dxx-rebirth/main/newdemo.c
2005-02-25 05:20:36 +00:00

3389 lines
93 KiB
C

/* $Id: newdemo.c,v 1.20 2005-02-25 05:20:36 chris Exp $ */
/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Code to make a complete demo playback system.
*
*/
#ifdef HAVE_CONFIG_H
#include <conf.h>
#endif
#include <stdlib.h>
#include <stdio.h>
#include <stdarg.h>
#include <string.h> // for memset
#ifndef _WIN32_WCE
#include <errno.h>
#endif
#include <ctype.h> /* for isdigit */
#include <limits.h>
#ifdef __unix__
#include <sys/stat.h>
#include <sys/types.h>
#endif
#include <physfs.h>
#include "u_mem.h"
#include "inferno.h"
#include "game.h"
#include "gr.h"
#include "stdlib.h"
#include "bm.h"
//#include "error.h"
#include "mono.h"
#include "3d.h"
#include "segment.h"
#include "texmap.h"
#include "laser.h"
#include "key.h"
#include "gameseg.h"
#include "object.h"
#include "physics.h"
#include "slew.h"
#include "render.h"
#include "wall.h"
#include "vclip.h"
#include "polyobj.h"
#include "fireball.h"
#include "laser.h"
#include "error.h"
#include "ai.h"
#include "hostage.h"
#include "morph.h"
#include "powerup.h"
#include "fuelcen.h"
#include "sounds.h"
#include "collide.h"
#include "lighting.h"
#include "newdemo.h"
#include "gameseq.h"
#include "gamesave.h"
#include "gamemine.h"
#include "switch.h"
#include "gauges.h"
#include "player.h"
#include "vecmat.h"
#include "newmenu.h"
#include "args.h"
#include "palette.h"
#include "multi.h"
#ifdef NETWORK
#include "network.h"
#endif
#include "text.h"
#include "cntrlcen.h"
#include "aistruct.h"
#include "mission.h"
#include "piggy.h"
#include "controls.h"
#include "timer.h"
#include "physfsx.h"
#ifdef EDITOR
#include "editor/editor.h"
#endif
#ifdef MACINTOSH
#pragma global_optimizer off // pretty much sucks...need to look into this
#endif
void DoJasonInterpolate (fix recorded_time);
//#include "nocfile.h"
//Does demo start automatically?
int Auto_demo = 0;
sbyte WasRecorded [MAX_OBJECTS];
sbyte ViewWasRecorded[MAX_OBJECTS];
sbyte RenderingWasRecorded[32];
#define ND_EVENT_EOF 0 // EOF
#define ND_EVENT_START_DEMO 1 // Followed by 16 character, NULL terminated filename of .SAV file to use
#define ND_EVENT_START_FRAME 2 // Followed by integer frame number, then a fix FrameTime
#define ND_EVENT_VIEWER_OBJECT 3 // Followed by an object structure
#define ND_EVENT_RENDER_OBJECT 4 // Followed by an object structure
#define ND_EVENT_SOUND 5 // Followed by int soundum
#define ND_EVENT_SOUND_ONCE 6 // Followed by int soundum
#define ND_EVENT_SOUND_3D 7 // Followed by int soundum, int angle, int volume
#define ND_EVENT_WALL_HIT_PROCESS 8 // Followed by int segnum, int side, fix damage
#define ND_EVENT_TRIGGER 9 // Followed by int segnum, int side, int objnum
#define ND_EVENT_HOSTAGE_RESCUED 10 // Followed by int hostage_type
#define ND_EVENT_SOUND_3D_ONCE 11 // Followed by int soundum, int angle, int volume
#define ND_EVENT_MORPH_FRAME 12 // Followed by ? data
#define ND_EVENT_WALL_TOGGLE 13 // Followed by int seg, int side
#define ND_EVENT_HUD_MESSAGE 14 // Followed by char size, char * string (+null)
#define ND_EVENT_CONTROL_CENTER_DESTROYED 15 // Just a simple flag
#define ND_EVENT_PALETTE_EFFECT 16 // Followed by short r,g,b
#define ND_EVENT_PLAYER_ENERGY 17 // followed by byte energy
#define ND_EVENT_PLAYER_SHIELD 18 // followed by byte shields
#define ND_EVENT_PLAYER_FLAGS 19 // followed by player flags
#define ND_EVENT_PLAYER_WEAPON 20 // followed by weapon type and weapon number
#define ND_EVENT_EFFECT_BLOWUP 21 // followed by segment, side, and pnt
#define ND_EVENT_HOMING_DISTANCE 22 // followed by homing distance
#define ND_EVENT_LETTERBOX 23 // letterbox mode for death seq.
