]> icculus.org git repositories - btb/d2x.git/blob - main/newdemo.c
comments/formatting
[btb/d2x.git] / main / newdemo.c
1 /* $Id: newdemo.c,v 1.10 2003-03-17 07:10:21 btb Exp $ */
2 /*
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
13 */
14
15 /*
16  *
17  * Code to make a complete demo playback system.
18  *
19  * $Log: not supported by cvs2svn $
20  * Revision 1.12  1995/10/31  10:19:43  allender
21  * shareware stuff
22  *
23  * Revision 1.11  1995/10/17  13:19:16  allender
24  * close boxes for demo save
25  *
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
28  *
29  * Revision 1.9  1995/09/12  15:49:13  allender
30  * define __useAppleExts__ if not already defined
31  *
32  * Revision 1.8  1995/09/05  14:28:32  allender
33  * fixed previous N_players bug in newdemo_goto_end
34  *
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
38  * set correctly
39  *
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
43  *
44  * Revision 1.5  1995/08/24  16:04:11  allender
45  * fix signed byte problem
46  *
47  * Revision 1.4  1995/08/12  12:21:59  allender
48  * made call to create_shortpos not swap the shortpos
49  * elements
50  *
51  * Revision 1.3  1995/08/01  16:04:19  allender
52  * made random picking of demo work
53  *
54  * Revision 1.2  1995/08/01  13:56:56  allender
55  * demo system working on the mac
56  *
57  * Revision 1.1  1995/05/16  15:28:59  allender
58  * Initial revision
59  *
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.
63  *
64  * Revision 2.6  1995/03/21  14:39:38  john
65  * Ifdef'd out the NETWORK code.
66  *
67  * Revision 2.5  1995/03/14  18:24:31  john
68  * Force Destination Saturn to use CD-ROM drive.
69  *
70  * Revision 2.4  1995/03/14  16:22:29  john
71  * Added cdrom alternate directory stuff.
72  *
73  * Revision 2.3  1995/03/10  12:58:33  allender
74  * only display rear view cockpit when cockpit mode was CM_FULL_COCKPIT.
75  *
76  * Revision 2.2  1995/03/08  16:12:15  allender
77  * changes for Destination Saturn
78  *
79  * Revision 2.1  1995/03/08  12:11:26  allender
80  * fix shortpos reading
81  *
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.
85  *
86  * Revision 1.189  1995/02/22  14:53:42  allender
87  * missed some anonymous stuff
88  *
89  * Revision 1.188  1995/02/22  13:24:53  john
90  * Removed the vecmat anonymous unions.
91  *
92  * Revision 1.187  1995/02/22  13:13:54  allender
93  * remove anonymous unions from object structure
94  *
95  * Revision 1.186  1995/02/14  15:36:41  allender
96  * fix fix for morph effect
97  *
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
101  *
102  * Revision 1.184  1995/02/13  12:18:14  allender
103  * change to decide about interpolating or not
104  *
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
107  * passed -- allender
108  *
109  * Revision 1.182  1995/02/11  22:34:01  john
110  * Made textures page in for newdemos before playback time.
111  *
112  * Revision 1.181  1995/02/11  17:28:32  allender
113  * strip frames from end of demo
114  *
115  * Revision 1.180  1995/02/11  16:40:35  allender
116  * start of frame stripping debug code
117  *
118  * Revision 1.179  1995/02/10  17:40:06  allender
119  * put back in wall_hit_process code to fix door problem
120  *
121  * Revision 1.178  1995/02/10  17:17:24  adam
122  * allender } fix
123  *
124  * Revision 1.177  1995/02/10  17:16:24  allender
125  * fix possible tmap problems
126  *
127  * Revision 1.176  1995/02/10  15:54:37  allender
128  * changes for out of space on device.
129  *
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
133  *
134  * Revision 1.174  1995/02/07  17:15:35  allender
135  * DOH!!!!!
136  *
137  * Revision 1.173  1995/02/07  17:14:21  allender
138  * immediately return when loading bogus level stuff when reading a frame
139  *
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
143  *
144  * Revision 1.171  1995/02/02  10:24:16  allender
145  * removed cfile stuff.  Use standard FILE functions for demo playback
146  *
147  * Revision 1.170  1995/01/30  13:54:32  allender
148  * support for missions
149  *
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)
152  * list
153  *
154  * Revision 1.168  1995/01/27  09:52:25  allender
155  * minor changes because of object/segment linking problems
156  *
157  * Revision 1.167  1995/01/27  09:22:28  allender
158  * changed way multi-player score is recorded.  Record difference, not
159  * actual
160  *
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
164  *
165  * Revision 1.165  1995/01/25  11:23:32  allender
166  * found bug with out of disk space problem
167  *
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
173  *
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.
177  *
178  * Revision 1.162  1995/01/23  09:31:28  allender
179  * add team score in team mode playback
180  *
181  * Revision 1.161  1995/01/20  22:47:39  matt
182  * Mission system implemented, though imcompletely
183  *
184  * Revision 1.160  1995/01/20  09:30:37  allender
185  * don't call LoadLevel with bogus data
186  *
187  * Revision 1.159  1995/01/20  09:13:23  allender
188  * *&^%&*%$ typo
189  *
190  * Revision 1.158  1995/01/20  09:12:04  allender
191  * record team names during demo recoring in GM_TEAM
192  *
193  * Revision 1.157  1995/01/19  16:31:09  allender
194  * forgot to bump demo version for new weapon change stuff
195  *
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
199  *
200  * Revision 1.155  1995/01/19  15:00:05  allender
201  * remove code to take away blastable walls in multiplayer demo playbacks
202  *
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.
206  * oh well
207  *
208  * Revision 1.153  1995/01/19  09:42:29  allender
209  * record laser levels in demos
210  *
211  * Revision 1.152  1995/01/18  20:43:12  allender
212  * fix laser level stuff on goto-beginning and goto-end
213  *
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
217  *
218  * Revision 1.150  1995/01/18  18:55:07  allender
219  * bug fix
220  *
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
225  *
226  * Revision 1.148  1995/01/18  08:51:40  allender
227  * forgot to record ammo counts at beginning of demo
228  *
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
232  *
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
236  *
237  * Revision 1.145  1995/01/12  10:21:53  allender
238  * fixes for 1.0 to 1.1 demo incompatibility
239  *
240  * Revision 1.144  1995/01/05  13:51:43  allender
241  * fixed type of player num variable
242  *
243  * Revision 1.143  1995/01/04  16:58:28  allender
244  * bumped up demo version number
245  *
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
249  *
250  * Revision 1.141  1995/01/03  17:30:47  allender
251  * fixed logic problem with cloak stuf
252  *
253  * Revision 1.140  1995/01/03  17:12:23  allender
254  * fix for getting cloak stuff at end of demo for shareware
255  *
256  * Revision 1.139  1995/01/03  15:20:24  allender
257  * fix goto_end for shareware -- changes to goto_end for registered
258  *
259  * Revision 1.138  1995/01/03  13:13:26  allender
260  * add } I forgot
261  *
262  * Revision 1.137  1995/01/03  13:10:29  allender
263  * make score work forwards and backwards
264  *
265  * Revision 1.136  1995/01/03  11:45:20  allender
266  * added code to record players scores
267  *
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
270  *
271  * Revision 1.134  1994/12/29  17:02:55  allender
272  * spelling fix on SHAREWARE
273  *
274  * Revision 1.133  1994/12/29  16:43:41  allender
275  * lots of new multiplayer stuff.  wrapped much code with SHAREWARE defines
276  *
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
280  *
281  * Revision 1.131  1994/12/21  12:57:59  allender
282  * bug fix
283  *
284  * Revision 1.130  1994/12/21  12:46:53  allender
285  * record multi player deaths and kills
286  *
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
290  *
291  * Revision 1.128  1994/12/14  10:49:01  allender
292  * reset bad_read variable when starting demo playback
293  *
294  * Revision 1.127  1994/12/14  08:53:06  allender
295  * lowered watermark for out of space
296  *
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
300  *
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)
304  *
305  * Revision 1.124  1994/12/12  14:51:21  allender
306  * more fixed to multiplayer cloak stuff
307  *
308  * Revision 1.123  1994/12/12  11:33:11  allender
309  * fixed rearview mode to work again
310  *
311  * Revision 1.122  1994/12/12  11:00:16  matt
312  * Added code to handle confusion with attached objects
313  *
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
317  *
318  * Revision 1.120  1994/12/10  16:44:54  matt
319  * Added debugging code to track down door that turns into rock
320  *
321  * Revision 1.119  1994/12/09  18:46:15  matt
322  * Added code to handle odd error condition
323  *
324  * Revision 1.118  1994/12/09  17:27:37  allender
325  * force playernum to 0 when demo is done playing
326  *
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
330  * even when paused
331  *
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.
335  *
336  * Revision 1.115  1994/12/09  12:21:45  allender
337  * only allow valid chars when typing in demo filename
338  *
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
342  *
343  * Revision 1.113  1994/12/08  21:34:38  allender
344  * record old and new player flags to accuratedly record cloaking and
345  * decloaking
346  * ./
347  *
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
351  *
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
355  *
356  * Revision 1.110  1994/12/08  15:36:12  allender
357  * cloak stuff works forwards and backwards
358  *
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
362  *
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.
366  *
367  * Revision 1.107  1994/12/08  11:19:04  allender
368  * handle out of space (more) gracefully then before
369  *
370  * Revision 1.106  1994/12/08  00:29:49  allender
371  * fixed bug that didn't load level on goto_beginning
372  *
373  * Revision 1.105  1994/12/08  00:11:51  mike
374  * change matrix interpolation.
375  *
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
379  *
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
384  *
385  * Revision 1.102  1994/12/07  11:23:56  allender
386  * attempt at getting rid of wobbling on demo playback
387  *
388  * Revision 1.101  1994/12/06  19:31:17  allender
389  * moved blastable wall stuff code to where we load level during demo
390  * playback
391  *
392  * Revision 1.100  1994/12/06  19:21:51  allender
393  * multi games, destroy blastable walls.  Do wall toggle when control center
394  * destroyed
395  *
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
399  *
400  * Revision 1.98  1994/12/06  13:55:15  matt
401  * Use new rounding func, f2ir()
402  *
403  * Revision 1.97  1994/12/06  13:44:45  allender
404  * suppressed compiler warnings
405  *
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
408  * elsewhere
409  *
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
414  *
415  * Revision 1.94  1994/12/05  23:37:17  matt
416  * Took out calls to warning() function
417  *
418  * Revision 1.93  1994/12/03  17:52:04  yuan
419  * Localization 380ish
420  *
421  * Revision 1.92  1994/12/02  12:53:39  allender
422  * fixed goto_beginning and goto_end on demo playback
423  *
424  * Revision 1.91  1994/12/01  12:01:49  allender
425  * added multi player cloak stuff
426  *
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
430  * on the other
431  *
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.
435  *
436  * Revision 1.88  1994/11/27  23:13:54  matt
437  * Made changes for new mprintf calling convention
438  *
439  * Revision 1.87  1994/11/27  23:07:35  allender
440  * starting on code to get all level transitions recorded. not done yet
441  *
442  * Revision 1.86  1994/11/27  17:39:47  matt
443  * Don't xlate tmap numbers when editor compiled out
444  *
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
447  * cannot be loaded
448  *
449  * Revision 1.84  1994/11/22  19:37:39  allender
450  * fix array mistake
451  *
452  * Revision 1.83  1994/11/22  19:35:09  allender
453  * record player ship colors in multiplayer demo recordings
454  *
455  * Revision 1.82  1994/11/19  15:36:42  mike
456  * fix fix.
457  *
458  * Revision 1.81  1994/11/19  15:23:21  mike
459  * rip out unused code
460  *
461  * Revision 1.80  1994/11/16  14:51:49  rob
462  * Fixed network/demo incompatibility.
