1 /* $Id: newdemo.c,v 1.11 2003-03-17 07:59:11 btb Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Code to make a complete demo playback system.
19 * $Log: not supported by cvs2svn $
20 * Revision 1.10 2003/03/17 07:10:21 btb
23 * Revision 1.12 1995/10/31 10:19:43 allender
26 * Revision 1.11 1995/10/17 13:19:16 allender
27 * close boxes for demo save
29 * Revision 1.10 1995/10/05 10:36:07 allender
30 * fixed calls to digi_play_sample to account for differing volume and angle calculations
32 * Revision 1.9 1995/09/12 15:49:13 allender
33 * define __useAppleExts__ if not already defined
35 * Revision 1.8 1995/09/05 14:28:32 allender
36 * fixed previous N_players bug in newdemo_goto_end
38 * Revision 1.7 1995/09/05 14:16:51 allender
39 * added space to allowable demo filename characters
40 * and fixed bug with netgame demos N_players got getting
43 * Revision 1.6 1995/09/01 16:10:47 allender
44 * fixed bug with reading in N_players variable on
45 * netgame demo playback
47 * Revision 1.5 1995/08/24 16:04:11 allender
48 * fix signed byte problem
50 * Revision 1.4 1995/08/12 12:21:59 allender
51 * made call to create_shortpos not swap the shortpos
54 * Revision 1.3 1995/08/01 16:04:19 allender
55 * made random picking of demo work
57 * Revision 1.2 1995/08/01 13:56:56 allender
58 * demo system working on the mac
60 * Revision 1.1 1995/05/16 15:28:59 allender
63 * Revision 2.7 1995/05/26 16:16:06 john
64 * Split SATURN into define's for requiring cd, using cd, etc.
65 * Also started adding all the Rockwell stuff.
67 * Revision 2.6 1995/03/21 14:39:38 john
68 * Ifdef'd out the NETWORK code.
70 * Revision 2.5 1995/03/14 18:24:31 john
71 * Force Destination Saturn to use CD-ROM drive.
73 * Revision 2.4 1995/03/14 16:22:29 john
74 * Added cdrom alternate directory stuff.
76 * Revision 2.3 1995/03/10 12:58:33 allender
77 * only display rear view cockpit when cockpit mode was CM_FULL_COCKPIT.
79 * Revision 2.2 1995/03/08 16:12:15 allender
80 * changes for Destination Saturn
82 * Revision 2.1 1995/03/08 12:11:26 allender
83 * fix shortpos reading
85 * Revision 2.0 1995/02/27 11:29:40 john
86 * New version 2.0, which has no anonymous unions, builds with
87 * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
89 * Revision 1.189 1995/02/22 14:53:42 allender
90 * missed some anonymous stuff
92 * Revision 1.188 1995/02/22 13:24:53 john
93 * Removed the vecmat anonymous unions.
95 * Revision 1.187 1995/02/22 13:13:54 allender
96 * remove anonymous unions from object structure
98 * Revision 1.186 1995/02/14 15:36:41 allender
99 * fix fix for morph effect
101 * Revision 1.185 1995/02/14 11:25:48 allender
102 * save cockpit mode and restore after playback. get orientation for morph
103 * effect when object is morph vclip
105 * Revision 1.184 1995/02/13 12:18:14 allender
106 * change to decide about interpolating or not
108 * Revision 1.183 1995/02/12 00:46:23 adam
109 * don't decide to skip frames until after at least 10 frames have
112 * Revision 1.182 1995/02/11 22:34:01 john
113 * Made textures page in for newdemos before playback time.
115 * Revision 1.181 1995/02/11 17:28:32 allender
116 * strip frames from end of demo
118 * Revision 1.180 1995/02/11 16:40:35 allender
119 * start of frame stripping debug code
121 * Revision 1.179 1995/02/10 17:40:06 allender
122 * put back in wall_hit_process code to fix door problem
124 * Revision 1.178 1995/02/10 17:17:24 adam
127 * Revision 1.177 1995/02/10 17:16:24 allender
128 * fix possible tmap problems
130 * Revision 1.176 1995/02/10 15:54:37 allender
131 * changes for out of space on device.
133 * Revision 1.175 1995/02/09 19:55:00 allender
134 * fix bug with morph recording -- force rendertype to RT_POLYOBJ when
135 * playing back since it won't render until fully morphed otherwise
137 * Revision 1.174 1995/02/07 17:15:35 allender
140 * Revision 1.173 1995/02/07 17:14:21 allender
141 * immediately return when loading bogus level stuff when reading a frame
143 * Revision 1.172 1995/02/02 11:15:03 allender
144 * after loading new level, read next frame (forward or back) always because
145 * of co-op ships showing up when level is loaded
147 * Revision 1.171 1995/02/02 10:24:16 allender
148 * removed cfile stuff. Use standard FILE functions for demo playback
150 * Revision 1.170 1995/01/30 13:54:32 allender
151 * support for missions
153 * Revision 1.169 1995/01/27 16:27:35 allender
154 * put game mode to demo_game_mode when sorting multiplayer kill (and score)
157 * Revision 1.168 1995/01/27 09:52:25 allender
158 * minor changes because of object/segment linking problems
160 * Revision 1.167 1995/01/27 09:22:28 allender
161 * changed way multi-player score is recorded. Record difference, not
164 * Revision 1.166 1995/01/25 14:32:44 allender
165 * changed with recorded player flags. More checks for paused state
166 * during interpolation reading of objects
168 * Revision 1.165 1995/01/25 11:23:32 allender
169 * found bug with out of disk space problem
171 * Revision 1.164 1995/01/25 11:11:33 allender
172 * coupla' things. Fix problem with objects apparently being linked in
173 * the wrong segment. Put an Int3 in to check why demos will write to
174 * end of space on drive. close demo file if demo doens't start playing
175 * back. Put obj->type == OBJ_ROBOT around checking for boss cloaking
177 * Revision 1.163 1995/01/24 19:44:30 allender
178 * fix obscure problem with rewinding and having the wrong object linked
179 * to the wrong segments. will investigate further.
181 * Revision 1.162 1995/01/23 09:31:28 allender
182 * add team score in team mode playback
184 * Revision 1.161 1995/01/20 22:47:39 matt
185 * Mission system implemented, though imcompletely
187 * Revision 1.160 1995/01/20 09:30:37 allender
188 * don't call LoadLevel with bogus data
190 * Revision 1.159 1995/01/20 09:13:23 allender
193 * Revision 1.158 1995/01/20 09:12:04 allender
194 * record team names during demo recoring in GM_TEAM
196 * Revision 1.157 1995/01/19 16:31:09 allender
197 * forgot to bump demo version for new weapon change stuff
199 * Revision 1.156 1995/01/19 16:29:33 allender
200 * added new byte for weapon change (old weapon) so rewinding works
201 * correctly for weapon changes in registered
203 * Revision 1.155 1995/01/19 15:00:05 allender
204 * remove code to take away blastable walls in multiplayer demo playbacks
206 * Revision 1.154 1995/01/19 11:07:05 allender
207 * put in psuedo cloaking for boss robots. Problem is that cloaking is
208 * time based, and that don't get done in demos, so bosses just disappear.
211 * Revision 1.153 1995/01/19 09:42:29 allender
212 * record laser levels in demos
214 * Revision 1.152 1995/01/18 20:43:12 allender
215 * fix laser level stuff on goto-beginning and goto-end
217 * Revision 1.151 1995/01/18 20:28:18 allender
218 * cloak robots now cloak (except maybe for boss........) Put in function
219 * to deal with control center triggers
221 * Revision 1.150 1995/01/18 18:55:07 allender
224 * Revision 1.149 1995/01/18 18:49:03 allender
225 * lots 'o stuff....record laser level. Record beginning of door opening
226 * sequence. Fix some problems with control center stuff. Control center
227 * triggers now work in reverse
229 * Revision 1.148 1995/01/18 08:51:40 allender
230 * forgot to record ammo counts at beginning of demo
232 * Revision 1.147 1995/01/17 17:42:07 allender
233 * added primary and secondary ammo counts. Changed goto_end routine
234 * to be more efficient
236 * Revision 1.146 1995/01/17 13:46:35 allender
237 * fix problem with destroyed control center and rewinding a demo.
238 * Save callsign and restore after demo playback
240 * Revision 1.145 1995/01/12 10:21:53 allender
241 * fixes for 1.0 to 1.1 demo incompatibility
243 * Revision 1.144 1995/01/05 13:51:43 allender
244 * fixed type of player num variable
246 * Revision 1.143 1995/01/04 16:58:28 allender
247 * bumped up demo version number
249 * Revision 1.142 1995/01/04 14:59:02 allender
250 * added more information to end of demo for registered. Forced game mode
251 * to be GM_NORMAL on demo playback
253 * Revision 1.141 1995/01/03 17:30:47 allender
254 * fixed logic problem with cloak stuf
256 * Revision 1.140 1995/01/03 17:12:23 allender
257 * fix for getting cloak stuff at end of demo for shareware
259 * Revision 1.139 1995/01/03 15:20:24 allender
260 * fix goto_end for shareware -- changes to goto_end for registered
262 * Revision 1.138 1995/01/03 13:13:26 allender
265 * Revision 1.137 1995/01/03 13:10:29 allender
266 * make score work forwards and backwards
268 * Revision 1.136 1995/01/03 11:45:20 allender
269 * added code to record players scores
271 * Revision 1.135 1994/12/30 10:03:57 allender
272 * put cloak stuff at end of demo for fast forward to the end
274 * Revision 1.134 1994/12/29 17:02:55 allender
275 * spelling fix on SHAREWARE
277 * Revision 1.133 1994/12/29 16:43:41 allender
278 * lots of new multiplayer stuff. wrapped much code with SHAREWARE defines
280 * Revision 1.132 1994/12/28 14:15:01 allender
281 * added routines to deal with connecting and reconnecting players when
282 * recording multiplayer demos
284 * Revision 1.131 1994/12/21 12:57:59 allender
287 * Revision 1.130 1994/12/21 12:46:53 allender
288 * record multi player deaths and kills
290 * Revision 1.129 1994/12/19 16:37:27 allender
291 * pick good filename when trying to save in network play and player
292 * gets bumped out of menu by multi-player code
294 * Revision 1.128 1994/12/14 10:49:01 allender
295 * reset bad_read variable when starting demo playback
297 * Revision 1.127 1994/12/14 08:53:06 allender
298 * lowered watermark for out of space
300 * Revision 1.126 1994/12/14 08:49:52 allender
301 * put up warning when starting demo recording if not enough space and
302 * not let them record
304 * Revision 1.125 1994/12/13 00:01:37 allender
305 * CLOAK FIX -- (I'm tempted to take cloak out of game because I can't
306 * seem to get it right in demo playback)
308 * Revision 1.124 1994/12/12 14:51:21 allender
309 * more fixed to multiplayer cloak stuff
311 * Revision 1.123 1994/12/12 11:33:11 allender
312 * fixed rearview mode to work again
314 * Revision 1.122 1994/12/12 11:00:16 matt
315 * Added code to handle confusion with attached objects
317 * Revision 1.121 1994/12/12 00:31:29 allender
318 * give better warning when out of space when recording. Don't record
319 * until no space left. We have 500K watermark when we now stop recording
321 * Revision 1.120 1994/12/10 16:44:54 matt
322 * Added debugging code to track down door that turns into rock
324 * Revision 1.119 1994/12/09 18:46:15 matt
325 * Added code to handle odd error condition
327 * Revision 1.118 1994/12/09 17:27:37 allender
328 * force playernum to 0 when demo is done playing
330 * Revision 1.117 1994/12/09 16:40:39 allender
331 * yet more cloak stuff. Assign cloak/invuln time when starting demo
332 * if flags are set. Check cloak and invuln time when demo
335 * Revision 1.116 1994/12/09 14:59:22 matt
336 * Added system to attach a fireball to another object for rendering purposes,
337 * so the fireball always renders on top of (after) the object.
339 * Revision 1.115 1994/12/09 12:21:45 allender
340 * only allow valid chars when typing in demo filename
342 * Revision 1.114 1994/12/08 23:19:02 allender
343 * final(?) fix for getting cloak gauge to work on demo playback
344 * with forward and reverse
346 * Revision 1.113 1994/12/08 21:34:38 allender
347 * record old and new player flags to accuratedly record cloaking and
351 * Revision 1.112 1994/12/08 18:04:47 allender
352 * bashed playernum right after reading it in demo header so shields
353 * and energy are put in right place
355 * Revision 1.111 1994/12/08 17:10:07 allender
356 * encode playernum in demo header. Bash viewer segment to 0 if in
357 * bogus segnum. Don't link render objs for same reason
359 * Revision 1.110 1994/12/08 15:36:12 allender
360 * cloak stuff works forwards and backwards
362 * Revision 1.109 1994/12/08 13:46:03 allender
363 * don't record rearview anymore, but leave in case statement for playback
364 * purposes. change the way letterbox <--> cockpit transitions happen
366 * Revision 1.108 1994/12/08 12:36:06 matt
367 * Added new object allocation & deallocation functions so other code
368 * could stop messing around with internal object data structures.
370 * Revision 1.107 1994/12/08 11:19:04 allender
371 * handle out of space (more) gracefully then before
373 * Revision 1.106 1994/12/08 00:29:49 allender
374 * fixed bug that didn't load level on goto_beginning
376 * Revision 1.105 1994/12/08 00:11:51 mike
377 * change matrix interpolation.
379 * Revision 1.104 1994/12/07 23:46:37 allender
380 * changed invulnerability and cloak to work (almost) correctly both
381 * in single and multi player
383 * Revision 1.103 1994/12/07 11:48:49 adam
384 * BY ALLENDER -- added dampening of interpolation factor to 1 if greater
385 * than 1 (although I have not seen this happen). this is attempt to
386 * get wobbling problem solved
388 * Revision 1.102 1994/12/07 11:23:56 allender
389 * attempt at getting rid of wobbling on demo playback
391 * Revision 1.101 1994/12/06 19:31:17 allender
392 * moved blastable wall stuff code to where we load level during demo
395 * Revision 1.100 1994/12/06 19:21:51 allender
396 * multi games, destroy blastable walls. Do wall toggle when control center
399 * Revision 1.99 1994/12/06 16:54:48 allender
400 * fixed code so if demo automatically started from menu, don't bring up
401 * message if demo is too old
403 * Revision 1.98 1994/12/06 13:55:15 matt
404 * Use new rounding func, f2ir()
406 * Revision 1.97 1994/12/06 13:44:45 allender
407 * suppressed compiler warnings
409 * Revision 1.96 1994/12/06 13:38:03 allender
410 * removed recording of wall hit process. I think that all bases are covered
413 * Revision 1.95 1994/12/06 12:57:35 allender
414 * added recording of multi_decloaking. Fixed some other cloaking code so
415 * that cloak should last as long as player was cloaked. We will lose the
416 * guage effect, but the time is probably more important on playback
418 * Revision 1.94 1994/12/05 23:37:17 matt
419 * Took out calls to warning() function
421 * Revision 1.93 1994/12/03 17:52:04 yuan
422 * Localization 380ish
424 * Revision 1.92 1994/12/02 12:53:39 allender
425 * fixed goto_beginning and goto_end on demo playback
427 * Revision 1.91 1994/12/01 12:01:49 allender
428 * added multi player cloak stuff
430 * Revision 1.90 1994/11/30 09:33:58 allender
431 * added field in header to tell what version (shareware or registered)
432 * demo was recorded with. Don't allow demo recorded on one to playback
435 * Revision 1.89 1994/11/29 00:31:01 allender
436 * major changes -- added level recording feature which records level
437 * advancement. Changes to internal code to handle this.