#define ND_EVENT_RESTORE_COCKPIT 24 // restore cockpit after death
#define ND_EVENT_REARVIEW 25 // going to rear view mode
#define ND_EVENT_WALL_SET_TMAP_NUM1 26 // Wall changed
#define ND_EVENT_WALL_SET_TMAP_NUM2 27 // Wall changed
#define ND_EVENT_NEW_LEVEL 28 // followed by level number
#define ND_EVENT_MULTI_CLOAK 29 // followed by player num
#define ND_EVENT_MULTI_DECLOAK 30 // followed by player num
#define ND_EVENT_RESTORE_REARVIEW 31 // restore cockpit after rearview mode
#define ND_EVENT_MULTI_DEATH 32 // with player number
#define ND_EVENT_MULTI_KILL 33 // with player number
#define ND_EVENT_MULTI_CONNECT 34 // with player number
#define ND_EVENT_MULTI_RECONNECT 35 // with player number
#define ND_EVENT_MULTI_DISCONNECT 36 // with player number
#define ND_EVENT_MULTI_SCORE 37 // playernum / score
#define ND_EVENT_PLAYER_SCORE 38 // followed by score
#define ND_EVENT_PRIMARY_AMMO 39 // with old/new ammo count
#define ND_EVENT_SECONDARY_AMMO 40 // with old/new ammo count
#define ND_EVENT_DOOR_OPENING 41 // with segment/side
#define ND_EVENT_LASER_LEVEL 42 // no data
#define ND_EVENT_PLAYER_AFTERBURNER 43 // followed by byte old ab, current ab
#define ND_EVENT_CLOAKING_WALL 44 // info changing while wall cloaking
#define ND_EVENT_CHANGE_COCKPIT 45 // change the cockpit
#define ND_EVENT_START_GUIDED 46 // switch to guided view
#define ND_EVENT_END_GUIDED 47 // stop guided view/return to ship
#define ND_EVENT_SECRET_THINGY 48 // 0/1 = secret exit functional/non-functional
#define ND_EVENT_LINK_SOUND_TO_OBJ 49 // record digi_link_sound_to_object3
#define ND_EVENT_KILL_SOUND_TO_OBJ 50 // record digi_kill_sound_linked_to_object
#define NORMAL_PLAYBACK 0
#define SKIP_PLAYBACK 1
#define INTERPOLATE_PLAYBACK 2
#define INTERPOL_FACTOR (F1_0 + (F1_0/5))
#define DEMO_VERSION 15 // last D1 version was 13
#define DEMO_GAME_TYPE 3 // 1 was shareware, 2 registered
#define DEMO_FILENAME DEMO_DIR "tmpdemo.dem"
#define DEMO_MAX_LEVELS 29
char nd_save_callsign[CALLSIGN_LEN+1];
int Newdemo_state = 0;
int Newdemo_vcr_state = 0;
int Newdemo_start_frame = -1;
unsigned int Newdemo_size;
int Newdemo_num_written;
int Newdemo_game_mode;
int Newdemo_old_cockpit;
sbyte Newdemo_no_space;
sbyte Newdemo_at_eof;
sbyte Newdemo_do_interpolate = 0; // 1
sbyte Newdemo_players_cloaked;
sbyte Newdemo_warning_given = 0;
sbyte Newdemo_cntrlcen_destroyed = 0;
static sbyte nd_bad_read;
int NewdemoFrameCount;
short frame_bytes_written = 0;
fix nd_playback_total;
fix nd_recorded_total;
fix nd_recorded_time;
sbyte playback_style;
sbyte First_time_playback=1;
fix JasonPlaybackTotal=0;
PHYSFS_file *infile;
PHYSFS_file *outfile = NULL;
int newdemo_get_percent_done() {
if ( Newdemo_state == ND_STATE_PLAYBACK ) {
return (PHYSFS_tell(infile) * 100) / Newdemo_size;
}
if ( Newdemo_state == ND_STATE_RECORDING ) {
return PHYSFS_tell(outfile);
}
return 0;
}
#define VEL_PRECISION 12
void my_extract_shortpos(object *objp, shortpos *spp)
{
int segnum;
sbyte *sp;
sp = spp->bytemat;
objp->orient.rvec.x = *sp++ << MATRIX_PRECISION;
objp->orient.uvec.x = *sp++ << MATRIX_PRECISION;
objp->orient.fvec.x = *sp++ << MATRIX_PRECISION;