463  *
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
469  *
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
473  *
474  * Revision 1.77  1994/11/14  14:34:31  matt
475  * Fixed up handling when textures can't be found during remap
476  *
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
481  *
482  * Revision 1.75  1994/11/11  16:22:07  allender
483  * made morphing objects record only the object being morphed.
484  *
485  * Revision 1.74  1994/11/08  14:59:19  john
486  * Added code to respond to network while in menus.
487  *
488  * Revision 1.73  1994/11/08  14:52:20  adam
489  * *** empty log message ***
490  *
491  * Revision 1.72  1994/11/07  15:47:04  allender
492  * prompt for filename when done recording demo
493  *
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
497  * frame
498  *
499  * Revision 1.70  1994/11/07  11:02:41  allender
500  * more with interpolation. I believe that I have it right now
501  *
502  * Revision 1.69  1994/11/07  08:47:40  john
503  * Made wall state record.
504  *
505  * Revision 1.68  1994/11/05  17:22:51  john
506  * Fixed lots of sequencing problems with newdemo stuff.
507  *
508  * Revision 1.67  1994/11/04  20:11:52  john
509  * Neatening up palette stuff with demos.
510  *
511  * Revision 1.66  1994/11/04  16:49:44  allender
512  * changed newdemo_do_interpolate to default to on
513  *
514  * Revision 1.65  1994/11/04  16:44:51  allender
515  * added filename support for demo recording.  more auto demo stuff
516  *
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)
519  *
520  * Revision 1.63  1994/11/04  11:37:37  allender
521  * commented out fprintfs and fixed compiler warning
522  *
523  * Revision 1.62  1994/11/04  11:33:50  allender
524  * added OBJ_FLARE and OBJ_LIGHT to obj->lifeleft recording
525  *
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
530  *
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
534  *
535  * Revision 1.59  1994/11/02  17:10:59  allender
536  * never play recorded frames when interpolation is occuring
537  *
538  * Revision 1.58  1994/11/02  14:28:58  allender
539  * profile total playback time and average frame render time
540  *
541  * Revision 1.57  1994/11/02  14:09:03  allender
542  * record rear view.  start of playback interpolation code -- this
543  * is not yet done
544  *
545  * Revision 1.56  1994/11/01  13:25:30  allender
546  * drop frames if playing back demo on slower machine
547  *
548  * Revision 1.55  1994/10/31  16:10:40  allender
549  * record letterbox mode on death seq, and then restore
550  *
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
554  *
555  * Revision 1.53  1994/10/29  15:38:42  allender
556  * in newdemo_start_playback, make Newdemo_at_eof = 0
557  *
558  * Revision 1.52  1994/10/28  14:45:28  john
559  * fixed typo from last checkin.
560  *
561  * Revision 1.51  1994/10/28  14:42:55  john
562  * Added sound volumes to all sound calls.
563  *
564  * Revision 1.50  1994/10/28  14:31:57  allender
565  * homing missle and autodemo stuff
566  *
567  * Revision 1.49  1994/10/28  12:42:14  allender
568  * record homing distance
569  *
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
573  *
574  * Revision 1.47  1994/10/26  16:50:50  allender
575  * put two functions inside of VCR_MODE ifdef
576  *
577  * Revision 1.46  1994/10/26  15:20:32  allender
578  * added CT_REMOTE as valid control type for recording
579  *
580  * Revision 1.45  1994/10/26  14:45:35  allender
581  * completed hacked in vcr demo playback stuff
582  *
583  * Revision 1.44  1994/10/26  13:40:52  allender
584  * vcr playback of demo stuff
585  *
586  * Revision 1.43  1994/10/26  08:51:57  allender
587  * record player weapon change
588  *
589  * Revision 1.42  1994/10/25  15:48:01  allender
590  * add shields, energy, and player flags to demo recording.
591  * ,
592  *
593  * Revision 1.41  1994/10/24  08:19:35  allender
594  * fixed compilation errors
595  *
596  * Revision 1.40  1994/10/23  19:17:08  matt
597  * Fixed bug with "no key" messages
598  *
599  * Revision 1.39  1994/10/22  14:15:08  mike
600  * Suppress compiler warnings.
601  *
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.
605  *
606  * Revision 1.37  1994/10/20  13:03:17  matt
607  * Replaced old save files (MIN/SAV/HOT) with new LVL files
608  *
609  * Revision 1.36  1994/09/28  23:13:10  matt
610  * Macroized palette flash system
611  *
612  * Revision 1.35  1994/09/26  17:28:32  matt
613  * Made new multiple-object morph code work with the demo system
614  *
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.
618  *
619  * Revision 1.33  1994/08/15  18:05:28  john
620  * *** empty log message ***
621  *
622  * Revision 1.32  1994/08/15  17:56:38  john
623  * ,
624  *
625  * Revision 1.31  1994/08/10  09:44:54  john
626  * *** empty log message ***
627  *
628  * Revision 1.30  1994/07/22  12:35:48  matt
629  * Cleaned up editor/game interactions some more.
630  *
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.
634  *
635  * Revision 1.28  1994/07/18  16:22:44  john
636  * Made all file read/writes call the same routine.
637  *
638  * Revision 1.27  1994/07/14  22:38:27  matt
639  * Added exploding doors
640  *
641  * Revision 1.26  1994/07/05  12:49:04  john
642  * Put functionality of New Hostage spec into code.
643  *
644  * Revision 1.25  1994/06/29  11:05:38  john
645  * Made demos read in compressed.
646  *
647  * Revision 1.24  1994/06/29  09:14:06  john
648  * Made files write out uncompressed and read in compressed.
649  *
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.
653  *
654  * Revision 1.22  1994/06/27  15:52:38  john
655  * #define'd out the newdemo stuff
656  *
657  *
658  * Revision 1.21  1994/06/22  00:29:04  john
659  * Fixed bug with playing demo then playing game without
660  * loading new mine.
661  *
662  * Revision 1.20  1994/06/22  00:14:23  john
663  * Attempted to fix sign.
664  *
665  * Revision 1.19  1994/06/21  23:57:54  john
666  * Hopefully fixed bug with negative countdowns.
667  *
668  * Revision 1.18  1994/06/21  23:47:44  john
669  * MAde Malloc always 4*1024*1024.
670  *
671  * Revision 1.17  1994/06/21  22:58:47  john
672  * Added error if out of memory.
673  *
674  * Revision 1.16  1994/06/21  22:15:48  john
675  * Added  % done to demo recording.
676  *
677  *
678  * Revision 1.15  1994/06/21  19:45:55  john
679  * Added palette effects to demo recording.
680  *
681  * Revision 1.14  1994/06/21  15:08:54  john
682  * Made demo record HUD message and cleaned up the HUD code.
683  *
684  * Revision 1.13  1994/06/21  14:20:08  john
685  * Put in hooks to record HUD messages.
686  *
687  * Revision 1.12  1994/06/20  11:50:15  john
688  * Made demo record flash effect, and control center triggers.
689  *
690  * Revision 1.11  1994/06/17  18:01:33  john
691  * A bunch of new stuff by John
692  *
693  * Revision 1.10  1994/06/17  12:13:31  john
694  * More newdemo stuff; made editor->game transition start in slew mode.
695  *
696  * Revision 1.9  1994/06/16  13:14:36  matt
697  * Fixed typo
698  *
699  * Revision 1.8  1994/06/16  13:02:07  john
700  * Added morph hooks.
701  *
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.
705  *
706  * Revision 1.6  1994/06/15  14:56:59  john
707  * Added triggers to demo recording.
708  *
709  * Revision 1.5  1994/06/14  20:42:15  john
710  * Made robot matztn cntr not work until no robots or player are
711  * in the segment.
712  *
713  * Revision 1.4  1994/06/14  14:43:27  john
714  * Made doors work with newdemo system.
715  *
716  * Revision 1.3  1994/06/14  11:32:29  john
717  * Made Newdemo record & restore the current mine.
718  *
719  * Revision 1.2  1994/06/13  21:02:43  john
720  * Initial version of new demo recording system.
721  *
722  * Revision 1.1  1994/06/13  11:09:00  john
723  * Initial revision
724  *
725  *
726  */
727
728
729 #ifdef HAVE_CONFIG_H
730 #include <conf.h>
731 #endif
732
733 #include <stdlib.h>
734 #include <stdio.h>
735 #include <stdarg.h>
736 #include <string.h> // for memset
737 #include <errno.h>
738 #include <ctype.h>      /* for isdigit */
739 #ifdef __unix__
740 #include <sys/stat.h>
741 #include <sys/types.h>
742 #endif
743
744 #include "u_mem.h"
745 #include "inferno.h"
746 #include "game.h"
747 #include "gr.h"
748 #include "stdlib.h"
749 #include "bm.h"
750 //#include "error.h"
751 #include "mono.h"
752 #include "3d.h"
753 #include "segment.h"
754 #include "texmap.h"
755 #include "laser.h"
756 #include "key.h"
757 #include "gameseg.h"
758
759 #include "object.h"
760 #include "physics.h"
761 #include "slew.h"
762 #include "render.h"
763 #include "wall.h"
764 #include "vclip.h"
765 #include "polyobj.h"
766 #include "fireball.h"
767 #include "laser.h"
768 #include "error.h"
769 #include "ai.h"
770 #include "hostage.h"
771 #include "morph.h"
772
773 #include "powerup.h"
774 #include "fuelcen.h"
775
776 #include "sounds.h"
777 #include "collide.h"
778
779 #include "lighting.h"
780 #include "newdemo.h"
781 #include "gameseq.h"
782 #include "gamesave.h"
783 #include "gamemine.h"
784 #include "switch.h"
785 #include "gauges.h"
786 #include "player.h"
787 #include "vecmat.h"
788 #include "newmenu.h"
789 #include "args.h"
790 #include "palette.h"
791 #include "multi.h"
792 #ifdef NETWORK
793 #include "network.h"
794 #endif
795 #include "text.h"
796 #include "cntrlcen.h"
797 #include "aistruct.h"
798 #include "mission.h"
799 #include "piggy.h"
800 #include "controls.h"
801 #include "d_io.h"
802 #include "timer.h"
803
804 #include "findfile.h"
805
806 #ifdef EDITOR
807 #include "editor/editor.h"
808 #endif
809
810 #ifdef MACINTOSH
811 #pragma global_optimizer off        // pretty much sucks...need to look into this
812 #endif
813
814 void DoJasonInterpolate (fix recorded_time);
815
816 //#include "nocfile.h"
817
818 //Does demo start automatically?
