1 /* $Id: newdemo.c,v 1.10 2003-03-17 07:10:21 btb Exp $ */
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
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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
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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.
17 * Code to make a complete demo playback system.
19 * $Log: not supported by cvs2svn $
20 * Revision 1.12 1995/10/31 10:19:43 allender
23 * Revision 1.11 1995/10/17 13:19:16 allender
24 * close boxes for demo save
26 * Revision 1.10 1995/10/05 10:36:07 allender
27 * fixed calls to digi_play_sample to account for differing volume and angle calculations
29 * Revision 1.9 1995/09/12 15:49:13 allender
30 * define __useAppleExts__ if not already defined
32 * Revision 1.8 1995/09/05 14:28:32 allender
33 * fixed previous N_players bug in newdemo_goto_end
35 * Revision 1.7 1995/09/05 14:16:51 allender
36 * added space to allowable demo filename characters
37 * and fixed bug with netgame demos N_players got getting
40 * Revision 1.6 1995/09/01 16:10:47 allender
41 * fixed bug with reading in N_players variable on
42 * netgame demo playback
44 * Revision 1.5 1995/08/24 16:04:11 allender
45 * fix signed byte problem
47 * Revision 1.4 1995/08/12 12:21:59 allender
48 * made call to create_shortpos not swap the shortpos
51 * Revision 1.3 1995/08/01 16:04:19 allender
52 * made random picking of demo work
54 * Revision 1.2 1995/08/01 13:56:56 allender
55 * demo system working on the mac
57 * Revision 1.1 1995/05/16 15:28:59 allender
60 * Revision 2.7 1995/05/26 16:16:06 john
61 * Split SATURN into define's for requiring cd, using cd, etc.
62 * Also started adding all the Rockwell stuff.
64 * Revision 2.6 1995/03/21 14:39:38 john
65 * Ifdef'd out the NETWORK code.
67 * Revision 2.5 1995/03/14 18:24:31 john
68 * Force Destination Saturn to use CD-ROM drive.
70 * Revision 2.4 1995/03/14 16:22:29 john
71 * Added cdrom alternate directory stuff.
73 * Revision 2.3 1995/03/10 12:58:33 allender
74 * only display rear view cockpit when cockpit mode was CM_FULL_COCKPIT.
76 * Revision 2.2 1995/03/08 16:12:15 allender
77 * changes for Destination Saturn
79 * Revision 2.1 1995/03/08 12:11:26 allender
80 * fix shortpos reading
82 * Revision 2.0 1995/02/27 11:29:40 john
83 * New version 2.0, which has no anonymous unions, builds with
84 * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
86 * Revision 1.189 1995/02/22 14:53:42 allender
87 * missed some anonymous stuff
89 * Revision 1.188 1995/02/22 13:24:53 john
90 * Removed the vecmat anonymous unions.
92 * Revision 1.187 1995/02/22 13:13:54 allender
93 * remove anonymous unions from object structure
95 * Revision 1.186 1995/02/14 15:36:41 allender
96 * fix fix for morph effect
98 * Revision 1.185 1995/02/14 11:25:48 allender
99 * save cockpit mode and restore after playback. get orientation for morph
100 * effect when object is morph vclip
102 * Revision 1.184 1995/02/13 12:18:14 allender
103 * change to decide about interpolating or not
105 * Revision 1.183 1995/02/12 00:46:23 adam
106 * don't decide to skip frames until after at least 10 frames have
109 * Revision 1.182 1995/02/11 22:34:01 john
110 * Made textures page in for newdemos before playback time.
112 * Revision 1.181 1995/02/11 17:28:32 allender
113 * strip frames from end of demo
115 * Revision 1.180 1995/02/11 16:40:35 allender
116 * start of frame stripping debug code
118 * Revision 1.179 1995/02/10 17:40:06 allender
119 * put back in wall_hit_process code to fix door problem
121 * Revision 1.178 1995/02/10 17:17:24 adam
124 * Revision 1.177 1995/02/10 17:16:24 allender
125 * fix possible tmap problems
127 * Revision 1.176 1995/02/10 15:54:37 allender
128 * changes for out of space on device.
130 * Revision 1.175 1995/02/09 19:55:00 allender
131 * fix bug with morph recording -- force rendertype to RT_POLYOBJ when
132 * playing back since it won't render until fully morphed otherwise
134 * Revision 1.174 1995/02/07 17:15:35 allender
137 * Revision 1.173 1995/02/07 17:14:21 allender
138 * immediately return when loading bogus level stuff when reading a frame
140 * Revision 1.172 1995/02/02 11:15:03 allender
141 * after loading new level, read next frame (forward or back) always because
142 * of co-op ships showing up when level is loaded
144 * Revision 1.171 1995/02/02 10:24:16 allender
145 * removed cfile stuff. Use standard FILE functions for demo playback
147 * Revision 1.170 1995/01/30 13:54:32 allender
148 * support for missions
150 * Revision 1.169 1995/01/27 16:27:35 allender
151 * put game mode to demo_game_mode when sorting multiplayer kill (and score)
154 * Revision 1.168 1995/01/27 09:52:25 allender
155 * minor changes because of object/segment linking problems
157 * Revision 1.167 1995/01/27 09:22:28 allender
158 * changed way multi-player score is recorded. Record difference, not
161 * Revision 1.166 1995/01/25 14:32:44 allender
162 * changed with recorded player flags. More checks for paused state
163 * during interpolation reading of objects
165 * Revision 1.165 1995/01/25 11:23:32 allender
166 * found bug with out of disk space problem
168 * Revision 1.164 1995/01/25 11:11:33 allender
169 * coupla' things. Fix problem with objects apparently being linked in
170 * the wrong segment. Put an Int3 in to check why demos will write to
171 * end of space on drive. close demo file if demo doens't start playing
172 * back. Put obj->type == OBJ_ROBOT around checking for boss cloaking
174 * Revision 1.163 1995/01/24 19:44:30 allender
175 * fix obscure problem with rewinding and having the wrong object linked
176 * to the wrong segments. will investigate further.
178 * Revision 1.162 1995/01/23 09:31:28 allender
179 * add team score in team mode playback
181 * Revision 1.161 1995/01/20 22:47:39 matt
182 * Mission system implemented, though imcompletely
184 * Revision 1.160 1995/01/20 09:30:37 allender
185 * don't call LoadLevel with bogus data
187 * Revision 1.159 1995/01/20 09:13:23 allender
190 * Revision 1.158 1995/01/20 09:12:04 allender
191 * record team names during demo recoring in GM_TEAM
193 * Revision 1.157 1995/01/19 16:31:09 allender
194 * forgot to bump demo version for new weapon change stuff
196 * Revision 1.156 1995/01/19 16:29:33 allender
197 * added new byte for weapon change (old weapon) so rewinding works
198 * correctly for weapon changes in registered
200 * Revision 1.155 1995/01/19 15:00:05 allender
201 * remove code to take away blastable walls in multiplayer demo playbacks
203 * Revision 1.154 1995/01/19 11:07:05 allender
204 * put in psuedo cloaking for boss robots. Problem is that cloaking is
205 * time based, and that don't get done in demos, so bosses just disappear.
208 * Revision 1.153 1995/01/19 09:42:29 allender
209 * record laser levels in demos
211 * Revision 1.152 1995/01/18 20:43:12 allender
212 * fix laser level stuff on goto-beginning and goto-end
214 * Revision 1.151 1995/01/18 20:28:18 allender
215 * cloak robots now cloak (except maybe for boss........) Put in function
216 * to deal with control center triggers
218 * Revision 1.150 1995/01/18 18:55:07 allender
221 * Revision 1.149 1995/01/18 18:49:03 allender
222 * lots 'o stuff....record laser level. Record beginning of door opening
223 * sequence. Fix some problems with control center stuff. Control center
224 * triggers now work in reverse
226 * Revision 1.148 1995/01/18 08:51:40 allender
227 * forgot to record ammo counts at beginning of demo
229 * Revision 1.147 1995/01/17 17:42:07 allender
230 * added primary and secondary ammo counts. Changed goto_end routine
231 * to be more efficient
233 * Revision 1.146 1995/01/17 13:46:35 allender
234 * fix problem with destroyed control center and rewinding a demo.
235 * Save callsign and restore after demo playback
237 * Revision 1.145 1995/01/12 10:21:53 allender
238 * fixes for 1.0 to 1.1 demo incompatibility
240 * Revision 1.144 1995/01/05 13:51:43 allender
241 * fixed type of player num variable
243 * Revision 1.143 1995/01/04 16:58:28 allender
244 * bumped up demo version number
246 * Revision 1.142 1995/01/04 14:59:02 allender
247 * added more information to end of demo for registered. Forced game mode
248 * to be GM_NORMAL on demo playback
250 * Revision 1.141 1995/01/03 17:30:47 allender
251 * fixed logic problem with cloak stuf
253 * Revision 1.140 1995/01/03 17:12:23 allender
254 * fix for getting cloak stuff at end of demo for shareware
256 * Revision 1.139 1995/01/03 15:20:24 allender
257 * fix goto_end for shareware -- changes to goto_end for registered
259 * Revision 1.138 1995/01/03 13:13:26 allender
262 * Revision 1.137 1995/01/03 13:10:29 allender
263 * make score work forwards and backwards
265 * Revision 1.136 1995/01/03 11:45:20 allender
266 * added code to record players scores
268 * Revision 1.135 1994/12/30 10:03:57 allender
269 * put cloak stuff at end of demo for fast forward to the end
271 * Revision 1.134 1994/12/29 17:02:55 allender
272 * spelling fix on SHAREWARE
274 * Revision 1.133 1994/12/29 16:43:41 allender
275 * lots of new multiplayer stuff. wrapped much code with SHAREWARE defines
277 * Revision 1.132 1994/12/28 14:15:01 allender
278 * added routines to deal with connecting and reconnecting players when
279 * recording multiplayer demos
281 * Revision 1.131 1994/12/21 12:57:59 allender
284 * Revision 1.130 1994/12/21 12:46:53 allender
285 * record multi player deaths and kills
287 * Revision 1.129 1994/12/19 16:37:27 allender
288 * pick good filename when trying to save in network play and player
289 * gets bumped out of menu by multi-player code
291 * Revision 1.128 1994/12/14 10:49:01 allender
292 * reset bad_read variable when starting demo playback
294 * Revision 1.127 1994/12/14 08:53:06 allender
295 * lowered watermark for out of space
297 * Revision 1.126 1994/12/14 08:49:52 allender
298 * put up warning when starting demo recording if not enough space and
299 * not let them record
301 * Revision 1.125 1994/12/13 00:01:37 allender
302 * CLOAK FIX -- (I'm tempted to take cloak out of game because I can't
303 * seem to get it right in demo playback)
305 * Revision 1.124 1994/12/12 14:51:21 allender
306 * more fixed to multiplayer cloak stuff
308 * Revision 1.123 1994/12/12 11:33:11 allender
309 * fixed rearview mode to work again
311 * Revision 1.122 1994/12/12 11:00:16 matt
312 * Added code to handle confusion with attached objects
314 * Revision 1.121 1994/12/12 00:31:29 allender
315 * give better warning when out of space when recording. Don't record
316 * until no space left. We have 500K watermark when we now stop recording
318 * Revision 1.120 1994/12/10 16:44:54 matt
319 * Added debugging code to track down door that turns into rock
321 * Revision 1.119 1994/12/09 18:46:15 matt
322 * Added code to handle odd error condition
324 * Revision 1.118 1994/12/09 17:27:37 allender
325 * force playernum to 0 when demo is done playing
327 * Revision 1.117 1994/12/09 16:40:39 allender
328 * yet more cloak stuff. Assign cloak/invuln time when starting demo
329 * if flags are set. Check cloak and invuln time when demo
332 * Revision 1.116 1994/12/09 14:59:22 matt
333 * Added system to attach a fireball to another object for rendering purposes,
334 * so the fireball always renders on top of (after) the object.
336 * Revision 1.115 1994/12/09 12:21:45 allender
337 * only allow valid chars when typing in demo filename
339 * Revision 1.114 1994/12/08 23:19:02 allender
340 * final(?) fix for getting cloak gauge to work on demo playback
341 * with forward and reverse
343 * Revision 1.113 1994/12/08 21:34:38 allender
344 * record old and new player flags to accuratedly record cloaking and
348 * Revision 1.112 1994/12/08 18:04:47 allender
349 * bashed playernum right after reading it in demo header so shields
350 * and energy are put in right place
352 * Revision 1.111 1994/12/08 17:10:07 allender
353 * encode playernum in demo header. Bash viewer segment to 0 if in
354 * bogus segnum. Don't link render objs for same reason
356 * Revision 1.110 1994/12/08 15:36:12 allender
357 * cloak stuff works forwards and backwards
359 * Revision 1.109 1994/12/08 13:46:03 allender
360 * don't record rearview anymore, but leave in case statement for playback
361 * purposes. change the way letterbox <--> cockpit transitions happen
363 * Revision 1.108 1994/12/08 12:36:06 matt
364 * Added new object allocation & deallocation functions so other code
365 * could stop messing around with internal object data structures.
367 * Revision 1.107 1994/12/08 11:19:04 allender
368 * handle out of space (more) gracefully then before
370 * Revision 1.106 1994/12/08 00:29:49 allender
371 * fixed bug that didn't load level on goto_beginning
373 * Revision 1.105 1994/12/08 00:11:51 mike
374 * change matrix interpolation.
376 * Revision 1.104 1994/12/07 23:46:37 allender
377 * changed invulnerability and cloak to work (almost) correctly both
378 * in single and multi player
380 * Revision 1.103 1994/12/07 11:48:49 adam
381 * BY ALLENDER -- added dampening of interpolation factor to 1 if greater
382 * than 1 (although I have not seen this happen). this is attempt to
383 * get wobbling problem solved
385 * Revision 1.102 1994/12/07 11:23:56 allender
386 * attempt at getting rid of wobbling on demo playback
388 * Revision 1.101 1994/12/06 19:31:17 allender
389 * moved blastable wall stuff code to where we load level during demo
392 * Revision 1.100 1994/12/06 19:21:51 allender
393 * multi games, destroy blastable walls. Do wall toggle when control center
396 * Revision 1.99 1994/12/06 16:54:48 allender
397 * fixed code so if demo automatically started from menu, don't bring up
398 * message if demo is too old
400 * Revision 1.98 1994/12/06 13:55:15 matt
401 * Use new rounding func, f2ir()
403 * Revision 1.97 1994/12/06 13:44:45 allender
404 * suppressed compiler warnings
406 * Revision 1.96 1994/12/06 13:38:03 allender
407 * removed recording of wall hit process. I think that all bases are covered
410 * Revision 1.95 1994/12/06 12:57:35 allender
411 * added recording of multi_decloaking. Fixed some other cloaking code so
412 * that cloak should last as long as player was cloaked. We will lose the
413 * guage effect, but the time is probably more important on playback
415 * Revision 1.94 1994/12/05 23:37:17 matt
416 * Took out calls to warning() function
418 * Revision 1.93 1994/12/03 17:52:04 yuan
419 * Localization 380ish
421 * Revision 1.92 1994/12/02 12:53:39 allender
422 * fixed goto_beginning and goto_end on demo playback
424 * Revision 1.91 1994/12/01 12:01:49 allender
425 * added multi player cloak stuff
427 * Revision 1.90 1994/11/30 09:33:58 allender
428 * added field in header to tell what version (shareware or registered)
429 * demo was recorded with. Don't allow demo recorded on one to playback
432 * Revision 1.89 1994/11/29 00:31:01 allender
433 * major changes -- added level recording feature which records level
434 * advancement. Changes to internal code to handle this.
