_total > nd_recorded_total) {
2913 if (newdemo_read_frame_information() == -1) {
2914 newdemo_stop_playback();
2923 void newdemo_start_recording()
2926 Newdemo_size=GetFreeDiskSpace();
2927 mprintf((0, "Free space = %d\n", Newdemo_size));
2929 Newdemo_size = GetDiskFree();
2932 Newdemo_size -= 100000;
2934 if ((Newdemo_size+100000) < 2000000000) {
2935 if (((int)(Newdemo_size)) < 500000) {
2937 nm_messagebox(NULL, 1, TXT_OK, TXT_DEMO_NO_SPACE);
2939 nm_messagebox(NULL, 1, TXT_OK, "Not enough space on current\ndrive to start demo recording.");
2945 Newdemo_num_written = 0;
2947 Newdemo_state = ND_STATE_RECORDING;
2948 outfile = fopen( DEMO_FILENAME, "wb" );
2951 if (outfile == NULL && errno == ENOENT) { //dir doesn't exist?
2953 if (outfile == NULL) { //dir doesn't exist and no errno on mac!
2955 mkdir(DEMO_DIR); //try making directory
2956 outfile = fopen( DEMO_FILENAME, "wb" );
2959 if (outfile == NULL)
2961 nm_messagebox(NULL, 1, TXT_OK, "Cannot open demo temp file");
2962 Newdemo_state = ND_STATE_NORMAL;
2965 newdemo_record_start_demo();
2969 char demoname_allowed_chars[] = "azAZ09__--";
2970 void newdemo_stop_recording()
2974 static char filename[15] = "", *s;
2975 static ubyte tmpcnt = 0;
2977 char fullname[15+FILENAME_LEN] = DEMO_DIR;
2978 unsigned short byte_count = 0;
2980 nd_write_byte(ND_EVENT_EOF);
2981 nd_write_short(frame_bytes_written - 1);
2982 if (Game_mode & GM_MULTI) {
2983 for (l = 0; l < N_players; l++) {
2984 if (Players[l].flags & PLAYER_FLAGS_CLOAKED)
2985 cloaked |= (1 << l);
2987 nd_write_byte(cloaked);
2988 nd_write_byte(ND_EVENT_EOF);
2990 nd_write_short(ND_EVENT_EOF);
2992 nd_write_short(ND_EVENT_EOF);
2993 nd_write_int(ND_EVENT_EOF);
2995 byte_count += 10; // from frame_bytes_written
2997 nd_write_byte((byte)(f2ir(Players[Player_num].energy)));
2998 nd_write_byte((byte)(f2ir(Players[Player_num].shields)));
2999 nd_write_int(Players[Player_num].flags); // be sure players flags are set
3000 nd_write_byte((byte)Primary_weapon);
3001 nd_write_byte((byte)Secondary_weapon);
3004 for (l = 0; l < MAX_PRIMARY_WEAPONS; l++)
3005 nd_write_short((short)Players[Player_num].primary_ammo[l]);
3007 for (l = 0; l < MAX_SECONDARY_WEAPONS; l++)
3008 nd_write_short((short)Players[Player_num].secondary_ammo[l]);
3009 byte_count += (sizeof(short) * (MAX_PRIMARY_WEAPONS + MAX_SECONDARY_WEAPONS));
3011 nd_write_byte(Players[Player_num].laser_level);
3014 if (Game_mode & GM_MULTI) {
3015 nd_write_byte((byte)N_players);
3017 for (l = 0; l < N_players; l++) {
3018 nd_write_string(Players[l].callsign);
3019 byte_count += (strlen(Players[l].callsign) + 2);
3020 nd_write_byte(Players[l].connected);
3021 if (Game_mode & GM_MULTI_COOP) {
3022 nd_write_int(Players[l].score);
3025 nd_write_short((short)Players[l].net_killed_total);
3026 nd_write_short((short)Players[l].net_kills_total);
3031 nd_write_int(Players[Player_num].score);
3034 nd_write_short(byte_count);
3036 nd_write_byte(Current_level_num);
3037 nd_write_byte(ND_EVENT_EOF);
3042 Newdemo_state = ND_STATE_NORMAL;
3043 gr_palette_load( gr_palette );
3045 if (filename[0] != '\0') {
3046 int num, i = strlen(filename) - 1;
3049 while (isdigit(filename[i])) {
3055 num = atoi(&(filename[i]));
3058 sprintf (newfile, "%s%d", filename, num);
3059 strncpy(filename, newfile, 8);
