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1 /* $Id: newdemo.c,v 1.13 2003-06-16 06:57:34 btb Exp $ */
2 /*
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
13 */
14
15 /*
16  *
17  * Code to make a complete demo playback system.
18  *
19  * $Log: not supported by cvs2svn $
20  * Revision 1.12  2003/03/18 02:31:16  btb
21  * simplify DEMO_FILENAME macro
22  *
23  * Revision 1.11  2003/03/17 07:59:11  btb
24  * also look in shared data dir for demos
25  *
26  * Revision 1.10  2003/03/17 07:10:21  btb
27  * comments/formatting
28  *
29  * Revision 1.12  1995/10/31  10:19:43  allender
30  * shareware stuff
31  *
32  * Revision 1.11  1995/10/17  13:19:16  allender
33  * close boxes for demo save
34  *
35  * Revision 1.10  1995/10/05  10:36:07  allender
36  * fixed calls to digi_play_sample to account for differing volume and angle calculations
37  *
38  * Revision 1.9  1995/09/12  15:49:13  allender
39  * define __useAppleExts__ if not already defined
40  *
41  * Revision 1.8  1995/09/05  14:28:32  allender
42  * fixed previous N_players bug in newdemo_goto_end
43  *
44  * Revision 1.7  1995/09/05  14:16:51  allender
45  * added space to allowable demo filename characters
46  * and fixed bug with netgame demos N_players got getting
47  * set correctly
48  *
49  * Revision 1.6  1995/09/01  16:10:47  allender
50  * fixed bug with reading in N_players variable on
51  * netgame demo playback
52  *
53  * Revision 1.5  1995/08/24  16:04:11  allender
54  * fix signed byte problem
55  *
56  * Revision 1.4  1995/08/12  12:21:59  allender
57  * made call to create_shortpos not swap the shortpos
58  * elements
59  *
60  * Revision 1.3  1995/08/01  16:04:19  allender
61  * made random picking of demo work
62  *
63  * Revision 1.2  1995/08/01  13:56:56  allender
64  * demo system working on the mac
65  *
66  * Revision 1.1  1995/05/16  15:28:59  allender
67  * Initial revision
68  *
69  * Revision 2.7  1995/05/26  16:16:06  john
70  * Split SATURN into define's for requiring cd, using cd, etc.
71  * Also started adding all the Rockwell stuff.
72  *
73  * Revision 2.6  1995/03/21  14:39:38  john
74  * Ifdef'd out the NETWORK code.
75  *
76  * Revision 2.5  1995/03/14  18:24:31  john
77  * Force Destination Saturn to use CD-ROM drive.
78  *
79  * Revision 2.4  1995/03/14  16:22:29  john
80  * Added cdrom alternate directory stuff.
81  *
82  * Revision 2.3  1995/03/10  12:58:33  allender
83  * only display rear view cockpit when cockpit mode was CM_FULL_COCKPIT.
84  *
85  * Revision 2.2  1995/03/08  16:12:15  allender
86  * changes for Destination Saturn
87  *
88  * Revision 2.1  1995/03/08  12:11:26  allender
89  * fix shortpos reading
90  *
91  * Revision 2.0  1995/02/27  11:29:40  john
92  * New version 2.0, which has no anonymous unions, builds with
93  * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
94  *
95  * Revision 1.189  1995/02/22  14:53:42  allender
96  * missed some anonymous stuff
97  *
98  * Revision 1.188  1995/02/22  13:24:53  john
99  * Removed the vecmat anonymous unions.
100  *
101  * Revision 1.187  1995/02/22  13:13:54  allender
102  * remove anonymous unions from object structure
103  *
104  * Revision 1.186  1995/02/14  15:36:41  allender
105  * fix fix for morph effect
106  *
107  * Revision 1.185  1995/02/14  11:25:48  allender
108  * save cockpit mode and restore after playback.  get orientation for morph
109  * effect when object is morph vclip
110  *
111  * Revision 1.184  1995/02/13  12:18:14  allender
112  * change to decide about interpolating or not
113  *
114  * Revision 1.183  1995/02/12  00:46:23  adam
115  * don't decide to skip frames until after at least 10 frames have
116  * passed -- allender
117  *
118  * Revision 1.182  1995/02/11  22:34:01  john
119  * Made textures page in for newdemos before playback time.
120  *
121  * Revision 1.181  1995/02/11  17:28:32  allender
122  * strip frames from end of demo
123  *
124  * Revision 1.180  1995/02/11  16:40:35  allender
125  * start of frame stripping debug code
126  *
127  * Revision 1.179  1995/02/10  17:40:06  allender
128  * put back in wall_hit_process code to fix door problem
129  *
130  * Revision 1.178  1995/02/10  17:17:24  adam
131  * allender } fix
132  *
133  * Revision 1.177  1995/02/10  17:16:24  allender
134  * fix possible tmap problems
135  *
136  * Revision 1.176  1995/02/10  15:54:37  allender
137  * changes for out of space on device.
138  *
139  * Revision 1.175  1995/02/09  19:55:00  allender
140  * fix bug with morph recording -- force rendertype to RT_POLYOBJ when
141  * playing back since it won't render until fully morphed otherwise
142  *
143  * Revision 1.174  1995/02/07  17:15:35  allender
144  * DOH!!!!!
145  *
146  * Revision 1.173  1995/02/07  17:14:21  allender
147  * immediately return when loading bogus level stuff when reading a frame
148  *
149  * Revision 1.172  1995/02/02  11:15:03  allender
150  * after loading new level, read next frame (forward or back) always because
151  * of co-op ships showing up when level is loaded
152  *
153  * Revision 1.171  1995/02/02  10:24:16  allender
154  * removed cfile stuff.  Use standard FILE functions for demo playback
155  *
156  * Revision 1.170  1995/01/30  13:54:32  allender
157  * support for missions
158  *
159  * Revision 1.169  1995/01/27  16:27:35  allender
160  * put game mode to demo_game_mode when sorting multiplayer kill (and score)
161  * list
162  *
163  * Revision 1.168  1995/01/27  09:52:25  allender
164  * minor changes because of object/segment linking problems
165  *
166  * Revision 1.167  1995/01/27  09:22:28  allender
167  * changed way multi-player score is recorded.  Record difference, not
168  * actual
169  *
170  * Revision 1.166  1995/01/25  14:32:44  allender
171  * changed with recorded player flags.  More checks for paused state
172  * during interpolation reading of objects
173  *
174  * Revision 1.165  1995/01/25  11:23:32  allender
175  * found bug with out of disk space problem
176  *
177  * Revision 1.164  1995/01/25  11:11:33  allender
178  * coupla' things.  Fix problem with objects apparently being linked in
179  * the wrong segment.  Put an Int3 in to check why demos will write to
180  * end of space on drive. close demo file if demo doens't start playing
181  * back.  Put obj->type == OBJ_ROBOT around checking for boss cloaking
182  *
183  * Revision 1.163  1995/01/24  19:44:30  allender
184  * fix obscure problem with rewinding and having the wrong object linked
185  * to the wrong segments.  will investigate further.
186  *
187  * Revision 1.162  1995/01/23  09:31:28  allender
188  * add team score in team mode playback
189  *
190  * Revision 1.161  1995/01/20  22:47:39  matt
191  * Mission system implemented, though imcompletely
192  *
193  * Revision 1.160  1995/01/20  09:30:37  allender
194  * don't call LoadLevel with bogus data
195  *
196  * Revision 1.159  1995/01/20  09:13:23  allender
197  * *&^%&*%$ typo
198  *
199  * Revision 1.158  1995/01/20  09:12:04  allender
200  * record team names during demo recoring in GM_TEAM
201  *
202  * Revision 1.157  1995/01/19  16:31:09  allender
203  * forgot to bump demo version for new weapon change stuff
204  *
205  * Revision 1.156  1995/01/19  16:29:33  allender
206  * added new byte for weapon change (old weapon) so rewinding works
207  * correctly for weapon changes in registered
208  *
209  * Revision 1.155  1995/01/19  15:00:05  allender
210  * remove code to take away blastable walls in multiplayer demo playbacks
211  *
212  * Revision 1.154  1995/01/19  11:07:05  allender
213  * put in psuedo cloaking for boss robots.  Problem is that cloaking is
214  * time based, and that don't get done in demos, so bosses just disappear.
215  * oh well
216  *
217  * Revision 1.153  1995/01/19  09:42:29  allender
218  * record laser levels in demos
219  *
220  * Revision 1.152  1995/01/18  20:43:12  allender
221  * fix laser level stuff on goto-beginning and goto-end
222  *
223  * Revision 1.151  1995/01/18  20:28:18  allender
224  * cloak robots now cloak (except maybe for boss........)  Put in function
225  * to deal with control center triggers
226  *
227  * Revision 1.150  1995/01/18  18:55:07  allender
228  * bug fix
229  *
230  * Revision 1.149  1995/01/18  18:49:03  allender
231  * lots 'o stuff....record laser level.  Record beginning of door opening
232  * sequence.  Fix some problems with control center stuff.  Control center
233  * triggers now work in reverse
234  *
235  * Revision 1.148  1995/01/18  08:51:40  allender
236  * forgot to record ammo counts at beginning of demo
237  *
238  * Revision 1.147  1995/01/17  17:42:07  allender
239  * added primary and secondary ammo counts.  Changed goto_end routine
240  * to be more efficient
241  *
242  * Revision 1.146  1995/01/17  13:46:35  allender
243  * fix problem with destroyed control center and rewinding a demo.
244  * Save callsign and restore after demo playback
245  *
246  * Revision 1.145  1995/01/12  10:21:53  allender
247  * fixes for 1.0 to 1.1 demo incompatibility
248  *
249  * Revision 1.144  1995/01/05  13:51:43  allender
250  * fixed type of player num variable
251  *
252  * Revision 1.143  1995/01/04  16:58:28  allender
253  * bumped up demo version number
254  *
255  * Revision 1.142  1995/01/04  14:59:02  allender
256  * added more information to end of demo for registered.  Forced game mode
257  * to be GM_NORMAL on demo playback
258  *
259  * Revision 1.141  1995/01/03  17:30:47  allender
260  * fixed logic problem with cloak stuf
261  *
262  * Revision 1.140  1995/01/03  17:12:23  allender
263  * fix for getting cloak stuff at end of demo for shareware
264  *
265  * Revision 1.139  1995/01/03  15:20:24  allender
266  * fix goto_end for shareware -- changes to goto_end for registered
267  *
268  * Revision 1.138  1995/01/03  13:13:26  allender
269  * add } I forgot
270  *
271  * Revision 1.137  1995/01/03  13:10:29  allender
272  * make score work forwards and backwards
273  *
274  * Revision 1.136  1995/01/03  11:45:20  allender
275  * added code to record players scores
276  *
277  * Revision 1.135  1994/12/30  10:03:57  allender
278  * put cloak stuff at end of demo for fast forward to the end
279  *
280  * Revision 1.134  1994/12/29  17:02:55  allender
281  * spelling fix on SHAREWARE
282  *
283  * Revision 1.133  1994/12/29  16:43:41  allender
284  * lots of new multiplayer stuff.  wrapped much code with SHAREWARE defines
285  *
286  * Revision 1.132  1994/12/28  14:15:01  allender
287  * added routines to deal with connecting and reconnecting players when
288  * recording multiplayer demos
289  *
290  * Revision 1.131  1994/12/21  12:57:59  allender
291  * bug fix
292  *
293  * Revision 1.130  1994/12/21  12:46:53  allender
294  * record multi player deaths and kills
295  *
296  * Revision 1.129  1994/12/19  16:37:27  allender
297  * pick good filename when trying to save in network play and player
298  * gets bumped out of menu by multi-player code
299  *
300  * Revision 1.128  1994/12/14  10:49:01  allender
301  * reset bad_read variable when starting demo playback
302  *
303  * Revision 1.127  1994/12/14  08:53:06  allender
304  * lowered watermark for out of space
305  *
306  * Revision 1.126  1994/12/14  08:49:52  allender
307  * put up warning when starting demo recording if not enough space and
308  * not let them record
309  *
310  * Revision 1.125  1994/12/13  00:01:37  allender
311  * CLOAK FIX -- (I'm tempted to take cloak out of game because I can't
312  * seem to get it right in demo playback)
313  *
314  * Revision 1.124  1994/12/12  14:51:21  allender
315  * more fixed to multiplayer cloak stuff
316  *
317  * Revision 1.123  1994/12/12  11:33:11  allender
318  * fixed rearview mode to work again
319  *
320  * Revision 1.122  1994/12/12  11:00:16  matt
321  * Added code to handle confusion with attached objects
322  *
323  * Revision 1.121  1994/12/12  00:31:29  allender
324  * give better warning when out of space when recording.  Don't record
325  * until no space left.  We have 500K watermark when we now stop recording
326  *
327  * Revision 1.120  1994/12/10  16:44:54  matt
328  * Added debugging code to track down door that turns into rock
329  *
330  * Revision 1.119  1994/12/09  18:46:15  matt
331  * Added code to handle odd error condition
332  *
333  * Revision 1.118  1994/12/09  17:27:37  allender
334  * force playernum to 0 when demo is done playing
335  *
336  * Revision 1.117  1994/12/09  16:40:39  allender
337  * yet more cloak stuff.  Assign cloak/invuln time when starting demo
338  * if flags are set.  Check cloak and invuln time when demo
339  * even when paused
340  *
341  * Revision 1.116  1994/12/09  14:59:22  matt
342  * Added system to attach a fireball to another object for rendering purposes,
343  * so the fireball always renders on top of (after) the object.
344  *
345  * Revision 1.115  1994/12/09  12:21:45  allender
346  * only allow valid chars when typing in demo filename
347  *
348  * Revision 1.114  1994/12/08  23:19:02  allender
349  * final(?) fix for getting cloak gauge to work on demo playback
350  * with forward and reverse
351  *
352  * Revision 1.113  1994/12/08  21:34:38  allender
353  * record old and new player flags to accuratedly record cloaking and
354  * decloaking
355  * ./
356  *
357  * Revision 1.112  1994/12/08  18:04:47  allender
358  * bashed playernum right after reading it in demo header so shields
359  * and energy are put in right place
360  *
361  * Revision 1.111  1994/12/08  17:10:07  allender
362  * encode playernum in demo header.  Bash viewer segment to 0 if in
363  * bogus segnum.  Don't link render objs for same reason
364  *
365  * Revision 1.110  1994/12/08  15:36:12  allender
366  * cloak stuff works forwards and backwards
367  *
368  * Revision 1.109  1994/12/08  13:46:03  allender
369  * don't record rearview anymore, but leave in case statement for playback
370  * purposes.  change the way letterbox <--> cockpit transitions happen
371  *
372  * Revision 1.108  1994/12/08  12:36:06  matt
373  * Added new object allocation & deallocation functions so other code
374  * could stop messing around with internal object data structures.
375  *
376  * Revision 1.107  1994/12/08  11:19:04  allender
377  * handle out of space (more) gracefully then before
378  *
379  * Revision 1.106  1994/12/08  00:29:49  allender
380  * fixed bug that didn't load level on goto_beginning
381  *
382  * Revision 1.105  1994/12/08  00:11:51  mike
383  * change matrix interpolation.
384  *
385  * Revision 1.104  1994/12/07  23:46:37  allender
386  * changed invulnerability and cloak to work (almost) correctly both
387  * in single and multi player
388  *
389  * Revision 1.103  1994/12/07  11:48:49  adam
390  * BY ALLENDER -- added dampening of interpolation factor to 1 if greater
391  * than 1 (although I have not seen this happen).  this is attempt to
392  * get wobbling problem solved
393  *
394  * Revision 1.102  1994/12/07  11:23:56  allender
395  * attempt at getting rid of wobbling on demo playback
396  *
397  * Revision 1.101  1994/12/06  19:31:17  allender
398  * moved blastable wall stuff code to where we load level during demo
399  * playback
400  *
401  * Revision 1.100  1994/12/06  19:21:51  allender
402  * multi games, destroy blastable walls.  Do wall toggle when control center
403  * destroyed
404  *
405  * Revision 1.99  1994/12/06  16:54:48  allender
406  * fixed code so if demo automatically started from menu, don't bring up
407  * message if demo is too old
408  *
409  * Revision 1.98  1994/12/06  13:55:15  matt
410  * Use new rounding func, f2ir()
411  *
412  * Revision 1.97  1994/12/06  13:44:45  allender
413  * suppressed compiler warnings
414  *
415  * Revision 1.96  1994/12/06  13:38:03  allender
416  * removed recording of wall hit process.  I think that all bases are covered
417  * elsewhere
418  *
419  * Revision 1.95  1994/12/06  12:57:35  allender
420  * added recording of multi_decloaking.  Fixed some other cloaking code so
421  * that cloak should last as long as player was cloaked.  We will lose the
422  * guage effect, but the time is probably more important on playback
423  *
424  * Revision 1.94  1994/12/05  23:37:17  matt
425  * Took out calls to warning() function
426  *
427  * Revision 1.93  1994/12/03  17:52:04  yuan
428  * Localization 380ish
429  *
430  * Revision 1.92  1994/12/02  12:53:39  allender
431  * fixed goto_beginning and goto_end on demo playback
432  *
433  * Revision 1.91  1994/12/01  12:01:49  allender
434  * added multi player cloak stuff
435  *
436  * Revision 1.90  1994/11/30  09:33:58  allender
437  * added field in header to tell what version (shareware or registered)
438  * demo was recorded with.  Don't allow demo recorded on one to playback
439  * on the other
440  *
441  * Revision 1.89  1994/11/29  00:31:01  allender
442  * major changes -- added level recording feature which records level
443  * advancement.  Changes to internal code to handle this.
444  *
445  * Revision 1.88  1994/11/27  23:13:54  matt
446  * Made changes for new mprintf calling convention
447  *
448  * Revision 1.87  1994/11/27  23:07:35  allender
449  * starting on code to get all level transitions recorded. not done yet
450  *
451  * Revision 1.86  1994/11/27  17:39:47  matt
452  * Don't xlate tmap numbers when editor compiled out
453  *
454  * Revision 1.85  1994/11/23  09:27:21  allender
455  * put up info box with message if demo version is too old or level
456  * cannot be loaded
457  *
458  * Revision 1.84  1994/11/22  19:37:39  allender
459  * fix array mistake
460  *
461  * Revision 1.83  1994/11/22  19:35:09  allender
462  * record player ship colors in multiplayer demo recordings
463  *
464  * Revision 1.82  1994/11/19  15:36:42  mike
465  * fix fix.
466  *
467  * Revision 1.81  1994/11/19  15:23:21  mike
468  * rip out unused code
469  *
470  * Revision 1.80  1994/11/16  14:51:49  rob
471  * Fixed network/demo incompatibility.
472  *
473  * Revision 1.79  1994/11/15  10:55:48  allender
474  * made start of demo playback read initial demo information so
475  * level will get loaded.  Made demo record to single file which
476  * will get renamed.  Added numerics after old filename so
477  * sequential filenames would be defaulted to
478  *
479  * Revision 1.78  1994/11/15  09:46:06  allender
480  * added versioning.  Fixed problems with trying to interpolating a completely
481  * 0 orientation matrix
482  *
483  * Revision 1.77  1994/11/14  14:34:31  matt
484  * Fixed up handling when textures can't be found during remap
485  *
486  * Revision 1.76  1994/11/14  09:15:29  allender
487  * make ESC from file save menu exit w/o saving.  Fix letterbox, rear view,
488  * to normal cockpit mode transition to work correctly when skipping and
489  * interpolating frames
490  *
491  * Revision 1.75  1994/11/11  16:22:07  allender
492  * made morphing objects record only the object being morphed.
493  *
494  * Revision 1.74  1994/11/08  14:59:19  john
495  * Added code to respond to network while in menus.