436 * Revision 1.88 1994/11/27 23:13:54 matt
437 * Made changes for new mprintf calling convention
439 * Revision 1.87 1994/11/27 23:07:35 allender
440 * starting on code to get all level transitions recorded. not done yet
442 * Revision 1.86 1994/11/27 17:39:47 matt
443 * Don't xlate tmap numbers when editor compiled out
445 * Revision 1.85 1994/11/23 09:27:21 allender
446 * put up info box with message if demo version is too old or level
449 * Revision 1.84 1994/11/22 19:37:39 allender
452 * Revision 1.83 1994/11/22 19:35:09 allender
453 * record player ship colors in multiplayer demo recordings
455 * Revision 1.82 1994/11/19 15:36:42 mike
458 * Revision 1.81 1994/11/19 15:23:21 mike
459 * rip out unused code
461 * Revision 1.80 1994/11/16 14:51:49 rob
462 * Fixed network/demo incompatibility.
464 * Revision 1.79 1994/11/15 10:55:48 allender
465 * made start of demo playback read initial demo information so
466 * level will get loaded. Made demo record to single file which
467 * will get renamed. Added numerics after old filename so
468 * sequential filenames would be defaulted to
470 * Revision 1.78 1994/11/15 09:46:06 allender
471 * added versioning. Fixed problems with trying to interpolating a completely
472 * 0 orientation matrix
474 * Revision 1.77 1994/11/14 14:34:31 matt
475 * Fixed up handling when textures can't be found during remap
477 * Revision 1.76 1994/11/14 09:15:29 allender
478 * make ESC from file save menu exit w/o saving. Fix letterbox, rear view,
479 * to normal cockpit mode transition to work correctly when skipping and
480 * interpolating frames
482 * Revision 1.75 1994/11/11 16:22:07 allender
483 * made morphing objects record only the object being morphed.
485 * Revision 1.74 1994/11/08 14:59:19 john
486 * Added code to respond to network while in menus.
488 * Revision 1.73 1994/11/08 14:52:20 adam
489 * *** empty log message ***
491 * Revision 1.72 1994/11/07 15:47:04 allender
492 * prompt for filename when done recording demo
494 * Revision 1.71 1994/11/07 11:47:19 allender
495 * when interpolating frames, delete weapon, fireball, and debris objects
496 * from an inpolated frame if they don't appear in the next recorded
499 * Revision 1.70 1994/11/07 11:02:41 allender
500 * more with interpolation. I believe that I have it right now
502 * Revision 1.69 1994/11/07 08:47:40 john
503 * Made wall state record.
505 * Revision 1.68 1994/11/05 17:22:51 john
506 * Fixed lots of sequencing problems with newdemo stuff.
508 * Revision 1.67 1994/11/04 20:11:52 john
509 * Neatening up palette stuff with demos.
511 * Revision 1.66 1994/11/04 16:49:44 allender
512 * changed newdemo_do_interpolate to default to on
514 * Revision 1.65 1994/11/04 16:44:51 allender
515 * added filename support for demo recording. more auto demo stuff
517 * Revision 1.64 1994/11/04 13:05:31 allender
518 * fixing the lifeleft variable again. (I think I got it right this time)
520 * Revision 1.63 1994/11/04 11:37:37 allender
521 * commented out fprintfs and fixed compiler warning
523 * Revision 1.62 1994/11/04 11:33:50 allender
524 * added OBJ_FLARE and OBJ_LIGHT to obj->lifeleft recording
526 * Revision 1.61 1994/11/04 11:29:21 allender
527 * more interpolation stuff -- not done yet. Fixed so hostage vclips
528 * render correctly. Changed lifeleft to full precision, but only
529 * write it when object is fireball or weapon type of object
531 * Revision 1.60 1994/11/03 10:00:11 allender
532 * fixed divide by zero in calculating render time. more interpolation
533 * stuff which isn't quite done
535 * Revision 1.59 1994/11/02 17:10:59 allender
536 * never play recorded frames when interpolation is occuring
538 * Revision 1.58 1994/11/02 14:28:58 allender
539 * profile total playback time and average frame render time
541 * Revision 1.57 1994/11/02 14:09:03 allender
542 * record rear view. start of playback interpolation code -- this
545 * Revision 1.56 1994/11/01 13:25:30 allender
546 * drop frames if playing back demo on slower machine
548 * Revision 1.55 1994/10/31 16:10:40 allender
549 * record letterbox mode on death seq, and then restore
551 * Revision 1.54 1994/10/29 16:01:38 allender
552 * added ND_STATE_NODEMOS to indicate that there are no demos currently
553 * available for playback
555 * Revision 1.53 1994/10/29 15:38:42 allender
556 * in newdemo_start_playback, make Newdemo_at_eof = 0
558 * Revision 1.52 1994/10/28 14:45:28 john
559 * fixed typo from last checkin.
561 * Revision 1.51 1994/10/28 14:42:55 john
562 * Added sound volumes to all sound calls.
564 * Revision 1.50 1994/10/28 14:31:57 allender
565 * homing missle and autodemo stuff
567 * Revision 1.49 1994/10/28 12:42:14 allender
568 * record homing distance
570 * Revision 1.48 1994/10/27 16:57:54 allender
571 * changed demo vcr to be able to play any number of frames by storing
572 * frame length (in bytes) in the demo file. Added blowing up monitors
574 * Revision 1.47 1994/10/26 16:50:50 allender
575 * put two functions inside of VCR_MODE ifdef
577 * Revision 1.46 1994/10/26 15:20:32 allender
578 * added CT_REMOTE as valid control type for recording
580 * Revision 1.45 1994/10/26 14:45:35 allender
581 * completed hacked in vcr demo playback stuff
583 * Revision 1.44 1994/10/26 13:40:52 allender
584 * vcr playback of demo stuff
586 * Revision 1.43 1994/10/26 08:51:57 allender
587 * record player weapon change
589 * Revision 1.42 1994/10/25 15:48:01 allender
590 * add shields, energy, and player flags to demo recording.
593 * Revision 1.41 1994/10/24 08:19:35 allender
594 * fixed compilation errors
596 * Revision 1.40 1994/10/23 19:17:08 matt
597 * Fixed bug with "no key" messages
599 * Revision 1.39 1994/10/22 14:15:08 mike
600 * Suppress compiler warnings.
602 * Revision 1.38 1994/10/21 15:24:55 allender
603 * compressed writing of object structures with specialized code
604 * to write out only pertinent object structures.
606 * Revision 1.37 1994/10/20 13:03:17 matt
607 * Replaced old save files (MIN/SAV/HOT) with new LVL files
609 * Revision 1.36 1994/09/28 23:13:10 matt
610 * Macroized palette flash system
612 * Revision 1.35 1994/09/26 17:28:32 matt
613 * Made new multiple-object morph code work with the demo system
615 * Revision 1.34 1994/09/10 13:31:54 matt
616 * Made exploding walls a type of blastable walls.
617 * Cleaned up blastable walls, making them tmap2 bitmaps.
619 * Revision 1.33 1994/08/15 18:05:28 john
620 * *** empty log message ***
622 * Revision 1.32 1994/08/15 17:56:38 john
625 * Revision 1.31 1994/08/10 09:44:54 john
626 * *** empty log message ***
628 * Revision 1.30 1994/07/22 12:35:48 matt
629 * Cleaned up editor/game interactions some more.
631 * Revision 1.29 1994/07/21 13:06:45 matt
632 * Ripped out remants of old demo system, and added demo only system that
633 * disables object movement and game options from menu.
635 * Revision 1.28 1994/07/18 16:22:44 john
636 * Made all file read/writes call the same routine.
638 * Revision 1.27 1994/07/14 22:38:27 matt
639 * Added exploding doors
641 * Revision 1.26 1994/07/05 12:49:04 john
642 * Put functionality of New Hostage spec into code.
644 * Revision 1.25 1994/06/29 11:05:38 john
645 * Made demos read in compressed.
647 * Revision 1.24 1994/06/29 09:14:06 john
648 * Made files write out uncompressed and read in compressed.
650 * Revision 1.23 1994/06/28 11:55:28 john
651 * Made newdemo system record/play directly to/from disk, so
652 * we don't need the 4 MB buffer anymore.
654 * Revision 1.22 1994/06/27 15:52:38 john
655 * #define'd out the newdemo stuff
658 * Revision 1.21 1994/06/22 00:29:04 john
659 * Fixed bug with playing demo then playing game without
662 * Revision 1.20 1994/06/22 00:14:23 john
663 * Attempted to fix sign.
665 * Revision 1.19 1994/06/21 23:57:54 john
666 * Hopefully fixed bug with negative countdowns.
668 * Revision 1.18 1994/06/21 23:47:44 john
669 * MAde Malloc always 4*1024*1024.
671 * Revision 1.17 1994/06/21 22:58:47 john
672 * Added error if out of memory.
674 * Revision 1.16 1994/06/21 22:15:48 john
675 * Added % done to demo recording.
678 * Revision 1.15 1994/06/21 19:45:55 john
679 * Added palette effects to demo recording.
681 * Revision 1.14 1994/06/21 15:08:54 john
682 * Made demo record HUD message and cleaned up the HUD code.
684 * Revision 1.13 1994/06/21 14:20:08 john
685 * Put in hooks to record HUD messages.
687 * Revision 1.12 1994/06/20 11:50:15 john
688 * Made demo record flash effect, and control center triggers.
690 * Revision 1.11 1994/06/17 18:01:33 john
691 * A bunch of new stuff by John
693 * Revision 1.10 1994/06/17 12:13:31 john
694 * More newdemo stuff; made editor->game transition start in slew mode.
696 * Revision 1.9 1994/06/16 13:14:36 matt
699 * Revision 1.8 1994/06/16 13:02:07 john
702 * Revision 1.7 1994/06/15 19:01:33 john
703 * Added the capability to make 3d sounds play just once for the
704 * laser hit wall effects.
706 * Revision 1.6 1994/06/15 14:56:59 john
707 * Added triggers to demo recording.
709 * Revision 1.5 1994/06/14 20:42:15 john
710 * Made robot matztn cntr not work until no robots or player are
713 * Revision 1.4 1994/06/14 14:43:27 john
714 * Made doors work with newdemo system.
716 * Revision 1.3 1994/06/14 11:32:29 john
717 * Made Newdemo record & restore the current mine.
719 * Revision 1.2 1994/06/13 21:02:43 john
720 * Initial version of new demo recording system.
722 * Revision 1.1 1994/06/13 11:09:00 john
736 #include <string.h> // for memset
738 #include <ctype.h> /* for isdigit */
740 #include <sys/stat.h>
741 #include <sys/types.h>
766 #include "fireball.h"
779 #include "lighting.h"
782 #include "gamesave.h"
783 #include "gamemine.h"
796 #include "cntrlcen.h"
797 #include "aistruct.h"
800 #include "controls.h"
804 #include "findfile.h"
807 #include "editor/editor.h"
811 #pragma global_optimizer off // pretty much sucks...need to look into this
814 void DoJasonInterpolate (fix recorded_time);
816 //#include "nocfile.h"
818 //Does demo start automatically?
821 byte WasRecorded [MAX_OBJECTS];
822 byte ViewWasRecorded[MAX_OBJECTS];
823 byte RenderingWasRecorded[32];
825 #define ND_EVENT_EOF 0 // EOF
826 #define ND_EVENT_START_DEMO 1 // Followed by 16 character, NULL terminated filename of .SAV file to use
827 #define ND_EVENT_START_FRAME 2 // Followed by integer frame number, then a fix FrameTime
828 #define ND_EVENT_VIEWER_OBJECT 3 // Followed by an object structure
829 #define ND_EVENT_RENDER_OBJECT 4 // Followed by an object structure
830 #define ND_EVENT_SOUND 5 // Followed by int soundum
831 #define ND_EVENT_SOUND_ONCE 6 // Followed by int soundum
832 #define ND_EVENT_SOUND_3D 7 // Followed by int soundum, int angle, int volume
833 #define ND_EVENT_WALL_HIT_PROCESS 8 // Followed by int segnum, int side, fix damage
834 #define ND_EVENT_TRIGGER 9 // Followed by int segnum, int side, int objnum
835 #define ND_EVENT_HOSTAGE_RESCUED 10 // Followed by int hostage_type
836 #define ND_EVENT_SOUND_3D_ONCE 11 // Followed by int soundum, int angle, int volume
837 #define ND_EVENT_MORPH_FRAME 12 // Followed by ? data
838 #define ND_EVENT_WALL_TOGGLE 13 // Followed by int seg, int side
839 #define ND_EVENT_HUD_MESSAGE 14 // Followed by char size, char * string (+null)
840 #define ND_EVENT_CONTROL_CENTER_DESTROYED 15 // Just a simple flag
841 #define ND_EVENT_PALETTE_EFFECT 16 // Followed by short r,g,b
842 #define ND_EVENT_PLAYER_ENERGY 17 // followed by byte energy
843 #define ND_EVENT_PLAYER_SHIELD 18 // followed by byte shields
844 #define ND_EVENT_PLAYER_FLAGS 19 // followed by player flags
845 #define ND_EVENT_PLAYER_WEAPON 20 // followed by weapon type and weapon number
846 #define ND_EVENT_EFFECT_BLOWUP 21 // followed by segment, side, and pnt
847 #define ND_EVENT_HOMING_DISTANCE 22 // followed by homing distance
848 #define ND_EVENT_LETTERBOX 23 // letterbox mode for death seq.
