2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
20 #include <string.h> // for memset
22 #include <ctype.h> /* for isdigit */
85 #include "editor\editor.h"
89 #pragma global_optimizer off // pretty much sucks...need to look into this
92 void DoJasonInterpolate (fix recorded_time);
94 void mkdir (char*); /* no idea */
96 //#include "nocfile.h"
98 //Does demo start automatically?
101 byte WasRecorded [MAX_OBJECTS];
102 byte ViewWasRecorded[MAX_OBJECTS];
103 byte RenderingWasRecorded[32];
105 #define ND_EVENT_EOF 0 // EOF
106 #define ND_EVENT_START_DEMO 1 // Followed by 16 character, NULL terminated filename of .SAV file to use
107 #define ND_EVENT_START_FRAME 2 // Followed by integer frame number, then a fix FrameTime
108 #define ND_EVENT_VIEWER_OBJECT 3 // Followed by an object structure
109 #define ND_EVENT_RENDER_OBJECT 4 // Followed by an object structure
110 #define ND_EVENT_SOUND 5 // Followed by int soundum
111 #define ND_EVENT_SOUND_ONCE 6 // Followed by int soundum
112 #define ND_EVENT_SOUND_3D 7 // Followed by int soundum, int angle, int volume
113 #define ND_EVENT_WALL_HIT_PROCESS 8 // Followed by int segnum, int side, fix damage
114 #define ND_EVENT_TRIGGER 9 // Followed by int segnum, int side, int objnum
115 #define ND_EVENT_HOSTAGE_RESCUED 10 // Followed by int hostage_type
116 #define ND_EVENT_SOUND_3D_ONCE 11 // Followed by int soundum, int angle, int volume
117 #define ND_EVENT_MORPH_FRAME 12 // Followed by ? data
118 #define ND_EVENT_WALL_TOGGLE 13 // Followed by int seg, int side
119 #define ND_EVENT_HUD_MESSAGE 14 // Followed by char size, char * string (+null)
120 #define ND_EVENT_CONTROL_CENTER_DESTROYED 15 // Just a simple flag
121 #define ND_EVENT_PALETTE_EFFECT 16 // Followed by short r,g,b
122 #define ND_EVENT_PLAYER_ENERGY 17 // followed by byte energy
123 #define ND_EVENT_PLAYER_SHIELD 18 // followed by byte shields
124 #define ND_EVENT_PLAYER_FLAGS 19 // followed by player flags
125 #define ND_EVENT_PLAYER_WEAPON 20 // followed by weapon type and weapon number
126 #define ND_EVENT_EFFECT_BLOWUP 21 // followed by segment, side, and pnt
127 #define ND_EVENT_HOMING_DISTANCE 22 // followed by homing distance
128 #define ND_EVENT_LETTERBOX 23 // letterbox mode for death seq.
129 #define ND_EVENT_RESTORE_COCKPIT 24 // restore cockpit after death
130 #define ND_EVENT_REARVIEW 25 // going to rear view mode
131 #define ND_EVENT_WALL_SET_TMAP_NUM1 26 // Wall changed
132 #define ND_EVENT_WALL_SET_TMAP_NUM2 27 // Wall changed
133 #define ND_EVENT_NEW_LEVEL 28 // followed by level number
134 #define ND_EVENT_MULTI_CLOAK 29 // followed by player num
135 #define ND_EVENT_MULTI_DECLOAK 30 // followed by player num
136 #define ND_EVENT_RESTORE_REARVIEW 31 // restore cockpit after rearview mode
137 #define ND_EVENT_MULTI_DEATH 32 // with player number
138 #define ND_EVENT_MULTI_KILL 33 // with player number
139 #define ND_EVENT_MULTI_CONNECT 34 // with player number
140 #define ND_EVENT_MULTI_RECONNECT 35 // with player number
141 #define ND_EVENT_MULTI_DISCONNECT 36 // with player number
142 #define ND_EVENT_MULTI_SCORE 37 // playernum / score
143 #define ND_EVENT_PLAYER_SCORE 38 // followed by score
144 #define ND_EVENT_PRIMARY_AMMO 39 // with old/new ammo count
145 #define ND_EVENT_SECONDARY_AMMO 40 // with old/new ammo count
146 #define ND_EVENT_DOOR_OPENING 41 // with segment/side
147 #define ND_EVENT_LASER_LEVEL 42 // no data
148 #define ND_EVENT_PLAYER_AFTERBURNER 43 // followed by byte old ab, current ab
149 #define ND_EVENT_CLOAKING_WALL 44 // info changing while wall cloaking
150 #define ND_EVENT_CHANGE_COCKPIT 45 // change the cockpit
151 #define ND_EVENT_START_GUIDED 46 // switch to guided view
152 #define ND_EVENT_END_GUIDED 47 // stop guided view/return to ship
153 #define ND_EVENT_SECRET_THINGY 48 // 0/1 = secret exit functional/non-functional
154 #define ND_EVENT_LINK_SOUND_TO_OBJ 49 // record digi_link_sound_to_object3
155 #define ND_EVENT_KILL_SOUND_TO_OBJ 50 // record digi_kill_sound_linked_to_object
158 #define NORMAL_PLAYBACK 0
159 #define SKIP_PLAYBACK 1
160 #define INTERPOLATE_PLAYBACK 2
161 #define INTERPOL_FACTOR (F1_0 + (F1_0/5))
163 #define DEMO_VERSION 15 //last D1 version was 13
164 #define DEMO_GAME_TYPE 3 //1 was shareware, 2 registered
167 #define DEMO_FILENAME "demos/tmpdemo.dem"
168 #define DEMO_DIR "demos/"
170 #define DEMO_FILENAME ":Demos:tmpdemo.dem"
171 #define DEMO_DIR ":Demos:"
174 #define DEMO_MAX_LEVELS 29
177 char nd_save_callsign[CALLSIGN_LEN+1];
178 int Newdemo_state = 0;
179 int Newdemo_vcr_state = 0;
180 int Newdemo_start_frame = -1;
181 unsigned int Newdemo_size;
182 int Newdemo_num_written;
183 int Newdemo_game_mode;
184 int Newdemo_old_cockpit;
185 byte Newdemo_no_space;
187 byte Newdemo_do_interpolate = 0; // 1
188 byte Newdemo_players_cloaked;
189 byte Newdemo_warning_given = 0;
190 byte Newdemo_cntrlcen_destroyed = 0;
191 static byte nd_bad_read;
192 int NewdemoFrameCount;
193 short frame_bytes_written = 0;
194 fix nd_playback_total;
195 fix nd_recorded_total;
196 fix nd_recorded_time;
198 byte First_time_playback=1;
199 fix JasonPlaybackTotal=0;
205 int newdemo_get_percent_done() {
206 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
207 return (ftell(infile)*100)/Newdemo_size;
209 if ( Newdemo_state == ND_STATE_RECORDING ) {
210 return ftell(outfile);
215 #define VEL_PRECISION 12
217 void my_extract_shortpos(object *objp, shortpos *spp)
223 objp->orient.rvec.x = *sp++ << MATRIX_PRECISION;
224 objp->orient.uvec.x = *sp++ << MATRIX_PRECISION;
225 objp->orient.fvec.x = *sp++ << MATRIX_PRECISION;
227 objp->orient.rvec.y = *sp++ << MATRIX_PRECISION;
228 objp->orient.uvec.y = *sp++ << MATRIX_PRECISION;
229 objp->orient.fvec.y = *sp++ << MATRIX_PRECISION;
231 objp->orient.rvec.z = *sp++ << MATRIX_PRECISION;
232 objp->orient.uvec.z = *sp++ << MATRIX_PRECISION;
233 objp->orient.fvec.z = *sp++ << MATRIX_PRECISION;
235 segnum = spp->segment;
236 objp->segnum = segnum;
238 objp->pos.x = (spp->xo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].x;
239 objp->pos.y = (spp->yo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].y;
240 objp->pos.z = (spp->zo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].z;
242 objp->mtype.phys_info.velocity.x = (spp->velx << VEL_PRECISION);
243 objp->mtype.phys_info.velocity.y = (spp->vely << VEL_PRECISION);
244 objp->mtype.phys_info.velocity.z = (spp->velz << VEL_PRECISION);
247 int newdemo_read( void *buffer, int elsize, int nelem )
250 num_read = fread( buffer,elsize,nelem, infile );
251 if (ferror(infile) || feof(infile))
257 int newdemo_find_object( int signature )
262 for (i=0; i<=Highest_object_index; i++, objp++ ) {
263 if ( (objp->type != OBJ_NONE) && (objp->signature == signature))
269 int newdemo_write( void *buffer, int elsize, int nelem )
271 int num_written, total_size;
273 total_size = elsize * nelem;
274 frame_bytes_written += total_size;
275 Newdemo_num_written += total_size;
276 Assert(outfile != NULL);
277 num_written = fwrite( buffer, elsize, nelem, outfile );
278 // if ((Newdemo_num_written > Newdemo_size) && !Newdemo_no_space) {
279 // Newdemo_no_space=1;
280 // newdemo_stop_recording();
283 if ((Newdemo_num_written > Newdemo_size) && !Newdemo_no_space)
285 if (num_written == nelem && !Newdemo_no_space)
289 newdemo_stop_recording();
294 * The next bunch of files taken from Matt's gamesave.c. We have to modify
295 * these since the demo must save more information about objects that
299 static void nd_write_byte(byte b)
301 newdemo_write(&b, 1, 1);
304 static void nd_write_short(short s)
306 newdemo_write(&s, 2, 1);
309 static void nd_write_int(int i)
311 newdemo_write(&i, 4, 1);
314 static void nd_write_string(char *str)
316 nd_write_byte(strlen(str) + 1);
317 newdemo_write(str, strlen(str) + 1, 1);
320 static void nd_write_fix(fix f)
322 newdemo_write(&f, sizeof(fix), 1);
325 static void nd_write_fixang(fixang f)
327 newdemo_write(&f, sizeof(fixang), 1);
330 static void nd_write_vector(vms_vector *v)
337 static void nd_write_angvec(vms_angvec *v)
339 nd_write_fixang(v->p);
340 nd_write_fixang(v->b);
341 nd_write_fixang(v->h);
344 void nd_write_shortpos(object *obj)
350 create_shortpos(&sp, obj, 0);
352 render_type = obj->render_type;
353 if (((render_type == RT_POLYOBJ) || (render_type == RT_HOSTAGE) || (render_type == RT_MORPH)) || (obj->type == OBJ_CAMERA)) {
354 for (i = 0; i < 9; i++)
355 nd_write_byte(sp.bytemat[i]);
356 for (i = 0; i < 9; i++) {
357 if (sp.bytemat[i] != 0)
361 Int3(); // contact Allender about this.
365 nd_write_short(sp.xo);
366 nd_write_short(sp.yo);
367 nd_write_short(sp.zo);
368 nd_write_short(sp.segment);
369 nd_write_short(sp.velx);
370 nd_write_short(sp.vely);
371 nd_write_short(sp.velz);
374 static void nd_read_byte(byte *b)
376 newdemo_read(b, 1, 1);
379 static void nd_read_short(short *s)
381 newdemo_read(s, 2, 1);
384 static void nd_read_int(int *i)
386 newdemo_read(i, 4, 1);
389 static void nd_read_string(char *str)
394 newdemo_read(str, len, 1);
397 static void nd_read_fix(fix *f)
399 newdemo_read(f, sizeof(fix), 1);
402 static void nd_read_fixang(fixang *f)
404 newdemo_read(f, sizeof(fixang), 1);
407 static void nd_read_vector(vms_vector *v)
409 nd_read_fix(&(v->x));
410 nd_read_fix(&(v->y));
411 nd_read_fix(&(v->z));
414 static void nd_read_angvec(vms_angvec *v)
416 nd_read_fixang(&(v->p));
417 nd_read_fixang(&(v->b));
418 nd_read_fixang(&(v->h));
421 static void nd_read_shortpos(object *obj)
427 render_type = obj->render_type;
428 if (((render_type == RT_POLYOBJ) || (render_type == RT_HOSTAGE) || (render_type == RT_MORPH)) || (obj->type == OBJ_CAMERA)) {
429 for (i = 0; i < 9; i++)
430 nd_read_byte(&(sp.bytemat[i]));
433 nd_read_short(&(sp.xo));
434 nd_read_short(&(sp.yo));
435 nd_read_short(&(sp.zo));
436 nd_read_short(&(sp.segment));
437 nd_read_short(&(sp.velx));
438 nd_read_short(&(sp.vely));
439 nd_read_short(&(sp.velz));
441 my_extract_shortpos(obj, &sp);
442 if ((obj->id == VCLIP_MORPHING_ROBOT) && (render_type == RT_FIREBALL) && (obj->control_type == CT_EXPLOSION))
443 extract_orient_from_segment(&obj->orient,&Segments[obj->segnum]);
447 object *prev_obj=NULL; //ptr to last object read in
449 void nd_read_object(object *obj)
451 memset(obj, 0, sizeof(object));
454 * Do render type first, since with render_type == RT_NONE, we
455 * blow by all other object information
457 nd_read_byte(&(obj->render_type));
458 nd_read_byte(&(obj->type));
459 if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
462 nd_read_byte(&(obj->id));
463 nd_read_byte(&(obj->flags));
464 nd_read_short((short *)&(obj->signature));
465 nd_read_shortpos(obj);
467 if ((obj->type == OBJ_ROBOT) && (obj->id == SPECIAL_REACTOR_ROBOT))
470 obj->attached_obj = -1;
475 obj->control_type = CT_POWERUP;
476 obj->movement_type = MT_NONE;
477 obj->size = HOSTAGE_SIZE;
481 obj->control_type = CT_AI;
482 // (MarkA and MikeK said we should not do the crazy last secret stuff with multiple reactors...