496  *
497  * Revision 1.73  1994/11/08  14:52:20  adam
498  * *** empty log message ***
499  *
500  * Revision 1.72  1994/11/07  15:47:04  allender
501  * prompt for filename when done recording demo
502  *
503  * Revision 1.71  1994/11/07  11:47:19  allender
504  * when interpolating frames, delete weapon, fireball, and debris objects
505  * from an inpolated frame if they don't appear in the next recorded
506  * frame
507  *
508  * Revision 1.70  1994/11/07  11:02:41  allender
509  * more with interpolation. I believe that I have it right now
510  *
511  * Revision 1.69  1994/11/07  08:47:40  john
512  * Made wall state record.
513  *
514  * Revision 1.68  1994/11/05  17:22:51  john
515  * Fixed lots of sequencing problems with newdemo stuff.
516  *
517  * Revision 1.67  1994/11/04  20:11:52  john
518  * Neatening up palette stuff with demos.
519  *
520  * Revision 1.66  1994/11/04  16:49:44  allender
521  * changed newdemo_do_interpolate to default to on
522  *
523  * Revision 1.65  1994/11/04  16:44:51  allender
524  * added filename support for demo recording.  more auto demo stuff
525  *
526  * Revision 1.64  1994/11/04  13:05:31  allender
527  * fixing the lifeleft variable again.  (I think I got it right this time)
528  *
529  * Revision 1.63  1994/11/04  11:37:37  allender
530  * commented out fprintfs and fixed compiler warning
531  *
532  * Revision 1.62  1994/11/04  11:33:50  allender
533  * added OBJ_FLARE and OBJ_LIGHT to obj->lifeleft recording
534  *
535  * Revision 1.61  1994/11/04  11:29:21  allender
536  * more interpolation stuff -- not done yet.  Fixed so hostage vclips
537  * render correctly.  Changed lifeleft to full precision, but only
538  * write it when object is fireball or weapon type of object
539  *
540  * Revision 1.60  1994/11/03  10:00:11  allender
541  * fixed divide by zero in calculating render time.  more interpolation
542  * stuff which isn't quite done
543  *
544  * Revision 1.59  1994/11/02  17:10:59  allender
545  * never play recorded frames when interpolation is occuring
546  *
547  * Revision 1.58  1994/11/02  14:28:58  allender
548  * profile total playback time and average frame render time
549  *
550  * Revision 1.57  1994/11/02  14:09:03  allender
551  * record rear view.  start of playback interpolation code -- this
552  * is not yet done
553  *
554  * Revision 1.56  1994/11/01  13:25:30  allender
555  * drop frames if playing back demo on slower machine
556  *
557  * Revision 1.55  1994/10/31  16:10:40  allender
558  * record letterbox mode on death seq, and then restore
559  *
560  * Revision 1.54  1994/10/29  16:01:38  allender
561  * added ND_STATE_NODEMOS to indicate that there are no demos currently
562  * available for playback
563  *
564  * Revision 1.53  1994/10/29  15:38:42  allender
565  * in newdemo_start_playback, make Newdemo_at_eof = 0
566  *
567  * Revision 1.52  1994/10/28  14:45:28  john
568  * fixed typo from last checkin.
569  *
570  * Revision 1.51  1994/10/28  14:42:55  john
571  * Added sound volumes to all sound calls.
572  *
573  * Revision 1.50  1994/10/28  14:31:57  allender
574  * homing missle and autodemo stuff
575  *
576  * Revision 1.49  1994/10/28  12:42:14  allender
577  * record homing distance
578  *
579  * Revision 1.48  1994/10/27  16:57:54  allender
580  * changed demo vcr to be able to play any number of frames by storing
581  * frame length (in bytes) in the demo file.  Added blowing up monitors
582  *
583  * Revision 1.47  1994/10/26  16:50:50  allender
584  * put two functions inside of VCR_MODE ifdef
585  *
586  * Revision 1.46  1994/10/26  15:20:32  allender
587  * added CT_REMOTE as valid control type for recording
588  *
589  * Revision 1.45  1994/10/26  14:45:35  allender
590  * completed hacked in vcr demo playback stuff
591  *
592  * Revision 1.44  1994/10/26  13:40:52  allender
593  * vcr playback of demo stuff
594  *
595  * Revision 1.43  1994/10/26  08:51:57  allender
596  * record player weapon change
597  *
598  * Revision 1.42  1994/10/25  15:48:01  allender
599  * add shields, energy, and player flags to demo recording.
600  * ,
601  *
602  * Revision 1.41  1994/10/24  08:19:35  allender
603  * fixed compilation errors
604  *
605  * Revision 1.40  1994/10/23  19:17:08  matt
606  * Fixed bug with "no key" messages
607  *
608  * Revision 1.39  1994/10/22  14:15:08  mike
609  * Suppress compiler warnings.
610  *
611  * Revision 1.38  1994/10/21  15:24:55  allender
612  * compressed writing of object structures with specialized code
613  * to write out only pertinent object structures.
614  *
615  * Revision 1.37  1994/10/20  13:03:17  matt
616  * Replaced old save files (MIN/SAV/HOT) with new LVL files
617  *
618  * Revision 1.36  1994/09/28  23:13:10  matt
619  * Macroized palette flash system
620  *
621  * Revision 1.35  1994/09/26  17:28:32  matt
622  * Made new multiple-object morph code work with the demo system
623  *
624  * Revision 1.34  1994/09/10  13:31:54  matt
625  * Made exploding walls a type of blastable walls.
626  * Cleaned up blastable walls, making them tmap2 bitmaps.
627  *
628  * Revision 1.33  1994/08/15  18:05:28  john
629  * *** empty log message ***
630  *
631  * Revision 1.32  1994/08/15  17:56:38  john
632  * ,
633  *
634  * Revision 1.31  1994/08/10  09:44:54  john
635  * *** empty log message ***
636  *
637  * Revision 1.30  1994/07/22  12:35:48  matt
638  * Cleaned up editor/game interactions some more.
639  *
640  * Revision 1.29  1994/07/21  13:06:45  matt
641  * Ripped out remants of old demo system, and added demo only system that
642  * disables object movement and game options from menu.
643  *
644  * Revision 1.28  1994/07/18  16:22:44  john
645  * Made all file read/writes call the same routine.
646  *
647  * Revision 1.27  1994/07/14  22:38:27  matt
648  * Added exploding doors
649  *
650  * Revision 1.26  1994/07/05  12:49:04  john
651  * Put functionality of New Hostage spec into code.
652  *
653  * Revision 1.25  1994/06/29  11:05:38  john
654  * Made demos read in compressed.
655  *
656  * Revision 1.24  1994/06/29  09:14:06  john
657  * Made files write out uncompressed and read in compressed.
658  *
659  * Revision 1.23  1994/06/28  11:55:28  john
660  * Made newdemo system record/play directly to/from disk, so
661  * we don't need the 4 MB buffer anymore.
662  *
663  * Revision 1.22  1994/06/27  15:52:38  john
664  * #define'd out the newdemo stuff
665  *
666  *
667  * Revision 1.21  1994/06/22  00:29:04  john
668  * Fixed bug with playing demo then playing game without
669  * loading new mine.
670  *
671  * Revision 1.20  1994/06/22  00:14:23  john
672  * Attempted to fix sign.
673  *
674  * Revision 1.19  1994/06/21  23:57:54  john
675  * Hopefully fixed bug with negative countdowns.
676  *
677  * Revision 1.18  1994/06/21  23:47:44  john
678  * MAde Malloc always 4*1024*1024.
679  *
680  * Revision 1.17  1994/06/21  22:58:47  john
681  * Added error if out of memory.
682  *
683  * Revision 1.16  1994/06/21  22:15:48  john
684  * Added  % done to demo recording.
685  *
686  *
687  * Revision 1.15  1994/06/21  19:45:55  john
688  * Added palette effects to demo recording.
689  *
690  * Revision 1.14  1994/06/21  15:08:54  john
691  * Made demo record HUD message and cleaned up the HUD code.
692  *
693  * Revision 1.13  1994/06/21  14:20:08  john
694  * Put in hooks to record HUD messages.
695  *
696  * Revision 1.12  1994/06/20  11:50:15  john
697  * Made demo record flash effect, and control center triggers.
698  *
699  * Revision 1.11  1994/06/17  18:01:33  john
700  * A bunch of new stuff by John
701  *
702  * Revision 1.10  1994/06/17  12:13:31  john
703  * More newdemo stuff; made editor->game transition start in slew mode.
704  *
705  * Revision 1.9  1994/06/16  13:14:36  matt
706  * Fixed typo
707  *
708  * Revision 1.8  1994/06/16  13:02:07  john
709  * Added morph hooks.
710  *
711  * Revision 1.7  1994/06/15  19:01:33  john
712  * Added the capability to make 3d sounds play just once for the
713  * laser hit wall effects.
714  *
715  * Revision 1.6  1994/06/15  14:56:59  john
716  * Added triggers to demo recording.
717  *
718  * Revision 1.5  1994/06/14  20:42:15  john
719  * Made robot matztn cntr not work until no robots or player are
720  * in the segment.
721  *
722  * Revision 1.4  1994/06/14  14:43:27  john
723  * Made doors work with newdemo system.
724  *
725  * Revision 1.3  1994/06/14  11:32:29  john
726  * Made Newdemo record & restore the current mine.
727  *
728  * Revision 1.2  1994/06/13  21:02:43  john
729  * Initial version of new demo recording system.
730  *
731  * Revision 1.1  1994/06/13  11:09:00  john
732  * Initial revision
733  *
734  *
735  */
736
737
738 #ifdef HAVE_CONFIG_H
739 #include <conf.h>
740 #endif
741
742 #include <stdlib.h>
743 #include <stdio.h>
744 #include <stdarg.h>
745 #include <string.h> // for memset
746 #include <errno.h>
747 #include <ctype.h>      /* for isdigit */
748 #include <limits.h>
749 #ifdef __unix__
750 #include <sys/stat.h>
751 #include <sys/types.h>
752 #endif
753
754 #include "u_mem.h"
755 #include "inferno.h"
756 #include "game.h"
757 #include "gr.h"
758 #include "stdlib.h"
759 #include "bm.h"
760 //#include "error.h"
761 #include "mono.h"
762 #include "3d.h"
763 #include "segment.h"
764 #include "texmap.h"
765 #include "laser.h"
766 #include "key.h"
767 #include "gameseg.h"
768
769 #include "object.h"
770 #include "physics.h"
771 #include "slew.h"
772 #include "render.h"
773 #include "wall.h"
774 #include "vclip.h"
775 #include "polyobj.h"
776 #include "fireball.h"
777 #include "laser.h"
778 #include "error.h"
779 #include "ai.h"
780 #include "hostage.h"
781 #include "morph.h"
782
783 #include "powerup.h"
784 #include "fuelcen.h"
785
786 #include "sounds.h"
787 #include "collide.h"
788
789 #include "lighting.h"
790 #include "newdemo.h"
791 #include "gameseq.h"
792 #include "gamesave.h"
793 #include "gamemine.h"
794 #include "switch.h"
795 #include "gauges.h"
796 #include "player.h"
797 #include "vecmat.h"
798 #include "newmenu.h"
799 #include "args.h"
800 #include "palette.h"
801 #include "multi.h"
802 #ifdef NETWORK
803 #include "network.h"
804 #endif
805 #include "text.h"
806 #include "cntrlcen.h"
807 #include "aistruct.h"
808 #include "mission.h"
809 #include "piggy.h"
810 #include "controls.h"
811 #include "d_io.h"
812 #include "timer.h"
813
814 #include "findfile.h"
815
816 #ifdef EDITOR
817 #include "editor/editor.h"
818 #endif
819
820 #ifdef MACINTOSH
821 #pragma global_optimizer off        // pretty much sucks...need to look into this
822 #endif
823
824 void DoJasonInterpolate (fix recorded_time);
825
826 //#include "nocfile.h"
827
828 //Does demo start automatically?
829 int Auto_demo = 0;
830
831 byte WasRecorded [MAX_OBJECTS];
832 byte ViewWasRecorded[MAX_OBJECTS];
833 byte RenderingWasRecorded[32];
834
835 #define ND_EVENT_EOF                0   // EOF
836 #define ND_EVENT_START_DEMO         1   // Followed by 16 character, NULL terminated filename of .SAV file to use
837 #define ND_EVENT_START_FRAME        2   // Followed by integer frame number, then a fix FrameTime
838 #define ND_EVENT_VIEWER_OBJECT      3   // Followed by an object structure
839 #define ND_EVENT_RENDER_OBJECT      4   // Followed by an object structure
840 #define ND_EVENT_SOUND              5   // Followed by int soundum
841 #define ND_EVENT_SOUND_ONCE         6   // Followed by int soundum
842 #define ND_EVENT_SOUND_3D           7   // Followed by int soundum, int angle, int volume
843 #define ND_EVENT_WALL_HIT_PROCESS   8   // Followed by int segnum, int side, fix damage
844 #define ND_EVENT_TRIGGER            9   // Followed by int segnum, int side, int objnum
845 #define ND_EVENT_HOSTAGE_RESCUED    10  // Followed by int hostage_type
846 #define ND_EVENT_SOUND_3D_ONCE      11  // Followed by int soundum, int angle, int volume
847 #define ND_EVENT_MORPH_FRAME        12  // Followed by ? data
848 #define ND_EVENT_WALL_TOGGLE        13  // Followed by int seg, int side
849 #define ND_EVENT_HUD_MESSAGE        14  // Followed by char size, char * string (+null)
850 #define ND_EVENT_CONTROL_CENTER_DESTROYED 15 // Just a simple flag
851 #define ND_EVENT_PALETTE_EFFECT     16  // Followed by short r,g,b
852 #define ND_EVENT_PLAYER_ENERGY      17  // followed by byte energy
853 #define ND_EVENT_PLAYER_SHIELD      18  // followed by byte shields
854 #define ND_EVENT_PLAYER_FLAGS       19  // followed by player flags
855 #define ND_EVENT_PLAYER_WEAPON      20  // followed by weapon type and weapon number
856 #define ND_EVENT_EFFECT_BLOWUP      21  // followed by segment, side, and pnt
857 #define ND_EVENT_HOMING_DISTANCE    22  // followed by homing distance
858 #define ND_EVENT_LETTERBOX          23  // letterbox mode for death seq.
859 #define ND_EVENT_RESTORE_COCKPIT    24  // restore cockpit after death
860 #define ND_EVENT_REARVIEW           25  // going to rear view mode
861 #define ND_EVENT_WALL_SET_TMAP_NUM1 26  // Wall changed
862 #define ND_EVENT_WALL_SET_TMAP_NUM2 27  // Wall changed
863 #define ND_EVENT_NEW_LEVEL          28  // followed by level number
864 #define ND_EVENT_MULTI_CLOAK        29  // followed by player num
865 #define ND_EVENT_MULTI_DECLOAK      30  // followed by player num
866 #define ND_EVENT_RESTORE_REARVIEW   31  // restore cockpit after rearview mode
867 #define ND_EVENT_MULTI_DEATH        32  // with player number
868 #define ND_EVENT_MULTI_KILL         33  // with player number
869 #define ND_EVENT_MULTI_CONNECT      34  // with player number
870 #define ND_EVENT_MULTI_RECONNECT    35  // with player number
871 #define ND_EVENT_MULTI_DISCONNECT   36  // with player number
872 #define ND_EVENT_MULTI_SCORE        37  // playernum / score
873 #define ND_EVENT_PLAYER_SCORE       38  // followed by score
874 #define ND_EVENT_PRIMARY_AMMO       39  // with old/new ammo count
875 #define ND_EVENT_SECONDARY_AMMO     40  // with old/new ammo count
876 #define ND_EVENT_DOOR_OPENING       41  // with segment/side
877 #define ND_EVENT_LASER_LEVEL        42  // no data
878 #define ND_EVENT_PLAYER_AFTERBURNER 43  // followed by byte old ab, current ab
879 #define ND_EVENT_CLOAKING_WALL      44  // info changing while wall cloaking
880 #define ND_EVENT_CHANGE_COCKPIT     45  // change the cockpit
881 #define ND_EVENT_START_GUIDED       46  // switch to guided view
882 #define ND_EVENT_END_GUIDED         47  // stop guided view/return to ship
883 #define ND_EVENT_SECRET_THINGY      48  // 0/1 = secret exit functional/non-functional
884 #define ND_EVENT_LINK_SOUND_TO_OBJ  49  // record digi_link_sound_to_object3
885 #define ND_EVENT_KILL_SOUND_TO_OBJ  50  // record digi_kill_sound_linked_to_object
886
887
888 #define NORMAL_PLAYBACK         0
889 #define SKIP_PLAYBACK           1
890 #define INTERPOLATE_PLAYBACK    2
891 #define INTERPOL_FACTOR         (F1_0 + (F1_0/5))
892
893 #define DEMO_VERSION            15      // last D1 version was 13
894 #define DEMO_GAME_TYPE          3       // 1 was shareware, 2 registered
895
896 #define DEMO_FILENAME           DEMO_DIR "tmpdemo.dem"
897
898 #define DEMO_MAX_LEVELS         29
899
900
901 char nd_save_callsign[CALLSIGN_LEN+1];
902 int Newdemo_state = 0;
903 int Newdemo_vcr_state = 0;
904 int Newdemo_start_frame = -1;
905 unsigned int Newdemo_size;
906 int Newdemo_num_written;
907 int Newdemo_game_mode;
908 int Newdemo_old_cockpit;
909 byte Newdemo_no_space;
910 byte Newdemo_at_eof;
911 byte Newdemo_do_interpolate = 0; // 1
912 byte Newdemo_players_cloaked;
913 byte Newdemo_warning_given = 0;
914 byte Newdemo_cntrlcen_destroyed = 0;
915 static byte nd_bad_read;
916 int NewdemoFrameCount;
917 short frame_bytes_written = 0;
918 fix nd_playback_total;
919 fix nd_recorded_total;
920 fix nd_recorded_time;
921 byte playback_style;
922 byte First_time_playback=1;
923 fix JasonPlaybackTotal=0;
924
925
926 CFILE *infile;
927 CFILE *outfile = NULL;
928
929 int newdemo_get_percent_done() {
930         if ( Newdemo_state == ND_STATE_PLAYBACK ) {
931                 return (cftell(infile) * 100) / Newdemo_size;
932         }
933         if ( Newdemo_state == ND_STATE_RECORDING ) {
934                 return cftell(outfile);
935         }
936         return 0;
937 }
938
939 #define VEL_PRECISION 12
940
941 void my_extract_shortpos(object *objp, shortpos *spp)
942 {
943         int segnum;
944         byte *sp;
945
946         sp = spp->bytemat;
947         objp->orient.rvec.x = *sp++ << MATRIX_PRECISION;
948         objp->orient.uvec.x = *sp++ << MATRIX_PRECISION;
949         objp->orient.fvec.x = *sp++ << MATRIX_PRECISION;
950
951         objp->orient.rvec.y = *sp++ << MATRIX_PRECISION;
952         objp->orient.uvec.y = *sp++ << MATRIX_PRECISION;
953         objp->orient.fvec.y = *sp++ << MATRIX_PRECISION;
954
955         objp->orient.rvec.z = *sp++ << MATRIX_PRECISION;
956         objp->orient.uvec.z = *sp++ << MATRIX_PRECISION;
957         objp->orient.fvec.z = *sp++ << MATRIX_PRECISION;
958
959         segnum = spp->segment;
960         objp->segnum = segnum;
961
962         objp->pos.x = (spp->xo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].x;
963         objp->pos.y = (spp->yo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].y;
964         objp->pos.z = (spp->zo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].z;
965
966         objp->mtype.phys_info.velocity.x = (spp->velx << VEL_PRECISION);
967         objp->mtype.phys_info.velocity.y = (spp->vely << VEL_PRECISION);
968         objp->mtype.phys_info.velocity.z = (spp->velz << VEL_PRECISION);
969 }
970
971 int newdemo_read( void *buffer, int elsize, int nelem )
972 {
973         int num_read;
974         num_read = cfread(buffer, elsize, nelem, infile);
975         if (cferror(infile) || cfeof(infile))
976                 nd_bad_read = -1;
977
978         return num_read;
979 }
980
981 int newdemo_find_object( int signature )
982 {
983         int i;
984         object * objp;
985         objp = Objects;
986         for (i=0; i<=Highest_object_index; i++, objp++ ) {
987                 if ( (objp->type != OBJ_NONE) && (objp->signature == signature))
988                         return i;
989         }
990         return -1;
991 }
992
993 int newdemo_write( void *buffer, int elsize, int nelem )
994 {
995         int num_written, total_size;
996
997         total_size = elsize * nelem;
998         frame_bytes_written += total_size;
999         Newdemo_num_written += total_size;
1000         Assert(outfile != NULL);
1001         num_written = cfwrite(buffer, elsize, nelem, outfile);
1002         //if ((Newdemo_num_written > Newdemo_size) && !Newdemo_no_space) {
1003         //      Newdemo_no_space=1;
1004         //      newdemo_stop_recording();
1005         //      return -1;
1006         //}
1007         if ((Newdemo_num_written > Newdemo_size) && !Newdemo_no_space)
1008                 Newdemo_no_space=1;
1009         if (num_written == nelem && !Newdemo_no_space)
1010                 return num_written;
1011
1012         Newdemo_no_space=2;
1013         newdemo_stop_recording();
1014         return -1;
1015 }
1016
1017 /*
1018  *  The next bunch of files taken from Matt's gamesave.c.  We have to modify
1019  *  these since the demo must save more information about objects that
1020  *  just a gamesave
1021 */
1022
1023 static void nd_write_byte(byte b)
1024 {
1025         newdemo_write(&b, 1, 1);
1026 }
1027
1028 static void nd_write_short(short s)
1029 {
1030         newdemo_write(&s, 2, 1);
1031 }
1032
1033 static void nd_write_int(int i)
1034 {
1035         newdemo_write(&i, 4, 1);
1036 }
1037
1038 static void nd_write_string(char *str)
1039 {
1040         nd_write_byte(strlen(str) + 1);
1041         newdemo_write(str, strlen(str) + 1, 1);
1042 }
1043
1044 static void nd_write_fix(fix f)
1045 {
1046         newdemo_write(&f, sizeof(fix), 1);
1047 }
1048
1049 static void nd_write_fixang(fixang f)
1050 {
1051         newdemo_write(&f, sizeof(fixang), 1);
1052 }
1053
1054 static void nd_write_vector(vms_vector *v)
1055 {
1056         nd_write_fix(v->x);
1057         nd_write_fix(v->y);
1058         nd_write_fix(v->z);
1059 }
1060
1061 static void nd_write_angvec(vms_angvec *v)
1062 {
1063         nd_write_fixang(v->p);
1064         nd_write_fixang(v->b);
1065         nd_write_fixang(v->h);
1066 }
1067
1068 void nd_write_shortpos(object *obj)
1069 {
1070         int i;
1071         shortpos sp;
1072         ubyte render_type;
1073
1074         create_shortpos(&sp, obj, 0);
1075
1076         render_type = obj->render_type;
1077         if (((render_type == RT_POLYOBJ) || (render_type == RT_HOSTAGE) || (render_type == RT_MORPH)) || (obj->type == OBJ_CAMERA)) {
1078                 for (i = 0; i < 9; i++)
1079                         nd_write_byte(sp.bytemat[i]);
1080                 for (i = 0; i < 9; i++) {
1081                         if (sp.bytemat[i] != 0)
1082                                 break;