849 #define ND_EVENT_RESTORE_COCKPIT 24 // restore cockpit after death
850 #define ND_EVENT_REARVIEW 25 // going to rear view mode
851 #define ND_EVENT_WALL_SET_TMAP_NUM1 26 // Wall changed
852 #define ND_EVENT_WALL_SET_TMAP_NUM2 27 // Wall changed
853 #define ND_EVENT_NEW_LEVEL 28 // followed by level number
854 #define ND_EVENT_MULTI_CLOAK 29 // followed by player num
855 #define ND_EVENT_MULTI_DECLOAK 30 // followed by player num
856 #define ND_EVENT_RESTORE_REARVIEW 31 // restore cockpit after rearview mode
857 #define ND_EVENT_MULTI_DEATH 32 // with player number
858 #define ND_EVENT_MULTI_KILL 33 // with player number
859 #define ND_EVENT_MULTI_CONNECT 34 // with player number
860 #define ND_EVENT_MULTI_RECONNECT 35 // with player number
861 #define ND_EVENT_MULTI_DISCONNECT 36 // with player number
862 #define ND_EVENT_MULTI_SCORE 37 // playernum / score
863 #define ND_EVENT_PLAYER_SCORE 38 // followed by score
864 #define ND_EVENT_PRIMARY_AMMO 39 // with old/new ammo count
865 #define ND_EVENT_SECONDARY_AMMO 40 // with old/new ammo count
866 #define ND_EVENT_DOOR_OPENING 41 // with segment/side
867 #define ND_EVENT_LASER_LEVEL 42 // no data
868 #define ND_EVENT_PLAYER_AFTERBURNER 43 // followed by byte old ab, current ab
869 #define ND_EVENT_CLOAKING_WALL 44 // info changing while wall cloaking
870 #define ND_EVENT_CHANGE_COCKPIT 45 // change the cockpit
871 #define ND_EVENT_START_GUIDED 46 // switch to guided view
872 #define ND_EVENT_END_GUIDED 47 // stop guided view/return to ship
873 #define ND_EVENT_SECRET_THINGY 48 // 0/1 = secret exit functional/non-functional
874 #define ND_EVENT_LINK_SOUND_TO_OBJ 49 // record digi_link_sound_to_object3
875 #define ND_EVENT_KILL_SOUND_TO_OBJ 50 // record digi_kill_sound_linked_to_object
878 #define NORMAL_PLAYBACK 0
879 #define SKIP_PLAYBACK 1
880 #define INTERPOLATE_PLAYBACK 2
881 #define INTERPOL_FACTOR (F1_0 + (F1_0/5))
883 #define DEMO_VERSION 15 // last D1 version was 13
884 #define DEMO_GAME_TYPE 3 // 1 was shareware, 2 registered
887 #define DEMO_FILENAME "demos/tmpdemo.dem"
888 #define DEMO_DIR "demos/"
890 #define DEMO_FILENAME ":Demos:tmpdemo.dem"
891 #define DEMO_DIR ":Demos:"
894 #define DEMO_MAX_LEVELS 29
897 char nd_save_callsign[CALLSIGN_LEN+1];
898 int Newdemo_state = 0;
899 int Newdemo_vcr_state = 0;
900 int Newdemo_start_frame = -1;
901 unsigned int Newdemo_size;
902 int Newdemo_num_written;
903 int Newdemo_game_mode;
904 int Newdemo_old_cockpit;
905 byte Newdemo_no_space;
907 byte Newdemo_do_interpolate = 0; // 1
908 byte Newdemo_players_cloaked;
909 byte Newdemo_warning_given = 0;
910 byte Newdemo_cntrlcen_destroyed = 0;
911 static byte nd_bad_read;
912 int NewdemoFrameCount;
913 short frame_bytes_written = 0;
914 fix nd_playback_total;
915 fix nd_recorded_total;
916 fix nd_recorded_time;
918 byte First_time_playback=1;
919 fix JasonPlaybackTotal=0;
925 int newdemo_get_percent_done() {
926 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
927 return (ftell(infile)*100)/Newdemo_size;
929 if ( Newdemo_state == ND_STATE_RECORDING ) {
930 return ftell(outfile);
935 #define VEL_PRECISION 12
937 void my_extract_shortpos(object *objp, shortpos *spp)
943 objp->orient.rvec.x = *sp++ << MATRIX_PRECISION;
944 objp->orient.uvec.x = *sp++ << MATRIX_PRECISION;
945 objp->orient.fvec.x = *sp++ << MATRIX_PRECISION;
947 objp->orient.rvec.y = *sp++ << MATRIX_PRECISION;
948 objp->orient.uvec.y = *sp++ << MATRIX_PRECISION;
949 objp->orient.fvec.y = *sp++ << MATRIX_PRECISION;
951 objp->orient.rvec.z = *sp++ << MATRIX_PRECISION;
952 objp->orient.uvec.z = *sp++ << MATRIX_PRECISION;
953 objp->orient.fvec.z = *sp++ << MATRIX_PRECISION;
955 segnum = spp->segment;
956 objp->segnum = segnum;
958 objp->pos.x = (spp->xo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].x;
959 objp->pos.y = (spp->yo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].y;
960 objp->pos.z = (spp->zo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].z;
962 objp->mtype.phys_info.velocity.x = (spp->velx << VEL_PRECISION);
963 objp->mtype.phys_info.velocity.y = (spp->vely << VEL_PRECISION);
964 objp->mtype.phys_info.velocity.z = (spp->velz << VEL_PRECISION);
967 int newdemo_read( void *buffer, int elsize, int nelem )
970 num_read = fread( buffer,elsize,nelem, infile );
971 if (ferror(infile) || feof(infile))
977 int newdemo_find_object( int signature )
982 for (i=0; i<=Highest_object_index; i++, objp++ ) {
983 if ( (objp->type != OBJ_NONE) && (objp->signature == signature))
989 int newdemo_write( void *buffer, int elsize, int nelem )
991 int num_written, total_size;
993 total_size = elsize * nelem;
994 frame_bytes_written += total_size;
995 Newdemo_num_written += total_size;
996 Assert(outfile != NULL);
997 num_written = fwrite( buffer, elsize, nelem, outfile );
998 //if ((Newdemo_num_written > Newdemo_size) && !Newdemo_no_space) {
999 // Newdemo_no_space=1;
1000 // newdemo_stop_recording();
1003 if ((Newdemo_num_written > Newdemo_size) && !Newdemo_no_space)
1005 if (num_written == nelem && !Newdemo_no_space)
1009 newdemo_stop_recording();
1014 * The next bunch of files taken from Matt's gamesave.c. We have to modify
1015 * these since the demo must save more information about objects that
1019 static void nd_write_byte(byte b)
1021 newdemo_write(&b, 1, 1);
1024 static void nd_write_short(short s)
1026 newdemo_write(&s, 2, 1);
1029 static void nd_write_int(int i)
1031 newdemo_write(&i, 4, 1);
1034 static void nd_write_string(char *str)
1036 nd_write_byte(strlen(str) + 1);
1037 newdemo_write(str, strlen(str) + 1, 1);
1040 static void nd_write_fix(fix f)
1042 newdemo_write(&f, sizeof(fix), 1);
1045 static void nd_write_fixang(fixang f)
1047 newdemo_write(&f, sizeof(fixang), 1);
1050 static void nd_write_vector(vms_vector *v)
1057 static void nd_write_angvec(vms_angvec *v)
1059 nd_write_fixang(v->p);
1060 nd_write_fixang(v->b);
1061 nd_write_fixang(v->h);
1064 void nd_write_shortpos(object *obj)
1070 create_shortpos(&sp, obj, 0);
1072 render_type = obj->render_type;
1073 if (((render_type == RT_POLYOBJ) || (render_type == RT_HOSTAGE) || (render_type == RT_MORPH)) || (obj->type == OBJ_CAMERA)) {
1074 for (i = 0; i < 9; i++)
1075 nd_write_byte(sp.bytemat[i]);
1076 for (i = 0; i < 9; i++) {
1077 if (sp.bytemat[i] != 0)
1081 Int3(); // contact Allender about this.
1085 nd_write_short(sp.xo);
1086 nd_write_short(sp.yo);
1087 nd_write_short(sp.zo);
1088 nd_write_short(sp.segment);
1089 nd_write_short(sp.velx);
1090 nd_write_short(sp.vely);
1091 nd_write_short(sp.velz);
1094 static void nd_read_byte(byte *b)
1096 newdemo_read(b, 1, 1);
1099 static void nd_read_short(short *s)
1101 newdemo_read(s, 2, 1);
1104 static void nd_read_int(int *i)
1106 newdemo_read(i, 4, 1);
1109 static void nd_read_string(char *str)
1114 newdemo_read(str, len, 1);
1117 static void nd_read_fix(fix *f)
1119 newdemo_read(f, sizeof(fix), 1);
1122 static void nd_read_fixang(fixang *f)
1124 newdemo_read(f, sizeof(fixang), 1);
1127 static void nd_read_vector(vms_vector *v)
1129 nd_read_fix(&(v->x));
1130 nd_read_fix(&(v->y));
1131 nd_read_fix(&(v->z));
1134 static void nd_read_angvec(vms_angvec *v)
1136 nd_read_fixang(&(v->p));
1137 nd_read_fixang(&(v->b));
1138 nd_read_fixang(&(v->h));
1141 static void nd_read_shortpos(object *obj)
1147 render_type = obj->render_type;
1148 if (((render_type == RT_POLYOBJ) || (render_type == RT_HOSTAGE) || (render_type == RT_MORPH)) || (obj->type == OBJ_CAMERA)) {
1149 for (i = 0; i < 9; i++)
1150 nd_read_byte(&(sp.bytemat[i]));
1153 nd_read_short(&(sp.xo));
1154 nd_read_short(&(sp.yo));
1155 nd_read_short(&(sp.zo));
1156 nd_read_short(&(sp.segment));
1157 nd_read_short(&(sp.velx));
1158 nd_read_short(&(sp.vely));
1159 nd_read_short(&(sp.velz));
1161 my_extract_shortpos(obj, &sp);
1162 if ((obj->id == VCLIP_MORPHING_ROBOT) && (render_type == RT_FIREBALL) && (obj->control_type == CT_EXPLOSION))
1163 extract_orient_from_segment(&obj->orient,&Segments[obj->segnum]);
1167 object *prev_obj=NULL; //ptr to last object read in
1169 void nd_read_object(object *obj)
1171 memset(obj, 0, sizeof(object));
1174 * Do render type first, since with render_type == RT_NONE, we
1175 * blow by all other object information
1177 nd_read_byte(&(obj->render_type));
1178 nd_read_byte(&(obj->type));
1179 if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
1182 nd_read_byte(&(obj->id));
1183 nd_read_byte(&(obj->flags));
1184 nd_read_short((short *)&(obj->signature));
1185 nd_read_shortpos(obj);
1187 if ((obj->type == OBJ_ROBOT) && (obj->id == SPECIAL_REACTOR_ROBOT))
1190 obj->attached_obj = -1;
1195 obj->control_type = CT_POWERUP;
1196 obj->movement_type = MT_NONE;
1197 obj->size = HOSTAGE_SIZE;
1201 obj->control_type = CT_AI;
1202 // (MarkA and MikeK said we should not do the crazy last secret stuff with multiple reactors...
1203 // This necessary code is our vindication. --MK, 2/15/96)
1204 if (obj->id != SPECIAL_REACTOR_ROBOT)
1205 obj->movement_type = MT_PHYSICS;
1207 obj->movement_type = MT_NONE;
1208 obj->size = Polygon_models[Robot_info[obj->id].model_num].rad;
1209 obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
1210 obj->rtype.pobj_info.subobj_flags = 0;
1211 obj->ctype.ai_info.CLOAKED = (Robot_info[obj->id].cloak_type?1:0);
1215 obj->control_type = CT_POWERUP;
1216 nd_read_byte(&(obj->movement_type)); // might have physics movement
1217 obj->size = Powerup_info[obj->id].size;
1221 obj->control_type = CT_NONE;
1222 obj->movement_type = MT_PHYSICS;
1223 obj->size = Polygon_models[Player_ship->model_num].rad;
1224 obj->rtype.pobj_info.model_num = Player_ship->model_num;
1225 obj->rtype.pobj_info.subobj_flags = 0;
1229 obj->control_type = CT_NONE;
1230 obj->movement_type = MT_NONE;
1231 obj->size = Polygon_models[obj->id].rad;
1232 obj->rtype.pobj_info.model_num = obj->id;
1233 obj->rtype.pobj_info.subobj_flags = 0;
1237 nd_read_byte(&(obj->control_type));
1238 nd_read_byte(&(obj->movement_type));
1239 nd_read_fix(&(obj->size));
1244 nd_read_vector(&(obj->last_pos));
1245 if ((obj->type == OBJ_WEAPON) && (obj->render_type == RT_WEAPON_VCLIP))
1246 nd_read_fix(&(obj->lifeleft));
1251 obj->lifeleft = (fix)b;
1252 // MWA old way -- won't work with big endian machines nd_read_byte((ubyte *)&(obj->lifeleft));
1253 obj->lifeleft = (fix)((int)obj->lifeleft << 12);
1256 if (obj->type == OBJ_ROBOT) {
1257 if (Robot_info[obj->id].boss_flag) {
1260 nd_read_byte(&cloaked);
1261 obj->ctype.ai_info.CLOAKED = cloaked;
1265 switch (obj->movement_type) {
1268 nd_read_vector(&(obj->mtype.phys_info.velocity));
1269 nd_read_vector(&(obj->mtype.phys_info.thrust));
1273 nd_read_vector(&(obj->mtype.spin_rate));
1283 switch (obj->control_type) {
1287 nd_read_fix(&(obj->ctype.expl_info.spawn_time));
1288 nd_read_fix(&(obj->ctype.expl_info.delete_time));
1289 nd_read_short(&(obj->ctype.expl_info.delete_objnum));
1291 obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
1293 if (obj->flags & OF_ATTACHED) { //attach to previous object
1294 Assert(prev_obj!=NULL);
1295 if (prev_obj->control_type == CT_EXPLOSION) {
1296 if (prev_obj->flags & OF_ATTACHED && prev_obj->ctype.expl_info.attach_parent!=-1)
1297 obj_attach(&Objects[prev_obj->ctype.expl_info.attach_parent],obj);
1299 obj->flags &= ~OF_ATTACHED;
1302 obj_attach(prev_obj,obj);
1308 nd_read_fix(&(obj->ctype.light_info.intensity));
1330 switch (obj->render_type) {
1339 if ((obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_CLUTTER)) {
1340 nd_read_int(&(obj->rtype.pobj_info.model_num));
1341 nd_read_int(&(obj->rtype.pobj_info.subobj_flags));
1344 if ((obj->type != OBJ_PLAYER) && (obj->type != OBJ_DEBRIS))
1346 for (i=0;i<MAX_SUBMODELS;i++)
1347 nd_read_angvec(&(obj->pobj_info.anim_angles[i]));
1349 for (i = 0; i < Polygon_models[obj->rtype.pobj_info.model_num].n_models; i++)
1350 nd_read_angvec(&obj->rtype.pobj_info.anim_angles[i]);
1355 obj->rtype.pobj_info.tmap_override = tmo;
1358 obj->rtype.pobj_info.tmap_override = -1;
1360 int xlated_tmo = tmap_xlate_table[tmo];
1361 if (xlated_tmo < 0) {
1362 //mprintf( (0, "Couldn't find texture for demo object, model_num = %d\n", obj->pobj_info.model_num));
1366 obj->rtype.pobj_info.tmap_override = xlated_tmo;
1374 case RT_WEAPON_VCLIP:
1377 nd_read_int(&(obj->rtype.vclip_info.vclip_num));
1378 nd_read_fix(&(obj->rtype.vclip_info.frametime));
1379 nd_read_byte(&(obj->rtype.vclip_info.framenum));
1393 void nd_write_object(object *obj)
1397 if ((obj->type == OBJ_ROBOT) && (obj->id == SPECIAL_REACTOR_ROBOT))
1401 * Do render_type first so on read, we can make determination of
1402 * what else to read in
1404 nd_write_byte(obj->render_type);
1405 nd_write_byte(obj->type);
1406 if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
1409 nd_write_byte(obj->id);
1410 nd_write_byte(obj->flags);
1411 nd_write_short((short)obj->signature);
1412 nd_write_shortpos(obj);
1414 if ((obj->type != OBJ_HOSTAGE) && (obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_POWERUP) && (obj->type != OBJ_CLUTTER)) {
1415 nd_write_byte(obj->control_type);
1416 nd_write_byte(obj->movement_type);
1417 nd_write_fix(obj->size);
1419 if (obj->type == OBJ_POWERUP)
1420 nd_write_byte(obj->movement_type);
1422 nd_write_vector(&obj->last_pos);
1424 if ((obj->type == OBJ_WEAPON) && (obj->render_type == RT_WEAPON_VCLIP))
1425 nd_write_fix(obj->lifeleft);
1427 life = (int)obj->lifeleft;
1431 nd_write_byte((ubyte)life);
1434 if (obj->type == OBJ_ROBOT) {
1435 if (Robot_info[obj->id].boss_flag) {
1436 if ((GameTime > Boss_cloak_start_time) && (GameTime < Boss_cloak_end_time))
1443 switch (obj->movement_type) {
1446 nd_write_vector(&obj->mtype.phys_info.velocity);
1447 nd_write_vector(&obj->mtype.phys_info.thrust);
1451 nd_write_vector(&obj->mtype.spin_rate);
1461 switch (obj->control_type) {
1467 nd_write_fix(obj->ctype.expl_info.spawn_time);
1468 nd_write_fix(obj->ctype.expl_info.delete_time);
1469 nd_write_short(obj->ctype.expl_info.delete_objnum);
1477 nd_write_fix(obj->ctype.light_info.intensity);
1484 case CT_SLEW: //the player is generally saved as slew
1497 switch (obj->render_type) {
1506 if ((obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_CLUTTER)) {
1507 nd_write_int(obj->rtype.pobj_info.model_num);
1508 nd_write_int(obj->rtype.pobj_info.subobj_flags);
1511 if ((obj->type != OBJ_PLAYER) && (obj->type != OBJ_DEBRIS))
1513 for (i=0;i<MAX_SUBMODELS;i++)
1514 nd_write_angvec(&obj->pobj_info.anim_angles[i]);
1516 for (i = 0; i < Polygon_models[obj->rtype.pobj_info.model_num].n_models; i++)
1517 nd_write_angvec(&obj->rtype.pobj_info.anim_angles[i]);
1519 nd_write_int(obj->rtype.pobj_info.tmap_override);
1525 case RT_WEAPON_VCLIP:
1528 nd_write_int(obj->rtype.vclip_info.vclip_num);
1529 nd_write_fix(obj->rtype.vclip_info.frametime);
1530 nd_write_byte(obj->rtype.vclip_info.framenum);
1543 int JustStartedRecording=0,JustStartedPlayback=0;
1545 void newdemo_record_start_demo()
1550 nd_write_byte(ND_EVENT_START_DEMO);
1551 nd_write_byte(DEMO_VERSION);
1552 nd_write_byte(DEMO_GAME_TYPE);
1553 nd_write_fix(GameTime);
1556 if (Game_mode & GM_MULTI)
1557 nd_write_int(Game_mode | (Player_num << 16));
1560 // NOTE LINK TO ABOVE!!!