3066 Newmenu_allowed_chars = demoname_allowed_chars;
3067 if (!Newdemo_no_space) {
3068 m[0].type=NM_TYPE_INPUT; m[0].text_len = 8; m[0].text = filename;
3069 exit = newmenu_do( NULL, TXT_SAVE_DEMO_AS, 1, &(m[0]), NULL );
3070 } else if (Newdemo_no_space == 1) {
3071 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_SAVE_BAD;
3072 m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 8; m[1].text = filename;
3073 exit = newmenu_do( NULL, NULL, 2, m, NULL );
3074 } else if (Newdemo_no_space == 2) {
3075 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_SAVE_NOSPACE;
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 );
3079 Newmenu_allowed_chars = NULL;
3081 if (exit == -2) { // got bumped out from network menu
3082 char save_file[7+FILENAME_LEN];
3084 if (filename[0] != '\0') {
3085 strcpy(save_file, DEMO_DIR);
3086 strcat(save_file, filename);
3087 strcat(save_file, ".dem");
3089 sprintf (save_file, "%stmp%d.dem", DEMO_DIR, tmpcnt++);
3091 rename(DEMO_FILENAME, save_file);
3094 if (exit == -1) { // pressed ESC
3095 remove(DEMO_FILENAME); // might as well remove the file
3096 return; // return without doing anything
3099 if (filename[0]==0) //null string
3102 //check to make sure name is ok
3103 for (s=filename;*s;s++)
3104 if (!isalnum(*s) && *s!='_') {
3105 nm_messagebox1(NULL, NULL,1,TXT_CONTINUE, TXT_DEMO_USE_LETTERS);
3109 if (Newdemo_no_space)
3110 strcat(fullname, m[1].text);
3112 strcat(fullname, m[0].text);
3113 strcat(fullname, ".dem");
3115 rename(DEMO_FILENAME, fullname);
3118 //returns the number of demo files on the disk
3119 int newdemo_count_demos()
3121 FILEFINDSTRUCT find;
3124 if( !FileFindFirst("demos/*.dem", &find ) ) {
3127 } while( !FileFindNext( &find ) );
3134 void newdemo_start_playback(char * filename)
3136 FILEFINDSTRUCT find;
3138 char filename2[7+FILENAME_LEN] = DEMO_DIR;
3141 change_playernum_to(0);
3143 First_time_playback=1;
3144 JasonPlaybackTotal=0;
3146 if (filename==NULL) {
3147 // Randomly pick a filename
3148 int NumFiles = 0, RandFileNum;
3151 NumFiles = newdemo_count_demos();
3153 if ( NumFiles == 0 ) {
3154 return; // No files found!
3156 RandFileNum = d_rand() % NumFiles;
3158 if( !FileFindFirst( "demos/*.dem", &find ) ) {
3160 if ( NumFiles==RandFileNum ) {
3161 filename = &find.name;
3165 } while( !FileFindNext( &find ) );
3168 if ( filename==NULL) return;
3174 strcat(filename2,filename);
3176 infile = fopen( filename2, "rb" );
3178 mprintf( (0, "Error reading '%s'\n", filename ));
3184 change_playernum_to(0); // force playernum to 0
3186 strncpy(nd_save_callsign, Players[Player_num].callsign, CALLSIGN_LEN);
3187 Viewer = ConsoleObject = &Objects[0]; // play properly as if console player
3188 if (newdemo_read_demo_start(rnd_demo)) {
3193 Game_mode = GM_NORMAL;
3194 Newdemo_state = ND_STATE_PLAYBACK;
3195 Newdemo_vcr_state = ND_STATE_PLAYBACK;
3196 Newdemo_old_cockpit = Cockpit_mode;
3197 Newdemo_size = filelength(fileno(infile));
3200 NewdemoFrameCount = 0;
3201 Newdemo_players_cloaked = 0;
3202 playback_style = NORMAL_PLAYBACK;
3203 Function_mode = FMODE_GAME;
3204 Cockpit_3d_view[0] = CV_NONE; //turn off 3d views on cockpit
3205 Cockpit_3d_view[1] = CV_NONE; //turn off 3d views on cockpit
3206 newdemo_playback_one_frame(); // this one loads new level
3207 newdemo_playback_one_frame(); // get all of the objects to renderb game