439 * Revision 1.88 1994/11/27 23:13:54 matt
440 * Made changes for new mprintf calling convention
442 * Revision 1.87 1994/11/27 23:07:35 allender
443 * starting on code to get all level transitions recorded. not done yet
445 * Revision 1.86 1994/11/27 17:39:47 matt
446 * Don't xlate tmap numbers when editor compiled out
448 * Revision 1.85 1994/11/23 09:27:21 allender
449 * put up info box with message if demo version is too old or level
452 * Revision 1.84 1994/11/22 19:37:39 allender
455 * Revision 1.83 1994/11/22 19:35:09 allender
456 * record player ship colors in multiplayer demo recordings
458 * Revision 1.82 1994/11/19 15:36:42 mike
461 * Revision 1.81 1994/11/19 15:23:21 mike
462 * rip out unused code
464 * Revision 1.80 1994/11/16 14:51:49 rob
465 * Fixed network/demo incompatibility.
467 * Revision 1.79 1994/11/15 10:55:48 allender
468 * made start of demo playback read initial demo information so
469 * level will get loaded. Made demo record to single file which
470 * will get renamed. Added numerics after old filename so
471 * sequential filenames would be defaulted to
473 * Revision 1.78 1994/11/15 09:46:06 allender
474 * added versioning. Fixed problems with trying to interpolating a completely
475 * 0 orientation matrix
477 * Revision 1.77 1994/11/14 14:34:31 matt
478 * Fixed up handling when textures can't be found during remap
480 * Revision 1.76 1994/11/14 09:15:29 allender
481 * make ESC from file save menu exit w/o saving. Fix letterbox, rear view,
482 * to normal cockpit mode transition to work correctly when skipping and
483 * interpolating frames
485 * Revision 1.75 1994/11/11 16:22:07 allender
486 * made morphing objects record only the object being morphed.
488 * Revision 1.74 1994/11/08 14:59:19 john
489 * Added code to respond to network while in menus.
491 * Revision 1.73 1994/11/08 14:52:20 adam
492 * *** empty log message ***
494 * Revision 1.72 1994/11/07 15:47:04 allender
495 * prompt for filename when done recording demo
497 * Revision 1.71 1994/11/07 11:47:19 allender
498 * when interpolating frames, delete weapon, fireball, and debris objects
499 * from an inpolated frame if they don't appear in the next recorded
502 * Revision 1.70 1994/11/07 11:02:41 allender
503 * more with interpolation. I believe that I have it right now
505 * Revision 1.69 1994/11/07 08:47:40 john
506 * Made wall state record.
508 * Revision 1.68 1994/11/05 17:22:51 john
509 * Fixed lots of sequencing problems with newdemo stuff.
511 * Revision 1.67 1994/11/04 20:11:52 john
512 * Neatening up palette stuff with demos.
514 * Revision 1.66 1994/11/04 16:49:44 allender
515 * changed newdemo_do_interpolate to default to on
517 * Revision 1.65 1994/11/04 16:44:51 allender
518 * added filename support for demo recording. more auto demo stuff
520 * Revision 1.64 1994/11/04 13:05:31 allender
521 * fixing the lifeleft variable again. (I think I got it right this time)
523 * Revision 1.63 1994/11/04 11:37:37 allender
524 * commented out fprintfs and fixed compiler warning
526 * Revision 1.62 1994/11/04 11:33:50 allender
527 * added OBJ_FLARE and OBJ_LIGHT to obj->lifeleft recording
529 * Revision 1.61 1994/11/04 11:29:21 allender
530 * more interpolation stuff -- not done yet. Fixed so hostage vclips
531 * render correctly. Changed lifeleft to full precision, but only
532 * write it when object is fireball or weapon type of object
534 * Revision 1.60 1994/11/03 10:00:11 allender
535 * fixed divide by zero in calculating render time. more interpolation
536 * stuff which isn't quite done
538 * Revision 1.59 1994/11/02 17:10:59 allender
539 * never play recorded frames when interpolation is occuring
541 * Revision 1.58 1994/11/02 14:28:58 allender
542 * profile total playback time and average frame render time
544 * Revision 1.57 1994/11/02 14:09:03 allender
545 * record rear view. start of playback interpolation code -- this
548 * Revision 1.56 1994/11/01 13:25:30 allender
549 * drop frames if playing back demo on slower machine
551 * Revision 1.55 1994/10/31 16:10:40 allender
552 * record letterbox mode on death seq, and then restore
554 * Revision 1.54 1994/10/29 16:01:38 allender
555 * added ND_STATE_NODEMOS to indicate that there are no demos currently
556 * available for playback
558 * Revision 1.53 1994/10/29 15:38:42 allender
559 * in newdemo_start_playback, make Newdemo_at_eof = 0
561 * Revision 1.52 1994/10/28 14:45:28 john
562 * fixed typo from last checkin.
564 * Revision 1.51 1994/10/28 14:42:55 john
565 * Added sound volumes to all sound calls.
567 * Revision 1.50 1994/10/28 14:31:57 allender
568 * homing missle and autodemo stuff
570 * Revision 1.49 1994/10/28 12:42:14 allender
571 * record homing distance
573 * Revision 1.48 1994/10/27 16:57:54 allender
574 * changed demo vcr to be able to play any number of frames by storing
575 * frame length (in bytes) in the demo file. Added blowing up monitors
577 * Revision 1.47 1994/10/26 16:50:50 allender
578 * put two functions inside of VCR_MODE ifdef
580 * Revision 1.46 1994/10/26 15:20:32 allender
581 * added CT_REMOTE as valid control type for recording
583 * Revision 1.45 1994/10/26 14:45:35 allender
584 * completed hacked in vcr demo playback stuff
586 * Revision 1.44 1994/10/26 13:40:52 allender
587 * vcr playback of demo stuff
589 * Revision 1.43 1994/10/26 08:51:57 allender
590 * record player weapon change
592 * Revision 1.42 1994/10/25 15:48:01 allender
593 * add shields, energy, and player flags to demo recording.
596 * Revision 1.41 1994/10/24 08:19:35 allender
597 * fixed compilation errors
599 * Revision 1.40 1994/10/23 19:17:08 matt
600 * Fixed bug with "no key" messages
602 * Revision 1.39 1994/10/22 14:15:08 mike
603 * Suppress compiler warnings.
605 * Revision 1.38 1994/10/21 15:24:55 allender
606 * compressed writing of object structures with specialized code
607 * to write out only pertinent object structures.
609 * Revision 1.37 1994/10/20 13:03:17 matt
610 * Replaced old save files (MIN/SAV/HOT) with new LVL files
612 * Revision 1.36 1994/09/28 23:13:10 matt
613 * Macroized palette flash system
615 * Revision 1.35 1994/09/26 17:28:32 matt
616 * Made new multiple-object morph code work with the demo system
618 * Revision 1.34 1994/09/10 13:31:54 matt
619 * Made exploding walls a type of blastable walls.
620 * Cleaned up blastable walls, making them tmap2 bitmaps.
622 * Revision 1.33 1994/08/15 18:05:28 john
623 * *** empty log message ***
625 * Revision 1.32 1994/08/15 17:56:38 john
628 * Revision 1.31 1994/08/10 09:44:54 john
629 * *** empty log message ***
631 * Revision 1.30 1994/07/22 12:35:48 matt
632 * Cleaned up editor/game interactions some more.
634 * Revision 1.29 1994/07/21 13:06:45 matt
635 * Ripped out remants of old demo system, and added demo only system that
636 * disables object movement and game options from menu.
638 * Revision 1.28 1994/07/18 16:22:44 john
639 * Made all file read/writes call the same routine.
641 * Revision 1.27 1994/07/14 22:38:27 matt
642 * Added exploding doors
644 * Revision 1.26 1994/07/05 12:49:04 john
645 * Put functionality of New Hostage spec into code.
647 * Revision 1.25 1994/06/29 11:05:38 john
648 * Made demos read in compressed.
650 * Revision 1.24 1994/06/29 09:14:06 john
651 * Made files write out uncompressed and read in compressed.
653 * Revision 1.23 1994/06/28 11:55:28 john
654 * Made newdemo system record/play directly to/from disk, so
655 * we don't need the 4 MB buffer anymore.
657 * Revision 1.22 1994/06/27 15:52:38 john
658 * #define'd out the newdemo stuff
661 * Revision 1.21 1994/06/22 00:29:04 john
662 * Fixed bug with playing demo then playing game without
665 * Revision 1.20 1994/06/22 00:14:23 john
666 * Attempted to fix sign.
668 * Revision 1.19 1994/06/21 23:57:54 john
669 * Hopefully fixed bug with negative countdowns.
671 * Revision 1.18 1994/06/21 23:47:44 john
672 * MAde Malloc always 4*1024*1024.
674 * Revision 1.17 1994/06/21 22:58:47 john
675 * Added error if out of memory.
677 * Revision 1.16 1994/06/21 22:15:48 john
678 * Added % done to demo recording.
681 * Revision 1.15 1994/06/21 19:45:55 john
682 * Added palette effects to demo recording.
684 * Revision 1.14 1994/06/21 15:08:54 john
685 * Made demo record HUD message and cleaned up the HUD code.
687 * Revision 1.13 1994/06/21 14:20:08 john
688 * Put in hooks to record HUD messages.
690 * Revision 1.12 1994/06/20 11:50:15 john
691 * Made demo record flash effect, and control center triggers.
693 * Revision 1.11 1994/06/17 18:01:33 john
694 * A bunch of new stuff by John
696 * Revision 1.10 1994/06/17 12:13:31 john
697 * More newdemo stuff; made editor->game transition start in slew mode.
699 * Revision 1.9 1994/06/16 13:14:36 matt
702 * Revision 1.8 1994/06/16 13:02:07 john
705 * Revision 1.7 1994/06/15 19:01:33 john
706 * Added the capability to make 3d sounds play just once for the
707 * laser hit wall effects.
709 * Revision 1.6 1994/06/15 14:56:59 john
710 * Added triggers to demo recording.
712 * Revision 1.5 1994/06/14 20:42:15 john
713 * Made robot matztn cntr not work until no robots or player are
716 * Revision 1.4 1994/06/14 14:43:27 john
717 * Made doors work with newdemo system.
719 * Revision 1.3 1994/06/14 11:32:29 john
720 * Made Newdemo record & restore the current mine.
722 * Revision 1.2 1994/06/13 21:02:43 john
723 * Initial version of new demo recording system.
725 * Revision 1.1 1994/06/13 11:09:00 john
739 #include <string.h> // for memset
741 #include <ctype.h> /* for isdigit */
744 #include <sys/stat.h>
745 #include <sys/types.h>
770 #include "fireball.h"
783 #include "lighting.h"
786 #include "gamesave.h"
787 #include "gamemine.h"
800 #include "cntrlcen.h"
801 #include "aistruct.h"
804 #include "controls.h"
808 #include "findfile.h"
811 #include "editor/editor.h"
815 #pragma global_optimizer off // pretty much sucks...need to look into this
818 void DoJasonInterpolate (fix recorded_time);
820 //#include "nocfile.h"
822 //Does demo start automatically?
825 byte WasRecorded [MAX_OBJECTS];
826 byte ViewWasRecorded[MAX_OBJECTS];
827 byte RenderingWasRecorded[32];
829 #define ND_EVENT_EOF 0 // EOF
830 #define ND_EVENT_START_DEMO 1 // Followed by 16 character, NULL terminated filename of .SAV file to use
831 #define ND_EVENT_START_FRAME 2 // Followed by integer frame number, then a fix FrameTime
832 #define ND_EVENT_VIEWER_OBJECT 3 // Followed by an object structure
833 #define ND_EVENT_RENDER_OBJECT 4 // Followed by an object structure
834 #define ND_EVENT_SOUND 5 // Followed by int soundum
835 #define ND_EVENT_SOUND_ONCE 6 // Followed by int soundum
836 #define ND_EVENT_SOUND_3D 7 // Followed by int soundum, int angle, int volume
837 #define ND_EVENT_WALL_HIT_PROCESS 8 // Followed by int segnum, int side, fix damage
838 #define ND_EVENT_TRIGGER 9 // Followed by int segnum, int side, int objnum
839 #define ND_EVENT_HOSTAGE_RESCUED 10 // Followed by int hostage_type
840 #define ND_EVENT_SOUND_3D_ONCE 11 // Followed by int soundum, int angle, int volume
841 #define ND_EVENT_MORPH_FRAME 12 // Followed by ? data
842 #define ND_EVENT_WALL_TOGGLE 13 // Followed by int seg, int side
843 #define ND_EVENT_HUD_MESSAGE 14 // Followed by char size, char * string (+null)
844 #define ND_EVENT_CONTROL_CENTER_DESTROYED 15 // Just a simple flag
845 #define ND_EVENT_PALETTE_EFFECT 16 // Followed by short r,g,b
846 #define ND_EVENT_PLAYER_ENERGY 17 // followed by byte energy
847 #define ND_EVENT_PLAYER_SHIELD 18 // followed by byte shields
848 #define ND_EVENT_PLAYER_FLAGS 19 // followed by player flags
849 #define ND_EVENT_PLAYER_WEAPON 20 // followed by weapon type and weapon number
850 #define ND_EVENT_EFFECT_BLOWUP 21 // followed by segment, side, and pnt
851 #define ND_EVENT_HOMING_DISTANCE 22 // followed by homing distance
852 #define ND_EVENT_LETTERBOX 23 // letterbox mode for death seq.
