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added UDP support for win32
[btb/d2x.git] / main / newdemo.c
1 /* $Id: newdemo.c,v 1.14 2003-10-04 03:14:47 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  * Old Log:
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 #include <limits.h>
740 #ifdef __unix__
741 #include <sys/stat.h>
742 #include <sys/types.h>
743 #endif
744
745 #include "u_mem.h"
746 #include "inferno.h"
747 #include "game.h"
748 #include "gr.h"
749 #include "stdlib.h"
750 #include "bm.h"
751 //#include "error.h"
752 #include "mono.h"
753 #include "3d.h"
754 #include "segment.h"
755 #include "texmap.h"
756 #include "laser.h"
757 #include "key.h"
758 #include "gameseg.h"
759
760 #include "object.h"
761 #include "physics.h"
762 #include "slew.h"
763 #include "render.h"
764 #include "wall.h"
765 #include "vclip.h"
766 #include "polyobj.h"
767 #include "fireball.h"
768 #include "laser.h"
769 #include "error.h"
770 #include "ai.h"
771 #include "hostage.h"
772 #include "morph.h"
773
774 #include "powerup.h"
775 #include "fuelcen.h"
776
777 #include "sounds.h"
778 #include "collide.h"
779
780 #include "lighting.h"
781 #include "newdemo.h"
782 #include "gameseq.h"
783 #include "gamesave.h"
784 #include "gamemine.h"
785 #include "switch.h"
786 #include "gauges.h"
787 #include "player.h"
788 #include "vecmat.h"
789 #include "newmenu.h"
790 #include "args.h"
791 #include "palette.h"
792 #include "multi.h"
793 #ifdef NETWORK
794 #include "network.h"
795 #endif
796 #include "text.h"
797 #include "cntrlcen.h"
798 #include "aistruct.h"
799 #include "mission.h"
800 #include "piggy.h"
801 #include "controls.h"
802 #include "d_io.h"
803 #include "timer.h"
804
805 #include "findfile.h"
806
807 #ifdef EDITOR
808 #include "editor/editor.h"
809 #endif
810
811 #ifdef MACINTOSH
812 #pragma global_optimizer off        // pretty much sucks...need to look into this
813 #endif
814
815 void DoJasonInterpolate (fix recorded_time);
816
817 //#include "nocfile.h"
818
819 //Does demo start automatically?
820 int Auto_demo = 0;
821
822 sbyte WasRecorded [MAX_OBJECTS];
823 sbyte ViewWasRecorded[MAX_OBJECTS];
824 sbyte RenderingWasRecorded[32];
825
826 #define ND_EVENT_EOF                0   // EOF
827 #define ND_EVENT_START_DEMO         1   // Followed by 16 character, NULL terminated filename of .SAV file to use
828 #define ND_EVENT_START_FRAME        2   // Followed by integer frame number, then a fix FrameTime
829 #define ND_EVENT_VIEWER_OBJECT      3   // Followed by an object structure
830 #define ND_EVENT_RENDER_OBJECT      4   // Followed by an object structure
831 #define ND_EVENT_SOUND              5   // Followed by int soundum
832 #define ND_EVENT_SOUND_ONCE         6   // Followed by int soundum
833 #define ND_EVENT_SOUND_3D           7   // Followed by int soundum, int angle, int volume
834 #define ND_EVENT_WALL_HIT_PROCESS   8   // Followed by int segnum, int side, fix damage
835 #define ND_EVENT_TRIGGER            9   // Followed by int segnum, int side, int objnum
836 #define ND_EVENT_HOSTAGE_RESCUED    10  // Followed by int hostage_type
837 #define ND_EVENT_SOUND_3D_ONCE      11  // Followed by int soundum, int angle, int volume
838 #define ND_EVENT_MORPH_FRAME        12  // Followed by ? data
839 #define ND_EVENT_WALL_TOGGLE        13  // Followed by int seg, int side
840 #define ND_EVENT_HUD_MESSAGE        14  // Followed by char size, char * string (+null)
841 #define ND_EVENT_CONTROL_CENTER_DESTROYED 15 // Just a simple flag
842 #define ND_EVENT_PALETTE_EFFECT     16  // Followed by short r,g,b
843 #define ND_EVENT_PLAYER_ENERGY      17  // followed by byte energy
844 #define ND_EVENT_PLAYER_SHIELD      18  // followed by byte shields
845 #define ND_EVENT_PLAYER_FLAGS       19  // followed by player flags
846 #define ND_EVENT_PLAYER_WEAPON      20  // followed by weapon type and weapon number
847 #define ND_EVENT_EFFECT_BLOWUP      21  // followed by segment, side, and pnt
848 #define ND_EVENT_HOMING_DISTANCE    22  // followed by homing distance
849 #define ND_EVENT_LETTERBOX          23  // letterbox mode for death seq.
850 #define ND_EVENT_RESTORE_COCKPIT    24  // restore cockpit after death
851 #define ND_EVENT_REARVIEW           25  // going to rear view mode
852 #define ND_EVENT_WALL_SET_TMAP_NUM1 26  // Wall changed
853 #define ND_EVENT_WALL_SET_TMAP_NUM2 27  // Wall changed
854 #define ND_EVENT_NEW_LEVEL          28  // followed by level number
855 #define ND_EVENT_MULTI_CLOAK        29  // followed by player num
856 #define ND_EVENT_MULTI_DECLOAK      30  // followed by player num
857 #define ND_EVENT_RESTORE_REARVIEW   31  // restore cockpit after rearview mode
858 #define ND_EVENT_MULTI_DEATH        32  // with player number
859 #define ND_EVENT_MULTI_KILL         33  // with player number
860 #define ND_EVENT_MULTI_CONNECT      34  // with player number
861 #define ND_EVENT_MULTI_RECONNECT    35  // with player number
862 #define ND_EVENT_MULTI_DISCONNECT   36  // with player number
863 #define ND_EVENT_MULTI_SCORE        37  // playernum / score
864 #define ND_EVENT_PLAYER_SCORE       38  // followed by score
865 #define ND_EVENT_PRIMARY_AMMO       39  // with old/new ammo count
866 #define ND_EVENT_SECONDARY_AMMO     40  // with old/new ammo count
867 #define ND_EVENT_DOOR_OPENING       41  // with segment/side
868 #define ND_EVENT_LASER_LEVEL        42  // no data
869 #define ND_EVENT_PLAYER_AFTERBURNER 43  // followed by byte old ab, current ab
870 #define ND_EVENT_CLOAKING_WALL      44  // info changing while wall cloaking
871 #define ND_EVENT_CHANGE_COCKPIT     45  // change the cockpit
872 #define ND_EVENT_START_GUIDED       46  // switch to guided view
873 #define ND_EVENT_END_GUIDED         47  // stop guided view/return to ship
874 #define ND_EVENT_SECRET_THINGY      48  // 0/1 = secret exit functional/non-functional
875 #define ND_EVENT_LINK_SOUND_TO_OBJ  49  // record digi_link_sound_to_object3
876 #define ND_EVENT_KILL_SOUND_TO_OBJ  50  // record digi_kill_sound_linked_to_object
877
878
879 #define NORMAL_PLAYBACK         0
880 #define SKIP_PLAYBACK           1
881 #define INTERPOLATE_PLAYBACK    2
882 #define INTERPOL_FACTOR         (F1_0 + (F1_0/5))
883
884 #define DEMO_VERSION            15      // last D1 version was 13
885 #define DEMO_GAME_TYPE          3       // 1 was shareware, 2 registered
886
887 #define DEMO_FILENAME           DEMO_DIR "tmpdemo.dem"
888
889 #define DEMO_MAX_LEVELS         29
890
891
892 char nd_save_callsign[CALLSIGN_LEN+1];
893 int Newdemo_state = 0;
894 int Newdemo_vcr_state = 0;
895 int Newdemo_start_frame = -1;
896 unsigned int Newdemo_size;
897 int Newdemo_num_written;
898 int Newdemo_game_mode;
899 int Newdemo_old_cockpit;
900 sbyte Newdemo_no_space;
901 sbyte Newdemo_at_eof;
902 sbyte Newdemo_do_interpolate = 0; // 1
903 sbyte Newdemo_players_cloaked;
904 sbyte Newdemo_warning_given = 0;
905 sbyte Newdemo_cntrlcen_destroyed = 0;
906 static sbyte nd_bad_read;
907 int NewdemoFrameCount;
908 short frame_bytes_written = 0;
909 fix nd_playback_total;
910 fix nd_recorded_total;
911 fix nd_recorded_time;
912 sbyte playback_style;
913 sbyte First_time_playback=1;
914 fix JasonPlaybackTotal=0;
915
916
917 CFILE *infile;
918 CFILE *outfile = NULL;
919
920 int newdemo_get_percent_done() {
921         if ( Newdemo_state == ND_STATE_PLAYBACK ) {
922                 return (cftell(infile) * 100) / Newdemo_size;
923         }
924         if ( Newdemo_state == ND_STATE_RECORDING ) {
925                 return cftell(outfile);
926         }
927         return 0;
928 }
929
930 #define VEL_PRECISION 12
931
932 void my_extract_shortpos(object *objp, shortpos *spp)
933 {
934         int segnum;
935         sbyte *sp;
936
937         sp = spp->bytemat;
938         objp->orient.rvec.x = *sp++ << MATRIX_PRECISION;
939         objp->orient.uvec.x = *sp++ << MATRIX_PRECISION;
940         objp->orient.fvec.x = *sp++ << MATRIX_PRECISION;
941
942         objp->orient.rvec.y = *sp++ << MATRIX_PRECISION;
943         objp->orient.uvec.y = *sp++ << MATRIX_PRECISION;
944         objp->orient.fvec.y = *sp++ << MATRIX_PRECISION;
945
946         objp->orient.rvec.z = *sp++ << MATRIX_PRECISION;
947         objp->orient.uvec.z = *sp++ << MATRIX_PRECISION;
948         objp->orient.fvec.z = *sp++ << MATRIX_PRECISION;
949
950         segnum = spp->segment;
951         objp->segnum = segnum;
952
953         objp->pos.x = (spp->xo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].x;
954         objp->pos.y = (spp->yo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].y;
955         objp->pos.z = (spp->zo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].z;
956
957         objp->mtype.phys_info.velocity.x = (spp->velx << VEL_PRECISION);
958         objp->mtype.phys_info.velocity.y = (spp->vely << VEL_PRECISION);
959         objp->mtype.phys_info.velocity.z = (spp->velz << VEL_PRECISION);
960 }
961
962 int newdemo_read( void *buffer, int elsize, int nelem )
963 {
964         int num_read;
965         num_read = cfread(buffer, elsize, nelem, infile);
966         if (cferror(infile) || cfeof(infile))
967                 nd_bad_read = -1;
968
969         return num_read;
970 }
971
972 int newdemo_find_object( int signature )
973 {
974         int i;
975         object * objp;
976         objp = Objects;
977         for (i=0; i<=Highest_object_index; i++, objp++ ) {
978                 if ( (objp->type != OBJ_NONE) && (objp->signature == signature))
979                         return i;
980         }
981         return -1;
982 }
983
984 int newdemo_write( void *buffer, int elsize, int nelem )
985 {
986         int num_written, total_size;
987
988         total_size = elsize * nelem;
989         frame_bytes_written += total_size;
990         Newdemo_num_written += total_size;
991         Assert(outfile != NULL);
992         num_written = cfwrite(buffer, elsize, nelem, outfile);
993         //if ((Newdemo_num_written > Newdemo_size) && !Newdemo_no_space) {
994         //      Newdemo_no_space=1;
995         //      newdemo_stop_recording();
996         //      return -1;
997         //}
998         if ((Newdemo_num_written > Newdemo_size) && !Newdemo_no_space)
999                 Newdemo_no_space=1;
1000         if (num_written == nelem && !Newdemo_no_space)
1001                 return num_written;
1002
1003         Newdemo_no_space=2;
1004         newdemo_stop_recording();
1005         return -1;
1006 }
1007
1008 /*
1009  *  The next bunch of files taken from Matt's gamesave.c.  We have to modify
1010  *  these since the demo must save more information about objects that
1011  *  just a gamesave
1012 */
1013
1014 static void nd_write_byte(sbyte b)
1015 {
1016         newdemo_write(&b, 1, 1);
1017 }
1018
1019 static void nd_write_short(short s)
1020 {
1021         newdemo_write(&s, 2, 1);
1022 }
1023
1024 static void nd_write_int(int i)
1025 {
1026         newdemo_write(&i, 4, 1);
1027 }
1028
1029 static void nd_write_string(char *str)
1030 {
1031         nd_write_byte(strlen(str) + 1);
1032         newdemo_write(str, strlen(str) + 1, 1);
1033 }
1034
1035 static void nd_write_fix(fix f)
1036 {
1037         newdemo_write(&f, sizeof(fix), 1);
1038 }
1039
1040 static void nd_write_fixang(fixang f)
1041 {
1042         newdemo_write(&f, sizeof(fixang), 1);
1043 }
1044
1045 static void nd_write_vector(vms_vector *v)
1046 {
1047         nd_write_fix(v->x);
1048         nd_write_fix(v->y);
1049         nd_write_fix(v->z);
1050 }
1051
1052 static void nd_write_angvec(vms_angvec *v)
1053 {
1054         nd_write_fixang(v->p);
1055         nd_write_fixang(v->b);
1056         nd_write_fixang(v->h);
1057 }
1058
1059 void nd_write_shortpos(object *obj)
1060 {
1061         int i;
1062         shortpos sp;
1063         ubyte render_type;
1064
1065         create_shortpos(&sp, obj, 0);
1066
1067         render_type = obj->render_type;
1068         if (((render_type == RT_POLYOBJ) || (render_type == RT_HOSTAGE) || (render_type == RT_MORPH)) || (obj->type == OBJ_CAMERA)) {
1069                 for (i = 0; i < 9; i++)
1070                         nd_write_byte(sp.bytemat[i]);
1071                 for (i = 0; i < 9; i++) {
1072                         if (sp.bytemat[i] != 0)
1073                                 break;
1074                 }
1075                 if (i == 9) {
1076                         Int3();         // contact Allender about this.
1077                 }
1078         }
1079
1080         nd_write_short(sp.xo);
1081         nd_write_short(sp.yo);
1082         nd_write_short(sp.zo);
1083         nd_write_short(sp.segment);
1084         nd_write_short(sp.velx);
1085         nd_write_short(sp.vely);
1086         nd_write_short(sp.velz);
1087 }
1088
1089 static void nd_read_byte(sbyte *b)
1090 {
1091         newdemo_read(b, 1, 1);
1092 }
1093
1094 static void nd_read_short(short *s)
1095 {
1096         newdemo_read(s, 2, 1);
1097 }
1098
1099 static void nd_read_int(int *i)
1100 {
1101         newdemo_read(i, 4, 1);
1102 }
1103
1104 static void nd_read_string(char *str)
1105 {
1106         sbyte len;
1107
1108         nd_read_byte(&len);
1109         newdemo_read(str, len, 1);
1110 }
1111
1112 static void nd_read_fix(fix *f)
1113 {
1114         newdemo_read(f, sizeof(fix), 1);
1115 }
1116
1117 static void nd_read_fixang(fixang *f)
1118 {
1119         newdemo_read(f, sizeof(fixang), 1);
1120 }
1121
1122 static void nd_read_vector(vms_vector *v)
1123 {
1124         nd_read_fix(&(v->x));
1125         nd_read_fix(&(v->y));
1126         nd_read_fix(&(v->z));
1127 }
1128
1129 static void nd_read_angvec(vms_angvec *v)
1130 {
1131         nd_read_fixang(&(v->p));
1132         nd_read_fixang(&(v->b));
1133         nd_read_fixang(&(v->h));
1134 }
1135
1136 static void nd_read_shortpos(object *obj)
1137 {
1138         shortpos sp;
1139         int i;
1140         ubyte render_type;
1141
1142         render_type = obj->render_type;
1143         if (((render_type == RT_POLYOBJ) || (render_type == RT_HOSTAGE) || (render_type == RT_MORPH)) || (obj->type == OBJ_CAMERA)) {
1144                 for (i = 0; i < 9; i++)
1145                         nd_read_byte(&(sp.bytemat[i]));
1146         }
1147
1148         nd_read_short(&(sp.xo));
1149         nd_read_short(&(sp.yo));
1150         nd_read_short(&(sp.zo));
1151         nd_read_short(&(sp.segment));
1152         nd_read_short(&(sp.velx));
1153         nd_read_short(&(sp.vely));
1154         nd_read_short(&(sp.velz));
1155
1156         my_extract_shortpos(obj, &sp);
1157         if ((obj->id == VCLIP_MORPHING_ROBOT) && (render_type == RT_FIREBALL) && (obj->control_type == CT_EXPLOSION))
1158                 extract_orient_from_segment(&obj->orient,&Segments[obj->segnum]);
1159
1160 }
1161
1162 object *prev_obj=NULL;      //ptr to last object read in
1163
1164 void nd_read_object(object *obj)
1165 {
1166         memset(obj, 0, sizeof(object));
1167
1168         /*
1169          * Do render type first, since with render_type == RT_NONE, we
1170          * blow by all other object information
1171          */
1172         nd_read_byte(&(obj->render_type));
1173         nd_read_byte(&(obj->type));
1174         if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
1175                 return;
1176
1177         nd_read_byte(&(obj->id));
1178         nd_read_byte(&(obj->flags));
1179         nd_read_short((short *)&(obj->signature));
1180         nd_read_shortpos(obj);
1181
1182         if ((obj->type == OBJ_ROBOT) && (obj->id == SPECIAL_REACTOR_ROBOT))
1183                 Int3();
1184
1185         obj->attached_obj = -1;
1186
1187         switch(obj->type) {
1188
1189         case OBJ_HOSTAGE:
1190                 obj->control_type = CT_POWERUP;
1191                 obj->movement_type = MT_NONE;
1192                 obj->size = HOSTAGE_SIZE;
1193                 break;
1194
1195         case OBJ_ROBOT:
1196                 obj->control_type = CT_AI;
1197                 // (MarkA and MikeK said we should not do the crazy last secret stuff with multiple reactors...