483 // This necessary code is our vindication. --MK, 2/15/96)
484 if (obj->id != SPECIAL_REACTOR_ROBOT)
485 obj->movement_type = MT_PHYSICS;
487 obj->movement_type = MT_NONE;
488 obj->size = Polygon_models[Robot_info[obj->id].model_num].rad;
489 obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
490 obj->rtype.pobj_info.subobj_flags = 0;
491 obj->ctype.ai_info.CLOAKED = (Robot_info[obj->id].cloak_type?1:0);
495 obj->control_type = CT_POWERUP;
496 nd_read_byte(&(obj->movement_type)); // might have physics movement
497 obj->size = Powerup_info[obj->id].size;
501 obj->control_type = CT_NONE;
502 obj->movement_type = MT_PHYSICS;
503 obj->size = Polygon_models[Player_ship->model_num].rad;
504 obj->rtype.pobj_info.model_num = Player_ship->model_num;
505 obj->rtype.pobj_info.subobj_flags = 0;
509 obj->control_type = CT_NONE;
510 obj->movement_type = MT_NONE;
511 obj->size = Polygon_models[obj->id].rad;
512 obj->rtype.pobj_info.model_num = obj->id;
513 obj->rtype.pobj_info.subobj_flags = 0;
517 nd_read_byte(&(obj->control_type));
518 nd_read_byte(&(obj->movement_type));
519 nd_read_fix(&(obj->size));
524 nd_read_vector(&(obj->last_pos));
525 if ((obj->type == OBJ_WEAPON) && (obj->render_type == RT_WEAPON_VCLIP))
526 nd_read_fix(&(obj->lifeleft));
531 obj->lifeleft = (fix)b;
532 // MWA old way -- won't work with big endian machines nd_read_byte((ubyte *)&(obj->lifeleft));
533 obj->lifeleft = (fix)((int)obj->lifeleft << 12);
536 if (obj->type == OBJ_ROBOT) {
537 if (Robot_info[obj->id].boss_flag) {
540 nd_read_byte(&cloaked);
541 obj->ctype.ai_info.CLOAKED = cloaked;
545 switch (obj->movement_type) {
548 nd_read_vector(&(obj->mtype.phys_info.velocity));
549 nd_read_vector(&(obj->mtype.phys_info.thrust));
553 nd_read_vector(&(obj->mtype.spin_rate));
563 switch (obj->control_type) {
567 nd_read_fix(&(obj->ctype.expl_info.spawn_time));
568 nd_read_fix(&(obj->ctype.expl_info.delete_time));
569 nd_read_short(&(obj->ctype.expl_info.delete_objnum));
571 obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
573 if (obj->flags & OF_ATTACHED) { //attach to previous object
574 Assert(prev_obj!=NULL);
575 if (prev_obj->control_type == CT_EXPLOSION) {
576 if (prev_obj->flags & OF_ATTACHED && prev_obj->ctype.expl_info.attach_parent!=-1)
577 obj_attach(&Objects[prev_obj->ctype.expl_info.attach_parent],obj);
579 obj->flags &= ~OF_ATTACHED;
582 obj_attach(prev_obj,obj);
588 nd_read_fix(&(obj->ctype.light_info.intensity));
610 switch (obj->render_type) {
619 if ((obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_CLUTTER)) {
620 nd_read_int(&(obj->rtype.pobj_info.model_num));
621 nd_read_int(&(obj->rtype.pobj_info.subobj_flags));
624 if ((obj->type != OBJ_PLAYER) && (obj->type != OBJ_DEBRIS))
626 for (i=0;i<MAX_SUBMODELS;i++)
627 nd_read_angvec(&(obj->pobj_info.anim_angles[i]));
629 for (i = 0; i < Polygon_models[obj->rtype.pobj_info.model_num].n_models; i++)
630 nd_read_angvec(&obj->rtype.pobj_info.anim_angles[i]);
635 obj->rtype.pobj_info.tmap_override = tmo;
638 obj->rtype.pobj_info.tmap_override = -1;
640 int xlated_tmo = tmap_xlate_table[tmo];
641 if (xlated_tmo < 0) {
642 // mprintf( (0, "Couldn't find texture for demo object, model_num = %d\n", obj->pobj_info.model_num));
646 obj->rtype.pobj_info.tmap_override = xlated_tmo;
654 case RT_WEAPON_VCLIP:
657 nd_read_int(&(obj->rtype.vclip_info.vclip_num));
658 nd_read_fix(&(obj->rtype.vclip_info.frametime));
659 nd_read_byte(&(obj->rtype.vclip_info.framenum));
673 void nd_write_object(object *obj)
677 if ((obj->type == OBJ_ROBOT) && (obj->id == SPECIAL_REACTOR_ROBOT))
681 * Do render_type first so on read, we can make determination of
682 * what else to read in
684 nd_write_byte(obj->render_type);
685 nd_write_byte(obj->type);
686 if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
689 nd_write_byte(obj->id);
690 nd_write_byte(obj->flags);
691 nd_write_short((short)obj->signature);
692 nd_write_shortpos(obj);
694 if ((obj->type != OBJ_HOSTAGE) && (obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_POWERUP) && (obj->type != OBJ_CLUTTER)) {
695 nd_write_byte(obj->control_type);
696 nd_write_byte(obj->movement_type);
697 nd_write_fix(obj->size);
699 if (obj->type == OBJ_POWERUP)
700 nd_write_byte(obj->movement_type);
702 nd_write_vector(&obj->last_pos);
704 if ((obj->type == OBJ_WEAPON) && (obj->render_type == RT_WEAPON_VCLIP))
705 nd_write_fix(obj->lifeleft);
707 life = (int)obj->lifeleft;
711 nd_write_byte((ubyte)life);
714 if (obj->type == OBJ_ROBOT) {
715 if (Robot_info[obj->id].boss_flag) {
716 if ((GameTime > Boss_cloak_start_time) && (GameTime < Boss_cloak_end_time))
723 switch (obj->movement_type) {
726 nd_write_vector(&obj->mtype.phys_info.velocity);
727 nd_write_vector(&obj->mtype.phys_info.thrust);
731 nd_write_vector(&obj->mtype.spin_rate);
741 switch (obj->control_type) {
747 nd_write_fix(obj->ctype.expl_info.spawn_time);
748 nd_write_fix(obj->ctype.expl_info.delete_time);
749 nd_write_short(obj->ctype.expl_info.delete_objnum);
757 nd_write_fix(obj->ctype.light_info.intensity);
764 case CT_SLEW: //the player is generally saved as slew
777 switch (obj->render_type) {
786 if ((obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_CLUTTER)) {
787 nd_write_int(obj->rtype.pobj_info.model_num);
788 nd_write_int(obj->rtype.pobj_info.subobj_flags);
791 if ((obj->type != OBJ_PLAYER) && (obj->type != OBJ_DEBRIS))
793 for (i=0;i<MAX_SUBMODELS;i++)
794 nd_write_angvec(&obj->pobj_info.anim_angles[i]);
796 for (i = 0; i < Polygon_models[obj->rtype.pobj_info.model_num].n_models; i++)
797 nd_write_angvec(&obj->rtype.pobj_info.anim_angles[i]);
799 nd_write_int(obj->rtype.pobj_info.tmap_override);
805 case RT_WEAPON_VCLIP:
808 nd_write_int(obj->rtype.vclip_info.vclip_num);
809 nd_write_fix(obj->rtype.vclip_info.frametime);
810 nd_write_byte(obj->rtype.vclip_info.framenum);
823 int JustStartedRecording=0,JustStartedPlayback=0;
825 void newdemo_record_start_demo()
830 nd_write_byte(ND_EVENT_START_DEMO);
831 nd_write_byte(DEMO_VERSION);
832 nd_write_byte(DEMO_GAME_TYPE);
833 nd_write_fix(GameTime);
836 if (Game_mode & GM_MULTI)
837 nd_write_int(Game_mode | (Player_num << 16));
840 // NOTE LINK TO ABOVE!!!
841 nd_write_int(Game_mode);
844 if (Game_mode & GM_TEAM) {
845 nd_write_byte(Netgame.team_vector);
846 nd_write_string(Netgame.team_name[0]);
847 nd_write_string(Netgame.team_name[1]);
850 if (Game_mode & GM_MULTI) {
851 nd_write_byte((byte)N_players);
852 for (i = 0; i < N_players; i++) {
853 nd_write_string(Players[i].callsign);
854 nd_write_byte(Players[i].connected);
856 if (Game_mode & GM_MULTI_COOP) {
857 nd_write_int(Players[i].score);
859 nd_write_short((short)Players[i].net_killed_total);
860 nd_write_short((short)Players[i].net_kills_total);
865 // NOTE LINK TO ABOVE!!!