853 #define ND_EVENT_RESTORE_COCKPIT 24 // restore cockpit after death
854 #define ND_EVENT_REARVIEW 25 // going to rear view mode
855 #define ND_EVENT_WALL_SET_TMAP_NUM1 26 // Wall changed
856 #define ND_EVENT_WALL_SET_TMAP_NUM2 27 // Wall changed
857 #define ND_EVENT_NEW_LEVEL 28 // followed by level number
858 #define ND_EVENT_MULTI_CLOAK 29 // followed by player num
859 #define ND_EVENT_MULTI_DECLOAK 30 // followed by player num
860 #define ND_EVENT_RESTORE_REARVIEW 31 // restore cockpit after rearview mode
861 #define ND_EVENT_MULTI_DEATH 32 // with player number
862 #define ND_EVENT_MULTI_KILL 33 // with player number
863 #define ND_EVENT_MULTI_CONNECT 34 // with player number
864 #define ND_EVENT_MULTI_RECONNECT 35 // with player number
865 #define ND_EVENT_MULTI_DISCONNECT 36 // with player number
866 #define ND_EVENT_MULTI_SCORE 37 // playernum / score
867 #define ND_EVENT_PLAYER_SCORE 38 // followed by score
868 #define ND_EVENT_PRIMARY_AMMO 39 // with old/new ammo count
869 #define ND_EVENT_SECONDARY_AMMO 40 // with old/new ammo count
870 #define ND_EVENT_DOOR_OPENING 41 // with segment/side
871 #define ND_EVENT_LASER_LEVEL 42 // no data
872 #define ND_EVENT_PLAYER_AFTERBURNER 43 // followed by byte old ab, current ab
873 #define ND_EVENT_CLOAKING_WALL 44 // info changing while wall cloaking
874 #define ND_EVENT_CHANGE_COCKPIT 45 // change the cockpit
875 #define ND_EVENT_START_GUIDED 46 // switch to guided view
876 #define ND_EVENT_END_GUIDED 47 // stop guided view/return to ship
877 #define ND_EVENT_SECRET_THINGY 48 // 0/1 = secret exit functional/non-functional
878 #define ND_EVENT_LINK_SOUND_TO_OBJ 49 // record digi_link_sound_to_object3
879 #define ND_EVENT_KILL_SOUND_TO_OBJ 50 // record digi_kill_sound_linked_to_object
882 #define NORMAL_PLAYBACK 0
883 #define SKIP_PLAYBACK 1
884 #define INTERPOLATE_PLAYBACK 2
885 #define INTERPOL_FACTOR (F1_0 + (F1_0/5))
887 #define DEMO_VERSION 15 // last D1 version was 13
888 #define DEMO_GAME_TYPE 3 // 1 was shareware, 2 registered
891 #define DEMO_FILENAME "demos/tmpdemo.dem"
893 #define DEMO_FILENAME ":Demos:tmpdemo.dem"
896 #define DEMO_MAX_LEVELS 29
899 char nd_save_callsign[CALLSIGN_LEN+1];
900 int Newdemo_state = 0;
901 int Newdemo_vcr_state = 0;
902 int Newdemo_start_frame = -1;
903 unsigned int Newdemo_size;
904 int Newdemo_num_written;
905 int Newdemo_game_mode;
906 int Newdemo_old_cockpit;
907 byte Newdemo_no_space;
909 byte Newdemo_do_interpolate = 0; // 1
910 byte Newdemo_players_cloaked;
911 byte Newdemo_warning_given = 0;
912 byte Newdemo_cntrlcen_destroyed = 0;
913 static byte nd_bad_read;
914 int NewdemoFrameCount;
915 short frame_bytes_written = 0;
916 fix nd_playback_total;
917 fix nd_recorded_total;
918 fix nd_recorded_time;
920 byte First_time_playback=1;
921 fix JasonPlaybackTotal=0;
927 int newdemo_get_percent_done() {
928 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
929 return (ftell(infile)*100)/Newdemo_size;
931 if ( Newdemo_state == ND_STATE_RECORDING ) {
932 return ftell(outfile);
937 #define VEL_PRECISION 12
939 void my_extract_shortpos(object *objp, shortpos *spp)
945 objp->orient.rvec.x = *sp++ << MATRIX_PRECISION;
946 objp->orient.uvec.x = *sp++ << MATRIX_PRECISION;
947 objp->orient.fvec.x = *sp++ << MATRIX_PRECISION;
949 objp->orient.rvec.y = *sp++ << MATRIX_PRECISION;
950 objp->orient.uvec.y = *sp++ << MATRIX_PRECISION;
951 objp->orient.fvec.y = *sp++ << MATRIX_PRECISION;
953 objp->orient.rvec.z = *sp++ << MATRIX_PRECISION;
954 objp->orient.uvec.z = *sp++ << MATRIX_PRECISION;
955 objp->orient.fvec.z = *sp++ << MATRIX_PRECISION;
957 segnum = spp->segment;
958 objp->segnum = segnum;
960 objp->pos.x = (spp->xo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].x;
961 objp->pos.y = (spp->yo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].y;
962 objp->pos.z = (spp->zo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].z;
964 objp->mtype.phys_info.velocity.x = (spp->velx << VEL_PRECISION);
965 objp->mtype.phys_info.velocity.y = (spp->vely << VEL_PRECISION);
966 objp->mtype.phys_info.velocity.z = (spp->velz << VEL_PRECISION);
969 int newdemo_read( void *buffer, int elsize, int nelem )
972 num_read = fread( buffer,elsize,nelem, infile );
973 if (ferror(infile) || feof(infile))
979 int newdemo_find_object( int signature )
984 for (i=0; i<=Highest_object_index; i++, objp++ ) {
985 if ( (objp->type != OBJ_NONE) && (objp->signature == signature))
991 int newdemo_write( void *buffer, int elsize, int nelem )
993 int num_written, total_size;
995 total_size = elsize * nelem;
996 frame_bytes_written += total_size;
997 Newdemo_num_written += total_size;
998 Assert(outfile != NULL);
999 num_written = fwrite( buffer, elsize, nelem, outfile );
1000 //if ((Newdemo_num_written > Newdemo_size) && !Newdemo_no_space) {
1001 // Newdemo_no_space=1;
1002 // newdemo_stop_recording();
1005 if ((Newdemo_num_written > Newdemo_size) && !Newdemo_no_space)
1007 if (num_written == nelem && !Newdemo_no_space)
1011 newdemo_stop_recording();
1016 * The next bunch of files taken from Matt's gamesave.c. We have to modify
1017 * these since the demo must save more information about objects that
1021 static void nd_write_byte(byte b)
1023 newdemo_write(&b, 1, 1);
1026 static void nd_write_short(short s)
1028 newdemo_write(&s, 2, 1);
1031 static void nd_write_int(int i)
1033 newdemo_write(&i, 4, 1);
1036 static void nd_write_string(char *str)
1038 nd_write_byte(strlen(str) + 1);
1039 newdemo_write(str, strlen(str) + 1, 1);
1042 static void nd_write_fix(fix f)
1044 newdemo_write(&f, sizeof(fix), 1);
1047 static void nd_write_fixang(fixang f)
1049 newdemo_write(&f, sizeof(fixang), 1);
1052 static void nd_write_vector(vms_vector *v)
1059 static void nd_write_angvec(vms_angvec *v)
1061 nd_write_fixang(v->p);
1062 nd_write_fixang(v->b);
1063 nd_write_fixang(v->h);
1066 void nd_write_shortpos(object *obj)
1072 create_shortpos(&sp, obj, 0);
1074 render_type = obj->render_type;
1075 if (((render_type == RT_POLYOBJ) || (render_type == RT_HOSTAGE) || (render_type == RT_MORPH)) || (obj->type == OBJ_CAMERA)) {
1076 for (i = 0; i < 9; i++)
1077 nd_write_byte(sp.bytemat[i]);
1078 for (i = 0; i < 9; i++) {
1079 if (sp.bytemat[i] != 0)
1083 Int3(); // contact Allender about this.
1087 nd_write_short(sp.xo);
1088 nd_write_short(sp.yo);
1089 nd_write_short(sp.zo);
1090 nd_write_short(sp.segment);
1091 nd_write_short(sp.velx);
1092 nd_write_short(sp.vely);
1093 nd_write_short(sp.velz);
1096 static void nd_read_byte(byte *b)
1098 newdemo_read(b, 1, 1);
1101 static void nd_read_short(short *s)
1103 newdemo_read(s, 2, 1);
1106 static void nd_read_int(int *i)
1108 newdemo_read(i, 4, 1);
1111 static void nd_read_string(char *str)
1116 newdemo_read(str, len, 1);
1119 static void nd_read_fix(fix *f)
1121 newdemo_read(f, sizeof(fix), 1);
1124 static void nd_read_fixang(fixang *f)
1126 newdemo_read(f, sizeof(fixang), 1);
1129 static void nd_read_vector(vms_vector *v)
1131 nd_read_fix(&(v->x));
1132 nd_read_fix(&(v->y));
1133 nd_read_fix(&(v->z));
1136 static void nd_read_angvec(vms_angvec *v)
1138 nd_read_fixang(&(v->p));
1139 nd_read_fixang(&(v->b));
1140 nd_read_fixang(&(v->h));
1143 static void nd_read_shortpos(object *obj)
1149 render_type = obj->render_type;
1150 if (((render_type == RT_POLYOBJ) || (render_type == RT_HOSTAGE) || (render_type == RT_MORPH)) || (obj->type == OBJ_CAMERA)) {
1151 for (i = 0; i < 9; i++)
1152 nd_read_byte(&(sp.bytemat[i]));
1155 nd_read_short(&(sp.xo));
1156 nd_read_short(&(sp.yo));
1157 nd_read_short(&(sp.zo));
1158 nd_read_short(&(sp.segment));
1159 nd_read_short(&(sp.velx));
1160 nd_read_short(&(sp.vely));
1161 nd_read_short(&(sp.velz));
1163 my_extract_shortpos(obj, &sp);
1164 if ((obj->id == VCLIP_MORPHING_ROBOT) && (render_type == RT_FIREBALL) && (obj->control_type == CT_EXPLOSION))
1165 extract_orient_from_segment(&obj->orient,&Segments[obj->segnum]);
1169 object *prev_obj=NULL; //ptr to last object read in
1171 void nd_read_object(object *obj)
1173 memset(obj, 0, sizeof(object));
1176 * Do render type first, since with render_type == RT_NONE, we
1177 * blow by all other object information
1179 nd_read_byte(&(obj->render_type));
1180 nd_read_byte(&(obj->type));
1181 if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
1184 nd_read_byte(&(obj->id));
1185 nd_read_byte(&(obj->flags));
1186 nd_read_short((short *)&(obj->signature));
1187 nd_read_shortpos(obj);
1189 if ((obj->type == OBJ_ROBOT) && (obj->id == SPECIAL_REACTOR_ROBOT))
1192 obj->attached_obj = -1;
1197 obj->control_type = CT_POWERUP;
1198 obj->movement_type = MT_NONE;
1199 obj->size = HOSTAGE_SIZE;
1203 obj->control_type = CT_AI;
1204 // (MarkA and MikeK said we should not do the crazy last secret stuff with multiple reactors...
1205 // This necessary code is our vindication. --MK, 2/15/96)
1206 if (obj->id != SPECIAL_REACTOR_ROBOT)
1207 obj->movement_type = MT_PHYSICS;
1209 obj->movement_type = MT_NONE;
1210 obj->size = Polygon_models[Robot_info[obj->id].model_num].rad;
1211 obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
1212 obj->rtype.pobj_info.subobj_flags = 0;
1213 obj->ctype.ai_info.CLOAKED = (Robot_info[obj->id].cloak_type?1:0);
1217 obj->control_type = CT_POWERUP;
1218 nd_read_byte(&(obj->movement_type)); // might have physics movement
1219 obj->size = Powerup_info[obj->id].size;
1223 obj->control_type = CT_NONE;
1224 obj->movement_type = MT_PHYSICS;
1225 obj->size = Polygon_models[Player_ship->model_num].rad;
1226 obj->rtype.pobj_info.model_num = Player_ship->model_num;
1227 obj->rtype.pobj_info.subobj_flags = 0;
1231 obj->control_type = CT_NONE;
1232 obj->movement_type = MT_NONE;
1233 obj->size = Polygon_models[obj->id].rad;
1234 obj->rtype.pobj_info.model_num = obj->id;
1235 obj->rtype.pobj_info.subobj_flags = 0;
1239 nd_read_byte(&(obj->control_type));
1240 nd_read_byte(&(obj->movement_type));
1241 nd_read_fix(&(obj->size));
1246 nd_read_vector(&(obj->last_pos));
1247 if ((obj->type == OBJ_WEAPON) && (obj->render_type == RT_WEAPON_VCLIP))
1248 nd_read_fix(&(obj->lifeleft));
1253 obj->lifeleft = (fix)b;
1254 // MWA old way -- won't work with big endian machines nd_read_byte((ubyte *)&(obj->lifeleft));
1255 obj->lifeleft = (fix)((int)obj->lifeleft << 12);
1258 if (obj->type == OBJ_ROBOT) {
1259 if (Robot_info[obj->id].boss_flag) {
1262 nd_read_byte(&cloaked);
1263 obj->ctype.ai_info.CLOAKED = cloaked;
1267 switch (obj->movement_type) {
1270 nd_read_vector(&(obj->mtype.phys_info.velocity));
1271 nd_read_vector(&(obj->mtype.phys_info.thrust));
1275 nd_read_vector(&(obj->mtype.spin_rate));
1285 switch (obj->control_type) {
1289 nd_read_fix(&(obj->ctype.expl_info.spawn_time));
1290 nd_read_fix(&(obj->ctype.expl_info.delete_time));
1291 nd_read_short(&(obj->ctype.expl_info.delete_objnum));
1293 obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
1295 if (obj->flags & OF_ATTACHED) { //attach to previous object
1296 Assert(prev_obj!=NULL);
1297 if (prev_obj->control_type == CT_EXPLOSION) {
1298 if (prev_obj->flags & OF_ATTACHED && prev_obj->ctype.expl_info.attach_parent!=-1)
1299 obj_attach(&Objects[prev_obj->ctype.expl_info.attach_parent],obj);
1301 obj->flags &= ~OF_ATTACHED;
1304 obj_attach(prev_obj,obj);
1310 nd_read_fix(&(obj->ctype.light_info.intensity));
1332 switch (obj->render_type) {
1341 if ((obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_CLUTTER)) {
1342 nd_read_int(&(obj->rtype.pobj_info.model_num));
1343 nd_read_int(&(obj->rtype.pobj_info.subobj_flags));
1346 if ((obj->type != OBJ_PLAYER) && (obj->type != OBJ_DEBRIS))
1348 for (i=0;i<MAX_SUBMODELS;i++)
1349 nd_read_angvec(&(obj->pobj_info.anim_angles[i]));
1351 for (i = 0; i < Polygon_models[obj->rtype.pobj_info.model_num].n_models; i++)
1352 nd_read_angvec(&obj->rtype.pobj_info.anim_angles[i]);
1357 obj->rtype.pobj_info.tmap_override = tmo;
1360 obj->rtype.pobj_info.tmap_override = -1;
1362 int xlated_tmo = tmap_xlate_table[tmo];
1363 if (xlated_tmo < 0) {
1364 //mprintf( (0, "Couldn't find texture for demo object, model_num = %d\n", obj->pobj_info.model_num));
1368 obj->rtype.pobj_info.tmap_override = xlated_tmo;
1376 case RT_WEAPON_VCLIP:
1379 nd_read_int(&(obj->rtype.vclip_info.vclip_num));
1380 nd_read_fix(&(obj->rtype.vclip_info.frametime));
1381 nd_read_byte(&(obj->rtype.vclip_info.framenum));
1395 void nd_write_object(object *obj)
1399 if ((obj->type == OBJ_ROBOT) && (obj->id == SPECIAL_REACTOR_ROBOT))
1403 * Do render_type first so on read, we can make determination of
1404 * what else to read in
1406 nd_write_byte(obj->render_type);
1407 nd_write_byte(obj->type);
1408 if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
1411 nd_write_byte(obj->id);
1412 nd_write_byte(obj->flags);
1413 nd_write_short((short)obj->signature);
1414 nd_write_shortpos(obj);
1416 if ((obj->type != OBJ_HOSTAGE) && (obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_POWERUP) && (obj->type != OBJ_CLUTTER)) {
1417 nd_write_byte(obj->control_type);
1418 nd_write_byte(obj->movement_type);
1419 nd_write_fix(obj->size);
1421 if (obj->type == OBJ_POWERUP)
1422 nd_write_byte(obj->movement_type);
1424 nd_write_vector(&obj->last_pos);
1426 if ((obj->type == OBJ_WEAPON) && (obj->render_type == RT_WEAPON_VCLIP))
1427 nd_write_fix(obj->lifeleft);
1429 life = (int)obj->lifeleft;
1433 nd_write_byte((ubyte)life);
1436 if (obj->type == OBJ_ROBOT) {
1437 if (Robot_info[obj->id].boss_flag) {
1438 if ((GameTime > Boss_cloak_start_time) && (GameTime < Boss_cloak_end_time))
1445 switch (obj->movement_type) {
1448 nd_write_vector(&obj->mtype.phys_info.velocity);
1449 nd_write_vector(&obj->mtype.phys_info.thrust);
1453 nd_write_vector(&obj->mtype.spin_rate);
1463 switch (obj->control_type) {
1469 nd_write_fix(obj->ctype.expl_info.spawn_time);
1470 nd_write_fix(obj->ctype.expl_info.delete_time);
1471 nd_write_short(obj->ctype.expl_info.delete_objnum);
1479 nd_write_fix(obj->ctype.light_info.intensity);
1486 case CT_SLEW: //the player is generally saved as slew
1499 switch (obj->render_type) {
1508 if ((obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_CLUTTER)) {
1509 nd_write_int(obj->rtype.pobj_info.model_num);
1510 nd_write_int(obj->rtype.pobj_info.subobj_flags);
1513 if ((obj->type != OBJ_PLAYER) && (obj->type != OBJ_DEBRIS))
1515 for (i=0;i<MAX_SUBMODELS;i++)
1516 nd_write_angvec(&obj->pobj_info.anim_angles[i]);
1518 for (i = 0; i < Polygon_models[obj->rtype.pobj_info.model_num].n_models; i++)
1519 nd_write_angvec(&obj->rtype.pobj_info.anim_angles[i]);
1521 nd_write_int(obj->rtype.pobj_info.tmap_override);
1527 case RT_WEAPON_VCLIP:
1530 nd_write_int(obj->rtype.vclip_info.vclip_num);
1531 nd_write_fix(obj->rtype.vclip_info.frametime);
1532 nd_write_byte(obj->rtype.vclip_info.framenum);
1545 int JustStartedRecording=0,JustStartedPlayback=0;
1547 void newdemo_record_start_demo()
1552 nd_write_byte(ND_EVENT_START_DEMO);
1553 nd_write_byte(DEMO_VERSION);
1554 nd_write_byte(DEMO_GAME_TYPE);
1555 nd_write_fix(GameTime);
1558 if (Game_mode & GM_MULTI)
1559 nd_write_int(Game_mode | (Player_num << 16));
1562 // NOTE LINK TO ABOVE!!!