1198                 // This necessary code is our vindication. --MK, 2/15/96)
1199                 if (obj->id != SPECIAL_REACTOR_ROBOT)
1200                         obj->movement_type = MT_PHYSICS;
1201                 else
1202                         obj->movement_type = MT_NONE;
1203                 obj->size = Polygon_models[Robot_info[obj->id].model_num].rad;
1204                 obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
1205                 obj->rtype.pobj_info.subobj_flags = 0;
1206                 obj->ctype.ai_info.CLOAKED = (Robot_info[obj->id].cloak_type?1:0);
1207                 break;
1208
1209         case OBJ_POWERUP:
1210                 obj->control_type = CT_POWERUP;
1211                 nd_read_byte(&(obj->movement_type));        // might have physics movement
1212                 obj->size = Powerup_info[obj->id].size;
1213                 break;
1214
1215         case OBJ_PLAYER:
1216                 obj->control_type = CT_NONE;
1217                 obj->movement_type = MT_PHYSICS;
1218                 obj->size = Polygon_models[Player_ship->model_num].rad;
1219                 obj->rtype.pobj_info.model_num = Player_ship->model_num;
1220                 obj->rtype.pobj_info.subobj_flags = 0;
1221                 break;
1222
1223         case OBJ_CLUTTER:
1224                 obj->control_type = CT_NONE;
1225                 obj->movement_type = MT_NONE;
1226                 obj->size = Polygon_models[obj->id].rad;
1227                 obj->rtype.pobj_info.model_num = obj->id;
1228                 obj->rtype.pobj_info.subobj_flags = 0;
1229                 break;
1230
1231         default:
1232                 nd_read_byte(&(obj->control_type));
1233                 nd_read_byte(&(obj->movement_type));
1234                 nd_read_fix(&(obj->size));
1235                 break;
1236         }
1237
1238
1239         nd_read_vector(&(obj->last_pos));
1240         if ((obj->type == OBJ_WEAPON) && (obj->render_type == RT_WEAPON_VCLIP))
1241                 nd_read_fix(&(obj->lifeleft));
1242         else {
1243                 ubyte b;
1244
1245                 nd_read_byte(&b);
1246                 obj->lifeleft = (fix)b;
1247                 // MWA old way -- won't work with big endian machines       nd_read_byte((ubyte *)&(obj->lifeleft));
1248                 obj->lifeleft = (fix)((int)obj->lifeleft << 12);
1249         }
1250
1251         if (obj->type == OBJ_ROBOT) {
1252                 if (Robot_info[obj->id].boss_flag) {
1253                         sbyte cloaked;
1254
1255                         nd_read_byte(&cloaked);
1256                         obj->ctype.ai_info.CLOAKED = cloaked;
1257                 }
1258         }
1259
1260         switch (obj->movement_type) {
1261
1262         case MT_PHYSICS:
1263                 nd_read_vector(&(obj->mtype.phys_info.velocity));
1264                 nd_read_vector(&(obj->mtype.phys_info.thrust));
1265                 break;
1266
1267         case MT_SPINNING:
1268                 nd_read_vector(&(obj->mtype.spin_rate));
1269                 break;
1270
1271         case MT_NONE:
1272                 break;
1273
1274         default:
1275                 Int3();
1276         }
1277
1278         switch (obj->control_type) {
1279
1280         case CT_EXPLOSION:
1281
1282                 nd_read_fix(&(obj->ctype.expl_info.spawn_time));
1283                 nd_read_fix(&(obj->ctype.expl_info.delete_time));
1284                 nd_read_short(&(obj->ctype.expl_info.delete_objnum));
1285
1286                 obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
1287
1288                 if (obj->flags & OF_ATTACHED) {     //attach to previous object
1289                         Assert(prev_obj!=NULL);
1290                         if (prev_obj->control_type == CT_EXPLOSION) {
1291                                 if (prev_obj->flags & OF_ATTACHED && prev_obj->ctype.expl_info.attach_parent!=-1)
1292                                         obj_attach(&Objects[prev_obj->ctype.expl_info.attach_parent],obj);
1293                                 else
1294                                         obj->flags &= ~OF_ATTACHED;
1295                         }
1296                         else
1297                                 obj_attach(prev_obj,obj);
1298                 }
1299
1300                 break;
1301
1302         case CT_LIGHT:
1303                 nd_read_fix(&(obj->ctype.light_info.intensity));
1304                 break;
1305
1306         case CT_AI:
1307         case CT_WEAPON:
1308         case CT_NONE:
1309         case CT_FLYING:
1310         case CT_DEBRIS:
1311         case CT_POWERUP:
1312         case CT_SLEW:
1313         case CT_CNTRLCEN:
1314         case CT_REMOTE:
1315         case CT_MORPH:
1316                 break;
1317
1318         case CT_FLYTHROUGH:
1319         case CT_REPAIRCEN:
1320         default:
1321                 Int3();
1322
1323         }
1324
1325         switch (obj->render_type) {
1326
1327         case RT_NONE:
1328                 break;
1329
1330         case RT_MORPH:
1331         case RT_POLYOBJ: {
1332                 int i, tmo;
1333
1334                 if ((obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_CLUTTER)) {
1335                         nd_read_int(&(obj->rtype.pobj_info.model_num));
1336                         nd_read_int(&(obj->rtype.pobj_info.subobj_flags));
1337                 }
1338
1339                 if ((obj->type != OBJ_PLAYER) && (obj->type != OBJ_DEBRIS))
1340 #if 0
1341                         for (i=0;i<MAX_SUBMODELS;i++)
1342                                 nd_read_angvec(&(obj->pobj_info.anim_angles[i]));
1343 #endif
1344                 for (i = 0; i < Polygon_models[obj->rtype.pobj_info.model_num].n_models; i++)
1345                         nd_read_angvec(&obj->rtype.pobj_info.anim_angles[i]);
1346
1347                 nd_read_int(&tmo);
1348
1349 #ifndef EDITOR
1350                 obj->rtype.pobj_info.tmap_override = tmo;
1351 #else
1352                 if (tmo==-1)
1353                         obj->rtype.pobj_info.tmap_override = -1;
1354                 else {
1355                         int xlated_tmo = tmap_xlate_table[tmo];
1356                         if (xlated_tmo < 0) {
1357                                 //mprintf( (0, "Couldn't find texture for demo object, model_num = %d\n", obj->pobj_info.model_num));
1358                                 Int3();
1359                                 xlated_tmo = 0;
1360                         }
1361                         obj->rtype.pobj_info.tmap_override = xlated_tmo;
1362                 }
1363 #endif
1364
1365                 break;
1366         }
1367
1368         case RT_POWERUP:
1369         case RT_WEAPON_VCLIP:
1370         case RT_FIREBALL:
1371         case RT_HOSTAGE:
1372                 nd_read_int(&(obj->rtype.vclip_info.vclip_num));
1373                 nd_read_fix(&(obj->rtype.vclip_info.frametime));
1374                 nd_read_byte(&(obj->rtype.vclip_info.framenum));
1375                 break;
1376
1377         case RT_LASER:
1378                 break;
1379
1380         default:
1381                 Int3();
1382
1383         }
1384
1385         prev_obj = obj;
1386 }
1387
1388 void nd_write_object(object *obj)
1389 {
1390         int life;
1391
1392         if ((obj->type == OBJ_ROBOT) && (obj->id == SPECIAL_REACTOR_ROBOT))
1393                 Int3();
1394
1395         /*
1396          * Do render_type first so on read, we can make determination of
1397          * what else to read in
1398          */
1399         nd_write_byte(obj->render_type);
1400         nd_write_byte(obj->type);
1401         if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
1402                 return;
1403
1404         nd_write_byte(obj->id);
1405         nd_write_byte(obj->flags);
1406         nd_write_short((short)obj->signature);
1407         nd_write_shortpos(obj);
1408
1409         if ((obj->type != OBJ_HOSTAGE) && (obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_POWERUP) && (obj->type != OBJ_CLUTTER)) {
1410                 nd_write_byte(obj->control_type);
1411                 nd_write_byte(obj->movement_type);
1412                 nd_write_fix(obj->size);
1413         }
1414         if (obj->type == OBJ_POWERUP)
1415                 nd_write_byte(obj->movement_type);
1416
1417         nd_write_vector(&obj->last_pos);
1418
1419         if ((obj->type == OBJ_WEAPON) && (obj->render_type == RT_WEAPON_VCLIP))
1420                 nd_write_fix(obj->lifeleft);
1421         else {
1422                 life = (int)obj->lifeleft;
1423                 life = life >> 12;
1424                 if (life > 255)
1425                         life = 255;
1426                 nd_write_byte((ubyte)life);
1427         }
1428
1429         if (obj->type == OBJ_ROBOT) {
1430                 if (Robot_info[obj->id].boss_flag) {
1431                         if ((GameTime > Boss_cloak_start_time) && (GameTime < Boss_cloak_end_time))
1432                                 nd_write_byte(1);
1433                         else
1434                                 nd_write_byte(0);
1435                 }
1436         }
1437
1438         switch (obj->movement_type) {
1439
1440         case MT_PHYSICS:
1441                 nd_write_vector(&obj->mtype.phys_info.velocity);
1442                 nd_write_vector(&obj->mtype.phys_info.thrust);
1443                 break;
1444
1445         case MT_SPINNING:
1446                 nd_write_vector(&obj->mtype.spin_rate);
1447                 break;
1448
1449         case MT_NONE:
1450                 break;
1451
1452         default:
1453                 Int3();
1454         }
1455
1456         switch (obj->control_type) {
1457
1458         case CT_AI:
1459                 break;
1460
1461         case CT_EXPLOSION:
1462                 nd_write_fix(obj->ctype.expl_info.spawn_time);
1463                 nd_write_fix(obj->ctype.expl_info.delete_time);
1464                 nd_write_short(obj->ctype.expl_info.delete_objnum);
1465                 break;
1466
1467         case CT_WEAPON:
1468                 break;
1469
1470         case CT_LIGHT:
1471
1472                 nd_write_fix(obj->ctype.light_info.intensity);
1473                 break;
1474
1475         case CT_NONE:
1476         case CT_FLYING:
1477         case CT_DEBRIS:
1478         case CT_POWERUP:
1479         case CT_SLEW:       //the player is generally saved as slew
1480         case CT_CNTRLCEN:
1481         case CT_REMOTE:
1482         case CT_MORPH:
1483                 break;
1484
1485         case CT_REPAIRCEN:
1486         case CT_FLYTHROUGH:
1487         default:
1488                 Int3();
1489
1490         }
1491
1492         switch (obj->render_type) {
1493
1494         case RT_NONE:
1495                 break;
1496
1497         case RT_MORPH:
1498         case RT_POLYOBJ: {
1499                 int i;
1500
1501                 if ((obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_CLUTTER)) {
1502                         nd_write_int(obj->rtype.pobj_info.model_num);
1503                         nd_write_int(obj->rtype.pobj_info.subobj_flags);
1504                 }
1505
1506                 if ((obj->type != OBJ_PLAYER) && (obj->type != OBJ_DEBRIS))
1507 #if 0
1508                         for (i=0;i<MAX_SUBMODELS;i++)
1509                                 nd_write_angvec(&obj->pobj_info.anim_angles[i]);
1510 #endif
1511                 for (i = 0; i < Polygon_models[obj->rtype.pobj_info.model_num].n_models; i++)
1512                         nd_write_angvec(&obj->rtype.pobj_info.anim_angles[i]);
1513
1514                 nd_write_int(obj->rtype.pobj_info.tmap_override);
1515
1516                 break;
1517         }
1518
1519         case RT_POWERUP:
1520         case RT_WEAPON_VCLIP:
1521         case RT_FIREBALL:
1522         case RT_HOSTAGE:
1523                 nd_write_int(obj->rtype.vclip_info.vclip_num);
1524                 nd_write_fix(obj->rtype.vclip_info.frametime);
1525                 nd_write_byte(obj->rtype.vclip_info.framenum);
1526                 break;
1527
1528         case RT_LASER:
1529                 break;
1530
1531         default:
1532                 Int3();
1533
1534         }
1535
1536 }
1537
1538 int JustStartedRecording=0,JustStartedPlayback=0;
1539
1540 void newdemo_record_start_demo()
1541 {
1542         int i;
1543
1544         stop_time();
1545         nd_write_byte(ND_EVENT_START_DEMO);
1546         nd_write_byte(DEMO_VERSION);
1547         nd_write_byte(DEMO_GAME_TYPE);
1548         nd_write_fix(GameTime);
1549
1550 #ifdef NETWORK
1551         if (Game_mode & GM_MULTI)
1552                 nd_write_int(Game_mode | (Player_num << 16));
1553         else
1554 #endif
1555                 // NOTE LINK TO ABOVE!!!
1556                 nd_write_int(Game_mode);
1557 #ifdef NETWORK
1558
1559         if (Game_mode & GM_TEAM) {
1560                 nd_write_byte(Netgame.team_vector);
1561                 nd_write_string(Netgame.team_name[0]);
1562                 nd_write_string(Netgame.team_name[1]);
1563         }
1564
1565         if (Game_mode & GM_MULTI) {
1566                 nd_write_byte((sbyte)N_players);
1567                 for (i = 0; i < N_players; i++) {
1568                         nd_write_string(Players[i].callsign);
1569                         nd_write_byte(Players[i].connected);
1570
1571                         if (Game_mode & GM_MULTI_COOP) {
1572                                 nd_write_int(Players[i].score);
1573                         } else {
1574                                 nd_write_short((short)Players[i].net_killed_total);
1575                                 nd_write_short((short)Players[i].net_kills_total);
1576                         }
1577                 }
1578         } else
1579 #endif
1580                 // NOTE LINK TO ABOVE!!!