1083                 }
1084                 if (i == 9) {
1085                         Int3();         // contact Allender about this.
1086                 }
1087         }
1088
1089         nd_write_short(sp.xo);
1090         nd_write_short(sp.yo);
1091         nd_write_short(sp.zo);
1092         nd_write_short(sp.segment);
1093         nd_write_short(sp.velx);
1094         nd_write_short(sp.vely);
1095         nd_write_short(sp.velz);
1096 }
1097
1098 static void nd_read_byte(byte *b)
1099 {
1100         newdemo_read(b, 1, 1);
1101 }
1102
1103 static void nd_read_short(short *s)
1104 {
1105         newdemo_read(s, 2, 1);
1106 }
1107
1108 static void nd_read_int(int *i)
1109 {
1110         newdemo_read(i, 4, 1);
1111 }
1112
1113 static void nd_read_string(char *str)
1114 {
1115         byte len;
1116
1117         nd_read_byte(&len);
1118         newdemo_read(str, len, 1);
1119 }
1120
1121 static void nd_read_fix(fix *f)
1122 {
1123         newdemo_read(f, sizeof(fix), 1);
1124 }
1125
1126 static void nd_read_fixang(fixang *f)
1127 {
1128         newdemo_read(f, sizeof(fixang), 1);
1129 }
1130
1131 static void nd_read_vector(vms_vector *v)
1132 {
1133         nd_read_fix(&(v->x));
1134         nd_read_fix(&(v->y));
1135         nd_read_fix(&(v->z));
1136 }
1137
1138 static void nd_read_angvec(vms_angvec *v)
1139 {
1140         nd_read_fixang(&(v->p));
1141         nd_read_fixang(&(v->b));
1142         nd_read_fixang(&(v->h));
1143 }
1144
1145 static void nd_read_shortpos(object *obj)
1146 {
1147         shortpos sp;
1148         int i;
1149         ubyte render_type;
1150
1151         render_type = obj->render_type;
1152         if (((render_type == RT_POLYOBJ) || (render_type == RT_HOSTAGE) || (render_type == RT_MORPH)) || (obj->type == OBJ_CAMERA)) {
1153                 for (i = 0; i < 9; i++)
1154                         nd_read_byte(&(sp.bytemat[i]));
1155         }
1156
1157         nd_read_short(&(sp.xo));
1158         nd_read_short(&(sp.yo));
1159         nd_read_short(&(sp.zo));
1160         nd_read_short(&(sp.segment));
1161         nd_read_short(&(sp.velx));
1162         nd_read_short(&(sp.vely));
1163         nd_read_short(&(sp.velz));
1164
1165         my_extract_shortpos(obj, &sp);
1166         if ((obj->id == VCLIP_MORPHING_ROBOT) && (render_type == RT_FIREBALL) && (obj->control_type == CT_EXPLOSION))
1167                 extract_orient_from_segment(&obj->orient,&Segments[obj->segnum]);
1168
1169 }
1170
1171 object *prev_obj=NULL;      //ptr to last object read in
1172
1173 void nd_read_object(object *obj)
1174 {
1175         memset(obj, 0, sizeof(object));
1176
1177         /*
1178          * Do render type first, since with render_type == RT_NONE, we
1179          * blow by all other object information
1180          */
1181         nd_read_byte(&(obj->render_type));
1182         nd_read_byte(&(obj->type));
1183         if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
1184                 return;
1185
1186         nd_read_byte(&(obj->id));
1187         nd_read_byte(&(obj->flags));
1188         nd_read_short((short *)&(obj->signature));
1189         nd_read_shortpos(obj);
1190
1191         if ((obj->type == OBJ_ROBOT) && (obj->id == SPECIAL_REACTOR_ROBOT))
1192                 Int3();
1193
1194         obj->attached_obj = -1;
1195
1196         switch(obj->type) {
1197
1198         case OBJ_HOSTAGE:
1199                 obj->control_type = CT_POWERUP;
1200                 obj->movement_type = MT_NONE;
1201                 obj->size = HOSTAGE_SIZE;
1202                 break;
1203
1204         case OBJ_ROBOT:
1205                 obj->control_type = CT_AI;
1206                 // (MarkA and MikeK said we should not do the crazy last secret stuff with multiple reactors...
1207                 // This necessary code is our vindication. --MK, 2/15/96)
1208                 if (obj->id != SPECIAL_REACTOR_ROBOT)
1209                         obj->movement_type = MT_PHYSICS;
1210                 else
1211                         obj->movement_type = MT_NONE;
1212                 obj->size = Polygon_models[Robot_info[obj->id].model_num].rad;
1213                 obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
1214                 obj->rtype.pobj_info.subobj_flags = 0;
1215                 obj->ctype.ai_info.CLOAKED = (Robot_info[obj->id].cloak_type?1:0);
1216                 break;
1217
1218         case OBJ_POWERUP:
1219                 obj->control_type = CT_POWERUP;
1220                 nd_read_byte(&(obj->movement_type));        // might have physics movement
1221                 obj->size = Powerup_info[obj->id].size;
1222                 break;
1223
1224         case OBJ_PLAYER:
1225                 obj->control_type = CT_NONE;
1226                 obj->movement_type = MT_PHYSICS;
1227                 obj->size = Polygon_models[Player_ship->model_num].rad;
1228                 obj->rtype.pobj_info.model_num = Player_ship->model_num;
1229                 obj->rtype.pobj_info.subobj_flags = 0;
1230                 break;
1231
1232         case OBJ_CLUTTER:
1233                 obj->control_type = CT_NONE;
1234                 obj->movement_type = MT_NONE;
1235                 obj->size = Polygon_models[obj->id].rad;
1236                 obj->rtype.pobj_info.model_num = obj->id;
1237                 obj->rtype.pobj_info.subobj_flags = 0;
1238                 break;
1239
1240         default:
1241                 nd_read_byte(&(obj->control_type));
1242                 nd_read_byte(&(obj->movement_type));
1243                 nd_read_fix(&(obj->size));
1244                 break;
1245         }
1246
1247
1248         nd_read_vector(&(obj->last_pos));
1249         if ((obj->type == OBJ_WEAPON) && (obj->render_type == RT_WEAPON_VCLIP))
1250                 nd_read_fix(&(obj->lifeleft));
1251         else {
1252                 ubyte b;
1253
1254                 nd_read_byte(&b);
1255                 obj->lifeleft = (fix)b;
1256                 // MWA old way -- won't work with big endian machines       nd_read_byte((ubyte *)&(obj->lifeleft));
1257                 obj->lifeleft = (fix)((int)obj->lifeleft << 12);
1258         }
1259
1260         if (obj->type == OBJ_ROBOT) {
1261                 if (Robot_info[obj->id].boss_flag) {
1262                         byte cloaked;
1263
1264                         nd_read_byte(&cloaked);
1265                         obj->ctype.ai_info.CLOAKED = cloaked;
1266                 }
1267         }
1268
1269         switch (obj->movement_type) {
1270
1271         case MT_PHYSICS:
1272                 nd_read_vector(&(obj->mtype.phys_info.velocity));
1273                 nd_read_vector(&(obj->mtype.phys_info.thrust));
1274                 break;
1275
1276         case MT_SPINNING:
1277                 nd_read_vector(&(obj->mtype.spin_rate));
1278                 break;
1279
1280         case MT_NONE:
1281                 break;
1282
1283         default:
1284                 Int3();
1285         }
1286
1287         switch (obj->control_type) {
1288
1289         case CT_EXPLOSION:
1290
1291                 nd_read_fix(&(obj->ctype.expl_info.spawn_time));
1292                 nd_read_fix(&(obj->ctype.expl_info.delete_time));
1293                 nd_read_short(&(obj->ctype.expl_info.delete_objnum));
1294
1295                 obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
1296
1297                 if (obj->flags & OF_ATTACHED) {     //attach to previous object
1298                         Assert(prev_obj!=NULL);
1299                         if (prev_obj->control_type == CT_EXPLOSION) {
1300                                 if (prev_obj->flags & OF_ATTACHED && prev_obj->ctype.expl_info.attach_parent!=-1)
1301                                         obj_attach(&Objects[prev_obj->ctype.expl_info.attach_parent],obj);
1302                                 else
1303                                         obj->flags &= ~OF_ATTACHED;
1304                         }
1305                         else
1306                                 obj_attach(prev_obj,obj);
1307                 }
1308
1309                 break;
1310
1311         case CT_LIGHT:
1312                 nd_read_fix(&(obj->ctype.light_info.intensity));
1313                 break;
1314
1315         case CT_AI:
1316         case CT_WEAPON:
1317         case CT_NONE:
1318         case CT_FLYING:
1319         case CT_DEBRIS:
1320         case CT_POWERUP:
1321         case CT_SLEW:
1322         case CT_CNTRLCEN:
1323         case CT_REMOTE:
1324         case CT_MORPH:
1325                 break;
1326
1327         case CT_FLYTHROUGH:
1328         case CT_REPAIRCEN:
1329         default:
1330                 Int3();
1331
1332         }
1333
1334         switch (obj->render_type) {
1335
1336         case RT_NONE:
1337                 break;
1338
1339         case RT_MORPH:
1340         case RT_POLYOBJ: {
1341                 int i, tmo;
1342
1343                 if ((obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_CLUTTER)) {
1344                         nd_read_int(&(obj->rtype.pobj_info.model_num));
1345                         nd_read_int(&(obj->rtype.pobj_info.subobj_flags));
1346                 }
1347
1348                 if ((obj->type != OBJ_PLAYER) && (obj->type != OBJ_DEBRIS))
1349 #if 0
1350                         for (i=0;i<MAX_SUBMODELS;i++)
1351                                 nd_read_angvec(&(obj->pobj_info.anim_angles[i]));
1352 #endif
1353                 for (i = 0; i < Polygon_models[obj->rtype.pobj_info.model_num].n_models; i++)
1354                         nd_read_angvec(&obj->rtype.pobj_info.anim_angles[i]);
1355
1356                 nd_read_int(&tmo);
1357
1358 #ifndef EDITOR
1359                 obj->rtype.pobj_info.tmap_override = tmo;
1360 #else
1361                 if (tmo==-1)
1362                         obj->rtype.pobj_info.tmap_override = -1;
1363                 else {
1364                         int xlated_tmo = tmap_xlate_table[tmo];
1365                         if (xlated_tmo < 0) {
1366                                 //mprintf( (0, "Couldn't find texture for demo object, model_num = %d\n", obj->pobj_info.model_num));
1367                                 Int3();
1368                                 xlated_tmo = 0;
1369                         }
1370                         obj->rtype.pobj_info.tmap_override = xlated_tmo;
1371                 }
1372 #endif
1373
1374                 break;
1375         }
1376
1377         case RT_POWERUP:
1378         case RT_WEAPON_VCLIP:
1379         case RT_FIREBALL:
1380         case RT_HOSTAGE:
1381                 nd_read_int(&(obj->rtype.vclip_info.vclip_num));
1382                 nd_read_fix(&(obj->rtype.vclip_info.frametime));
1383                 nd_read_byte(&(obj->rtype.vclip_info.framenum));
1384                 break;
1385
1386         case RT_LASER:
1387                 break;
1388
1389         default:
1390                 Int3();
1391
1392         }
1393
1394         prev_obj = obj;
1395 }
1396
1397 void nd_write_object(object *obj)
1398 {
1399         int life;
1400
1401         if ((obj->type == OBJ_ROBOT) && (obj->id == SPECIAL_REACTOR_ROBOT))
1402                 Int3();
1403
1404         /*
1405          * Do render_type first so on read, we can make determination of
1406          * what else to read in
1407          */
1408         nd_write_byte(obj->render_type);
1409         nd_write_byte(obj->type);
1410         if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
1411                 return;
1412
1413         nd_write_byte(obj->id);
1414         nd_write_byte(obj->flags);
1415         nd_write_short((short)obj->signature);
1416         nd_write_shortpos(obj);
1417
1418         if ((obj->type != OBJ_HOSTAGE) && (obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_POWERUP) && (obj->type != OBJ_CLUTTER)) {
1419                 nd_write_byte(obj->control_type);
1420                 nd_write_byte(obj->movement_type);
1421                 nd_write_fix(obj->size);
1422         }
1423         if (obj->type == OBJ_POWERUP)
1424                 nd_write_byte(obj->movement_type);
1425
1426         nd_write_vector(&obj->last_pos);
1427
1428         if ((obj->type == OBJ_WEAPON) && (obj->render_type == RT_WEAPON_VCLIP))
1429                 nd_write_fix(obj->lifeleft);
1430         else {
1431                 life = (int)obj->lifeleft;
1432                 life = life >> 12;
1433                 if (life > 255)
1434                         life = 255;
1435                 nd_write_byte((ubyte)life);
1436         }
1437
1438         if (obj->type == OBJ_ROBOT) {
1439                 if (Robot_info[obj->id].boss_flag) {
1440                         if ((GameTime > Boss_cloak_start_time) && (GameTime < Boss_cloak_end_time))
1441                                 nd_write_byte(1);
1442                         else
1443                                 nd_write_byte(0);
1444                 }
1445         }
1446
1447         switch (obj->movement_type) {
1448
1449         case MT_PHYSICS:
1450                 nd_write_vector(&obj->mtype.phys_info.velocity);
1451                 nd_write_vector(&obj->mtype.phys_info.thrust);
1452                 break;
1453
1454         case MT_SPINNING:
1455                 nd_write_vector(&obj->mtype.spin_rate);
1456                 break;
1457
1458         case MT_NONE:
1459                 break;
1460
1461         default:
1462                 Int3();
1463         }
1464
1465         switch (obj->control_type) {
1466
1467         case CT_AI:
1468                 break;
1469
1470         case CT_EXPLOSION:
1471                 nd_write_fix(obj->ctype.expl_info.spawn_time);
1472                 nd_write_fix(obj->ctype.expl_info.delete_time);
1473                 nd_write_short(obj->ctype.expl_info.delete_objnum);
1474                 break;
1475
1476         case CT_WEAPON:
1477                 break;
1478
1479         case CT_LIGHT:
1480
1481                 nd_write_fix(obj->ctype.light_info.intensity);
1482                 break;
1483
1484         case CT_NONE:
1485         case CT_FLYING:
1486         case CT_DEBRIS:
1487         case CT_POWERUP:
1488         case CT_SLEW:       //the player is generally saved as slew
1489         case CT_CNTRLCEN:
1490         case CT_REMOTE:
1491         case CT_MORPH:
1492                 break;
1493
1494         case CT_REPAIRCEN:
1495         case CT_FLYTHROUGH:
1496         default:
1497                 Int3();
1498
1499         }
1500
1501         switch (obj->render_type) {
1502
1503         case RT_NONE:
1504                 break;
1505
1506         case RT_MORPH:
1507         case RT_POLYOBJ: {
1508                 int i;
1509
1510                 if ((obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_CLUTTER)) {
1511                         nd_write_int(obj->rtype.pobj_info.model_num);
1512                         nd_write_int(obj->rtype.pobj_info.subobj_flags);
1513                 }
1514
1515                 if ((obj->type != OBJ_PLAYER) && (obj->type != OBJ_DEBRIS))
1516 #if 0
1517                         for (i=0;i<MAX_SUBMODELS;i++)
1518                                 nd_write_angvec(&obj->pobj_info.anim_angles[i]);
1519 #endif
1520                 for (i = 0; i < Polygon_models[obj->rtype.pobj_info.model_num].n_models; i++)
1521                         nd_write_angvec(&obj->rtype.pobj_info.anim_angles[i]);
1522
1523                 nd_write_int(obj->rtype.pobj_info.tmap_override);
1524
1525                 break;
1526         }
1527
1528         case RT_POWERUP:
1529         case RT_WEAPON_VCLIP:
1530         case RT_FIREBALL:
1531         case RT_HOSTAGE:
1532                 nd_write_int(obj->rtype.vclip_info.vclip_num);
1533                 nd_write_fix(obj->rtype.vclip_info.frametime);
1534                 nd_write_byte(obj->rtype.vclip_info.framenum);
1535                 break;
1536
1537         case RT_LASER:
1538                 break;
1539
1540         default:
1541                 Int3();
1542
1543         }
1544
1545 }
1546
1547 int JustStartedRecording=0,JustStartedPlayback=0;
1548
1549 void newdemo_record_start_demo()
1550 {
1551         int i;
1552
1553         stop_time();
1554         nd_write_byte(ND_EVENT_START_DEMO);
1555         nd_write_byte(DEMO_VERSION);
1556         nd_write_byte(DEMO_GAME_TYPE);
1557         nd_write_fix(GameTime);
1558
1559 #ifdef NETWORK
1560         if (Game_mode & GM_MULTI)
1561                 nd_write_int(Game_mode | (Player_num << 16));
1562         else
1563 #endif
1564                 // NOTE LINK TO ABOVE!!!