1563 nd_write_int(Game_mode);
1566 if (Game_mode & GM_TEAM) {
1567 nd_write_byte(Netgame.team_vector);
1568 nd_write_string(Netgame.team_name[0]);
1569 nd_write_string(Netgame.team_name[1]);
1572 if (Game_mode & GM_MULTI) {
1573 nd_write_byte((byte)N_players);
1574 for (i = 0; i < N_players; i++) {
1575 nd_write_string(Players[i].callsign);
1576 nd_write_byte(Players[i].connected);
1578 if (Game_mode & GM_MULTI_COOP) {
1579 nd_write_int(Players[i].score);
1581 nd_write_short((short)Players[i].net_killed_total);
1582 nd_write_short((short)Players[i].net_kills_total);
1587 // NOTE LINK TO ABOVE!!!
1588 nd_write_int(Players[Player_num].score);
1590 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
1591 nd_write_short((short)Players[Player_num].primary_ammo[i]);
1593 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
1594 nd_write_short((short)Players[Player_num].secondary_ammo[i]);
1596 nd_write_byte((byte)Players[Player_num].laser_level);
1598 // Support for missions added here
1600 nd_write_string(Current_mission_filename);
1602 nd_write_byte((byte)(f2ir(Players[Player_num].energy)));
1603 nd_write_byte((byte)(f2ir(Players[Player_num].shields)));
1604 nd_write_int(Players[Player_num].flags); // be sure players flags are set
1605 nd_write_byte((byte)Primary_weapon);
1606 nd_write_byte((byte)Secondary_weapon);
1607 Newdemo_start_frame = FrameCount;
1608 JustStartedRecording=1;
1610 newdemo_set_new_level(Current_level_num);
1615 void newdemo_record_start_frame(int frame_number, fix frame_time )
1619 if (Newdemo_no_space) {
1620 newdemo_stop_playback();
1626 for (i=0;i<MAX_OBJECTS;i++)
1629 ViewWasRecorded[i]=0;
1632 RenderingWasRecorded[i]=0;
1634 frame_number -= Newdemo_start_frame;
1636 Assert(frame_number >= 0 );
1638 nd_write_byte(ND_EVENT_START_FRAME);
1639 nd_write_short(frame_bytes_written - 1); // from previous frame
1640 frame_bytes_written=3;
1641 nd_write_int(frame_number);
1642 nd_write_int(frame_time);
1647 void newdemo_record_render_object(object * obj)
1649 if (ViewWasRecorded[obj-Objects])
1652 //if (obj==&Objects[Players[Player_num].objnum] && !Player_is_dead)
1656 nd_write_byte(ND_EVENT_RENDER_OBJECT);
1657 nd_write_object(obj);
1661 extern ubyte RenderingType;
1663 void newdemo_record_viewer_object(object * obj)
1666 if (ViewWasRecorded[obj-Objects] && (ViewWasRecorded[obj-Objects]-1)==RenderingType)
1668 //if (WasRecorded[obj-Objects])
1670 if (RenderingWasRecorded[RenderingType])
1673 ViewWasRecorded[obj-Objects]=RenderingType+1;
1674 RenderingWasRecorded[RenderingType]=1;
1676 nd_write_byte(ND_EVENT_VIEWER_OBJECT);
1677 nd_write_byte(RenderingType);
1678 nd_write_object(obj);
1682 void newdemo_record_sound( int soundno )
1685 nd_write_byte(ND_EVENT_SOUND);
1686 nd_write_int( soundno );
1690 //--unused-- void newdemo_record_sound_once( int soundno ) {
1691 //--unused-- stop_time();
1692 //--unused-- nd_write_byte( ND_EVENT_SOUND_ONCE );
1693 //--unused-- nd_write_int( soundno );
1694 //--unused-- start_time();
1698 void newdemo_record_cockpit_change (int mode)
1701 nd_write_byte (ND_EVENT_CHANGE_COCKPIT);
1707 void newdemo_record_sound_3d( int soundno, int angle, int volume )
1710 nd_write_byte( ND_EVENT_SOUND_3D );
1711 nd_write_int( soundno );
1712 nd_write_int( angle );
1713 nd_write_int( volume );
1717 void newdemo_record_sound_3d_once( int soundno, int angle, int volume )
1720 nd_write_byte( ND_EVENT_SOUND_3D_ONCE );
1721 nd_write_int( soundno );
1722 nd_write_int( angle );
1723 nd_write_int( volume );
1728 void newdemo_record_link_sound_to_object3( int soundno, short objnum, fix max_volume, fix max_distance, int loop_start, int loop_end )
1731 nd_write_byte( ND_EVENT_LINK_SOUND_TO_OBJ );
1732 nd_write_int( soundno );
1733 nd_write_int( Objects[objnum].signature );
1734 nd_write_int( max_volume );
1735 nd_write_int( max_distance );
1736 nd_write_int( loop_start );
1737 nd_write_int( loop_end );
1741 void newdemo_record_kill_sound_linked_to_object( int objnum )
1744 nd_write_byte( ND_EVENT_KILL_SOUND_TO_OBJ );
1745 nd_write_int( Objects[objnum].signature );
1750 void newdemo_record_wall_hit_process( int segnum, int side, int damage, int playernum )
1756 //playernum = playernum;
1757 nd_write_byte( ND_EVENT_WALL_HIT_PROCESS );
1758 nd_write_int( segnum );
1759 nd_write_int( side );
1760 nd_write_int( damage );
1761 nd_write_int( playernum );
1765 void newdemo_record_guided_start ()
1767 nd_write_byte (ND_EVENT_START_GUIDED);
1770 void newdemo_record_guided_end ()
1772 nd_write_byte (ND_EVENT_END_GUIDED);
1775 void newdemo_record_secret_exit_blown(int truth)
1778 nd_write_byte( ND_EVENT_SECRET_THINGY );
1779 nd_write_int( truth );
1783 void newdemo_record_trigger( int segnum, int side, int objnum,int shot )
1786 nd_write_byte( ND_EVENT_TRIGGER );
1787 nd_write_int( segnum );
1788 nd_write_int( side );
1789 nd_write_int( objnum );
1794 void newdemo_record_hostage_rescued( int hostage_number ) {
1796 nd_write_byte( ND_EVENT_HOSTAGE_RESCUED );
1797 nd_write_int( hostage_number );
1801 void newdemo_record_morph_frame(morph_data *md)
1805 nd_write_byte( ND_EVENT_MORPH_FRAME );
1807 newdemo_write( md->morph_vecs, sizeof(md->morph_vecs), 1 );
1808 newdemo_write( md->submodel_active, sizeof(md->submodel_active), 1 );
1809 newdemo_write( md->submodel_startpoints, sizeof(md->submodel_startpoints), 1 );
1811 nd_write_object( md->obj );
1815 void newdemo_record_wall_toggle( int segnum, int side )
1818 nd_write_byte( ND_EVENT_WALL_TOGGLE );
1819 nd_write_int( segnum );
1820 nd_write_int( side );
1824 void newdemo_record_control_center_destroyed()
1827 nd_write_byte( ND_EVENT_CONTROL_CENTER_DESTROYED );
1828 nd_write_int( Countdown_seconds_left );
1832 void newdemo_record_hud_message( char * message )
1835 nd_write_byte( ND_EVENT_HUD_MESSAGE );
1836 nd_write_string(message);
1840 void newdemo_record_palette_effect(short r, short g, short b )
1843 nd_write_byte( ND_EVENT_PALETTE_EFFECT );
1844 nd_write_short( r );
1845 nd_write_short( g );
1846 nd_write_short( b );
1850 void newdemo_record_player_energy(int old_energy, int energy)
1853 nd_write_byte( ND_EVENT_PLAYER_ENERGY );
1854 nd_write_byte((byte) old_energy);
1855 nd_write_byte((byte) energy);
1859 void newdemo_record_player_afterburner(fix old_afterburner, fix afterburner)
1862 nd_write_byte( ND_EVENT_PLAYER_AFTERBURNER );
1863 nd_write_byte((byte) (old_afterburner>>9));
1864 nd_write_byte((byte) (afterburner>>9));
1868 void newdemo_record_player_shields(int old_shield, int shield)
1871 nd_write_byte( ND_EVENT_PLAYER_SHIELD );
1872 nd_write_byte((byte)old_shield);
1873 nd_write_byte((byte)shield);
1877 void newdemo_record_player_flags(uint oflags, uint flags)
1880 nd_write_byte( ND_EVENT_PLAYER_FLAGS );
1881 nd_write_int(((short)oflags << 16) | (short)flags);
1885 void newdemo_record_player_weapon(int weapon_type, int weapon_num)
1888 nd_write_byte( ND_EVENT_PLAYER_WEAPON );
1889 nd_write_byte((byte)weapon_type);
1890 nd_write_byte((byte)weapon_num);
1892 nd_write_byte((byte)Secondary_weapon);
1894 nd_write_byte((byte)Primary_weapon);
1898 void newdemo_record_effect_blowup(short segment, int side, vms_vector *pnt)
1901 nd_write_byte (ND_EVENT_EFFECT_BLOWUP);
1902 nd_write_short(segment);
1903 nd_write_byte((byte)side);
1904 nd_write_vector(pnt);
1908 void newdemo_record_homing_distance(fix distance)
1911 nd_write_byte(ND_EVENT_HOMING_DISTANCE);
1912 nd_write_short((short)(distance>>16));
1916 void newdemo_record_letterbox(void)
1919 nd_write_byte(ND_EVENT_LETTERBOX);
1923 void newdemo_record_rearview(void)
1926 nd_write_byte(ND_EVENT_REARVIEW);
1930 void newdemo_record_restore_cockpit(void)
1933 nd_write_byte(ND_EVENT_RESTORE_COCKPIT);
1937 void newdemo_record_restore_rearview(void)
1940 nd_write_byte(ND_EVENT_RESTORE_REARVIEW);
1944 void newdemo_record_wall_set_tmap_num1(short seg,ubyte side,short cseg,ubyte cside,short tmap)
1947 nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM1);
1948 nd_write_short(seg);
1949 nd_write_byte(side);
1950 nd_write_short(cseg);
1951 nd_write_byte(cside);
1952 nd_write_short(tmap);
1956 void newdemo_record_wall_set_tmap_num2(short seg,ubyte side,short cseg,ubyte cside,short tmap)
1959 nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM2);
1960 nd_write_short(seg);
1961 nd_write_byte(side);
1962 nd_write_short(cseg);
1963 nd_write_byte(cside);
1964 nd_write_short(tmap);
1968 void newdemo_record_multi_cloak(int pnum)
1971 nd_write_byte(ND_EVENT_MULTI_CLOAK);
1972 nd_write_byte((byte)pnum);
1976 void newdemo_record_multi_decloak(int pnum)
1979 nd_write_byte(ND_EVENT_MULTI_DECLOAK);
1980 nd_write_byte((byte)pnum);
1984 void newdemo_record_multi_death(int pnum)
1987 nd_write_byte(ND_EVENT_MULTI_DEATH);
1988 nd_write_byte((byte)pnum);
1992 void newdemo_record_multi_kill(int pnum, byte kill)
1995 nd_write_byte(ND_EVENT_MULTI_KILL);
1996 nd_write_byte((byte)pnum);
1997 nd_write_byte(kill);
2001 void newdemo_record_multi_connect(int pnum, int new_player, char *new_callsign)
2004 nd_write_byte(ND_EVENT_MULTI_CONNECT);
2005 nd_write_byte((byte)pnum);
2006 nd_write_byte((byte)new_player);
2008 nd_write_string(Players[pnum].callsign);
2009 nd_write_int(Players[pnum].net_killed_total);
2010 nd_write_int(Players[pnum].net_kills_total);
2012 nd_write_string(new_callsign);
2016 void newdemo_record_multi_reconnect(int pnum)
2019 nd_write_byte(ND_EVENT_MULTI_RECONNECT);
2020 nd_write_byte((byte)pnum);
2024 void newdemo_record_multi_disconnect(int pnum)
2027 nd_write_byte(ND_EVENT_MULTI_DISCONNECT);
2028 nd_write_byte((byte)pnum);
2032 void newdemo_record_player_score(int score)
2035 nd_write_byte(ND_EVENT_PLAYER_SCORE);
2036 nd_write_int(score);
2040 void newdemo_record_multi_score(int pnum, int score)
2043 nd_write_byte(ND_EVENT_MULTI_SCORE);
2044 nd_write_byte((byte)pnum);
2045 nd_write_int(score - Players[pnum].score); // called before score is changed!!!!