1581                 nd_write_int(Players[Player_num].score);
1582
1583         for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
1584                 nd_write_short((short)Players[Player_num].primary_ammo[i]);
1585
1586         for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
1587                 nd_write_short((short)Players[Player_num].secondary_ammo[i]);
1588
1589         nd_write_byte((sbyte)Players[Player_num].laser_level);
1590
1591 //  Support for missions added here
1592
1593         nd_write_string(Current_mission_filename);
1594
1595         nd_write_byte((sbyte)(f2ir(Players[Player_num].energy)));
1596         nd_write_byte((sbyte)(f2ir(Players[Player_num].shields)));
1597         nd_write_int(Players[Player_num].flags);        // be sure players flags are set
1598         nd_write_byte((sbyte)Primary_weapon);
1599         nd_write_byte((sbyte)Secondary_weapon);
1600         Newdemo_start_frame = FrameCount;
1601         JustStartedRecording=1;
1602
1603         newdemo_set_new_level(Current_level_num);
1604         start_time();
1605
1606 }
1607
1608 void newdemo_record_start_frame(int frame_number, fix frame_time )
1609 {
1610         int i;
1611
1612         if (Newdemo_no_space) {
1613                 newdemo_stop_playback();
1614                 return;
1615         }
1616
1617         stop_time();
1618
1619         for (i=0;i<MAX_OBJECTS;i++)
1620         {
1621                 WasRecorded[i]=0;
1622                 ViewWasRecorded[i]=0;
1623         }
1624         for (i=0;i<32;i++)
1625                 RenderingWasRecorded[i]=0;
1626
1627         frame_number -= Newdemo_start_frame;
1628
1629         Assert(frame_number >= 0 );
1630
1631         nd_write_byte(ND_EVENT_START_FRAME);
1632         nd_write_short(frame_bytes_written - 1);        // from previous frame
1633         frame_bytes_written=3;
1634         nd_write_int(frame_number);
1635         nd_write_int(frame_time);
1636         start_time();
1637
1638 }
1639
1640 void newdemo_record_render_object(object * obj)
1641 {
1642         if (ViewWasRecorded[obj-Objects])
1643                 return;
1644
1645         //if (obj==&Objects[Players[Player_num].objnum] && !Player_is_dead)
1646         //      return;
1647
1648         stop_time();
1649         nd_write_byte(ND_EVENT_RENDER_OBJECT);
1650         nd_write_object(obj);
1651         start_time();
1652 }
1653
1654 extern ubyte RenderingType;
1655
1656 void newdemo_record_viewer_object(object * obj)
1657 {
1658
1659         if (ViewWasRecorded[obj-Objects] && (ViewWasRecorded[obj-Objects]-1)==RenderingType)
1660                 return;
1661         //if (WasRecorded[obj-Objects])
1662         //      return;
1663         if (RenderingWasRecorded[RenderingType])
1664                 return;
1665
1666         ViewWasRecorded[obj-Objects]=RenderingType+1;
1667         RenderingWasRecorded[RenderingType]=1;
1668         stop_time();
1669         nd_write_byte(ND_EVENT_VIEWER_OBJECT);
1670         nd_write_byte(RenderingType);
1671         nd_write_object(obj);
1672         start_time();
1673 }
1674
1675 void newdemo_record_sound( int soundno )
1676 {
1677         stop_time();
1678         nd_write_byte(ND_EVENT_SOUND);
1679         nd_write_int( soundno );
1680         start_time();
1681 }
1682
1683 //--unused-- void newdemo_record_sound_once( int soundno ) {
1684 //--unused--    stop_time();
1685 //--unused--    nd_write_byte( ND_EVENT_SOUND_ONCE );
1686 //--unused--    nd_write_int( soundno );
1687 //--unused--    start_time();
1688 //--unused-- }
1689 //--unused--
1690
1691 void newdemo_record_cockpit_change (int mode)
1692 {
1693         stop_time();
1694         nd_write_byte (ND_EVENT_CHANGE_COCKPIT);
1695         nd_write_int(mode);
1696         start_time();
1697 }
1698
1699
1700 void newdemo_record_sound_3d( int soundno, int angle, int volume )
1701 {
1702         stop_time();
1703         nd_write_byte( ND_EVENT_SOUND_3D );
1704         nd_write_int( soundno );
1705         nd_write_int( angle );
1706         nd_write_int( volume );
1707         start_time();
1708 }
1709
1710 void newdemo_record_sound_3d_once( int soundno, int angle, int volume )
1711 {
1712         stop_time();
1713         nd_write_byte( ND_EVENT_SOUND_3D_ONCE );
1714         nd_write_int( soundno );
1715         nd_write_int( angle );
1716         nd_write_int( volume );
1717         start_time();
1718 }
1719
1720
1721 void newdemo_record_link_sound_to_object3( int soundno, short objnum, fix max_volume, fix  max_distance, int loop_start, int loop_end )
1722 {
1723         stop_time();
1724         nd_write_byte( ND_EVENT_LINK_SOUND_TO_OBJ );
1725         nd_write_int( soundno );
1726         nd_write_int( Objects[objnum].signature );
1727         nd_write_int( max_volume );
1728         nd_write_int( max_distance );
1729         nd_write_int( loop_start );
1730         nd_write_int( loop_end );
1731         start_time();
1732 }
1733
1734 void newdemo_record_kill_sound_linked_to_object( int objnum )
1735 {
1736         stop_time();
1737         nd_write_byte( ND_EVENT_KILL_SOUND_TO_OBJ );
1738         nd_write_int( Objects[objnum].signature );
1739         start_time();
1740 }
1741
1742
1743 void newdemo_record_wall_hit_process( int segnum, int side, int damage, int playernum )
1744 {
1745         stop_time();
1746         //segnum = segnum;
1747         //side = side;
1748         //damage = damage;
1749         //playernum = playernum;
1750         nd_write_byte( ND_EVENT_WALL_HIT_PROCESS );
1751         nd_write_int( segnum );
1752         nd_write_int( side );
1753         nd_write_int( damage );
1754         nd_write_int( playernum );
1755         start_time();
1756 }
1757
1758 void newdemo_record_guided_start ()
1759 {
1760         nd_write_byte (ND_EVENT_START_GUIDED);
1761 }
1762
1763 void newdemo_record_guided_end ()
1764 {
1765         nd_write_byte (ND_EVENT_END_GUIDED);
1766 }
1767
1768 void newdemo_record_secret_exit_blown(int truth)
1769 {
1770         stop_time();
1771         nd_write_byte( ND_EVENT_SECRET_THINGY );
1772         nd_write_int( truth );
1773         start_time();
1774 }
1775
1776 void newdemo_record_trigger( int segnum, int side, int objnum,int shot )
1777 {
1778         stop_time();
1779         nd_write_byte( ND_EVENT_TRIGGER );
1780         nd_write_int( segnum );
1781         nd_write_int( side );
1782         nd_write_int( objnum );
1783         nd_write_int(shot);
1784         start_time();
1785 }
1786
1787 void newdemo_record_hostage_rescued( int hostage_number ) {
1788         stop_time();
1789         nd_write_byte( ND_EVENT_HOSTAGE_RESCUED );
1790         nd_write_int( hostage_number );
1791         start_time();
1792 }
1793
1794 void newdemo_record_morph_frame(morph_data *md)
1795 {
1796         stop_time();
1797
1798         nd_write_byte( ND_EVENT_MORPH_FRAME );
1799 #if 0
1800         newdemo_write( md->morph_vecs, sizeof(md->morph_vecs), 1 );
1801         newdemo_write( md->submodel_active, sizeof(md->submodel_active), 1 );
1802         newdemo_write( md->submodel_startpoints, sizeof(md->submodel_startpoints), 1 );
1803 #endif
1804         nd_write_object( md->obj );
1805         start_time();
1806 }
1807
1808 void newdemo_record_wall_toggle( int segnum, int side )
1809 {
1810         stop_time();
1811         nd_write_byte( ND_EVENT_WALL_TOGGLE );
1812         nd_write_int( segnum );
1813         nd_write_int( side );
1814         start_time();
1815 }
1816
1817 void newdemo_record_control_center_destroyed()
1818 {
1819         stop_time();
1820         nd_write_byte( ND_EVENT_CONTROL_CENTER_DESTROYED );
1821         nd_write_int( Countdown_seconds_left );
1822         start_time();
1823 }
1824
1825 void newdemo_record_hud_message( char * message )
1826 {
1827         stop_time();
1828         nd_write_byte( ND_EVENT_HUD_MESSAGE );
1829         nd_write_string(message);
1830         start_time();
1831 }
1832
1833 void newdemo_record_palette_effect(short r, short g, short b )
1834 {
1835         stop_time();
1836         nd_write_byte( ND_EVENT_PALETTE_EFFECT );
1837         nd_write_short( r );
1838         nd_write_short( g );
1839         nd_write_short( b );
1840         start_time();
1841 }
1842
1843 void newdemo_record_player_energy(int old_energy, int energy)
1844 {
1845         stop_time();
1846         nd_write_byte( ND_EVENT_PLAYER_ENERGY );
1847         nd_write_byte((sbyte) old_energy);
1848         nd_write_byte((sbyte) energy);
1849         start_time();
1850 }
1851
1852 void newdemo_record_player_afterburner(fix old_afterburner, fix afterburner)
1853 {
1854         stop_time();
1855         nd_write_byte( ND_EVENT_PLAYER_AFTERBURNER );
1856         nd_write_byte((sbyte) (old_afterburner>>9));
1857         nd_write_byte((sbyte) (afterburner>>9));
1858         start_time();
1859 }
1860
1861 void newdemo_record_player_shields(int old_shield, int shield)
1862 {
1863         stop_time();
1864         nd_write_byte( ND_EVENT_PLAYER_SHIELD );
1865         nd_write_byte((sbyte)old_shield);
1866         nd_write_byte((sbyte)shield);
1867         start_time();
1868 }
1869
1870 void newdemo_record_player_flags(uint oflags, uint flags)
1871 {
1872         stop_time();
1873         nd_write_byte( ND_EVENT_PLAYER_FLAGS );
1874         nd_write_int(((short)oflags << 16) | (short)flags);
1875         start_time();
1876 }
1877
1878 void newdemo_record_player_weapon(int weapon_type, int weapon_num)
1879 {
1880         stop_time();
1881         nd_write_byte( ND_EVENT_PLAYER_WEAPON );
1882         nd_write_byte((sbyte)weapon_type);
1883         nd_write_byte((sbyte)weapon_num);
1884         if (weapon_type)
1885                 nd_write_byte((sbyte)Secondary_weapon);
1886         else
1887                 nd_write_byte((sbyte)Primary_weapon);
1888         start_time();
1889 }
1890
1891 void newdemo_record_effect_blowup(short segment, int side, vms_vector *pnt)
1892 {
1893         stop_time();
1894         nd_write_byte (ND_EVENT_EFFECT_BLOWUP);
1895         nd_write_short(segment);
1896         nd_write_byte((sbyte)side);
1897         nd_write_vector(pnt);
1898         start_time();
1899 }
1900
1901 void newdemo_record_homing_distance(fix distance)
1902 {
1903         stop_time();
1904         nd_write_byte(ND_EVENT_HOMING_DISTANCE);
1905         nd_write_short((short)(distance>>16));
1906         start_time();
1907 }
1908
1909 void newdemo_record_letterbox(void)
1910 {
1911         stop_time();
1912         nd_write_byte(ND_EVENT_LETTERBOX);
1913         start_time();
1914 }
1915
1916 void newdemo_record_rearview(void)
1917 {
1918         stop_time();
1919         nd_write_byte(ND_EVENT_REARVIEW);
1920         start_time();
1921 }
1922
1923 void newdemo_record_restore_cockpit(void)
1924 {
1925         stop_time();
1926         nd_write_byte(ND_EVENT_RESTORE_COCKPIT);
1927         start_time();
1928 }
1929
1930 void newdemo_record_restore_rearview(void)
1931 {
1932         stop_time();
1933         nd_write_byte(ND_EVENT_RESTORE_REARVIEW);
1934         start_time();
1935 }
1936
1937 void newdemo_record_wall_set_tmap_num1(short seg,ubyte side,short cseg,ubyte cside,short tmap)
1938 {
1939         stop_time();
1940         nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM1);
1941         nd_write_short(seg);
1942         nd_write_byte(side);
1943         nd_write_short(cseg);
1944         nd_write_byte(cside);
1945         nd_write_short(tmap);
1946         start_time();
1947 }
1948
1949 void newdemo_record_wall_set_tmap_num2(short seg,ubyte side,short cseg,ubyte cside,short tmap)
1950 {
1951         stop_time();
1952         nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM2);
1953         nd_write_short(seg);
1954         nd_write_byte(side);
1955         nd_write_short(cseg);
1956         nd_write_byte(cside);
1957         nd_write_short(tmap);
1958         start_time();
1959 }
1960
1961 void newdemo_record_multi_cloak(int pnum)
1962 {
1963         stop_time();
1964         nd_write_byte(ND_EVENT_MULTI_CLOAK);
1965         nd_write_byte((sbyte)pnum);
1966         start_time();
1967 }
1968
1969 void newdemo_record_multi_decloak(int pnum)
1970 {
1971         stop_time();
1972         nd_write_byte(ND_EVENT_MULTI_DECLOAK);
1973         nd_write_byte((sbyte)pnum);
1974         start_time();
1975 }
1976
1977 void newdemo_record_multi_death(int pnum)
1978 {
1979         stop_time();
1980         nd_write_byte(ND_EVENT_MULTI_DEATH);
1981         nd_write_byte((sbyte)pnum);
1982         start_time();
1983 }
1984
1985 void newdemo_record_multi_kill(int pnum, sbyte kill)
1986 {
1987         stop_time();
1988         nd_write_byte(ND_EVENT_MULTI_KILL);
1989         nd_write_byte((sbyte)pnum);
1990         nd_write_byte(kill);
1991         start_time();
1992 }
1993
1994 void newdemo_record_multi_connect(int pnum, int new_player, char *new_callsign)
1995 {
1996         stop_time();
1997         nd_write_byte(ND_EVENT_MULTI_CONNECT);
1998         nd_write_byte((sbyte)pnum);
1999         nd_write_byte((sbyte)new_player);
2000         if (!new_player) {
2001                 nd_write_string(Players[pnum].callsign);
2002                 nd_write_int(Players[pnum].net_killed_total);
2003                 nd_write_int(Players[pnum].net_kills_total);
2004         }
2005         nd_write_string(new_callsign);
2006         start_time();
2007 }
2008
2009 void newdemo_record_multi_reconnect(int pnum)
2010 {
2011         stop_time();
2012         nd_write_byte(ND_EVENT_MULTI_RECONNECT);
2013         nd_write_byte((sbyte)pnum);
2014         start_time();
2015 }
2016
2017 void newdemo_record_multi_disconnect(int pnum)
2018 {
2019         stop_time();
2020         nd_write_byte(ND_EVENT_MULTI_DISCONNECT);
2021         nd_write_byte((sbyte)pnum);
2022         start_time();
2023 }
2024
2025 void newdemo_record_player_score(int score)
2026 {
2027         stop_time();
2028         nd_write_byte(ND_EVENT_PLAYER_SCORE);
2029         nd_write_int(score);
2030         start_time();
2031 }
2032
2033 void newdemo_record_multi_score(int pnum, int score)
2034 {
2035         stop_time();
2036         nd_write_byte(ND_EVENT_MULTI_SCORE);
2037         nd_write_byte((sbyte)pnum);
2038         nd_write_int(score - Players[pnum].score);      // called before score is changed!!!!