objp->orient.rvec.y = *sp++ << MATRIX_PRECISION;
objp->orient.uvec.y = *sp++ << MATRIX_PRECISION;
objp->orient.fvec.y = *sp++ << MATRIX_PRECISION;
objp->orient.rvec.z = *sp++ << MATRIX_PRECISION;
objp->orient.uvec.z = *sp++ << MATRIX_PRECISION;
objp->orient.fvec.z = *sp++ << MATRIX_PRECISION;
segnum = spp->segment;
objp->segnum = segnum;
objp->pos.x = (spp->xo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].x;
objp->pos.y = (spp->yo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].y;
objp->pos.z = (spp->zo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].z;
objp->mtype.phys_info.velocity.x = (spp->velx << VEL_PRECISION);
objp->mtype.phys_info.velocity.y = (spp->vely << VEL_PRECISION);
objp->mtype.phys_info.velocity.z = (spp->velz << VEL_PRECISION);
}
int newdemo_read( void *buffer, int elsize, int nelem )
{
int num_read;
num_read = PHYSFS_read(infile, buffer, elsize, nelem);
if (num_read < nelem || PHYSFS_eof(infile))
nd_bad_read = -1;
return num_read;
}
int newdemo_find_object( int signature )
{
int i;
object * objp;
objp = Objects;
for (i=0; i<=Highest_object_index; i++, objp++ ) {
if ( (objp->type != OBJ_NONE) && (objp->signature == signature))
return i;
}
return -1;
}
int newdemo_write( void *buffer, int elsize, int nelem )
{
int num_written, total_size;
total_size = elsize * nelem;
frame_bytes_written += total_size;
Newdemo_num_written += total_size;
Assert(outfile != NULL);
num_written = PHYSFS_write(outfile, buffer, elsize, nelem);
//if ((Newdemo_num_written > Newdemo_size) && !Newdemo_no_space) {
// Newdemo_no_space=1;
// newdemo_stop_recording();
// return -1;
//}
if ((Newdemo_num_written > Newdemo_size) && !Newdemo_no_space)
Newdemo_no_space=1;
if (num_written == nelem && !Newdemo_no_space)
return num_written;
Newdemo_no_space=2;
newdemo_stop_recording();
return -1;
}
/*
* The next bunch of files taken from Matt's gamesave.c. We have to modify
* these since the demo must save more information about objects that
* just a gamesave
*/
static void nd_write_byte(sbyte b)
{
newdemo_write(&b, 1, 1);
}
static void nd_write_short(short s)
{
newdemo_write(&s, 2, 1);
}
static void nd_write_int(int i)
{
newdemo_write(&i, 4, 1);
}
static void nd_write_string(char *str)
{
nd_write_byte(strlen(str) + 1);
newdemo_write(str, strlen(str) + 1, 1);
}
static void nd_write_fix(fix f)
{
newdemo_write(&f, sizeof(fix), 1);
}
static void nd_write_fixang(fixang f)
{
newdemo_write(&f, sizeof(fixang), 1);
}
static void nd_write_vector(vms_vector *v)
{
nd_write_fix(v->x);
nd_write_fix(v->y);
nd_write_fix(v->z);
}
static void nd_write_angvec(vms_angvec *v)
{
nd_write_fixang(v->p);
nd_write_fixang(v->b);
nd_write_fixang(v->h);
}
void nd_write_shortpos(object *obj)
{
int i;
shortpos sp;
ubyte render_type;
create_shortpos(&sp, obj, 0);
render_type = obj->render_type;
if (((render_type == RT_POLYOBJ) || (render_type == RT_HOSTAGE) || (render_type == RT_MORPH)) || (obj->type == OBJ_CAMERA)) {
for (i = 0; i < 9; i++)
nd_write_byte(sp.bytemat[i]);
for (i = 0; i < 9; i++) {
if (sp.bytemat[i] != 0)
break;
}
if (i == 9) {
Int3(); // contact Allender about this.