1561 nd_write_int(Game_mode);
1564 if (Game_mode & GM_TEAM) {
1565 nd_write_byte(Netgame.team_vector);
1566 nd_write_string(Netgame.team_name[0]);
1567 nd_write_string(Netgame.team_name[1]);
1570 if (Game_mode & GM_MULTI) {
1571 nd_write_byte((byte)N_players);
1572 for (i = 0; i < N_players; i++) {
1573 nd_write_string(Players[i].callsign);
1574 nd_write_byte(Players[i].connected);
1576 if (Game_mode & GM_MULTI_COOP) {
1577 nd_write_int(Players[i].score);
1579 nd_write_short((short)Players[i].net_killed_total);
1580 nd_write_short((short)Players[i].net_kills_total);
1585 // NOTE LINK TO ABOVE!!!
1586 nd_write_int(Players[Player_num].score);
1588 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
1589 nd_write_short((short)Players[Player_num].primary_ammo[i]);
1591 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
1592 nd_write_short((short)Players[Player_num].secondary_ammo[i]);
1594 nd_write_byte((byte)Players[Player_num].laser_level);
1596 // Support for missions added here
1598 nd_write_string(Current_mission_filename);
1600 nd_write_byte((byte)(f2ir(Players[Player_num].energy)));
1601 nd_write_byte((byte)(f2ir(Players[Player_num].shields)));
1602 nd_write_int(Players[Player_num].flags); // be sure players flags are set
1603 nd_write_byte((byte)Primary_weapon);
1604 nd_write_byte((byte)Secondary_weapon);
1605 Newdemo_start_frame = FrameCount;
1606 JustStartedRecording=1;
1608 newdemo_set_new_level(Current_level_num);
1613 void newdemo_record_start_frame(int frame_number, fix frame_time )
1617 if (Newdemo_no_space) {
1618 newdemo_stop_playback();
1624 for (i=0;i<MAX_OBJECTS;i++)
1627 ViewWasRecorded[i]=0;
1630 RenderingWasRecorded[i]=0;
1632 frame_number -= Newdemo_start_frame;
1634 Assert(frame_number >= 0 );
1636 nd_write_byte(ND_EVENT_START_FRAME);
1637 nd_write_short(frame_bytes_written - 1); // from previous frame
1638 frame_bytes_written=3;
1639 nd_write_int(frame_number);
1640 nd_write_int(frame_time);
1645 void newdemo_record_render_object(object * obj)
1647 if (ViewWasRecorded[obj-Objects])
1650 //if (obj==&Objects[Players[Player_num].objnum] && !Player_is_dead)
1654 nd_write_byte(ND_EVENT_RENDER_OBJECT);
1655 nd_write_object(obj);
1659 extern ubyte RenderingType;
1661 void newdemo_record_viewer_object(object * obj)
1664 if (ViewWasRecorded[obj-Objects] && (ViewWasRecorded[obj-Objects]-1)==RenderingType)
1666 //if (WasRecorded[obj-Objects])
1668 if (RenderingWasRecorded[RenderingType])
1671 ViewWasRecorded[obj-Objects]=RenderingType+1;
1672 RenderingWasRecorded[RenderingType]=1;
1674 nd_write_byte(ND_EVENT_VIEWER_OBJECT);
1675 nd_write_byte(RenderingType);
1676 nd_write_object(obj);
1680 void newdemo_record_sound( int soundno )
1683 nd_write_byte(ND_EVENT_SOUND);
1684 nd_write_int( soundno );
1688 //--unused-- void newdemo_record_sound_once( int soundno ) {
1689 //--unused-- stop_time();
1690 //--unused-- nd_write_byte( ND_EVENT_SOUND_ONCE );
1691 //--unused-- nd_write_int( soundno );
1692 //--unused-- start_time();
1696 void newdemo_record_cockpit_change (int mode)
1699 nd_write_byte (ND_EVENT_CHANGE_COCKPIT);
1705 void newdemo_record_sound_3d( int soundno, int angle, int volume )
1708 nd_write_byte( ND_EVENT_SOUND_3D );
1709 nd_write_int( soundno );
1710 nd_write_int( angle );
1711 nd_write_int( volume );
1715 void newdemo_record_sound_3d_once( int soundno, int angle, int volume )
1718 nd_write_byte( ND_EVENT_SOUND_3D_ONCE );
1719 nd_write_int( soundno );
1720 nd_write_int( angle );
1721 nd_write_int( volume );
1726 void newdemo_record_link_sound_to_object3( int soundno, short objnum, fix max_volume, fix max_distance, int loop_start, int loop_end )
1729 nd_write_byte( ND_EVENT_LINK_SOUND_TO_OBJ );
1730 nd_write_int( soundno );
1731 nd_write_int( Objects[objnum].signature );
1732 nd_write_int( max_volume );
1733 nd_write_int( max_distance );
1734 nd_write_int( loop_start );
1735 nd_write_int( loop_end );
1739 void newdemo_record_kill_sound_linked_to_object( int objnum )
1742 nd_write_byte( ND_EVENT_KILL_SOUND_TO_OBJ );
1743 nd_write_int( Objects[objnum].signature );
1748 void newdemo_record_wall_hit_process( int segnum, int side, int damage, int playernum )
1754 //playernum = playernum;
1755 nd_write_byte( ND_EVENT_WALL_HIT_PROCESS );
1756 nd_write_int( segnum );
1757 nd_write_int( side );
1758 nd_write_int( damage );
1759 nd_write_int( playernum );
1763 void newdemo_record_guided_start ()
1765 nd_write_byte (ND_EVENT_START_GUIDED);
1768 void newdemo_record_guided_end ()
1770 nd_write_byte (ND_EVENT_END_GUIDED);
1773 void newdemo_record_secret_exit_blown(int truth)
1776 nd_write_byte( ND_EVENT_SECRET_THINGY );
1777 nd_write_int( truth );
1781 void newdemo_record_trigger( int segnum, int side, int objnum,int shot )
1784 nd_write_byte( ND_EVENT_TRIGGER );
1785 nd_write_int( segnum );
1786 nd_write_int( side );
1787 nd_write_int( objnum );
1792 void newdemo_record_hostage_rescued( int hostage_number ) {
1794 nd_write_byte( ND_EVENT_HOSTAGE_RESCUED );
1795 nd_write_int( hostage_number );
1799 void newdemo_record_morph_frame(morph_data *md)
1803 nd_write_byte( ND_EVENT_MORPH_FRAME );
1805 newdemo_write( md->morph_vecs, sizeof(md->morph_vecs), 1 );
1806 newdemo_write( md->submodel_active, sizeof(md->submodel_active), 1 );
1807 newdemo_write( md->submodel_startpoints, sizeof(md->submodel_startpoints), 1 );
1809 nd_write_object( md->obj );
1813 void newdemo_record_wall_toggle( int segnum, int side )
1816 nd_write_byte( ND_EVENT_WALL_TOGGLE );
1817 nd_write_int( segnum );
1818 nd_write_int( side );
1822 void newdemo_record_control_center_destroyed()
1825 nd_write_byte( ND_EVENT_CONTROL_CENTER_DESTROYED );
1826 nd_write_int( Countdown_seconds_left );
1830 void newdemo_record_hud_message( char * message )
1833 nd_write_byte( ND_EVENT_HUD_MESSAGE );
1834 nd_write_string(message);
1838 void newdemo_record_palette_effect(short r, short g, short b )
1841 nd_write_byte( ND_EVENT_PALETTE_EFFECT );
1842 nd_write_short( r );
1843 nd_write_short( g );
1844 nd_write_short( b );
1848 void newdemo_record_player_energy(int old_energy, int energy)
1851 nd_write_byte( ND_EVENT_PLAYER_ENERGY );
1852 nd_write_byte((byte) old_energy);
1853 nd_write_byte((byte) energy);
1857 void newdemo_record_player_afterburner(fix old_afterburner, fix afterburner)
1860 nd_write_byte( ND_EVENT_PLAYER_AFTERBURNER );
1861 nd_write_byte((byte) (old_afterburner>>9));
1862 nd_write_byte((byte) (afterburner>>9));
1866 void newdemo_record_player_shields(int old_shield, int shield)
1869 nd_write_byte( ND_EVENT_PLAYER_SHIELD );
1870 nd_write_byte((byte)old_shield);
1871 nd_write_byte((byte)shield);
1875 void newdemo_record_player_flags(uint oflags, uint flags)
1878 nd_write_byte( ND_EVENT_PLAYER_FLAGS );
1879 nd_write_int(((short)oflags << 16) | (short)flags);
1883 void newdemo_record_player_weapon(int weapon_type, int weapon_num)
1886 nd_write_byte( ND_EVENT_PLAYER_WEAPON );
1887 nd_write_byte((byte)weapon_type);
1888 nd_write_byte((byte)weapon_num);
1890 nd_write_byte((byte)Secondary_weapon);
1892 nd_write_byte((byte)Primary_weapon);
1896 void newdemo_record_effect_blowup(short segment, int side, vms_vector *pnt)
1899 nd_write_byte (ND_EVENT_EFFECT_BLOWUP);
1900 nd_write_short(segment);
1901 nd_write_byte((byte)side);
1902 nd_write_vector(pnt);
1906 void newdemo_record_homing_distance(fix distance)
1909 nd_write_byte(ND_EVENT_HOMING_DISTANCE);
1910 nd_write_short((short)(distance>>16));
1914 void newdemo_record_letterbox(void)
1917 nd_write_byte(ND_EVENT_LETTERBOX);
1921 void newdemo_record_rearview(void)
1924 nd_write_byte(ND_EVENT_REARVIEW);
1928 void newdemo_record_restore_cockpit(void)
1931 nd_write_byte(ND_EVENT_RESTORE_COCKPIT);
1935 void newdemo_record_restore_rearview(void)
1938 nd_write_byte(ND_EVENT_RESTORE_REARVIEW);
1942 void newdemo_record_wall_set_tmap_num1(short seg,ubyte side,short cseg,ubyte cside,short tmap)
1945 nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM1);
1946 nd_write_short(seg);
1947 nd_write_byte(side);
1948 nd_write_short(cseg);
1949 nd_write_byte(cside);
1950 nd_write_short(tmap);
1954 void newdemo_record_wall_set_tmap_num2(short seg,ubyte side,short cseg,ubyte cside,short tmap)
1957 nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM2);
1958 nd_write_short(seg);
1959 nd_write_byte(side);
1960 nd_write_short(cseg);
1961 nd_write_byte(cside);
1962 nd_write_short(tmap);
1966 void newdemo_record_multi_cloak(int pnum)
1969 nd_write_byte(ND_EVENT_MULTI_CLOAK);
1970 nd_write_byte((byte)pnum);
1974 void newdemo_record_multi_decloak(int pnum)
1977 nd_write_byte(ND_EVENT_MULTI_DECLOAK);
1978 nd_write_byte((byte)pnum);
1982 void newdemo_record_multi_death(int pnum)
1985 nd_write_byte(ND_EVENT_MULTI_DEATH);
1986 nd_write_byte((byte)pnum);
1990 void newdemo_record_multi_kill(int pnum, byte kill)
1993 nd_write_byte(ND_EVENT_MULTI_KILL);
1994 nd_write_byte((byte)pnum);
1995 nd_write_byte(kill);
1999 void newdemo_record_multi_connect(int pnum, int new_player, char *new_callsign)
2002 nd_write_byte(ND_EVENT_MULTI_CONNECT);
2003 nd_write_byte((byte)pnum);
2004 nd_write_byte((byte)new_player);
2006 nd_write_string(Players[pnum].callsign);
2007 nd_write_int(Players[pnum].net_killed_total);
2008 nd_write_int(Players[pnum].net_kills_total);
2010 nd_write_string(new_callsign);
2014 void newdemo_record_multi_reconnect(int pnum)
2017 nd_write_byte(ND_EVENT_MULTI_RECONNECT);
2018 nd_write_byte((byte)pnum);
2022 void newdemo_record_multi_disconnect(int pnum)
2025 nd_write_byte(ND_EVENT_MULTI_DISCONNECT);
2026 nd_write_byte((byte)pnum);
2030 void newdemo_record_player_score(int score)
2033 nd_write_byte(ND_EVENT_PLAYER_SCORE);
2034 nd_write_int(score);
2038 void newdemo_record_multi_score(int pnum, int score)
2041 nd_write_byte(ND_EVENT_MULTI_SCORE);
2042 nd_write_byte((byte)pnum);
2043 nd_write_int(score - Players[pnum].score); // called before score is changed!!!!