2039         start_time();
2040 }
2041
2042 void newdemo_record_primary_ammo(int old_ammo, int new_ammo)
2043 {
2044         stop_time();
2045         nd_write_byte(ND_EVENT_PRIMARY_AMMO);
2046         if (old_ammo < 0)
2047                 nd_write_short((short)new_ammo);
2048         else
2049                 nd_write_short((short)old_ammo);
2050         nd_write_short((short)new_ammo);
2051         start_time();
2052 }
2053
2054 void newdemo_record_secondary_ammo(int old_ammo, int new_ammo)
2055 {
2056         stop_time();
2057         nd_write_byte(ND_EVENT_SECONDARY_AMMO);
2058         if (old_ammo < 0)
2059                 nd_write_short((short)new_ammo);
2060         else
2061                 nd_write_short((short)old_ammo);
2062         nd_write_short((short)new_ammo);
2063         start_time();
2064 }
2065
2066 void newdemo_record_door_opening(int segnum, int side)
2067 {
2068         stop_time();
2069         nd_write_byte(ND_EVENT_DOOR_OPENING);
2070         nd_write_short((short)segnum);
2071         nd_write_byte((sbyte)side);
2072         start_time();
2073 }
2074
2075 void newdemo_record_laser_level(sbyte old_level, sbyte new_level)
2076 {
2077         stop_time();
2078         nd_write_byte(ND_EVENT_LASER_LEVEL);
2079         nd_write_byte(old_level);
2080         nd_write_byte(new_level);
2081         start_time();
2082 }
2083
2084 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)
2085 {
2086         Assert(front_wall_num <= 255 && back_wall_num <= 255);
2087
2088         stop_time();
2089         nd_write_byte(ND_EVENT_CLOAKING_WALL);
2090         nd_write_byte(front_wall_num);
2091         nd_write_byte(back_wall_num);
2092         nd_write_byte(type);
2093         nd_write_byte(state);
2094         nd_write_byte(cloak_value);
2095         nd_write_short(l0>>8);
2096         nd_write_short(l1>>8);
2097         nd_write_short(l2>>8);
2098         nd_write_short(l3>>8);
2099         start_time();
2100 }
2101
2102 void newdemo_set_new_level(int level_num)
2103 {
2104         int i;
2105         int side;
2106         segment *seg;
2107
2108         stop_time();
2109         nd_write_byte(ND_EVENT_NEW_LEVEL);
2110         nd_write_byte((sbyte)level_num);
2111         nd_write_byte((sbyte)Current_level_num);
2112
2113         if (JustStartedRecording==1)
2114         {
2115                 nd_write_int(Num_walls);
2116                 for (i=0;i<Num_walls;i++)
2117                 {
2118                         nd_write_byte (Walls[i].type);
2119                         nd_write_byte (Walls[i].flags);
2120                         nd_write_byte (Walls[i].state);
2121
2122                         seg = &Segments[Walls[i].segnum];
2123                         side = Walls[i].sidenum;
2124                         nd_write_short (seg->sides[side].tmap_num);
2125                         nd_write_short (seg->sides[side].tmap_num2);
2126                         JustStartedRecording=0;
2127                 }
2128         }
2129
2130         start_time();
2131 }
2132
2133 int newdemo_read_demo_start(int rnd_demo)
2134 {
2135         sbyte i, version, game_type, laser_level;
2136         char c, energy, shield;
2137         char text[128], current_mission[9];
2138
2139         nd_read_byte(&c);
2140         if ((c != ND_EVENT_START_DEMO) || nd_bad_read) {
2141                 newmenu_item m[1];
2142
2143                 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_DEMO_CORRUPT);
2144                 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
2145                 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2146                 return 1;
2147         }
2148         nd_read_byte(&version);
2149         nd_read_byte(&game_type);
2150         if (game_type < DEMO_GAME_TYPE) {
2151                 newmenu_item m[2];
2152
2153                 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_RECORDED);
2154                 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
2155                 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = "    In Descent: First Strike";
2156
2157                 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2158                 return 1;
2159         }
2160         if (game_type != DEMO_GAME_TYPE) {
2161                 newmenu_item m[2];
2162
2163                 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_RECORDED);
2164                 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
2165                 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = "   In Unknown Descent version";
2166
2167                 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2168                 return 1;
2169         }
2170         if (version < DEMO_VERSION) {
2171                 if (!rnd_demo) {
2172                         newmenu_item m[1];
2173                         sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_DEMO_OLD);
2174                         m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
2175                         newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2176                 }
2177                 return 1;
2178         }
2179         nd_read_fix(&GameTime);
2180         Boss_cloak_start_time=Boss_cloak_end_time=GameTime;
2181         JasonPlaybackTotal=0;
2182
2183         nd_read_int(&Newdemo_game_mode);
2184
2185 #ifdef NETWORK
2186         change_playernum_to((Newdemo_game_mode >> 16) & 0x7);
2187         if (Newdemo_game_mode & GM_TEAM) {
2188                 nd_read_byte(&(Netgame.team_vector));
2189                 nd_read_string(Netgame.team_name[0]);
2190                 nd_read_string(Netgame.team_name[1]);
2191         }
2192         if (Newdemo_game_mode & GM_MULTI) {
2193
2194                 multi_new_game();
2195                 nd_read_byte(&c);
2196                 N_players = (int)c;
2197                 // changed this to above two lines -- breaks on the mac because of
2198                 // endian issues
2199                 //              nd_read_byte((sbyte *)&N_players);
2200                 for (i = 0 ; i < N_players; i++) {
2201                         Players[i].cloak_time = 0;
2202                         Players[i].invulnerable_time = 0;
2203                         nd_read_string(Players[i].callsign);
2204                         nd_read_byte(&(Players[i].connected));
2205
2206                         if (Newdemo_game_mode & GM_MULTI_COOP) {
2207                                 nd_read_int(&(Players[i].score));
2208                         } else {
2209                                 nd_read_short((short *)&(Players[i].net_killed_total));
2210                                 nd_read_short((short *)&(Players[i].net_kills_total));
2211                         }
2212                 }
2213                 Game_mode = Newdemo_game_mode;
2214                 multi_sort_kill_list();
2215                 Game_mode = GM_NORMAL;
2216         } else
2217 #endif
2218                 nd_read_int(&(Players[Player_num].score));      // Note link to above if!
2219
2220         for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
2221                 nd_read_short((short*)&(Players[Player_num].primary_ammo[i]));
2222
2223         for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
2224                         nd_read_short((short*)&(Players[Player_num].secondary_ammo[i]));
2225
2226         nd_read_byte(&laser_level);
2227         if (laser_level != Players[Player_num].laser_level) {
2228                 Players[Player_num].laser_level = laser_level;
2229                 update_laser_weapon_info();
2230         }
2231
2232         // Support for missions
2233
2234         nd_read_string(current_mission);
2235         if (!load_mission_by_name(current_mission)) {
2236                 if (!rnd_demo) {
2237                         newmenu_item m[1];
2238
2239                         sprintf(text, TXT_NOMISSION4DEMO, current_mission);
2240                         m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
2241                         newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2242                 }
2243                 return 1;
2244         }
2245
2246         nd_recorded_total = 0;
2247         nd_playback_total = 0;
2248         nd_read_byte(&energy);
2249         nd_read_byte(&shield);
2250
2251         nd_read_int((int *)&(Players[Player_num].flags));
2252         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
2253                 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2254                 Newdemo_players_cloaked |= (1 << Player_num);
2255         }
2256         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
2257                 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
2258
2259         nd_read_byte((sbyte *)&Primary_weapon);
2260         nd_read_byte((sbyte *)&Secondary_weapon);
2261
2262         // Next bit of code to fix problem that I introduced between 1.0 and 1.1
2263         // check the next byte -- it _will_ be a load_new_level event.  If it is
2264         // not, then we must shift all bytes up by one.
2265
2266         Players[Player_num].energy = i2f(energy);
2267         Players[Player_num].shields = i2f(shield);
2268         JustStartedPlayback=1;
2269         return 0;
2270 }
2271
2272 void newdemo_pop_ctrlcen_triggers()
2273 {
2274         int anim_num, n, i;
2275         int side, cside;
2276         segment *seg, *csegp;
2277
2278         for (i = 0; i < ControlCenterTriggers.num_links; i++) {
2279                 seg = &Segments[ControlCenterTriggers.seg[i]];
2280                 side = ControlCenterTriggers.side[i];
2281                 csegp = &Segments[seg->children[side]];
2282                 cside = find_connect_side(seg, csegp);
2283                 anim_num = Walls[seg->sides[side].wall_num].clip_num;
2284                 n = WallAnims[anim_num].num_frames;
2285                 if (WallAnims[anim_num].flags & WCF_TMAP1) {
2286                 seg->sides[side].tmap_num = csegp->sides[cside].tmap_num = WallAnims[anim_num].frames[n-1];
2287                 } else {
2288                         seg->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = WallAnims[anim_num].frames[n-1];
2289                 }
2290         }
2291 }
2292
2293 #define N_PLAYER_SHIP_TEXTURES 6
2294
2295 void nd_render_extras (ubyte,object *);
2296 extern void multi_apply_goal_textures ();
2297 ubyte Newdemo_flying_guided=0;
2298
2299 int newdemo_read_frame_information()
2300 {
2301         int done, segnum, side, objnum, soundno, angle, volume, i,shot;
2302         object *obj;
2303         ubyte c,WhichWindow;
2304         static sbyte saved_letter_cockpit;
2305         static sbyte saved_rearview_cockpit;
2306         object extraobj;
2307         static char LastReadValue=101;
2308         segment *seg;
2309
2310         done = 0;
2311
2312         if (Newdemo_vcr_state != ND_STATE_PAUSED)
2313                 for (segnum=0; segnum <= Highest_segment_index; segnum++)
2314                         Segments[segnum].objects = -1;
2315
2316         reset_objects(1);
2317         Players[Player_num].homing_object_dist = -F1_0;
2318
2319         prev_obj = NULL;
2320
2321         while( !done ) {
2322                 nd_read_byte(&c);
2323                 if (nd_bad_read) { done = -1; break; }
2324
2325                 switch( c ) {
2326
2327                 case ND_EVENT_START_FRAME: {        // Followed by an integer frame number, then a fix FrameTime
2328                         short last_frame_length;
2329
2330                         done=1;
2331                         nd_read_short(&last_frame_length);
2332                         nd_read_int(&NewdemoFrameCount);
2333                         nd_read_int((int *)&nd_recorded_time);
2334                         if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2335                                 nd_recorded_total += nd_recorded_time;
2336                         NewdemoFrameCount--;
2337
2338                         if (nd_bad_read) { done = -1; break; }
2339                         break;
2340                 }
2341
2342                 case ND_EVENT_VIEWER_OBJECT:        // Followed by an object structure
2343                         nd_read_byte (&WhichWindow);
2344                         if (WhichWindow&15)
2345                         {
2346                                 //mprintf ((0,"Reading extra!\n"));
2347                                 nd_read_object (&extraobj);
2348                                 if (Newdemo_vcr_state!=ND_STATE_PAUSED)
2349                                 {
2350                                         if (nd_bad_read) { done = -1; break; }
2351
2352                                         nd_render_extras (WhichWindow,&extraobj);
2353                                 }
2354                         }
2355                         else
2356                         {
2357                                 //mprintf ((0,"Reading viewer!\n"));
2358                                 //Viewer=&Objects[0];
2359                                 nd_read_object(Viewer);
2360
2361                                 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
2362                                         if (nd_bad_read) { done = -1; break; }
2363                                         segnum = Viewer->segnum;
2364                                         Viewer->next = Viewer->prev = Viewer->segnum = -1;
2365
2366                                         // HACK HACK HACK -- since we have multiple level recording, it can be the case
2367                                         // HACK HACK HACK -- that when rewinding the demo, the viewer is in a segment
2368                                         // HACK HACK HACK -- that is greater than the highest index of segments.  Bash
2369                                         // HACK HACK HACK -- the viewer to segment 0 for bogus view.
2370
2371                                         if (segnum > Highest_segment_index)
2372                                                 segnum = 0;
2373                                         obj_link(Viewer-Objects,segnum);
2374                                 }
2375                         }
2376                         break;
2377
2378                 case ND_EVENT_RENDER_OBJECT:       // Followed by an object structure
2379                         objnum = obj_allocate();
2380                         if (objnum==-1)
2381                                 break;
2382                         obj = &Objects[objnum];
2383                         nd_read_object(obj);
2384                         if (nd_bad_read) { done = -1; break; }
2385                         if (Newdemo_vcr_state != ND_STATE_PAUSED) {
2386                                 segnum = obj->segnum;
2387                                 obj->next = obj->prev = obj->segnum = -1;
2388
2389                                 // HACK HACK HACK -- don't render objects is segments greater than Highest_segment_index
2390                                 // HACK HACK HACK -- (see above)
2391
2392                                 if (segnum > Highest_segment_index)
2393                                         break;
2394
2395                                 obj_link(obj-Objects,segnum);
2396 #ifdef NETWORK
2397                                 if ((obj->type == OBJ_PLAYER) && (Newdemo_game_mode & GM_MULTI)) {
2398                                         int player;
2399
2400                                         if (Newdemo_game_mode & GM_TEAM)
2401                                                 player = get_team(obj->id);
2402                                         else
2403                                                 player = obj->id;
2404                                         if (player == 0)
2405                                                 break;
2406                                         player--;
2407
2408                                         for (i=0;i<N_PLAYER_SHIP_TEXTURES;i++)
2409                                                 multi_player_textures[player][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[obj->rtype.pobj_info.model_num].first_texture+i]];
2410
2411                                         multi_player_textures[player][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(player)*2]];
2412                                         multi_player_textures[player][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(player)*2+1]];
2413                                         obj->rtype.pobj_info.alt_textures = player+1;
2414                                 }
2415 #endif
2416                         }
2417                         break;
2418
2419                 case ND_EVENT_SOUND:
2420                         nd_read_int(&soundno);
2421                         if (nd_bad_read) {done = -1; break; }
2422                         if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2423                                 digi_play_sample( soundno, F1_0 );
2424                         break;
2425
2426                         //--unused              case ND_EVENT_SOUND_ONCE:
2427                         //--unused                      nd_read_int(&soundno);
2428                         //--unused                      if (nd_bad_read) { done = -1; break; }
2429                         //--unused                      if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2430                         //--unused                              digi_play_sample_once( soundno, F1_0 );
2431                         //--unused                      break;
2432
2433                 case ND_EVENT_SOUND_3D:
2434                         nd_read_int(&soundno);
2435                         nd_read_int(&angle);
2436                         nd_read_int(&volume);
2437                         if (nd_bad_read) { done = -1; break; }
2438                         if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2439                                 digi_play_sample_3d( soundno, angle, volume, 0 );
2440                         break;
2441
2442                 case ND_EVENT_SOUND_3D_ONCE:
2443                         nd_read_int(&soundno);
2444                         nd_read_int(&angle);
2445                         nd_read_int(&volume);
2446                         if (nd_bad_read) { done = -1; break; }
2447                         if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2448                                 digi_play_sample_3d( soundno, angle, volume, 1 );
2449                         break;
2450
2451                 case ND_EVENT_LINK_SOUND_TO_OBJ:
2452                         {
2453                                 int soundno, objnum, max_volume, max_distance, loop_start, loop_end;
2454                                 int signature;
2455                                 nd_read_int( &soundno );
2456                                 nd_read_int( &signature );
2457                                 nd_read_int( &max_volume );
2458                                 nd_read_int( &max_distance );
2459                                 nd_read_int( &loop_start );
2460                                 nd_read_int( &loop_end );
2461                                 objnum = newdemo_find_object( signature );
2462                                 if ( objnum > -1 )  {   //  @mk, 2/22/96, John told me to.
2463                                         digi_link_sound_to_object3( soundno, objnum, 1, max_volume, max_distance, loop_start, loop_end );
2464                                 }
2465                         }
2466                         break;
2467
2468                 case ND_EVENT_KILL_SOUND_TO_OBJ:
2469                         {
2470                                 int objnum, signature;
2471                                 nd_read_int( &signature );
2472                                 objnum = newdemo_find_object( signature );
2473                                 if ( objnum > -1 )  {   //  @mk, 2/22/96, John told me to.