866 nd_write_int(Players[Player_num].score);
868 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
869 nd_write_short((short)Players[Player_num].primary_ammo[i]);
871 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
872 nd_write_short((short)Players[Player_num].secondary_ammo[i]);
874 nd_write_byte((byte)Players[Player_num].laser_level);
876 // Support for missions added here
878 nd_write_string(Current_mission_filename);
880 nd_write_byte((byte)(f2ir(Players[Player_num].energy)));
881 nd_write_byte((byte)(f2ir(Players[Player_num].shields)));
882 nd_write_int(Players[Player_num].flags); // be sure players flags are set
883 nd_write_byte((byte)Primary_weapon);
884 nd_write_byte((byte)Secondary_weapon);
885 Newdemo_start_frame = FrameCount;
886 JustStartedRecording=1;
888 newdemo_set_new_level(Current_level_num);
893 void newdemo_record_start_frame(int frame_number, fix frame_time )
897 if (Newdemo_no_space) {
898 newdemo_stop_playback();
905 for (i=0;i<MAX_OBJECTS;i++)
908 ViewWasRecorded[i]=0;
911 RenderingWasRecorded[i]=0;
913 frame_number -= Newdemo_start_frame;
915 Assert(frame_number >= 0 );
917 nd_write_byte(ND_EVENT_START_FRAME);
918 nd_write_short(frame_bytes_written - 1); // from previous frame
919 frame_bytes_written=3;
920 nd_write_int(frame_number);
921 nd_write_int(frame_time);
926 void newdemo_record_render_object(object * obj)
928 if (ViewWasRecorded[obj-Objects])
931 // if (obj==&Objects[Players[Player_num].objnum] && !Player_is_dead)
935 nd_write_byte(ND_EVENT_RENDER_OBJECT);
936 nd_write_object(obj);
940 extern ubyte RenderingType;
942 void newdemo_record_viewer_object(object * obj)
945 if (ViewWasRecorded[obj-Objects] && (ViewWasRecorded[obj-Objects]-1)==RenderingType)
947 //if (WasRecorded[obj-Objects])
949 if (RenderingWasRecorded[RenderingType])
952 ViewWasRecorded[obj-Objects]=RenderingType+1;
953 RenderingWasRecorded[RenderingType]=1;
955 nd_write_byte(ND_EVENT_VIEWER_OBJECT);
956 nd_write_byte(RenderingType);
957 nd_write_object(obj);
961 void newdemo_record_sound( int soundno ) {
963 nd_write_byte(ND_EVENT_SOUND);
964 nd_write_int( soundno );
967 //--unused-- void newdemo_record_sound_once( int soundno ) {
968 //--unused-- stop_time();
969 //--unused-- nd_write_byte( ND_EVENT_SOUND_ONCE );
970 //--unused-- nd_write_int( soundno );
971 //--unused-- start_time();
975 void newdemo_record_cockpit_change (int mode)
978 nd_write_byte (ND_EVENT_CHANGE_COCKPIT);
984 void newdemo_record_sound_3d( int soundno, int angle, int volume ) {
986 nd_write_byte( ND_EVENT_SOUND_3D );
987 nd_write_int( soundno );
988 nd_write_int( angle );
989 nd_write_int( volume );
993 void newdemo_record_sound_3d_once( int soundno, int angle, int volume ) {
995 nd_write_byte( ND_EVENT_SOUND_3D_ONCE );
996 nd_write_int( soundno );
997 nd_write_int( angle );
998 nd_write_int( volume );
1003 void newdemo_record_link_sound_to_object3( int soundno, short objnum, fix max_volume, fix max_distance, int loop_start, int loop_end )
1006 nd_write_byte( ND_EVENT_LINK_SOUND_TO_OBJ );
1007 nd_write_int( soundno );
1008 nd_write_int( Objects[objnum].signature );
1009 nd_write_int( max_volume );
1010 nd_write_int( max_distance );
1011 nd_write_int( loop_start );
1012 nd_write_int( loop_end );
1016 void newdemo_record_kill_sound_linked_to_object( int objnum )
1019 nd_write_byte( ND_EVENT_KILL_SOUND_TO_OBJ );
1020 nd_write_int( Objects[objnum].signature );
1025 void newdemo_record_wall_hit_process( int segnum, int side, int damage, int playernum )
1031 // playernum = playernum;
1032 nd_write_byte( ND_EVENT_WALL_HIT_PROCESS );
1033 nd_write_int( segnum );
1034 nd_write_int( side );
1035 nd_write_int( damage );
1036 nd_write_int( playernum );
1040 void newdemo_record_guided_start ()
1042 nd_write_byte (ND_EVENT_START_GUIDED);
1044 void newdemo_record_guided_end ()
1046 nd_write_byte (ND_EVENT_END_GUIDED);
1049 void newdemo_record_secret_exit_blown(int truth)
1052 nd_write_byte( ND_EVENT_SECRET_THINGY );
1053 nd_write_int( truth );
1057 void newdemo_record_trigger( int segnum, int side, int objnum,int shot )
1060 nd_write_byte( ND_EVENT_TRIGGER );
1061 nd_write_int( segnum );
1062 nd_write_int( side );
1063 nd_write_int( objnum );
1068 void newdemo_record_hostage_rescued( int hostage_number ) {
1070 nd_write_byte( ND_EVENT_HOSTAGE_RESCUED );
1071 nd_write_int( hostage_number );
1075 void newdemo_record_morph_frame(morph_data *md) {
1078 nd_write_byte( ND_EVENT_MORPH_FRAME );
1080 newdemo_write( md->morph_vecs, sizeof(md->morph_vecs), 1 );
1081 newdemo_write( md->submodel_active, sizeof(md->submodel_active), 1 );
1082 newdemo_write( md->submodel_startpoints, sizeof(md->submodel_startpoints), 1 );
1084 nd_write_object( md->obj );
1088 void newdemo_record_wall_toggle( int segnum, int side ) {
1090 nd_write_byte( ND_EVENT_WALL_TOGGLE );
1091 nd_write_int( segnum );
1092 nd_write_int( side );
1096 void newdemo_record_control_center_destroyed()
1099 nd_write_byte( ND_EVENT_CONTROL_CENTER_DESTROYED );
1100 nd_write_int( Countdown_seconds_left );
1104 void newdemo_record_hud_message( char * message )
1107 nd_write_byte( ND_EVENT_HUD_MESSAGE );
1108 nd_write_string(message);
1112 void newdemo_record_palette_effect(short r, short g, short b )
1115 nd_write_byte( ND_EVENT_PALETTE_EFFECT );
1116 nd_write_short( r );
1117 nd_write_short( g );
1118 nd_write_short( b );
1122 void newdemo_record_player_energy(int old_energy, int energy)
1125 nd_write_byte( ND_EVENT_PLAYER_ENERGY );
1126 nd_write_byte((byte) old_energy);
1127 nd_write_byte((byte) energy);
1131 void newdemo_record_player_afterburner(fix old_afterburner, fix afterburner)
1134 nd_write_byte( ND_EVENT_PLAYER_AFTERBURNER );
1135 nd_write_byte((byte) (old_afterburner>>9));
1136 nd_write_byte((byte) (afterburner>>9));
1140 void newdemo_record_player_shields(int old_shield, int shield)
1143 nd_write_byte( ND_EVENT_PLAYER_SHIELD );
1144 nd_write_byte((byte)old_shield);
1145 nd_write_byte((byte)shield);
1149 void newdemo_record_player_flags(uint oflags, uint flags)
1152 nd_write_byte( ND_EVENT_PLAYER_FLAGS );
1153 nd_write_int(((short)oflags << 16) | (short)flags);
1157 void newdemo_record_player_weapon(int weapon_type, int weapon_num)
1160 nd_write_byte( ND_EVENT_PLAYER_WEAPON );
1161 nd_write_byte((byte)weapon_type);
1162 nd_write_byte((byte)weapon_num);
1164 nd_write_byte((byte)Secondary_weapon);
1166 nd_write_byte((byte)Primary_weapon);
1170 void newdemo_record_effect_blowup(short segment, int side, vms_vector *pnt)
1173 nd_write_byte (ND_EVENT_EFFECT_BLOWUP);
1174 nd_write_short(segment);
1175 nd_write_byte((byte)side);
1176 nd_write_vector(pnt);
1180 void newdemo_record_homing_distance(fix distance)
1183 nd_write_byte(ND_EVENT_HOMING_DISTANCE);
1184 nd_write_short((short)(distance>>16));
1188 void newdemo_record_letterbox(void)
1191 nd_write_byte(ND_EVENT_LETTERBOX);
1195 void newdemo_record_rearview(void)
1198 nd_write_byte(ND_EVENT_REARVIEW);
1202 void newdemo_record_restore_cockpit(void)
1205 nd_write_byte(ND_EVENT_RESTORE_COCKPIT);
1209 void newdemo_record_restore_rearview(void)
1212 nd_write_byte(ND_EVENT_RESTORE_REARVIEW);
1216 void newdemo_record_wall_set_tmap_num1(short seg,ubyte side,short cseg,ubyte cside,short tmap)
1219 nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM1);
1220 nd_write_short(seg);
1221 nd_write_byte(side);
1222 nd_write_short(cseg);
1223 nd_write_byte(cside);
1224 nd_write_short(tmap);
1228 void newdemo_record_wall_set_tmap_num2(short seg,ubyte side,short cseg,ubyte cside,short tmap)
1231 nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM2);
1232 nd_write_short(seg);
1233 nd_write_byte(side);
1234 nd_write_short(cseg);
1235 nd_write_byte(cside);
1236 nd_write_short(tmap);
1240 void newdemo_record_multi_cloak(int pnum)
1243 nd_write_byte(ND_EVENT_MULTI_CLOAK);
1244 nd_write_byte((byte)pnum);
1248 void newdemo_record_multi_decloak(int pnum)
1251 nd_write_byte(ND_EVENT_MULTI_DECLOAK);
1252 nd_write_byte((byte)pnum);
1256 void newdemo_record_multi_death(int pnum)
1259 nd_write_byte(ND_EVENT_MULTI_DEATH);
1260 nd_write_byte((byte)pnum);
1264 void newdemo_record_multi_kill(int pnum, byte kill)
1267 nd_write_byte(ND_EVENT_MULTI_KILL);
1268 nd_write_byte((byte)pnum);
1269 nd_write_byte(kill);
1273 void newdemo_record_multi_connect(int pnum, int new_player, char *new_callsign)
1276 nd_write_byte(ND_EVENT_MULTI_CONNECT);
1277 nd_write_byte((byte)pnum);
1278 nd_write_byte((byte)new_player);
1280 nd_write_string(Players[pnum].callsign);
1281 nd_write_int(Players[pnum].net_killed_total);
1282 nd_write_int(Players[pnum].net_kills_total);
1284 nd_write_string(new_callsign);
1288 void newdemo_record_multi_reconnect(int pnum)
1291 nd_write_byte(ND_EVENT_MULTI_RECONNECT);
1292 nd_write_byte((byte)pnum);
1296 void newdemo_record_multi_disconnect(int pnum)
1299 nd_write_byte(ND_EVENT_MULTI_DISCONNECT);
1300 nd_write_byte((byte)pnum);
1304 void newdemo_record_player_score(int score)
1307 nd_write_byte(ND_EVENT_PLAYER_SCORE);
1308 nd_write_int(score);
1312 void newdemo_record_multi_score(int pnum, int score)
1315 nd_write_byte(ND_EVENT_MULTI_SCORE);
1316 nd_write_byte((byte)pnum);
1317 nd_write_int(score - Players[pnum].score); // called before score is changed!!!!
1321 void newdemo_record_primary_ammo(int old_ammo, int new_ammo)
1324 nd_write_byte(ND_EVENT_PRIMARY_AMMO);
1326 nd_write_short((short)new_ammo);
1328 nd_write_short((short)old_ammo);
1329 nd_write_short((short)new_ammo);
1333 void newdemo_record_secondary_ammo(int old_ammo, int new_ammo)
1336 nd_write_byte(ND_EVENT_SECONDARY_AMMO);
1338 nd_write_short((short)new_ammo);
1340 nd_write_short((short)old_ammo);
1341 nd_write_short((short)new_ammo);
1345 void newdemo_record_door_opening(int segnum, int side)
1348 nd_write_byte(ND_EVENT_DOOR_OPENING);
1349 nd_write_short((short)segnum);
1350 nd_write_byte((byte)side);
1354 void newdemo_record_laser_level(byte old_level, byte new_level)
1357 nd_write_byte(ND_EVENT_LASER_LEVEL);
1358 nd_write_byte(old_level);
1359 nd_write_byte(new_level);
1363 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)
1365 Assert(front_wall_num <= 255 && back_wall_num <= 255);
1368 nd_write_byte(ND_EVENT_CLOAKING_WALL);
1369 nd_write_byte(front_wall_num);
1370 nd_write_byte(back_wall_num);
1371 nd_write_byte(type);
1372 nd_write_byte(state);
1373 nd_write_byte(cloak_value);
1374 nd_write_short(l0>>8);
1375 nd_write_short(l1>>8);
1376 nd_write_short(l2>>8);
1377 nd_write_short(l3>>8);
1381 void newdemo_set_new_level(int level_num)
1388 nd_write_byte(ND_EVENT_NEW_LEVEL);
1389 nd_write_byte((byte)level_num);
1390 nd_write_byte((byte)Current_level_num);
1392 if (JustStartedRecording==1)
1394 nd_write_int(Num_walls);
1395 for (i=0;i<Num_walls;i++)
1397 nd_write_byte (Walls[i].type);
1398 nd_write_byte (Walls[i].flags);
1399 nd_write_byte (Walls[i].state);
1401 seg = &Segments[Walls[i].segnum];
1402 side = Walls[i].sidenum;
1403 nd_write_short (seg->sides[side].tmap_num);
1404 nd_write_short (seg->sides[side].tmap_num2);
1405 JustStartedRecording=0;
1412 int newdemo_read_demo_start(int rnd_demo)
1414 byte i, version, game_type, laser_level;
1415 char c, energy, shield;
1416 char text[50], current_mission[9];
1419 if ((c != ND_EVENT_START_DEMO) || nd_bad_read) {
1422 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_DEMO_CORRUPT);
1423 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1424 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1427 nd_read_byte(&version);
1428 nd_read_byte(&game_type);
1429 if (game_type < DEMO_GAME_TYPE) {
1432 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_RECORDED);
1433 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1434 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = " In Descent: First Strike";
1436 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1439 if (game_type != DEMO_GAME_TYPE) {
1442 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_RECORDED);
1443 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1444 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = " In Unknown Descent version";
1446 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1449 if (version < DEMO_VERSION) {
1452 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_DEMO_OLD);
1453 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1454 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1458 nd_read_fix(&GameTime);
1459 Boss_cloak_start_time=Boss_cloak_end_time=GameTime;
1460 JasonPlaybackTotal=0;
1462 nd_read_int(&Newdemo_game_mode);
1465 change_playernum_to((Newdemo_game_mode >> 16) & 0x7);
1466 if (Newdemo_game_mode & GM_TEAM) {
1467 nd_read_byte(&(Netgame.team_vector));
1468 nd_read_string(Netgame.team_name[0]);
1469 nd_read_string(Netgame.team_name[1]);
1471 if (Newdemo_game_mode & GM_MULTI) {
1476 // changed this to above two lines -- breaks on the mac because of
1478 // nd_read_byte((byte *)&N_players);
1479 for (i = 0 ; i < N_players; i++) {
1480 Players[i].cloak_time = 0;
1481 Players[i].invulnerable_time = 0;
1482 nd_read_string(Players[i].callsign);
1483 nd_read_byte(&(Players[i].connected));
1485 if (Newdemo_game_mode & GM_MULTI_COOP) {
1486 nd_read_int(&(Players[i].score));
1488 nd_read_short((short *)&(Players[i].net_killed_total));
1489 nd_read_short((short *)&(Players[i].net_kills_total));
1492 Game_mode = Newdemo_game_mode;
1493 multi_sort_kill_list();
1494 Game_mode = GM_NORMAL;
1497 nd_read_int(&(Players[Player_num].score)); // Note link to above if!