2047 void newdemo_record_primary_ammo(int old_ammo, int new_ammo)
2050 nd_write_byte(ND_EVENT_PRIMARY_AMMO);
2052 nd_write_short((short)new_ammo);
2054 nd_write_short((short)old_ammo);
2055 nd_write_short((short)new_ammo);
2059 void newdemo_record_secondary_ammo(int old_ammo, int new_ammo)
2062 nd_write_byte(ND_EVENT_SECONDARY_AMMO);
2064 nd_write_short((short)new_ammo);
2066 nd_write_short((short)old_ammo);
2067 nd_write_short((short)new_ammo);
2071 void newdemo_record_door_opening(int segnum, int side)
2074 nd_write_byte(ND_EVENT_DOOR_OPENING);
2075 nd_write_short((short)segnum);
2076 nd_write_byte((byte)side);
2080 void newdemo_record_laser_level(byte old_level, byte new_level)
2083 nd_write_byte(ND_EVENT_LASER_LEVEL);
2084 nd_write_byte(old_level);
2085 nd_write_byte(new_level);
2089 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)
2091 Assert(front_wall_num <= 255 && back_wall_num <= 255);
2094 nd_write_byte(ND_EVENT_CLOAKING_WALL);
2095 nd_write_byte(front_wall_num);
2096 nd_write_byte(back_wall_num);
2097 nd_write_byte(type);
2098 nd_write_byte(state);
2099 nd_write_byte(cloak_value);
2100 nd_write_short(l0>>8);
2101 nd_write_short(l1>>8);
2102 nd_write_short(l2>>8);
2103 nd_write_short(l3>>8);
2107 void newdemo_set_new_level(int level_num)
2114 nd_write_byte(ND_EVENT_NEW_LEVEL);
2115 nd_write_byte((byte)level_num);
2116 nd_write_byte((byte)Current_level_num);
2118 if (JustStartedRecording==1)
2120 nd_write_int(Num_walls);
2121 for (i=0;i<Num_walls;i++)
2123 nd_write_byte (Walls[i].type);
2124 nd_write_byte (Walls[i].flags);
2125 nd_write_byte (Walls[i].state);
2127 seg = &Segments[Walls[i].segnum];
2128 side = Walls[i].sidenum;
2129 nd_write_short (seg->sides[side].tmap_num);
2130 nd_write_short (seg->sides[side].tmap_num2);
2131 JustStartedRecording=0;
2138 int newdemo_read_demo_start(int rnd_demo)
2140 byte i, version, game_type, laser_level;
2141 char c, energy, shield;
2142 char text[50], current_mission[9];
2145 if ((c != ND_EVENT_START_DEMO) || nd_bad_read) {
2148 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_DEMO_CORRUPT);
2149 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
2150 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2153 nd_read_byte(&version);
2154 nd_read_byte(&game_type);
2155 if (game_type < DEMO_GAME_TYPE) {
2158 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_RECORDED);
2159 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
2160 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = " In Descent: First Strike";
2162 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2165 if (game_type != DEMO_GAME_TYPE) {
2168 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_RECORDED);
2169 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
2170 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = " In Unknown Descent version";
2172 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2175 if (version < DEMO_VERSION) {
2178 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_DEMO_OLD);
2179 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
2180 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2184 nd_read_fix(&GameTime);
2185 Boss_cloak_start_time=Boss_cloak_end_time=GameTime;
2186 JasonPlaybackTotal=0;
2188 nd_read_int(&Newdemo_game_mode);
2191 change_playernum_to((Newdemo_game_mode >> 16) & 0x7);
2192 if (Newdemo_game_mode & GM_TEAM) {
2193 nd_read_byte(&(Netgame.team_vector));
2194 nd_read_string(Netgame.team_name[0]);
2195 nd_read_string(Netgame.team_name[1]);
2197 if (Newdemo_game_mode & GM_MULTI) {
2202 // changed this to above two lines -- breaks on the mac because of
2204 // nd_read_byte((byte *)&N_players);
2205 for (i = 0 ; i < N_players; i++) {
2206 Players[i].cloak_time = 0;
2207 Players[i].invulnerable_time = 0;
2208 nd_read_string(Players[i].callsign);
2209 nd_read_byte(&(Players[i].connected));
2211 if (Newdemo_game_mode & GM_MULTI_COOP) {
2212 nd_read_int(&(Players[i].score));
2214 nd_read_short((short *)&(Players[i].net_killed_total));
2215 nd_read_short((short *)&(Players[i].net_kills_total));
2218 Game_mode = Newdemo_game_mode;
2219 multi_sort_kill_list();
2220 Game_mode = GM_NORMAL;
2223 nd_read_int(&(Players[Player_num].score)); // Note link to above if!
2225 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
2226 nd_read_short((short*)&(Players[Player_num].primary_ammo[i]));
2228 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
2229 nd_read_short((short*)&(Players[Player_num].secondary_ammo[i]));
2231 nd_read_byte(&laser_level);
2232 if (laser_level != Players[Player_num].laser_level) {
2233 Players[Player_num].laser_level = laser_level;
2234 update_laser_weapon_info();
2237 // Support for missions
2239 nd_read_string(current_mission);
2240 if (!load_mission_by_name(current_mission)) {
2244 sprintf(text, TXT_NOMISSION4DEMO, current_mission);
2245 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
2246 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2251 nd_recorded_total = 0;
2252 nd_playback_total = 0;
2253 nd_read_byte(&energy);
2254 nd_read_byte(&shield);
2256 nd_read_int((int *)&(Players[Player_num].flags));
2257 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
2258 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2259 Newdemo_players_cloaked |= (1 << Player_num);
2261 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
2262 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
2264 nd_read_byte((byte *)&Primary_weapon);
2265 nd_read_byte((byte *)&Secondary_weapon);
2267 // Next bit of code to fix problem that I introduced between 1.0 and 1.1
2268 // check the next byte -- it _will_ be a load_new_level event. If it is
2269 // not, then we must shift all bytes up by one.
2271 Players[Player_num].energy = i2f(energy);
2272 Players[Player_num].shields = i2f(shield);
2273 JustStartedPlayback=1;
2277 void newdemo_pop_ctrlcen_triggers()
2281 segment *seg, *csegp;
2283 for (i = 0; i < ControlCenterTriggers.num_links; i++) {
2284 seg = &Segments[ControlCenterTriggers.seg[i]];
2285 side = ControlCenterTriggers.side[i];
2286 csegp = &Segments[seg->children[side]];
2287 cside = find_connect_side(seg, csegp);
2288 anim_num = Walls[seg->sides[side].wall_num].clip_num;
2289 n = WallAnims[anim_num].num_frames;
2290 if (WallAnims[anim_num].flags & WCF_TMAP1) {
2291 seg->sides[side].tmap_num = csegp->sides[cside].tmap_num = WallAnims[anim_num].frames[n-1];
2293 seg->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = WallAnims[anim_num].frames[n-1];
2298 #define N_PLAYER_SHIP_TEXTURES 6
2300 void nd_render_extras (ubyte,object *);
2301 extern void multi_apply_goal_textures ();
2302 ubyte Newdemo_flying_guided=0;
2304 int newdemo_read_frame_information()
2306 int done, segnum, side, objnum, soundno, angle, volume, i,shot;
2308 ubyte c,WhichWindow;
2309 static byte saved_letter_cockpit;
2310 static byte saved_rearview_cockpit;
2312 static char LastReadValue=101;
2317 if (Newdemo_vcr_state != ND_STATE_PAUSED)
2318 for (segnum=0; segnum <= Highest_segment_index; segnum++)
2319 Segments[segnum].objects = -1;
2322 Players[Player_num].homing_object_dist = -F1_0;
2328 if (nd_bad_read) { done = -1; break; }
2332 case ND_EVENT_START_FRAME: { // Followed by an integer frame number, then a fix FrameTime
2333 short last_frame_length;
2336 nd_read_short(&last_frame_length);
2337 nd_read_int(&NewdemoFrameCount);
2338 nd_read_int((int *)&nd_recorded_time);
2339 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2340 nd_recorded_total += nd_recorded_time;
2341 NewdemoFrameCount--;
2343 if (nd_bad_read) { done = -1; break; }
2347 case ND_EVENT_VIEWER_OBJECT: // Followed by an object structure
2348 nd_read_byte (&WhichWindow);
2351 //mprintf ((0,"Reading extra!\n"));
2352 nd_read_object (&extraobj);
2353 if (Newdemo_vcr_state!=ND_STATE_PAUSED)
2355 if (nd_bad_read) { done = -1; break; }
2357 nd_render_extras (WhichWindow,&extraobj);
2362 //mprintf ((0,"Reading viewer!\n"));
2363 //Viewer=&Objects[0];
2364 nd_read_object(Viewer);
2366 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
2367 if (nd_bad_read) { done = -1; break; }
2368 segnum = Viewer->segnum;
2369 Viewer->next = Viewer->prev = Viewer->segnum = -1;
2371 // HACK HACK HACK -- since we have multiple level recording, it can be the case
2372 // HACK HACK HACK -- that when rewinding the demo, the viewer is in a segment
2373 // HACK HACK HACK -- that is greater than the highest index of segments. Bash
2374 // HACK HACK HACK -- the viewer to segment 0 for bogus view.
2376 if (segnum > Highest_segment_index)
2378 obj_link(Viewer-Objects,segnum);
2383 case ND_EVENT_RENDER_OBJECT: // Followed by an object structure
2384 objnum = obj_allocate();
2387 obj = &Objects[objnum];
2388 nd_read_object(obj);
2389 if (nd_bad_read) { done = -1; break; }
2390 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
2391 segnum = obj->segnum;
2392 obj->next = obj->prev = obj->segnum = -1;
2394 // HACK HACK HACK -- don't render objects is segments greater than Highest_segment_index
2395 // HACK HACK HACK -- (see above)
2397 if (segnum > Highest_segment_index)
2400 obj_link(obj-Objects,segnum);
2402 if ((obj->type == OBJ_PLAYER) && (Newdemo_game_mode & GM_MULTI)) {
2405 if (Newdemo_game_mode & GM_TEAM)
2406 player = get_team(obj->id);
2413 for (i=0;i<N_PLAYER_SHIP_TEXTURES;i++)
2414 multi_player_textures[player][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[obj->rtype.pobj_info.model_num].first_texture+i]];
2416 multi_player_textures[player][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(player)*2]];
2417 multi_player_textures[player][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(player)*2+1]];
2418 obj->rtype.pobj_info.alt_textures = player+1;
2424 case ND_EVENT_SOUND:
2425 nd_read_int(&soundno);
2426 if (nd_bad_read) {done = -1; break; }
2427 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2428 digi_play_sample( soundno, F1_0 );
2431 //--unused case ND_EVENT_SOUND_ONCE:
2432 //--unused nd_read_int(&soundno);
2433 //--unused if (nd_bad_read) { done = -1; break; }
2434 //--unused if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2435 //--unused digi_play_sample_once( soundno, F1_0 );
2438 case ND_EVENT_SOUND_3D:
2439 nd_read_int(&soundno);
2440 nd_read_int(&angle);
2441 nd_read_int(&volume);
2442 if (nd_bad_read) { done = -1; break; }
2443 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2444 digi_play_sample_3d( soundno, angle, volume, 0 );
2447 case ND_EVENT_SOUND_3D_ONCE:
2448 nd_read_int(&soundno);
2449 nd_read_int(&angle);
2450 nd_read_int(&volume);
2451 if (nd_bad_read) { done = -1; break; }
2452 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2453 digi_play_sample_3d( soundno, angle, volume, 1 );
2456 case ND_EVENT_LINK_SOUND_TO_OBJ:
2458 int soundno, objnum, max_volume, max_distance, loop_start, loop_end;
2460 nd_read_int( &soundno );
2461 nd_read_int( &signature );
2462 nd_read_int( &max_volume );
2463 nd_read_int( &max_distance );
2464 nd_read_int( &loop_start );
2465 nd_read_int( &loop_end );
2466 objnum = newdemo_find_object( signature );
2467 if ( objnum > -1 ) { // @mk, 2/22/96, John told me to.
2468 digi_link_sound_to_object3( soundno, objnum, 1, max_volume, max_distance, loop_start, loop_end );
2473 case ND_EVENT_KILL_SOUND_TO_OBJ:
2475 int objnum, signature;
2476 nd_read_int( &signature );
2477 objnum = newdemo_find_object( signature );
2478 if ( objnum > -1 ) { // @mk, 2/22/96, John told me to.