2474                                         digi_kill_sound_linked_to_object(objnum);
2475                                 }
2476                         }
2477                         break;
2478
2479                 case ND_EVENT_WALL_HIT_PROCESS: {
2480                         int player, segnum;
2481                         fix damage;
2482
2483                         nd_read_int(&segnum);
2484                         nd_read_int(&side);
2485                         nd_read_fix(&damage);
2486                         nd_read_int(&player);
2487                         if (nd_bad_read) { done = -1; break; }
2488                         if (Newdemo_vcr_state != ND_STATE_PAUSED)
2489                                 wall_hit_process(&Segments[segnum], side, damage, player, &(Objects[0]) );
2490                         break;
2491                 }
2492
2493                 case ND_EVENT_TRIGGER:
2494                         nd_read_int(&segnum);
2495                         nd_read_int(&side);
2496                         nd_read_int(&objnum);
2497                         nd_read_int(&shot);
2498                         if (nd_bad_read) { done = -1; break; }
2499                         if (Newdemo_vcr_state != ND_STATE_PAUSED)
2500                         {
2501                                 mprintf ((0,"EVENT TRIGGER! shot=%d\n",shot));
2502
2503                                 if (Triggers[Walls[Segments[segnum].sides[side].wall_num].trigger].type == TT_SECRET_EXIT) {
2504                                         int truth;
2505
2506                                         nd_read_byte(&c);
2507                                         Assert(c == ND_EVENT_SECRET_THINGY);
2508                                         nd_read_int(&truth);
2509                                         if (!truth)
2510                                                 check_trigger(&Segments[segnum], side, objnum,shot);
2511                                 } else
2512                                         check_trigger(&Segments[segnum], side, objnum,shot);
2513                         }
2514                         break;
2515
2516                 case ND_EVENT_HOSTAGE_RESCUED: {
2517                         int hostage_number;
2518
2519                         nd_read_int(&hostage_number);
2520                         if (nd_bad_read) { done = -1; break; }
2521                         if (Newdemo_vcr_state != ND_STATE_PAUSED)
2522                                 hostage_rescue( hostage_number );
2523                         break;
2524                 }
2525
2526                 case ND_EVENT_MORPH_FRAME: {
2527 #if 0
2528                         morph_data *md;
2529
2530                         md = &morph_objects[0];
2531                         if (newdemo_read( md->morph_vecs, sizeof(md->morph_vecs), 1 )!=1) { done=-1; break; }
2532                         if (newdemo_read( md->submodel_active, sizeof(md->submodel_active), 1 )!=1) { done=-1; break; }
2533                         if (newdemo_read( md->submodel_startpoints, sizeof(md->submodel_startpoints), 1 )!=1) { done=-1; break; }
2534 #endif
2535                         objnum = obj_allocate();
2536                         if (objnum==-1)
2537                                 break;
2538                         obj = &Objects[objnum];
2539                         nd_read_object(obj);
2540                         obj->render_type = RT_POLYOBJ;
2541                         if (Newdemo_vcr_state != ND_STATE_PAUSED) {
2542                                 if (nd_bad_read) { done = -1; break; }
2543                                 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
2544                                         segnum = obj->segnum;
2545                                         obj->next = obj->prev = obj->segnum = -1;
2546                                         obj_link(obj-Objects,segnum);
2547                                 }
2548                         }
2549                         break;
2550                 }
2551
2552                 case ND_EVENT_WALL_TOGGLE:
2553                         nd_read_int(&segnum);
2554                         nd_read_int(&side);
2555                         if (nd_bad_read) {done = -1; break; }
2556                         if (Newdemo_vcr_state != ND_STATE_PAUSED)
2557                                 wall_toggle(&Segments[segnum], side);
2558                         break;
2559
2560                 case ND_EVENT_CONTROL_CENTER_DESTROYED:
2561                         nd_read_int(&Countdown_seconds_left);
2562                         Control_center_destroyed = 1;
2563                         if (nd_bad_read) { done = -1; break; }
2564                         if (!Newdemo_cntrlcen_destroyed) {
2565                                 newdemo_pop_ctrlcen_triggers();
2566                                 Newdemo_cntrlcen_destroyed = 1;
2567                                 //do_controlcen_destroyed_stuff(NULL);
2568                         }
2569                         break;
2570
2571                 case ND_EVENT_HUD_MESSAGE: {
2572                         char hud_msg[60];
2573
2574                         nd_read_string(&(hud_msg[0]));
2575                         if (nd_bad_read) { done = -1; break; }
2576                         HUD_init_message( hud_msg );
2577                         break;
2578                         }
2579                 case ND_EVENT_START_GUIDED:
2580                         Newdemo_flying_guided=1;
2581                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2582                                 Newdemo_flying_guided=0;
2583                         break;
2584                 case ND_EVENT_END_GUIDED:
2585                         Newdemo_flying_guided=0;
2586                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2587                                 Newdemo_flying_guided=1;
2588                         break;
2589
2590                 case ND_EVENT_PALETTE_EFFECT: {
2591                         short r, g, b;
2592
2593                         nd_read_short(&r);
2594                         nd_read_short(&g);
2595                         nd_read_short(&b);
2596                         if (nd_bad_read) { done = -1; break; }
2597                         PALETTE_FLASH_SET(r,g,b);
2598                         break;
2599                 }
2600
2601                 case ND_EVENT_PLAYER_ENERGY: {
2602                         ubyte energy;
2603                         ubyte old_energy;
2604
2605                         nd_read_byte(&old_energy);
2606                         nd_read_byte(&energy);
2607                         if (nd_bad_read) {done = -1; break; }
2608                         if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2609                                 Players[Player_num].energy = i2f(energy);
2610                         } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2611                                 if (old_energy != 255)
2612                                         Players[Player_num].energy = i2f(old_energy);
2613                         }
2614                         break;
2615                 }
2616
2617                 case ND_EVENT_PLAYER_AFTERBURNER: {
2618                         ubyte afterburner;
2619                         ubyte old_afterburner;
2620
2621                         nd_read_byte(&old_afterburner);
2622                         nd_read_byte(&afterburner);
2623                         if (nd_bad_read) {done = -1; break; }
2624                         if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2625                                 Afterburner_charge = afterburner<<9;
2626                         } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2627                                 if (old_afterburner != 255)
2628                                         Afterburner_charge = old_afterburner<<9;
2629                         }
2630                         break;
2631                 }
2632
2633                 case ND_EVENT_PLAYER_SHIELD: {
2634                         ubyte shield;
2635                         ubyte old_shield;
2636
2637                         nd_read_byte(&old_shield);
2638                         nd_read_byte(&shield);
2639                         if (nd_bad_read) {done = -1; break; }
2640                         if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2641                                 Players[Player_num].shields = i2f(shield);
2642                         } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2643                                 if (old_shield != 255)
2644                                         Players[Player_num].shields = i2f(old_shield);
2645                         }
2646                         break;
2647                 }
2648
2649                 case ND_EVENT_PLAYER_FLAGS: {
2650                         uint oflags;
2651
2652                         nd_read_int((int *)&(Players[Player_num].flags));
2653                         if (nd_bad_read) {done = -1; break; }
2654
2655                         oflags = Players[Player_num].flags >> 16;
2656                         Players[Player_num].flags &= 0xffff;
2657
2658                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || ((Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD) && (oflags != 0xffff)) ) {
2659                                 if (!(oflags & PLAYER_FLAGS_CLOAKED) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
2660                                         Players[Player_num].cloak_time = 0;
2661                                         Newdemo_players_cloaked &= ~(1 << Player_num);
2662                                 }
2663                                 if ((oflags & PLAYER_FLAGS_CLOAKED) && !(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
2664                                         Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2665                                         Newdemo_players_cloaked |= (1 << Player_num);
2666                                 }
2667                                 if (!(oflags & PLAYER_FLAGS_INVULNERABLE) && (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
2668                                         Players[Player_num].invulnerable_time = 0;
2669                                 if ((oflags & PLAYER_FLAGS_INVULNERABLE) && !(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
2670                                         Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
2671                                 Players[Player_num].flags = oflags;
2672                         } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2673                                 if (!(oflags & PLAYER_FLAGS_CLOAKED) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
2674                                         Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2675                                         Newdemo_players_cloaked |= (1 << Player_num);
2676                                 }
2677                                 if ((oflags & PLAYER_FLAGS_CLOAKED) && !(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
2678                                         Players[Player_num].cloak_time = 0;
2679                                         Newdemo_players_cloaked &= ~(1 << Player_num);
2680                                 }
2681                                 if (!(oflags & PLAYER_FLAGS_INVULNERABLE) && (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
2682                                         Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
2683                                 if ((oflags & PLAYER_FLAGS_INVULNERABLE) && !(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
2684                                         Players[Player_num].invulnerable_time = 0;
2685                         }
2686                         update_laser_weapon_info();     // in case of quad laser change
2687                         break;
2688                 }
2689
2690                 case ND_EVENT_PLAYER_WEAPON: {
2691                         sbyte weapon_type, weapon_num;
2692                         sbyte old_weapon;
2693
2694                         nd_read_byte(&weapon_type);
2695                         nd_read_byte(&weapon_num);
2696                         nd_read_byte(&old_weapon);
2697                         if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2698                                 if (weapon_type == 0)
2699                                         Primary_weapon = (int)weapon_num;
2700                                 else
2701                                         Secondary_weapon = (int)weapon_num;
2702                         } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2703                                 if (weapon_type == 0)
2704                                         Primary_weapon = (int)old_weapon;
2705                                 else
2706                                         Secondary_weapon = (int)old_weapon;
2707                         }
2708                         break;
2709                 }
2710
2711                 case ND_EVENT_EFFECT_BLOWUP: {
2712                         short segnum;
2713                         sbyte side;
2714                         vms_vector pnt;
2715                         object dummy;
2716
2717                         //create a dummy object which will be the weapon that hits
2718                         //the monitor. the blowup code wants to know who the parent of the
2719                         //laser is, so create a laser whose parent is the player
2720                         dummy.ctype.laser_info.parent_type = OBJ_PLAYER;
2721
2722                         nd_read_short(&segnum);
2723                         nd_read_byte(&side);
2724                         nd_read_vector(&pnt);
2725                         if (Newdemo_vcr_state != ND_STATE_PAUSED)
2726                                 check_effect_blowup(&(Segments[segnum]), side, &pnt, &dummy, 0);
2727                         break;
2728                 }
2729
2730                 case ND_EVENT_HOMING_DISTANCE: {
2731                         short distance;
2732
2733                         nd_read_short(&distance);
2734                         Players[Player_num].homing_object_dist = i2f((int)(distance << 16));
2735                         break;
2736                 }
2737
2738                 case ND_EVENT_LETTERBOX:
2739                         if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2740                                 saved_letter_cockpit = Cockpit_mode;
2741                                 select_cockpit(CM_LETTERBOX);
2742                         } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2743                                 select_cockpit(saved_letter_cockpit);
2744                         break;
2745
2746                 case ND_EVENT_CHANGE_COCKPIT: {
2747                         int dummy;
2748
2749                         nd_read_int (&dummy);
2750                         select_cockpit (dummy);
2751
2752                         break;
2753                 }
2754                 case ND_EVENT_REARVIEW:
2755                         if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2756                                 saved_rearview_cockpit = Cockpit_mode;
2757                                 if (Cockpit_mode == CM_FULL_COCKPIT)
2758                                         select_cockpit(CM_REAR_VIEW);
2759                                 Rear_view=1;
2760                         } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2761                                 if (saved_rearview_cockpit == CM_REAR_VIEW)     // hack to be sure we get a good cockpit on restore
2762                                         saved_rearview_cockpit = CM_FULL_COCKPIT;
2763                                 select_cockpit(saved_rearview_cockpit);
2764                                 Rear_view=0;
2765                         }
2766                         break;
2767
2768                 case ND_EVENT_RESTORE_COCKPIT:
2769                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2770                                 saved_letter_cockpit = Cockpit_mode;
2771                                 select_cockpit(CM_LETTERBOX);
2772                         } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2773                                 select_cockpit(saved_letter_cockpit);
2774                         break;
2775
2776
2777                 case ND_EVENT_RESTORE_REARVIEW:
2778                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2779                                 saved_rearview_cockpit = Cockpit_mode;
2780                                 if (Cockpit_mode == CM_FULL_COCKPIT)
2781                                         select_cockpit(CM_REAR_VIEW);
2782                                 Rear_view=1;
2783                         } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2784                                 if (saved_rearview_cockpit == CM_REAR_VIEW)     // hack to be sure we get a good cockpit on restore
2785                                         saved_rearview_cockpit = CM_FULL_COCKPIT;
2786                                 select_cockpit(saved_rearview_cockpit);
2787                                 Rear_view=0;
2788                         }
2789                         break;
2790
2791
2792                 case ND_EVENT_WALL_SET_TMAP_NUM1: {
2793                         short seg, cseg, tmap;
2794                         ubyte side,cside;
2795
2796                         nd_read_short(&seg);
2797                         nd_read_byte(&side);
2798                         nd_read_short(&cseg);
2799                         nd_read_byte(&cside);
2800                         nd_read_short( &tmap );
2801                         if ((Newdemo_vcr_state != ND_STATE_PAUSED) && (Newdemo_vcr_state != ND_STATE_REWINDING) && (Newdemo_vcr_state != ND_STATE_ONEFRAMEBACKWARD))
2802                                 Segments[seg].sides[side].tmap_num = Segments[cseg].sides[cside].tmap_num = tmap;
2803                         break;
2804                 }
2805
2806                 case ND_EVENT_WALL_SET_TMAP_NUM2: {
2807                         short seg, cseg, tmap;
2808                         ubyte side,cside;
2809
2810                         nd_read_short(&seg);
2811                         nd_read_byte(&side);
2812                         nd_read_short(&cseg);
2813                         nd_read_byte(&cside);
2814                         nd_read_short( &tmap );
2815                         if ((Newdemo_vcr_state != ND_STATE_PAUSED) && (Newdemo_vcr_state != ND_STATE_REWINDING) && (Newdemo_vcr_state != ND_STATE_ONEFRAMEBACKWARD)) {
2816                                 Assert(tmap!=0 && Segments[seg].sides[side].tmap_num2!=0);
2817                                 Segments[seg].sides[side].tmap_num2 = Segments[cseg].sides[cside].tmap_num2 = tmap;
2818                         }
2819                         break;
2820                 }
2821
2822                 case ND_EVENT_MULTI_CLOAK: {
2823                         sbyte pnum;
2824
2825                         nd_read_byte(&pnum);
2826                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2827                                 Players[pnum].flags &= ~PLAYER_FLAGS_CLOAKED;
2828                                 Players[pnum].cloak_time = 0;
2829                                 Newdemo_players_cloaked &= ~(1 << pnum);
2830                         } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2831                                 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
2832                                 Players[pnum].cloak_time = GameTime  - (CLOAK_TIME_MAX / 2);
2833                                 Newdemo_players_cloaked |= (1 << pnum);
2834                         }
2835                         break;
2836                 }
2837
2838                 case ND_EVENT_MULTI_DECLOAK: {
2839                         sbyte pnum;
2840
2841                         nd_read_byte(&pnum);
2842
2843                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2844                                 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
2845                                 Players[pnum].cloak_time = GameTime  - (CLOAK_TIME_MAX / 2);
2846                                 Newdemo_players_cloaked |= (1 << pnum);
2847                         } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2848                                 Players[pnum].flags &= ~PLAYER_FLAGS_CLOAKED;
2849                                 Players[pnum].cloak_time = 0;
2850                                 Newdemo_players_cloaked &= ~(1 << pnum);
2851                         }
2852                         break;
2853                 }
2854
2855                 case ND_EVENT_MULTI_DEATH: {
2856                         sbyte pnum;
2857
2858                         nd_read_byte(&pnum);
2859                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2860                                 Players[pnum].net_killed_total--;
2861                         else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2862                                 Players[pnum].net_killed_total++;
2863                         break;
2864                 }
2865
2866 #ifdef NETWORK
2867                 case ND_EVENT_MULTI_KILL: {
2868                         sbyte pnum, kill;
2869
2870                         nd_read_byte(&pnum);
2871                         nd_read_byte(&kill);
2872                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2873                                 Players[pnum].net_kills_total -= kill;
2874                                 if (Newdemo_game_mode & GM_TEAM)
2875                                         team_kills[get_team(pnum)] -= kill;
2876                         } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2877                                 Players[pnum].net_kills_total += kill;
2878                                 if (Newdemo_game_mode & GM_TEAM)
2879                                         team_kills[get_team(pnum)] += kill;
2880                         }
2881                         Game_mode = Newdemo_game_mode;
2882                         multi_sort_kill_list();
2883                         Game_mode = GM_NORMAL;
2884                         break;
2885                 }
2886
2887                 case ND_EVENT_MULTI_CONNECT: {
2888                         sbyte pnum, new_player;
2889                         int killed_total, kills_total;
2890                         char new_callsign[CALLSIGN_LEN+1], old_callsign[CALLSIGN_LEN+1];
2891
2892                         nd_read_byte(&pnum);
2893                         nd_read_byte(&new_player);
2894                         if (!new_player) {