819 int Auto_demo = 0;
820
821 byte WasRecorded [MAX_OBJECTS];
822 byte ViewWasRecorded[MAX_OBJECTS];
823 byte RenderingWasRecorded[32];
824
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
876
877
878 #define NORMAL_PLAYBACK         0
879 #define SKIP_PLAYBACK           1
880 #define INTERPOLATE_PLAYBACK    2
881 #define INTERPOL_FACTOR         (F1_0 + (F1_0/5))
882
883 #define DEMO_VERSION            15      // last D1 version was 13
884 #define DEMO_GAME_TYPE          3       // 1 was shareware, 2 registered
885
886 #ifndef MACINTOSH
887 #define DEMO_FILENAME           "demos/tmpdemo.dem"
888 #define DEMO_DIR                "demos/"
889 #else
890 #define DEMO_FILENAME           ":Demos:tmpdemo.dem"
891 #define DEMO_DIR                ":Demos:"
892 #endif
893
894 #define DEMO_MAX_LEVELS         29
895
896
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;
906 byte Newdemo_at_eof;
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;
917 byte playback_style;
918 byte First_time_playback=1;
919 fix JasonPlaybackTotal=0;
920
921
922 FILE *infile;
923 FILE *outfile=NULL;
924
925 int newdemo_get_percent_done() {
926         if ( Newdemo_state == ND_STATE_PLAYBACK ) {
927                 return (ftell(infile)*100)/Newdemo_size;
928         }
929         if ( Newdemo_state == ND_STATE_RECORDING ) {
930                 return ftell(outfile);
931         }
932         return 0;
933 }
934
935 #define VEL_PRECISION 12
936
937 void my_extract_shortpos(object *objp, shortpos *spp)
938 {
939         int segnum;
940         byte *sp;
941
942         sp = spp->bytemat;
943         objp->orient.rvec.x = *sp++ << MATRIX_PRECISION;
944         objp->orient.uvec.x = *sp++ << MATRIX_PRECISION;
945         objp->orient.fvec.x = *sp++ << MATRIX_PRECISION;
946
947         objp->orient.rvec.y = *sp++ << MATRIX_PRECISION;
948         objp->orient.uvec.y = *sp++ << MATRIX_PRECISION;
949         objp->orient.fvec.y = *sp++ << MATRIX_PRECISION;
950
951         objp->orient.rvec.z = *sp++ << MATRIX_PRECISION;
952         objp->orient.uvec.z = *sp++ << MATRIX_PRECISION;
953         objp->orient.fvec.z = *sp++ << MATRIX_PRECISION;
954
955         segnum = spp->segment;
956         objp->segnum = segnum;
957
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;
961
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);
965 }
966
967 int newdemo_read( void *buffer, int elsize, int nelem )
968 {
969         int num_read;
970         num_read = fread( buffer,elsize,nelem, infile );
971         if (ferror(infile) || feof(infile))
972                 nd_bad_read = -1;
973
974         return num_read;
975 }
976
977 int newdemo_find_object( int signature )
978 {
979         int i;
980         object * objp;
981         objp = Objects;
982         for (i=0; i<=Highest_object_index; i++, objp++ ) {
983                 if ( (objp->type != OBJ_NONE) && (objp->signature == signature))
984                         return i;
985         }
986         return -1;
987 }
988
989 int newdemo_write( void *buffer, int elsize, int nelem )
990 {
991         int num_written, total_size;
992
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();
1001         //      return -1;
1002         //}
1003         if ((Newdemo_num_written > Newdemo_size) && !Newdemo_no_space)
1004                 Newdemo_no_space=1;
1005         if (num_written == nelem && !Newdemo_no_space)
1006                 return num_written;
1007
1008         Newdemo_no_space=2;
1009         newdemo_stop_recording();
1010         return -1;
1011 }
1012
1013 /*
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
1016  *  just a gamesave
1017 */
1018
1019 static void nd_write_byte(byte b)
1020 {
1021         newdemo_write(&b, 1, 1);
1022 }
1023
1024 static void nd_write_short(short s)
1025 {
1026         newdemo_write(&s, 2, 1);
1027 }
1028
1029 static void nd_write_int(int i)
1030 {
1031         newdemo_write(&i, 4, 1);
1032 }
1033
1034 static void nd_write_string(char *str)
1035 {
1036         nd_write_byte(strlen(str) + 1);
1037         newdemo_write(str, strlen(str) + 1, 1);
1038 }
1039
1040 static void nd_write_fix(fix f)
1041 {
1042         newdemo_write(&f, sizeof(fix), 1);
1043 }
1044
1045 static void nd_write_fixang(fixang f)
1046 {
1047         newdemo_write(&f, sizeof(fixang), 1);
1048 }
1049
1050 static void nd_write_vector(vms_vector *v)
1051 {
1052         nd_write_fix(v->x);
1053         nd_write_fix(v->y);
1054         nd_write_fix(v->z);
1055 }
1056
1057 static void nd_write_angvec(vms_angvec *v)
1058 {
1059         nd_write_fixang(v->p);
1060         nd_write_fixang(v->b);
1061         nd_write_fixang(v->h);
1062 }
1063
1064 void nd_write_shortpos(object *obj)
1065 {
1066         int i;
1067         shortpos sp;
1068         ubyte render_type;
1069
1070         create_shortpos(&sp, obj, 0);
1071
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)
1078                                 break;
1079                 }
1080                 if (i == 9) {
1081                         Int3();         // contact Allender about this.
1082                 }
1083         }
1084
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);
1092 }
1093
1094 static void nd_read_byte(byte *b)
1095 {
1096         newdemo_read(b, 1, 1);
1097 }
1098
1099 static void nd_read_short(short *s)
1100 {
1101         newdemo_read(s, 2, 1);
1102 }
1103
1104 static void nd_read_int(int *i)
1105 {
1106         newdemo_read(i, 4, 1);
1107 }
1108
1109 static void nd_read_string(char *str)
1110 {
1111         byte len;
1112
1113         nd_read_byte(&len);
1114         newdemo_read(str, len, 1);
1115 }
1116
1117 static void nd_read_fix(fix *f)
1118 {
1119         newdemo_read(f, sizeof(fix), 1);
1120 }
1121
1122 static void nd_read_fixang(fixang *f)
1123 {
1124         newdemo_read(f, sizeof(fixang), 1);
1125 }
1126
1127 static void nd_read_vector(vms_vector *v)
1128 {
1129         nd_read_fix(&(v->x));
1130         nd_read_fix(&(v->y));
1131         nd_read_fix(&(v->z));
1132 }
1133
1134 static void nd_read_angvec(vms_angvec *v)
1135 {
1136         nd_read_fixang(&(v->p));
1137         nd_read_fixang(&(v->b));
1138         nd_read_fixang(&(v->h));
1139 }
1140
1141 static void nd_read_shortpos(object *obj)
1142 {
1143         shortpos sp;
1144         int i;
1145         ubyte render_type;
1146
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]));
1151         }
1152
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));
1160
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]);
1164
1165 }
1166
1167 object *prev_obj=NULL;      //ptr to last object read in
1168
1169 void nd_read_object(object *obj)
1170 {
1171         memset(obj, 0, sizeof(object));
1172
1173         /*
1174          * Do render type first, since with render_type == RT_NONE, we
1175          * blow by all other object information
1176          */
1177         nd_read_byte(&(obj->render_type));
1178         nd_read_byte(&(obj->type));
1179         if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
1180                 return;
1181
1182         nd_read_byte(&(obj->id));
1183         nd_read_byte(&(obj->flags));
1184         nd_read_short((short *)&(obj->signature));
1185         nd_read_shortpos(obj);
1186
1187         if ((obj->type == OBJ_ROBOT) && (obj->id == SPECIAL_REACTOR_ROBOT))
1188                 Int3();
1189
1190         obj->attached_obj = -1;
1191
1192         switch(obj->type) {
1193
1194         case OBJ_HOSTAGE:
1195                 obj->control_type = CT_POWERUP;
1196                 obj->movement_type = MT_NONE;
1197                 obj->size = HOSTAGE_SIZE;
1198                 break;
1199
1200         case OBJ_ROBOT:
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;
1206                 else
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);
1212                 break;
1213
1214         case OBJ_POWERUP:
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;
1218                 break;
1219
1220         case OBJ_PLAYER:
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;
1226                 break;
1227
1228         case OBJ_CLUTTER:
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;
1234                 break;
1235
1236         default:
1237                 nd_read_byte(&(obj->control_type));
1238                 nd_read_byte(&(obj->movement_type));
1239                 nd_read_fix(&(obj->size));
1240                 break;
1241         }
1242
1243
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));
1247         else {
1248                 ubyte b;
1249
1250                 nd_read_byte(&b);
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);
1254         }
1255
1256         if (obj->type == OBJ_ROBOT) {
1257                 if (Robot_info[obj->id].boss_flag) {
1258                         byte cloaked;
1259
1260                         nd_read_byte(&cloaked);
1261                         obj->ctype.ai_info.CLOAKED = cloaked;
1262                 }
1263         }
1264
1265         switch (obj->movement_type) {
1266
1267         case MT_PHYSICS:
1268                 nd_read_vector(&(obj->mtype.phys_info.velocity));
1269                 nd_read_vector(&(obj->mtype.phys_info.thrust));
1270                 break;
1271
1272         case MT_SPINNING:
1273                 nd_read_vector(&(obj->mtype.spin_rate));
1274                 break;
1275
1276         case MT_NONE:
1277                 break;
1278
1279         default:
1280                 Int3();
1281         }
1282
1283         switch (obj->control_type) {
1284
1285         case CT_EXPLOSION:
1286
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));
1290
1291                 obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
1292
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);
1298                                 else
1299                                         obj->flags &= ~OF_ATTACHED;
1300                         }
1301                         else
1302                                 obj_attach(prev_obj,obj);
1303                 }
1304
1305                 break;
1306
1307         case CT_LIGHT:
1308                 nd_read_fix(&(obj->ctype.light_info.intensity));
1309                 break;
1310
1311         case CT_AI:
1312         case CT_WEAPON:
1313         case CT_NONE:
1314         case CT_FLYING:
1315         case CT_DEBRIS:
1316         case CT_POWERUP:
1317         case CT_SLEW:
1318         case CT_CNTRLCEN:
1319         case CT_REMOTE:
1320         case CT_MORPH:
1321                 break;
1322
1323         case CT_FLYTHROUGH:
1324         case CT_REPAIRCEN:
1325         default:
1326                 Int3();
1327
1328         }
1329
1330         switch (obj->render_type) {
1331
1332         case RT_NONE:
1333                 break;
1334
1335         case RT_MORPH:
1336         case RT_POLYOBJ: {
1337                 int i, tmo;
1338
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));
1342                 }
1343
1344                 if ((obj->type != OBJ_PLAYER) && (obj->type != OBJ_DEBRIS))
1345 #if 0
1346                         for (i=0;i<MAX_SUBMODELS;i++)
1347                                 nd_read_angvec(&(obj->pobj_info.anim_angles[i]));
1348 #endif
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]);
1351
1352                 nd_read_int(&tmo);
1353
1354 #ifndef EDITOR
1355                 obj->rtype.pobj_info.tmap_override = tmo;
1356 #else
1357                 if (tmo==-1)
1358                         obj->rtype.pobj_info.tmap_override = -1;
1359                 else {
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));
1363                                 Int3();
1364                                 xlated_tmo = 0;
1365                         }
1366                         obj->rtype.pobj_info.tmap_override = xlated_tmo;
1367                 }
1368 #endif
1369
1370                 break;
1371         }
1372
1373         case RT_POWERUP:
1374         case RT_WEAPON_VCLIP:
1375         case RT_FIREBALL:
1376         case RT_HOSTAGE:
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));
1380                 break;
1381
1382         case RT_LASER:
1383                 break;
1384
1385         default:
1386                 Int3();
1387
1388         }
1389
1390         prev_obj = obj;
1391 }
1392
1393 void nd_write_object(object *obj)
1394 {
1395         int life;
1396
1397         if ((obj->type == OBJ_ROBOT) && (obj->id == SPECIAL_REACTOR_ROBOT))
1398                 Int3();
1399
1400         /*
1401          * Do render_type first so on read, we can make determination of
1402          * what else to read in
1403          */
1404         nd_write_byte(obj->render_type);
1405         nd_write_byte(obj->type);
1406         if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
1407                 return;
1408
1409         nd_write_byte(obj->id);
1410         nd_write_byte(obj->flags);
1411         nd_write_short((short)obj->signature);
1412         nd_write_shortpos(obj);
1413
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);
1418         }
1419         if (obj->type == OBJ_POWERUP)
1420                 nd_write_byte(obj->movement_type);
1421
1422         nd_write_vector(&obj->last_pos);
1423
1424         if ((obj->type == OBJ_WEAPON) && (obj->render_type == RT_WEAPON_VCLIP))
1425                 nd_write_fix(obj->lifeleft);
1426         else {
1427                 life = (int)obj->lifeleft;
1428                 life = life >> 12;
1429                 if (life > 255)
1430                         life = 255;
1431                 nd_write_byte((ubyte)life);
1432         }
1433
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))
1437                                 nd_write_byte(1);
1438                         else
1439                                 nd_write_byte(0);
1440                 }
1441         }
1442
1443         switch (obj->movement_type) {
1444
1445         case MT_PHYSICS:
1446                 nd_write_vector(&obj->mtype.phys_info.velocity);
1447                 nd_write_vector(&obj->mtype.phys_info.thrust);
1448                 break;
1449
1450         case MT_SPINNING:
1451                 nd_write_vector(&obj->mtype.spin_rate);
1452                 break;
1453
1454         case MT_NONE:
1455                 break;
1456
1457         default:
1458                 Int3();
1459         }
1460
1461         switch (obj->control_type) {
1462
1463         case CT_AI:
1464                 break;
1465
1466         case CT_EXPLOSION:
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);
1470                 break;
1471
1472         case CT_WEAPON:
1473                 break;
1474
1475         case CT_LIGHT:
1476
1477                 nd_write_fix(obj->ctype.light_info.intensity);
1478                 break;
1479
1480         case CT_NONE:
1481         case CT_FLYING:
1482         case CT_DEBRIS:
1483         case CT_POWERUP:
1484         case CT_SLEW:       //the player is generally saved as slew
1485         case CT_CNTRLCEN:
1486         case CT_REMOTE:
1487         case CT_MORPH:
1488                 break;
1489
1490         case CT_REPAIRCEN:
1491         case CT_FLYTHROUGH:
1492         default:
1493                 Int3();
1494
1495         }
1496
1497         switch (obj->render_type) {
1498
1499         case RT_NONE:
1500                 break;
1501
1502         case RT_MORPH:
1503         case RT_POLYOBJ: {
1504                 int i;
1505
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);
1509                 }
1510
1511                 if ((obj->type != OBJ_PLAYER) && (obj->type != OBJ_DEBRIS))
1512 #if 0
1513                         for (i=0;i<MAX_SUBMODELS;i++)
1514                                 nd_write_angvec(&obj->pobj_info.anim_angles[i]);
1515 #endif
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]);
1518
1519                 nd_write_int(obj->rtype.pobj_info.tmap_override);
1520
1521                 break;
1522         }
1523
1524         case RT_POWERUP:
1525         case RT_WEAPON_VCLIP:
1526         case RT_FIREBALL:
1527         case RT_HOSTAGE:
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);
1531                 break;
1532
1533         case RT_LASER:
1534                 break;
1535
1536         default:
1537                 Int3();
1538
1539         }
1540
1541 }
1542
1543 int JustStartedRecording=0,JustStartedPlayback=0;
1544
1545 void newdemo_record_start_demo()
1546 {
1547         int i;
1548
1549         stop_time();
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);
1554
1555 #ifdef NETWORK
1556         if (Game_mode & GM_MULTI)
1557                 nd_write_int(Game_mode | (Player_num << 16));
1558         else
1559 #endif
1560                 // NOTE LINK TO ABOVE!!!