1565                 nd_write_int(Game_mode);
1566 #ifdef NETWORK
1567
1568         if (Game_mode & GM_TEAM) {
1569                 nd_write_byte(Netgame.team_vector);
1570                 nd_write_string(Netgame.team_name[0]);
1571                 nd_write_string(Netgame.team_name[1]);
1572         }
1573
1574         if (Game_mode & GM_MULTI) {
1575                 nd_write_byte((byte)N_players);
1576                 for (i = 0; i < N_players; i++) {
1577                         nd_write_string(Players[i].callsign);
1578                         nd_write_byte(Players[i].connected);
1579
1580                         if (Game_mode & GM_MULTI_COOP) {
1581                                 nd_write_int(Players[i].score);
1582                         } else {
1583                                 nd_write_short((short)Players[i].net_killed_total);
1584                                 nd_write_short((short)Players[i].net_kills_total);
1585                         }
1586                 }
1587         } else
1588 #endif
1589                 // NOTE LINK TO ABOVE!!!
1590                 nd_write_int(Players[Player_num].score);
1591
1592         for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
1593                 nd_write_short((short)Players[Player_num].primary_ammo[i]);
1594
1595         for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
1596                 nd_write_short((short)Players[Player_num].secondary_ammo[i]);
1597
1598         nd_write_byte((byte)Players[Player_num].laser_level);
1599
1600 //  Support for missions added here
1601
1602         nd_write_string(Current_mission_filename);
1603
1604         nd_write_byte((byte)(f2ir(Players[Player_num].energy)));
1605         nd_write_byte((byte)(f2ir(Players[Player_num].shields)));
1606         nd_write_int(Players[Player_num].flags);        // be sure players flags are set
1607         nd_write_byte((byte)Primary_weapon);
1608         nd_write_byte((byte)Secondary_weapon);
1609         Newdemo_start_frame = FrameCount;
1610         JustStartedRecording=1;
1611
1612         newdemo_set_new_level(Current_level_num);
1613         start_time();
1614
1615 }
1616
1617 void newdemo_record_start_frame(int frame_number, fix frame_time )
1618 {
1619         int i;
1620
1621         if (Newdemo_no_space) {
1622                 newdemo_stop_playback();
1623                 return;
1624         }
1625
1626         stop_time();
1627
1628         for (i=0;i<MAX_OBJECTS;i++)
1629         {
1630                 WasRecorded[i]=0;
1631                 ViewWasRecorded[i]=0;
1632         }
1633         for (i=0;i<32;i++)
1634                 RenderingWasRecorded[i]=0;
1635
1636         frame_number -= Newdemo_start_frame;
1637
1638         Assert(frame_number >= 0 );
1639
1640         nd_write_byte(ND_EVENT_START_FRAME);
1641         nd_write_short(frame_bytes_written - 1);        // from previous frame
1642         frame_bytes_written=3;
1643         nd_write_int(frame_number);
1644         nd_write_int(frame_time);
1645         start_time();
1646
1647 }
1648
1649 void newdemo_record_render_object(object * obj)
1650 {
1651         if (ViewWasRecorded[obj-Objects])
1652                 return;
1653
1654         //if (obj==&Objects[Players[Player_num].objnum] && !Player_is_dead)
1655         //      return;
1656
1657         stop_time();
1658         nd_write_byte(ND_EVENT_RENDER_OBJECT);
1659         nd_write_object(obj);
1660         start_time();
1661 }
1662
1663 extern ubyte RenderingType;
1664
1665 void newdemo_record_viewer_object(object * obj)
1666 {
1667
1668         if (ViewWasRecorded[obj-Objects] && (ViewWasRecorded[obj-Objects]-1)==RenderingType)
1669                 return;
1670         //if (WasRecorded[obj-Objects])
1671         //      return;
1672         if (RenderingWasRecorded[RenderingType])
1673                 return;
1674
1675         ViewWasRecorded[obj-Objects]=RenderingType+1;
1676         RenderingWasRecorded[RenderingType]=1;
1677         stop_time();
1678         nd_write_byte(ND_EVENT_VIEWER_OBJECT);
1679         nd_write_byte(RenderingType);
1680         nd_write_object(obj);
1681         start_time();
1682 }
1683
1684 void newdemo_record_sound( int soundno )
1685 {
1686         stop_time();
1687         nd_write_byte(ND_EVENT_SOUND);
1688         nd_write_int( soundno );
1689         start_time();
1690 }
1691
1692 //--unused-- void newdemo_record_sound_once( int soundno ) {
1693 //--unused--    stop_time();
1694 //--unused--    nd_write_byte( ND_EVENT_SOUND_ONCE );
1695 //--unused--    nd_write_int( soundno );
1696 //--unused--    start_time();
1697 //--unused-- }
1698 //--unused--
1699
1700 void newdemo_record_cockpit_change (int mode)
1701 {
1702         stop_time();
1703         nd_write_byte (ND_EVENT_CHANGE_COCKPIT);
1704         nd_write_int(mode);
1705         start_time();
1706 }
1707
1708
1709 void newdemo_record_sound_3d( int soundno, int angle, int volume )
1710 {
1711         stop_time();
1712         nd_write_byte( ND_EVENT_SOUND_3D );
1713         nd_write_int( soundno );
1714         nd_write_int( angle );
1715         nd_write_int( volume );
1716         start_time();
1717 }
1718
1719 void newdemo_record_sound_3d_once( int soundno, int angle, int volume )
1720 {
1721         stop_time();
1722         nd_write_byte( ND_EVENT_SOUND_3D_ONCE );
1723         nd_write_int( soundno );
1724         nd_write_int( angle );
1725         nd_write_int( volume );
1726         start_time();
1727 }
1728
1729
1730 void newdemo_record_link_sound_to_object3( int soundno, short objnum, fix max_volume, fix  max_distance, int loop_start, int loop_end )
1731 {
1732         stop_time();
1733         nd_write_byte( ND_EVENT_LINK_SOUND_TO_OBJ );
1734         nd_write_int( soundno );
1735         nd_write_int( Objects[objnum].signature );
1736         nd_write_int( max_volume );
1737         nd_write_int( max_distance );
1738         nd_write_int( loop_start );
1739         nd_write_int( loop_end );
1740         start_time();
1741 }
1742
1743 void newdemo_record_kill_sound_linked_to_object( int objnum )
1744 {
1745         stop_time();
1746         nd_write_byte( ND_EVENT_KILL_SOUND_TO_OBJ );
1747         nd_write_int( Objects[objnum].signature );
1748         start_time();
1749 }
1750
1751
1752 void newdemo_record_wall_hit_process( int segnum, int side, int damage, int playernum )
1753 {
1754         stop_time();
1755         //segnum = segnum;
1756         //side = side;
1757         //damage = damage;
1758         //playernum = playernum;
1759         nd_write_byte( ND_EVENT_WALL_HIT_PROCESS );
1760         nd_write_int( segnum );
1761         nd_write_int( side );
1762         nd_write_int( damage );
1763         nd_write_int( playernum );
1764         start_time();
1765 }
1766
1767 void newdemo_record_guided_start ()
1768 {
1769         nd_write_byte (ND_EVENT_START_GUIDED);
1770 }
1771
1772 void newdemo_record_guided_end ()
1773 {
1774         nd_write_byte (ND_EVENT_END_GUIDED);
1775 }
1776
1777 void newdemo_record_secret_exit_blown(int truth)
1778 {
1779         stop_time();
1780         nd_write_byte( ND_EVENT_SECRET_THINGY );
1781         nd_write_int( truth );
1782         start_time();
1783 }
1784
1785 void newdemo_record_trigger( int segnum, int side, int objnum,int shot )
1786 {
1787         stop_time();
1788         nd_write_byte( ND_EVENT_TRIGGER );
1789         nd_write_int( segnum );
1790         nd_write_int( side );
1791         nd_write_int( objnum );
1792         nd_write_int(shot);
1793         start_time();
1794 }
1795
1796 void newdemo_record_hostage_rescued( int hostage_number ) {
1797         stop_time();
1798         nd_write_byte( ND_EVENT_HOSTAGE_RESCUED );
1799         nd_write_int( hostage_number );
1800         start_time();
1801 }
1802
1803 void newdemo_record_morph_frame(morph_data *md)
1804 {
1805         stop_time();
1806
1807         nd_write_byte( ND_EVENT_MORPH_FRAME );
1808 #if 0
1809         newdemo_write( md->morph_vecs, sizeof(md->morph_vecs), 1 );
1810         newdemo_write( md->submodel_active, sizeof(md->submodel_active), 1 );
1811         newdemo_write( md->submodel_startpoints, sizeof(md->submodel_startpoints), 1 );
1812 #endif
1813         nd_write_object( md->obj );
1814         start_time();
1815 }
1816
1817 void newdemo_record_wall_toggle( int segnum, int side )
1818 {
1819         stop_time();
1820         nd_write_byte( ND_EVENT_WALL_TOGGLE );
1821         nd_write_int( segnum );
1822         nd_write_int( side );
1823         start_time();
1824 }
1825
1826 void newdemo_record_control_center_destroyed()
1827 {
1828         stop_time();
1829         nd_write_byte( ND_EVENT_CONTROL_CENTER_DESTROYED );
1830         nd_write_int( Countdown_seconds_left );
1831         start_time();
1832 }
1833
1834 void newdemo_record_hud_message( char * message )
1835 {
1836         stop_time();
1837         nd_write_byte( ND_EVENT_HUD_MESSAGE );
1838         nd_write_string(message);
1839         start_time();
1840 }
1841
1842 void newdemo_record_palette_effect(short r, short g, short b )
1843 {
1844         stop_time();
1845         nd_write_byte( ND_EVENT_PALETTE_EFFECT );
1846         nd_write_short( r );
1847         nd_write_short( g );
1848         nd_write_short( b );
1849         start_time();
1850 }
1851
1852 void newdemo_record_player_energy(int old_energy, int energy)
1853 {
1854         stop_time();
1855         nd_write_byte( ND_EVENT_PLAYER_ENERGY );
1856         nd_write_byte((byte) old_energy);
1857         nd_write_byte((byte) energy);
1858         start_time();
1859 }
1860
1861 void newdemo_record_player_afterburner(fix old_afterburner, fix afterburner)
1862 {
1863         stop_time();
1864         nd_write_byte( ND_EVENT_PLAYER_AFTERBURNER );
1865         nd_write_byte((byte) (old_afterburner>>9));
1866         nd_write_byte((byte) (afterburner>>9));
1867         start_time();
1868 }
1869
1870 void newdemo_record_player_shields(int old_shield, int shield)
1871 {
1872         stop_time();
1873         nd_write_byte( ND_EVENT_PLAYER_SHIELD );
1874         nd_write_byte((byte)old_shield);
1875         nd_write_byte((byte)shield);
1876         start_time();
1877 }
1878
1879 void newdemo_record_player_flags(uint oflags, uint flags)
1880 {
1881         stop_time();
1882         nd_write_byte( ND_EVENT_PLAYER_FLAGS );
1883         nd_write_int(((short)oflags << 16) | (short)flags);
1884         start_time();
1885 }
1886
1887 void newdemo_record_player_weapon(int weapon_type, int weapon_num)
1888 {
1889         stop_time();
1890         nd_write_byte( ND_EVENT_PLAYER_WEAPON );
1891         nd_write_byte((byte)weapon_type);
1892         nd_write_byte((byte)weapon_num);
1893         if (weapon_type)
1894                 nd_write_byte((byte)Secondary_weapon);
1895         else
1896                 nd_write_byte((byte)Primary_weapon);
1897         start_time();
1898 }
1899
1900 void newdemo_record_effect_blowup(short segment, int side, vms_vector *pnt)
1901 {
1902         stop_time();
1903         nd_write_byte (ND_EVENT_EFFECT_BLOWUP);
1904         nd_write_short(segment);
1905         nd_write_byte((byte)side);
1906         nd_write_vector(pnt);
1907         start_time();
1908 }
1909
1910 void newdemo_record_homing_distance(fix distance)
1911 {
1912         stop_time();
1913         nd_write_byte(ND_EVENT_HOMING_DISTANCE);
1914         nd_write_short((short)(distance>>16));
1915         start_time();
1916 }
1917
1918 void newdemo_record_letterbox(void)
1919 {
1920         stop_time();
1921         nd_write_byte(ND_EVENT_LETTERBOX);
1922         start_time();
1923 }
1924
1925 void newdemo_record_rearview(void)
1926 {
1927         stop_time();
1928         nd_write_byte(ND_EVENT_REARVIEW);
1929         start_time();
1930 }
1931
1932 void newdemo_record_restore_cockpit(void)
1933 {
1934         stop_time();
1935         nd_write_byte(ND_EVENT_RESTORE_COCKPIT);
1936         start_time();
1937 }
1938
1939 void newdemo_record_restore_rearview(void)
1940 {
1941         stop_time();
1942         nd_write_byte(ND_EVENT_RESTORE_REARVIEW);
1943         start_time();
1944 }
1945
1946 void newdemo_record_wall_set_tmap_num1(short seg,ubyte side,short cseg,ubyte cside,short tmap)
1947 {
1948         stop_time();
1949         nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM1);
1950         nd_write_short(seg);
1951         nd_write_byte(side);
1952         nd_write_short(cseg);
1953         nd_write_byte(cside);
1954         nd_write_short(tmap);
1955         start_time();
1956 }
1957
1958 void newdemo_record_wall_set_tmap_num2(short seg,ubyte side,short cseg,ubyte cside,short tmap)
1959 {
1960         stop_time();
1961         nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM2);
1962         nd_write_short(seg);
1963         nd_write_byte(side);
1964         nd_write_short(cseg);
1965         nd_write_byte(cside);
1966         nd_write_short(tmap);
1967         start_time();
1968 }
1969
1970 void newdemo_record_multi_cloak(int pnum)
1971 {
1972         stop_time();
1973         nd_write_byte(ND_EVENT_MULTI_CLOAK);
1974         nd_write_byte((byte)pnum);
1975         start_time();
1976 }
1977
1978 void newdemo_record_multi_decloak(int pnum)
1979 {
1980         stop_time();
1981         nd_write_byte(ND_EVENT_MULTI_DECLOAK);
1982         nd_write_byte((byte)pnum);
1983         start_time();
1984 }
1985
1986 void newdemo_record_multi_death(int pnum)
1987 {
1988         stop_time();
1989         nd_write_byte(ND_EVENT_MULTI_DEATH);
1990         nd_write_byte((byte)pnum);
1991         start_time();
1992 }
1993
1994 void newdemo_record_multi_kill(int pnum, byte kill)
1995 {
1996         stop_time();
1997         nd_write_byte(ND_EVENT_MULTI_KILL);
1998         nd_write_byte((byte)pnum);
1999         nd_write_byte(kill);
2000         start_time();
2001 }
2002
2003 void newdemo_record_multi_connect(int pnum, int new_player, char *new_callsign)
2004 {
2005         stop_time();
2006         nd_write_byte(ND_EVENT_MULTI_CONNECT);
2007         nd_write_byte((byte)pnum);
2008         nd_write_byte((byte)new_player);
2009         if (!new_player) {
2010                 nd_write_string(Players[pnum].callsign);
2011                 nd_write_int(Players[pnum].net_killed_total);
2012                 nd_write_int(Players[pnum].net_kills_total);
2013         }
2014         nd_write_string(new_callsign);
2015         start_time();
2016 }
2017
2018 void newdemo_record_multi_reconnect(int pnum)
2019 {
2020         stop_time();
2021         nd_write_byte(ND_EVENT_MULTI_RECONNECT);
2022         nd_write_byte((byte)pnum);
2023         start_time();
2024 }
2025
2026 void newdemo_record_multi_disconnect(int pnum)
2027 {
2028         stop_time();
2029         nd_write_byte(ND_EVENT_MULTI_DISCONNECT);
2030         nd_write_byte((byte)pnum);
2031         start_time();
2032 }
2033
2034 void newdemo_record_player_score(int score)
2035 {
2036         stop_time();
2037         nd_write_byte(ND_EVENT_PLAYER_SCORE);
2038         nd_write_int(score);
2039         start_time();
2040 }
2041
2042 void newdemo_record_multi_score(int pnum, int score)
2043 {
2044         stop_time();
2045         nd_write_byte(ND_EVENT_MULTI_SCORE);
2046         nd_write_byte((byte)pnum);
2047         nd_write_int(score - Players[pnum].score);      // called before score is changed!!!!
2048         start_time();
2049 }
2050
2051 void newdemo_record_primary_ammo(int old_ammo, int new_ammo)
2052 {
2053         stop_time();
2054         nd_write_byte(ND_EVENT_PRIMARY_AMMO);
2055         if (old_ammo < 0)
2056                 nd_write_short((short)new_ammo);
2057         else
2058                 nd_write_short((short)old_ammo);
2059         nd_write_short((short)new_ammo);
2060         start_time();
2061 }
2062
2063 void newdemo_record_secondary_ammo(int old_ammo, int new_ammo)
2064 {
2065         stop_time();
2066         nd_write_byte(ND_EVENT_SECONDARY_AMMO);
2067         if (old_ammo < 0)
2068                 nd_write_short((short)new_ammo);
2069         else
2070                 nd_write_short((short)old_ammo);
2071         nd_write_short((short)new_ammo);
2072         start_time();
2073 }
2074
2075 void newdemo_record_door_opening(int segnum, int side)
2076 {
2077         stop_time();
2078         nd_write_byte(ND_EVENT_DOOR_OPENING);
2079         nd_write_short((short)segnum);
2080         nd_write_byte((byte)side);
2081         start_time();
2082 }
2083
2084 void newdemo_record_laser_level(byte old_level, byte new_level)
2085 {
2086         stop_time();
2087         nd_write_byte(ND_EVENT_LASER_LEVEL);
2088         nd_write_byte(old_level);
2089         nd_write_byte(new_level);
2090         start_time();
2091 }
2092
2093 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)
2094 {
2095         Assert(front_wall_num <= 255 && back_wall_num <= 255);
2096
2097         stop_time();
2098         nd_write_byte(ND_EVENT_CLOAKING_WALL);
2099         nd_write_byte(front_wall_num);
2100         nd_write_byte(back_wall_num);
2101         nd_write_byte(type);
2102         nd_write_byte(state);
2103         nd_write_byte(cloak_value);
2104         nd_write_short(l0>>8);
2105         nd_write_short(l1>>8);
2106         nd_write_short(l2>>8);
2107         nd_write_short(l3>>8);
2108         start_time();
2109 }
2110
2111 void newdemo_set_new_level(int level_num)
2112 {
2113         int i;
2114         int side;
2115         segment *seg;
2116
2117         stop_time();
2118         nd_write_byte(ND_EVENT_NEW_LEVEL);
2119         nd_write_byte((byte)level_num);
2120         nd_write_byte((byte)Current_level_num);
2121
2122         if (JustStartedRecording==1)
2123         {
2124                 nd_write_int(Num_walls);
2125                 for (i=0;i<Num_walls;i++)
2126                 {
2127                         nd_write_byte (Walls[i].type);
2128                         nd_write_byte (Walls[i].flags);
2129                         nd_write_byte (Walls[i].state);
2130
2131                         seg = &Segments[Walls[i].segnum];
2132                         side = Walls[i].sidenum;
2133                         nd_write_short (seg->sides[side].tmap_num);
2134                         nd_write_short (seg->sides[side].tmap_num2);
2135                         JustStartedRecording=0;
2136                 }
2137         }
2138
2139         start_time();
2140 }
2141
2142 int newdemo_read_demo_start(int rnd_demo)
2143 {
2144         byte i, version, game_type, laser_level;
2145         char c, energy, shield;
2146         char text[128], current_mission[9];
2147
2148         nd_read_byte(&c);
2149         if ((c != ND_EVENT_START_DEMO) || nd_bad_read) {
2150                 newmenu_item m[1];
2151
2152                 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_DEMO_CORRUPT);
2153                 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
2154                 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2155                 return 1;
2156         }
2157         nd_read_byte(&version);
2158         nd_read_byte(&game_type);
2159         if (game_type < DEMO_GAME_TYPE) {
2160                 newmenu_item m[2];
2161
2162                 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_RECORDED);
2163                 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
2164                 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = "    In Descent: First Strike";
2165
2166                 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2167                 return 1;
2168         }
2169         if (game_type != DEMO_GAME_TYPE) {
2170                 newmenu_item m[2];
2171
2172                 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_RECORDED);
2173                 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
2174                 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = "   In Unknown Descent version";
2175
2176                 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2177                 return 1;
2178         }
2179         if (version < DEMO_VERSION) {
2180                 if (!rnd_demo) {
2181                         newmenu_item m[1];
2182                         sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_DEMO_OLD);
2183                         m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
2184                         newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2185                 }
2186                 return 1;
2187         }
2188         nd_read_fix(&GameTime);
2189         Boss_cloak_start_time=Boss_cloak_end_time=GameTime;
2190         JasonPlaybackTotal=0;
2191
2192         nd_read_int(&Newdemo_game_mode);
2193
2194 #ifdef NETWORK
2195         change_playernum_to((Newdemo_game_mode >> 16) & 0x7);
2196         if (Newdemo_game_mode & GM_TEAM) {
2197                 nd_read_byte(&(Netgame.team_vector));
2198                 nd_read_string(Netgame.team_name[0]);
2199                 nd_read_string(Netgame.team_name[1]);
2200         }
2201         if (Newdemo_game_mode & GM_MULTI) {
2202
2203                 multi_new_game();
2204                 nd_read_byte(&c);
2205                 N_players = (int)c;
2206                 // changed this to above two lines -- breaks on the mac because of
2207                 // endian issues
2208                 //              nd_read_byte((byte *)&N_players);
2209                 for (i = 0 ; i < N_players; i++) {
2210                         Players[i].cloak_time = 0;
2211                         Players[i].invulnerable_time = 0;
2212                         nd_read_string(Players[i].callsign);
2213                         nd_read_byte(&(Players[i].connected));
2214
2215                         if (Newdemo_game_mode & GM_MULTI_COOP) {
2216                                 nd_read_int(&(Players[i].score));
2217                         } else {
2218                                 nd_read_short((short *)&(Players[i].net_killed_total));
2219                                 nd_read_short((short *)&(Players[i].net_kills_total));
2220                         }
2221                 }
2222                 Game_mode = Newdemo_game_mode;
2223                 multi_sort_kill_list();
2224                 Game_mode = GM_NORMAL;
2225         } else
2226 #endif
2227                 nd_read_int(&(Players[Player_num].score));      // Note link to above if!