2895                                 nd_read_string(old_callsign);
2896                                 nd_read_int(&killed_total);
2897                                 nd_read_int(&kills_total);
2898                         }
2899                         nd_read_string(new_callsign);
2900                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2901                                 Players[pnum].connected = 0;
2902                                 if (!new_player) {
2903                                         memcpy(Players[pnum].callsign, old_callsign, CALLSIGN_LEN+1);
2904                                         Players[pnum].net_killed_total = killed_total;
2905                                         Players[pnum].net_kills_total = kills_total;
2906                                 } else {
2907                                         N_players--;
2908                                 }
2909                         } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2910                                 Players[pnum].connected = 1;
2911                                 Players[pnum].net_kills_total = 0;
2912                                 Players[pnum].net_killed_total = 0;
2913                                 memcpy(Players[pnum].callsign, new_callsign, CALLSIGN_LEN+1);
2914                                 if (new_player)
2915                                         N_players++;
2916                         }
2917                         break;
2918                 }
2919
2920                 case ND_EVENT_MULTI_RECONNECT: {
2921                         sbyte pnum;
2922
2923                         nd_read_byte(&pnum);
2924                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2925                                 Players[pnum].connected = 0;
2926                         else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2927                                 Players[pnum].connected = 1;
2928                         break;
2929                 }
2930
2931                 case ND_EVENT_MULTI_DISCONNECT: {
2932                         sbyte pnum;
2933
2934                         nd_read_byte(&pnum);
2935                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2936                                 Players[pnum].connected = 1;
2937                         else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2938                                 Players[pnum].connected = 0;
2939                         break;
2940                 }
2941
2942                 case ND_EVENT_MULTI_SCORE: {
2943                         int score;
2944                         sbyte pnum;
2945
2946                         nd_read_byte(&pnum);
2947                         nd_read_int(&score);
2948                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2949                                 Players[pnum].score -= score;
2950                         else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2951                                 Players[pnum].score += score;
2952                         Game_mode = Newdemo_game_mode;
2953                         multi_sort_kill_list();
2954                         Game_mode = GM_NORMAL;
2955                         break;
2956                 }
2957
2958 #endif // NETWORK
2959                 case ND_EVENT_PLAYER_SCORE: {
2960                         int score;
2961
2962                         nd_read_int(&score);
2963                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2964                                 Players[Player_num].score -= score;
2965                         else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2966                                 Players[Player_num].score += score;
2967                         break;
2968                 }
2969
2970
2971                 case ND_EVENT_PRIMARY_AMMO: {
2972                         short old_ammo, new_ammo;
2973
2974                         nd_read_short(&old_ammo);
2975                         nd_read_short(&new_ammo);
2976
2977                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2978                                 Players[Player_num].primary_ammo[Primary_weapon] = old_ammo;
2979                         else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2980                                 Players[Player_num].primary_ammo[Primary_weapon] = new_ammo;
2981                         break;
2982                 }
2983
2984                 case ND_EVENT_SECONDARY_AMMO: {
2985                         short old_ammo, new_ammo;
2986
2987                         nd_read_short(&old_ammo);
2988                         nd_read_short(&new_ammo);
2989
2990                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2991                                 Players[Player_num].secondary_ammo[Secondary_weapon] = old_ammo;
2992                         else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2993                                 Players[Player_num].secondary_ammo[Secondary_weapon] = new_ammo;
2994                         break;
2995                 }
2996
2997                 case ND_EVENT_DOOR_OPENING: {
2998                         short segnum;
2999                         sbyte side;
3000
3001                         nd_read_short(&segnum);
3002                         nd_read_byte(&side);
3003                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
3004                                 int anim_num;
3005                                 int cside;
3006                                 segment *segp, *csegp;
3007
3008                                 segp = &Segments[segnum];
3009                                 csegp = &Segments[segp->children[side]];
3010                                 cside = find_connect_side(segp, csegp);
3011                                 anim_num = Walls[segp->sides[side].wall_num].clip_num;
3012
3013                                 if (WallAnims[anim_num].flags & WCF_TMAP1) {
3014                                         segp->sides[side].tmap_num = csegp->sides[cside].tmap_num = WallAnims[anim_num].frames[0];
3015                                 } else {
3016                                         segp->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = WallAnims[anim_num].frames[0];
3017                                 }
3018                         }
3019                         break;
3020                 }
3021
3022                 case ND_EVENT_LASER_LEVEL: {
3023                         sbyte old_level, new_level;
3024
3025                         nd_read_byte(&old_level);
3026                         nd_read_byte(&new_level);
3027                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
3028                                 Players[Player_num].laser_level = old_level;
3029                                 update_laser_weapon_info();
3030                         } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
3031                                 Players[Player_num].laser_level = new_level;
3032                                 update_laser_weapon_info();
3033                         }
3034                         break;
3035                 }
3036
3037                 case ND_EVENT_CLOAKING_WALL: {
3038                         ubyte back_wall_num,front_wall_num,type,state,cloak_value;
3039                         short l0,l1,l2,l3;
3040                         segment *segp;
3041                         int sidenum;
3042
3043                         nd_read_byte(&front_wall_num);
3044                         nd_read_byte(&back_wall_num);
3045                         nd_read_byte(&type);
3046                         nd_read_byte(&state);
3047                         nd_read_byte(&cloak_value);
3048                         nd_read_short(&l0);
3049                         nd_read_short(&l1);
3050                         nd_read_short(&l2);
3051                         nd_read_short(&l3);
3052
3053                         Walls[front_wall_num].type = type;
3054                         Walls[front_wall_num].state = state;
3055                         Walls[front_wall_num].cloak_value = cloak_value;
3056                         segp = &Segments[Walls[front_wall_num].segnum];
3057                         sidenum = Walls[front_wall_num].sidenum;
3058                         segp->sides[sidenum].uvls[0].l = ((int) l0) << 8;
3059                         segp->sides[sidenum].uvls[1].l = ((int) l1) << 8;
3060                         segp->sides[sidenum].uvls[2].l = ((int) l2) << 8;
3061                         segp->sides[sidenum].uvls[3].l = ((int) l3) << 8;
3062
3063                         Walls[back_wall_num].type = type;
3064                         Walls[back_wall_num].state = state;
3065                         Walls[back_wall_num].cloak_value = cloak_value;
3066                         segp = &Segments[Walls[back_wall_num].segnum];
3067                         sidenum = Walls[back_wall_num].sidenum;
3068                         segp->sides[sidenum].uvls[0].l = ((int) l0) << 8;
3069                         segp->sides[sidenum].uvls[1].l = ((int) l1) << 8;
3070                         segp->sides[sidenum].uvls[2].l = ((int) l2) << 8;
3071                         segp->sides[sidenum].uvls[3].l = ((int) l3) << 8;
3072
3073                         break;
3074                 }
3075
3076                 case ND_EVENT_NEW_LEVEL: {
3077                         sbyte new_level, old_level, loaded_level;
3078
3079                         nd_read_byte (&new_level);
3080                         nd_read_byte (&old_level);
3081                         if (Newdemo_vcr_state == ND_STATE_PAUSED)
3082                                 break;
3083
3084                         stop_time();
3085                         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
3086                                 loaded_level = old_level;
3087                         else {
3088                                 loaded_level = new_level;
3089                                 for (i = 0; i < MAX_PLAYERS; i++) {
3090                                         Players[i].cloak_time = 0;
3091                                         Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
3092                                 }
3093                         }
3094                         if ((loaded_level < Last_secret_level) || (loaded_level > Last_level)) {
3095                                 newmenu_item m[3];
3096
3097                                 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_CANT_PLAYBACK;
3098                                 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_LEVEL_CANT_LOAD;
3099                                 m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_DEMO_OLD_CORRUPT;
3100                                 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
3101                                 return -1;
3102                         }
3103
3104                         LoadLevel((int)loaded_level,1);
3105                         Newdemo_cntrlcen_destroyed = 0;
3106
3107                         if (JustStartedPlayback)
3108                         {
3109                                 nd_read_int (&Num_walls);
3110                                 for (i=0;i<Num_walls;i++)    // restore the walls
3111                                 {
3112                                         nd_read_byte (&Walls[i].type);
3113                                         nd_read_byte (&Walls[i].flags);
3114                                         nd_read_byte (&Walls[i].state);
3115
3116                                         seg = &Segments[Walls[i].segnum];
3117                                         side = Walls[i].sidenum;
3118                                         nd_read_short (&seg->sides[side].tmap_num);
3119                                         nd_read_short (&seg->sides[side].tmap_num2);
3120                                 }
3121 #ifdef NETWORK
3122                                 if (Newdemo_game_mode & GM_CAPTURE)
3123                                         multi_apply_goal_textures ();
3124 #endif
3125                                 JustStartedPlayback=0;
3126                         }
3127
3128
3129                         // so says Rob H.!!!                    if (Newdemo_game_mode & GM_MULTI) {
3130                         // so says Rob H.!!!                            for (i = 0; i < Num_walls; i++) {
3131                         // so says Rob H.!!!                                    if (Walls[i].type == WALL_BLASTABLE)
3132                         // so says Rob H.!!!                                    {
3133                         // so says Rob H.!!!                                            int a, n;
3134                         // so says Rob H.!!!                                            int side;
3135                         // so says Rob H.!!!                                            segment *seg;
3136                         // so says Rob H.!!!
3137                         // so says Rob H.!!!                                            seg = &Segments[Walls[i].segnum];
3138                         // so says Rob H.!!!                                            side = Walls[i].sidenum;
3139                         // so says Rob H.!!!                                            a = Walls[i].clip_num;
3140                         // so says Rob H.!!!                                            n = WallAnims[a].num_frames;
3141                         // so says Rob H.!!!                                            seg->sides[side].tmap_num = WallAnims[a].frames[n-1];
3142                         // so says Rob H.!!!                                            Walls[i].flags |= WALL_BLASTED;
3143                         // so says Rob H.!!!                                    }
3144                         // so says Rob H.!!!                            }
3145                         // so says Rob H.!!!                    }
3146
3147                         reset_palette_add();                // get palette back to normal
3148                         start_time();
3149                         break;
3150                 }
3151
3152                 case ND_EVENT_EOF: {
3153                         done=-1;
3154                         cfseek(infile, -1, SEEK_CUR);        // get back to the EOF marker
3155                         Newdemo_at_eof = 1;
3156                         NewdemoFrameCount++;
3157                         break;
3158                 }
3159
3160                 default:
3161                         Int3();
3162                 }
3163         }
3164
3165         LastReadValue=c;
3166
3167         if (nd_bad_read) {
3168                 newmenu_item m[2];
3169
3170                 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_ERR_READING;
3171                 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_DEMO_OLD_CORRUPT;
3172                 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
3173         }
3174
3175         return done;
3176 }
3177
3178 void newdemo_goto_beginning()
3179 {
3180         //if (NewdemoFrameCount == 0)
3181         //      return;
3182         cfseek(infile, 0, SEEK_SET);
3183         Newdemo_vcr_state = ND_STATE_PLAYBACK;
3184         if (newdemo_read_demo_start(0))
3185                 newdemo_stop_playback();
3186         if (newdemo_read_frame_information() == -1)
3187                 newdemo_stop_playback();
3188         if (newdemo_read_frame_information() == -1)
3189                 newdemo_stop_playback();
3190         Newdemo_vcr_state = ND_STATE_PAUSED;
3191         Newdemo_at_eof = 0;
3192 }
3193
3194 void newdemo_goto_end()
3195 {
3196         short frame_length, byte_count, bshort;
3197         sbyte level, bbyte, laser_level;
3198         ubyte energy, shield, c;
3199         int i, loc, bint;
3200
3201         cfseek(infile, -2, SEEK_END);
3202         nd_read_byte(&level);
3203
3204         if ((level < Last_secret_level) || (level > Last_level)) {
3205                 newmenu_item m[3];
3206
3207                 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_CANT_PLAYBACK;
3208                 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_LEVEL_CANT_LOAD;
3209                 m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_DEMO_OLD_CORRUPT;
3210                 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
3211                 newdemo_stop_playback();
3212                 return;
3213         }
3214         if (level != Current_level_num)
3215                 LoadLevel(level,1);
3216
3217         cfseek(infile, -4, SEEK_END);
3218         nd_read_short(&byte_count);
3219         cfseek(infile, -2 - byte_count, SEEK_CUR);
3220
3221         nd_read_short(&frame_length);
3222         loc = cftell(infile);
3223         if (Newdemo_game_mode & GM_MULTI)
3224                 nd_read_byte(&Newdemo_players_cloaked);
3225         else
3226                 nd_read_byte(&bbyte);
3227         nd_read_byte(&bbyte);
3228         nd_read_short(&bshort);
3229         nd_read_int(&bint);
3230
3231         nd_read_byte(&energy);
3232         nd_read_byte(&shield);
3233         Players[Player_num].energy = i2f(energy);
3234         Players[Player_num].shields = i2f(shield);
3235         nd_read_int((int *)&(Players[Player_num].flags));
3236         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
3237                 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
3238                 Newdemo_players_cloaked |= (1 << Player_num);
3239         }
3240         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
3241                 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
3242         nd_read_byte((sbyte *)&Primary_weapon);
3243         nd_read_byte((sbyte *)&Secondary_weapon);
3244         for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
3245                 nd_read_short((short *)&(Players[Player_num].primary_ammo[i]));
3246         for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
3247                 nd_read_short((short *)&(Players[Player_num].secondary_ammo[i]));
3248         nd_read_byte(&laser_level);
3249         if (laser_level != Players[Player_num].laser_level) {
3250                 Players[Player_num].laser_level = laser_level;
3251                 update_laser_weapon_info();
3252         }
3253
3254         if (Newdemo_game_mode & GM_MULTI) {
3255                 nd_read_byte(&c);
3256                 N_players = (int)c;
3257                 // see newdemo_read_start_demo for explanation of
3258                 // why this is commented out
3259                 //              nd_read_byte((sbyte *)&N_players);
3260                 for (i = 0; i < N_players; i++) {
3261                         nd_read_string(Players[i].callsign);
3262                         nd_read_byte(&(Players[i].connected));
3263                         if (Newdemo_game_mode & GM_MULTI_COOP) {
3264                                 nd_read_int(&(Players[i].score));
3265                         } else {
3266                                 nd_read_short((short *)&(Players[i].net_killed_total));
3267                                 nd_read_short((short *)&(Players[i].net_kills_total));
3268                         }
3269                 }
3270         } else {
3271                 nd_read_int(&(Players[Player_num].score));
3272         }
3273
3274         cfseek(infile, loc, SEEK_SET);
3275         cfseek(infile, -frame_length, SEEK_CUR);
3276         nd_read_int(&NewdemoFrameCount);            // get the frame count
3277         NewdemoFrameCount--;
3278         cfseek(infile, 4, SEEK_CUR);
3279         Newdemo_vcr_state = ND_STATE_PLAYBACK;
3280         newdemo_read_frame_information();           // then the frame information
3281         Newdemo_vcr_state = ND_STATE_PAUSED;
3282         return;
3283 }
3284
3285 void newdemo_back_frames(int frames)
3286 {
3287         short last_frame_length;
3288         int i;
3289
3290         for (i = 0; i < frames; i++)
3291         {
3292                 cfseek(infile, -10, SEEK_CUR);
3293                 nd_read_short(&last_frame_length);
3294                 cfseek(infile, 8 - last_frame_length, SEEK_CUR);
3295
3296                 if (!Newdemo_at_eof && newdemo_read_frame_information() == -1) {
3297                         newdemo_stop_playback();
3298                         return;
3299                 }
3300                 if (Newdemo_at_eof)
3301                         Newdemo_at_eof = 0;
3302
3303                 cfseek(infile, -10, SEEK_CUR);
3304                 nd_read_short(&last_frame_length);
3305                 cfseek(infile, 8 - last_frame_length, SEEK_CUR);
3306         }
3307
3308 }
3309
3310 /*
3311  *  routine to interpolate the viewer position.  the current position is
3312  *  stored in the Viewer object.  Save this position, and read the next
3313  *  frame to get all objects read in.  Calculate the delta playback and
3314  *  the delta recording frame times between the two frames, then intepolate
3315  *  the viewers position accordingly.  nd_recorded_time is the time that it
3316  *  took the recording to render the frame that we are currently looking
3317  *  at.
3318 */
3319
3320 void interpolate_frame(fix d_play, fix d_recorded)
3321 {
3322         int i, j, num_cur_objs;
3323         fix factor;
3324         object *cur_objs;
3325
3326         factor = fixdiv(d_play, d_recorded);
3327         if (factor > F1_0)
3328                 factor = F1_0;
3329
3330         num_cur_objs = Highest_object_index;
3331         cur_objs = (object *)d_malloc(sizeof(object) * (num_cur_objs + 1));
3332         if (cur_objs == NULL) {
3333                 mprintf((0,"Couldn't get %d bytes for cur_objs in interpolate_frame\n", sizeof(object) * num_cur_objs));
3334                 Int3();
3335                 return;
3336         }
3337         for (i = 0; i <= num_cur_objs; i++)
3338                 memcpy(&(cur_objs[i]), &(Objects[i]), sizeof(object));
3339
3340         Newdemo_vcr_state = ND_STATE_PAUSED;
3341         if (newdemo_read_frame_information() == -1) {
3342                 d_free(cur_objs);
3343                 newdemo_stop_playback();
3344                 return;
3345         }
3346
3347         for (i = 0; i <= num_cur_objs; i++) {
3348                 for (j = 0; j <= Highest_object_index; j++) {
3349                         if (cur_objs[i].signature == Objects[j].signature) {
3350                                 ubyte render_type = cur_objs[i].render_type;
3351                                 //fix delta_p, delta_h, delta_b;
3352                                 fix delta_x, delta_y, delta_z;
3353                                 //vms_angvec cur_angles, dest_angles;
3354
3355                                 //  Extract the angles from the object orientation matrix.