1561                 nd_write_int(Game_mode);
1562 #ifdef NETWORK
1563
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]);
1568         }
1569
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);
1575
1576                         if (Game_mode & GM_MULTI_COOP) {
1577                                 nd_write_int(Players[i].score);
1578                         } else {
1579                                 nd_write_short((short)Players[i].net_killed_total);
1580                                 nd_write_short((short)Players[i].net_kills_total);
1581                         }
1582                 }
1583         } else
1584 #endif
1585                 // NOTE LINK TO ABOVE!!!
1586                 nd_write_int(Players[Player_num].score);
1587
1588         for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
1589                 nd_write_short((short)Players[Player_num].primary_ammo[i]);
1590
1591         for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
1592                 nd_write_short((short)Players[Player_num].secondary_ammo[i]);
1593
1594         nd_write_byte((byte)Players[Player_num].laser_level);
1595
1596 //  Support for missions added here
1597
1598         nd_write_string(Current_mission_filename);
1599
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;
1607
1608         newdemo_set_new_level(Current_level_num);
1609         start_time();
1610
1611 }
1612
1613 void newdemo_record_start_frame(int frame_number, fix frame_time )
1614 {
1615         int i;
1616
1617         if (Newdemo_no_space) {
1618                 newdemo_stop_playback();
1619                 return;
1620         }
1621
1622         stop_time();
1623
1624         for (i=0;i<MAX_OBJECTS;i++)
1625         {
1626                 WasRecorded[i]=0;
1627                 ViewWasRecorded[i]=0;
1628         }
1629         for (i=0;i<32;i++)
1630                 RenderingWasRecorded[i]=0;
1631
1632         frame_number -= Newdemo_start_frame;
1633
1634         Assert(frame_number >= 0 );
1635
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);
1641         start_time();
1642
1643 }
1644
1645 void newdemo_record_render_object(object * obj)
1646 {
1647         if (ViewWasRecorded[obj-Objects])
1648                 return;
1649
1650         //if (obj==&Objects[Players[Player_num].objnum] && !Player_is_dead)
1651         //      return;
1652
1653         stop_time();
1654         nd_write_byte(ND_EVENT_RENDER_OBJECT);
1655         nd_write_object(obj);
1656         start_time();
1657 }
1658
1659 extern ubyte RenderingType;
1660
1661 void newdemo_record_viewer_object(object * obj)
1662 {
1663
1664         if (ViewWasRecorded[obj-Objects] && (ViewWasRecorded[obj-Objects]-1)==RenderingType)
1665                 return;
1666         //if (WasRecorded[obj-Objects])
1667         //      return;
1668         if (RenderingWasRecorded[RenderingType])
1669                 return;
1670
1671         ViewWasRecorded[obj-Objects]=RenderingType+1;
1672         RenderingWasRecorded[RenderingType]=1;
1673         stop_time();
1674         nd_write_byte(ND_EVENT_VIEWER_OBJECT);
1675         nd_write_byte(RenderingType);
1676         nd_write_object(obj);
1677         start_time();
1678 }
1679
1680 void newdemo_record_sound( int soundno )
1681 {
1682         stop_time();
1683         nd_write_byte(ND_EVENT_SOUND);
1684         nd_write_int( soundno );
1685         start_time();
1686 }
1687
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();
1693 //--unused-- }
1694 //--unused--
1695
1696 void newdemo_record_cockpit_change (int mode)
1697 {
1698         stop_time();
1699         nd_write_byte (ND_EVENT_CHANGE_COCKPIT);
1700         nd_write_int(mode);
1701         start_time();
1702 }
1703
1704
1705 void newdemo_record_sound_3d( int soundno, int angle, int volume )
1706 {
1707         stop_time();
1708         nd_write_byte( ND_EVENT_SOUND_3D );
1709         nd_write_int( soundno );
1710         nd_write_int( angle );
1711         nd_write_int( volume );
1712         start_time();
1713 }
1714
1715 void newdemo_record_sound_3d_once( int soundno, int angle, int volume )
1716 {
1717         stop_time();
1718         nd_write_byte( ND_EVENT_SOUND_3D_ONCE );
1719         nd_write_int( soundno );
1720         nd_write_int( angle );
1721         nd_write_int( volume );
1722         start_time();
1723 }
1724
1725
1726 void newdemo_record_link_sound_to_object3( int soundno, short objnum, fix max_volume, fix  max_distance, int loop_start, int loop_end )
1727 {
1728         stop_time();
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 );
1736         start_time();
1737 }
1738
1739 void newdemo_record_kill_sound_linked_to_object( int objnum )
1740 {
1741         stop_time();
1742         nd_write_byte( ND_EVENT_KILL_SOUND_TO_OBJ );
1743         nd_write_int( Objects[objnum].signature );
1744         start_time();
1745 }
1746
1747
1748 void newdemo_record_wall_hit_process( int segnum, int side, int damage, int playernum )
1749 {
1750         stop_time();
1751         //segnum = segnum;
1752         //side = side;
1753         //damage = damage;
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 );
1760         start_time();
1761 }
1762
1763 void newdemo_record_guided_start ()
1764 {
1765         nd_write_byte (ND_EVENT_START_GUIDED);
1766 }
1767
1768 void newdemo_record_guided_end ()
1769 {
1770         nd_write_byte (ND_EVENT_END_GUIDED);
1771 }
1772
1773 void newdemo_record_secret_exit_blown(int truth)
1774 {
1775         stop_time();
1776         nd_write_byte( ND_EVENT_SECRET_THINGY );
1777         nd_write_int( truth );
1778         start_time();
1779 }
1780
1781 void newdemo_record_trigger( int segnum, int side, int objnum,int shot )
1782 {
1783         stop_time();
1784         nd_write_byte( ND_EVENT_TRIGGER );
1785         nd_write_int( segnum );
1786         nd_write_int( side );
1787         nd_write_int( objnum );
1788         nd_write_int(shot);
1789         start_time();
1790 }
1791
1792 void newdemo_record_hostage_rescued( int hostage_number ) {
1793         stop_time();
1794         nd_write_byte( ND_EVENT_HOSTAGE_RESCUED );
1795         nd_write_int( hostage_number );
1796         start_time();
1797 }
1798
1799 void newdemo_record_morph_frame(morph_data *md)
1800 {
1801         stop_time();
1802
1803         nd_write_byte( ND_EVENT_MORPH_FRAME );
1804 #if 0
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 );
1808 #endif
1809         nd_write_object( md->obj );
1810         start_time();
1811 }
1812
1813 void newdemo_record_wall_toggle( int segnum, int side )
1814 {
1815         stop_time();
1816         nd_write_byte( ND_EVENT_WALL_TOGGLE );
1817         nd_write_int( segnum );
1818         nd_write_int( side );
1819         start_time();
1820 }
1821
1822 void newdemo_record_control_center_destroyed()
1823 {
1824         stop_time();
1825         nd_write_byte( ND_EVENT_CONTROL_CENTER_DESTROYED );
1826         nd_write_int( Countdown_seconds_left );
1827         start_time();
1828 }
1829
1830 void newdemo_record_hud_message( char * message )
1831 {
1832         stop_time();
1833         nd_write_byte( ND_EVENT_HUD_MESSAGE );
1834         nd_write_string(message);
1835         start_time();
1836 }
1837
1838 void newdemo_record_palette_effect(short r, short g, short b )
1839 {
1840         stop_time();
1841         nd_write_byte( ND_EVENT_PALETTE_EFFECT );
1842         nd_write_short( r );
1843         nd_write_short( g );
1844         nd_write_short( b );
1845         start_time();
1846 }
1847
1848 void newdemo_record_player_energy(int old_energy, int energy)
1849 {
1850         stop_time();
1851         nd_write_byte( ND_EVENT_PLAYER_ENERGY );
1852         nd_write_byte((byte) old_energy);
1853         nd_write_byte((byte) energy);
1854         start_time();
1855 }
1856
1857 void newdemo_record_player_afterburner(fix old_afterburner, fix afterburner)
1858 {
1859         stop_time();
1860         nd_write_byte( ND_EVENT_PLAYER_AFTERBURNER );
1861         nd_write_byte((byte) (old_afterburner>>9));
1862         nd_write_byte((byte) (afterburner>>9));
1863         start_time();
1864 }
1865
1866 void newdemo_record_player_shields(int old_shield, int shield)
1867 {
1868         stop_time();
1869         nd_write_byte( ND_EVENT_PLAYER_SHIELD );
1870         nd_write_byte((byte)old_shield);
1871         nd_write_byte((byte)shield);
1872         start_time();
1873 }
1874
1875 void newdemo_record_player_flags(uint oflags, uint flags)
1876 {
1877         stop_time();
1878         nd_write_byte( ND_EVENT_PLAYER_FLAGS );
1879         nd_write_int(((short)oflags << 16) | (short)flags);
1880         start_time();
1881 }
1882
1883 void newdemo_record_player_weapon(int weapon_type, int weapon_num)
1884 {
1885         stop_time();
1886         nd_write_byte( ND_EVENT_PLAYER_WEAPON );
1887         nd_write_byte((byte)weapon_type);
1888         nd_write_byte((byte)weapon_num);
1889         if (weapon_type)
1890                 nd_write_byte((byte)Secondary_weapon);
1891         else
1892                 nd_write_byte((byte)Primary_weapon);
1893         start_time();
1894 }
1895
1896 void newdemo_record_effect_blowup(short segment, int side, vms_vector *pnt)
1897 {
1898         stop_time();
1899         nd_write_byte (ND_EVENT_EFFECT_BLOWUP);
1900         nd_write_short(segment);
1901         nd_write_byte((byte)side);
1902         nd_write_vector(pnt);
1903         start_time();
1904 }
1905
1906 void newdemo_record_homing_distance(fix distance)
1907 {
1908         stop_time();
1909         nd_write_byte(ND_EVENT_HOMING_DISTANCE);
1910         nd_write_short((short)(distance>>16));
1911         start_time();
1912 }
1913
1914 void newdemo_record_letterbox(void)
1915 {
1916         stop_time();
1917         nd_write_byte(ND_EVENT_LETTERBOX);
1918         start_time();
1919 }
1920
1921 void newdemo_record_rearview(void)
1922 {
1923         stop_time();
1924         nd_write_byte(ND_EVENT_REARVIEW);
1925         start_time();
1926 }
1927
1928 void newdemo_record_restore_cockpit(void)
1929 {
1930         stop_time();
1931         nd_write_byte(ND_EVENT_RESTORE_COCKPIT);
1932         start_time();
1933 }
1934
1935 void newdemo_record_restore_rearview(void)
1936 {
1937         stop_time();
1938         nd_write_byte(ND_EVENT_RESTORE_REARVIEW);
1939         start_time();
1940 }
1941
1942 void newdemo_record_wall_set_tmap_num1(short seg,ubyte side,short cseg,ubyte cside,short tmap)
1943 {
1944         stop_time();
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);
1951         start_time();
1952 }
1953
1954 void newdemo_record_wall_set_tmap_num2(short seg,ubyte side,short cseg,ubyte cside,short tmap)
1955 {
1956         stop_time();
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);
1963         start_time();
1964 }
1965
1966 void newdemo_record_multi_cloak(int pnum)
1967 {
1968         stop_time();
1969         nd_write_byte(ND_EVENT_MULTI_CLOAK);
1970         nd_write_byte((byte)pnum);
1971         start_time();
1972 }
1973
1974 void newdemo_record_multi_decloak(int pnum)
1975 {
1976         stop_time();
1977         nd_write_byte(ND_EVENT_MULTI_DECLOAK);
1978         nd_write_byte((byte)pnum);
1979         start_time();
1980 }
1981
1982 void newdemo_record_multi_death(int pnum)