2228
2229         for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
2230                 nd_read_short((short*)&(Players[Player_num].primary_ammo[i]));
2231
2232         for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
2233                         nd_read_short((short*)&(Players[Player_num].secondary_ammo[i]));
2234
2235         nd_read_byte(&laser_level);
2236         if (laser_level != Players[Player_num].laser_level) {
2237                 Players[Player_num].laser_level = laser_level;
2238                 update_laser_weapon_info();
2239         }
2240
2241         // Support for missions
2242
2243         nd_read_string(current_mission);
2244         if (!load_mission_by_name(current_mission)) {
2245                 if (!rnd_demo) {
2246                         newmenu_item m[1];
2247
2248                         sprintf(text, TXT_NOMISSION4DEMO, current_mission);
2249                         m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
2250                         newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2251                 }
2252                 return 1;
2253         }
2254
2255         nd_recorded_total = 0;
2256         nd_playback_total = 0;
2257         nd_read_byte(&energy);
2258         nd_read_byte(&shield);
2259
2260         nd_read_int((int *)&(Players[Player_num].flags));
2261         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
2262                 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2263                 Newdemo_players_cloaked |= (1 << Player_num);
2264         }
2265         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
2266                 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
2267
2268         nd_read_byte((byte *)&Primary_weapon);
2269         nd_read_byte((byte *)&Secondary_weapon);
2270
2271         // Next bit of code to fix problem that I introduced between 1.0 and 1.1
2272         // check the next byte -- it _will_ be a load_new_level event.  If it is
2273         // not, then we must shift all bytes up by one.
2274
2275         Players[Player_num].energy = i2f(energy);
2276         Players[Player_num].shields = i2f(shield);
2277         JustStartedPlayback=1;
2278         return 0;
2279 }
2280
2281 void newdemo_pop_ctrlcen_triggers()
2282 {
2283         int anim_num, n, i;
2284         int side, cside;
2285         segment *seg, *csegp;
2286
2287         for (i = 0; i < ControlCenterTriggers.num_links; i++) {
2288                 seg = &Segments[ControlCenterTriggers.seg[i]];
2289                 side = ControlCenterTriggers.side[i];
2290                 csegp = &Segments[seg->children[side]];
2291                 cside = find_connect_side(seg, csegp);
2292                 anim_num = Walls[seg->sides[side].wall_num].clip_num;
2293                 n = WallAnims[anim_num].num_frames;
2294                 if (WallAnims[anim_num].flags & WCF_TMAP1) {
2295                 seg->sides[side].tmap_num = csegp->sides[cside].tmap_num = WallAnims[anim_num].frames[n-1];
2296                 } else {
2297                         seg->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = WallAnims[anim_num].frames[n-1];
2298                 }
2299         }
2300 }
2301
2302 #define N_PLAYER_SHIP_TEXTURES 6
2303
2304 void nd_render_extras (ubyte,object *);
2305 extern void multi_apply_goal_textures ();
2306 ubyte Newdemo_flying_guided=0;
2307
2308 int newdemo_read_frame_information()
2309 {
2310         int done, segnum, side, objnum, soundno, angle, volume, i,shot;
2311         object *obj;
2312         ubyte c,WhichWindow;
2313         static byte saved_letter_cockpit;
2314         static byte saved_rearview_cockpit;
2315         object extraobj;
2316         static char LastReadValue=101;
2317         segment *seg;
2318
2319         done = 0;
2320
2321         if (Newdemo_vcr_state != ND_STATE_PAUSED)
2322                 for (segnum=0; segnum <= Highest_segment_index; segnum++)
2323                         Segments[segnum].objects = -1;
2324
2325         reset_objects(1);
2326         Players[Player_num].homing_object_dist = -F1_0;
2327
2328         prev_obj = NULL;
2329
2330         while( !done ) {
2331                 nd_read_byte(&c);
2332                 if (nd_bad_read) { done = -1; break; }
2333
2334                 switch( c ) {
2335
2336                 case ND_EVENT_START_FRAME: {        // Followed by an integer frame number, then a fix FrameTime
2337                         short last_frame_length;
2338
2339                         done=1;
2340                         nd_read_short(&last_frame_length);
2341                         nd_read_int(&NewdemoFrameCount);
2342                         nd_read_int((int *)&nd_recorded_time);
2343                         if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2344                                 nd_recorded_total += nd_recorded_time;
2345                         NewdemoFrameCount--;
2346
2347                         if (nd_bad_read) { done = -1; break; }
2348                         break;
2349                 }
2350
2351                 case ND_EVENT_VIEWER_OBJECT:        // Followed by an object structure
2352                         nd_read_byte (&WhichWindow);
2353                         if (WhichWindow&15)
2354                         {
2355                                 //mprintf ((0,"Reading extra!\n"));
2356                                 nd_read_object (&extraobj);
2357                                 if (Newdemo_vcr_state!=ND_STATE_PAUSED)
2358                                 {
2359                                         if (nd_bad_read) { done = -1; break; }
2360
2361                                         nd_render_extras (WhichWindow,&extraobj);
2362                                 }
2363                         }
2364                         else
2365                         {
2366                                 //mprintf ((0,"Reading viewer!\n"));
2367                                 //Viewer=&Objects[0];
2368                                 nd_read_object(Viewer);
2369
2370                                 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
2371                                         if (nd_bad_read) { done = -1; break; }
2372                                         segnum = Viewer->segnum;
2373                                         Viewer->next = Viewer->prev = Viewer->segnum = -1;
2374
2375                                         // HACK HACK HACK -- since we have multiple level recording, it can be the case
2376                                         // HACK HACK HACK -- that when rewinding the demo, the viewer is in a segment
2377                                         // HACK HACK HACK -- that is greater than the highest index of segments.  Bash
2378                                         // HACK HACK HACK -- the viewer to segment 0 for bogus view.
2379
2380                                         if (segnum > Highest_segment_index)
2381                                                 segnum = 0;
2382                                         obj_link(Viewer-Objects,segnum);
2383                                 }
2384                         }
2385                         break;
2386
2387                 case ND_EVENT_RENDER_OBJECT:       // Followed by an object structure
2388                         objnum = obj_allocate();
2389                         if (objnum==-1)
2390                                 break;
2391                         obj = &Objects[objnum];
2392                         nd_read_object(obj);
2393                         if (nd_bad_read) { done = -1; break; }
2394                         if (Newdemo_vcr_state != ND_STATE_PAUSED) {
2395                                 segnum = obj->segnum;
2396                                 obj->next = obj->prev = obj->segnum = -1;
2397
2398                                 // HACK HACK HACK -- don't render objects is segments greater than Highest_segment_index
2399                                 // HACK HACK HACK -- (see above)
2400
2401                                 if (segnum > Highest_segment_index)
2402                                         break;
2403
2404                                 obj_link(obj-Objects,segnum);
2405 #ifdef NETWORK
2406                                 if ((obj->type == OBJ_PLAYER) && (Newdemo_game_mode & GM_MULTI)) {
2407                                         int player;
2408
2409                                         if (Newdemo_game_mode & GM_TEAM)
2410                                                 player = get_team(obj->id);
2411                                         else
2412                                                 player = obj->id;
2413                                         if (player == 0)
2414                                                 break;
2415                                         player--;
2416
2417                                         for (i=0;i<N_PLAYER_SHIP_TEXTURES;i++)
2418                                                 multi_player_textures[player][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[obj->rtype.pobj_info.model_num].first_texture+i]];
2419
2420                                         multi_player_textures[player][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(player)*2]];
2421                                         multi_player_textures[player][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(player)*2+1]];
2422                                         obj->rtype.pobj_info.alt_textures = player+1;
2423                                 }
2424 #endif
2425                         }
2426                         break;
2427
2428                 case ND_EVENT_SOUND:
2429                         nd_read_int(&soundno);
2430                         if (nd_bad_read) {done = -1; break; }
2431                         if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2432                                 digi_play_sample( soundno, F1_0 );
2433                         break;
2434
2435                         //--unused              case ND_EVENT_SOUND_ONCE:
2436                         //--unused                      nd_read_int(&soundno);
2437                         //--unused                      if (nd_bad_read) { done = -1; break; }
2438                         //--unused                      if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2439                         //--unused                              digi_play_sample_once( soundno, F1_0 );
2440                         //--unused                      break;
2441
2442                 case ND_EVENT_SOUND_3D:
2443                         nd_read_int(&soundno);
2444                         nd_read_int(&angle);
2445                         nd_read_int(&volume);
2446                         if (nd_bad_read) { done = -1; break; }
2447                         if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2448                                 digi_play_sample_3d( soundno, angle, volume, 0 );
2449                         break;
2450
2451                 case ND_EVENT_SOUND_3D_ONCE:
2452                         nd_read_int(&soundno);
2453                         nd_read_int(&angle);
2454                         nd_read_int(&volume);
2455                         if (nd_bad_read) { done = -1; break; }
2456                         if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2457                                 digi_play_sample_3d( soundno, angle, volume, 1 );
2458                         break;
2459
2460                 case ND_EVENT_LINK_SOUND_TO_OBJ:
2461                         {
2462                                 int soundno, objnum, max_volume, max_distance, loop_start, loop_end;
2463                                 int signature;
2464                                 nd_read_int( &soundno );
2465                                 nd_read_int( &signature );
2466                                 nd_read_int( &max_volume );
2467                                 nd_read_int( &max_distance );
2468                                 nd_read_int( &loop_start );
2469                                 nd_read_int( &loop_end );
2470                                 objnum = newdemo_find_object( signature );
2471                                 if ( objnum > -1 )  {   //  @mk, 2/22/96, John told me to.
2472                                         digi_link_sound_to_object3( soundno, objnum, 1, max_volume, max_distance, loop_start, loop_end );
2473                                 }
2474                         }
2475                         break;
2476
2477                 case ND_EVENT_KILL_SOUND_TO_OBJ:
2478                         {
2479                                 int objnum, signature;
2480                                 nd_read_int( &signature );
2481                                 objnum = newdemo_find_object( signature );
2482                                 if ( objnum > -1 )  {   //  @mk, 2/22/96, John told me to.
2483                                         digi_kill_sound_linked_to_object(objnum);
2484                                 }
2485                         }
2486                         break;
2487
2488                 case ND_EVENT_WALL_HIT_PROCESS: {
2489                         int player, segnum;
2490                         fix damage;
2491
2492                         nd_read_int(&segnum);
2493                         nd_read_int(&side);
2494                         nd_read_fix(&damage);
2495                         nd_read_int(&player);
2496                         if (nd_bad_read) { done = -1; break; }
2497                         if (Newdemo_vcr_state != ND_STATE_PAUSED)
2498                                 wall_hit_process(&Segments[segnum], side, damage, player, &(Objects[0]) );
2499                         break;
2500                 }
2501
2502                 case ND_EVENT_TRIGGER:
2503                         nd_read_int(&segnum);
2504                         nd_read_int(&side);
2505                         nd_read_int(&objnum);
2506                         nd_read_int(&shot);
2507                         if (nd_bad_read) { done = -1; break; }
2508                         if (Newdemo_vcr_state != ND_STATE_PAUSED)
2509                         {
2510                                 mprintf ((0,"EVENT TRIGGER! shot=%d\n",shot));
2511
2512                                 if (Triggers[Walls[Segments[segnum].sides[side].wall_num].trigger].type == TT_SECRET_EXIT) {
2513                                         int truth;
2514
2515                                         nd_read_byte(&c);
2516                                         Assert(c == ND_EVENT_SECRET_THINGY);
2517                                         nd_read_int(&truth);
2518                                         if (!truth)
2519                                                 check_trigger(&Segments[segnum], side, objnum,shot);
2520                                 } else
2521                                         check_trigger(&Segments[segnum], side, objnum,shot);
2522                         }
2523                         break;
2524
2525                 case ND_EVENT_HOSTAGE_RESCUED: {
2526                         int hostage_number;
2527
2528                         nd_read_int(&hostage_number);
2529                         if (nd_bad_read) { done = -1; break; }
2530                         if (Newdemo_vcr_state != ND_STATE_PAUSED)
2531                                 hostage_rescue( hostage_number );
2532                         break;
2533                 }
2534
2535                 case ND_EVENT_MORPH_FRAME: {
2536 #if 0
2537                         morph_data *md;
2538
2539                         md = &morph_objects[0];
2540                         if (newdemo_read( md->morph_vecs, sizeof(md->morph_vecs), 1 )!=1) { done=-1; break; }
2541                         if (newdemo_read( md->submodel_active, sizeof(md->submodel_active), 1 )!=1) { done=-1; break; }
2542                         if (newdemo_read( md->submodel_startpoints, sizeof(md->submodel_startpoints), 1 )!=1) { done=-1; break; }
2543 #endif
2544                         objnum = obj_allocate();
2545                         if (objnum==-1)
2546                                 break;
2547                         obj = &Objects[objnum];
2548                         nd_read_object(obj);
2549                         obj->render_type = RT_POLYOBJ;
2550                         if (Newdemo_vcr_state != ND_STATE_PAUSED) {
2551                                 if (nd_bad_read) { done = -1; break; }
2552                                 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
2553                                         segnum = obj->segnum;
2554                                         obj->next = obj->prev = obj->segnum = -1;
2555                                         obj_link(obj-Objects,segnum);
2556                                 }
2557                         }
2558                         break;
2559                 }
2560
2561                 case ND_EVENT_WALL_TOGGLE:
2562                         nd_read_int(&segnum);
2563                         nd_read_int(&side);
2564                         if (nd_bad_read) {done = -1; break; }
2565                         if (Newdemo_vcr_state != ND_STATE_PAUSED)
2566                                 wall_toggle(&Segments[segnum], side);
2567                         break;
2568
2569                 case ND_EVENT_CONTROL_CENTER_DESTROYED:
2570                         nd_read_int(&Countdown_seconds_left);
2571                         Control_center_destroyed = 1;
2572                         if (nd_bad_read) { done = -1; break; }
2573                         if (!Newdemo_cntrlcen_destroyed) {
2574                                 newdemo_pop_ctrlcen_triggers();
2575                                 Newdemo_cntrlcen_destroyed = 1;
2576                                 //do_controlcen_destroyed_stuff(NULL);
2577                         }
2578                         break;
2579
2580                 case ND_EVENT_HUD_MESSAGE: {
2581                         char hud_msg[60];
2582
2583                         nd_read_string(&(hud_msg[0]));
2584                         if (nd_bad_read) { done = -1; break; }
2585                         HUD_init_message( hud_msg );
2586                         break;
2587                         }
2588                 case ND_EVENT_START_GUIDED:
2589                         Newdemo_flying_guided=1;
2590                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2591                                 Newdemo_flying_guided=0;
2592                         break;
2593                 case ND_EVENT_END_GUIDED:
2594                         Newdemo_flying_guided=0;
2595                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2596                                 Newdemo_flying_guided=1;
2597                         break;
2598
2599                 case ND_EVENT_PALETTE_EFFECT: {
2600                         short r, g, b;
2601
2602                         nd_read_short(&r);
2603                         nd_read_short(&g);
2604                         nd_read_short(&b);
2605                         if (nd_bad_read) { done = -1; break; }
2606                         PALETTE_FLASH_SET(r,g,b);
2607                         break;
2608                 }
2609
2610                 case ND_EVENT_PLAYER_ENERGY: {
2611                         ubyte energy;
2612                         ubyte old_energy;
2613
2614                         nd_read_byte(&old_energy);
2615                         nd_read_byte(&energy);
2616                         if (nd_bad_read) {done = -1; break; }
2617                         if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2618                                 Players[Player_num].energy = i2f(energy);
2619                         } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2620                                 if (old_energy != 255)
2621                                         Players[Player_num].energy = i2f(old_energy);
2622                         }
2623                         break;
2624                 }
2625
2626                 case ND_EVENT_PLAYER_AFTERBURNER: {
2627                         ubyte afterburner;
2628                         ubyte old_afterburner;
2629
2630                         nd_read_byte(&old_afterburner);
2631                         nd_read_byte(&afterburner);
2632                         if (nd_bad_read) {done = -1; break; }
2633                         if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2634                                 Afterburner_charge = afterburner<<9;
2635                         } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2636                                 if (old_afterburner != 255)
2637                                         Afterburner_charge = old_afterburner<<9;
2638                         }
2639                         break;
2640                 }
2641
2642                 case ND_EVENT_PLAYER_SHIELD: {
2643                         ubyte shield;
2644                         ubyte old_shield;
2645
2646                         nd_read_byte(&old_shield);
2647                         nd_read_byte(&shield);
2648                         if (nd_bad_read) {done = -1; break; }
2649                         if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2650                                 Players[Player_num].shields = i2f(shield);
2651                         } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2652                                 if (old_shield != 255)
2653                                         Players[Player_num].shields = i2f(old_shield);
2654                         }
2655                         break;
2656                 }
2657
2658                 case ND_EVENT_PLAYER_FLAGS: {
2659                         uint oflags;
2660
2661                         nd_read_int((int *)&(Players[Player_num].flags));
2662                         if (nd_bad_read) {done = -1; break; }
2663
2664                         oflags = Players[Player_num].flags >> 16;
2665                         Players[Player_num].flags &= 0xffff;
2666
2667                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || ((Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD) && (oflags != 0xffff)) ) {
2668                                 if (!(oflags & PLAYER_FLAGS_CLOAKED) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
2669                                         Players[Player_num].cloak_time = 0;
2670                                         Newdemo_players_cloaked &= ~(1 << Player_num);
2671                                 }
2672                                 if ((oflags & PLAYER_FLAGS_CLOAKED) && !(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
2673                                         Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2674                                         Newdemo_players_cloaked |= (1 << Player_num);
2675                                 }
2676                                 if (!(oflags & PLAYER_FLAGS_INVULNERABLE) && (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
2677                                         Players[Player_num].invulnerable_time = 0;
2678                                 if ((oflags & PLAYER_FLAGS_INVULNERABLE) && !(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
2679                                         Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
2680                                 Players[Player_num].flags = oflags;
2681                         } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2682                                 if (!(oflags & PLAYER_FLAGS_CLOAKED) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
2683                                         Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2684                                         Newdemo_players_cloaked |= (1 << Player_num);
2685                                 }
2686                                 if ((oflags & PLAYER_FLAGS_CLOAKED) && !(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
2687                                         Players[Player_num].cloak_time = 0;
2688                                         Newdemo_players_cloaked &= ~(1 << Player_num);
2689                                 }
2690                                 if (!(oflags & PLAYER_FLAGS_INVULNERABLE) && (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