1499 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
1500 nd_read_short((short*)&(Players[Player_num].primary_ammo[i]));
1502 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
1503 nd_read_short((short*)&(Players[Player_num].secondary_ammo[i]));
1505 nd_read_byte(&laser_level);
1506 if (laser_level != Players[Player_num].laser_level) {
1507 Players[Player_num].laser_level = laser_level;
1508 update_laser_weapon_info();
1511 // Support for missions
1513 nd_read_string(current_mission);
1514 if (!load_mission_by_name(current_mission)) {
1518 sprintf(text, TXT_NOMISSION4DEMO, current_mission);
1519 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
1520 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
1525 nd_recorded_total = 0;
1526 nd_playback_total = 0;
1527 nd_read_byte(&energy);
1528 nd_read_byte(&shield);
1530 nd_read_int((int *)&(Players[Player_num].flags));
1531 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1532 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
1533 Newdemo_players_cloaked |= (1 << Player_num);
1535 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
1536 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
1538 nd_read_byte((byte *)&Primary_weapon);
1539 nd_read_byte((byte *)&Secondary_weapon);
1541 // Next bit of code to fix problem that I introduced between 1.0 and 1.1
1542 // check the next byte -- it _will_ be a load_new_level event. If it is
1543 // not, then we must shift all bytes up by one.
1545 Players[Player_num].energy = i2f(energy);
1546 Players[Player_num].shields = i2f(shield);
1547 JustStartedPlayback=1;
1551 void newdemo_pop_ctrlcen_triggers()
1555 segment *seg, *csegp;
1557 for (i = 0; i < ControlCenterTriggers.num_links; i++) {
1558 seg = &Segments[ControlCenterTriggers.seg[i]];
1559 side = ControlCenterTriggers.side[i];
1560 csegp = &Segments[seg->children[side]];
1561 cside = find_connect_side(seg, csegp);
1562 anim_num = Walls[seg->sides[side].wall_num].clip_num;
1563 n = WallAnims[anim_num].num_frames;
1564 if (WallAnims[anim_num].flags & WCF_TMAP1) {
1565 seg->sides[side].tmap_num = csegp->sides[cside].tmap_num = WallAnims[anim_num].frames[n-1];
1567 seg->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = WallAnims[anim_num].frames[n-1];
1572 #define N_PLAYER_SHIP_TEXTURES 6
1574 void nd_render_extras (ubyte,object *);
1575 extern void multi_apply_goal_textures ();
1576 ubyte Newdemo_flying_guided=0;
1578 int newdemo_read_frame_information()
1580 int done, segnum, side, objnum, soundno, angle, volume, i,shot;
1582 ubyte c,WhichWindow;
1583 static byte saved_letter_cockpit;
1584 static byte saved_rearview_cockpit;
1586 static char LastReadValue=101;
1591 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1592 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1593 Segments[segnum].objects = -1;
1596 Players[Player_num].homing_object_dist = -F1_0;
1602 if (nd_bad_read) { done = -1; break; }
1606 case ND_EVENT_START_FRAME: { // Followed by an integer frame number, then a fix FrameTime
1607 short last_frame_length;
1610 nd_read_short(&last_frame_length);
1611 nd_read_int(&NewdemoFrameCount);
1612 nd_read_int((int *)&nd_recorded_time);
1613 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1614 nd_recorded_total += nd_recorded_time;
1615 NewdemoFrameCount--;
1617 if (nd_bad_read) { done = -1; break; }
1621 case ND_EVENT_VIEWER_OBJECT: // Followed by an object structure
1622 nd_read_byte (&WhichWindow);
1625 // mprintf ((0,"Reading extra!\n"));
1626 nd_read_object (&extraobj);
1627 if (Newdemo_vcr_state!=ND_STATE_PAUSED)
1629 if (nd_bad_read) { done = -1; break; }
1631 nd_render_extras (WhichWindow,&extraobj);
1636 // mprintf ((0,"Reading viewer!\n"));
1637 //Viewer=&Objects[0];
1638 nd_read_object(Viewer);
1640 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
1641 if (nd_bad_read) { done = -1; break; }
1642 segnum = Viewer->segnum;
1643 Viewer->next = Viewer->prev = Viewer->segnum = -1;
1645 // HACK HACK HACK -- since we have multiple level recording, it can be the case
1646 // HACK HACK HACK -- that when rewinding the demo, the viewer is in a segment
1647 // HACK HACK HACK -- that is greater than the highest index of segments. Bash
1648 // HACK HACK HACK -- the viewer to segment 0 for bogus view.
1650 if (segnum > Highest_segment_index)
1652 obj_link(Viewer-Objects,segnum);
1657 case ND_EVENT_RENDER_OBJECT: // Followed by an object structure
1658 objnum = obj_allocate();
1661 obj = &Objects[objnum];
1662 nd_read_object(obj);
1663 if (nd_bad_read) { done = -1; break; }
1664 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
1665 segnum = obj->segnum;
1666 obj->next = obj->prev = obj->segnum = -1;
1668 // HACK HACK HACK -- don't render objects is segments greater than Highest_segment_index
1669 // HACK HACK HACK -- (see above)
1671 if (segnum > Highest_segment_index)
1674 obj_link(obj-Objects,segnum);
1676 if ((obj->type == OBJ_PLAYER) && (Newdemo_game_mode & GM_MULTI)) {
1679 if (Newdemo_game_mode & GM_TEAM)
1680 player = get_team(obj->id);
1687 for (i=0;i<N_PLAYER_SHIP_TEXTURES;i++)
1688 multi_player_textures[player][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[obj->rtype.pobj_info.model_num].first_texture+i]];
1690 multi_player_textures[player][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(player)*2]];
1691 multi_player_textures[player][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(player)*2+1]];
1692 obj->rtype.pobj_info.alt_textures = player+1;
1698 case ND_EVENT_SOUND:
1699 nd_read_int(&soundno);
1700 if (nd_bad_read) {done = -1; break; }
1701 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1702 digi_play_sample( soundno, F1_0 );
1705 //--unused case ND_EVENT_SOUND_ONCE:
1706 //--unused nd_read_int(&soundno);
1707 //--unused if (nd_bad_read) { done = -1; break; }
1708 //--unused if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1709 //--unused digi_play_sample_once( soundno, F1_0 );
1712 case ND_EVENT_SOUND_3D:
1713 nd_read_int(&soundno);
1714 nd_read_int(&angle);
1715 nd_read_int(&volume);
1716 if (nd_bad_read) { done = -1; break; }
1717 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1718 digi_play_sample_3d( soundno, angle, volume, 0 );
1721 case ND_EVENT_SOUND_3D_ONCE:
1722 nd_read_int(&soundno);
1723 nd_read_int(&angle);
1724 nd_read_int(&volume);
1725 if (nd_bad_read) { done = -1; break; }
1726 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
1727 digi_play_sample_3d( soundno, angle, volume, 1 );
1730 case ND_EVENT_LINK_SOUND_TO_OBJ:
1732 int soundno, objnum, max_volume, max_distance, loop_start, loop_end;
1734 nd_read_int( &soundno );
1735 nd_read_int( &signature );
1736 nd_read_int( &max_volume );
1737 nd_read_int( &max_distance );
1738 nd_read_int( &loop_start );
1739 nd_read_int( &loop_end );
1740 objnum = newdemo_find_object( signature );
1741 if ( objnum > -1 ) { // @mk, 2/22/96, John told me to.
1742 digi_link_sound_to_object3( soundno, objnum, 1, max_volume, max_distance, loop_start, loop_end );
1747 case ND_EVENT_KILL_SOUND_TO_OBJ:
1749 int objnum, signature;
1750 nd_read_int( &signature );
1751 objnum = newdemo_find_object( signature );
1752 if ( objnum > -1 ) { // @mk, 2/22/96, John told me to.