1983 {
1984         stop_time();
1985         nd_write_byte(ND_EVENT_MULTI_DEATH);
1986         nd_write_byte((byte)pnum);
1987         start_time();
1988 }
1989
1990 void newdemo_record_multi_kill(int pnum, byte kill)
1991 {
1992         stop_time();
1993         nd_write_byte(ND_EVENT_MULTI_KILL);
1994         nd_write_byte((byte)pnum);
1995         nd_write_byte(kill);
1996         start_time();
1997 }
1998
1999 void newdemo_record_multi_connect(int pnum, int new_player, char *new_callsign)
2000 {
2001         stop_time();
2002         nd_write_byte(ND_EVENT_MULTI_CONNECT);
2003         nd_write_byte((byte)pnum);
2004         nd_write_byte((byte)new_player);
2005         if (!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);
2009         }
2010         nd_write_string(new_callsign);
2011         start_time();
2012 }
2013
2014 void newdemo_record_multi_reconnect(int pnum)
2015 {
2016         stop_time();
2017         nd_write_byte(ND_EVENT_MULTI_RECONNECT);
2018         nd_write_byte((byte)pnum);
2019         start_time();
2020 }
2021
2022 void newdemo_record_multi_disconnect(int pnum)
2023 {
2024         stop_time();
2025         nd_write_byte(ND_EVENT_MULTI_DISCONNECT);
2026         nd_write_byte((byte)pnum);
2027         start_time();
2028 }
2029
2030 void newdemo_record_player_score(int score)
2031 {
2032         stop_time();
2033         nd_write_byte(ND_EVENT_PLAYER_SCORE);
2034         nd_write_int(score);
2035         start_time();
2036 }
2037
2038 void newdemo_record_multi_score(int pnum, int score)
2039 {
2040         stop_time();
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!!!!
2044         start_time();
2045 }
2046
2047 void newdemo_record_primary_ammo(int old_ammo, int new_ammo)
2048 {
2049         stop_time();
2050         nd_write_byte(ND_EVENT_PRIMARY_AMMO);
2051         if (old_ammo < 0)
2052                 nd_write_short((short)new_ammo);
2053         else
2054                 nd_write_short((short)old_ammo);
2055         nd_write_short((short)new_ammo);
2056         start_time();
2057 }
2058
2059 void newdemo_record_secondary_ammo(int old_ammo, int new_ammo)
2060 {
2061         stop_time();
2062         nd_write_byte(ND_EVENT_SECONDARY_AMMO);
2063         if (old_ammo < 0)
2064                 nd_write_short((short)new_ammo);
2065         else
2066                 nd_write_short((short)old_ammo);
2067         nd_write_short((short)new_ammo);
2068         start_time();
2069 }
2070
2071 void newdemo_record_door_opening(int segnum, int side)
2072 {
2073         stop_time();
2074         nd_write_byte(ND_EVENT_DOOR_OPENING);
2075         nd_write_short((short)segnum);
2076         nd_write_byte((byte)side);
2077         start_time();
2078 }
2079
2080 void newdemo_record_laser_level(byte old_level, byte new_level)
2081 {
2082         stop_time();
2083         nd_write_byte(ND_EVENT_LASER_LEVEL);
2084         nd_write_byte(old_level);
2085         nd_write_byte(new_level);
2086         start_time();
2087 }
2088
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)
2090 {
2091         Assert(front_wall_num <= 255 && back_wall_num <= 255);
2092
2093         stop_time();
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);
2104         start_time();
2105 }
2106
2107 void newdemo_set_new_level(int level_num)
2108 {
2109         int i;
2110         int side;
2111         segment *seg;
2112
2113         stop_time();
2114         nd_write_byte(ND_EVENT_NEW_LEVEL);
2115         nd_write_byte((byte)level_num);
2116         nd_write_byte((byte)Current_level_num);
2117
2118         if (JustStartedRecording==1)
2119         {
2120                 nd_write_int(Num_walls);
2121                 for (i=0;i<Num_walls;i++)
2122                 {
2123                         nd_write_byte (Walls[i].type);
2124                         nd_write_byte (Walls[i].flags);
2125                         nd_write_byte (Walls[i].state);
2126
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;
2132                 }
2133         }
2134
2135         start_time();
2136 }
2137
2138 int newdemo_read_demo_start(int rnd_demo)
2139 {
2140         byte i, version, game_type, laser_level;
2141         char c, energy, shield;
2142         char text[50], current_mission[9];
2143
2144         nd_read_byte(&c);
2145         if ((c != ND_EVENT_START_DEMO) || nd_bad_read) {
2146                 newmenu_item m[1];
2147
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 );
2151                 return 1;
2152         }
2153         nd_read_byte(&version);
2154         nd_read_byte(&game_type);
2155         if (game_type < DEMO_GAME_TYPE) {
2156                 newmenu_item m[2];
2157
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";
2161
2162                 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2163                 return 1;
2164         }
2165         if (game_type != DEMO_GAME_TYPE) {
2166                 newmenu_item m[2];
2167
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";
2171
2172                 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2173                 return 1;
2174         }
2175         if (version < DEMO_VERSION) {
2176                 if (!rnd_demo) {
2177                         newmenu_item m[1];
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 );
2181                 }
2182                 return 1;
2183         }
2184         nd_read_fix(&GameTime);
2185         Boss_cloak_start_time=Boss_cloak_end_time=GameTime;
2186         JasonPlaybackTotal=0;
2187
2188         nd_read_int(&Newdemo_game_mode);
2189
2190 #ifdef NETWORK
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]);
2196         }
2197         if (Newdemo_game_mode & GM_MULTI) {
2198
2199                 multi_new_game();
2200                 nd_read_byte(&c);
2201                 N_players = (int)c;
2202                 // changed this to above two lines -- breaks on the mac because of
2203                 // endian issues
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));
2210
2211                         if (Newdemo_game_mode & GM_MULTI_COOP) {
2212                                 nd_read_int(&(Players[i].score));
2213                         } else {
2214                                 nd_read_short((short *)&(Players[i].net_killed_total));
2215                                 nd_read_short((short *)&(Players[i].net_kills_total));
2216                         }
2217                 }
2218                 Game_mode = Newdemo_game_mode;
2219                 multi_sort_kill_list();
2220                 Game_mode = GM_NORMAL;
2221         } else
2222 #endif
2223                 nd_read_int(&(Players[Player_num].score));      // Note link to above if!
2224
2225         for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
2226                 nd_read_short((short*)&(Players[Player_num].primary_ammo[i]));
2227
2228         for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
2229                         nd_read_short((short*)&(Players[Player_num].secondary_ammo[i]));
2230
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();
2235         }
2236
2237         // Support for missions
2238
2239         nd_read_string(current_mission);
2240         if (!load_mission_by_name(current_mission)) {
2241                 if (!rnd_demo) {
2242                         newmenu_item m[1];
2243
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 );
2247                 }
2248                 return 1;
2249         }
2250
2251         nd_recorded_total = 0;
2252         nd_playback_total = 0;
2253         nd_read_byte(&energy);
2254         nd_read_byte(&shield);
2255
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);
2260         }
2261         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
2262                 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
2263
2264         nd_read_byte((byte *)&Primary_weapon);
2265         nd_read_byte((byte *)&Secondary_weapon);
2266
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.
2270
2271         Players[Player_num].energy = i2f(energy);
2272         Players[Player_num].shields = i2f(shield);
2273         JustStartedPlayback=1;
2274         return 0;
2275 }
2276
2277 void newdemo_pop_ctrlcen_triggers()
2278 {
2279         int anim_num, n, i;
2280         int side, cside;
2281         segment *seg, *csegp;
2282
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];
2292                 } else {
2293                         seg->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = WallAnims[anim_num].frames[n-1];
2294                 }
2295         }
2296 }
2297
2298 #define N_PLAYER_SHIP_TEXTURES 6
2299
2300 void nd_render_extras (ubyte,object *);
2301 extern void multi_apply_goal_textures ();
2302 ubyte Newdemo_flying_guided=0;
2303
2304 int newdemo_read_frame_information()
2305 {
2306         int done, segnum, side, objnum, soundno, angle, volume, i,shot;
2307         object *obj;
2308         ubyte c,WhichWindow;
2309         static byte saved_letter_cockpit;
2310         static byte saved_rearview_cockpit;
2311         object extraobj;
2312         static char LastReadValue=101;
2313         segment *seg;
2314
2315         done = 0;
2316
2317         if (Newdemo_vcr_state != ND_STATE_PAUSED)
2318                 for (segnum=0; segnum <= Highest_segment_index; segnum++)
2319                         Segments[segnum].objects = -1;
2320
2321         reset_objects(1);
2322         Players[Player_num].homing_object_dist = -F1_0;
2323
2324         prev_obj = NULL;
2325
2326         while( !done ) {
2327                 nd_read_byte(&c);
2328                 if (nd_bad_read) { done = -1; break; }
2329
2330                 switch( c ) {
2331
2332                 case ND_EVENT_START_FRAME: {        // Followed by an integer frame number, then a fix FrameTime
2333                         short last_frame_length;
2334
2335                         done=1;
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--;
2342
2343                         if (nd_bad_read) { done = -1; break; }
2344                         break;
2345                 }
2346
2347                 case ND_EVENT_VIEWER_OBJECT:        // Followed by an object structure
2348                         nd_read_byte (&WhichWindow);
2349                         if (WhichWindow&15)
2350                         {
2351                                 //mprintf ((0,"Reading extra!\n"));
2352                                 nd_read_object (&extraobj);
2353                                 if (Newdemo_vcr_state!=ND_STATE_PAUSED)
2354                                 {
2355                                         if (nd_bad_read) { done = -1; break; }
2356
2357                                         nd_render_extras (WhichWindow,&extraobj);
2358                                 }
2359                         }
2360                         else
2361                         {
2362                                 //mprintf ((0,"Reading viewer!\n"));
2363                                 //Viewer=&Objects[0];
2364                                 nd_read_object(Viewer);
2365
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;
2370
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.