2049 void newdemo_record_primary_ammo(int old_ammo, int new_ammo)
2052 nd_write_byte(ND_EVENT_PRIMARY_AMMO);
2054 nd_write_short((short)new_ammo);
2056 nd_write_short((short)old_ammo);
2057 nd_write_short((short)new_ammo);
2061 void newdemo_record_secondary_ammo(int old_ammo, int new_ammo)
2064 nd_write_byte(ND_EVENT_SECONDARY_AMMO);
2066 nd_write_short((short)new_ammo);
2068 nd_write_short((short)old_ammo);
2069 nd_write_short((short)new_ammo);
2073 void newdemo_record_door_opening(int segnum, int side)
2076 nd_write_byte(ND_EVENT_DOOR_OPENING);
2077 nd_write_short((short)segnum);
2078 nd_write_byte((byte)side);
2082 void newdemo_record_laser_level(byte old_level, byte new_level)
2085 nd_write_byte(ND_EVENT_LASER_LEVEL);
2086 nd_write_byte(old_level);
2087 nd_write_byte(new_level);
2091 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)
2093 Assert(front_wall_num <= 255 && back_wall_num <= 255);
2096 nd_write_byte(ND_EVENT_CLOAKING_WALL);
2097 nd_write_byte(front_wall_num);
2098 nd_write_byte(back_wall_num);
2099 nd_write_byte(type);
2100 nd_write_byte(state);
2101 nd_write_byte(cloak_value);
2102 nd_write_short(l0>>8);
2103 nd_write_short(l1>>8);
2104 nd_write_short(l2>>8);
2105 nd_write_short(l3>>8);
2109 void newdemo_set_new_level(int level_num)
2116 nd_write_byte(ND_EVENT_NEW_LEVEL);
2117 nd_write_byte((byte)level_num);
2118 nd_write_byte((byte)Current_level_num);
2120 if (JustStartedRecording==1)
2122 nd_write_int(Num_walls);
2123 for (i=0;i<Num_walls;i++)
2125 nd_write_byte (Walls[i].type);
2126 nd_write_byte (Walls[i].flags);
2127 nd_write_byte (Walls[i].state);
2129 seg = &Segments[Walls[i].segnum];
2130 side = Walls[i].sidenum;
2131 nd_write_short (seg->sides[side].tmap_num);
2132 nd_write_short (seg->sides[side].tmap_num2);
2133 JustStartedRecording=0;
2140 int newdemo_read_demo_start(int rnd_demo)
2142 byte i, version, game_type, laser_level;
2143 char c, energy, shield;
2144 char text[50], current_mission[9];
2147 if ((c != ND_EVENT_START_DEMO) || nd_bad_read) {
2150 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_DEMO_CORRUPT);
2151 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
2152 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2155 nd_read_byte(&version);
2156 nd_read_byte(&game_type);
2157 if (game_type < DEMO_GAME_TYPE) {
2160 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_RECORDED);
2161 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
2162 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = " In Descent: First Strike";
2164 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2167 if (game_type != DEMO_GAME_TYPE) {
2170 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_RECORDED);
2171 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
2172 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = " In Unknown Descent version";
2174 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2177 if (version < DEMO_VERSION) {
2180 sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_DEMO_OLD);
2181 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
2182 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2186 nd_read_fix(&GameTime);
2187 Boss_cloak_start_time=Boss_cloak_end_time=GameTime;
2188 JasonPlaybackTotal=0;
2190 nd_read_int(&Newdemo_game_mode);
2193 change_playernum_to((Newdemo_game_mode >> 16) & 0x7);
2194 if (Newdemo_game_mode & GM_TEAM) {
2195 nd_read_byte(&(Netgame.team_vector));
2196 nd_read_string(Netgame.team_name[0]);
2197 nd_read_string(Netgame.team_name[1]);
2199 if (Newdemo_game_mode & GM_MULTI) {
2204 // changed this to above two lines -- breaks on the mac because of
2206 // nd_read_byte((byte *)&N_players);
2207 for (i = 0 ; i < N_players; i++) {
2208 Players[i].cloak_time = 0;
2209 Players[i].invulnerable_time = 0;
2210 nd_read_string(Players[i].callsign);
2211 nd_read_byte(&(Players[i].connected));
2213 if (Newdemo_game_mode & GM_MULTI_COOP) {
2214 nd_read_int(&(Players[i].score));
2216 nd_read_short((short *)&(Players[i].net_killed_total));
2217 nd_read_short((short *)&(Players[i].net_kills_total));
2220 Game_mode = Newdemo_game_mode;
2221 multi_sort_kill_list();
2222 Game_mode = GM_NORMAL;
2225 nd_read_int(&(Players[Player_num].score)); // Note link to above if!
2227 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
2228 nd_read_short((short*)&(Players[Player_num].primary_ammo[i]));
2230 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
2231 nd_read_short((short*)&(Players[Player_num].secondary_ammo[i]));
2233 nd_read_byte(&laser_level);
2234 if (laser_level != Players[Player_num].laser_level) {
2235 Players[Player_num].laser_level = laser_level;
2236 update_laser_weapon_info();
2239 // Support for missions
2241 nd_read_string(current_mission);
2242 if (!load_mission_by_name(current_mission)) {
2246 sprintf(text, TXT_NOMISSION4DEMO, current_mission);
2247 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
2248 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
2253 nd_recorded_total = 0;
2254 nd_playback_total = 0;
2255 nd_read_byte(&energy);
2256 nd_read_byte(&shield);
2258 nd_read_int((int *)&(Players[Player_num].flags));
2259 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
2260 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2261 Newdemo_players_cloaked |= (1 << Player_num);
2263 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
2264 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
2266 nd_read_byte((byte *)&Primary_weapon);
2267 nd_read_byte((byte *)&Secondary_weapon);
2269 // Next bit of code to fix problem that I introduced between 1.0 and 1.1
2270 // check the next byte -- it _will_ be a load_new_level event. If it is
2271 // not, then we must shift all bytes up by one.
2273 Players[Player_num].energy = i2f(energy);
2274 Players[Player_num].shields = i2f(shield);
2275 JustStartedPlayback=1;
2279 void newdemo_pop_ctrlcen_triggers()
2283 segment *seg, *csegp;
2285 for (i = 0; i < ControlCenterTriggers.num_links; i++) {
2286 seg = &Segments[ControlCenterTriggers.seg[i]];
2287 side = ControlCenterTriggers.side[i];
2288 csegp = &Segments[seg->children[side]];
2289 cside = find_connect_side(seg, csegp);
2290 anim_num = Walls[seg->sides[side].wall_num].clip_num;
2291 n = WallAnims[anim_num].num_frames;
2292 if (WallAnims[anim_num].flags & WCF_TMAP1) {
2293 seg->sides[side].tmap_num = csegp->sides[cside].tmap_num = WallAnims[anim_num].frames[n-1];
2295 seg->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = WallAnims[anim_num].frames[n-1];
2300 #define N_PLAYER_SHIP_TEXTURES 6
2302 void nd_render_extras (ubyte,object *);
2303 extern void multi_apply_goal_textures ();
2304 ubyte Newdemo_flying_guided=0;
2306 int newdemo_read_frame_information()
2308 int done, segnum, side, objnum, soundno, angle, volume, i,shot;
2310 ubyte c,WhichWindow;
2311 static byte saved_letter_cockpit;
2312 static byte saved_rearview_cockpit;
2314 static char LastReadValue=101;
2319 if (Newdemo_vcr_state != ND_STATE_PAUSED)
2320 for (segnum=0; segnum <= Highest_segment_index; segnum++)
2321 Segments[segnum].objects = -1;
2324 Players[Player_num].homing_object_dist = -F1_0;
2330 if (nd_bad_read) { done = -1; break; }
2334 case ND_EVENT_START_FRAME: { // Followed by an integer frame number, then a fix FrameTime
2335 short last_frame_length;
2338 nd_read_short(&last_frame_length);
2339 nd_read_int(&NewdemoFrameCount);
2340 nd_read_int((int *)&nd_recorded_time);
2341 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2342 nd_recorded_total += nd_recorded_time;
2343 NewdemoFrameCount--;
2345 if (nd_bad_read) { done = -1; break; }
2349 case ND_EVENT_VIEWER_OBJECT: // Followed by an object structure
2350 nd_read_byte (&WhichWindow);
2353 //mprintf ((0,"Reading extra!\n"));
2354 nd_read_object (&extraobj);
2355 if (Newdemo_vcr_state!=ND_STATE_PAUSED)
2357 if (nd_bad_read) { done = -1; break; }
2359 nd_render_extras (WhichWindow,&extraobj);
2364 //mprintf ((0,"Reading viewer!\n"));
2365 //Viewer=&Objects[0];
2366 nd_read_object(Viewer);
2368 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
2369 if (nd_bad_read) { done = -1; break; }
2370 segnum = Viewer->segnum;
2371 Viewer->next = Viewer->prev = Viewer->segnum = -1;
2373 // HACK HACK HACK -- since we have multiple level recording, it can be the case
2374 // HACK HACK HACK -- that when rewinding the demo, the viewer is in a segment
2375 // HACK HACK HACK -- that is greater than the highest index of segments. Bash
2376 // HACK HACK HACK -- the viewer to segment 0 for bogus view.
2378 if (segnum > Highest_segment_index)
2380 obj_link(Viewer-Objects,segnum);
2385 case ND_EVENT_RENDER_OBJECT: // Followed by an object structure
2386 objnum = obj_allocate();
2389 obj = &Objects[objnum];
2390 nd_read_object(obj);
2391 if (nd_bad_read) { done = -1; break; }
2392 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
2393 segnum = obj->segnum;
2394 obj->next = obj->prev = obj->segnum = -1;
2396 // HACK HACK HACK -- don't render objects is segments greater than Highest_segment_index
2397 // HACK HACK HACK -- (see above)
2399 if (segnum > Highest_segment_index)
2402 obj_link(obj-Objects,segnum);
2404 if ((obj->type == OBJ_PLAYER) && (Newdemo_game_mode & GM_MULTI)) {
2407 if (Newdemo_game_mode & GM_TEAM)
2408 player = get_team(obj->id);
2415 for (i=0;i<N_PLAYER_SHIP_TEXTURES;i++)
2416 multi_player_textures[player][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[obj->rtype.pobj_info.model_num].first_texture+i]];
2418 multi_player_textures[player][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(player)*2]];
2419 multi_player_textures[player][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(player)*2+1]];
2420 obj->rtype.pobj_info.alt_textures = player+1;
2426 case ND_EVENT_SOUND:
2427 nd_read_int(&soundno);
2428 if (nd_bad_read) {done = -1; break; }
2429 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2430 digi_play_sample( soundno, F1_0 );
2433 //--unused case ND_EVENT_SOUND_ONCE:
2434 //--unused nd_read_int(&soundno);
2435 //--unused if (nd_bad_read) { done = -1; break; }
2436 //--unused if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2437 //--unused digi_play_sample_once( soundno, F1_0 );
2440 case ND_EVENT_SOUND_3D:
2441 nd_read_int(&soundno);
2442 nd_read_int(&angle);
2443 nd_read_int(&volume);
2444 if (nd_bad_read) { done = -1; break; }
2445 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2446 digi_play_sample_3d( soundno, angle, volume, 0 );
2449 case ND_EVENT_SOUND_3D_ONCE:
2450 nd_read_int(&soundno);
2451 nd_read_int(&angle);
2452 nd_read_int(&volume);
2453 if (nd_bad_read) { done = -1; break; }
2454 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
2455 digi_play_sample_3d( soundno, angle, volume, 1 );
2458 case ND_EVENT_LINK_SOUND_TO_OBJ:
2460 int soundno, objnum, max_volume, max_distance, loop_start, loop_end;
2462 nd_read_int( &soundno );
2463 nd_read_int( &signature );
2464 nd_read_int( &max_volume );
2465 nd_read_int( &max_distance );
2466 nd_read_int( &loop_start );
2467 nd_read_int( &loop_end );
2468 objnum = newdemo_find_object( signature );
2469 if ( objnum > -1 ) { // @mk, 2/22/96, John told me to.
2470 digi_link_sound_to_object3( soundno, objnum, 1, max_volume, max_distance, loop_start, loop_end );
2475 case ND_EVENT_KILL_SOUND_TO_OBJ:
2477 int objnum, signature;
2478 nd_read_int( &signature );
2479 objnum = newdemo_find_object( signature );
2480 if ( objnum > -1 ) { // @mk, 2/22/96, John told me to.
2481 digi_kill_sound_linked_to_object(objnum);
2486 case ND_EVENT_WALL_HIT_PROCESS: {
2490 nd_read_int(&segnum);
2492 nd_read_fix(&damage);
2493 nd_read_int(&player);
2494 if (nd_bad_read) { done = -1; break; }
2495 if (Newdemo_vcr_state != ND_STATE_PAUSED)
2496 wall_hit_process(&Segments[segnum], side, damage, player, &(Objects[0]) );
2500 case ND_EVENT_TRIGGER:
2501 nd_read_int(&segnum);
2503 nd_read_int(&objnum);
2505 if (nd_bad_read) { done = -1; break; }
2506 if (Newdemo_vcr_state != ND_STATE_PAUSED)
2508 mprintf ((0,"EVENT TRIGGER! shot=%d\n",shot));
2510 if (Triggers[Walls[Segments[segnum].sides[side].wall_num].trigger].type == TT_SECRET_EXIT) {
2514 Assert(c == ND_EVENT_SECRET_THINGY);
2515 nd_read_int(&truth);
2517 check_trigger(&Segments[segnum], side, objnum,shot);
2519 check_trigger(&Segments[segnum], side, objnum,shot);
2523 case ND_EVENT_HOSTAGE_RESCUED: {
2526 nd_read_int(&hostage_number);
2527 if (nd_bad_read) { done = -1; break; }
2528 if (Newdemo_vcr_state != ND_STATE_PAUSED)
2529 hostage_rescue( hostage_number );
2533 case ND_EVENT_MORPH_FRAME: {
2537 md = &morph_objects[0];
2538 if (newdemo_read( md->morph_vecs, sizeof(md->morph_vecs), 1 )!=1) { done=-1; break; }
2539 if (newdemo_read( md->submodel_active, sizeof(md->submodel_active), 1 )!=1) { done=-1; break; }
2540 if (newdemo_read( md->submodel_startpoints, sizeof(md->submodel_startpoints), 1 )!=1) { done=-1; break; }
2542 objnum = obj_allocate();
2545 obj = &Objects[objnum];
2546 nd_read_object(obj);
2547 obj->render_type = RT_POLYOBJ;
2548 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
2549 if (nd_bad_read) { done = -1; break; }
2550 if (Newdemo_vcr_state != ND_STATE_PAUSED) {
2551 segnum = obj->segnum;
2552 obj->next = obj->prev = obj->segnum = -1;
2553 obj_link(obj-Objects,segnum);
2559 case ND_EVENT_WALL_TOGGLE:
2560 nd_read_int(&segnum);
2562 if (nd_bad_read) {done = -1; break; }
2563 if (Newdemo_vcr_state != ND_STATE_PAUSED)
2564 wall_toggle(&Segments[segnum], side);
2567 case ND_EVENT_CONTROL_CENTER_DESTROYED:
2568 nd_read_int(&Countdown_seconds_left);
2569 Control_center_destroyed = 1;
2570 if (nd_bad_read) { done = -1; break; }
2571 if (!Newdemo_cntrlcen_destroyed) {
2572 newdemo_pop_ctrlcen_triggers();
2573 Newdemo_cntrlcen_destroyed = 1;
2574 //do_controlcen_destroyed_stuff(NULL);
2578 case ND_EVENT_HUD_MESSAGE: {
2581 nd_read_string(&(hud_msg[0]));
2582 if (nd_bad_read) { done = -1; break; }
2583 HUD_init_message( hud_msg );
2586 case ND_EVENT_START_GUIDED:
2587 Newdemo_flying_guided=1;
2588 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2589 Newdemo_flying_guided=0;
2591 case ND_EVENT_END_GUIDED:
2592 Newdemo_flying_guided=0;
2593 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2594 Newdemo_flying_guided=1;
2597 case ND_EVENT_PALETTE_EFFECT: {
2603 if (nd_bad_read) { done = -1; break; }
2604 PALETTE_FLASH_SET(r,g,b);
2608 case ND_EVENT_PLAYER_ENERGY: {
2612 nd_read_byte(&old_energy);
2613 nd_read_byte(&energy);
2614 if (nd_bad_read) {done = -1; break; }
2615 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2616 Players[Player_num].energy = i2f(energy);
2617 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2618 if (old_energy != 255)
2619 Players[Player_num].energy = i2f(old_energy);
2624 case ND_EVENT_PLAYER_AFTERBURNER: {
2626 ubyte old_afterburner;