2691                                         Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
2692                                 if ((oflags & PLAYER_FLAGS_INVULNERABLE) && !(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
2693                                         Players[Player_num].invulnerable_time = 0;
2694                         }
2695                         update_laser_weapon_info();     // in case of quad laser change
2696                         break;
2697                 }
2698
2699                 case ND_EVENT_PLAYER_WEAPON: {
2700                         byte weapon_type, weapon_num;
2701                         byte old_weapon;
2702
2703                         nd_read_byte(&weapon_type);
2704                         nd_read_byte(&weapon_num);
2705                         nd_read_byte(&old_weapon);
2706                         if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2707                                 if (weapon_type == 0)
2708                                         Primary_weapon = (int)weapon_num;
2709                                 else
2710                                         Secondary_weapon = (int)weapon_num;
2711                         } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2712                                 if (weapon_type == 0)
2713                                         Primary_weapon = (int)old_weapon;
2714                                 else
2715                                         Secondary_weapon = (int)old_weapon;
2716                         }
2717                         break;
2718                 }
2719
2720                 case ND_EVENT_EFFECT_BLOWUP: {
2721                         short segnum;
2722                         byte side;
2723                         vms_vector pnt;
2724                         object dummy;
2725
2726                         //create a dummy object which will be the weapon that hits
2727                         //the monitor. the blowup code wants to know who the parent of the
2728                         //laser is, so create a laser whose parent is the player
2729                         dummy.ctype.laser_info.parent_type = OBJ_PLAYER;
2730
2731                         nd_read_short(&segnum);
2732                         nd_read_byte(&side);
2733                         nd_read_vector(&pnt);
2734                         if (Newdemo_vcr_state != ND_STATE_PAUSED)
2735                                 check_effect_blowup(&(Segments[segnum]), side, &pnt, &dummy, 0);
2736                         break;
2737                 }
2738
2739                 case ND_EVENT_HOMING_DISTANCE: {
2740                         short distance;
2741
2742                         nd_read_short(&distance);
2743                         Players[Player_num].homing_object_dist = i2f((int)(distance << 16));
2744                         break;
2745                 }
2746
2747                 case ND_EVENT_LETTERBOX:
2748                         if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2749                                 saved_letter_cockpit = Cockpit_mode;
2750                                 select_cockpit(CM_LETTERBOX);
2751                         } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2752                                 select_cockpit(saved_letter_cockpit);
2753                         break;
2754
2755                 case ND_EVENT_CHANGE_COCKPIT: {
2756                         int dummy;
2757
2758                         nd_read_int (&dummy);
2759                         select_cockpit (dummy);
2760
2761                         break;
2762                 }
2763                 case ND_EVENT_REARVIEW:
2764                         if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2765                                 saved_rearview_cockpit = Cockpit_mode;
2766                                 if (Cockpit_mode == CM_FULL_COCKPIT)
2767                                         select_cockpit(CM_REAR_VIEW);
2768                                 Rear_view=1;
2769                         } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2770                                 if (saved_rearview_cockpit == CM_REAR_VIEW)     // hack to be sure we get a good cockpit on restore
2771                                         saved_rearview_cockpit = CM_FULL_COCKPIT;
2772                                 select_cockpit(saved_rearview_cockpit);
2773                                 Rear_view=0;
2774                         }
2775                         break;
2776
2777                 case ND_EVENT_RESTORE_COCKPIT:
2778                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2779                                 saved_letter_cockpit = Cockpit_mode;
2780                                 select_cockpit(CM_LETTERBOX);
2781                         } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2782                                 select_cockpit(saved_letter_cockpit);
2783                         break;
2784
2785
2786                 case ND_EVENT_RESTORE_REARVIEW:
2787                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2788                                 saved_rearview_cockpit = Cockpit_mode;
2789                                 if (Cockpit_mode == CM_FULL_COCKPIT)
2790                                         select_cockpit(CM_REAR_VIEW);
2791                                 Rear_view=1;
2792                         } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2793                                 if (saved_rearview_cockpit == CM_REAR_VIEW)     // hack to be sure we get a good cockpit on restore
2794                                         saved_rearview_cockpit = CM_FULL_COCKPIT;
2795                                 select_cockpit(saved_rearview_cockpit);
2796                                 Rear_view=0;
2797                         }
2798                         break;
2799
2800
2801                 case ND_EVENT_WALL_SET_TMAP_NUM1: {
2802                         short seg, cseg, tmap;
2803                         ubyte side,cside;
2804
2805                         nd_read_short(&seg);
2806                         nd_read_byte(&side);
2807                         nd_read_short(&cseg);
2808                         nd_read_byte(&cside);
2809                         nd_read_short( &tmap );
2810                         if ((Newdemo_vcr_state != ND_STATE_PAUSED) && (Newdemo_vcr_state != ND_STATE_REWINDING) && (Newdemo_vcr_state != ND_STATE_ONEFRAMEBACKWARD))
2811                                 Segments[seg].sides[side].tmap_num = Segments[cseg].sides[cside].tmap_num = tmap;
2812                         break;
2813                 }
2814
2815                 case ND_EVENT_WALL_SET_TMAP_NUM2: {
2816                         short seg, cseg, tmap;
2817                         ubyte side,cside;
2818
2819                         nd_read_short(&seg);
2820                         nd_read_byte(&side);
2821                         nd_read_short(&cseg);
2822                         nd_read_byte(&cside);
2823                         nd_read_short( &tmap );
2824                         if ((Newdemo_vcr_state != ND_STATE_PAUSED) && (Newdemo_vcr_state != ND_STATE_REWINDING) && (Newdemo_vcr_state != ND_STATE_ONEFRAMEBACKWARD)) {
2825                                 Assert(tmap!=0 && Segments[seg].sides[side].tmap_num2!=0);
2826                                 Segments[seg].sides[side].tmap_num2 = Segments[cseg].sides[cside].tmap_num2 = tmap;
2827                         }
2828                         break;
2829                 }
2830
2831                 case ND_EVENT_MULTI_CLOAK: {
2832                         byte pnum;
2833
2834                         nd_read_byte(&pnum);
2835                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2836                                 Players[pnum].flags &= ~PLAYER_FLAGS_CLOAKED;
2837                                 Players[pnum].cloak_time = 0;
2838                                 Newdemo_players_cloaked &= ~(1 << pnum);
2839                         } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2840                                 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
2841                                 Players[pnum].cloak_time = GameTime  - (CLOAK_TIME_MAX / 2);
2842                                 Newdemo_players_cloaked |= (1 << pnum);
2843                         }
2844                         break;
2845                 }
2846
2847                 case ND_EVENT_MULTI_DECLOAK: {
2848                         byte pnum;
2849
2850                         nd_read_byte(&pnum);
2851
2852                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2853                                 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
2854                                 Players[pnum].cloak_time = GameTime  - (CLOAK_TIME_MAX / 2);
2855                                 Newdemo_players_cloaked |= (1 << pnum);
2856                         } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2857                                 Players[pnum].flags &= ~PLAYER_FLAGS_CLOAKED;
2858                                 Players[pnum].cloak_time = 0;
2859                                 Newdemo_players_cloaked &= ~(1 << pnum);
2860                         }
2861                         break;
2862                 }
2863
2864                 case ND_EVENT_MULTI_DEATH: {
2865                         byte pnum;
2866
2867                         nd_read_byte(&pnum);
2868                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2869                                 Players[pnum].net_killed_total--;
2870                         else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2871                                 Players[pnum].net_killed_total++;
2872                         break;
2873                 }
2874
2875 #ifdef NETWORK
2876                 case ND_EVENT_MULTI_KILL: {
2877                         byte pnum, kill;
2878
2879                         nd_read_byte(&pnum);
2880                         nd_read_byte(&kill);
2881                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2882                                 Players[pnum].net_kills_total -= kill;
2883                                 if (Newdemo_game_mode & GM_TEAM)
2884                                         team_kills[get_team(pnum)] -= kill;
2885                         } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2886                                 Players[pnum].net_kills_total += kill;
2887                                 if (Newdemo_game_mode & GM_TEAM)
2888                                         team_kills[get_team(pnum)] += kill;
2889                         }
2890                         Game_mode = Newdemo_game_mode;
2891                         multi_sort_kill_list();
2892                         Game_mode = GM_NORMAL;
2893                         break;
2894                 }
2895
2896                 case ND_EVENT_MULTI_CONNECT: {
2897                         byte pnum, new_player;
2898                         int killed_total, kills_total;
2899                         char new_callsign[CALLSIGN_LEN+1], old_callsign[CALLSIGN_LEN+1];
2900
2901                         nd_read_byte(&pnum);
2902                         nd_read_byte(&new_player);
2903                         if (!new_player) {
2904                                 nd_read_string(old_callsign);
2905                                 nd_read_int(&killed_total);
2906                                 nd_read_int(&kills_total);
2907                         }
2908                         nd_read_string(new_callsign);
2909                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2910                                 Players[pnum].connected = 0;
2911                                 if (!new_player) {
2912                                         memcpy(Players[pnum].callsign, old_callsign, CALLSIGN_LEN+1);
2913                                         Players[pnum].net_killed_total = killed_total;
2914                                         Players[pnum].net_kills_total = kills_total;
2915                                 } else {
2916                                         N_players--;
2917                                 }
2918                         } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2919                                 Players[pnum].connected = 1;
2920                                 Players[pnum].net_kills_total = 0;
2921                                 Players[pnum].net_killed_total = 0;
2922                                 memcpy(Players[pnum].callsign, new_callsign, CALLSIGN_LEN+1);
2923                                 if (new_player)
2924                                         N_players++;
2925                         }
2926                         break;
2927                 }
2928
2929                 case ND_EVENT_MULTI_RECONNECT: {
2930                         byte pnum;
2931
2932                         nd_read_byte(&pnum);
2933                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2934                                 Players[pnum].connected = 0;
2935                         else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2936                                 Players[pnum].connected = 1;
2937                         break;
2938                 }
2939
2940                 case ND_EVENT_MULTI_DISCONNECT: {
2941                         byte pnum;
2942
2943                         nd_read_byte(&pnum);
2944                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2945                                 Players[pnum].connected = 1;
2946                         else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2947                                 Players[pnum].connected = 0;
2948                         break;
2949                 }
2950
2951                 case ND_EVENT_MULTI_SCORE: {
2952                         int score;
2953                         byte pnum;
2954
2955                         nd_read_byte(&pnum);
2956                         nd_read_int(&score);
2957                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2958                                 Players[pnum].score -= score;
2959                         else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2960                                 Players[pnum].score += score;
2961                         Game_mode = Newdemo_game_mode;
2962                         multi_sort_kill_list();
2963                         Game_mode = GM_NORMAL;
2964                         break;
2965                 }
2966
2967 #endif // NETWORK
2968                 case ND_EVENT_PLAYER_SCORE: {
2969                         int score;
2970
2971                         nd_read_int(&score);
2972                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2973                                 Players[Player_num].score -= score;
2974                         else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2975                                 Players[Player_num].score += score;
2976                         break;
2977                 }
2978
2979
2980                 case ND_EVENT_PRIMARY_AMMO: {
2981                         short old_ammo, new_ammo;
2982
2983                         nd_read_short(&old_ammo);
2984                         nd_read_short(&new_ammo);
2985
2986                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2987                                 Players[Player_num].primary_ammo[Primary_weapon] = old_ammo;
2988                         else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2989                                 Players[Player_num].primary_ammo[Primary_weapon] = new_ammo;
2990                         break;
2991                 }
2992
2993                 case ND_EVENT_SECONDARY_AMMO: {
2994                         short old_ammo, new_ammo;
2995
2996                         nd_read_short(&old_ammo);
2997                         nd_read_short(&new_ammo);
2998
2999                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
3000                                 Players[Player_num].secondary_ammo[Secondary_weapon] = old_ammo;
3001                         else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
3002                                 Players[Player_num].secondary_ammo[Secondary_weapon] = new_ammo;
3003                         break;
3004                 }
3005
3006                 case ND_EVENT_DOOR_OPENING: {
3007                         short segnum;
3008                         byte side;
3009
3010                         nd_read_short(&segnum);
3011                         nd_read_byte(&side);
3012                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
3013                                 int anim_num;
3014                                 int cside;
3015                                 segment *segp, *csegp;
3016
3017                                 segp = &Segments[segnum];
3018                                 csegp = &Segments[segp->children[side]];
3019                                 cside = find_connect_side(segp, csegp);
3020                                 anim_num = Walls[segp->sides[side].wall_num].clip_num;
3021
3022                                 if (WallAnims[anim_num].flags & WCF_TMAP1) {
3023                                         segp->sides[side].tmap_num = csegp->sides[cside].tmap_num = WallAnims[anim_num].frames[0];
3024                                 } else {
3025                                         segp->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = WallAnims[anim_num].frames[0];
3026                                 }
3027                         }
3028                         break;
3029                 }
3030
3031                 case ND_EVENT_LASER_LEVEL: {
3032                         byte old_level, new_level;
3033
3034                         nd_read_byte(&old_level);
3035                         nd_read_byte(&new_level);
3036                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
3037                                 Players[Player_num].laser_level = old_level;
3038                                 update_laser_weapon_info();
3039                         } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
3040                                 Players[Player_num].laser_level = new_level;
3041                                 update_laser_weapon_info();
3042                         }
3043                         break;
3044                 }
3045
3046                 case ND_EVENT_CLOAKING_WALL: {
3047                         ubyte back_wall_num,front_wall_num,type,state,cloak_value;
3048                         short l0,l1,l2,l3;
3049                         segment *segp;
3050                         int sidenum;
3051
3052                         nd_read_byte(&front_wall_num);
3053                         nd_read_byte(&back_wall_num);
3054                         nd_read_byte(&type);
3055                         nd_read_byte(&state);
3056                         nd_read_byte(&cloak_value);
3057                         nd_read_short(&l0);
3058                         nd_read_short(&l1);
3059                         nd_read_short(&l2);
3060                         nd_read_short(&l3);
3061
3062                         Walls[front_wall_num].type = type;
3063                         Walls[front_wall_num].state = state;
3064                         Walls[front_wall_num].cloak_value = cloak_value;
3065                         segp = &Segments[Walls[front_wall_num].segnum];
3066                         sidenum = Walls[front_wall_num].sidenum;
3067                         segp->sides[sidenum].uvls[0].l = ((int) l0) << 8;
3068                         segp->sides[sidenum].uvls[1].l = ((int) l1) << 8;
3069                         segp->sides[sidenum].uvls[2].l = ((int) l2) << 8;
3070                         segp->sides[sidenum].uvls[3].l = ((int) l3) << 8;
3071
3072                         Walls[back_wall_num].type = type;
3073                         Walls[back_wall_num].state = state;
3074                         Walls[back_wall_num].cloak_value = cloak_value;
3075                         segp = &Segments[Walls[back_wall_num].segnum];
3076                         sidenum = Walls[back_wall_num].sidenum;
3077                         segp->sides[sidenum].uvls[0].l = ((int) l0) << 8;
3078                         segp->sides[sidenum].uvls[1].l = ((int) l1) << 8;
3079                         segp->sides[sidenum].uvls[2].l = ((int) l2) << 8;
3080                         segp->sides[sidenum].uvls[3].l = ((int) l3) << 8;
3081
3082                         break;
3083                 }
3084
3085                 case ND_EVENT_NEW_LEVEL: {
3086                         byte new_level, old_level, loaded_level;
3087
3088                         nd_read_byte (&new_level);
3089                         nd_read_byte (&old_level);
3090                         if (Newdemo_vcr_state == ND_STATE_PAUSED)
3091                                 break;
3092
3093                         stop_time();
3094                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
3095                                 loaded_level = old_level;
3096                         else {
3097                                 loaded_level = new_level;
3098                                 for (i = 0; i < MAX_PLAYERS; i++) {
3099                                         Players[i].cloak_time = 0;
3100                                         Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
3101                                 }
3102                         }
3103                         if ((loaded_level < Last_secret_level) || (loaded_level > Last_level)) {
3104                                 newmenu_item m[3];
3105
3106                                 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_CANT_PLAYBACK;
3107                                 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_LEVEL_CANT_LOAD;
3108                                 m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_DEMO_OLD_CORRUPT;
3109                                 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
3110                                 return -1;
3111                         }
3112
3113                         LoadLevel((int)loaded_level,1);
3114                         Newdemo_cntrlcen_destroyed = 0;
3115
3116                         if (JustStartedPlayback)
3117                         {
3118                                 nd_read_int (&Num_walls);
3119                                 for (i=0;i<Num_walls;i++)    // restore the walls
3120                                 {
3121                                         nd_read_byte (&Walls[i].type);
3122                                         nd_read_byte (&Walls[i].flags);
3123                                         nd_read_byte (&Walls[i].state);
3124
3125                                         seg = &Segments[Walls[i].segnum];
3126                                         side = Walls[i].sidenum;
3127                                         nd_read_short (&seg->sides[side].tmap_num);
3128                                         nd_read_short (&seg->sides[side].tmap_num2);
3129                                 }
3130 #ifdef NETWORK
3131                                 if (Newdemo_game_mode & GM_CAPTURE)
3132                                         multi_apply_goal_textures ();
3133 #endif
3134                                 JustStartedPlayback=0;
3135                         }
3136
3137
3138                         // so says Rob H.!!!                    if (Newdemo_game_mode & GM_MULTI) {
3139                         // so says Rob H.!!!                            for (i = 0; i < Num_walls; i++) {
3140                         // so says Rob H.!!!                                    if (Walls[i].type == WALL_BLASTABLE)
3141                         // so says Rob H.!!!                                    {
3142                         // so says Rob H.!!!                                            int a, n;
3143                         // so says Rob H.!!!                                            int side;
3144                         // so says Rob H.!!!                                            segment *seg;
3145                         // so says Rob H.!!!