2375
2376                                         if (segnum > Highest_segment_index)
2377                                                 segnum = 0;
2378                                         obj_link(Viewer-Objects,segnum);
2379                                 }
2380                         }
2381                         break;
2382
2383                 case ND_EVENT_RENDER_OBJECT:       // Followed by an object structure
2384                         objnum = obj_allocate();
2385                         if (objnum==-1)
2386                                 break;
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;
2393
2394                                 // HACK HACK HACK -- don't render objects is segments greater than Highest_segment_index
2395                                 // HACK HACK HACK -- (see above)
2396
2397                                 if (segnum > Highest_segment_index)
2398                                         break;
2399
2400                                 obj_link(obj-Objects,segnum);
2401 #ifdef NETWORK
2402                                 if ((obj->type == OBJ_PLAYER) && (Newdemo_game_mode & GM_MULTI)) {
2403                                         int player;
2404
2405                                         if (Newdemo_game_mode & GM_TEAM)
2406                                                 player = get_team(obj->id);
2407                                         else
2408                                                 player = obj->id;
2409                                         if (player == 0)
2410                                                 break;
2411                                         player--;
2412
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]];
2415
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;
2419                                 }
2420 #endif
2421                         }
2422                         break;
2423
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 );
2429                         break;
2430
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 );
2436                         //--unused                      break;
2437
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 );
2445                         break;
2446
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 );
2454                         break;
2455
2456                 case ND_EVENT_LINK_SOUND_TO_OBJ:
2457                         {
2458                                 int soundno, objnum, max_volume, max_distance, loop_start, loop_end;
2459                                 int signature;
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 );
2469                                 }
2470                         }
2471                         break;
2472
2473                 case ND_EVENT_KILL_SOUND_TO_OBJ:
2474                         {
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);
2480                                 }
2481                         }
2482                         break;
2483
2484                 case ND_EVENT_WALL_HIT_PROCESS: {
2485                         int player, segnum;
2486                         fix damage;
2487
2488                         nd_read_int(&segnum);
2489                         nd_read_int(&side);
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]) );
2495                         break;
2496                 }
2497
2498                 case ND_EVENT_TRIGGER:
2499                         nd_read_int(&segnum);
2500                         nd_read_int(&side);
2501                         nd_read_int(&objnum);
2502                         nd_read_int(&shot);
2503                         if (nd_bad_read) { done = -1; break; }
2504                         if (Newdemo_vcr_state != ND_STATE_PAUSED)
2505                         {
2506                                 mprintf ((0,"EVENT TRIGGER! shot=%d\n",shot));
2507
2508                                 if (Triggers[Walls[Segments[segnum].sides[side].wall_num].trigger].type == TT_SECRET_EXIT) {
2509                                         int truth;
2510
2511                                         nd_read_byte(&c);
2512                                         Assert(c == ND_EVENT_SECRET_THINGY);
2513                                         nd_read_int(&truth);
2514                                         if (!truth)
2515                                                 check_trigger(&Segments[segnum], side, objnum,shot);
2516                                 } else
2517                                         check_trigger(&Segments[segnum], side, objnum,shot);
2518                         }
2519                         break;
2520
2521                 case ND_EVENT_HOSTAGE_RESCUED: {
2522                         int hostage_number;
2523
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 );
2528                         break;
2529                 }
2530
2531                 case ND_EVENT_MORPH_FRAME: {
2532 #if 0
2533                         morph_data *md;
2534
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; }
2539 #endif
2540                         objnum = obj_allocate();
2541                         if (objnum==-1)
2542                                 break;
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);
2552                                 }
2553                         }
2554                         break;
2555                 }
2556
2557                 case ND_EVENT_WALL_TOGGLE:
2558                         nd_read_int(&segnum);
2559                         nd_read_int(&side);
2560                         if (nd_bad_read) {done = -1; break; }
2561                         if (Newdemo_vcr_state != ND_STATE_PAUSED)
2562                                 wall_toggle(&Segments[segnum], side);
2563                         break;
2564
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);
2573                         }
2574                         break;
2575
2576                 case ND_EVENT_HUD_MESSAGE: {
2577                         char hud_msg[60];
2578
2579                         nd_read_string(&(hud_msg[0]));
2580                         if (nd_bad_read) { done = -1; break; }
2581                         HUD_init_message( hud_msg );
2582                         break;
2583                         }
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;
2588                         break;
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;
2593                         break;
2594
2595                 case ND_EVENT_PALETTE_EFFECT: {
2596                         short r, g, b;
2597
2598                         nd_read_short(&r);
2599                         nd_read_short(&g);
2600                         nd_read_short(&b);
2601                         if (nd_bad_read) { done = -1; break; }
2602                         PALETTE_FLASH_SET(r,g,b);
2603                         break;
2604                 }
2605
2606                 case ND_EVENT_PLAYER_ENERGY: {
2607                         ubyte energy;
2608                         ubyte old_energy;
2609
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);
2618                         }
2619                         break;
2620                 }
2621
2622                 case ND_EVENT_PLAYER_AFTERBURNER: {
2623                         ubyte afterburner;
2624                         ubyte old_afterburner;
2625
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;
2634                         }
2635                         break;
2636                 }
2637
2638                 case ND_EVENT_PLAYER_SHIELD: {
2639                         ubyte shield;
2640                         ubyte old_shield;
2641
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);
2650                         }
2651                         break;
2652                 }
2653
2654                 case ND_EVENT_PLAYER_FLAGS: {
2655                         uint oflags;
2656
2657                         nd_read_int((int *)&(Players[Player_num].flags));
2658                         if (nd_bad_read) {done = -1; break; }
2659
2660                         oflags = Players[Player_num].flags >> 16;
2661                         Players[Player_num].flags &= 0xffff;
2662
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);
2667                                 }
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);
2671                                 }
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);
2681                                 }
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);
2685                                 }
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;
2690                         }
2691                         update_laser_weapon_info();     // in case of quad laser change
2692                         break;
2693                 }
2694
2695                 case ND_EVENT_PLAYER_WEAPON: {
2696                         byte weapon_type, weapon_num;
2697                         byte old_weapon;
2698
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;
2705                                 else
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;
2710                                 else
2711                                         Secondary_weapon = (int)old_weapon;
2712                         }
2713                         break;
2714                 }
2715
2716                 case ND_EVENT_EFFECT_BLOWUP: {
2717                         short segnum;
2718                         byte side;
2719                         vms_vector pnt;
2720                         object dummy;
2721
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;
2726
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);
2732                         break;
2733                 }
2734
2735                 case ND_EVENT_HOMING_DISTANCE: {
2736                         short distance;
2737
2738                         nd_read_short(&distance);
2739                         Players[Player_num].homing_object_dist = i2f((int)(distance << 16));
2740                         break;
2741                 }
2742
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);
2749                         break;
2750
2751                 case ND_EVENT_CHANGE_COCKPIT: {
2752                         int dummy;
2753
2754                         nd_read_int (&dummy);
2755                         select_cockpit (dummy);
2756
2757                         break;
2758                 }
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);
2764                                 Rear_view=1;
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);
2769                                 Rear_view=0;
2770                         }
2771                         break;
2772
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);
2779                         break;
2780
2781
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);
2787                                 Rear_view=1;
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);
2792                                 Rear_view=0;
2793                         }
2794                         break;
2795
2796
2797                 case ND_EVENT_WALL_SET_TMAP_NUM1: {
2798                         short seg, cseg, tmap;
2799                         ubyte side,cside;
2800
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;
2808                         break;
2809                 }
2810
2811                 case ND_EVENT_WALL_SET_TMAP_NUM2: {
2812                         short seg, cseg, tmap;
2813                         ubyte side,cside;
2814
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;
2823                         }
2824                         break;
2825                 }
2826
2827                 case ND_EVENT_MULTI_CLOAK: {
2828                         byte pnum;
2829
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);
2839                         }
2840                         break;
2841                 }
2842
2843                 case ND_EVENT_MULTI_DECLOAK: {
2844                         byte pnum;
2845
2846                         nd_read_byte(&pnum);
2847
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);
2856                         }
2857                         break;
2858                 }
2859
2860                 case ND_EVENT_MULTI_DEATH: {
2861                         byte pnum;
2862
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++;
2868                         break;
2869                 }
2870
2871 #ifdef NETWORK
2872                 case ND_EVENT_MULTI_KILL: {
2873                         byte pnum, kill;
2874
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;
2885                         }
2886                         Game_mode = Newdemo_game_mode;
2887                         multi_sort_kill_list();
2888                         Game_mode = GM_NORMAL;
2889                         break;
2890                 }
2891
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];
2896
2897                         nd_read_byte(&pnum);
2898                         nd_read_byte(&new_player);
2899                         if (!new_player) {
2900                                 nd_read_string(old_callsign);
2901                                 nd_read_int(&killed_total);
2902                                 nd_read_int(&kills_total);
2903                         }
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;
2907                                 if (!new_player) {
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;
2911                                 } else {
2912                                         N_players--;
2913                                 }
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);
2919                                 if (new_player)
2920                                         N_players++;
2921                         }
2922                         break;
2923                 }
2924
2925                 case ND_EVENT_MULTI_RECONNECT: {
2926                         byte pnum;
2927
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;
2933                         break;
2934                 }
2935
2936                 case ND_EVENT_MULTI_DISCONNECT: {
2937                         byte pnum;
2938
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;
2944                         break;
2945                 }
2946
2947                 case ND_EVENT_MULTI_SCORE: {
2948                         int score;
2949                         byte pnum;
2950
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;
2960                         break;
2961                 }
2962
2963 #endif // NETWORK
2964                 case ND_EVENT_PLAYER_SCORE: {
2965                         int score;
2966
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;
2972                         break;
2973                 }
2974
2975
2976                 case ND_EVENT_PRIMARY_AMMO: {
2977                         short old_ammo, new_ammo;
2978
2979                         nd_read_short(&old_ammo);
2980                         nd_read_short(&new_ammo);
2981
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;
2986                         break;
2987                 }
2988
2989                 case ND_EVENT_SECONDARY_AMMO: {
2990                         short old_ammo, new_ammo;
2991
2992                         nd_read_short(&old_ammo);
2993                         nd_read_short(&new_ammo);
2994
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;
2999                         break;
3000                 }
3001
3002                 case ND_EVENT_DOOR_OPENING: {
3003                         short segnum;
3004                         byte side;
3005
3006                         nd_read_short(&segnum);
3007                         nd_read_byte(&side);
3008                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
3009                                 int anim_num;
3010                                 int cside;
3011                                 segment *segp, *csegp;
3012
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;
3017
3018                                 if (WallAnims[anim_num].flags & WCF_TMAP1) {