1753 digi_kill_sound_linked_to_object(objnum);
1758 case ND_EVENT_WALL_HIT_PROCESS: {
1762 nd_read_int(&segnum);
1764 nd_read_fix(&damage);
1765 nd_read_int(&player);
1766 if (nd_bad_read) { done = -1; break; }
1767 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1768 wall_hit_process(&Segments[segnum], side, damage, player, &(Objects[0]) );
1772 case ND_EVENT_TRIGGER:
1773 nd_read_int(&segnum);
1775 nd_read_int(&objnum);
1777 if (nd_bad_read) { done = -1; break; }
1778 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1780 mprintf ((0,"EVENT TRIGGER! shot=%d\n",shot));
1782 if (Triggers[Walls[Segments[segnum].sides[side].wall_num].trigger].type == TT_SECRET_EXIT) {
1786 Assert(c == ND_EVENT_SECRET_THINGY);
1787 nd_read_int(&truth);
1789 check_trigger(&Segments[segnum], side, objnum,shot);
1791 check_trigger(&Segments[segnum], side, objnum,shot);
1795 case ND_EVENT_HOSTAGE_RESCUED: {
1798 nd_read_int(&hostage_number);
1799 if (nd_bad_read) { done = -1; break; }
1800 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1801 hostage_rescue( hostage_number );
1805 case ND_EVENT_MORPH_FRAME: {
1809 md = &morph_objects[0];
1810 if (newdemo_read( md->morph_vecs, sizeof(md->morph_vecs), 1 )!=1) { done=-1; break; }
1811 if (newdemo_read( md->submodel_active, sizeof(md->submodel_active), 1 )!=1) { done=-1; break; }
1812 if (newdemo_read( md->submodel_startpoints, sizeof(md->submodel_startpoints), 1 )!=1) { done=-1; break; }
1814 objnum = obj_allocate();
1817 obj = &Objects[objnum];
1818 nd_read_object(obj);
1819 obj->render_type = RT_POLYOBJ;
1820 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
1821 if (nd_bad_read) { done = -1; break; }
1822 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
1823 segnum = obj->segnum;
1824 obj->next = obj->prev = obj->segnum = -1;
1825 obj_link(obj-Objects,segnum);
1831 case ND_EVENT_WALL_TOGGLE:
1832 nd_read_int(&segnum);
1834 if (nd_bad_read) {done = -1; break; }
1835 if (Newdemo_vcr_state != ND_STATE_PAUSED)
1836 wall_toggle(&Segments[segnum], side);
1839 case ND_EVENT_CONTROL_CENTER_DESTROYED:
1840 nd_read_int(&Countdown_seconds_left);
1841 Control_center_destroyed = 1;
1842 if (nd_bad_read) { done = -1; break; }
1843 if (!Newdemo_cntrlcen_destroyed) {
1844 newdemo_pop_ctrlcen_triggers();
1845 Newdemo_cntrlcen_destroyed = 1;
1846 // do_controlcen_destroyed_stuff(NULL);
1850 case ND_EVENT_HUD_MESSAGE: {
1853 nd_read_string(&(hud_msg[0]));
1854 if (nd_bad_read) { done = -1; break; }
1855 HUD_init_message( hud_msg );
1858 case ND_EVENT_START_GUIDED:
1859 Newdemo_flying_guided=1;
1860 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
1861 Newdemo_flying_guided=0;
1863 case ND_EVENT_END_GUIDED:
1864 Newdemo_flying_guided=0;
1865 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
1866 Newdemo_flying_guided=1;
1869 case ND_EVENT_PALETTE_EFFECT: {
1875 if (nd_bad_read) { done = -1; break; }
1876 PALETTE_FLASH_SET(r,g,b);
1880 case ND_EVENT_PLAYER_ENERGY: {
1884 nd_read_byte(&old_energy);
1885 nd_read_byte(&energy);
1886 if (nd_bad_read) {done = -1; break; }
1887 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1888 Players[Player_num].energy = i2f(energy);
1889 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
1890 if (old_energy != 255)
1891 Players[Player_num].energy = i2f(old_energy);
1896 case ND_EVENT_PLAYER_AFTERBURNER: {
1898 ubyte old_afterburner;
1900 nd_read_byte(&old_afterburner);
1901 nd_read_byte(&afterburner);
1902 if (nd_bad_read) {done = -1; break; }
1903 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1904 Afterburner_charge = afterburner<<9;
1905 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
1906 if (old_afterburner != 255)
1907 Afterburner_charge = old_afterburner<<9;
1912 case ND_EVENT_PLAYER_SHIELD: {
1916 nd_read_byte(&old_shield);
1917 nd_read_byte(&shield);
1918 if (nd_bad_read) {done = -1; break; }
1919 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1920 Players[Player_num].shields = i2f(shield);
1921 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
1922 if (old_shield != 255)
1923 Players[Player_num].shields = i2f(old_shield);
1928 case ND_EVENT_PLAYER_FLAGS: {
1931 nd_read_int((int *)&(Players[Player_num].flags));
1932 if (nd_bad_read) {done = -1; break; }
1934 oflags = Players[Player_num].flags >> 16;
1935 Players[Player_num].flags &= 0xffff;
1937 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || ((Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD) && (oflags != 0xffff)) ) {
1938 if (!(oflags & PLAYER_FLAGS_CLOAKED) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1939 Players[Player_num].cloak_time = 0;
1940 Newdemo_players_cloaked &= ~(1 << Player_num);
1942 if ((oflags & PLAYER_FLAGS_CLOAKED) && !(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1943 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
1944 Newdemo_players_cloaked |= (1 << Player_num);
1946 if (!(oflags & PLAYER_FLAGS_INVULNERABLE) && (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
1947 Players[Player_num].invulnerable_time = 0;
1948 if ((oflags & PLAYER_FLAGS_INVULNERABLE) && !(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
1949 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
1950 Players[Player_num].flags = oflags;
1951 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1952 if (!(oflags & PLAYER_FLAGS_CLOAKED) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1953 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
1954 Newdemo_players_cloaked |= (1 << Player_num);
1956 if ((oflags & PLAYER_FLAGS_CLOAKED) && !(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1957 Players[Player_num].cloak_time = 0;
1958 Newdemo_players_cloaked &= ~(1 << Player_num);
1960 if (!(oflags & PLAYER_FLAGS_INVULNERABLE) && (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
1961 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
1962 if ((oflags & PLAYER_FLAGS_INVULNERABLE) && !(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
1963 Players[Player_num].invulnerable_time = 0;
1965 update_laser_weapon_info(); // in case of quad laser change
1969 case ND_EVENT_PLAYER_WEAPON: {
1970 byte weapon_type, weapon_num;
1973 nd_read_byte(&weapon_type);
1974 nd_read_byte(&weapon_num);
1975 nd_read_byte(&old_weapon);
1976 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
1977 if (weapon_type == 0)
1978 Primary_weapon = (int)weapon_num;
1980 Secondary_weapon = (int)weapon_num;
1981 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
1982 if (weapon_type == 0)
1983 Primary_weapon = (int)old_weapon;
1985 Secondary_weapon = (int)old_weapon;
1990 case ND_EVENT_EFFECT_BLOWUP: {
1996 //create a dummy object which will be the weapon that hits
1997 //the monitor. the blowup code wants to know who the parent of the
1998 //laser is, so create a laser whose parent is the player
1999 dummy.ctype.laser_info.parent_type = OBJ_PLAYER;
2001 nd_read_short(&segnum);
2002 nd_read_byte(&side);
2003 nd_read_vector(&pnt);
2004 if (Newdemo_vcr_state != ND_STATE_PAUSED)
2005 check_effect_blowup(&(Segments[segnum]), side, &pnt, &dummy, 0);
2009 case ND_EVENT_HOMING_DISTANCE: {
2012 nd_read_short(&distance);
2013 Players[Player_num].homing_object_dist = i2f((int)(distance << 16));
2017 case ND_EVENT_LETTERBOX:
2018 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2019 saved_letter_cockpit = Cockpit_mode;
2020 select_cockpit(CM_LETTERBOX);
2021 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2022 select_cockpit(saved_letter_cockpit);
2025 case ND_EVENT_CHANGE_COCKPIT:
2029 nd_read_int (&dummy);
2030 select_cockpit (dummy);
2034 case ND_EVENT_REARVIEW:
2035 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2036 saved_rearview_cockpit = Cockpit_mode;
2037 if (Cockpit_mode == CM_FULL_COCKPIT)
2038 select_cockpit(CM_REAR_VIEW);
2040 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2041 if (saved_rearview_cockpit == CM_REAR_VIEW) // hack to be sure we get a good cockpit on restore
2042 saved_rearview_cockpit = CM_FULL_COCKPIT;
2043 select_cockpit(saved_rearview_cockpit);
2048 case ND_EVENT_RESTORE_COCKPIT:
2049 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2050 saved_letter_cockpit = Cockpit_mode;
2051 select_cockpit(CM_LETTERBOX);
2052 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2053 select_cockpit(saved_letter_cockpit);
2057 case ND_EVENT_RESTORE_REARVIEW:
2058 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2059 saved_rearview_cockpit = Cockpit_mode;
2060 if (Cockpit_mode == CM_FULL_COCKPIT)
2061 select_cockpit(CM_REAR_VIEW);
2063 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2064 if (saved_rearview_cockpit == CM_REAR_VIEW) // hack to be sure we get a good cockpit on restore
2065 saved_rearview_cockpit = CM_FULL_COCKPIT;
2066 select_cockpit(saved_rearview_cockpit);
2072 case ND_EVENT_WALL_SET_TMAP_NUM1: {
2073 short seg, cseg, tmap;
2076 nd_read_short(&seg);
2077 nd_read_byte(&side);
2078 nd_read_short(&cseg);
2079 nd_read_byte(&cside);
2080 nd_read_short( &tmap );
2081 if ((Newdemo_vcr_state != ND_STATE_PAUSED) && (Newdemo_vcr_state != ND_STATE_REWINDING) && (Newdemo_vcr_state != ND_STATE_ONEFRAMEBACKWARD))
2082 Segments[seg].sides[side].tmap_num = Segments[cseg].sides[cside].tmap_num = tmap;
2086 case ND_EVENT_WALL_SET_TMAP_NUM2: {
2087 short seg, cseg, tmap;
2090 nd_read_short(&seg);
2091 nd_read_byte(&side);
2092 nd_read_short(&cseg);
2093 nd_read_byte(&cside);
2094 nd_read_short( &tmap );
2095 if ((Newdemo_vcr_state != ND_STATE_PAUSED) && (Newdemo_vcr_state != ND_STATE_REWINDING) && (Newdemo_vcr_state != ND_STATE_ONEFRAMEBACKWARD)) {
2096 Assert(tmap!=0 && Segments[seg].sides[side].tmap_num2!=0);
2097 Segments[seg].sides[side].tmap_num2 = Segments[cseg].sides[cside].tmap_num2 = tmap;
2102 case ND_EVENT_MULTI_CLOAK: {
2105 nd_read_byte(&pnum);
2106 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2107 Players[pnum].flags &= ~PLAYER_FLAGS_CLOAKED;
2108 Players[pnum].cloak_time = 0;
2109 Newdemo_players_cloaked &= ~(1 << pnum);
2110 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2111 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
2112 Players[pnum].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2113 Newdemo_players_cloaked |= (1 << pnum);
2118 case ND_EVENT_MULTI_DECLOAK: {
2121 nd_read_byte(&pnum);
2123 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2124 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
2125 Players[pnum].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2126 Newdemo_players_cloaked |= (1 << pnum);
2127 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2128 Players[pnum].flags &= ~PLAYER_FLAGS_CLOAKED;
2129 Players[pnum].cloak_time = 0;
2130 Newdemo_players_cloaked &= ~(1 << pnum);
2135 case ND_EVENT_MULTI_DEATH: {
2138 nd_read_byte(&pnum);
2139 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2140 Players[pnum].net_killed_total--;
2141 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2142 Players[pnum].net_killed_total++;
2147 case ND_EVENT_MULTI_KILL: {
2150 nd_read_byte(&pnum);
2151 nd_read_byte(&kill);
2152 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2153 Players[pnum].net_kills_total -= kill;
2154 if (Newdemo_game_mode & GM_TEAM)
2155 team_kills[get_team(pnum)] -= kill;
2156 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2157 Players[pnum].net_kills_total += kill;
2158 if (Newdemo_game_mode & GM_TEAM)
2159 team_kills[get_team(pnum)] += kill;
2161 Game_mode = Newdemo_game_mode;
2162 multi_sort_kill_list();
2163 Game_mode = GM_NORMAL;
2167 case ND_EVENT_MULTI_CONNECT: {
2168 byte pnum, new_player;
2169 int killed_total, kills_total;
2170 char new_callsign[CALLSIGN_LEN+1], old_callsign[CALLSIGN_LEN+1];
2172 nd_read_byte(&pnum);
2173 nd_read_byte(&new_player);
2175 nd_read_string(old_callsign);
2176 nd_read_int(&killed_total);
2177 nd_read_int(&kills_total);
2179 nd_read_string(new_callsign);
2180 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2181 Players[pnum].connected = 0;
2183 memcpy(Players[pnum].callsign, old_callsign, CALLSIGN_LEN+1);
2184 Players[pnum].net_killed_total = killed_total;
2185 Players[pnum].net_kills_total = kills_total;