2479 digi_kill_sound_linked_to_object(objnum);
2484 case ND_EVENT_WALL_HIT_PROCESS: {
2488 nd_read_int(&segnum);
2490 nd_read_fix(&damage);
2491 nd_read_int(&player);
2492 if (nd_bad_read) { done = -1; break; }
2493 if (Newdemo_vcr_state != ND_STATE_PAUSED)
2494 wall_hit_process(&Segments[segnum], side, damage, player, &(Objects[0]) );
2498 case ND_EVENT_TRIGGER:
2499 nd_read_int(&segnum);
2501 nd_read_int(&objnum);
2503 if (nd_bad_read) { done = -1; break; }
2504 if (Newdemo_vcr_state != ND_STATE_PAUSED)
2506 mprintf ((0,"EVENT TRIGGER! shot=%d\n",shot));
2508 if (Triggers[Walls[Segments[segnum].sides[side].wall_num].trigger].type == TT_SECRET_EXIT) {
2512 Assert(c == ND_EVENT_SECRET_THINGY);
2513 nd_read_int(&truth);
2515 check_trigger(&Segments[segnum], side, objnum,shot);
2517 check_trigger(&Segments[segnum], side, objnum,shot);
2521 case ND_EVENT_HOSTAGE_RESCUED: {
2524 nd_read_int(&hostage_number);
2525 if (nd_bad_read) { done = -1; break; }
2526 if (Newdemo_vcr_state != ND_STATE_PAUSED)
2527 hostage_rescue( hostage_number );
2531 case ND_EVENT_MORPH_FRAME: {
2535 md = &morph_objects[0];
2536 if (newdemo_read( md->morph_vecs, sizeof(md->morph_vecs), 1 )!=1) { done=-1; break; }
2537 if (newdemo_read( md->submodel_active, sizeof(md->submodel_active), 1 )!=1) { done=-1; break; }
2538 if (newdemo_read( md->submodel_startpoints, sizeof(md->submodel_startpoints), 1 )!=1) { done=-1; break; }
2540 objnum = obj_allocate();
2543 obj = &Objects[objnum];
2544 nd_read_object(obj);
2545 obj->render_type = RT_POLYOBJ;
2546 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
2547 if (nd_bad_read) { done = -1; break; }
2548 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
2549 segnum = obj->segnum;
2550 obj->next = obj->prev = obj->segnum = -1;
2551 obj_link(obj-Objects,segnum);
2557 case ND_EVENT_WALL_TOGGLE:
2558 nd_read_int(&segnum);
2560 if (nd_bad_read) {done = -1; break; }
2561 if (Newdemo_vcr_state != ND_STATE_PAUSED)
2562 wall_toggle(&Segments[segnum], side);
2565 case ND_EVENT_CONTROL_CENTER_DESTROYED:
2566 nd_read_int(&Countdown_seconds_left);
2567 Control_center_destroyed = 1;
2568 if (nd_bad_read) { done = -1; break; }
2569 if (!Newdemo_cntrlcen_destroyed) {
2570 newdemo_pop_ctrlcen_triggers();
2571 Newdemo_cntrlcen_destroyed = 1;
2572 //do_controlcen_destroyed_stuff(NULL);
2576 case ND_EVENT_HUD_MESSAGE: {
2579 nd_read_string(&(hud_msg[0]));
2580 if (nd_bad_read) { done = -1; break; }
2581 HUD_init_message( hud_msg );
2584 case ND_EVENT_START_GUIDED:
2585 Newdemo_flying_guided=1;
2586 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2587 Newdemo_flying_guided=0;
2589 case ND_EVENT_END_GUIDED:
2590 Newdemo_flying_guided=0;
2591 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2592 Newdemo_flying_guided=1;
2595 case ND_EVENT_PALETTE_EFFECT: {
2601 if (nd_bad_read) { done = -1; break; }
2602 PALETTE_FLASH_SET(r,g,b);
2606 case ND_EVENT_PLAYER_ENERGY: {
2610 nd_read_byte(&old_energy);
2611 nd_read_byte(&energy);
2612 if (nd_bad_read) {done = -1; break; }
2613 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2614 Players[Player_num].energy = i2f(energy);
2615 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2616 if (old_energy != 255)
2617 Players[Player_num].energy = i2f(old_energy);
2622 case ND_EVENT_PLAYER_AFTERBURNER: {
2624 ubyte old_afterburner;
2626 nd_read_byte(&old_afterburner);
2627 nd_read_byte(&afterburner);
2628 if (nd_bad_read) {done = -1; break; }
2629 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2630 Afterburner_charge = afterburner<<9;
2631 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2632 if (old_afterburner != 255)
2633 Afterburner_charge = old_afterburner<<9;
2638 case ND_EVENT_PLAYER_SHIELD: {
2642 nd_read_byte(&old_shield);
2643 nd_read_byte(&shield);
2644 if (nd_bad_read) {done = -1; break; }
2645 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2646 Players[Player_num].shields = i2f(shield);
2647 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2648 if (old_shield != 255)
2649 Players[Player_num].shields = i2f(old_shield);
2654 case ND_EVENT_PLAYER_FLAGS: {
2657 nd_read_int((int *)&(Players[Player_num].flags));
2658 if (nd_bad_read) {done = -1; break; }
2660 oflags = Players[Player_num].flags >> 16;
2661 Players[Player_num].flags &= 0xffff;
2663 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || ((Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD) && (oflags != 0xffff)) ) {
2664 if (!(oflags & PLAYER_FLAGS_CLOAKED) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
2665 Players[Player_num].cloak_time = 0;
2666 Newdemo_players_cloaked &= ~(1 << Player_num);
2668 if ((oflags & PLAYER_FLAGS_CLOAKED) && !(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
2669 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2670 Newdemo_players_cloaked |= (1 << Player_num);
2672 if (!(oflags & PLAYER_FLAGS_INVULNERABLE) && (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
2673 Players[Player_num].invulnerable_time = 0;
2674 if ((oflags & PLAYER_FLAGS_INVULNERABLE) && !(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
2675 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
2676 Players[Player_num].flags = oflags;
2677 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2678 if (!(oflags & PLAYER_FLAGS_CLOAKED) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
2679 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2680 Newdemo_players_cloaked |= (1 << Player_num);
2682 if ((oflags & PLAYER_FLAGS_CLOAKED) && !(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
2683 Players[Player_num].cloak_time = 0;
2684 Newdemo_players_cloaked &= ~(1 << Player_num);
2686 if (!(oflags & PLAYER_FLAGS_INVULNERABLE) && (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
2687 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
2688 if ((oflags & PLAYER_FLAGS_INVULNERABLE) && !(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
2689 Players[Player_num].invulnerable_time = 0;
2691 update_laser_weapon_info(); // in case of quad laser change
2695 case ND_EVENT_PLAYER_WEAPON: {
2696 byte weapon_type, weapon_num;
2699 nd_read_byte(&weapon_type);
2700 nd_read_byte(&weapon_num);
2701 nd_read_byte(&old_weapon);
2702 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2703 if (weapon_type == 0)
2704 Primary_weapon = (int)weapon_num;
2706 Secondary_weapon = (int)weapon_num;
2707 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2708 if (weapon_type == 0)
2709 Primary_weapon = (int)old_weapon;
2711 Secondary_weapon = (int)old_weapon;
2716 case ND_EVENT_EFFECT_BLOWUP: {
2722 //create a dummy object which will be the weapon that hits
2723 //the monitor. the blowup code wants to know who the parent of the
2724 //laser is, so create a laser whose parent is the player
2725 dummy.ctype.laser_info.parent_type = OBJ_PLAYER;
2727 nd_read_short(&segnum);
2728 nd_read_byte(&side);
2729 nd_read_vector(&pnt);
2730 if (Newdemo_vcr_state != ND_STATE_PAUSED)
2731 check_effect_blowup(&(Segments[segnum]), side, &pnt, &dummy, 0);
2735 case ND_EVENT_HOMING_DISTANCE: {
2738 nd_read_short(&distance);
2739 Players[Player_num].homing_object_dist = i2f((int)(distance << 16));
2743 case ND_EVENT_LETTERBOX:
2744 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2745 saved_letter_cockpit = Cockpit_mode;
2746 select_cockpit(CM_LETTERBOX);
2747 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2748 select_cockpit(saved_letter_cockpit);
2751 case ND_EVENT_CHANGE_COCKPIT: {
2754 nd_read_int (&dummy);
2755 select_cockpit (dummy);
2759 case ND_EVENT_REARVIEW:
2760 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2761 saved_rearview_cockpit = Cockpit_mode;
2762 if (Cockpit_mode == CM_FULL_COCKPIT)
2763 select_cockpit(CM_REAR_VIEW);
2765 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2766 if (saved_rearview_cockpit == CM_REAR_VIEW) // hack to be sure we get a good cockpit on restore
2767 saved_rearview_cockpit = CM_FULL_COCKPIT;
2768 select_cockpit(saved_rearview_cockpit);
2773 case ND_EVENT_RESTORE_COCKPIT:
2774 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2775 saved_letter_cockpit = Cockpit_mode;
2776 select_cockpit(CM_LETTERBOX);
2777 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2778 select_cockpit(saved_letter_cockpit);
2782 case ND_EVENT_RESTORE_REARVIEW:
2783 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2784 saved_rearview_cockpit = Cockpit_mode;
2785 if (Cockpit_mode == CM_FULL_COCKPIT)
2786 select_cockpit(CM_REAR_VIEW);
2788 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2789 if (saved_rearview_cockpit == CM_REAR_VIEW) // hack to be sure we get a good cockpit on restore
2790 saved_rearview_cockpit = CM_FULL_COCKPIT;
2791 select_cockpit(saved_rearview_cockpit);
2797 case ND_EVENT_WALL_SET_TMAP_NUM1: {
2798 short seg, cseg, tmap;
2801 nd_read_short(&seg);
2802 nd_read_byte(&side);
2803 nd_read_short(&cseg);
2804 nd_read_byte(&cside);
2805 nd_read_short( &tmap );
2806 if ((Newdemo_vcr_state != ND_STATE_PAUSED) && (Newdemo_vcr_state != ND_STATE_REWINDING) && (Newdemo_vcr_state != ND_STATE_ONEFRAMEBACKWARD))
2807 Segments[seg].sides[side].tmap_num = Segments[cseg].sides[cside].tmap_num = tmap;
2811 case ND_EVENT_WALL_SET_TMAP_NUM2: {
2812 short seg, cseg, tmap;
2815 nd_read_short(&seg);
2816 nd_read_byte(&side);
2817 nd_read_short(&cseg);
2818 nd_read_byte(&cside);
2819 nd_read_short( &tmap );
2820 if ((Newdemo_vcr_state != ND_STATE_PAUSED) && (Newdemo_vcr_state != ND_STATE_REWINDING) && (Newdemo_vcr_state != ND_STATE_ONEFRAMEBACKWARD)) {
2821 Assert(tmap!=0 && Segments[seg].sides[side].tmap_num2!=0);
2822 Segments[seg].sides[side].tmap_num2 = Segments[cseg].sides[cside].tmap_num2 = tmap;
2827 case ND_EVENT_MULTI_CLOAK: {
2830 nd_read_byte(&pnum);
2831 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2832 Players[pnum].flags &= ~PLAYER_FLAGS_CLOAKED;
2833 Players[pnum].cloak_time = 0;
2834 Newdemo_players_cloaked &= ~(1 << pnum);
2835 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2836 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
2837 Players[pnum].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2838 Newdemo_players_cloaked |= (1 << pnum);
2843 case ND_EVENT_MULTI_DECLOAK: {
2846 nd_read_byte(&pnum);
2848 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2849 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
2850 Players[pnum].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2851 Newdemo_players_cloaked |= (1 << pnum);
2852 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2853 Players[pnum].flags &= ~PLAYER_FLAGS_CLOAKED;
2854 Players[pnum].cloak_time = 0;
2855 Newdemo_players_cloaked &= ~(1 << pnum);
2860 case ND_EVENT_MULTI_DEATH: {
2863 nd_read_byte(&pnum);
2864 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2865 Players[pnum].net_killed_total--;
2866 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2867 Players[pnum].net_killed_total++;
2872 case ND_EVENT_MULTI_KILL: {
2875 nd_read_byte(&pnum);
2876 nd_read_byte(&kill);
2877 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2878 Players[pnum].net_kills_total -= kill;
2879 if (Newdemo_game_mode & GM_TEAM)
2880 team_kills[get_team(pnum)] -= kill;
2881 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2882 Players[pnum].net_kills_total += kill;
2883 if (Newdemo_game_mode & GM_TEAM)
2884 team_kills[get_team(pnum)] += kill;
2886 Game_mode = Newdemo_game_mode;
2887 multi_sort_kill_list();
2888 Game_mode = GM_NORMAL;
2892 case ND_EVENT_MULTI_CONNECT: {
2893 byte pnum, new_player;
2894 int killed_total, kills_total;
2895 char new_callsign[CALLSIGN_LEN+1], old_callsign[CALLSIGN_LEN+1];
2897 nd_read_byte(&pnum);
2898 nd_read_byte(&new_player);
2900 nd_read_string(old_callsign);
2901 nd_read_int(&killed_total);
2902 nd_read_int(&kills_total);
2904 nd_read_string(new_callsign);
2905 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2906 Players[pnum].connected = 0;
2908 memcpy(Players[pnum].callsign, old_callsign, CALLSIGN_LEN+1);
2909 Players[pnum].net_killed_total = killed_total;
2910 Players[pnum].net_kills_total = kills_total;
2914 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2915 Players[pnum].connected = 1;
2916 Players[pnum].net_kills_total = 0;
2917 Players[pnum].net_killed_total = 0;
2918 memcpy(Players[pnum].callsign, new_callsign, CALLSIGN_LEN+1);
2925 case ND_EVENT_MULTI_RECONNECT: {
2928 nd_read_byte(&pnum);
2929 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2930 Players[pnum].connected = 0;
2931 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2932 Players[pnum].connected = 1;
2936 case ND_EVENT_MULTI_DISCONNECT: {
2939 nd_read_byte(&pnum);
2940 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2941 Players[pnum].connected = 1;
2942 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2943 Players[pnum].connected = 0;
2947 case ND_EVENT_MULTI_SCORE: {
2951 nd_read_byte(&pnum);
2952 nd_read_int(&score);
2953 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2954 Players[pnum].score -= score;
2955 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2956 Players[pnum].score += score;
2957 Game_mode = Newdemo_game_mode;
2958 multi_sort_kill_list();
2959 Game_mode = GM_NORMAL;
2964 case ND_EVENT_PLAYER_SCORE: {
2967 nd_read_int(&score);
2968 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2969 Players[Player_num].score -= score;
2970 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2971 Players[Player_num].score += score;
2976 case ND_EVENT_PRIMARY_AMMO: {
2977 short old_ammo, new_ammo;
2979 nd_read_short(&old_ammo);
2980 nd_read_short(&new_ammo);
2982 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2983 Players[Player_num].primary_ammo[Primary_weapon] = old_ammo;
2984 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2985 Players[Player_num].primary_ammo[Primary_weapon] = new_ammo;
2989 case ND_EVENT_SECONDARY_AMMO: {
2990 short old_ammo, new_ammo;
2992 nd_read_short(&old_ammo);
2993 nd_read_short(&new_ammo);
2995 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2996 Players[Player_num].secondary_ammo[Secondary_weapon] = old_ammo;
2997 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2998 Players[Player_num].secondary_ammo[Secondary_weapon] = new_ammo;
3002 case ND_EVENT_DOOR_OPENING: {
3006 nd_read_short(&segnum);
3007 nd_read_byte(&side);
3008 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
3011 segment *segp, *csegp;
3013 segp = &Segments[segnum];
3014 csegp = &Segments[segp->children[side]];
3015 cside = find_connect_side(segp, csegp);
3016 anim_num = Walls[segp->sides[side].wall_num].clip_num;
3018 if (WallAnims[anim_num].flags & WCF_TMAP1) {
3019 segp->sides[side].tmap_num = csegp->sides[cside].tmap_num = WallAnims[anim_num].frames[0];
3021 segp->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = WallAnims[anim_num].frames[0];
3027 case ND_EVENT_LASER_LEVEL: {
3028 byte old_level, new_level;
3030 nd_read_byte(&old_level);
3031 nd_read_byte(&new_level);
3032 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
3033 Players[Player_num].laser_level = old_level;
3034 update_laser_weapon_info();
3035 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
3036 Players[Player_num].laser_level = new_level;
3037 update_laser_weapon_info();
3042 case ND_EVENT_CLOAKING_WALL: {
3043 ubyte back_wall_num,front_wall_num,type,state,cloak_value;
3048 nd_read_byte(&front_wall_num);
3049 nd_read_byte(&back_wall_num);
3050 nd_read_byte(&type);
3051 nd_read_byte(&state);
3052 nd_read_byte(&cloak_value);
3058 Walls[front_wall_num].type = type;
3059 Walls[front_wall_num].state = state;
3060 Walls[front_wall_num].cloak_value = cloak_value;
3061 segp = &Segments[Walls[front_wall_num].segnum];
3062 sidenum = Walls[front_wall_num].sidenum;
3063 segp->sides[sidenum].uvls[0].l = ((int) l0) << 8;
3064 segp->sides[sidenum].uvls[1].l = ((int) l1) << 8;
3065 segp->sides[sidenum].uvls[2].l = ((int) l2) << 8;
3066 segp->sides[sidenum].uvls[3].l = ((int) l3) << 8;
3068 Walls[back_wall_num].type = type;
3069 Walls[back_wall_num].state = state;
3070 Walls[back_wall_num].cloak_value = cloak_value;
3071 segp = &Segments[Walls[back_wall_num].segnum];
3072 sidenum = Walls[back_wall_num].sidenum;
3073 segp->sides[sidenum].uvls[0].l = ((int) l0) << 8;
3074 segp->sides[sidenum].uvls[1].l = ((int) l1) << 8;
3075 segp->sides[sidenum].uvls[2].l = ((int) l2) << 8;
3076 segp->sides[sidenum].uvls[3].l = ((int) l3) << 8;
3081 case ND_EVENT_NEW_LEVEL: {
3082 byte new_level, old_level, loaded_level;
3084 nd_read_byte (&new_level);
3085 nd_read_byte (&old_level);
3086 if (Newdemo_vcr_state == ND_STATE_PAUSED)
3090 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
3091 loaded_level = old_level;
3093 loaded_level = new_level;
3094 for (i = 0; i < MAX_PLAYERS; i++) {
3095 Players[i].cloak_time = 0;
3096 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
3099 if ((loaded_level < Last_secret_level) || (loaded_level > Last_level)) {
3102 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_CANT_PLAYBACK;
3103 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_LEVEL_CANT_LOAD;
3104 m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_DEMO_OLD_CORRUPT;
3105 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
3109 LoadLevel((int)loaded_level,1);
3110 Newdemo_cntrlcen_destroyed = 0;
3112 if (JustStartedPlayback)
3114 nd_read_int (&Num_walls);
3115 for (i=0;i<Num_walls;i++) // restore the walls
3117 nd_read_byte (&Walls[i].type);
3118 nd_read_byte (&Walls[i].flags);
3119 nd_read_byte (&Walls[i].state);
3121 seg = &Segments[Walls[i].segnum];
3122 side = Walls[i].sidenum;
3123 nd_read_short (&seg->sides[side].tmap_num);
3124 nd_read_short (&seg->sides[side].tmap_num2);
3127 if (Newdemo_game_mode & GM_CAPTURE)
3128 multi_apply_goal_textures ();
3130 JustStartedPlayback=0;
3134 // so says Rob H.!!! if (Newdemo_game_mode & GM_MULTI) {
3135 // so says Rob H.!!! for (i = 0; i < Num_walls; i++) {
3136 // so says Rob H.!!! if (Walls[i].type == WALL_BLASTABLE)
3137 // so says Rob H.!!! {
3138 // so says Rob H.!!! int a, n;
3139 // so says Rob H.!!! int side;
3140 // so says Rob H.!!! segment *seg;
3141 // so says Rob H.!!!