3146                         // so says Rob H.!!!                                            seg = &Segments[Walls[i].segnum];
3147                         // so says Rob H.!!!                                            side = Walls[i].sidenum;
3148                         // so says Rob H.!!!                                            a = Walls[i].clip_num;
3149                         // so says Rob H.!!!                                            n = WallAnims[a].num_frames;
3150                         // so says Rob H.!!!                                            seg->sides[side].tmap_num = WallAnims[a].frames[n-1];
3151                         // so says Rob H.!!!                                            Walls[i].flags |= WALL_BLASTED;
3152                         // so says Rob H.!!!                                    }
3153                         // so says Rob H.!!!                            }
3154                         // so says Rob H.!!!                    }
3155
3156                         reset_palette_add();                // get palette back to normal
3157                         start_time();
3158                         break;
3159                 }
3160
3161                 case ND_EVENT_EOF: {
3162                         done=-1;
3163                         cfseek(infile, -1, SEEK_CUR);        // get back to the EOF marker
3164                         Newdemo_at_eof = 1;
3165                         NewdemoFrameCount++;
3166                         break;
3167                 }
3168
3169                 default:
3170                         Int3();
3171                 }
3172         }
3173
3174         LastReadValue=c;
3175
3176         if (nd_bad_read) {
3177                 newmenu_item m[2];
3178
3179                 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_ERR_READING;
3180                 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_DEMO_OLD_CORRUPT;
3181                 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
3182         }
3183
3184         return done;
3185 }
3186
3187 void newdemo_goto_beginning()
3188 {
3189         //if (NewdemoFrameCount == 0)
3190         //      return;
3191         cfseek(infile, 0, SEEK_SET);
3192         Newdemo_vcr_state = ND_STATE_PLAYBACK;
3193         if (newdemo_read_demo_start(0))
3194                 newdemo_stop_playback();
3195         if (newdemo_read_frame_information() == -1)
3196                 newdemo_stop_playback();
3197         if (newdemo_read_frame_information() == -1)
3198                 newdemo_stop_playback();
3199         Newdemo_vcr_state = ND_STATE_PAUSED;
3200         Newdemo_at_eof = 0;
3201 }
3202
3203 void newdemo_goto_end()
3204 {
3205         short frame_length, byte_count, bshort;
3206         byte level, bbyte, laser_level;
3207         ubyte energy, shield, c;
3208         int i, loc, bint;
3209
3210         cfseek(infile, -2, SEEK_END);
3211         nd_read_byte(&level);
3212
3213         if ((level < Last_secret_level) || (level > Last_level)) {
3214                 newmenu_item m[3];
3215
3216                 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_CANT_PLAYBACK;
3217                 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_LEVEL_CANT_LOAD;
3218                 m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_DEMO_OLD_CORRUPT;
3219                 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
3220                 newdemo_stop_playback();
3221                 return;
3222         }
3223         if (level != Current_level_num)
3224                 LoadLevel(level,1);
3225
3226         cfseek(infile, -4, SEEK_END);
3227         nd_read_short(&byte_count);
3228         cfseek(infile, -2 - byte_count, SEEK_CUR);
3229
3230         nd_read_short(&frame_length);
3231         loc = cftell(infile);
3232         if (Newdemo_game_mode & GM_MULTI)
3233                 nd_read_byte(&Newdemo_players_cloaked);
3234         else
3235                 nd_read_byte(&bbyte);
3236         nd_read_byte(&bbyte);
3237         nd_read_short(&bshort);
3238         nd_read_int(&bint);
3239
3240         nd_read_byte(&energy);
3241         nd_read_byte(&shield);
3242         Players[Player_num].energy = i2f(energy);
3243         Players[Player_num].shields = i2f(shield);
3244         nd_read_int((int *)&(Players[Player_num].flags));
3245         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
3246                 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
3247                 Newdemo_players_cloaked |= (1 << Player_num);
3248         }
3249         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
3250                 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
3251         nd_read_byte((byte *)&Primary_weapon);
3252         nd_read_byte((byte *)&Secondary_weapon);
3253         for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
3254                 nd_read_short((short *)&(Players[Player_num].primary_ammo[i]));
3255         for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
3256                 nd_read_short((short *)&(Players[Player_num].secondary_ammo[i]));
3257         nd_read_byte(&laser_level);
3258         if (laser_level != Players[Player_num].laser_level) {
3259                 Players[Player_num].laser_level = laser_level;
3260                 update_laser_weapon_info();
3261         }
3262
3263         if (Newdemo_game_mode & GM_MULTI) {
3264                 nd_read_byte(&c);
3265                 N_players = (int)c;
3266                 // see newdemo_read_start_demo for explanation of
3267                 // why this is commented out
3268                 //              nd_read_byte((byte *)&N_players);
3269                 for (i = 0; i < N_players; i++) {
3270                         nd_read_string(Players[i].callsign);
3271                         nd_read_byte(&(Players[i].connected));
3272                         if (Newdemo_game_mode & GM_MULTI_COOP) {
3273                                 nd_read_int(&(Players[i].score));
3274                         } else {
3275                                 nd_read_short((short *)&(Players[i].net_killed_total));
3276                                 nd_read_short((short *)&(Players[i].net_kills_total));
3277                         }
3278                 }
3279         } else {
3280                 nd_read_int(&(Players[Player_num].score));
3281         }
3282
3283         cfseek(infile, loc, SEEK_SET);
3284         cfseek(infile, -frame_length, SEEK_CUR);
3285         nd_read_int(&NewdemoFrameCount);            // get the frame count
3286         NewdemoFrameCount--;
3287         cfseek(infile, 4, SEEK_CUR);
3288         Newdemo_vcr_state = ND_STATE_PLAYBACK;
3289         newdemo_read_frame_information();           // then the frame information
3290         Newdemo_vcr_state = ND_STATE_PAUSED;
3291         return;
3292 }
3293
3294 void newdemo_back_frames(int frames)
3295 {
3296         short last_frame_length;
3297         int i;
3298
3299         for (i = 0; i < frames; i++)
3300         {
3301                 cfseek(infile, -10, SEEK_CUR);
3302                 nd_read_short(&last_frame_length);
3303                 cfseek(infile, 8 - last_frame_length, SEEK_CUR);
3304
3305                 if (!Newdemo_at_eof && newdemo_read_frame_information() == -1) {
3306                         newdemo_stop_playback();
3307                         return;
3308                 }
3309                 if (Newdemo_at_eof)
3310                         Newdemo_at_eof = 0;
3311
3312                 cfseek(infile, -10, SEEK_CUR);
3313                 nd_read_short(&last_frame_length);
3314                 cfseek(infile, 8 - last_frame_length, SEEK_CUR);
3315         }
3316
3317 }
3318
3319 /*
3320  *  routine to interpolate the viewer position.  the current position is
3321  *  stored in the Viewer object.  Save this position, and read the next
3322  *  frame to get all objects read in.  Calculate the delta playback and
3323  *  the delta recording frame times between the two frames, then intepolate
3324  *  the viewers position accordingly.  nd_recorded_time is the time that it
3325  *  took the recording to render the frame that we are currently looking
3326  *  at.
3327 */
3328
3329 void interpolate_frame(fix d_play, fix d_recorded)
3330 {
3331         int i, j, num_cur_objs;
3332         fix factor;
3333         object *cur_objs;
3334
3335         factor = fixdiv(d_play, d_recorded);
3336         if (factor > F1_0)
3337                 factor = F1_0;
3338
3339         num_cur_objs = Highest_object_index;
3340         cur_objs = (object *)d_malloc(sizeof(object) * (num_cur_objs + 1));
3341         if (cur_objs == NULL) {
3342                 mprintf((0,"Couldn't get %d bytes for cur_objs in interpolate_frame\n", sizeof(object) * num_cur_objs));
3343                 Int3();
3344                 return;
3345         }
3346         for (i = 0; i <= num_cur_objs; i++)
3347                 memcpy(&(cur_objs[i]), &(Objects[i]), sizeof(object));
3348
3349         Newdemo_vcr_state = ND_STATE_PAUSED;
3350         if (newdemo_read_frame_information() == -1) {
3351                 d_free(cur_objs);
3352                 newdemo_stop_playback();
3353                 return;
3354         }
3355
3356         for (i = 0; i <= num_cur_objs; i++) {
3357                 for (j = 0; j <= Highest_object_index; j++) {
3358                         if (cur_objs[i].signature == Objects[j].signature) {
3359                                 ubyte render_type = cur_objs[i].render_type;
3360                                 //fix delta_p, delta_h, delta_b;
3361                                 fix delta_x, delta_y, delta_z;
3362                                 //vms_angvec cur_angles, dest_angles;
3363
3364                                 //  Extract the angles from the object orientation matrix.
3365                                 //  Some of this code taken from ai_turn_towards_vector
3366                                 //  Don't do the interpolation on certain render types which don't use an orientation matrix
3367
3368                                 if (!((render_type == RT_LASER) || (render_type == RT_FIREBALL) || (render_type == RT_POWERUP))) {
3369
3370                                         vms_vector  fvec1, fvec2, rvec1, rvec2;
3371                                         fix         mag1;
3372
3373                                         fvec1 = cur_objs[i].orient.fvec;
3374                                         vm_vec_scale(&fvec1, F1_0-factor);
3375                                         fvec2 = Objects[j].orient.fvec;
3376                                         vm_vec_scale(&fvec2, factor);
3377                                         vm_vec_add2(&fvec1, &fvec2);
3378                                         mag1 = vm_vec_normalize_quick(&fvec1);
3379                                         if (mag1 > F1_0/256) {
3380                                                 rvec1 = cur_objs[i].orient.rvec;
3381                                                 vm_vec_scale(&rvec1, F1_0-factor);
3382                                                 rvec2 = Objects[j].orient.rvec;
3383                                                 vm_vec_scale(&rvec2, factor);
3384                                                 vm_vec_add2(&rvec1, &rvec2);
3385                                                 vm_vec_normalize_quick(&rvec1); // Note: Doesn't matter if this is null, if null, vm_vector_2_matrix will just use fvec1
3386                                                 vm_vector_2_matrix(&cur_objs[i].orient, &fvec1, NULL, &rvec1);
3387                                         }
3388
3389                                         //--old new way --      vms_vector fvec1, fvec2, rvec1, rvec2;
3390                                         //--old new way --
3391                                         //--old new way --      fvec1 = cur_objs[i].orient.fvec;
3392                                         //--old new way --      vm_vec_scale(&fvec1, F1_0-factor);
3393                                         //--old new way --      fvec2 = Objects[j].orient.fvec;
3394                                         //--old new way --      vm_vec_scale(&fvec2, factor);
3395                                         //--old new way --      vm_vec_add2(&fvec1, &fvec2);
3396                                         //--old new way --      vm_vec_normalize_quick(&fvec1);
3397                                         //--old new way --
3398                                         //--old new way --      rvec1 = cur_objs[i].orient.rvec;
3399                                         //--old new way --      vm_vec_scale(&rvec1, F1_0-factor);
3400                                         //--old new way --      rvec2 = Objects[j].orient.rvec;
3401                                         //--old new way --      vm_vec_scale(&rvec2, factor);
3402                                         //--old new way --      vm_vec_add2(&rvec1, &rvec2);
3403                                         //--old new way --      vm_vec_normalize_quick(&rvec1);
3404                                         //--old new way --
3405                                         //--old new way --      vm_vector_2_matrix(&cur_objs[i].orient, &fvec1, NULL, &rvec1);
3406
3407                                         // -- old fashioned way --                                      vm_extract_angles_matrix(&cur_angles, &(cur_objs[i].orient));
3408                                         // -- old fashioned way --                                      vm_extract_angles_matrix(&dest_angles, &(Objects[j].orient));
3409                                         // -- old fashioned way --
3410                                         // -- old fashioned way --                                      delta_p = (dest_angles.p - cur_angles.p);
3411                                         // -- old fashioned way --                                      delta_h = (dest_angles.h - cur_angles.h);
3412                                         // -- old fashioned way --                                      delta_b = (dest_angles.b - cur_angles.b);
3413                                         // -- old fashioned way --
3414                                         // -- old fashioned way --                                      if (delta_p != 0) {
3415                                         // -- old fashioned way --                                              if (delta_p > F1_0/2) delta_p = dest_angles.p - cur_angles.p - F1_0;
3416                                         // -- old fashioned way --                                              if (delta_p < -F1_0/2) delta_p = dest_angles.p - cur_angles.p + F1_0;
3417                                         // -- old fashioned way --                                              delta_p = fixmul(delta_p, factor);
3418                                         // -- old fashioned way --                                              cur_angles.p += delta_p;
3419                                         // -- old fashioned way --                                      }
3420                                         // -- old fashioned way --                                      if (delta_h != 0) {
3421                                         // -- old fashioned way --                                              if (delta_h > F1_0/2) delta_h = dest_angles.h - cur_angles.h - F1_0;
3422                                         // -- old fashioned way --                                              if (delta_h < -F1_0/2) delta_h = dest_angles.h - cur_angles.h + F1_0;
3423                                         // -- old fashioned way --                                              delta_h = fixmul(delta_h, factor);
3424                                         // -- old fashioned way --                                              cur_angles.h += delta_h;
3425                                         // -- old fashioned way --                                      }
3426                                         // -- old fashioned way --                                      if (delta_b != 0) {
3427                                         // -- old fashioned way --                                              if (delta_b > F1_0/2) delta_b = dest_angles.b - cur_angles.b - F1_0;
3428                                         // -- old fashioned way --                                              if (delta_b < -F1_0/2) delta_b = dest_angles.b - cur_angles.b + F1_0;
3429                                         // -- old fashioned way --                                              delta_b = fixmul(delta_b, factor);
3430                                         // -- old fashioned way --                                              cur_angles.b += delta_b;
3431                                         // -- old fashioned way --                                      }
3432                                 }
3433
3434                                 // Interpolate the object position.  This is just straight linear
3435                                 // interpolation.
3436
3437                                 delta_x = Objects[j].pos.x - cur_objs[i].pos.x;
3438                                 delta_y = Objects[j].pos.y - cur_objs[i].pos.y;
3439                                 delta_z = Objects[j].pos.z - cur_objs[i].pos.z;
3440
3441                                 delta_x = fixmul(delta_x, factor);
3442                                 delta_y = fixmul(delta_y, factor);
3443                                 delta_z = fixmul(delta_z, factor);
3444
3445                                 cur_objs[i].pos.x += delta_x;
3446                                 cur_objs[i].pos.y += delta_y;
3447                                 cur_objs[i].pos.z += delta_z;
3448
3449                                 // -- old fashioned way --// stuff the new angles back into the object structure
3450                                 // -- old fashioned way --                              vm_angles_2_matrix(&(cur_objs[i].orient), &cur_angles);
3451                         }
3452                 }
3453         }
3454
3455         // get back to original position in the demo file.  Reread the current
3456         // frame information again to reset all of the object stuff not covered
3457         // with Highest_object_index and the object array (previously rendered
3458         // objects, etc....)
3459
3460         newdemo_back_frames(1);
3461         newdemo_back_frames(1);
3462         if (newdemo_read_frame_information() == -1)
3463                 newdemo_stop_playback();
3464         Newdemo_vcr_state = ND_STATE_PLAYBACK;
3465
3466         for (i = 0; i <= num_cur_objs; i++)
3467                 memcpy(&(Objects[i]), &(cur_objs[i]), sizeof(object));
3468         Highest_object_index = num_cur_objs;
3469         d_free(cur_objs);
3470 }
3471
3472 void newdemo_playback_one_frame()
3473 {
3474         int frames_back, i, level;
3475         static fix base_interpol_time = 0;
3476         static fix d_recorded = 0;
3477
3478         for (i = 0; i < MAX_PLAYERS; i++)
3479                 if (Newdemo_players_cloaked & (1 << i))
3480                         Players[i].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
3481
3482         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
3483                 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
3484
3485         if (Newdemo_vcr_state == ND_STATE_PAUSED)       // render a frame or not
3486                 return;
3487
3488         if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
3489                 DoJasonInterpolate(nd_recorded_time);
3490
3491         Control_center_destroyed = 0;
3492         Countdown_seconds_left = -1;
3493         PALETTE_FLASH_SET(0,0,0);       //clear flash
3494
3495         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
3496         {
3497                 level = Current_level_num;
3498                 if (NewdemoFrameCount == 0)
3499                         return;
3500                 else if ((Newdemo_vcr_state == ND_STATE_REWINDING) && (NewdemoFrameCount < 10)) {
3501                         newdemo_goto_beginning();
3502                         return;
3503                 }
3504                 if (Newdemo_vcr_state == ND_STATE_REWINDING)
3505                         frames_back = 10;
3506                 else
3507                         frames_back = 1;
3508                 if (Newdemo_at_eof) {
3509                         cfseek(infile, 11, SEEK_CUR);
3510                 }
3511                 newdemo_back_frames(frames_back);
3512
3513                 if (level != Current_level_num)
3514                         newdemo_pop_ctrlcen_triggers();
3515
3516                 if (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD) {
3517                         if (level != Current_level_num)
3518                                 newdemo_back_frames(1);
3519                         Newdemo_vcr_state = ND_STATE_PAUSED;
3520                 }
3521         }
3522         else if (Newdemo_vcr_state == ND_STATE_FASTFORWARD) {
3523                 if (!Newdemo_at_eof)
3524                 {
3525                         for (i = 0; i < 10; i++)
3526                         {
3527                                 if (newdemo_read_frame_information() == -1)
3528                                 {
3529                                         if (Newdemo_at_eof)
3530                                                 Newdemo_vcr_state = ND_STATE_PAUSED;
3531                                         else
3532                                                 newdemo_stop_playback();
3533                                         break;
3534                                 }
3535                         }
3536                 }
3537                 else
3538                         Newdemo_vcr_state = ND_STATE_PAUSED;
3539         }
3540         else if (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD) {
3541                 if (!Newdemo_at_eof) {
3542                         level = Current_level_num;
3543                         if (newdemo_read_frame_information() == -1) {
3544                                 if (!Newdemo_at_eof)
3545                                         newdemo_stop_playback();
3546                         }
3547                         if (level != Current_level_num) {
3548                                 if (newdemo_read_frame_information() == -1) {
3549                                         if (!Newdemo_at_eof)
3550                                                 newdemo_stop_playback();
3551                                 }
3552                         }
3553                         Newdemo_vcr_state = ND_STATE_PAUSED;
3554                 } else
3555                         Newdemo_vcr_state = ND_STATE_PAUSED;
3556         }
3557         else {
3558
3559                 //  First, uptate the total playback time to date.  Then we check to see
3560                 //  if we need to change the playback style to interpolate frames or
3561                 //  skip frames based on where the playback time is relative to the
3562                 //  recorded time.
3563
3564                 if (NewdemoFrameCount <= 0)
3565                         nd_playback_total = nd_recorded_total;      // baseline total playback time
3566                 else
3567                         nd_playback_total += FrameTime;
3568                 if ((playback_style == NORMAL_PLAYBACK) && (NewdemoFrameCount > 10))
3569                         if ((nd_playback_total * INTERPOL_FACTOR) < nd_recorded_total) {
3570                                 playback_style = INTERPOLATE_PLAYBACK;
3571                                 nd_playback_total = nd_recorded_total + FrameTime;  // baseline playback time
3572                                 base_interpol_time = nd_recorded_total;
3573                                 d_recorded = nd_recorded_time;                      // baseline delta recorded
3574                         }
3575                 if ((playback_style == NORMAL_PLAYBACK) && (NewdemoFrameCount > 10))
3576                         if (nd_playback_total > nd_recorded_total)
3577                                 playback_style = SKIP_PLAYBACK;
3578
3579
3580                 if ((playback_style == INTERPOLATE_PLAYBACK) && Newdemo_do_interpolate) {
3581                         fix d_play = 0;
3582
3583                         if (nd_recorded_total - nd_playback_total < FrameTime) {
3584                                 d_recorded = nd_recorded_total - nd_playback_total;
3585
3586                                 while (nd_recorded_total - nd_playback_total < FrameTime) {
3587                                         object *cur_objs;
3588                                         int i, j, num_objs, level;
3589
3590                                         num_objs = Highest_object_index;
3591                                         cur_objs = (object *)d_malloc(sizeof(object) * (num_objs + 1));
3592                                         if (cur_objs == NULL) {
3593                                                 Warning ("Couldn't get %d bytes for objects in interpolate playback\n", sizeof(object) * num_objs);
3594                                                 break;
3595                                         }
3596                                         for (i = 0; i <= num_objs; i++)
3597                                                 memcpy(&(cur_objs[i]), &(Objects[i]), sizeof(object));
3598
3599                                         level = Current_level_num;
3600                                         if (newdemo_read_frame_information() == -1) {
3601                                                 d_free(cur_objs);
3602                                                 newdemo_stop_playback();
3603                                                 return;
3604                                         }
3605                                         if (level != Current_level_num) {
3606                                                 d_free(cur_objs);
3607                                                 if (newdemo_read_frame_information() == -1)
3608                                                         newdemo_stop_playback();
3609                                                 break;
3610                                         }
3611
3612                                         //  for each new object in the frame just read in, determine if there is
3613                                         //  a corresponding object that we have been interpolating.  If so, then
3614                                         //  copy that interpolated object to the new Objects array so that the
3615                                         //  interpolated position and orientation can be preserved.