2628 nd_read_byte(&old_afterburner);
2629 nd_read_byte(&afterburner);
2630 if (nd_bad_read) {done = -1; break; }
2631 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2632 Afterburner_charge = afterburner<<9;
2633 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2634 if (old_afterburner != 255)
2635 Afterburner_charge = old_afterburner<<9;
2640 case ND_EVENT_PLAYER_SHIELD: {
2644 nd_read_byte(&old_shield);
2645 nd_read_byte(&shield);
2646 if (nd_bad_read) {done = -1; break; }
2647 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2648 Players[Player_num].shields = i2f(shield);
2649 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2650 if (old_shield != 255)
2651 Players[Player_num].shields = i2f(old_shield);
2656 case ND_EVENT_PLAYER_FLAGS: {
2659 nd_read_int((int *)&(Players[Player_num].flags));
2660 if (nd_bad_read) {done = -1; break; }
2662 oflags = Players[Player_num].flags >> 16;
2663 Players[Player_num].flags &= 0xffff;
2665 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || ((Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD) && (oflags != 0xffff)) ) {
2666 if (!(oflags & PLAYER_FLAGS_CLOAKED) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
2667 Players[Player_num].cloak_time = 0;
2668 Newdemo_players_cloaked &= ~(1 << Player_num);
2670 if ((oflags & PLAYER_FLAGS_CLOAKED) && !(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
2671 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2672 Newdemo_players_cloaked |= (1 << Player_num);
2674 if (!(oflags & PLAYER_FLAGS_INVULNERABLE) && (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
2675 Players[Player_num].invulnerable_time = 0;
2676 if ((oflags & PLAYER_FLAGS_INVULNERABLE) && !(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
2677 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
2678 Players[Player_num].flags = oflags;
2679 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2680 if (!(oflags & PLAYER_FLAGS_CLOAKED) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
2681 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2682 Newdemo_players_cloaked |= (1 << Player_num);
2684 if ((oflags & PLAYER_FLAGS_CLOAKED) && !(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
2685 Players[Player_num].cloak_time = 0;
2686 Newdemo_players_cloaked &= ~(1 << Player_num);
2688 if (!(oflags & PLAYER_FLAGS_INVULNERABLE) && (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
2689 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
2690 if ((oflags & PLAYER_FLAGS_INVULNERABLE) && !(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
2691 Players[Player_num].invulnerable_time = 0;
2693 update_laser_weapon_info(); // in case of quad laser change
2697 case ND_EVENT_PLAYER_WEAPON: {
2698 byte weapon_type, weapon_num;
2701 nd_read_byte(&weapon_type);
2702 nd_read_byte(&weapon_num);
2703 nd_read_byte(&old_weapon);
2704 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2705 if (weapon_type == 0)
2706 Primary_weapon = (int)weapon_num;
2708 Secondary_weapon = (int)weapon_num;
2709 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2710 if (weapon_type == 0)
2711 Primary_weapon = (int)old_weapon;
2713 Secondary_weapon = (int)old_weapon;
2718 case ND_EVENT_EFFECT_BLOWUP: {
2724 //create a dummy object which will be the weapon that hits
2725 //the monitor. the blowup code wants to know who the parent of the
2726 //laser is, so create a laser whose parent is the player
2727 dummy.ctype.laser_info.parent_type = OBJ_PLAYER;
2729 nd_read_short(&segnum);
2730 nd_read_byte(&side);
2731 nd_read_vector(&pnt);
2732 if (Newdemo_vcr_state != ND_STATE_PAUSED)
2733 check_effect_blowup(&(Segments[segnum]), side, &pnt, &dummy, 0);
2737 case ND_EVENT_HOMING_DISTANCE: {
2740 nd_read_short(&distance);
2741 Players[Player_num].homing_object_dist = i2f((int)(distance << 16));
2745 case ND_EVENT_LETTERBOX:
2746 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2747 saved_letter_cockpit = Cockpit_mode;
2748 select_cockpit(CM_LETTERBOX);
2749 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2750 select_cockpit(saved_letter_cockpit);
2753 case ND_EVENT_CHANGE_COCKPIT: {
2756 nd_read_int (&dummy);
2757 select_cockpit (dummy);
2761 case ND_EVENT_REARVIEW:
2762 if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2763 saved_rearview_cockpit = Cockpit_mode;
2764 if (Cockpit_mode == CM_FULL_COCKPIT)
2765 select_cockpit(CM_REAR_VIEW);
2767 } else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2768 if (saved_rearview_cockpit == CM_REAR_VIEW) // hack to be sure we get a good cockpit on restore
2769 saved_rearview_cockpit = CM_FULL_COCKPIT;
2770 select_cockpit(saved_rearview_cockpit);
2775 case ND_EVENT_RESTORE_COCKPIT:
2776 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2777 saved_letter_cockpit = Cockpit_mode;
2778 select_cockpit(CM_LETTERBOX);
2779 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2780 select_cockpit(saved_letter_cockpit);
2784 case ND_EVENT_RESTORE_REARVIEW:
2785 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2786 saved_rearview_cockpit = Cockpit_mode;
2787 if (Cockpit_mode == CM_FULL_COCKPIT)
2788 select_cockpit(CM_REAR_VIEW);
2790 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2791 if (saved_rearview_cockpit == CM_REAR_VIEW) // hack to be sure we get a good cockpit on restore
2792 saved_rearview_cockpit = CM_FULL_COCKPIT;
2793 select_cockpit(saved_rearview_cockpit);
2799 case ND_EVENT_WALL_SET_TMAP_NUM1: {
2800 short seg, cseg, tmap;
2803 nd_read_short(&seg);
2804 nd_read_byte(&side);
2805 nd_read_short(&cseg);
2806 nd_read_byte(&cside);
2807 nd_read_short( &tmap );
2808 if ((Newdemo_vcr_state != ND_STATE_PAUSED) && (Newdemo_vcr_state != ND_STATE_REWINDING) && (Newdemo_vcr_state != ND_STATE_ONEFRAMEBACKWARD))
2809 Segments[seg].sides[side].tmap_num = Segments[cseg].sides[cside].tmap_num = tmap;
2813 case ND_EVENT_WALL_SET_TMAP_NUM2: {
2814 short seg, cseg, tmap;
2817 nd_read_short(&seg);
2818 nd_read_byte(&side);
2819 nd_read_short(&cseg);
2820 nd_read_byte(&cside);
2821 nd_read_short( &tmap );
2822 if ((Newdemo_vcr_state != ND_STATE_PAUSED) && (Newdemo_vcr_state != ND_STATE_REWINDING) && (Newdemo_vcr_state != ND_STATE_ONEFRAMEBACKWARD)) {
2823 Assert(tmap!=0 && Segments[seg].sides[side].tmap_num2!=0);
2824 Segments[seg].sides[side].tmap_num2 = Segments[cseg].sides[cside].tmap_num2 = tmap;
2829 case ND_EVENT_MULTI_CLOAK: {
2832 nd_read_byte(&pnum);
2833 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2834 Players[pnum].flags &= ~PLAYER_FLAGS_CLOAKED;
2835 Players[pnum].cloak_time = 0;
2836 Newdemo_players_cloaked &= ~(1 << pnum);
2837 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2838 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
2839 Players[pnum].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2840 Newdemo_players_cloaked |= (1 << pnum);
2845 case ND_EVENT_MULTI_DECLOAK: {
2848 nd_read_byte(&pnum);
2850 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2851 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
2852 Players[pnum].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
2853 Newdemo_players_cloaked |= (1 << pnum);
2854 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2855 Players[pnum].flags &= ~PLAYER_FLAGS_CLOAKED;
2856 Players[pnum].cloak_time = 0;
2857 Newdemo_players_cloaked &= ~(1 << pnum);
2862 case ND_EVENT_MULTI_DEATH: {
2865 nd_read_byte(&pnum);
2866 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2867 Players[pnum].net_killed_total--;
2868 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2869 Players[pnum].net_killed_total++;
2874 case ND_EVENT_MULTI_KILL: {
2877 nd_read_byte(&pnum);
2878 nd_read_byte(&kill);
2879 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2880 Players[pnum].net_kills_total -= kill;
2881 if (Newdemo_game_mode & GM_TEAM)
2882 team_kills[get_team(pnum)] -= kill;
2883 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2884 Players[pnum].net_kills_total += kill;
2885 if (Newdemo_game_mode & GM_TEAM)
2886 team_kills[get_team(pnum)] += kill;
2888 Game_mode = Newdemo_game_mode;
2889 multi_sort_kill_list();
2890 Game_mode = GM_NORMAL;
2894 case ND_EVENT_MULTI_CONNECT: {
2895 byte pnum, new_player;
2896 int killed_total, kills_total;
2897 char new_callsign[CALLSIGN_LEN+1], old_callsign[CALLSIGN_LEN+1];
2899 nd_read_byte(&pnum);
2900 nd_read_byte(&new_player);
2902 nd_read_string(old_callsign);
2903 nd_read_int(&killed_total);
2904 nd_read_int(&kills_total);
2906 nd_read_string(new_callsign);
2907 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
2908 Players[pnum].connected = 0;
2910 memcpy(Players[pnum].callsign, old_callsign, CALLSIGN_LEN+1);
2911 Players[pnum].net_killed_total = killed_total;
2912 Players[pnum].net_kills_total = kills_total;
2916 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
2917 Players[pnum].connected = 1;
2918 Players[pnum].net_kills_total = 0;
2919 Players[pnum].net_killed_total = 0;
2920 memcpy(Players[pnum].callsign, new_callsign, CALLSIGN_LEN+1);
2927 case ND_EVENT_MULTI_RECONNECT: {
2930 nd_read_byte(&pnum);
2931 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2932 Players[pnum].connected = 0;
2933 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2934 Players[pnum].connected = 1;
2938 case ND_EVENT_MULTI_DISCONNECT: {
2941 nd_read_byte(&pnum);
2942 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2943 Players[pnum].connected = 1;
2944 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2945 Players[pnum].connected = 0;
2949 case ND_EVENT_MULTI_SCORE: {
2953 nd_read_byte(&pnum);
2954 nd_read_int(&score);
2955 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2956 Players[pnum].score -= score;
2957 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2958 Players[pnum].score += score;
2959 Game_mode = Newdemo_game_mode;
2960 multi_sort_kill_list();
2961 Game_mode = GM_NORMAL;
2966 case ND_EVENT_PLAYER_SCORE: {
2969 nd_read_int(&score);
2970 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2971 Players[Player_num].score -= score;
2972 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2973 Players[Player_num].score += score;
2978 case ND_EVENT_PRIMARY_AMMO: {
2979 short old_ammo, new_ammo;
2981 nd_read_short(&old_ammo);
2982 nd_read_short(&new_ammo);
2984 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2985 Players[Player_num].primary_ammo[Primary_weapon] = old_ammo;
2986 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
2987 Players[Player_num].primary_ammo[Primary_weapon] = new_ammo;
2991 case ND_EVENT_SECONDARY_AMMO: {
2992 short old_ammo, new_ammo;
2994 nd_read_short(&old_ammo);
2995 nd_read_short(&new_ammo);
2997 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
2998 Players[Player_num].secondary_ammo[Secondary_weapon] = old_ammo;
2999 else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
3000 Players[Player_num].secondary_ammo[Secondary_weapon] = new_ammo;
3004 case ND_EVENT_DOOR_OPENING: {
3008 nd_read_short(&segnum);
3009 nd_read_byte(&side);
3010 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
3013 segment *segp, *csegp;
3015 segp = &Segments[segnum];
3016 csegp = &Segments[segp->children[side]];
3017 cside = find_connect_side(segp, csegp);
3018 anim_num = Walls[segp->sides[side].wall_num].clip_num;
3020 if (WallAnims[anim_num].flags & WCF_TMAP1) {
3021 segp->sides[side].tmap_num = csegp->sides[cside].tmap_num = WallAnims[anim_num].frames[0];
3023 segp->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = WallAnims[anim_num].frames[0];
3029 case ND_EVENT_LASER_LEVEL: {
3030 byte old_level, new_level;
3032 nd_read_byte(&old_level);
3033 nd_read_byte(&new_level);
3034 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
3035 Players[Player_num].laser_level = old_level;
3036 update_laser_weapon_info();
3037 } else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
3038 Players[Player_num].laser_level = new_level;
3039 update_laser_weapon_info();
3044 case ND_EVENT_CLOAKING_WALL: {
3045 ubyte back_wall_num,front_wall_num,type,state,cloak_value;
3050 nd_read_byte(&front_wall_num);
3051 nd_read_byte(&back_wall_num);
3052 nd_read_byte(&type);
3053 nd_read_byte(&state);
3054 nd_read_byte(&cloak_value);
3060 Walls[front_wall_num].type = type;
3061 Walls[front_wall_num].state = state;
3062 Walls[front_wall_num].cloak_value = cloak_value;
3063 segp = &Segments[Walls[front_wall_num].segnum];
3064 sidenum = Walls[front_wall_num].sidenum;
3065 segp->sides[sidenum].uvls[0].l = ((int) l0) << 8;
3066 segp->sides[sidenum].uvls[1].l = ((int) l1) << 8;
3067 segp->sides[sidenum].uvls[2].l = ((int) l2) << 8;
3068 segp->sides[sidenum].uvls[3].l = ((int) l3) << 8;
3070 Walls[back_wall_num].type = type;
3071 Walls[back_wall_num].state = state;
3072 Walls[back_wall_num].cloak_value = cloak_value;
3073 segp = &Segments[Walls[back_wall_num].segnum];
3074 sidenum = Walls[back_wall_num].sidenum;
3075 segp->sides[sidenum].uvls[0].l = ((int) l0) << 8;
3076 segp->sides[sidenum].uvls[1].l = ((int) l1) << 8;
3077 segp->sides[sidenum].uvls[2].l = ((int) l2) << 8;
3078 segp->sides[sidenum].uvls[3].l = ((int) l3) << 8;
3083 case ND_EVENT_NEW_LEVEL: {
3084 byte new_level, old_level, loaded_level;
3086 nd_read_byte (&new_level);
3087 nd_read_byte (&old_level);
3088 if (Newdemo_vcr_state == ND_STATE_PAUSED)
3092 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
3093 loaded_level = old_level;
3095 loaded_level = new_level;
3096 for (i = 0; i < MAX_PLAYERS; i++) {
3097 Players[i].cloak_time = 0;
3098 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
3101 if ((loaded_level < Last_secret_level) || (loaded_level > Last_level)) {
3104 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_CANT_PLAYBACK;
3105 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_LEVEL_CANT_LOAD;
3106 m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_DEMO_OLD_CORRUPT;
3107 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
3111 LoadLevel((int)loaded_level,1);
3112 Newdemo_cntrlcen_destroyed = 0;
3114 if (JustStartedPlayback)
3116 nd_read_int (&Num_walls);
3117 for (i=0;i<Num_walls;i++) // restore the walls
3119 nd_read_byte (&Walls[i].type);
3120 nd_read_byte (&Walls[i].flags);
3121 nd_read_byte (&Walls[i].state);
3123 seg = &Segments[Walls[i].segnum];
3124 side = Walls[i].sidenum;
3125 nd_read_short (&seg->sides[side].tmap_num);
3126 nd_read_short (&seg->sides[side].tmap_num2);
3129 if (Newdemo_game_mode & GM_CAPTURE)
3130 multi_apply_goal_textures ();
3132 JustStartedPlayback=0;
3136 // so says Rob H.!!! if (Newdemo_game_mode & GM_MULTI) {
3137 // so says Rob H.!!! for (i = 0; i < Num_walls; i++) {
3138 // so says Rob H.!!! if (Walls[i].type == WALL_BLASTABLE)
3139 // so says Rob H.!!! {
3140 // so says Rob H.!!! int a, n;
3141 // so says Rob H.!!! int side;
3142 // so says Rob H.!!! segment *seg;
3143 // so says Rob H.!!!