3019                                         segp->sides[side].tmap_num = csegp->sides[cside].tmap_num = WallAnims[anim_num].frames[0];
3020                                 } else {
3021                                         segp->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = WallAnims[anim_num].frames[0];
3022                                 }
3023                         }
3024                         break;
3025                 }
3026
3027                 case ND_EVENT_LASER_LEVEL: {
3028                         byte old_level, new_level;
3029
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();
3038                         }
3039                         break;
3040                 }
3041
3042                 case ND_EVENT_CLOAKING_WALL: {
3043                         ubyte back_wall_num,front_wall_num,type,state,cloak_value;
3044                         short l0,l1,l2,l3;
3045                         segment *segp;
3046                         int sidenum;
3047
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);
3053                         nd_read_short(&l0);
3054                         nd_read_short(&l1);
3055                         nd_read_short(&l2);
3056                         nd_read_short(&l3);
3057
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;
3067
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;
3077
3078                         break;
3079                 }
3080
3081                 case ND_EVENT_NEW_LEVEL: {
3082                         byte new_level, old_level, loaded_level;
3083
3084                         nd_read_byte (&new_level);
3085                         nd_read_byte (&old_level);
3086                         if (Newdemo_vcr_state == ND_STATE_PAUSED)
3087                                 break;
3088
3089                         stop_time();
3090                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
3091                                 loaded_level = old_level;
3092                         else {
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;
3097                                 }
3098                         }
3099                         if ((loaded_level < Last_secret_level) || (loaded_level > Last_level)) {
3100                                 newmenu_item m[3];
3101
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 );
3106                                 return -1;
3107                         }
3108
3109                         LoadLevel((int)loaded_level,1);
3110                         Newdemo_cntrlcen_destroyed = 0;
3111
3112                         if (JustStartedPlayback)
3113                         {
3114                                 nd_read_int (&Num_walls);
3115                                 for (i=0;i<Num_walls;i++)    // restore the walls
3116                                 {
3117                                         nd_read_byte (&Walls[i].type);
3118                                         nd_read_byte (&Walls[i].flags);
3119                                         nd_read_byte (&Walls[i].state);
3120
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);
3125                                 }
3126 #ifdef NETWORK
3127                                 if (Newdemo_game_mode & GM_CAPTURE)
3128                                         multi_apply_goal_textures ();
3129 #endif
3130                                 JustStartedPlayback=0;
3131                         }
3132
3133
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.!!!                    }
3151
3152                         reset_palette_add();                // get palette back to normal
3153                         start_time();
3154                         break;
3155                 }
3156
3157                 case ND_EVENT_EOF: {
3158                         done=-1;
3159                         fseek(infile, -1, SEEK_CUR);        // get back to the EOF marker
3160                         Newdemo_at_eof = 1;
3161                         NewdemoFrameCount++;
3162                         break;
3163                 }
3164
3165                 default:
3166                         Int3();
3167                 }
3168         }
3169
3170         LastReadValue=c;
3171
3172         if (nd_bad_read) {
3173                 newmenu_item m[2];
3174
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 );
3178         }
3179
3180         return done;
3181 }
3182
3183 void newdemo_goto_beginning()
3184 {
3185         //if (NewdemoFrameCount == 0)
3186         //      return;
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;
3196         Newdemo_at_eof = 0;
3197 }
3198
3199 void newdemo_goto_end()
3200 {
3201         short frame_length, byte_count, bshort;
3202         byte level, bbyte, laser_level;
3203         ubyte energy, shield, c;
3204         int i, loc, bint;
3205
3206         fseek(infile, -2, SEEK_END);
3207         nd_read_byte(&level);
3208
3209         if ((level < Last_secret_level) || (level > Last_level)) {
3210                 newmenu_item m[3];
3211
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();
3217                 return;
3218         }
3219         if (level != Current_level_num)
3220                 LoadLevel(level,1);
3221
3222         fseek(infile, -4, SEEK_END);
3223         nd_read_short(&byte_count);
3224         fseek(infile, -2 - byte_count, SEEK_CUR);
3225
3226         nd_read_short(&frame_length);
3227         loc = ftell(infile);
3228         if (Newdemo_game_mode & GM_MULTI)
3229                 nd_read_byte(&Newdemo_players_cloaked);
3230         else
3231                 nd_read_byte(&bbyte);
3232         nd_read_byte(&bbyte);
3233         nd_read_short(&bshort);
3234         nd_read_int(&bint);
3235
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);
3244         }
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();
3257         }
3258
3259         if (Newdemo_game_mode & GM_MULTI) {
3260                 nd_read_byte(&c);
3261                 N_players = (int)c;
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));
3270                         } else {
3271                                 nd_read_short((short *)&(Players[i].net_killed_total));
3272                                 nd_read_short((short *)&(Players[i].net_kills_total));
3273                         }
3274                 }
3275         } else {
3276                 nd_read_int(&(Players[Player_num].score));
3277         }
3278
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;
3287         return;
3288 }
3289
3290 void newdemo_back_frames(int frames)
3291 {
3292         short last_frame_length;
3293         int i;
3294
3295         for (i = 0; i < frames; i++)
3296         {
3297                 fseek(infile, -10, SEEK_CUR);
3298                 nd_read_short(&last_frame_length);
3299                 fseek(infile, 8 - last_frame_length, SEEK_CUR);
3300
3301                 if (!Newdemo_at_eof && newdemo_read_frame_information() == -1) {
3302                         newdemo_stop_playback();
3303                         return;
3304                 }
3305                 if (Newdemo_at_eof)
3306                         Newdemo_at_eof = 0;
3307
3308                 fseek(infile, -10, SEEK_CUR);
3309                 nd_read_short(&last_frame_length);
3310                 fseek(infile, 8 - last_frame_length, SEEK_CUR);
3311         }
3312
3313 }
3314
3315 /*
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
3322  *  at.
3323 */
3324
3325 void interpolate_frame(fix d_play, fix d_recorded)
3326 {
3327         int i, j, num_cur_objs;
3328         fix factor;
3329         object *cur_objs;
3330
3331         factor = fixdiv(d_play, d_recorded);
3332         if (factor > F1_0)
3333                 factor = F1_0;
3334
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));
3339                 Int3();
3340                 return;
3341         }
3342         for (i = 0; i <= num_cur_objs; i++)
3343                 memcpy(&(cur_objs[i]), &(Objects[i]), sizeof(object));
3344
3345         Newdemo_vcr_state = ND_STATE_PAUSED;
3346         if (newdemo_read_frame_information() == -1) {
3347                 d_free(cur_objs);
3348                 newdemo_stop_playback();
3349                 return;
3350         }
3351
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;
3359
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
3363
3364                                 if (!((render_type == RT_LASER) || (render_type == RT_FIREBALL) || (render_type == RT_POWERUP))) {
3365
3366                                         vms_vector  fvec1, fvec2, rvec1, rvec2;
3367                                         fix         mag1;
3368
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);
3383                                         }
3384
3385                                         //--old new way --      vms_vector fvec1, fvec2, rvec1, rvec2;
3386                                         //--old new way --
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);
3393                                         //--old new way --
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);
3400                                         //--old new way --
3401                                         //--old new way --      vm_vector_2_matrix(&cur_objs[i].orient, &fvec1, NULL, &rvec1);
3402
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 --                                      }
3428                                 }
3429
3430                                 // Interpolate the object position.  This is just straight linear
3431                                 // interpolation.
3432
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;
3436
3437                                 delta_x = fixmul(delta_x, factor);
3438                                 delta_y = fixmul(delta_y, factor);
3439                                 delta_z = fixmul(delta_z, factor);
3440
3441                                 cur_objs[i].pos.x += delta_x;
3442                                 cur_objs[i].pos.y += delta_y;
3443                                 cur_objs[i].pos.z += delta_z;
3444
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);
3447                         }
3448                 }
3449         }
3450
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....)
3455
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;
3461
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;
3465         d_free(cur_objs);
3466 }
3467
3468 void newdemo_playback_one_frame()
3469 {
3470         int frames_back, i, level;
3471         static fix base_interpol_time = 0;
3472         static fix d_recorded = 0;
3473
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);
3477
3478         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
3479                 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
3480
3481         if (Newdemo_vcr_state == ND_STATE_PAUSED)       // render a frame or not
3482                 return;
3483
3484         if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
3485                 DoJasonInterpolate(nd_recorded_time);
3486
3487         Control_center_destroyed = 0;
3488         Countdown_seconds_left = -1;
3489         PALETTE_FLASH_SET(0,0,0);       //clear flash
3490
3491         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
3492         {
3493                 level = Current_level_num;
3494                 if (NewdemoFrameCount == 0)
3495                         return;
3496                 else if ((Newdemo_vcr_state == ND_STATE_REWINDING) && (NewdemoFrameCount < 10)) {
3497                         newdemo_goto_beginning();
3498                         return;
3499                 }
3500                 if (Newdemo_vcr_state == ND_STATE_REWINDING)
3501                         frames_back = 10;
3502                 else
3503                         frames_back = 1;
3504                 if (Newdemo_at_eof) {
3505                         fseek(infile, 11, SEEK_CUR);
3506                 }
3507                 newdemo_back_frames(frames_back);
3508
3509                 if (level != Current_level_num)
3510                         newdemo_pop_ctrlcen_triggers();
3511
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;
3516                 }
3517         }
3518         else if (Newdemo_vcr_state == ND_STATE_FASTFORWARD) {
3519                 if (!Newdemo_at_eof)
3520                 {
3521                         for (i = 0; i < 10; i++)
3522                         {
3523                                 if (newdemo_read_frame_information() == -1)
3524                                 {
3525                                         if (Newdemo_at_eof)
3526                                                 Newdemo_vcr_state = ND_STATE_PAUSED;
3527                                         else
3528                                                 newdemo_stop_playback();
3529                                         break;
3530                                 }
3531                         }
3532                 }
3533                 else
3534                         Newdemo_vcr_state = ND_STATE_PAUSED;
3535         }
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();
3542                         }
3543                         if (level != Current_level_num) {
3544                                 if (newdemo_read_frame_information() == -1) {
3545                                         if (!Newdemo_at_eof)
3546                                                 newdemo_stop_playback();
3547                                 }
3548                         }
3549                         Newdemo_vcr_state = ND_STATE_PAUSED;
3550                 } else
3551                         Newdemo_vcr_state = ND_STATE_PAUSED;
3552         }
3553         else {
3554
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
3558                 //  recorded time.
3559
3560                 if (NewdemoFrameCount <= 0)
3561                         nd_playback_total = nd_recorded_total;      // baseline total playback time
3562                 else
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
3570                         }
3571                 if ((playback_style == NORMAL_PLAYBACK) && (NewdemoFrameCount > 10))
3572                         if (nd_playback_total > nd_recorded_total)
3573                                 playback_style = SKIP_PLAYBACK;
3574
3575
3576                 if ((playback_style == INTERPOLATE_PLAYBACK) && Newdemo_do_interpolate) {
3577                         fix d_play = 0;
3578
3579                         if (nd_recorded_total - nd_playback_total < FrameTime) {
3580                                 d_recorded = nd_recorded_total - nd_playback_total;
3581
3582                                 while (nd_recorded_total - nd_playback_total < FrameTime) {
3583                                         object *cur_objs;
3584                                         int i, j, num_objs, level;
3585
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);
3590                                                 break;
3591                                         }
3592                                         for (i = 0; i <= num_objs; i++)
3593                                                 memcpy(&(cur_objs[i]), &(Objects[i]), sizeof(object));
3594
3595                                         level = Current_level_num;
3596                                         if (newdemo_read_frame_information() == -1) {
3597                                                 d_free(cur_objs);
3598                                                 newdemo_stop_playback();
3599                                                 return;
3600                                         }
3601                                         if (level != Current_level_num) {
3602                                                 d_free(cur_objs);
3603                                                 if (newdemo_read_frame_information() == -1)
3604                                                         newdemo_stop_playback();
3605                                                 break;
3606                                         }
3607
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.