3616
3617                                         for (i = 0; i <= num_objs; i++) {
3618                                                 for (j = 0; j <= Highest_object_index; j++) {
3619                                                         if (cur_objs[i].signature == Objects[j].signature) {
3620                                                                 memcpy(&(Objects[j].orient), &(cur_objs[i].orient), sizeof(vms_matrix));
3621                                                                 memcpy(&(Objects[j].pos), &(cur_objs[i].pos), sizeof(vms_vector));
3622                                                                 break;
3623                                                         }
3624                                                 }
3625                                         }
3626                                         d_free(cur_objs);
3627                                         d_recorded += nd_recorded_time;
3628                                         base_interpol_time = nd_playback_total - FrameTime;
3629                                 }
3630                         }
3631
3632                         d_play = nd_playback_total - base_interpol_time;
3633                         interpolate_frame(d_play, d_recorded);
3634                         return;
3635                 }
3636                 else {
3637                         //mprintf ((0, "*"));
3638                         if (newdemo_read_frame_information() == -1) {
3639                                 newdemo_stop_playback();
3640                                 return;
3641                         }
3642                         if (playback_style == SKIP_PLAYBACK) {
3643                                 //mprintf ((0, "."));
3644                                 while (nd_playback_total > nd_recorded_total) {
3645                                         if (newdemo_read_frame_information() == -1) {
3646                                                 newdemo_stop_playback();
3647                                                 return;
3648                                         }
3649                                 }
3650                         }
3651                 }
3652         }
3653 }
3654
3655 void newdemo_start_recording()
3656 {
3657 #ifdef WINDOWS
3658         Newdemo_size=GetFreeDiskSpace();
3659         mprintf((0, "Free space = %d\n", Newdemo_size));
3660 #else
3661         Newdemo_size = GetDiskFree();
3662 #endif
3663
3664         Newdemo_size -= 100000;
3665
3666         if ((Newdemo_size+100000) <  2000000000) {
3667                 if (((int)(Newdemo_size)) < 500000) {
3668 #ifndef MACINTOSH
3669                         nm_messagebox(NULL, 1, TXT_OK, TXT_DEMO_NO_SPACE);
3670 #else
3671                         nm_messagebox(NULL, 1, TXT_OK, "Not enough space on current\ndrive to start demo recording.");
3672 #endif
3673                         return;
3674                 }
3675         }
3676
3677         Newdemo_num_written = 0;
3678         Newdemo_no_space=0;
3679         Newdemo_state = ND_STATE_RECORDING;
3680         outfile = cfopen(DEMO_FILENAME, "wb");
3681
3682 #ifndef MACINTOSH
3683         if (outfile == NULL && errno == ENOENT) {   //dir doesn't exist?
3684 #else
3685         if (outfile == NULL) {                      //dir doesn't exist and no errno on mac!
3686 #endif
3687                 cfile_mkdir(DEMO_DIR); //try making directory
3688                 outfile = cfopen(DEMO_FILENAME, "wb");
3689         }
3690
3691         if (outfile == NULL)
3692         {
3693                 nm_messagebox(NULL, 1, TXT_OK, "Cannot open demo temp file");
3694                 Newdemo_state = ND_STATE_NORMAL;
3695         }
3696         else
3697                 newdemo_record_start_demo();
3698
3699 }
3700
3701 char demoname_allowed_chars[] = "azAZ09__--";
3702 void newdemo_stop_recording()
3703 {
3704         newmenu_item m[6];
3705         int l, exit;
3706         static char filename[15] = "", *s;
3707         static ubyte tmpcnt = 0;
3708         ubyte cloaked = 0;
3709         char fullname[15+FILENAME_LEN] = DEMO_DIR;
3710         unsigned short byte_count = 0;
3711
3712         exit = 0;
3713
3714         nd_write_byte(ND_EVENT_EOF);
3715         nd_write_short(frame_bytes_written - 1);
3716         if (Game_mode & GM_MULTI) {
3717                 for (l = 0; l < N_players; l++) {
3718                         if (Players[l].flags & PLAYER_FLAGS_CLOAKED)
3719                                 cloaked |= (1 << l);
3720                 }
3721                 nd_write_byte(cloaked);
3722                 nd_write_byte(ND_EVENT_EOF);
3723         } else {
3724                 nd_write_short(ND_EVENT_EOF);
3725         }
3726         nd_write_short(ND_EVENT_EOF);
3727         nd_write_int(ND_EVENT_EOF);
3728
3729         byte_count += 10;       // from frame_bytes_written
3730
3731         nd_write_byte((byte)(f2ir(Players[Player_num].energy)));
3732         nd_write_byte((byte)(f2ir(Players[Player_num].shields)));
3733         nd_write_int(Players[Player_num].flags);        // be sure players flags are set
3734         nd_write_byte((byte)Primary_weapon);
3735         nd_write_byte((byte)Secondary_weapon);
3736         byte_count += 8;
3737
3738         for (l = 0; l < MAX_PRIMARY_WEAPONS; l++)
3739                 nd_write_short((short)Players[Player_num].primary_ammo[l]);
3740
3741         for (l = 0; l < MAX_SECONDARY_WEAPONS; l++)
3742                 nd_write_short((short)Players[Player_num].secondary_ammo[l]);
3743         byte_count += (sizeof(short) * (MAX_PRIMARY_WEAPONS + MAX_SECONDARY_WEAPONS));
3744
3745         nd_write_byte(Players[Player_num].laser_level);
3746         byte_count++;
3747
3748         if (Game_mode & GM_MULTI) {
3749                 nd_write_byte((byte)N_players);
3750                 byte_count++;
3751                 for (l = 0; l < N_players; l++) {
3752                         nd_write_string(Players[l].callsign);
3753                         byte_count += (strlen(Players[l].callsign) + 2);
3754                         nd_write_byte(Players[l].connected);
3755                         if (Game_mode & GM_MULTI_COOP) {
3756                                 nd_write_int(Players[l].score);
3757                                 byte_count += 5;
3758                         } else {
3759                                 nd_write_short((short)Players[l].net_killed_total);
3760                                 nd_write_short((short)Players[l].net_kills_total);
3761                                 byte_count += 5;
3762                         }
3763                 }
3764         } else {
3765                 nd_write_int(Players[Player_num].score);
3766                 byte_count += 4;
3767         }
3768         nd_write_short(byte_count);
3769
3770         nd_write_byte(Current_level_num);
3771         nd_write_byte(ND_EVENT_EOF);
3772
3773         l = cftell(outfile);
3774         cfclose(outfile);
3775         outfile = NULL;
3776         Newdemo_state = ND_STATE_NORMAL;
3777         gr_palette_load( gr_palette );
3778
3779         if (filename[0] != '\0') {
3780                 int num, i = strlen(filename) - 1;
3781                 char newfile[15];
3782
3783                 while (isdigit(filename[i])) {
3784                         i--;
3785                         if (i == -1)
3786                                 break;
3787                 }
3788                 i++;
3789                 num = atoi(&(filename[i]));
3790                 num++;
3791                 filename[i] = '\0';
3792                 sprintf (newfile, "%s%d", filename, num);
3793                 strncpy(filename, newfile, 8);
3794                 filename[8] = '\0';
3795         }
3796
3797 try_again:
3798         ;
3799
3800         Newmenu_allowed_chars = demoname_allowed_chars;
3801         if (!Newdemo_no_space) {
3802                 m[0].type=NM_TYPE_INPUT; m[0].text_len = 8; m[0].text = filename;
3803                 exit = newmenu_do( NULL, TXT_SAVE_DEMO_AS, 1, &(m[0]), NULL );
3804         } else if (Newdemo_no_space == 1) {
3805                 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_SAVE_BAD;
3806                 m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 8; m[1].text = filename;
3807                 exit = newmenu_do( NULL, NULL, 2, m, NULL );
3808         } else if (Newdemo_no_space == 2) {
3809                 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_SAVE_NOSPACE;
3810                 m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 8; m[1].text = filename;
3811                 exit = newmenu_do( NULL, NULL, 2, m, NULL );
3812         }
3813         Newmenu_allowed_chars = NULL;
3814
3815         if (exit == -2) {                   // got bumped out from network menu
3816                 char save_file[7+FILENAME_LEN];
3817
3818                 if (filename[0] != '\0') {
3819                         strcpy(save_file, DEMO_DIR);
3820                         strcat(save_file, filename);
3821                         strcat(save_file, ".dem");
3822                 } else
3823                         sprintf (save_file, "%stmp%d.dem", DEMO_DIR, tmpcnt++);
3824                 cfile_delete(save_file);
3825                 cfile_rename(DEMO_FILENAME, save_file);
3826                 return;
3827         }
3828         if (exit == -1) {               // pressed ESC
3829                 cfile_delete(DEMO_FILENAME);      // might as well remove the file
3830                 return;                     // return without doing anything
3831         }
3832
3833         if (filename[0]==0) //null string
3834                 goto try_again;
3835
3836         //check to make sure name is ok
3837         for (s=filename;*s;s++)
3838                 if (!isalnum(*s) && *s!='_') {
3839                         nm_messagebox1(NULL, NULL,1,TXT_CONTINUE, TXT_DEMO_USE_LETTERS);
3840                         goto try_again;
3841                 }
3842
3843         if (Newdemo_no_space)
3844                 strcat(fullname, m[1].text);
3845         else
3846                 strcat(fullname, m[0].text);
3847         strcat(fullname, ".dem");
3848         cfile_delete(fullname);
3849         cfile_rename(DEMO_FILENAME, fullname);
3850 }
3851
3852
3853 extern char AltHogDir[64];
3854 extern char AltHogdir_initialized;
3855
3856 //returns the number of demo files on the disk
3857 int newdemo_count_demos()
3858 {
3859         FILEFINDSTRUCT find;
3860         int NumFiles=0;
3861
3862         if( !FileFindFirst( DEMO_DIR "*.dem", &find ) ) {
3863                 do {
3864                         NumFiles++;
3865                 } while( !FileFindNext( &find ) );
3866                 FileFindClose();
3867         }
3868
3869         if ( AltHogdir_initialized ) {
3870                 char search_name[PATH_MAX + 5];
3871                 strcpy(search_name, AltHogDir);
3872                 strcat(search_name, "/" DEMO_DIR "*.dem");
3873                 if( !FileFindFirst( search_name, &find ) ) {
3874                         do {
3875                                 NumFiles++;
3876                         } while( !FileFindNext( &find ) );
3877                         FileFindClose();
3878                 }
3879         }
3880
3881         return NumFiles;
3882 }
3883
3884 void newdemo_start_playback(char * filename)
3885 {
3886         FILEFINDSTRUCT find;
3887         int rnd_demo = 0;
3888         char filename2[PATH_MAX+FILENAME_LEN] = DEMO_DIR;
3889
3890 #ifdef NETWORK
3891         change_playernum_to(0);
3892 #endif
3893         First_time_playback=1;
3894         JasonPlaybackTotal=0;
3895
3896         if (filename==NULL) {
3897                 // Randomly pick a filename
3898                 int NumFiles = 0, RandFileNum;
3899                 rnd_demo = 1;
3900
3901                 NumFiles = newdemo_count_demos();
3902
3903                 if ( NumFiles == 0 ) {
3904                         return;     // No files found!
3905                 }
3906                 RandFileNum = d_rand() % NumFiles;
3907                 NumFiles = 0;
3908                 if( !FileFindFirst( DEMO_DIR "*.dem", &find ) ) {
3909                         do {
3910                                 if ( NumFiles==RandFileNum ) {
3911                                         filename = (char *)&find.name;
3912                                         break;
3913                                 }
3914                                 NumFiles++;
3915                         } while( !FileFindNext( &find ) );
3916                         FileFindClose();
3917                 }
3918
3919                 if ( filename == NULL && AltHogdir_initialized ) {
3920                         char search_name[PATH_MAX + 5];
3921                         strcpy(search_name, AltHogDir);
3922                         strcat(search_name, "/" DEMO_DIR "*.dem");
3923                         if( !FileFindFirst( search_name, &find ) ) {
3924                                 do {
3925                                         if ( NumFiles==RandFileNum ) {
3926                                                 filename = (char *)&find.name;
3927                                                 break;
3928                                         }
3929                                         NumFiles++;
3930                                 } while( !FileFindNext( &find ) );
3931                                 FileFindClose();
3932                         }
3933                 }
3934
3935                 if ( filename==NULL) return;
3936         }
3937
3938         if (!filename)
3939                 return;
3940
3941         strcat(filename2,filename);
3942
3943         infile = cfopen(filename2, "rb");
3944
3945         if (infile==NULL) {
3946                 mprintf( (0, "Error reading '%s'\n", filename ));
3947                 return;
3948         }
3949
3950         nd_bad_read = 0;
3951 #ifdef NETWORK
3952         change_playernum_to(0);                 // force playernum to 0
3953 #endif
3954         strncpy(nd_save_callsign, Players[Player_num].callsign, CALLSIGN_LEN);
3955         Viewer = ConsoleObject = &Objects[0];   // play properly as if console player
3956         if (newdemo_read_demo_start(rnd_demo)) {
3957                 cfclose(infile);
3958                 return;
3959         }
3960
3961         Game_mode = GM_NORMAL;
3962         Newdemo_state = ND_STATE_PLAYBACK;
3963         Newdemo_vcr_state = ND_STATE_PLAYBACK;
3964         Newdemo_old_cockpit = Cockpit_mode;
3965         Newdemo_size = cfilelength(infile);
3966         nd_bad_read = 0;
3967         Newdemo_at_eof = 0;
3968         NewdemoFrameCount = 0;
3969         Newdemo_players_cloaked = 0;
3970         playback_style = NORMAL_PLAYBACK;
3971         Function_mode = FMODE_GAME;
3972         Cockpit_3d_view[0] = CV_NONE;       //turn off 3d views on cockpit
3973         Cockpit_3d_view[1] = CV_NONE;       //turn off 3d views on cockpit
3974         newdemo_playback_one_frame();       // this one loads new level
3975         newdemo_playback_one_frame();       // get all of the objects to renderb game
3976 }
3977
3978 void newdemo_stop_playback()
3979 {
3980         cfclose(infile);
3981         Newdemo_state = ND_STATE_NORMAL;
3982 #ifdef NETWORK
3983         change_playernum_to(0);             //this is reality
3984 #endif
3985         strncpy(Players[Player_num].callsign, nd_save_callsign, CALLSIGN_LEN);
3986         Cockpit_mode = Newdemo_old_cockpit;
3987         Game_mode = GM_GAME_OVER;
3988         Function_mode = FMODE_MENU;
3989         longjmp(LeaveGame,0);               // Exit game loop
3990 }
3991
3992
3993 #ifndef NDEBUG
3994
3995 #define BUF_SIZE 16384
3996
3997 void newdemo_strip_frames(char *outname, int bytes_to_strip)
3998 {
3999         CFILE *outfile;
4000         char *buf;
4001         int total_size, bytes_done, read_elems, bytes_back;
4002         int trailer_start, loc1, loc2, stop_loc, bytes_to_read;
4003         short last_frame_length;
4004
4005         bytes_done = 0;
4006         total_size = cfilelength(infile);
4007         outfile = cfopen(outname, "wb");
4008         if (outfile == NULL) {
4009                 newmenu_item m[1];
4010
4011                 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "Can't open output file";
4012                 newmenu_do( NULL, NULL, 1, m, NULL );
4013                 newdemo_stop_playback();
4014                 return;
4015         }
4016         buf = d_malloc(BUF_SIZE);
4017         if (buf == NULL) {
4018                 newmenu_item m[1];
4019
4020                 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "Can't malloc output buffer";
4021                 newmenu_do( NULL, NULL, 1, m, NULL );
4022                 cfclose(outfile);
4023                 newdemo_stop_playback();
4024                 return;
4025         }
4026         newdemo_goto_end();
4027         trailer_start = cftell(infile);
4028         cfseek(infile, 11, SEEK_CUR);
4029         bytes_back = 0;
4030         while (bytes_back < bytes_to_strip) {
4031                 loc1 = cftell(infile);
4032                 //cfseek(infile, -10, SEEK_CUR);
4033                 //nd_read_short(&last_frame_length);
4034                 //cfseek(infile, 8 - last_frame_length, SEEK_CUR);
4035                 newdemo_back_frames(1);
4036                 loc2 = cftell(infile);
4037                 bytes_back += (loc1 - loc2);
4038         }
4039         cfseek(infile, -10, SEEK_CUR);
4040         nd_read_short(&last_frame_length);
4041         cfseek(infile, -3, SEEK_CUR);
4042         stop_loc = cftell(infile);
4043         cfseek(infile, 0, SEEK_SET);
4044         while (stop_loc > 0) {
4045                 if (stop_loc < BUF_SIZE)
4046                         bytes_to_read = stop_loc;
4047                 else
4048                         bytes_to_read = BUF_SIZE;
4049                 read_elems = cfread(buf, 1, bytes_to_read, infile);
4050                 cfwrite(buf, 1, read_elems, outfile);
4051                 stop_loc -= read_elems;
4052         }
4053         stop_loc = cftell(outfile);
4054         cfseek(infile, trailer_start, SEEK_SET);
4055         while ((read_elems = cfread(buf, 1, BUF_SIZE, infile)) != 0)
4056                 cfwrite(buf, 1, read_elems, outfile);
4057         cfseek(outfile, stop_loc, SEEK_SET);
4058         cfseek(outfile, 1, SEEK_CUR);
4059         cfwrite(&last_frame_length, 2, 1, outfile);
4060         cfclose(outfile);
4061         newdemo_stop_playback();
4062
4063 }
4064
4065 #endif
4066
4067 object DemoRightExtra,DemoLeftExtra;
4068 ubyte DemoDoRight=0,DemoDoLeft=0;
4069
4070 void nd_render_extras (ubyte which,object *obj)
4071 {
4072         ubyte w=which>>4;
4073         ubyte type=which&15;
4074
4075         if (which==255)
4076         {
4077                 Int3(); // how'd we get here?
4078                 do_cockpit_window_view(w,NULL,0,WBU_WEAPON,NULL);
4079                 return;
4080         }
4081
4082         if (w)
4083         {
4084                 memcpy (&DemoRightExtra,obj,sizeof(object));  DemoDoRight=type;
4085         }
4086         else
4087         {
4088                 memcpy (&DemoLeftExtra,obj,sizeof(object)); DemoDoLeft=type;
4089         }
4090
4091 }
4092
4093 void DoJasonInterpolate (fix recorded_time)
4094 {
4095         fix the_delay;
4096
4097         JasonPlaybackTotal+=FrameTime;
4098
4099         if (!First_time_playback)
4100         {
4101                 // get the difference between the recorded time and the playback time
4102                 the_delay=(recorded_time - FrameTime);
4103                 //mprintf ((0,"The delay=%d\n", f2i(the_delay)));
4104                 if (the_delay >= f0_0)
4105                 {
4106                         stop_time();
4107                         timer_delay(the_delay);
4108                         start_time();
4109                 }
4110                 else
4111                 {
4112                         while (JasonPlaybackTotal > nd_recorded_total)
4113                                 if (newdemo_read_frame_information() == -1)
4114                                 {
4115                                         newdemo_stop_playback();
4116                                         return;
4117                                 }
4118
4119                         //the_delay = nd_recorded_total - JasonPlaybackTotal;
4120                         //if (the_delay > f0_0)
4121                         //      timer_delay(the_delay);
4122                 }
4123
4124         }
4125
4126         First_time_playback=0;
4127 }
4128
4129 #ifdef MACINTOSH
4130 #pragma global_optimizer reset
4131 #endif
4132