2189 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2190 Players[pnum].connected = 1;
2191 Players[pnum].net_kills_total = 0;
2192 Players[pnum].net_killed_total = 0;
2193 memcpy(Players[pnum].callsign, new_callsign, CALLSIGN_LEN+1);
2200 case ND_EVENT_MULTI_RECONNECT: {
2203 nd_read_byte(&pnum);
2204 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2205 Players[pnum].connected = 0;
2206 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2207 Players[pnum].connected = 1;
2211 case ND_EVENT_MULTI_DISCONNECT: {
2214 nd_read_byte(&pnum);
2215 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2216 Players[pnum].connected = 1;
2217 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2218 Players[pnum].connected = 0;
2222 case ND_EVENT_MULTI_SCORE: {
2226 nd_read_byte(&pnum);
2227 nd_read_int(&score);
2228 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2229 Players[pnum].score -= score;
2230 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2231 Players[pnum].score += score;
2232 Game_mode = Newdemo_game_mode;
2233 multi_sort_kill_list();
2234 Game_mode = GM_NORMAL;
2239 case ND_EVENT_PLAYER_SCORE: {
2242 nd_read_int(&score);
2243 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2244 Players[Player_num].score -= score;
2245 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2246 Players[Player_num].score += score;
2251 case ND_EVENT_PRIMARY_AMMO: {
2252 short old_ammo, new_ammo;
2254 nd_read_short(&old_ammo);
2255 nd_read_short(&new_ammo);
2257 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2258 Players[Player_num].primary_ammo[Primary_weapon] = old_ammo;
2259 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2260 Players[Player_num].primary_ammo[Primary_weapon] = new_ammo;
2264 case ND_EVENT_SECONDARY_AMMO: {
2265 short old_ammo, new_ammo;
2267 nd_read_short(&old_ammo);
2268 nd_read_short(&new_ammo);
2270 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2271 Players[Player_num].secondary_ammo[Secondary_weapon] = old_ammo;
2272 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2273 Players[Player_num].secondary_ammo[Secondary_weapon] = new_ammo;
2277 case ND_EVENT_DOOR_OPENING: {
2281 nd_read_short(&segnum);
2282 nd_read_byte(&side);
2283 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2286 segment *segp, *csegp;
2288 segp = &Segments[segnum];
2289 csegp = &Segments[segp->children[side]];
2290 cside = find_connect_side(segp, csegp);
2291 anim_num = Walls[segp->sides[side].wall_num].clip_num;
2293 if (WallAnims[anim_num].flags & WCF_TMAP1) {
2294 segp->sides[side].tmap_num = csegp->sides[cside].tmap_num = WallAnims[anim_num].frames[0];
2296 segp->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = WallAnims[anim_num].frames[0];
2302 case ND_EVENT_LASER_LEVEL: {
2303 byte old_level, new_level;
2305 nd_read_byte(&old_level);
2306 nd_read_byte(&new_level);
2307 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2308 Players[Player_num].laser_level = old_level;
2309 update_laser_weapon_info();
2310 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2311 Players[Player_num].laser_level = new_level;
2312 update_laser_weapon_info();
2317 case ND_EVENT_CLOAKING_WALL: {
2318 ubyte back_wall_num,front_wall_num,type,state,cloak_value;
2323 nd_read_byte(&front_wall_num);
2324 nd_read_byte(&back_wall_num);
2325 nd_read_byte(&type);
2326 nd_read_byte(&state);
2327 nd_read_byte(&cloak_value);
2333 Walls[front_wall_num].type = type;
2334 Walls[front_wall_num].state = state;
2335 Walls[front_wall_num].cloak_value = cloak_value;
2336 segp = &Segments[Walls[front_wall_num].segnum];
2337 sidenum = Walls[front_wall_num].sidenum;
2338 segp->sides[sidenum].uvls[0].l = ((int) l0) << 8;
2339 segp->sides[sidenum].uvls[1].l = ((int) l1) << 8;
2340 segp->sides[sidenum].uvls[2].l = ((int) l2) << 8;
2341 segp->sides[sidenum].uvls[3].l = ((int) l3) << 8;
2343 Walls[back_wall_num].type = type;
2344 Walls[back_wall_num].state = state;
2345 Walls[back_wall_num].cloak_value = cloak_value;
2346 segp = &Segments[Walls[back_wall_num].segnum];
2347 sidenum = Walls[back_wall_num].sidenum;
2348 segp->sides[sidenum].uvls[0].l = ((int) l0) << 8;
2349 segp->sides[sidenum].uvls[1].l = ((int) l1) << 8;
2350 segp->sides[sidenum].uvls[2].l = ((int) l2) << 8;
2351 segp->sides[sidenum].uvls[3].l = ((int) l3) << 8;
2356 case ND_EVENT_NEW_LEVEL: {
2357 byte new_level, old_level, loaded_level;
2359 nd_read_byte (&new_level);
2360 nd_read_byte (&old_level);
2361 if (Newdemo_vcr_state == ND_STATE_PAUSED)
2365 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2366 loaded_level = old_level;
2368 loaded_level = new_level;
2369 for (i = 0; i < MAX_PLAYERS; i++) {
2370 Players[i].cloak_time = 0;
2371 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
2374 if ((loaded_level < Last_secret_level) || (loaded_level > Last_level)) {
2377 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_CANT_PLAYBACK;
2378 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_LEVEL_CANT_LOAD;
2379 m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_DEMO_OLD_CORRUPT;
2380 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2384 LoadLevel((int)loaded_level,1);
2385 Newdemo_cntrlcen_destroyed = 0;
2387 if (JustStartedPlayback)
2389 nd_read_int (&Num_walls);
2390 for (i=0;i<Num_walls;i++) // restore the walls
2392 nd_read_byte (&Walls[i].type);
2393 nd_read_byte (&Walls[i].flags);
2394 nd_read_byte (&Walls[i].state);
2396 seg = &Segments[Walls[i].segnum];
2397 side = Walls[i].sidenum;
2398 nd_read_short (&seg->sides[side].tmap_num);
2399 nd_read_short (&seg->sides[side].tmap_num2);
2402 if (Newdemo_game_mode & GM_CAPTURE)
2403 multi_apply_goal_textures ();
2405 JustStartedPlayback=0;
2409 // so says Rob H.!!! if (Newdemo_game_mode & GM_MULTI) {
2410 // so says Rob H.!!! for (i = 0; i < Num_walls; i++) {
2411 // so says Rob H.!!! if (Walls[i].type == WALL_BLASTABLE)
2412 // so says Rob H.!!! {
2413 // so says Rob H.!!! int a, n;
2414 // so says Rob H.!!! int side;
2415 // so says Rob H.!!! segment *seg;
2416 // so says Rob H.!!!
2417 // so says Rob H.!!! seg = &Segments[Walls[i].segnum];
2418 // so says Rob H.!!! side = Walls[i].sidenum;
2419 // so says Rob H.!!! a = Walls[i].clip_num;
2420 // so says Rob H.!!! n = WallAnims[a].num_frames;
2421 // so says Rob H.!!! seg->sides[side].tmap_num = WallAnims[a].frames[n-1];
2422 // so says Rob H.!!! Walls[i].flags |= WALL_BLASTED;
2423 // so says Rob H.!!! }
2424 // so says Rob H.!!! }
2425 // so says Rob H.!!! }
2427 reset_palette_add(); // get palette back to normal
2432 case ND_EVENT_EOF: {
2434 fseek(infile, -1, SEEK_CUR); // get back to the EOF marker
2436 NewdemoFrameCount++;
2450 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_ERR_READING;
2451 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_DEMO_OLD_CORRUPT;
2452 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2458 void newdemo_goto_beginning()
2460 // if (NewdemoFrameCount == 0)
2462 fseek(infile, 0, SEEK_SET);
2463 Newdemo_vcr_state = ND_STATE_PLAYBACK;
2464 if (newdemo_read_demo_start(0))
2465 newdemo_stop_playback();
2466 if (newdemo_read_frame_information() == -1)
2467 newdemo_stop_playback();
2468 if (newdemo_read_frame_information() == -1)
2469 newdemo_stop_playback();
2470 Newdemo_vcr_state = ND_STATE_PAUSED;
2474 void newdemo_goto_end()
2476 short frame_length, byte_count, bshort;
2477 byte level, bbyte, laser_level;
2478 ubyte energy, shield, c;
2481 fseek(infile, -2, SEEK_END);
2482 nd_read_byte(&level);
2484 if ((level < Last_secret_level) || (level > Last_level)) {
2487 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_CANT_PLAYBACK;
2488 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_LEVEL_CANT_LOAD;
2489 m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_DEMO_OLD_CORRUPT;
2490 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2491 newdemo_stop_playback();
2494 if (level != Current_level_num)
2497 fseek(infile, -4, SEEK_END);
2498 nd_read_short(&byte_count);
2499 fseek(infile, -2 - byte_count, SEEK_CUR);
2501 nd_read_short(&frame_length);
2502 loc = ftell(infile);
2503 if (Newdemo_game_mode & GM_MULTI)
2504 nd_read_byte(&Newdemo_players_cloaked);
2506 nd_read_byte(&bbyte);
2507 nd_read_byte(&bbyte);
2508 nd_read_short(&bshort);
2511 nd_read_byte(&energy);
2512 nd_read_byte(&shield);
2513 Players[Player_num].energy = i2f(energy);
2514 Players[Player_num].shields = i2f(shield);
2515 nd_read_int((int *)&(Players[Player_num].flags));
2516 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
2517 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2518 Newdemo_players_cloaked |= (1 << Player_num);
2520 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
2521 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
2522 nd_read_byte((byte *)&Primary_weapon);
2523 nd_read_byte((byte *)&Secondary_weapon);
2524 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
2525 nd_read_short((short *)&(Players[Player_num].primary_ammo[i]));
2526 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
2527 nd_read_short((short *)&(Players[Player_num].secondary_ammo[i]));
2528 nd_read_byte(&laser_level);
2529 if (laser_level != Players[Player_num].laser_level) {
2530 Players[Player_num].laser_level = laser_level;
2531 update_laser_weapon_info();
2534 if (Newdemo_game_mode & GM_MULTI) {
2537 // see newdemo_read_start_demo for explanation of
2538 // why this is commented out
2539 // nd_read_byte((byte *)&N_players);
2540 for (i = 0; i < N_players; i++) {
2541 nd_read_string(Players[i].callsign);
2542 nd_read_byte(&(Players[i].connected));
2543 if (Newdemo_game_mode & GM_MULTI_COOP) {
2544 nd_read_int(&(Players[i].score));
2546 nd_read_short((short *)&(Players[i].net_killed_total));
2547 nd_read_short((short *)&(Players[i].net_kills_total));
2551 nd_read_int(&(Players[Player_num].score));
2554 fseek(infile, loc, SEEK_SET);
2555 fseek(infile, -frame_length, SEEK_CUR);
2556 nd_read_int(&NewdemoFrameCount); // get the frame count
2557 NewdemoFrameCount--;
2558 fseek(infile, 4, SEEK_CUR);
2559 Newdemo_vcr_state = ND_STATE_PLAYBACK;
2560 newdemo_read_frame_information(); // then the frame information
2561 Newdemo_vcr_state = ND_STATE_PAUSED;
2565 void newdemo_back_frames(int frames)
2567 short last_frame_length;
2570 for (i = 0; i < frames; i++)
2572 fseek(infile, -10, SEEK_CUR);
2573 nd_read_short(&last_frame_length);
2574 fseek(infile, 8 - last_frame_length, SEEK_CUR);
2576 if (!Newdemo_at_eof && newdemo_read_frame_information() == -1) {
2577 newdemo_stop_playback();
2583 fseek(infile, -10, SEEK_CUR);
2584 nd_read_short(&last_frame_length);
2585 fseek(infile, 8 - last_frame_length, SEEK_CUR);
2591 * routine to interpolate the viewer position. the current position is
2592 * stored in the Viewer object. Save this position, and read the next
2593 * frame to get all objects read in. Calculate the delta playback and
2594 * the delta recording frame times between the two frames, then intepolate
2595 * the viewers position accordingly. nd_recorded_time is the time that it
2596 * took the recording to render the frame that we are currently looking
2600 void interpolate_frame(fix d_play, fix d_recorded)
2602 int i, j, num_cur_objs;
2606 factor = fixdiv(d_play, d_recorded);
2610 num_cur_objs = Highest_object_index;
2611 cur_objs = (object *)d_malloc(sizeof(object) * (num_cur_objs + 1));
2612 if (cur_objs == NULL) {
2613 mprintf((0,"Couldn't get %d bytes for cur_objs in interpolate_frame\n", sizeof(object) * num_cur_objs));
2617 for (i = 0; i <= num_cur_objs; i++)
2618 memcpy(&(cur_objs[i]), &(Objects[i]), sizeof(object));
2620 Newdemo_vcr_state = ND_STATE_PAUSED;
2621 if (newdemo_read_frame_information() == -1) {
2623 newdemo_stop_playback();
2627 for (i = 0; i <= num_cur_objs; i++) {
2628 for (j = 0; j <= Highest_object_index; j++) {
2629 if (cur_objs[i].signature == Objects[j].signature) {
2630 ubyte render_type = cur_objs[i].render_type;
2631 // fix delta_p, delta_h, delta_b;
2632 fix delta_x, delta_y, delta_z;
2633 // vms_angvec cur_angles, dest_angles;
2635 // Extract the angles from the object orientation matrix.