3356                                 //  Some of this code taken from ai_turn_towards_vector
3357                                 //  Don't do the interpolation on certain render types which don't use an orientation matrix
3358
3359                                 if (!((render_type == RT_LASER) || (render_type == RT_FIREBALL) || (render_type == RT_POWERUP))) {
3360
3361                                         vms_vector  fvec1, fvec2, rvec1, rvec2;
3362                                         fix         mag1;
3363
3364                                         fvec1 = cur_objs[i].orient.fvec;
3365                                         vm_vec_scale(&fvec1, F1_0-factor);
3366                                         fvec2 = Objects[j].orient.fvec;
3367                                         vm_vec_scale(&fvec2, factor);
3368                                         vm_vec_add2(&fvec1, &fvec2);
3369                                         mag1 = vm_vec_normalize_quick(&fvec1);
3370                                         if (mag1 > F1_0/256) {
3371                                                 rvec1 = cur_objs[i].orient.rvec;
3372                                                 vm_vec_scale(&rvec1, F1_0-factor);
3373                                                 rvec2 = Objects[j].orient.rvec;
3374                                                 vm_vec_scale(&rvec2, factor);
3375                                                 vm_vec_add2(&rvec1, &rvec2);
3376                                                 vm_vec_normalize_quick(&rvec1); // Note: Doesn't matter if this is null, if null, vm_vector_2_matrix will just use fvec1
3377                                                 vm_vector_2_matrix(&cur_objs[i].orient, &fvec1, NULL, &rvec1);
3378                                         }
3379
3380                                         //--old new way --      vms_vector fvec1, fvec2, rvec1, rvec2;
3381                                         //--old new way --
3382                                         //--old new way --      fvec1 = cur_objs[i].orient.fvec;
3383                                         //--old new way --      vm_vec_scale(&fvec1, F1_0-factor);
3384                                         //--old new way --      fvec2 = Objects[j].orient.fvec;
3385                                         //--old new way --      vm_vec_scale(&fvec2, factor);
3386                                         //--old new way --      vm_vec_add2(&fvec1, &fvec2);
3387                                         //--old new way --      vm_vec_normalize_quick(&fvec1);
3388                                         //--old new way --
3389                                         //--old new way --      rvec1 = cur_objs[i].orient.rvec;
3390                                         //--old new way --      vm_vec_scale(&rvec1, F1_0-factor);
3391                                         //--old new way --      rvec2 = Objects[j].orient.rvec;
3392                                         //--old new way --      vm_vec_scale(&rvec2, factor);
3393                                         //--old new way --      vm_vec_add2(&rvec1, &rvec2);
3394                                         //--old new way --      vm_vec_normalize_quick(&rvec1);
3395                                         //--old new way --
3396                                         //--old new way --      vm_vector_2_matrix(&cur_objs[i].orient, &fvec1, NULL, &rvec1);
3397
3398                                         // -- old fashioned way --                                      vm_extract_angles_matrix(&cur_angles, &(cur_objs[i].orient));
3399                                         // -- old fashioned way --                                      vm_extract_angles_matrix(&dest_angles, &(Objects[j].orient));
3400                                         // -- old fashioned way --
3401                                         // -- old fashioned way --                                      delta_p = (dest_angles.p - cur_angles.p);
3402                                         // -- old fashioned way --                                      delta_h = (dest_angles.h - cur_angles.h);
3403                                         // -- old fashioned way --                                      delta_b = (dest_angles.b - cur_angles.b);
3404                                         // -- old fashioned way --
3405                                         // -- old fashioned way --                                      if (delta_p != 0) {
3406                                         // -- old fashioned way --                                              if (delta_p > F1_0/2) delta_p = dest_angles.p - cur_angles.p - F1_0;
3407                                         // -- old fashioned way --                                              if (delta_p < -F1_0/2) delta_p = dest_angles.p - cur_angles.p + F1_0;
3408                                         // -- old fashioned way --                                              delta_p = fixmul(delta_p, factor);
3409                                         // -- old fashioned way --                                              cur_angles.p += delta_p;
3410                                         // -- old fashioned way --                                      }
3411                                         // -- old fashioned way --                                      if (delta_h != 0) {
3412                                         // -- old fashioned way --                                              if (delta_h > F1_0/2) delta_h = dest_angles.h - cur_angles.h - F1_0;
3413                                         // -- old fashioned way --                                              if (delta_h < -F1_0/2) delta_h = dest_angles.h - cur_angles.h + F1_0;
3414                                         // -- old fashioned way --                                              delta_h = fixmul(delta_h, factor);
3415                                         // -- old fashioned way --                                              cur_angles.h += delta_h;
3416                                         // -- old fashioned way --                                      }
3417                                         // -- old fashioned way --                                      if (delta_b != 0) {
3418                                         // -- old fashioned way --                                              if (delta_b > F1_0/2) delta_b = dest_angles.b - cur_angles.b - F1_0;
3419                                         // -- old fashioned way --                                              if (delta_b < -F1_0/2) delta_b = dest_angles.b - cur_angles.b + F1_0;
3420                                         // -- old fashioned way --                                              delta_b = fixmul(delta_b, factor);
3421                                         // -- old fashioned way --                                              cur_angles.b += delta_b;
3422                                         // -- old fashioned way --                                      }
3423                                 }
3424
3425                                 // Interpolate the object position.  This is just straight linear
3426                                 // interpolation.
3427
3428                                 delta_x = Objects[j].pos.x - cur_objs[i].pos.x;
3429                                 delta_y = Objects[j].pos.y - cur_objs[i].pos.y;
3430                                 delta_z = Objects[j].pos.z - cur_objs[i].pos.z;
3431
3432                                 delta_x = fixmul(delta_x, factor);
3433                                 delta_y = fixmul(delta_y, factor);
3434                                 delta_z = fixmul(delta_z, factor);
3435
3436                                 cur_objs[i].pos.x += delta_x;
3437                                 cur_objs[i].pos.y += delta_y;
3438                                 cur_objs[i].pos.z += delta_z;
3439
3440                                 // -- old fashioned way --// stuff the new angles back into the object structure
3441                                 // -- old fashioned way --                              vm_angles_2_matrix(&(cur_objs[i].orient), &cur_angles);
3442                         }
3443                 }
3444         }
3445
3446         // get back to original position in the demo file.  Reread the current
3447         // frame information again to reset all of the object stuff not covered
3448         // with Highest_object_index and the object array (previously rendered
3449         // objects, etc....)
3450
3451         newdemo_back_frames(1);
3452         newdemo_back_frames(1);
3453         if (newdemo_read_frame_information() == -1)
3454                 newdemo_stop_playback();
3455         Newdemo_vcr_state = ND_STATE_PLAYBACK;
3456
3457         for (i = 0; i <= num_cur_objs; i++)
3458                 memcpy(&(Objects[i]), &(cur_objs[i]), sizeof(object));
3459         Highest_object_index = num_cur_objs;
3460         d_free(cur_objs);
3461 }
3462
3463 void newdemo_playback_one_frame()
3464 {
3465         int frames_back, i, level;
3466         static fix base_interpol_time = 0;
3467         static fix d_recorded = 0;
3468
3469         for (i = 0; i < MAX_PLAYERS; i++)
3470                 if (Newdemo_players_cloaked & (1 << i))
3471                         Players[i].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
3472
3473         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
3474                 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
3475
3476         if (Newdemo_vcr_state == ND_STATE_PAUSED)       // render a frame or not
3477                 return;
3478
3479         if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
3480                 DoJasonInterpolate(nd_recorded_time);
3481
3482         Control_center_destroyed = 0;
3483         Countdown_seconds_left = -1;
3484         PALETTE_FLASH_SET(0,0,0);       //clear flash
3485
3486         if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
3487         {
3488                 level = Current_level_num;
3489                 if (NewdemoFrameCount == 0)
3490                         return;
3491                 else if ((Newdemo_vcr_state == ND_STATE_REWINDING) && (NewdemoFrameCount < 10)) {
3492                         newdemo_goto_beginning();
3493                         return;
3494                 }
3495                 if (Newdemo_vcr_state == ND_STATE_REWINDING)
3496                         frames_back = 10;
3497                 else
3498                         frames_back = 1;
3499                 if (Newdemo_at_eof) {
3500                         cfseek(infile, 11, SEEK_CUR);
3501                 }
3502                 newdemo_back_frames(frames_back);
3503
3504                 if (level != Current_level_num)
3505                         newdemo_pop_ctrlcen_triggers();
3506
3507                 if (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD) {
3508                         if (level != Current_level_num)
3509                                 newdemo_back_frames(1);
3510                         Newdemo_vcr_state = ND_STATE_PAUSED;
3511                 }
3512         }
3513         else if (Newdemo_vcr_state == ND_STATE_FASTFORWARD) {
3514                 if (!Newdemo_at_eof)
3515                 {
3516                         for (i = 0; i < 10; i++)
3517                         {
3518                                 if (newdemo_read_frame_information() == -1)
3519                                 {
3520                                         if (Newdemo_at_eof)
3521                                                 Newdemo_vcr_state = ND_STATE_PAUSED;
3522                                         else
3523                                                 newdemo_stop_playback();
3524                                         break;
3525                                 }
3526                         }
3527                 }
3528                 else
3529                         Newdemo_vcr_state = ND_STATE_PAUSED;
3530         }
3531         else if (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD) {
3532                 if (!Newdemo_at_eof) {
3533                         level = Current_level_num;
3534                         if (newdemo_read_frame_information() == -1) {
3535                                 if (!Newdemo_at_eof)
3536                                         newdemo_stop_playback();
3537                         }
3538                         if (level != Current_level_num) {
3539                                 if (newdemo_read_frame_information() == -1) {
3540                                         if (!Newdemo_at_eof)
3541                                                 newdemo_stop_playback();
3542                                 }
3543                         }
3544                         Newdemo_vcr_state = ND_STATE_PAUSED;
3545                 } else
3546                         Newdemo_vcr_state = ND_STATE_PAUSED;
3547         }
3548         else {
3549
3550                 //  First, uptate the total playback time to date.  Then we check to see
3551                 //  if we need to change the playback style to interpolate frames or
3552                 //  skip frames based on where the playback time is relative to the
3553                 //  recorded time.
3554
3555                 if (NewdemoFrameCount <= 0)
3556                         nd_playback_total = nd_recorded_total;      // baseline total playback time
3557                 else
3558                         nd_playback_total += FrameTime;
3559                 if ((playback_style == NORMAL_PLAYBACK) && (NewdemoFrameCount > 10))
3560                         if ((nd_playback_total * INTERPOL_FACTOR) < nd_recorded_total) {
3561                                 playback_style = INTERPOLATE_PLAYBACK;
3562                                 nd_playback_total = nd_recorded_total + FrameTime;  // baseline playback time
3563                                 base_interpol_time = nd_recorded_total;
3564                                 d_recorded = nd_recorded_time;                      // baseline delta recorded
3565                         }
3566                 if ((playback_style == NORMAL_PLAYBACK) && (NewdemoFrameCount > 10))
3567                         if (nd_playback_total > nd_recorded_total)
3568                                 playback_style = SKIP_PLAYBACK;
3569
3570
3571                 if ((playback_style == INTERPOLATE_PLAYBACK) && Newdemo_do_interpolate) {
3572                         fix d_play = 0;
3573
3574                         if (nd_recorded_total - nd_playback_total < FrameTime) {
3575                                 d_recorded = nd_recorded_total - nd_playback_total;
3576
3577                                 while (nd_recorded_total - nd_playback_total < FrameTime) {
3578                                         object *cur_objs;
3579                                         int i, j, num_objs, level;
3580
3581                                         num_objs = Highest_object_index;
3582                                         cur_objs = (object *)d_malloc(sizeof(object) * (num_objs + 1));
3583                                         if (cur_objs == NULL) {
3584                                                 Warning ("Couldn't get %d bytes for objects in interpolate playback\n", sizeof(object) * num_objs);
3585                                                 break;
3586                                         }
3587                                         for (i = 0; i <= num_objs; i++)
3588                                                 memcpy(&(cur_objs[i]), &(Objects[i]), sizeof(object));
3589
3590                                         level = Current_level_num;
3591                                         if (newdemo_read_frame_information() == -1) {
3592                                                 d_free(cur_objs);
3593                                                 newdemo_stop_playback();
3594                                                 return;
3595                                         }
3596                                         if (level != Current_level_num) {
3597                                                 d_free(cur_objs);
3598                                                 if (newdemo_read_frame_information() == -1)
3599                                                         newdemo_stop_playback();
3600                                                 break;
3601                                         }
3602
3603                                         //  for each new object in the frame just read in, determine if there is
3604                                         //  a corresponding object that we have been interpolating.  If so, then
3605                                         //  copy that interpolated object to the new Objects array so that the
3606                                         //  interpolated position and orientation can be preserved.
3607
3608                                         for (i = 0; i <= num_objs; i++) {
3609                                                 for (j = 0; j <= Highest_object_index; j++) {
3610                                                         if (cur_objs[i].signature == Objects[j].signature) {
3611                                                                 memcpy(&(Objects[j].orient), &(cur_objs[i].orient), sizeof(vms_matrix));
3612                                                                 memcpy(&(Objects[j].pos), &(cur_objs[i].pos), sizeof(vms_vector));
3613                                                                 break;
3614                                                         }
3615                                                 }
3616                                         }
3617                                         d_free(cur_objs);
3618                                         d_recorded += nd_recorded_time;
3619                                         base_interpol_time = nd_playback_total - FrameTime;
3620                                 }
3621                         }
3622
3623                         d_play = nd_playback_total - base_interpol_time;
3624                         interpolate_frame(d_play, d_recorded);
3625                         return;
3626                 }
3627                 else {
3628                         //mprintf ((0, "*"));
3629                         if (newdemo_read_frame_information() == -1) {
3630                                 newdemo_stop_playback();
3631                                 return;
3632                         }
3633                         if (playback_style == SKIP_PLAYBACK) {
3634                                 //mprintf ((0, "."));
3635                                 while (nd_playback_total > nd_recorded_total) {
3636                                         if (newdemo_read_frame_information() == -1) {
3637                                                 newdemo_stop_playback();
3638                                                 return;
3639                                         }
3640                                 }
3641                         }
3642                 }
3643         }
3644 }
3645
3646 void newdemo_start_recording()
3647 {
3648 #ifdef WINDOWS
3649         Newdemo_size=GetFreeDiskSpace();
3650         mprintf((0, "Free space = %d\n", Newdemo_size));
3651 #else
3652         Newdemo_size = GetDiskFree();
3653 #endif
3654
3655         Newdemo_size -= 100000;
3656
3657         if ((Newdemo_size+100000) <  2000000000) {
3658                 if (((int)(Newdemo_size)) < 500000) {
3659 #ifndef MACINTOSH
3660                         nm_messagebox(NULL, 1, TXT_OK, TXT_DEMO_NO_SPACE);
3661 #else
3662                         nm_messagebox(NULL, 1, TXT_OK, "Not enough space on current\ndrive to start demo recording.");
3663 #endif
3664                         return;
3665                 }
3666         }
3667
3668         Newdemo_num_written = 0;
3669         Newdemo_no_space=0;
3670         Newdemo_state = ND_STATE_RECORDING;
3671         outfile = cfopen(DEMO_FILENAME, "wb");
3672
3673 #ifndef MACINTOSH
3674         if (outfile == NULL && errno == ENOENT) {   //dir doesn't exist?
3675 #else
3676         if (outfile == NULL) {                      //dir doesn't exist and no errno on mac!