3210 void newdemo_stop_playback()
3213 Newdemo_state = ND_STATE_NORMAL;
3215 change_playernum_to(0); //this is reality
3217 strncpy(Players[Player_num].callsign, nd_save_callsign, CALLSIGN_LEN);
3218 Cockpit_mode = Newdemo_old_cockpit;
3219 Game_mode = GM_GAME_OVER;
3220 Function_mode = FMODE_MENU;
3221 longjmp(LeaveGame,0); // Exit game loop
3227 #define BUF_SIZE 16384
3229 void newdemo_strip_frames(char *outname, int bytes_to_strip)
3233 int total_size, bytes_done, read_elems, bytes_back;
3234 int trailer_start, loc1, loc2, stop_loc, bytes_to_read;
3235 short last_frame_length;
3238 total_size = filelength(fileno(infile));
3239 outfile = fopen(outname, "wb");
3240 if (outfile == NULL) {
3243 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "Can't open output file";
3244 newmenu_do( NULL, NULL, 1, m, NULL );
3245 newdemo_stop_playback();
3248 buf = d_malloc(BUF_SIZE);
3252 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "Can't malloc output buffer";
3253 newmenu_do( NULL, NULL, 1, m, NULL );
3255 newdemo_stop_playback();
3259 trailer_start = ftell(infile);
3260 fseek(infile, 11, SEEK_CUR);
3262 while (bytes_back < bytes_to_strip) {
3263 loc1 = ftell(infile);
3264 // fseek(infile, -10, SEEK_CUR);
3265 // nd_read_short(&last_frame_length);
3266 // fseek(infile, 8 - last_frame_length, SEEK_CUR);
3267 newdemo_back_frames(1);
3268 loc2 = ftell(infile);
3269 bytes_back += (loc1 - loc2);
3271 fseek(infile, -10, SEEK_CUR);
3272 nd_read_short(&last_frame_length);
3273 fseek(infile, -3, SEEK_CUR);
3274 stop_loc = ftell(infile);
3275 fseek(infile, 0, SEEK_SET);
3276 while (stop_loc > 0) {
3277 if (stop_loc < BUF_SIZE)
3278 bytes_to_read = stop_loc;
3280 bytes_to_read = BUF_SIZE;
3281 read_elems = fread(buf, 1, bytes_to_read, infile);
3282 fwrite(buf, 1, read_elems, outfile);
3283 stop_loc -= read_elems;
3285 stop_loc = ftell(outfile);
3286 fseek(infile, trailer_start, SEEK_SET);
3287 while ((read_elems = fread(buf, 1, BUF_SIZE, infile)) != 0)
3288 fwrite(buf, 1, read_elems, outfile);
3289 fseek(outfile, stop_loc, SEEK_SET);
3290 fseek(outfile, 1, SEEK_CUR);
3291 fwrite(&last_frame_length, 2, 1, outfile);
3293 newdemo_stop_playback();
3299 object DemoRightExtra,DemoLeftExtra;
3300 ubyte DemoDoRight=0,DemoDoLeft=0;
3302 void nd_render_extras (ubyte which,object *obj)
3305 ubyte type=which&15;
3309 Int3(); // how'd we get here?
3310 do_cockpit_window_view(w,NULL,0,WBU_WEAPON,NULL);
3315 { memcpy (&DemoRightExtra,obj,sizeof(object)); DemoDoRight=type; }
3317 { memcpy (&DemoLeftExtra,obj,sizeof(object)); DemoDoLeft=type;}
3321 void DoJasonInterpolate (fix recorded_time)
3324 float MyRecFrameTime,ThisFrameTime;
3326 JasonPlaybackTotal+=FrameTime;
3329 if (!First_time_playback)
3331 // get the difference between the recorded time and the playback time
3333 MyRecFrameTime=f2fl(recorded_time);
3334 ThisFrameTime=f2fl(FrameTime);
3336 the_delay=((MyRecFrameTime-ThisFrameTime)*1000.0);
3337 //mprintf ((0,"The delay=%d\n",the_delay));
3341 d_delay (the_delay);
3346 while (JasonPlaybackTotal > nd_recorded_total)
3347 if (newdemo_read_frame_information() == -1)
3349 newdemo_stop_playback();
3353 // the_delay=(f2fl(nd_recorded_total-JasonPlaybackTotal))*1000.0;
3355 // delay (the_delay);
3360 First_time_playback=0;
3364 #pragma global_optimizer reset