3142 // so says Rob H.!!! seg = &Segments[Walls[i].segnum];
3143 // so says Rob H.!!! side = Walls[i].sidenum;
3144 // so says Rob H.!!! a = Walls[i].clip_num;
3145 // so says Rob H.!!! n = WallAnims[a].num_frames;
3146 // so says Rob H.!!! seg->sides[side].tmap_num = WallAnims[a].frames[n-1];
3147 // so says Rob H.!!! Walls[i].flags |= WALL_BLASTED;
3148 // so says Rob H.!!! }
3149 // so says Rob H.!!! }
3150 // so says Rob H.!!! }
3152 reset_palette_add(); // get palette back to normal
3157 case ND_EVENT_EOF: {
3159 fseek(infile, -1, SEEK_CUR); // get back to the EOF marker
3161 NewdemoFrameCount++;
3175 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_ERR_READING;
3176 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_DEMO_OLD_CORRUPT;
3177 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
3183 void newdemo_goto_beginning()
3185 //if (NewdemoFrameCount == 0)
3187 fseek(infile, 0, SEEK_SET);
3188 Newdemo_vcr_state = ND_STATE_PLAYBACK;
3189 if (newdemo_read_demo_start(0))
3190 newdemo_stop_playback();
3191 if (newdemo_read_frame_information() == -1)
3192 newdemo_stop_playback();
3193 if (newdemo_read_frame_information() == -1)
3194 newdemo_stop_playback();
3195 Newdemo_vcr_state = ND_STATE_PAUSED;
3199 void newdemo_goto_end()
3201 short frame_length, byte_count, bshort;
3202 byte level, bbyte, laser_level;
3203 ubyte energy, shield, c;
3206 fseek(infile, -2, SEEK_END);
3207 nd_read_byte(&level);
3209 if ((level < Last_secret_level) || (level > Last_level)) {
3212 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_CANT_PLAYBACK;
3213 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_LEVEL_CANT_LOAD;
3214 m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_DEMO_OLD_CORRUPT;
3215 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
3216 newdemo_stop_playback();
3219 if (level != Current_level_num)
3222 fseek(infile, -4, SEEK_END);
3223 nd_read_short(&byte_count);
3224 fseek(infile, -2 - byte_count, SEEK_CUR);
3226 nd_read_short(&frame_length);
3227 loc = ftell(infile);
3228 if (Newdemo_game_mode & GM_MULTI)
3229 nd_read_byte(&Newdemo_players_cloaked);
3231 nd_read_byte(&bbyte);
3232 nd_read_byte(&bbyte);
3233 nd_read_short(&bshort);
3236 nd_read_byte(&energy);
3237 nd_read_byte(&shield);
3238 Players[Player_num].energy = i2f(energy);
3239 Players[Player_num].shields = i2f(shield);
3240 nd_read_int((int *)&(Players[Player_num].flags));
3241 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
3242 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
3243 Newdemo_players_cloaked |= (1 << Player_num);
3245 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
3246 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
3247 nd_read_byte((byte *)&Primary_weapon);
3248 nd_read_byte((byte *)&Secondary_weapon);
3249 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
3250 nd_read_short((short *)&(Players[Player_num].primary_ammo[i]));
3251 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
3252 nd_read_short((short *)&(Players[Player_num].secondary_ammo[i]));
3253 nd_read_byte(&laser_level);
3254 if (laser_level != Players[Player_num].laser_level) {
3255 Players[Player_num].laser_level = laser_level;
3256 update_laser_weapon_info();
3259 if (Newdemo_game_mode & GM_MULTI) {
3262 // see newdemo_read_start_demo for explanation of
3263 // why this is commented out
3264 // nd_read_byte((byte *)&N_players);
3265 for (i = 0; i < N_players; i++) {
3266 nd_read_string(Players[i].callsign);
3267 nd_read_byte(&(Players[i].connected));
3268 if (Newdemo_game_mode & GM_MULTI_COOP) {
3269 nd_read_int(&(Players[i].score));
3271 nd_read_short((short *)&(Players[i].net_killed_total));
3272 nd_read_short((short *)&(Players[i].net_kills_total));
3276 nd_read_int(&(Players[Player_num].score));
3279 fseek(infile, loc, SEEK_SET);
3280 fseek(infile, -frame_length, SEEK_CUR);
3281 nd_read_int(&NewdemoFrameCount); // get the frame count
3282 NewdemoFrameCount--;
3283 fseek(infile, 4, SEEK_CUR);
3284 Newdemo_vcr_state = ND_STATE_PLAYBACK;
3285 newdemo_read_frame_information(); // then the frame information
3286 Newdemo_vcr_state = ND_STATE_PAUSED;
3290 void newdemo_back_frames(int frames)
3292 short last_frame_length;
3295 for (i = 0; i < frames; i++)
3297 fseek(infile, -10, SEEK_CUR);
3298 nd_read_short(&last_frame_length);
3299 fseek(infile, 8 - last_frame_length, SEEK_CUR);
3301 if (!Newdemo_at_eof && newdemo_read_frame_information() == -1) {
3302 newdemo_stop_playback();
3308 fseek(infile, -10, SEEK_CUR);
3309 nd_read_short(&last_frame_length);
3310 fseek(infile, 8 - last_frame_length, SEEK_CUR);
3316 * routine to interpolate the viewer position. the current position is
3317 * stored in the Viewer object. Save this position, and read the next
3318 * frame to get all objects read in. Calculate the delta playback and
3319 * the delta recording frame times between the two frames, then intepolate
3320 * the viewers position accordingly. nd_recorded_time is the time that it
3321 * took the recording to render the frame that we are currently looking
3325 void interpolate_frame(fix d_play, fix d_recorded)
3327 int i, j, num_cur_objs;
3331 factor = fixdiv(d_play, d_recorded);
3335 num_cur_objs = Highest_object_index;
3336 cur_objs = (object *)d_malloc(sizeof(object) * (num_cur_objs + 1));
3337 if (cur_objs == NULL) {
3338 mprintf((0,"Couldn't get %d bytes for cur_objs in interpolate_frame\n", sizeof(object) * num_cur_objs));
3342 for (i = 0; i <= num_cur_objs; i++)
3343 memcpy(&(cur_objs[i]), &(Objects[i]), sizeof(object));
3345 Newdemo_vcr_state = ND_STATE_PAUSED;
3346 if (newdemo_read_frame_information() == -1) {
3348 newdemo_stop_playback();
3352 for (i = 0; i <= num_cur_objs; i++) {
3353 for (j = 0; j <= Highest_object_index; j++) {
3354 if (cur_objs[i].signature == Objects[j].signature) {
3355 ubyte render_type = cur_objs[i].render_type;
3356 //fix delta_p, delta_h, delta_b;
3357 fix delta_x, delta_y, delta_z;
3358 //vms_angvec cur_angles, dest_angles;
3360 // Extract the angles from the object orientation matrix.
3361 // Some of this code taken from ai_turn_towards_vector
3362 // Don't do the interpolation on certain render types which don't use an orientation matrix
3364 if (!((render_type == RT_LASER) || (render_type == RT_FIREBALL) || (render_type == RT_POWERUP))) {
3366 vms_vector fvec1, fvec2, rvec1, rvec2;
3369 fvec1 = cur_objs[i].orient.fvec;
3370 vm_vec_scale(&fvec1, F1_0-factor);
3371 fvec2 = Objects[j].orient.fvec;
3372 vm_vec_scale(&fvec2, factor);
3373 vm_vec_add2(&fvec1, &fvec2);
3374 mag1 = vm_vec_normalize_quick(&fvec1);
3375 if (mag1 > F1_0/256) {
3376 rvec1 = cur_objs[i].orient.rvec;
3377 vm_vec_scale(&rvec1, F1_0-factor);
3378 rvec2 = Objects[j].orient.rvec;
3379 vm_vec_scale(&rvec2, factor);
3380 vm_vec_add2(&rvec1, &rvec2);
3381 vm_vec_normalize_quick(&rvec1); // Note: Doesn't matter if this is null, if null, vm_vector_2_matrix will just use fvec1
3382 vm_vector_2_matrix(&cur_objs[i].orient, &fvec1, NULL, &rvec1);
3385 //--old new way -- vms_vector fvec1, fvec2, rvec1, rvec2;
3387 //--old new way -- fvec1 = cur_objs[i].orient.fvec;
3388 //--old new way -- vm_vec_scale(&fvec1, F1_0-factor);
3389 //--old new way -- fvec2 = Objects[j].orient.fvec;
3390 //--old new way -- vm_vec_scale(&fvec2, factor);
3391 //--old new way -- vm_vec_add2(&fvec1, &fvec2);
3392 //--old new way -- vm_vec_normalize_quick(&fvec1);
3394 //--old new way -- rvec1 = cur_objs[i].orient.rvec;
3395 //--old new way -- vm_vec_scale(&rvec1, F1_0-factor);
3396 //--old new way -- rvec2 = Objects[j].orient.rvec;
3397 //--old new way -- vm_vec_scale(&rvec2, factor);
3398 //--old new way -- vm_vec_add2(&rvec1, &rvec2);
3399 //--old new way -- vm_vec_normalize_quick(&rvec1);
3401 //--old new way -- vm_vector_2_matrix(&cur_objs[i].orient, &fvec1, NULL, &rvec1);
3403 // -- old fashioned way -- vm_extract_angles_matrix(&cur_angles, &(cur_objs[i].orient));
3404 // -- old fashioned way -- vm_extract_angles_matrix(&dest_angles, &(Objects[j].orient));
3405 // -- old fashioned way --
3406 // -- old fashioned way -- delta_p = (dest_angles.p - cur_angles.p);
3407 // -- old fashioned way -- delta_h = (dest_angles.h - cur_angles.h);
3408 // -- old fashioned way -- delta_b = (dest_angles.b - cur_angles.b);
3409 // -- old fashioned way --
3410 // -- old fashioned way -- if (delta_p != 0) {
3411 // -- old fashioned way -- if (delta_p > F1_0/2) delta_p = dest_angles.p - cur_angles.p - F1_0;
3412 // -- old fashioned way -- if (delta_p < -F1_0/2) delta_p = dest_angles.p - cur_angles.p + F1_0;
3413 // -- old fashioned way -- delta_p = fixmul(delta_p, factor);
3414 // -- old fashioned way -- cur_angles.p += delta_p;
3415 // -- old fashioned way -- }
3416 // -- old fashioned way -- if (delta_h != 0) {
3417 // -- old fashioned way -- if (delta_h > F1_0/2) delta_h = dest_angles.h - cur_angles.h - F1_0;
3418 // -- old fashioned way -- if (delta_h < -F1_0/2) delta_h = dest_angles.h - cur_angles.h + F1_0;
3419 // -- old fashioned way -- delta_h = fixmul(delta_h, factor);
3420 // -- old fashioned way -- cur_angles.h += delta_h;
3421 // -- old fashioned way -- }
3422 // -- old fashioned way -- if (delta_b != 0) {
3423 // -- old fashioned way -- if (delta_b > F1_0/2) delta_b = dest_angles.b - cur_angles.b - F1_0;
3424 // -- old fashioned way -- if (delta_b < -F1_0/2) delta_b = dest_angles.b - cur_angles.b + F1_0;
3425 // -- old fashioned way -- delta_b = fixmul(delta_b, factor);
3426 // -- old fashioned way -- cur_angles.b += delta_b;
3427 // -- old fashioned way -- }
3430 // Interpolate the object position. This is just straight linear
3433 delta_x = Objects[j].pos.x - cur_objs[i].pos.x;
3434 delta_y = Objects[j].pos.y - cur_objs[i].pos.y;
3435 delta_z = Objects[j].pos.z - cur_objs[i].pos.z;
3437 delta_x = fixmul(delta_x, factor);
3438 delta_y = fixmul(delta_y, factor);
3439 delta_z = fixmul(delta_z, factor);
3441 cur_objs[i].pos.x += delta_x;
3442 cur_objs[i].pos.y += delta_y;
3443 cur_objs[i].pos.z += delta_z;
3445 // -- old fashioned way --// stuff the new angles back into the object structure
3446 // -- old fashioned way -- vm_angles_2_matrix(&(cur_objs[i].orient), &cur_angles);
3451 // get back to original position in the demo file. Reread the current
3452 // frame information again to reset all of the object stuff not covered
3453 // with Highest_object_index and the object array (previously rendered
3454 // objects, etc....)
3456 newdemo_back_frames(1);
3457 newdemo_back_frames(1);
3458 if (newdemo_read_frame_information() == -1)
3459 newdemo_stop_playback();
3460 Newdemo_vcr_state = ND_STATE_PLAYBACK;
3462 for (i = 0; i <= num_cur_objs; i++)
3463 memcpy(&(Objects[i]), &(cur_objs[i]), sizeof(object));
3464 Highest_object_index = num_cur_objs;
3468 void newdemo_playback_one_frame()
3470 int frames_back, i, level;
3471 static fix base_interpol_time = 0;
3472 static fix d_recorded = 0;
3474 for (i = 0; i < MAX_PLAYERS; i++)
3475 if (Newdemo_players_cloaked & (1 << i))
3476 Players[i].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
3478 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
3479 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
3481 if (Newdemo_vcr_state == ND_STATE_PAUSED) // render a frame or not
3484 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
3485 DoJasonInterpolate(nd_recorded_time);
3487 Control_center_destroyed = 0;
3488 Countdown_seconds_left = -1;
3489 PALETTE_FLASH_SET(0,0,0); //clear flash
3491 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
3493 level = Current_level_num;
3494 if (NewdemoFrameCount == 0)
3496 else if ((Newdemo_vcr_state == ND_STATE_REWINDING) && (NewdemoFrameCount < 10)) {
3497 newdemo_goto_beginning();
3500 if (Newdemo_vcr_state == ND_STATE_REWINDING)
3504 if (Newdemo_at_eof) {
3505 fseek(infile, 11, SEEK_CUR);
3507 newdemo_back_frames(frames_back);
3509 if (level != Current_level_num)
3510 newdemo_pop_ctrlcen_triggers();
3512 if (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD) {
3513 if (level != Current_level_num)
3514 newdemo_back_frames(1);
3515 Newdemo_vcr_state = ND_STATE_PAUSED;
3518 else if (Newdemo_vcr_state == ND_STATE_FASTFORWARD) {
3519 if (!Newdemo_at_eof)
3521 for (i = 0; i < 10; i++)
3523 if (newdemo_read_frame_information() == -1)
3526 Newdemo_vcr_state = ND_STATE_PAUSED;
3528 newdemo_stop_playback();
3534 Newdemo_vcr_state = ND_STATE_PAUSED;
3536 else if (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD) {
3537 if (!Newdemo_at_eof) {
3538 level = Current_level_num;
3539 if (newdemo_read_frame_information() == -1) {
3540 if (!Newdemo_at_eof)
3541 newdemo_stop_playback();
3543 if (level != Current_level_num) {
3544 if (newdemo_read_frame_information() == -1) {
3545 if (!Newdemo_at_eof)
3546 newdemo_stop_playback();
3549 Newdemo_vcr_state = ND_STATE_PAUSED;
3551 Newdemo_vcr_state = ND_STATE_PAUSED;
3555 // First, uptate the total playback time to date. Then we check to see
3556 // if we need to change the playback style to interpolate frames or
3557 // skip frames based on where the playback time is relative to the
3560 if (NewdemoFrameCount <= 0)
3561 nd_playback_total = nd_recorded_total; // baseline total playback time
3563 nd_playback_total += FrameTime;
3564 if ((playback_style == NORMAL_PLAYBACK) && (NewdemoFrameCount > 10))
3565 if ((nd_playback_total * INTERPOL_FACTOR) < nd_recorded_total) {
3566 playback_style = INTERPOLATE_PLAYBACK;
3567 nd_playback_total = nd_recorded_total + FrameTime; // baseline playback time
3568 base_interpol_time = nd_recorded_total;
3569 d_recorded = nd_recorded_time; // baseline delta recorded
3571 if ((playback_style == NORMAL_PLAYBACK) && (NewdemoFrameCount > 10))
3572 if (nd_playback_total > nd_recorded_total)
3573 playback_style = SKIP_PLAYBACK;
3576 if ((playback_style == INTERPOLATE_PLAYBACK) && Newdemo_do_interpolate) {
3579 if (nd_recorded_total - nd_playback_total < FrameTime) {
3580 d_recorded = nd_recorded_total - nd_playback_total;
3582 while (nd_recorded_total - nd_playback_total < FrameTime) {
3584 int i, j, num_objs, level;
3586 num_objs = Highest_object_index;
3587 cur_objs = (object *)d_malloc(sizeof(object) * (num_objs + 1));
3588 if (cur_objs == NULL) {
3589 Warning ("Couldn't get %d bytes for objects in interpolate playback\n", sizeof(object) * num_objs);
3592 for (i = 0; i <= num_objs; i++)
3593 memcpy(&(cur_objs[i]), &(Objects[i]), sizeof(object));
3595 level = Current_level_num;
3596 if (newdemo_read_frame_information() == -1) {
3598 newdemo_stop_playback();
3601 if (level != Current_level_num) {
3603 if (newdemo_read_frame_information() == -1)
3604 newdemo_stop_playback();
3608 // for each new object in the frame just read in, determine if there is
3609 // a corresponding object that we have been interpolating. If so, then
3610 // copy that interpolated object to the new Objects array so that the
3611 // interpolated position and orientation can be preserved.