3144 // so says Rob H.!!! seg = &Segments[Walls[i].segnum];
3145 // so says Rob H.!!! side = Walls[i].sidenum;
3146 // so says Rob H.!!! a = Walls[i].clip_num;
3147 // so says Rob H.!!! n = WallAnims[a].num_frames;
3148 // so says Rob H.!!! seg->sides[side].tmap_num = WallAnims[a].frames[n-1];
3149 // so says Rob H.!!! Walls[i].flags |= WALL_BLASTED;
3150 // so says Rob H.!!! }
3151 // so says Rob H.!!! }
3152 // so says Rob H.!!! }
3154 reset_palette_add(); // get palette back to normal
3159 case ND_EVENT_EOF: {
3161 fseek(infile, -1, SEEK_CUR); // get back to the EOF marker
3163 NewdemoFrameCount++;
3177 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_ERR_READING;
3178 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_DEMO_OLD_CORRUPT;
3179 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
3185 void newdemo_goto_beginning()
3187 //if (NewdemoFrameCount == 0)
3189 fseek(infile, 0, SEEK_SET);
3190 Newdemo_vcr_state = ND_STATE_PLAYBACK;
3191 if (newdemo_read_demo_start(0))
3192 newdemo_stop_playback();
3193 if (newdemo_read_frame_information() == -1)
3194 newdemo_stop_playback();
3195 if (newdemo_read_frame_information() == -1)
3196 newdemo_stop_playback();
3197 Newdemo_vcr_state = ND_STATE_PAUSED;
3201 void newdemo_goto_end()
3203 short frame_length, byte_count, bshort;
3204 byte level, bbyte, laser_level;
3205 ubyte energy, shield, c;
3208 fseek(infile, -2, SEEK_END);
3209 nd_read_byte(&level);
3211 if ((level < Last_secret_level) || (level > Last_level)) {
3214 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_CANT_PLAYBACK;
3215 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_LEVEL_CANT_LOAD;
3216 m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_DEMO_OLD_CORRUPT;
3217 newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
3218 newdemo_stop_playback();
3221 if (level != Current_level_num)
3224 fseek(infile, -4, SEEK_END);
3225 nd_read_short(&byte_count);
3226 fseek(infile, -2 - byte_count, SEEK_CUR);
3228 nd_read_short(&frame_length);
3229 loc = ftell(infile);
3230 if (Newdemo_game_mode & GM_MULTI)
3231 nd_read_byte(&Newdemo_players_cloaked);
3233 nd_read_byte(&bbyte);
3234 nd_read_byte(&bbyte);
3235 nd_read_short(&bshort);
3238 nd_read_byte(&energy);
3239 nd_read_byte(&shield);
3240 Players[Player_num].energy = i2f(energy);
3241 Players[Player_num].shields = i2f(shield);
3242 nd_read_int((int *)&(Players[Player_num].flags));
3243 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
3244 Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
3245 Newdemo_players_cloaked |= (1 << Player_num);
3247 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
3248 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
3249 nd_read_byte((byte *)&Primary_weapon);
3250 nd_read_byte((byte *)&Secondary_weapon);
3251 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
3252 nd_read_short((short *)&(Players[Player_num].primary_ammo[i]));
3253 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
3254 nd_read_short((short *)&(Players[Player_num].secondary_ammo[i]));
3255 nd_read_byte(&laser_level);
3256 if (laser_level != Players[Player_num].laser_level) {
3257 Players[Player_num].laser_level = laser_level;
3258 update_laser_weapon_info();
3261 if (Newdemo_game_mode & GM_MULTI) {
3264 // see newdemo_read_start_demo for explanation of
3265 // why this is commented out
3266 // nd_read_byte((byte *)&N_players);
3267 for (i = 0; i < N_players; i++) {
3268 nd_read_string(Players[i].callsign);
3269 nd_read_byte(&(Players[i].connected));
3270 if (Newdemo_game_mode & GM_MULTI_COOP) {
3271 nd_read_int(&(Players[i].score));
3273 nd_read_short((short *)&(Players[i].net_killed_total));
3274 nd_read_short((short *)&(Players[i].net_kills_total));
3278 nd_read_int(&(Players[Player_num].score));
3281 fseek(infile, loc, SEEK_SET);
3282 fseek(infile, -frame_length, SEEK_CUR);
3283 nd_read_int(&NewdemoFrameCount); // get the frame count
3284 NewdemoFrameCount--;
3285 fseek(infile, 4, SEEK_CUR);
3286 Newdemo_vcr_state = ND_STATE_PLAYBACK;
3287 newdemo_read_frame_information(); // then the frame information
3288 Newdemo_vcr_state = ND_STATE_PAUSED;
3292 void newdemo_back_frames(int frames)
3294 short last_frame_length;
3297 for (i = 0; i < frames; i++)
3299 fseek(infile, -10, SEEK_CUR);
3300 nd_read_short(&last_frame_length);
3301 fseek(infile, 8 - last_frame_length, SEEK_CUR);
3303 if (!Newdemo_at_eof && newdemo_read_frame_information() == -1) {
3304 newdemo_stop_playback();
3310 fseek(infile, -10, SEEK_CUR);
3311 nd_read_short(&last_frame_length);
3312 fseek(infile, 8 - last_frame_length, SEEK_CUR);
3318 * routine to interpolate the viewer position. the current position is
3319 * stored in the Viewer object. Save this position, and read the next
3320 * frame to get all objects read in. Calculate the delta playback and
3321 * the delta recording frame times between the two frames, then intepolate
3322 * the viewers position accordingly. nd_recorded_time is the time that it
3323 * took the recording to render the frame that we are currently looking
3327 void interpolate_frame(fix d_play, fix d_recorded)
3329 int i, j, num_cur_objs;
3333 factor = fixdiv(d_play, d_recorded);
3337 num_cur_objs = Highest_object_index;
3338 cur_objs = (object *)d_malloc(sizeof(object) * (num_cur_objs + 1));
3339 if (cur_objs == NULL) {
3340 mprintf((0,"Couldn't get %d bytes for cur_objs in interpolate_frame\n", sizeof(object) * num_cur_objs));
3344 for (i = 0; i <= num_cur_objs; i++)
3345 memcpy(&(cur_objs[i]), &(Objects[i]), sizeof(object));
3347 Newdemo_vcr_state = ND_STATE_PAUSED;
3348 if (newdemo_read_frame_information() == -1) {
3350 newdemo_stop_playback();
3354 for (i = 0; i <= num_cur_objs; i++) {
3355 for (j = 0; j <= Highest_object_index; j++) {
3356 if (cur_objs[i].signature == Objects[j].signature) {
3357 ubyte render_type = cur_objs[i].render_type;
3358 //fix delta_p, delta_h, delta_b;
3359 fix delta_x, delta_y, delta_z;
3360 //vms_angvec cur_angles, dest_angles;
3362 // Extract the angles from the object orientation matrix.
3363 // Some of this code taken from ai_turn_towards_vector
3364 // Don't do the interpolation on certain render types which don't use an orientation matrix
3366 if (!((render_type == RT_LASER) || (render_type == RT_FIREBALL) || (render_type == RT_POWERUP))) {
3368 vms_vector fvec1, fvec2, rvec1, rvec2;
3371 fvec1 = cur_objs[i].orient.fvec;
3372 vm_vec_scale(&fvec1, F1_0-factor);
3373 fvec2 = Objects[j].orient.fvec;
3374 vm_vec_scale(&fvec2, factor);
3375 vm_vec_add2(&fvec1, &fvec2);
3376 mag1 = vm_vec_normalize_quick(&fvec1);
3377 if (mag1 > F1_0/256) {
3378 rvec1 = cur_objs[i].orient.rvec;
3379 vm_vec_scale(&rvec1, F1_0-factor);
3380 rvec2 = Objects[j].orient.rvec;
3381 vm_vec_scale(&rvec2, factor);
3382 vm_vec_add2(&rvec1, &rvec2);
3383 vm_vec_normalize_quick(&rvec1); // Note: Doesn't matter if this is null, if null, vm_vector_2_matrix will just use fvec1
3384 vm_vector_2_matrix(&cur_objs[i].orient, &fvec1, NULL, &rvec1);
3387 //--old new way -- vms_vector fvec1, fvec2, rvec1, rvec2;
3389 //--old new way -- fvec1 = cur_objs[i].orient.fvec;
3390 //--old new way -- vm_vec_scale(&fvec1, F1_0-factor);
3391 //--old new way -- fvec2 = Objects[j].orient.fvec;
3392 //--old new way -- vm_vec_scale(&fvec2, factor);
3393 //--old new way -- vm_vec_add2(&fvec1, &fvec2);
3394 //--old new way -- vm_vec_normalize_quick(&fvec1);
3396 //--old new way -- rvec1 = cur_objs[i].orient.rvec;
3397 //--old new way -- vm_vec_scale(&rvec1, F1_0-factor);
3398 //--old new way -- rvec2 = Objects[j].orient.rvec;
3399 //--old new way -- vm_vec_scale(&rvec2, factor);
3400 //--old new way -- vm_vec_add2(&rvec1, &rvec2);
3401 //--old new way -- vm_vec_normalize_quick(&rvec1);
3403 //--old new way -- vm_vector_2_matrix(&cur_objs[i].orient, &fvec1, NULL, &rvec1);
3405 // -- old fashioned way -- vm_extract_angles_matrix(&cur_angles, &(cur_objs[i].orient));
3406 // -- old fashioned way -- vm_extract_angles_matrix(&dest_angles, &(Objects[j].orient));
3407 // -- old fashioned way --
3408 // -- old fashioned way -- delta_p = (dest_angles.p - cur_angles.p);
3409 // -- old fashioned way -- delta_h = (dest_angles.h - cur_angles.h);
3410 // -- old fashioned way -- delta_b = (dest_angles.b - cur_angles.b);
3411 // -- old fashioned way --
3412 // -- old fashioned way -- if (delta_p != 0) {
3413 // -- old fashioned way -- if (delta_p > F1_0/2) delta_p = dest_angles.p - cur_angles.p - F1_0;
3414 // -- old fashioned way -- if (delta_p < -F1_0/2) delta_p = dest_angles.p - cur_angles.p + F1_0;
3415 // -- old fashioned way -- delta_p = fixmul(delta_p, factor);
3416 // -- old fashioned way -- cur_angles.p += delta_p;
3417 // -- old fashioned way -- }
3418 // -- old fashioned way -- if (delta_h != 0) {
3419 // -- old fashioned way -- if (delta_h > F1_0/2) delta_h = dest_angles.h - cur_angles.h - F1_0;
3420 // -- old fashioned way -- if (delta_h < -F1_0/2) delta_h = dest_angles.h - cur_angles.h + F1_0;
3421 // -- old fashioned way -- delta_h = fixmul(delta_h, factor);
3422 // -- old fashioned way -- cur_angles.h += delta_h;
3423 // -- old fashioned way -- }
3424 // -- old fashioned way -- if (delta_b != 0) {
3425 // -- old fashioned way -- if (delta_b > F1_0/2) delta_b = dest_angles.b - cur_angles.b - F1_0;
3426 // -- old fashioned way -- if (delta_b < -F1_0/2) delta_b = dest_angles.b - cur_angles.b + F1_0;
3427 // -- old fashioned way -- delta_b = fixmul(delta_b, factor);
3428 // -- old fashioned way -- cur_angles.b += delta_b;
3429 // -- old fashioned way -- }
3432 // Interpolate the object position. This is just straight linear
3435 delta_x = Objects[j].pos.x - cur_objs[i].pos.x;
3436 delta_y = Objects[j].pos.y - cur_objs[i].pos.y;
3437 delta_z = Objects[j].pos.z - cur_objs[i].pos.z;
3439 delta_x = fixmul(delta_x, factor);
3440 delta_y = fixmul(delta_y, factor);
3441 delta_z = fixmul(delta_z, factor);
3443 cur_objs[i].pos.x += delta_x;
3444 cur_objs[i].pos.y += delta_y;
3445 cur_objs[i].pos.z += delta_z;
3447 // -- old fashioned way --// stuff the new angles back into the object structure
3448 // -- old fashioned way -- vm_angles_2_matrix(&(cur_objs[i].orient), &cur_angles);
3453 // get back to original position in the demo file. Reread the current
3454 // frame information again to reset all of the object stuff not covered
3455 // with Highest_object_index and the object array (previously rendered
3456 // objects, etc....)
3458 newdemo_back_frames(1);
3459 newdemo_back_frames(1);
3460 if (newdemo_read_frame_information() == -1)
3461 newdemo_stop_playback();
3462 Newdemo_vcr_state = ND_STATE_PLAYBACK;
3464 for (i = 0; i <= num_cur_objs; i++)
3465 memcpy(&(Objects[i]), &(cur_objs[i]), sizeof(object));
3466 Highest_object_index = num_cur_objs;
3470 void newdemo_playback_one_frame()
3472 int frames_back, i, level;
3473 static fix base_interpol_time = 0;
3474 static fix d_recorded = 0;
3476 for (i = 0; i < MAX_PLAYERS; i++)
3477 if (Newdemo_players_cloaked & (1 << i))
3478 Players[i].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
3480 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
3481 Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
3483 if (Newdemo_vcr_state == ND_STATE_PAUSED) // render a frame or not
3486 if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
3487 DoJasonInterpolate(nd_recorded_time);
3489 Control_center_destroyed = 0;
3490 Countdown_seconds_left = -1;
3491 PALETTE_FLASH_SET(0,0,0); //clear flash
3493 if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
3495 level = Current_level_num;
3496 if (NewdemoFrameCount == 0)
3498 else if ((Newdemo_vcr_state == ND_STATE_REWINDING) && (NewdemoFrameCount < 10)) {
3499 newdemo_goto_beginning();
3502 if (Newdemo_vcr_state == ND_STATE_REWINDING)
3506 if (Newdemo_at_eof) {
3507 fseek(infile, 11, SEEK_CUR);
3509 newdemo_back_frames(frames_back);
3511 if (level != Current_level_num)
3512 newdemo_pop_ctrlcen_triggers();
3514 if (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD) {
3515 if (level != Current_level_num)
3516 newdemo_back_frames(1);
3517 Newdemo_vcr_state = ND_STATE_PAUSED;
3520 else if (Newdemo_vcr_state == ND_STATE_FASTFORWARD) {
3521 if (!Newdemo_at_eof)
3523 for (i = 0; i < 10; i++)
3525 if (newdemo_read_frame_information() == -1)
3528 Newdemo_vcr_state = ND_STATE_PAUSED;
3530 newdemo_stop_playback();
3536 Newdemo_vcr_state = ND_STATE_PAUSED;
3538 else if (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD) {
3539 if (!Newdemo_at_eof) {
3540 level = Current_level_num;
3541 if (newdemo_read_frame_information() == -1) {
3542 if (!Newdemo_at_eof)
3543 newdemo_stop_playback();
3545 if (level != Current_level_num) {
3546 if (newdemo_read_frame_information() == -1) {
3547 if (!Newdemo_at_eof)
3548 newdemo_stop_playback();
3551 Newdemo_vcr_state = ND_STATE_PAUSED;
3553 Newdemo_vcr_state = ND_STATE_PAUSED;
3557 // First, uptate the total playback time to date. Then we check to see
3558 // if we need to change the playback style to interpolate frames or
3559 // skip frames based on where the playback time is relative to the
3562 if (NewdemoFrameCount <= 0)
3563 nd_playback_total = nd_recorded_total; // baseline total playback time
3565 nd_playback_total += FrameTime;
3566 if ((playback_style == NORMAL_PLAYBACK) && (NewdemoFrameCount > 10))
3567 if ((nd_playback_total * INTERPOL_FACTOR) < nd_recorded_total) {
3568 playback_style = INTERPOLATE_PLAYBACK;
3569 nd_playback_total = nd_recorded_total + FrameTime; // baseline playback time
3570 base_interpol_time = nd_recorded_total;
3571 d_recorded = nd_recorded_time; // baseline delta recorded
3573 if ((playback_style == NORMAL_PLAYBACK) && (NewdemoFrameCount > 10))
3574 if (nd_playback_total > nd_recorded_total)
3575 playback_style = SKIP_PLAYBACK;
3578 if ((playback_style == INTERPOLATE_PLAYBACK) && Newdemo_do_interpolate) {
3581 if (nd_recorded_total - nd_playback_total < FrameTime) {
3582 d_recorded = nd_recorded_total - nd_playback_total;
3584 while (nd_recorded_total - nd_playback_total < FrameTime) {
3586 int i, j, num_objs, level;
3588 num_objs = Highest_object_index;
3589 cur_objs = (object *)d_malloc(sizeof(object) * (num_objs + 1));
3590 if (cur_objs == NULL) {
3591 Warning ("Couldn't get %d bytes for objects in interpolate playback\n", sizeof(object) * num_objs);
3594 for (i = 0; i <= num_objs; i++)
3595 memcpy(&(cur_objs[i]), &(Objects[i]), sizeof(object));
3597 level = Current_level_num;
3598 if (newdemo_read_frame_information() == -1) {
3600 newdemo_stop_playback();
3603 if (level != Current_level_num) {
3605 if (newdemo_read_frame_information() == -1)
3606 newdemo_stop_playback();
3610 // for each new object in the frame just read in, determine if there is
3611 // a corresponding object that we have been interpolating. If so, then
3612 // copy that interpolated object to the new Objects array so that the
3613 // interpolated position and orientation can be preserved.