2636 // Some of this code taken from ai_turn_towards_vector
2637 // Don't do the interpolation on certain render types which don't use an orientation matrix
2639 if (!((render_type == RT_LASER) || (render_type == RT_FIREBALL) || (render_type == RT_POWERUP))) {
2641 vms_vector fvec1, fvec2, rvec1, rvec2;
2644 fvec1 = cur_objs[i].orient.fvec;
2645 vm_vec_scale(&fvec1, F1_0-factor);
2646 fvec2 = Objects[j].orient.fvec;
2647 vm_vec_scale(&fvec2, factor);
2648 vm_vec_add2(&fvec1, &fvec2);
2649 mag1 = vm_vec_normalize_quick(&fvec1);
2650 if (mag1 > F1_0/256) {
2651 rvec1 = cur_objs[i].orient.rvec;
2652 vm_vec_scale(&rvec1, F1_0-factor);
2653 rvec2 = Objects[j].orient.rvec;
2654 vm_vec_scale(&rvec2, factor);
2655 vm_vec_add2(&rvec1, &rvec2);
2656 vm_vec_normalize_quick(&rvec1); // Note: Doesn't matter if this is null, if null, vm_vector_2_matrix will just use fvec1
2657 vm_vector_2_matrix(&cur_objs[i].orient, &fvec1, NULL, &rvec1);
2660 //--old new way -- vms_vector fvec1, fvec2, rvec1, rvec2;
2662 //--old new way -- fvec1 = cur_objs[i].orient.fvec;
2663 //--old new way -- vm_vec_scale(&fvec1, F1_0-factor);
2664 //--old new way -- fvec2 = Objects[j].orient.fvec;
2665 //--old new way -- vm_vec_scale(&fvec2, factor);
2666 //--old new way -- vm_vec_add2(&fvec1, &fvec2);
2667 //--old new way -- vm_vec_normalize_quick(&fvec1);
2669 //--old new way -- rvec1 = cur_objs[i].orient.rvec;
2670 //--old new way -- vm_vec_scale(&rvec1, F1_0-factor);
2671 //--old new way -- rvec2 = Objects[j].orient.rvec;
2672 //--old new way -- vm_vec_scale(&rvec2, factor);
2673 //--old new way -- vm_vec_add2(&rvec1, &rvec2);
2674 //--old new way -- vm_vec_normalize_quick(&rvec1);
2676 //--old new way -- vm_vector_2_matrix(&cur_objs[i].orient, &fvec1, NULL, &rvec1);
2678 // -- old fashioned way -- vm_extract_angles_matrix(&cur_angles, &(cur_objs[i].orient));
2679 // -- old fashioned way -- vm_extract_angles_matrix(&dest_angles, &(Objects[j].orient));
2680 // -- old fashioned way --
2681 // -- old fashioned way -- delta_p = (dest_angles.p - cur_angles.p);
2682 // -- old fashioned way -- delta_h = (dest_angles.h - cur_angles.h);
2683 // -- old fashioned way -- delta_b = (dest_angles.b - cur_angles.b);
2684 // -- old fashioned way --
2685 // -- old fashioned way -- if (delta_p != 0) {
2686 // -- old fashioned way -- if (delta_p > F1_0/2) delta_p = dest_angles.p - cur_angles.p - F1_0;
2687 // -- old fashioned way -- if (delta_p < -F1_0/2) delta_p = dest_angles.p - cur_angles.p + F1_0;
2688 // -- old fashioned way -- delta_p = fixmul(delta_p, factor);
2689 // -- old fashioned way -- cur_angles.p += delta_p;
2690 // -- old fashioned way -- }
2691 // -- old fashioned way -- if (delta_h != 0) {
2692 // -- old fashioned way -- if (delta_h > F1_0/2) delta_h = dest_angles.h - cur_angles.h - F1_0;
2693 // -- old fashioned way -- if (delta_h < -F1_0/2) delta_h = dest_angles.h - cur_angles.h + F1_0;
2694 // -- old fashioned way -- delta_h = fixmul(delta_h, factor);
2695 // -- old fashioned way -- cur_angles.h += delta_h;
2696 // -- old fashioned way -- }
2697 // -- old fashioned way -- if (delta_b != 0) {
2698 // -- old fashioned way -- if (delta_b > F1_0/2) delta_b = dest_angles.b - cur_angles.b - F1_0;
2699 // -- old fashioned way -- if (delta_b < -F1_0/2) delta_b = dest_angles.b - cur_angles.b + F1_0;
2700 // -- old fashioned way -- delta_b = fixmul(delta_b, factor);
2701 // -- old fashioned way -- cur_angles.b += delta_b;
2702 // -- old fashioned way -- }
2705 // Interpolate the object position. This is just straight linear
2708 delta_x = Objects[j].pos.x - cur_objs[i].pos.x;
2709 delta_y = Objects[j].pos.y - cur_objs[i].pos.y;
2710 delta_z = Objects[j].pos.z - cur_objs[i].pos.z;
2712 delta_x = fixmul(delta_x, factor);
2713 delta_y = fixmul(delta_y, factor);
2714 delta_z = fixmul(delta_z, factor);
2716 cur_objs[i].pos.x += delta_x;
2717 cur_objs[i].pos.y += delta_y;
2718 cur_objs[i].pos.z += delta_z;
2720 // -- old fashioned way --// stuff the new angles back into the object structure
2721 // -- old fashioned way -- vm_angles_2_matrix(&(cur_objs[i].orient), &cur_angles);
2726 // get back to original position in the demo file. Reread the current
2727 // frame information again to reset all of the object stuff not covered
2728 // with Highest_object_index and the object array (previously rendered
2729 // objects, etc....)
2731 newdemo_back_frames(1);
2732 newdemo_back_frames(1);
2733 if (newdemo_read_frame_information() == -1)
2734 newdemo_stop_playback();
2735 Newdemo_vcr_state = ND_STATE_PLAYBACK;
2737 for (i = 0; i <= num_cur_objs; i++)
2738 memcpy(&(Objects[i]), &(cur_objs[i]), sizeof(object));
2739 Highest_object_index = num_cur_objs;
2743 void newdemo_playback_one_frame()
2745 int frames_back, i, level;
2746 static fix base_interpol_time = 0;
2747 static fix d_recorded = 0;
2749 for (i = 0; i < MAX_PLAYERS; i++)
2750 if (Newdemo_players_cloaked & (1 << i))
2751 Players[i].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2753 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
2754 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
2756 if (Newdemo_vcr_state == ND_STATE_PAUSED) // render a frame or not
2759 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2760 DoJasonInterpolate(nd_recorded_time);
2762 Control_center_destroyed = 0;
2763 Countdown_seconds_left = -1;
2764 PALETTE_FLASH_SET(0,0,0); //clear flash
2766 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2768 level = Current_level_num;
2769 if (NewdemoFrameCount == 0)
2771 else if ((Newdemo_vcr_state == ND_STATE_REWINDING) && (NewdemoFrameCount < 10)) {
2772 newdemo_goto_beginning();
2775 if (Newdemo_vcr_state == ND_STATE_REWINDING)
2779 if (Newdemo_at_eof) {
2780 fseek(infile, 11, SEEK_CUR);
2782 newdemo_back_frames(frames_back);
2784 if (level != Current_level_num)
2785 newdemo_pop_ctrlcen_triggers();
2787 if (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD) {
2788 if (level != Current_level_num)
2789 newdemo_back_frames(1);
2790 Newdemo_vcr_state = ND_STATE_PAUSED;
2793 else if (Newdemo_vcr_state == ND_STATE_FASTFORWARD) {
2794 if (!Newdemo_at_eof)
2796 for (i = 0; i < 10; i++)
2798 if (newdemo_read_frame_information() == -1)
2801 Newdemo_vcr_state = ND_STATE_PAUSED;
2803 newdemo_stop_playback();
2809 Newdemo_vcr_state = ND_STATE_PAUSED;
2811 else if (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD) {
2812 if (!Newdemo_at_eof) {
2813 level = Current_level_num;
2814 if (newdemo_read_frame_information() == -1) {
2815 if (!Newdemo_at_eof)
2816 newdemo_stop_playback();
2818 if (level != Current_level_num) {
2819 if (newdemo_read_frame_information() == -1) {
2820 if (!Newdemo_at_eof)
2821 newdemo_stop_playback();
2824 Newdemo_vcr_state = ND_STATE_PAUSED;
2826 Newdemo_vcr_state = ND_STATE_PAUSED;
2830 // First, uptate the total playback time to date. Then we check to see
2831 // if we need to change the playback style to interpolate frames or
2832 // skip frames based on where the playback time is relative to the
2835 if (NewdemoFrameCount <= 0)
2836 nd_playback_total = nd_recorded_total; // baseline total playback time
2838 nd_playback_total += FrameTime;
2839 if ((playback_style == NORMAL_PLAYBACK) && (NewdemoFrameCount > 10))
2840 if ((nd_playback_total * INTERPOL_FACTOR) < nd_recorded_total) {
2841 playback_style = INTERPOLATE_PLAYBACK;
2842 nd_playback_total = nd_recorded_total + FrameTime; // baseline playback time
2843 base_interpol_time = nd_recorded_total;
2844 d_recorded = nd_recorded_time; // baseline delta recorded
2846 if ((playback_style == NORMAL_PLAYBACK) && (NewdemoFrameCount > 10))
2847 if (nd_playback_total > nd_recorded_total)
2848 playback_style = SKIP_PLAYBACK;
2851 if ((playback_style == INTERPOLATE_PLAYBACK) && Newdemo_do_interpolate) {
2854 if (nd_recorded_total - nd_playback_total < FrameTime) {
2855 d_recorded = nd_recorded_total - nd_playback_total;
2857 while (nd_recorded_total - nd_playback_total < FrameTime) {
2859 int i, j, num_objs, level;
2861 num_objs = Highest_object_index;
2862 cur_objs = (object *)d_malloc(sizeof(object) * (num_objs + 1));
2863 if (cur_objs == NULL) {
2864 Warning ("Couldn't get %d bytes for objects in interpolate playback\n", sizeof(object) * num_objs);
2867 for (i = 0; i <= num_objs; i++)
2868 memcpy(&(cur_objs[i]), &(Objects[i]), sizeof(object));
2870 level = Current_level_num;
2871 if (newdemo_read_frame_information() == -1) {
2873 newdemo_stop_playback();
2876 if (level != Current_level_num) {
2878 if (newdemo_read_frame_information() == -1)
2879 newdemo_stop_playback();
2883 // for each new object in the frame just read in, determine if there is
2884 // a corresponding object that we have been interpolating. If so, then
2885 // copy that interpolated object to the new Objects array so that the
2886 // interpolated position and orientation can be preserved.
2888 for (i = 0; i <= num_objs; i++) {
2889 for (j = 0; j <= Highest_object_index; j++) {
2890 if (cur_objs[i].signature == Objects[j].signature) {
2891 memcpy(&(Objects[j].orient), &(cur_objs[i].orient), sizeof(vms_matrix));
2892 memcpy(&(Objects[j].pos), &(cur_objs[i].pos), sizeof(vms_vector));
2898 d_recorded += nd_recorded_time;
2899 base_interpol_time = nd_playback_total - FrameTime;
2903 d_play = nd_playback_total - base_interpol_time;
2904 interpolate_frame(d_play, d_recorded);
2908 // mprintf ((0, "*"));
2909 if (newdemo_read_frame_information() == -1) {
2910 newdemo_stop_playback();
2913 if (playback_style == SKIP_PLAYBACK) {
2914 // mprintf ((0, "."));
2915 while (nd_playback_total > nd_recorded_total) {
2916 if (newdemo_read_frame_information() == -1) {
2917 newdemo_stop_playback();
2926 void newdemo_start_recording()
2929 Newdemo_size=GetFreeDiskSpace();
2930 mprintf((0, "Free space = %d\n", Newdemo_size));
2932 Newdemo_size = GetDiskFree();
2935 Newdemo_size -= 100000;
2937 if ((Newdemo_size+100000) < 2000000000) {
2938 if (((int)(Newdemo_size)) < 500000) {
2940 nm_messagebox(NULL, 1, TXT_OK, TXT_DEMO_NO_SPACE);
2942 nm_messagebox(NULL, 1, TXT_OK, "Not enough space on current\ndrive to start demo recording.");
2948 Newdemo_num_written = 0;
2950 Newdemo_state = ND_STATE_RECORDING;
2951 outfile = fopen( DEMO_FILENAME, "wb" );
2954 if (outfile == NULL && errno == ENOENT) { //dir doesn't exist?