3677 #endif
3678                 cfile_mkdir(DEMO_DIR); //try making directory
3679                 outfile = cfopen(DEMO_FILENAME, "wb");
3680         }
3681
3682         if (outfile == NULL)
3683         {
3684                 nm_messagebox(NULL, 1, TXT_OK, "Cannot open demo temp file");
3685                 Newdemo_state = ND_STATE_NORMAL;
3686         }
3687         else
3688                 newdemo_record_start_demo();
3689
3690 }
3691
3692 char demoname_allowed_chars[] = "azAZ09__--";
3693 void newdemo_stop_recording()
3694 {
3695         newmenu_item m[6];
3696         int l, exit;
3697         static char filename[15] = "", *s;
3698         static ubyte tmpcnt = 0;
3699         ubyte cloaked = 0;
3700         char fullname[15+FILENAME_LEN] = DEMO_DIR;
3701         unsigned short byte_count = 0;
3702
3703         exit = 0;
3704
3705         nd_write_byte(ND_EVENT_EOF);
3706         nd_write_short(frame_bytes_written - 1);
3707         if (Game_mode & GM_MULTI) {
3708                 for (l = 0; l < N_players; l++) {
3709                         if (Players[l].flags & PLAYER_FLAGS_CLOAKED)
3710                                 cloaked |= (1 << l);
3711                 }
3712                 nd_write_byte(cloaked);
3713                 nd_write_byte(ND_EVENT_EOF);
3714         } else {
3715                 nd_write_short(ND_EVENT_EOF);
3716         }
3717         nd_write_short(ND_EVENT_EOF);
3718         nd_write_int(ND_EVENT_EOF);
3719
3720         byte_count += 10;       // from frame_bytes_written
3721
3722         nd_write_byte((sbyte)(f2ir(Players[Player_num].energy)));
3723         nd_write_byte((sbyte)(f2ir(Players[Player_num].shields)));
3724         nd_write_int(Players[Player_num].flags);        // be sure players flags are set
3725         nd_write_byte((sbyte)Primary_weapon);
3726         nd_write_byte((sbyte)Secondary_weapon);
3727         byte_count += 8;
3728
3729         for (l = 0; l < MAX_PRIMARY_WEAPONS; l++)
3730                 nd_write_short((short)Players[Player_num].primary_ammo[l]);
3731
3732         for (l = 0; l < MAX_SECONDARY_WEAPONS; l++)
3733                 nd_write_short((short)Players[Player_num].secondary_ammo[l]);
3734         byte_count += (sizeof(short) * (MAX_PRIMARY_WEAPONS + MAX_SECONDARY_WEAPONS));
3735
3736         nd_write_byte(Players[Player_num].laser_level);
3737         byte_count++;
3738
3739         if (Game_mode & GM_MULTI) {
3740                 nd_write_byte((sbyte)N_players);
3741                 byte_count++;
3742                 for (l = 0; l < N_players; l++) {
3743                         nd_write_string(Players[l].callsign);
3744                         byte_count += (strlen(Players[l].callsign) + 2);
3745                         nd_write_byte(Players[l].connected);
3746                         if (Game_mode & GM_MULTI_COOP) {
3747                                 nd_write_int(Players[l].score);
3748                                 byte_count += 5;
3749                         } else {
3750                                 nd_write_short((short)Players[l].net_killed_total);
3751                                 nd_write_short((short)Players[l].net_kills_total);
3752                                 byte_count += 5;
3753                         }
3754                 }
3755         } else {
3756                 nd_write_int(Players[Player_num].score);
3757                 byte_count += 4;
3758         }
3759         nd_write_short(byte_count);
3760
3761         nd_write_byte(Current_level_num);
3762         nd_write_byte(ND_EVENT_EOF);
3763
3764         l = cftell(outfile);
3765         cfclose(outfile);
3766         outfile = NULL;
3767         Newdemo_state = ND_STATE_NORMAL;
3768         gr_palette_load( gr_palette );
3769
3770         if (filename[0] != '\0') {
3771                 int num, i = strlen(filename) - 1;
3772                 char newfile[15];
3773
3774                 while (isdigit(filename[i])) {
3775                         i--;
3776                         if (i == -1)
3777                                 break;
3778                 }
3779                 i++;
3780                 num = atoi(&(filename[i]));
3781                 num++;
3782                 filename[i] = '\0';
3783                 sprintf (newfile, "%s%d", filename, num);
3784                 strncpy(filename, newfile, 8);
3785                 filename[8] = '\0';
3786         }
3787
3788 try_again:
3789         ;
3790
3791         Newmenu_allowed_chars = demoname_allowed_chars;
3792         if (!Newdemo_no_space) {
3793                 m[0].type=NM_TYPE_INPUT; m[0].text_len = 8; m[0].text = filename;
3794                 exit = newmenu_do( NULL, TXT_SAVE_DEMO_AS, 1, &(m[0]), NULL );
3795         } else if (Newdemo_no_space == 1) {
3796                 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_SAVE_BAD;
3797                 m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 8; m[1].text = filename;
3798                 exit = newmenu_do( NULL, NULL, 2, m, NULL );
3799         } else if (Newdemo_no_space == 2) {
3800                 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_SAVE_NOSPACE;
3801                 m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 8; m[1].text = filename;
3802                 exit = newmenu_do( NULL, NULL, 2, m, NULL );
3803         }
3804         Newmenu_allowed_chars = NULL;
3805
3806         if (exit == -2) {                   // got bumped out from network menu
3807                 char save_file[7+FILENAME_LEN];
3808
3809                 if (filename[0] != '\0') {
3810                         strcpy(save_file, DEMO_DIR);
3811                         strcat(save_file, filename);
3812                         strcat(save_file, ".dem");
3813                 } else
3814                         sprintf (save_file, "%stmp%d.dem", DEMO_DIR, tmpcnt++);
3815                 cfile_delete(save_file);
3816                 cfile_rename(DEMO_FILENAME, save_file);
3817                 return;
3818         }
3819         if (exit == -1) {               // pressed ESC
3820                 cfile_delete(DEMO_FILENAME);      // might as well remove the file
3821                 return;                     // return without doing anything
3822         }
3823
3824         if (filename[0]==0) //null string
3825                 goto try_again;
3826
3827         //check to make sure name is ok
3828         for (s=filename;*s;s++)
3829                 if (!isalnum(*s) && *s!='_') {
3830                         nm_messagebox1(NULL, NULL,1,TXT_CONTINUE, TXT_DEMO_USE_LETTERS);
3831                         goto try_again;
3832                 }
3833
3834         if (Newdemo_no_space)
3835                 strcat(fullname, m[1].text);
3836         else
3837                 strcat(fullname, m[0].text);
3838         strcat(fullname, ".dem");
3839         cfile_delete(fullname);
3840         cfile_rename(DEMO_FILENAME, fullname);
3841 }
3842
3843
3844 extern char AltHogDir[64];
3845 extern char AltHogdir_initialized;
3846
3847 //returns the number of demo files on the disk
3848 int newdemo_count_demos()
3849 {
3850         FILEFINDSTRUCT find;
3851         int NumFiles=0;
3852
3853         if( !FileFindFirst( DEMO_DIR "*.dem", &find ) ) {
3854                 do {
3855                         NumFiles++;
3856                 } while( !FileFindNext( &find ) );
3857                 FileFindClose();
3858         }
3859
3860         if ( AltHogdir_initialized ) {
3861                 char search_name[PATH_MAX + 5];
3862                 strcpy(search_name, AltHogDir);
3863                 strcat(search_name, "/" DEMO_DIR "*.dem");
3864                 if( !FileFindFirst( search_name, &find ) ) {
3865                         do {
3866                                 NumFiles++;
3867                         } while( !FileFindNext( &find ) );
3868                         FileFindClose();
3869                 }
3870         }
3871
3872         return NumFiles;
3873 }
3874
3875 void newdemo_start_playback(char * filename)
3876 {
3877         FILEFINDSTRUCT find;
3878         int rnd_demo = 0;
3879         char filename2[PATH_MAX+FILENAME_LEN] = DEMO_DIR;
3880
3881 #ifdef NETWORK
3882         change_playernum_to(0);
3883 #endif
3884         First_time_playback=1;
3885         JasonPlaybackTotal=0;
3886
3887         if (filename==NULL) {
3888                 // Randomly pick a filename
3889                 int NumFiles = 0, RandFileNum;
3890                 rnd_demo = 1;
3891
3892                 NumFiles = newdemo_count_demos();
3893
3894                 if ( NumFiles == 0 ) {
3895                         return;     // No files found!
3896                 }
3897                 RandFileNum = d_rand() % NumFiles;
3898                 NumFiles = 0;
3899                 if( !FileFindFirst( DEMO_DIR "*.dem", &find ) ) {
3900                         do {
3901                                 if ( NumFiles==RandFileNum ) {
3902                                         filename = (char *)&find.name;
3903                                         break;
3904                                 }
3905                                 NumFiles++;
3906                         } while( !FileFindNext( &find ) );
3907                         FileFindClose();
3908                 }
3909
3910                 if ( filename == NULL && AltHogdir_initialized ) {
3911                         char search_name[PATH_MAX + 5];
3912                         strcpy(search_name, AltHogDir);
3913                         strcat(search_name, "/" DEMO_DIR "*.dem");
3914                         if( !FileFindFirst( search_name, &find ) ) {
3915                                 do {
3916                                         if ( NumFiles==RandFileNum ) {
3917                                                 filename = (char *)&find.name;
3918                                                 break;
3919                                         }
3920                                         NumFiles++;
3921                                 } while( !FileFindNext( &find ) );
3922                                 FileFindClose();
3923                         }
3924                 }
3925
3926                 if ( filename==NULL) return;
3927         }
3928
3929         if (!filename)
3930                 return;
3931
3932         strcat(filename2,filename);
3933
3934         infile = cfopen(filename2, "rb");
3935
3936         if (infile==NULL) {
3937                 mprintf( (0, "Error reading '%s'\n", filename ));
3938                 return;
3939         }
3940
3941         nd_bad_read = 0;
3942 #ifdef NETWORK
3943         change_playernum_to(0);                 // force playernum to 0
3944 #endif
3945         strncpy(nd_save_callsign, Players[Player_num].callsign, CALLSIGN_LEN);
3946         Viewer = ConsoleObject = &Objects[0];   // play properly as if console player
3947         if (newdemo_read_demo_start(rnd_demo)) {
3948                 cfclose(infile);
3949                 return;
3950         }
3951
3952         Game_mode = GM_NORMAL;
3953         Newdemo_state = ND_STATE_PLAYBACK;
3954         Newdemo_vcr_state = ND_STATE_PLAYBACK;
3955         Newdemo_old_cockpit = Cockpit_mode;
3956         Newdemo_size = cfilelength(infile);
3957         nd_bad_read = 0;
3958         Newdemo_at_eof = 0;
3959         NewdemoFrameCount = 0;
3960         Newdemo_players_cloaked = 0;
3961         playback_style = NORMAL_PLAYBACK;
3962         Function_mode = FMODE_GAME;
3963         Cockpit_3d_view[0] = CV_NONE;       //turn off 3d views on cockpit
3964         Cockpit_3d_view[1] = CV_NONE;       //turn off 3d views on cockpit
3965         newdemo_playback_one_frame();       // this one loads new level
3966         newdemo_playback_one_frame();       // get all of the objects to renderb game
3967 }
3968
3969 void newdemo_stop_playback()
3970 {
3971         cfclose(infile);
3972         Newdemo_state = ND_STATE_NORMAL;
3973 #ifdef NETWORK
3974         change_playernum_to(0);             //this is reality
3975 #endif
3976         strncpy(Players[Player_num].callsign, nd_save_callsign, CALLSIGN_LEN);
3977         Cockpit_mode = Newdemo_old_cockpit;
3978         Game_mode = GM_GAME_OVER;
3979         Function_mode = FMODE_MENU;
3980         longjmp(LeaveGame,0);               // Exit game loop
3981 }
3982
3983
3984 #ifndef NDEBUG
3985
3986 #define BUF_SIZE 16384
3987
3988 void newdemo_strip_frames(char *outname, int bytes_to_strip)
3989 {
3990         CFILE *outfile;
3991         char *buf;
3992         int total_size, bytes_done, read_elems, bytes_back;
3993         int trailer_start, loc1, loc2, stop_loc, bytes_to_read;
3994         short last_frame_length;
3995
3996         bytes_done = 0;
3997         total_size = cfilelength(infile);
3998         outfile = cfopen(outname, "wb");
3999         if (outfile == NULL) {
4000                 newmenu_item m[1];
4001
4002                 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "Can't open output file";
4003                 newmenu_do( NULL, NULL, 1, m, NULL );
4004                 newdemo_stop_playback();
4005                 return;
4006         }
4007         buf = d_malloc(BUF_SIZE);
4008         if (buf == NULL) {
4009                 newmenu_item m[1];
4010
4011                 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "Can't malloc output buffer";
4012                 newmenu_do( NULL, NULL, 1, m, NULL );
4013                 cfclose(outfile);
4014                 newdemo_stop_playback();
4015                 return;
4016         }
4017         newdemo_goto_end();
4018         trailer_start = cftell(infile);
4019         cfseek(infile, 11, SEEK_CUR);
4020         bytes_back = 0;
4021         while (bytes_back < bytes_to_strip) {
4022                 loc1 = cftell(infile);
4023                 //cfseek(infile, -10, SEEK_CUR);
4024                 //nd_read_short(&last_frame_length);
4025                 //cfseek(infile, 8 - last_frame_length, SEEK_CUR);
4026                 newdemo_back_frames(1);
4027                 loc2 = cftell(infile);
4028                 bytes_back += (loc1 - loc2);
4029         }
4030         cfseek(infile, -10, SEEK_CUR);
4031         nd_read_short(&last_frame_length);
4032         cfseek(infile, -3, SEEK_CUR);
4033         stop_loc = cftell(infile);
4034         cfseek(infile, 0, SEEK_SET);
4035         while (stop_loc > 0) {
4036                 if (stop_loc < BUF_SIZE)
4037                         bytes_to_read = stop_loc;
4038                 else
4039                         bytes_to_read = BUF_SIZE;
4040                 read_elems = cfread(buf, 1, bytes_to_read, infile);
4041                 cfwrite(buf, 1, read_elems, outfile);
4042                 stop_loc -= read_elems;
4043         }
4044         stop_loc = cftell(outfile);
4045         cfseek(infile, trailer_start, SEEK_SET);
4046         while ((read_elems = cfread(buf, 1, BUF_SIZE, infile)) != 0)
4047                 cfwrite(buf, 1, read_elems, outfile);
4048         cfseek(outfile, stop_loc, SEEK_SET);
4049         cfseek(outfile, 1, SEEK_CUR);
4050         cfwrite(&last_frame_length, 2, 1, outfile);
4051         cfclose(outfile);
4052         newdemo_stop_playback();
4053
4054 }
4055
4056 #endif
4057
4058 object DemoRightExtra,DemoLeftExtra;
4059 ubyte DemoDoRight=0,DemoDoLeft=0;
4060
4061 void nd_render_extras (ubyte which,object *obj)
4062 {
4063         ubyte w=which>>4;
4064         ubyte type=which&15;
4065
4066         if (which==255)
4067         {
4068                 Int3(); // how'd we get here?
4069                 do_cockpit_window_view(w,NULL,0,WBU_WEAPON,NULL);
4070                 return;
4071         }
4072
4073         if (w)
4074         {
4075                 memcpy (&DemoRightExtra,obj,sizeof(object));  DemoDoRight=type;
4076         }
4077         else
4078         {
4079                 memcpy (&DemoLeftExtra,obj,sizeof(object)); DemoDoLeft=type;
4080         }
4081
4082 }
4083
4084 void DoJasonInterpolate (fix recorded_time)
4085 {
4086         fix the_delay;
4087
4088         JasonPlaybackTotal+=FrameTime;
4089
4090         if (!First_time_playback)
4091         {
4092                 // get the difference between the recorded time and the playback time
4093                 the_delay=(recorded_time - FrameTime);
4094                 //mprintf ((0,"The delay=%d\n", f2i(the_delay)));
4095                 if (the_delay >= f0_0)
4096                 {
4097                         stop_time();
4098                         timer_delay(the_delay);
4099                         start_time();
4100                 }
4101                 else
4102                 {
4103                         while (JasonPlaybackTotal > nd_recorded_total)
4104                                 if (newdemo_read_frame_information() == -1)
4105                                 {
4106                                         newdemo_stop_playback();
4107                                         return;
4108                                 }
4109
4110                         //the_delay = nd_recorded_total - JasonPlaybackTotal;
4111                         //if (the_delay > f0_0)
4112                         //      timer_delay(the_delay);
4113                 }
4114
4115         }
4116
4117         First_time_playback=0;
4118 }
4119
4120 #ifdef MACINTOSH
4121 #pragma global_optimizer reset
4122 #endif
4123