3613 for (i = 0; i <= num_objs; i++) {
3614 for (j = 0; j <= Highest_object_index; j++) {
3615 if (cur_objs[i].signature == Objects[j].signature) {
3616 memcpy(&(Objects[j].orient), &(cur_objs[i].orient), sizeof(vms_matrix));
3617 memcpy(&(Objects[j].pos), &(cur_objs[i].pos), sizeof(vms_vector));
3623 d_recorded += nd_recorded_time;
3624 base_interpol_time = nd_playback_total - FrameTime;
3628 d_play = nd_playback_total - base_interpol_time;
3629 interpolate_frame(d_play, d_recorded);
3633 //mprintf ((0, "*"));
3634 if (newdemo_read_frame_information() == -1) {
3635 newdemo_stop_playback();
3638 if (playback_style == SKIP_PLAYBACK) {
3639 //mprintf ((0, "."));
3640 while (nd_playback_total > nd_recorded_total) {
3641 if (newdemo_read_frame_information() == -1) {
3642 newdemo_stop_playback();
3651 void newdemo_start_recording()
3654 Newdemo_size=GetFreeDiskSpace();
3655 mprintf((0, "Free space = %d\n", Newdemo_size));
3657 Newdemo_size = GetDiskFree();
3660 Newdemo_size -= 100000;
3662 if ((Newdemo_size+100000) < 2000000000) {
3663 if (((int)(Newdemo_size)) < 500000) {
3665 nm_messagebox(NULL, 1, TXT_OK, TXT_DEMO_NO_SPACE);
3667 nm_messagebox(NULL, 1, TXT_OK, "Not enough space on current\ndrive to start demo recording.");
3673 Newdemo_num_written = 0;
3675 Newdemo_state = ND_STATE_RECORDING;
3676 outfile = fopen( DEMO_FILENAME, "wb" );
3679 if (outfile == NULL && errno == ENOENT) { //dir doesn't exist?
3681 if (outfile == NULL) { //dir doesn't exist and no errno on mac!
3683 d_mkdir(DEMO_DIR); //try making directory
3684 outfile = fopen( DEMO_FILENAME, "wb" );
3687 if (outfile == NULL)
3689 nm_messagebox(NULL, 1, TXT_OK, "Cannot open demo temp file");
3690 Newdemo_state = ND_STATE_NORMAL;
3693 newdemo_record_start_demo();
3697 char demoname_allowed_chars[] = "azAZ09__--";
3698 void newdemo_stop_recording()
3702 static char filename[15] = "", *s;
3703 static ubyte tmpcnt = 0;
3705 char fullname[15+FILENAME_LEN] = DEMO_DIR;
3706 unsigned short byte_count = 0;
3710 nd_write_byte(ND_EVENT_EOF);
3711 nd_write_short(frame_bytes_written - 1);
3712 if (Game_mode & GM_MULTI) {
3713 for (l = 0; l < N_players; l++) {
3714 if (Players[l].flags & PLAYER_FLAGS_CLOAKED)
3715 cloaked |= (1 << l);
3717 nd_write_byte(cloaked);
3718 nd_write_byte(ND_EVENT_EOF);
3720 nd_write_short(ND_EVENT_EOF);
3722 nd_write_short(ND_EVENT_EOF);
3723 nd_write_int(ND_EVENT_EOF);
3725 byte_count += 10; // from frame_bytes_written
3727 nd_write_byte((byte)(f2ir(Players[Player_num].energy)));
3728 nd_write_byte((byte)(f2ir(Players[Player_num].shields)));
3729 nd_write_int(Players[Player_num].flags); // be sure players flags are set
3730 nd_write_byte((byte)Primary_weapon);
3731 nd_write_byte((byte)Secondary_weapon);
3734 for (l = 0; l < MAX_PRIMARY_WEAPONS; l++)
3735 nd_write_short((short)Players[Player_num].primary_ammo[l]);
3737 for (l = 0; l < MAX_SECONDARY_WEAPONS; l++)
3738 nd_write_short((short)Players[Player_num].secondary_ammo[l]);
3739 byte_count += (sizeof(short) * (MAX_PRIMARY_WEAPONS + MAX_SECONDARY_WEAPONS));
3741 nd_write_byte(Players[Player_num].laser_level);
3744 if (Game_mode & GM_MULTI) {
3745 nd_write_byte((byte)N_players);
3747 for (l = 0; l < N_players; l++) {
3748 nd_write_string(Players[l].callsign);
3749 byte_count += (strlen(Players[l].callsign) + 2);
3750 nd_write_byte(Players[l].connected);
3751 if (Game_mode & GM_MULTI_COOP) {
3752 nd_write_int(Players[l].score);
3755 nd_write_short((short)Players[l].net_killed_total);
3756 nd_write_short((short)Players[l].net_kills_total);
3761 nd_write_int(Players[Player_num].score);
3764 nd_write_short(byte_count);
3766 nd_write_byte(Current_level_num);
3767 nd_write_byte(ND_EVENT_EOF);
3772 Newdemo_state = ND_STATE_NORMAL;
3773 gr_palette_load( gr_palette );
3775 if (filename[0] != '\0') {
3776 int num, i = strlen(filename) - 1;
3779 while (isdigit(filename[i])) {
3785 num = atoi(&(filename[i]));
3788 sprintf (newfile, "%s%d", filename, num);
3789 strncpy(filename, newfile, 8);
3796 Newmenu_allowed_chars = demoname_allowed_chars;
3797 if (!Newdemo_no_space) {
3798 m[0].type=NM_TYPE_INPUT; m[0].text_len = 8; m[0].text = filename;
3799 exit = newmenu_do( NULL, TXT_SAVE_DEMO_AS, 1, &(m[0]), NULL );
3800 } else if (Newdemo_no_space == 1) {
3801 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_SAVE_BAD;
3802 m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 8; m[1].text = filename;
3803 exit = newmenu_do( NULL, NULL, 2, m, NULL );
3804 } else if (Newdemo_no_space == 2) {
3805 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_SAVE_NOSPACE;
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 );
3809 Newmenu_allowed_chars = NULL;
3811 if (exit == -2) { // got bumped out from network menu
3812 char save_file[7+FILENAME_LEN];
3814 if (filename[0] != '\0') {
3815 strcpy(save_file, DEMO_DIR);
3816 strcat(save_file, filename);
3817 strcat(save_file, ".dem");
3819 sprintf (save_file, "%stmp%d.dem", DEMO_DIR, tmpcnt++);
3821 rename(DEMO_FILENAME, save_file);
3824 if (exit == -1) { // pressed ESC
3825 remove(DEMO_FILENAME); // might as well remove the file
3826 return; // return without doing anything
3829 if (filename[0]==0) //null string
3832 //check to make sure name is ok
3833 for (s=filename;*s;s++)
3834 if (!isalnum(*s) && *s!='_') {
3835 nm_messagebox1(NULL, NULL,1,TXT_CONTINUE, TXT_DEMO_USE_LETTERS);
3839 if (Newdemo_no_space)
3840 strcat(fullname, m[1].text);
3842 strcat(fullname, m[0].text);
3843 strcat(fullname, ".dem");
3845 rename(DEMO_FILENAME, fullname);
3848 //returns the number of demo files on the disk
3849 int newdemo_count_demos()
3851 FILEFINDSTRUCT find;
3854 if( !FileFindFirst("demos/*.dem", &find ) ) {
3857 } while( !FileFindNext( &find ) );
3864 void newdemo_start_playback(char * filename)
3866 FILEFINDSTRUCT find;
3868 char filename2[7+FILENAME_LEN] = DEMO_DIR;
3871 change_playernum_to(0);
3873 First_time_playback=1;
3874 JasonPlaybackTotal=0;
3876 if (filename==NULL) {
3877 // Randomly pick a filename
3878 int NumFiles = 0, RandFileNum;
3881 NumFiles = newdemo_count_demos();
3883 if ( NumFiles == 0 ) {
3884 return; // No files found!
3886 RandFileNum = d_rand() % NumFiles;
3888 if( !FileFindFirst( "demos/*.dem", &find ) ) {
3890 if ( NumFiles==RandFileNum ) {
3891 filename = (char *)&find.name;
3895 } while( !FileFindNext( &find ) );
3898 if ( filename==NULL) return;
3904 strcat(filename2,filename);
3906 infile = fopen( filename2, "rb" );
3908 mprintf( (0, "Error reading '%s'\n", filename ));
3914 change_playernum_to(0); // force playernum to 0
3916 strncpy(nd_save_callsign, Players[Player_num].callsign, CALLSIGN_LEN);
3917 Viewer = ConsoleObject = &Objects[0]; // play properly as if console player
3918 if (newdemo_read_demo_start(rnd_demo)) {
3923 Game_mode = GM_NORMAL;
3924 Newdemo_state = ND_STATE_PLAYBACK;
3925 Newdemo_vcr_state = ND_STATE_PLAYBACK;
3926 Newdemo_old_cockpit = Cockpit_mode;
3927 Newdemo_size = filelength(fileno(infile));
3930 NewdemoFrameCount = 0;
3931 Newdemo_players_cloaked = 0;
3932 playback_style = NORMAL_PLAYBACK;
3933 Function_mode = FMODE_GAME;
3934 Cockpit_3d_view[0] = CV_NONE; //turn off 3d views on cockpit
3935 Cockpit_3d_view[1] = CV_NONE; //turn off 3d views on cockpit
3936 newdemo_playback_one_frame(); // this one loads new level
3937 newdemo_playback_one_frame(); // get all of the objects to renderb game
3940 void newdemo_stop_playback()
3943 Newdemo_state = ND_STATE_NORMAL;
3945 change_playernum_to(0); //this is reality
3947 strncpy(Players[Player_num].callsign, nd_save_callsign, CALLSIGN_LEN);
3948 Cockpit_mode = Newdemo_old_cockpit;
3949 Game_mode = GM_GAME_OVER;
3950 Function_mode = FMODE_MENU;
3951 longjmp(LeaveGame,0); // Exit game loop
3957 #define BUF_SIZE 16384
3959 void newdemo_strip_frames(char *outname, int bytes_to_strip)
3963 int total_size, bytes_done, read_elems, bytes_back;
3964 int trailer_start, loc1, loc2, stop_loc, bytes_to_read;
3965 short last_frame_length;
3968 total_size = filelength(fileno(infile));
3969 outfile = fopen(outname, "wb");
3970 if (outfile == NULL) {
3973 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "Can't open output file";
3974 newmenu_do( NULL, NULL, 1, m, NULL );
3975 newdemo_stop_playback();
3978 buf = d_malloc(BUF_SIZE);
3982 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "Can't malloc output buffer";
3983 newmenu_do( NULL, NULL, 1, m, NULL );
3985 newdemo_stop_playback();
3989 trailer_start = ftell(infile);
3990 fseek(infile, 11, SEEK_CUR);
3992 while (bytes_back < bytes_to_strip) {
3993 loc1 = ftell(infile);
3994 //fseek(infile, -10, SEEK_CUR);
3995 //nd_read_short(&last_frame_length);
3996 //fseek(infile, 8 - last_frame_length, SEEK_CUR);
3997 newdemo_back_frames(1);
3998 loc2 = ftell(infile);
3999 bytes_back += (loc1 - loc2);
4001 fseek(infile, -10, SEEK_CUR);
4002 nd_read_short(&last_frame_length);
4003 fseek(infile, -3, SEEK_CUR);
4004 stop_loc = ftell(infile);
4005 fseek(infile, 0, SEEK_SET);
4006 while (stop_loc > 0) {
4007 if (stop_loc < BUF_SIZE)
4008 bytes_to_read = stop_loc;
4010 bytes_to_read = BUF_SIZE;
4011 read_elems = fread(buf, 1, bytes_to_read, infile);
4012 fwrite(buf, 1, read_elems, outfile);
4013 stop_loc -= read_elems;
4015 stop_loc = ftell(outfile);
4016 fseek(infile, trailer_start, SEEK_SET);
4017 while ((read_elems = fread(buf, 1, BUF_SIZE, infile)) != 0)
4018 fwrite(buf, 1, read_elems, outfile);
4019 fseek(outfile, stop_loc, SEEK_SET);
4020 fseek(outfile, 1, SEEK_CUR);
4021 fwrite(&last_frame_length, 2, 1, outfile);
4023 newdemo_stop_playback();
4029 object DemoRightExtra,DemoLeftExtra;
4030 ubyte DemoDoRight=0,DemoDoLeft=0;
4032 void nd_render_extras (ubyte which,object *obj)
4035 ubyte type=which&15;
4039 Int3(); // how'd we get here?
4040 do_cockpit_window_view(w,NULL,0,WBU_WEAPON,NULL);
4046 memcpy (&DemoRightExtra,obj,sizeof(object)); DemoDoRight=type;
4050 memcpy (&DemoLeftExtra,obj,sizeof(object)); DemoDoLeft=type;
4055 void DoJasonInterpolate (fix recorded_time)
4059 JasonPlaybackTotal+=FrameTime;
4061 if (!First_time_playback)
4063 // get the difference between the recorded time and the playback time
4064 the_delay=(recorded_time - FrameTime);
4065 //mprintf ((0,"The delay=%d\n", f2i(the_delay)));
4066 if (the_delay >= f0_0)
4069 timer_delay(the_delay);
4074 while (JasonPlaybackTotal > nd_recorded_total)
4075 if (newdemo_read_frame_information() == -1)
4077 newdemo_stop_playback();
4081 //the_delay = nd_recorded_total - JasonPlaybackTotal;
4082 //if (the_delay > f0_0)
4083 // timer_delay(the_delay);
4088 First_time_playback=0;
4092 #pragma global_optimizer reset