2956 if (outfile == NULL) { //dir doesn't exist and no errno on mac!
2958 mkdir(DEMO_DIR); //try making directory
2959 outfile = fopen( DEMO_FILENAME, "wb" );
2962 if (outfile == NULL)
2964 nm_messagebox(NULL, 1, TXT_OK, "Cannot open demo temp file");
2965 Newdemo_state = ND_STATE_NORMAL;
2968 newdemo_record_start_demo();
2972 char demoname_allowed_chars[] = "azAZ09__--";
2973 void newdemo_stop_recording()
2977 static char filename[15] = "", *s;
2978 static ubyte tmpcnt = 0;
2980 char fullname[15+FILENAME_LEN] = DEMO_DIR;
2981 unsigned short byte_count = 0;
2985 nd_write_byte(ND_EVENT_EOF);
2986 nd_write_short(frame_bytes_written - 1);
2987 if (Game_mode & GM_MULTI) {
2988 for (l = 0; l < N_players; l++) {
2989 if (Players[l].flags & PLAYER_FLAGS_CLOAKED)
2990 cloaked |= (1 << l);
2992 nd_write_byte(cloaked);
2993 nd_write_byte(ND_EVENT_EOF);
2995 nd_write_short(ND_EVENT_EOF);
2997 nd_write_short(ND_EVENT_EOF);
2998 nd_write_int(ND_EVENT_EOF);
3000 byte_count += 10; // from frame_bytes_written
3002 nd_write_byte((byte)(f2ir(Players[Player_num].energy)));
3003 nd_write_byte((byte)(f2ir(Players[Player_num].shields)));
3004 nd_write_int(Players[Player_num].flags); // be sure players flags are set
3005 nd_write_byte((byte)Primary_weapon);
3006 nd_write_byte((byte)Secondary_weapon);
3009 for (l = 0; l < MAX_PRIMARY_WEAPONS; l++)
3010 nd_write_short((short)Players[Player_num].primary_ammo[l]);
3012 for (l = 0; l < MAX_SECONDARY_WEAPONS; l++)
3013 nd_write_short((short)Players[Player_num].secondary_ammo[l]);
3014 byte_count += (sizeof(short) * (MAX_PRIMARY_WEAPONS + MAX_SECONDARY_WEAPONS));
3016 nd_write_byte(Players[Player_num].laser_level);
3019 if (Game_mode & GM_MULTI) {
3020 nd_write_byte((byte)N_players);
3022 for (l = 0; l < N_players; l++) {
3023 nd_write_string(Players[l].callsign);
3024 byte_count += (strlen(Players[l].callsign) + 2);
3025 nd_write_byte(Players[l].connected);
3026 if (Game_mode & GM_MULTI_COOP) {
3027 nd_write_int(Players[l].score);
3030 nd_write_short((short)Players[l].net_killed_total);
3031 nd_write_short((short)Players[l].net_kills_total);
3036 nd_write_int(Players[Player_num].score);
3039 nd_write_short(byte_count);
3041 nd_write_byte(Current_level_num);
3042 nd_write_byte(ND_EVENT_EOF);
3047 Newdemo_state = ND_STATE_NORMAL;
3048 gr_palette_load( gr_palette );
3050 if (filename[0] != '\0') {
3051 int num, i = strlen(filename) - 1;
3054 while (isdigit(filename[i])) {
3060 num = atoi(&(filename[i]));
3063 sprintf (newfile, "%s%d", filename, num);
3064 strncpy(filename, newfile, 8);
3071 Newmenu_allowed_chars = demoname_allowed_chars;
3072 if (!Newdemo_no_space) {
3073 m[0].type=NM_TYPE_INPUT; m[0].text_len = 8; m[0].text = filename;
3074 exit = newmenu_do( NULL, TXT_SAVE_DEMO_AS, 1, &(m[0]), NULL );
3075 } else if (Newdemo_no_space == 1) {
3076 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_SAVE_BAD;
3077 m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 8; m[1].text = filename;
3078 exit = newmenu_do( NULL, NULL, 2, m, NULL );
3079 } else if (Newdemo_no_space == 2) {
3080 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_SAVE_NOSPACE;
3081 m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 8; m[1].text = filename;
3082 exit = newmenu_do( NULL, NULL, 2, m, NULL );
3084 Newmenu_allowed_chars = NULL;
3086 if (exit == -2) { // got bumped out from network menu
3087 char save_file[7+FILENAME_LEN];
3089 if (filename[0] != '\0') {
3090 strcpy(save_file, DEMO_DIR);
3091 strcat(save_file, filename);
3092 strcat(save_file, ".dem");
3094 sprintf (save_file, "%stmp%d.dem", DEMO_DIR, tmpcnt++);
3096 rename(DEMO_FILENAME, save_file);
3099 if (exit == -1) { // pressed ESC
3100 remove(DEMO_FILENAME); // might as well remove the file
3101 return; // return without doing anything
3104 if (filename[0]==0) //null string
3107 //check to make sure name is ok
3108 for (s=filename;*s;s++)
3109 if (!isalnum(*s) && *s!='_') {
3110 nm_messagebox1(NULL, NULL,1,TXT_CONTINUE, TXT_DEMO_USE_LETTERS);
3114 if (Newdemo_no_space)
3115 strcat(fullname, m[1].text);
3117 strcat(fullname, m[0].text);
3118 strcat(fullname, ".dem");
3120 rename(DEMO_FILENAME, fullname);
3123 //returns the number of demo files on the disk
3124 int newdemo_count_demos()
3126 FILEFINDSTRUCT find;
3129 if( !FileFindFirst("demos/*.dem", &find ) ) {
3132 } while( !FileFindNext( &find ) );
3139 void newdemo_start_playback(char * filename)
3141 FILEFINDSTRUCT find;
3143 char filename2[7+FILENAME_LEN] = DEMO_DIR;
3146 change_playernum_to(0);
3148 First_time_playback=1;
3149 JasonPlaybackTotal=0;
3151 if (filename==NULL) {
3152 // Randomly pick a filename
3153 int NumFiles = 0, RandFileNum;
3156 NumFiles = newdemo_count_demos();
3158 if ( NumFiles == 0 ) {
3159 return; // No files found!
3161 RandFileNum = d_rand() % NumFiles;
3163 if( !FileFindFirst( "demos/*.dem", &find ) ) {
3165 if ( NumFiles==RandFileNum ) {
3166 filename = (char *)&find.name;
3170 } while( !FileFindNext( &find ) );
3173 if ( filename==NULL) return;
3179 strcat(filename2,filename);
3181 infile = fopen( filename2, "rb" );
3183 mprintf( (0, "Error reading '%s'\n", filename ));
3189 change_playernum_to(0); // force playernum to 0
3191 strncpy(nd_save_callsign, Players[Player_num].callsign, CALLSIGN_LEN);
3192 Viewer = ConsoleObject = &Objects[0]; // play properly as if console player
3193 if (newdemo_read_demo_start(rnd_demo)) {
3198 Game_mode = GM_NORMAL;
3199 Newdemo_state = ND_STATE_PLAYBACK;
3200 Newdemo_vcr_state = ND_STATE_PLAYBACK;
3201 Newdemo_old_cockpit = Cockpit_mode;
3202 Newdemo_size = filelength(fileno(infile));
3205 NewdemoFrameCount = 0;
3206 Newdemo_players_cloaked = 0;
3207 playback_style = NORMAL_PLAYBACK;
3208 Function_mode = FMODE_GAME;
3209 Cockpit_3d_view[0] = CV_NONE; //turn off 3d views on cockpit
3210 Cockpit_3d_view[1] = CV_NONE; //turn off 3d views on cockpit
3211 newdemo_playback_one_frame(); // this one loads new level
3212 newdemo_playback_one_frame(); // get all of the objects to renderb game
3215 void newdemo_stop_playback()
3218 Newdemo_state = ND_STATE_NORMAL;
3220 change_playernum_to(0); //this is reality
3222 strncpy(Players[Player_num].callsign, nd_save_callsign, CALLSIGN_LEN);
3223 Cockpit_mode = Newdemo_old_cockpit;
3224 Game_mode = GM_GAME_OVER;
3225 Function_mode = FMODE_MENU;
3226 longjmp(LeaveGame,0); // Exit game loop
3232 #define BUF_SIZE 16384
3234 void newdemo_strip_frames(char *outname, int bytes_to_strip)
3238 int total_size, bytes_done, read_elems, bytes_back;
3239 int trailer_start, loc1, loc2, stop_loc, bytes_to_read;
3240 short last_frame_length;
3243 total_size = filelength(fileno(infile));
3244 outfile = fopen(outname, "wb");
3245 if (outfile == NULL) {
3248 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "Can't open output file";
3249 newmenu_do( NULL, NULL, 1, m, NULL );
3250 newdemo_stop_playback();
3253 buf = d_malloc(BUF_SIZE);
3257 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "Can't malloc output buffer";
3258 newmenu_do( NULL, NULL, 1, m, NULL );
3260 newdemo_stop_playback();
3264 trailer_start = ftell(infile);
3265 fseek(infile, 11, SEEK_CUR);
3267 while (bytes_back < bytes_to_strip) {
3268 loc1 = ftell(infile);
3269 // fseek(infile, -10, SEEK_CUR);
3270 // nd_read_short(&last_frame_length);
3271 // fseek(infile, 8 - last_frame_length, SEEK_CUR);
3272 newdemo_back_frames(1);
3273 loc2 = ftell(infile);
3274 bytes_back += (loc1 - loc2);
3276 fseek(infile, -10, SEEK_CUR);
3277 nd_read_short(&last_frame_length);
3278 fseek(infile, -3, SEEK_CUR);
3279 stop_loc = ftell(infile);
3280 fseek(infile, 0, SEEK_SET);
3281 while (stop_loc > 0) {
3282 if (stop_loc < BUF_SIZE)
3283 bytes_to_read = stop_loc;
3285 bytes_to_read = BUF_SIZE;
3286 read_elems = fread(buf, 1, bytes_to_read, infile);
3287 fwrite(buf, 1, read_elems, outfile);
3288 stop_loc -= read_elems;
3290 stop_loc = ftell(outfile);
3291 fseek(infile, trailer_start, SEEK_SET);
3292 while ((read_elems = fread(buf, 1, BUF_SIZE, infile)) != 0)
3293 fwrite(buf, 1, read_elems, outfile);
3294 fseek(outfile, stop_loc, SEEK_SET);
3295 fseek(outfile, 1, SEEK_CUR);
3296 fwrite(&last_frame_length, 2, 1, outfile);
3298 newdemo_stop_playback();
3304 object DemoRightExtra,DemoLeftExtra;
3305 ubyte DemoDoRight=0,DemoDoLeft=0;
3307 void nd_render_extras (ubyte which,object *obj)
3310 ubyte type=which&15;
3314 Int3(); // how'd we get here?
3315 do_cockpit_window_view(w,NULL,0,WBU_WEAPON,NULL);
3320 { memcpy (&DemoRightExtra,obj,sizeof(object)); DemoDoRight=type; }
3322 { memcpy (&DemoLeftExtra,obj,sizeof(object)); DemoDoLeft=type;}
3326 void DoJasonInterpolate (fix recorded_time)
3329 float MyRecFrameTime,ThisFrameTime;
3331 JasonPlaybackTotal+=FrameTime;
3334 if (!First_time_playback)
3336 // get the difference between the recorded time and the playback time
3338 MyRecFrameTime=f2fl(recorded_time);
3339 ThisFrameTime=f2fl(FrameTime);
3341 the_delay=((MyRecFrameTime-ThisFrameTime)*1000.0);
3342 //mprintf ((0,"The delay=%d\n",the_delay));
3346 d_delay (the_delay);
3351 while (JasonPlaybackTotal > nd_recorded_total)
3352 if (newdemo_read_frame_information() == -1)
3354 newdemo_stop_playback();
3358 // the_delay=(f2fl(nd_recorded_total-JasonPlaybackTotal))*1000.0;
3360 // delay (the_delay);
3365 First_time_playback=0;
3369 #pragma global_optimizer reset