3615 for (i = 0; i <= num_objs; i++) {
3616 for (j = 0; j <= Highest_object_index; j++) {
3617 if (cur_objs[i].signature == Objects[j].signature) {
3618 memcpy(&(Objects[j].orient), &(cur_objs[i].orient), sizeof(vms_matrix));
3619 memcpy(&(Objects[j].pos), &(cur_objs[i].pos), sizeof(vms_vector));
3625 d_recorded += nd_recorded_time;
3626 base_interpol_time = nd_playback_total - FrameTime;
3630 d_play = nd_playback_total - base_interpol_time;
3631 interpolate_frame(d_play, d_recorded);
3635 //mprintf ((0, "*"));
3636 if (newdemo_read_frame_information() == -1) {
3637 newdemo_stop_playback();
3640 if (playback_style == SKIP_PLAYBACK) {
3641 //mprintf ((0, "."));
3642 while (nd_playback_total > nd_recorded_total) {
3643 if (newdemo_read_frame_information() == -1) {
3644 newdemo_stop_playback();
3653 void newdemo_start_recording()
3656 Newdemo_size=GetFreeDiskSpace();
3657 mprintf((0, "Free space = %d\n", Newdemo_size));
3659 Newdemo_size = GetDiskFree();
3662 Newdemo_size -= 100000;
3664 if ((Newdemo_size+100000) < 2000000000) {
3665 if (((int)(Newdemo_size)) < 500000) {
3667 nm_messagebox(NULL, 1, TXT_OK, TXT_DEMO_NO_SPACE);
3669 nm_messagebox(NULL, 1, TXT_OK, "Not enough space on current\ndrive to start demo recording.");
3675 Newdemo_num_written = 0;
3677 Newdemo_state = ND_STATE_RECORDING;
3678 outfile = fopen( DEMO_FILENAME, "wb" );
3681 if (outfile == NULL && errno == ENOENT) { //dir doesn't exist?
3683 if (outfile == NULL) { //dir doesn't exist and no errno on mac!
3685 d_mkdir(DEMO_DIR); //try making directory
3686 outfile = fopen( DEMO_FILENAME, "wb" );
3689 if (outfile == NULL)
3691 nm_messagebox(NULL, 1, TXT_OK, "Cannot open demo temp file");
3692 Newdemo_state = ND_STATE_NORMAL;
3695 newdemo_record_start_demo();
3699 char demoname_allowed_chars[] = "azAZ09__--";
3700 void newdemo_stop_recording()
3704 static char filename[15] = "", *s;
3705 static ubyte tmpcnt = 0;
3707 char fullname[15+FILENAME_LEN] = DEMO_DIR;
3708 unsigned short byte_count = 0;
3712 nd_write_byte(ND_EVENT_EOF);
3713 nd_write_short(frame_bytes_written - 1);
3714 if (Game_mode & GM_MULTI) {
3715 for (l = 0; l < N_players; l++) {
3716 if (Players[l].flags & PLAYER_FLAGS_CLOAKED)
3717 cloaked |= (1 << l);
3719 nd_write_byte(cloaked);
3720 nd_write_byte(ND_EVENT_EOF);
3722 nd_write_short(ND_EVENT_EOF);
3724 nd_write_short(ND_EVENT_EOF);
3725 nd_write_int(ND_EVENT_EOF);
3727 byte_count += 10; // from frame_bytes_written
3729 nd_write_byte((byte)(f2ir(Players[Player_num].energy)));
3730 nd_write_byte((byte)(f2ir(Players[Player_num].shields)));
3731 nd_write_int(Players[Player_num].flags); // be sure players flags are set
3732 nd_write_byte((byte)Primary_weapon);
3733 nd_write_byte((byte)Secondary_weapon);
3736 for (l = 0; l < MAX_PRIMARY_WEAPONS; l++)
3737 nd_write_short((short)Players[Player_num].primary_ammo[l]);
3739 for (l = 0; l < MAX_SECONDARY_WEAPONS; l++)
3740 nd_write_short((short)Players[Player_num].secondary_ammo[l]);
3741 byte_count += (sizeof(short) * (MAX_PRIMARY_WEAPONS + MAX_SECONDARY_WEAPONS));
3743 nd_write_byte(Players[Player_num].laser_level);
3746 if (Game_mode & GM_MULTI) {
3747 nd_write_byte((byte)N_players);
3749 for (l = 0; l < N_players; l++) {
3750 nd_write_string(Players[l].callsign);
3751 byte_count += (strlen(Players[l].callsign) + 2);
3752 nd_write_byte(Players[l].connected);
3753 if (Game_mode & GM_MULTI_COOP) {
3754 nd_write_int(Players[l].score);
3757 nd_write_short((short)Players[l].net_killed_total);
3758 nd_write_short((short)Players[l].net_kills_total);
3763 nd_write_int(Players[Player_num].score);
3766 nd_write_short(byte_count);
3768 nd_write_byte(Current_level_num);
3769 nd_write_byte(ND_EVENT_EOF);
3774 Newdemo_state = ND_STATE_NORMAL;
3775 gr_palette_load( gr_palette );
3777 if (filename[0] != '\0') {
3778 int num, i = strlen(filename) - 1;
3781 while (isdigit(filename[i])) {
3787 num = atoi(&(filename[i]));
3790 sprintf (newfile, "%s%d", filename, num);
3791 strncpy(filename, newfile, 8);
3798 Newmenu_allowed_chars = demoname_allowed_chars;
3799 if (!Newdemo_no_space) {
3800 m[0].type=NM_TYPE_INPUT; m[0].text_len = 8; m[0].text = filename;
3801 exit = newmenu_do( NULL, TXT_SAVE_DEMO_AS, 1, &(m[0]), NULL );
3802 } else if (Newdemo_no_space == 1) {
3803 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_SAVE_BAD;
3804 m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 8; m[1].text = filename;
3805 exit = newmenu_do( NULL, NULL, 2, m, NULL );
3806 } else if (Newdemo_no_space == 2) {
3807 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_SAVE_NOSPACE;
3808 m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 8; m[1].text = filename;
3809 exit = newmenu_do( NULL, NULL, 2, m, NULL );
3811 Newmenu_allowed_chars = NULL;
3813 if (exit == -2) { // got bumped out from network menu
3814 char save_file[7+FILENAME_LEN];
3816 if (filename[0] != '\0') {
3817 strcpy(save_file, DEMO_DIR);
3818 strcat(save_file, filename);
3819 strcat(save_file, ".dem");
3821 sprintf (save_file, "%stmp%d.dem", DEMO_DIR, tmpcnt++);
3823 rename(DEMO_FILENAME, save_file);
3826 if (exit == -1) { // pressed ESC
3827 remove(DEMO_FILENAME); // might as well remove the file
3828 return; // return without doing anything
3831 if (filename[0]==0) //null string
3834 //check to make sure name is ok
3835 for (s=filename;*s;s++)
3836 if (!isalnum(*s) && *s!='_') {
3837 nm_messagebox1(NULL, NULL,1,TXT_CONTINUE, TXT_DEMO_USE_LETTERS);
3841 if (Newdemo_no_space)
3842 strcat(fullname, m[1].text);
3844 strcat(fullname, m[0].text);
3845 strcat(fullname, ".dem");
3847 rename(DEMO_FILENAME, fullname);
3850 //returns the number of demo files on the disk
3851 int newdemo_count_demos()
3853 FILEFINDSTRUCT find;
3856 if( !FileFindFirst( DEMO_DIR "*.dem", &find ) ) {
3859 } while( !FileFindNext( &find ) );
3863 if ( AltHogdir_initialized ) {
3864 char search_name[PATH_MAX + 5];
3865 strcpy(search_name, AltHogDir);
3866 strcat(search_name, "/" DEMO_DIR "*.dem");
3867 if( !FileFindFirst( search_name, &find ) ) {
3870 } while( !FileFindNext( &find ) );
3878 void newdemo_start_playback(char * filename)
3880 FILEFINDSTRUCT find;
3882 char filename2[PATH_MAX+FILENAME_LEN] = DEMO_DIR;
3885 change_playernum_to(0);
3887 First_time_playback=1;
3888 JasonPlaybackTotal=0;
3890 if (filename==NULL) {
3891 // Randomly pick a filename
3892 int NumFiles = 0, RandFileNum;
3895 NumFiles = newdemo_count_demos();
3897 if ( NumFiles == 0 ) {
3898 return; // No files found!
3900 RandFileNum = d_rand() % NumFiles;
3902 if( !FileFindFirst( DEMO_DIR "*.dem", &find ) ) {
3904 if ( NumFiles==RandFileNum ) {
3905 filename = (char *)&find.name;
3909 } while( !FileFindNext( &find ) );
3913 if ( filename == NULL && AltHogdir_initialized ) {
3914 char search_name[PATH_MAX + 5];
3915 strcpy(search_name, AltHogDir);
3916 strcat(search_name, "/" DEMO_DIR "*.dem");
3917 if( !FileFindFirst( search_name, &find ) ) {
3919 if ( NumFiles==RandFileNum ) {
3920 filename = (char *)&find.name;
3924 } while( !FileFindNext( &find ) );
3929 if ( filename==NULL) return;
3935 strcat(filename2,filename);
3937 infile = fopen( filename2, "rb" );
3939 if (infile==NULL && AltHogdir_initialized) {
3940 strcpy(filename2, AltHogDir);
3941 strcat(filename2, "/" DEMO_DIR);
3942 strcat(filename2, filename);
3943 infile = fopen( filename2, "rb" );
3947 mprintf( (0, "Error reading '%s'\n", filename ));
3953 change_playernum_to(0); // force playernum to 0
3955 strncpy(nd_save_callsign, Players[Player_num].callsign, CALLSIGN_LEN);
3956 Viewer = ConsoleObject = &Objects[0]; // play properly as if console player
3957 if (newdemo_read_demo_start(rnd_demo)) {
3962 Game_mode = GM_NORMAL;
3963 Newdemo_state = ND_STATE_PLAYBACK;
3964 Newdemo_vcr_state = ND_STATE_PLAYBACK;
3965 Newdemo_old_cockpit = Cockpit_mode;
3966 Newdemo_size = filelength(fileno(infile));
3969 NewdemoFrameCount = 0;
3970 Newdemo_players_cloaked = 0;
3971 playback_style = NORMAL_PLAYBACK;
3972 Function_mode = FMODE_GAME;
3973 Cockpit_3d_view[0] = CV_NONE; //turn off 3d views on cockpit
3974 Cockpit_3d_view[1] = CV_NONE; //turn off 3d views on cockpit
3975 newdemo_playback_one_frame(); // this one loads new level
3976 newdemo_playback_one_frame(); // get all of the objects to renderb game
3979 void newdemo_stop_playback()
3982 Newdemo_state = ND_STATE_NORMAL;
3984 change_playernum_to(0); //this is reality
3986 strncpy(Players[Player_num].callsign, nd_save_callsign, CALLSIGN_LEN);
3987 Cockpit_mode = Newdemo_old_cockpit;
3988 Game_mode = GM_GAME_OVER;
3989 Function_mode = FMODE_MENU;
3990 longjmp(LeaveGame,0); // Exit game loop
3996 #define BUF_SIZE 16384
3998 void newdemo_strip_frames(char *outname, int bytes_to_strip)
4002 int total_size, bytes_done, read_elems, bytes_back;
4003 int trailer_start, loc1, loc2, stop_loc, bytes_to_read;
4004 short last_frame_length;
4007 total_size = filelength(fileno(infile));
4008 outfile = fopen(outname, "wb");
4009 if (outfile == NULL) {
4012 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "Can't open output file";
4013 newmenu_do( NULL, NULL, 1, m, NULL );
4014 newdemo_stop_playback();
4017 buf = d_malloc(BUF_SIZE);
4021 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "Can't malloc output buffer";
4022 newmenu_do( NULL, NULL, 1, m, NULL );
4024 newdemo_stop_playback();
4028 trailer_start = ftell(infile);
4029 fseek(infile, 11, SEEK_CUR);
4031 while (bytes_back < bytes_to_strip) {
4032 loc1 = ftell(infile);
4033 //fseek(infile, -10, SEEK_CUR);
4034 //nd_read_short(&last_frame_length);
4035 //fseek(infile, 8 - last_frame_length, SEEK_CUR);
4036 newdemo_back_frames(1);
4037 loc2 = ftell(infile);
4038 bytes_back += (loc1 - loc2);
4040 fseek(infile, -10, SEEK_CUR);
4041 nd_read_short(&last_frame_length);
4042 fseek(infile, -3, SEEK_CUR);
4043 stop_loc = ftell(infile);
4044 fseek(infile, 0, SEEK_SET);
4045 while (stop_loc > 0) {
4046 if (stop_loc < BUF_SIZE)
4047 bytes_to_read = stop_loc;
4049 bytes_to_read = BUF_SIZE;
4050 read_elems = fread(buf, 1, bytes_to_read, infile);
4051 fwrite(buf, 1, read_elems, outfile);
4052 stop_loc -= read_elems;
4054 stop_loc = ftell(outfile);
4055 fseek(infile, trailer_start, SEEK_SET);
4056 while ((read_elems = fread(buf, 1, BUF_SIZE, infile)) != 0)
4057 fwrite(buf, 1, read_elems, outfile);
4058 fseek(outfile, stop_loc, SEEK_SET);
4059 fseek(outfile, 1, SEEK_CUR);
4060 fwrite(&last_frame_length, 2, 1, outfile);
4062 newdemo_stop_playback();
4068 object DemoRightExtra,DemoLeftExtra;
4069 ubyte DemoDoRight=0,DemoDoLeft=0;
4071 void nd_render_extras (ubyte which,object *obj)
4074 ubyte type=which&15;
4078 Int3(); // how'd we get here?
4079 do_cockpit_window_view(w,NULL,0,WBU_WEAPON,NULL);
4085 memcpy (&DemoRightExtra,obj,sizeof(object)); DemoDoRight=type;
4089 memcpy (&DemoLeftExtra,obj,sizeof(object)); DemoDoLeft=type;
4094 void DoJasonInterpolate (fix recorded_time)
4098 JasonPlaybackTotal+=FrameTime;
4100 if (!First_time_playback)
4102 // get the difference between the recorded time and the playback time
4103 the_delay=(recorded_time - FrameTime);
4104 //mprintf ((0,"The delay=%d\n", f2i(the_delay)));
4105 if (the_delay >= f0_0)
4108 timer_delay(the_delay);
4113 while (JasonPlaybackTotal > nd_recorded_total)
4114 if (newdemo_read_frame_information() == -1)
4116 newdemo_stop_playback();
4120 //the_delay = nd_recorded_total - JasonPlaybackTotal;
4121 //if (the_delay > f0_0)
4122 // timer_delay(the_delay);
4127 First_time_playback=0;
4131 #pragma global_optimizer reset