3612
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));
3618                                                                 break;
3619                                                         }
3620                                                 }
3621                                         }
3622                                         d_free(cur_objs);
3623                                         d_recorded += nd_recorded_time;
3624                                         base_interpol_time = nd_playback_total - FrameTime;
3625                                 }
3626                         }
3627
3628                         d_play = nd_playback_total - base_interpol_time;
3629                         interpolate_frame(d_play, d_recorded);
3630                         return;
3631                 }
3632                 else {
3633                         //mprintf ((0, "*"));
3634                         if (newdemo_read_frame_information() == -1) {
3635                                 newdemo_stop_playback();
3636                                 return;
3637                         }
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();
3643                                                 return;
3644                                         }
3645                                 }
3646                         }
3647                 }
3648         }
3649 }
3650
3651 void newdemo_start_recording()
3652 {
3653 #ifdef WINDOWS
3654         Newdemo_size=GetFreeDiskSpace();
3655         mprintf((0, "Free space = %d\n", Newdemo_size));
3656 #else
3657         Newdemo_size = GetDiskFree();
3658 #endif
3659
3660         Newdemo_size -= 100000;
3661
3662         if ((Newdemo_size+100000) <  2000000000) {
3663                 if (((int)(Newdemo_size)) < 500000) {
3664 #ifndef MACINTOSH
3665                         nm_messagebox(NULL, 1, TXT_OK, TXT_DEMO_NO_SPACE);
3666 #else
3667                         nm_messagebox(NULL, 1, TXT_OK, "Not enough space on current\ndrive to start demo recording.");
3668 #endif
3669                         return;
3670                 }
3671         }
3672
3673         Newdemo_num_written = 0;
3674         Newdemo_no_space=0;
3675         Newdemo_state = ND_STATE_RECORDING;
3676         outfile = fopen( DEMO_FILENAME, "wb" );
3677
3678 #ifndef MACINTOSH
3679         if (outfile == NULL && errno == ENOENT) {   //dir doesn't exist?
3680 #else
3681         if (outfile == NULL) {                      //dir doesn't exist and no errno on mac!
3682 #endif
3683                 d_mkdir(DEMO_DIR); //try making directory
3684                 outfile = fopen( DEMO_FILENAME, "wb" );
3685         }
3686
3687         if (outfile == NULL)
3688         {
3689                 nm_messagebox(NULL, 1, TXT_OK, "Cannot open demo temp file");
3690                 Newdemo_state = ND_STATE_NORMAL;
3691         }
3692         else
3693                 newdemo_record_start_demo();
3694
3695 }
3696
3697 char demoname_allowed_chars[] = "azAZ09__--";
3698 void newdemo_stop_recording()
3699 {
3700         newmenu_item m[6];
3701         int l, exit;
3702         static char filename[15] = "", *s;
3703         static ubyte tmpcnt = 0;
3704         ubyte cloaked = 0;
3705         char fullname[15+FILENAME_LEN] = DEMO_DIR;
3706         unsigned short byte_count = 0;
3707
3708         exit = 0;
3709
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);
3716                 }
3717                 nd_write_byte(cloaked);
3718                 nd_write_byte(ND_EVENT_EOF);
3719         } else {
3720                 nd_write_short(ND_EVENT_EOF);
3721         }
3722         nd_write_short(ND_EVENT_EOF);
3723         nd_write_int(ND_EVENT_EOF);
3724
3725         byte_count += 10;       // from frame_bytes_written
3726
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);
3732         byte_count += 8;
3733
3734         for (l = 0; l < MAX_PRIMARY_WEAPONS; l++)
3735                 nd_write_short((short)Players[Player_num].primary_ammo[l]);
3736
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));
3740
3741         nd_write_byte(Players[Player_num].laser_level);
3742         byte_count++;
3743
3744         if (Game_mode & GM_MULTI) {
3745                 nd_write_byte((byte)N_players);
3746                 byte_count++;
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);
3753                                 byte_count += 5;
3754                         } else {
3755                                 nd_write_short((short)Players[l].net_killed_total);
3756                                 nd_write_short((short)Players[l].net_kills_total);
3757                                 byte_count += 5;
3758                         }
3759                 }
3760         } else {
3761                 nd_write_int(Players[Player_num].score);
3762                 byte_count += 4;
3763         }
3764         nd_write_short(byte_count);
3765
3766         nd_write_byte(Current_level_num);
3767         nd_write_byte(ND_EVENT_EOF);
3768
3769         l = ftell(outfile);
3770         fclose(outfile);
3771         outfile = NULL;
3772         Newdemo_state = ND_STATE_NORMAL;
3773         gr_palette_load( gr_palette );
3774
3775         if (filename[0] != '\0') {
3776                 int num, i = strlen(filename) - 1;
3777                 char newfile[15];
3778
3779                 while (isdigit(filename[i])) {
3780                         i--;
3781                         if (i == -1)
3782                                 break;
3783                 }
3784                 i++;
3785                 num = atoi(&(filename[i]));
3786                 num++;
3787                 filename[i] = '\0';
3788                 sprintf (newfile, "%s%d", filename, num);
3789                 strncpy(filename, newfile, 8);
3790                 filename[8] = '\0';
3791         }
3792
3793 try_again:
3794         ;
3795
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 );
3808         }
3809         Newmenu_allowed_chars = NULL;
3810
3811         if (exit == -2) {                   // got bumped out from network menu
3812                 char save_file[7+FILENAME_LEN];
3813
3814                 if (filename[0] != '\0') {
3815                         strcpy(save_file, DEMO_DIR);
3816                         strcat(save_file, filename);
3817                         strcat(save_file, ".dem");
3818                 } else
3819                         sprintf (save_file, "%stmp%d.dem", DEMO_DIR, tmpcnt++);
3820                 remove(save_file);
3821                 rename(DEMO_FILENAME, save_file);
3822                 return;
3823         }
3824         if (exit == -1) {               // pressed ESC
3825                 remove(DEMO_FILENAME);      // might as well remove the file
3826                 return;                     // return without doing anything
3827         }
3828
3829         if (filename[0]==0) //null string
3830                 goto try_again;
3831
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);
3836                         goto try_again;
3837                 }
3838
3839         if (Newdemo_no_space)
3840                 strcat(fullname, m[1].text);
3841         else
3842                 strcat(fullname, m[0].text);
3843         strcat(fullname, ".dem");
3844         remove(fullname);
3845         rename(DEMO_FILENAME, fullname);
3846 }
3847
3848 //returns the number of demo files on the disk
3849 int newdemo_count_demos()
3850 {
3851         FILEFINDSTRUCT find;
3852         int NumFiles=0;
3853
3854         if( !FileFindFirst("demos/*.dem", &find ) ) {
3855                 do {
3856                         NumFiles++;
3857                 } while( !FileFindNext( &find ) );
3858                 FileFindClose();
3859         }
3860
3861         return NumFiles;
3862 }
3863
3864 void newdemo_start_playback(char * filename)
3865 {
3866         FILEFINDSTRUCT find;
3867         int rnd_demo = 0;
3868         char filename2[7+FILENAME_LEN] = DEMO_DIR;
3869
3870 #ifdef NETWORK
3871         change_playernum_to(0);
3872 #endif
3873         First_time_playback=1;
3874         JasonPlaybackTotal=0;
3875
3876         if (filename==NULL) {
3877                 // Randomly pick a filename
3878                 int NumFiles = 0, RandFileNum;
3879                 rnd_demo = 1;
3880
3881                 NumFiles = newdemo_count_demos();
3882
3883                 if ( NumFiles == 0 ) {
3884                         return;     // No files found!
3885                 }
3886                 RandFileNum = d_rand() % NumFiles;
3887                 NumFiles = 0;
3888                 if( !FileFindFirst( "demos/*.dem", &find ) ) {
3889                         do {
3890                                 if ( NumFiles==RandFileNum ) {
3891                                         filename = (char *)&find.name;
3892                                         break;
3893                                 }
3894                                 NumFiles++;
3895                         } while( !FileFindNext( &find ) );
3896                         FileFindClose();
3897                 }
3898                 if ( filename==NULL) return;
3899         }
3900
3901         if (!filename)
3902                 return;
3903
3904         strcat(filename2,filename);
3905
3906         infile = fopen( filename2, "rb" );
3907         if (infile==NULL) {
3908                 mprintf( (0, "Error reading '%s'\n", filename ));
3909                 return;
3910         }
3911
3912         nd_bad_read = 0;
3913 #ifdef NETWORK
3914         change_playernum_to(0);                 // force playernum to 0
3915 #endif
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)) {
3919                 fclose(infile);
3920                 return;
3921         }
3922
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));
3928         nd_bad_read = 0;
3929         Newdemo_at_eof = 0;
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
3938 }
3939
3940 void newdemo_stop_playback()
3941 {
3942         fclose( infile );
3943         Newdemo_state = ND_STATE_NORMAL;
3944 #ifdef NETWORK
3945         change_playernum_to(0);             //this is reality
3946 #endif
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
3952 }
3953
3954
3955 #ifndef NDEBUG
3956
3957 #define BUF_SIZE 16384
3958
3959 void newdemo_strip_frames(char *outname, int bytes_to_strip)
3960 {
3961         FILE *outfile;
3962         char *buf;
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;
3966
3967         bytes_done = 0;
3968         total_size = filelength(fileno(infile));
3969         outfile = fopen(outname, "wb");
3970         if (outfile == NULL) {
3971                 newmenu_item m[1];
3972
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();
3976                 return;
3977         }
3978         buf = d_malloc(BUF_SIZE);
3979         if (buf == NULL) {
3980                 newmenu_item m[1];
3981
3982                 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "Can't malloc output buffer";
3983                 newmenu_do( NULL, NULL, 1, m, NULL );
3984                 fclose(outfile);
3985                 newdemo_stop_playback();
3986                 return;
3987         }
3988         newdemo_goto_end();
3989         trailer_start = ftell(infile);
3990         fseek(infile, 11, SEEK_CUR);
3991         bytes_back = 0;
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);
4000         }
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;
4009                 else
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;
4014         }
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);
4022         fclose(outfile);
4023         newdemo_stop_playback();
4024
4025 }
4026
4027 #endif
4028
4029 object DemoRightExtra,DemoLeftExtra;
4030 ubyte DemoDoRight=0,DemoDoLeft=0;
4031
4032 void nd_render_extras (ubyte which,object *obj)
4033 {
4034         ubyte w=which>>4;
4035         ubyte type=which&15;
4036
4037         if (which==255)
4038         {
4039                 Int3(); // how'd we get here?
4040                 do_cockpit_window_view(w,NULL,0,WBU_WEAPON,NULL);
4041                 return;
4042         }
4043
4044         if (w)
4045         {
4046                 memcpy (&DemoRightExtra,obj,sizeof(object));  DemoDoRight=type;
4047         }
4048         else
4049         {
4050                 memcpy (&DemoLeftExtra,obj,sizeof(object)); DemoDoLeft=type;
4051         }
4052
4053 }
4054
4055 void DoJasonInterpolate (fix recorded_time)
4056 {
4057         fix the_delay;
4058
4059         JasonPlaybackTotal+=FrameTime;
4060
4061         if (!First_time_playback)
4062         {
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)
4067                 {
4068                         stop_time();
4069                         timer_delay(the_delay);
4070                         start_time();
4071                 }
4072                 else
4073                 {
4074                         while (JasonPlaybackTotal > nd_recorded_total)
4075                                 if (newdemo_read_frame_information() == -1)
4076                                 {
4077                                         newdemo_stop_playback();
4078                                         return;
4079                                 }
4080
4081                         //the_delay = nd_recorded_total - JasonPlaybackTotal;
4082                         //if (the_delay > f0_0)
4083                         //      timer_delay(the_delay);
4084                 }
4085
4086         }
4087
4088         First_time_playback=0;
4089 }
4090
4091 #ifdef MACINTOSH
4092 #pragma global_optimizer reset
4093 #endif
4094