}
}
nd_write_short(sp.xo);
nd_write_short(sp.yo);
nd_write_short(sp.zo);
nd_write_short(sp.segment);
nd_write_short(sp.velx);
nd_write_short(sp.vely);
nd_write_short(sp.velz);
}
static void nd_read_byte(sbyte *b)
{
newdemo_read(b, 1, 1);
}
static void nd_read_short(short *s)
{
newdemo_read(s, 2, 1);
}
static void nd_read_int(int *i)
{
newdemo_read(i, 4, 1);
}
static void nd_read_string(char *str)
{
sbyte len;
nd_read_byte(&len);
newdemo_read(str, len, 1);
}
static void nd_read_fix(fix *f)
{
newdemo_read(f, sizeof(fix), 1);
}
static void nd_read_fixang(fixang *f)
{
newdemo_read(f, sizeof(fixang), 1);
}
static void nd_read_vector(vms_vector *v)
{
nd_read_fix(&(v->x));
nd_read_fix(&(v->y));
nd_read_fix(&(v->z));
}
static void nd_read_angvec(vms_angvec *v)
{
nd_read_fixang(&(v->p));
nd_read_fixang(&(v->b));
nd_read_fixang(&(v->h));
}
static void nd_read_shortpos(object *obj)
{
shortpos sp;
int i;
ubyte render_type;
render_type = obj->render_type;
if (((render_type == RT_POLYOBJ) || (render_type == RT_HOSTAGE) || (render_type == RT_MORPH)) || (obj->type == OBJ_CAMERA)) {
for (i = 0; i < 9; i++)
nd_read_byte(&(sp.bytemat[i]));
}
nd_read_short(&(sp.xo));
nd_read_short(&(sp.yo));
nd_read_short(&(sp.zo));
nd_read_short(&(sp.segment));
nd_read_short(&(sp.velx));
nd_read_short(&(sp.vely));
nd_read_short(&(sp.velz));
my_extract_shortpos(obj, &sp);
if ((obj->id == VCLIP_MORPHING_ROBOT) && (render_type == RT_FIREBALL) && (obj->control_type == CT_EXPLOSION))
extract_orient_from_segment(&obj->orient,&Segments[obj->segnum]);
}
object *prev_obj=NULL; //ptr to last object read in
void nd_read_object(object *obj)
{
memset(obj, 0, sizeof(object));
/*
* Do render type first, since with render_type == RT_NONE, we
* blow by all other object information
*/
nd_read_byte((sbyte *) &(obj->render_type));
nd_read_byte((sbyte *) &(obj->type));
if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
return;
nd_read_byte((sbyte *) &(obj->id));
nd_read_byte((sbyte *) &(obj->flags));
nd_read_short((short *)&(obj->signature));
nd_read_shortpos(obj);
if ((obj->type == OBJ_ROBOT) && (obj->id == SPECIAL_REACTOR_ROBOT))
Int3();
obj->attached_obj = -1;
switch(obj->type) {
case OBJ_HOSTAGE:
obj->control_type = CT_POWERUP;
obj->movement_type = MT_NONE;
obj->size = HOSTAGE_SIZE;
break;
case OBJ_ROBOT:
obj->control_type = CT_AI;
// (MarkA and MikeK said we should not do the crazy last secret stuff with multiple reactors...
// This necessary code is our vindication. --MK, 2/15/96)
if (obj->id != SPECIAL_REACTOR_ROBOT)
obj->movement_type = MT_PHYSICS;
else
obj->movement_type = MT_NONE;
obj->size = Polygon_models[Robot_info[obj->id].model_num].rad;
obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
obj->rtype.pobj_info.subobj_flags = 0;
obj->ctype.ai_info.CLOAKED = (Robot_info[obj->id].cloak_type?1:0);
break;
case OBJ_POWERUP:
obj->control_type = CT_POWERUP;
nd_read_byte((sbyte *) &(obj->movement_type)); // might have physics movement
obj->size = Powerup_info[obj->id].size;
break;
case OBJ_PLAYER:
obj->control_type = CT_NONE;
obj->movement_type = MT_PHYSICS;
obj->size = Polygon_models[Player_ship->model_num].rad;
obj->rtype.pobj_info.model_num = Player_ship->model_num;
obj->rtype.pobj_info.subobj_flags = 0;
break;
case OBJ_CLUTTER:
obj->control_type = CT_NONE;
obj->movement_type = MT_NONE;
obj->size = Polygon_models[obj->id].rad;
obj->rtype.pobj_info.model_num = obj->id;
obj->rtype.pobj_info.subobj_flags = 0;
break;
default:
nd_read_byte((sbyte *) &(obj->control_type));
nd_read_byte((sbyte *) &(obj->movement_type));
nd_read_fix(&(obj->size));
break;
}
nd_read_vector(&(obj->last_pos));
if ((obj->type == OBJ_WEAPON) && (obj->render_type == RT_WEAPON_VCLIP))
nd_read_fix(&(obj->lifeleft));
else {
sbyte b;
nd_read_byte(&b);
obj->lifeleft = (fix)b;
// MWA old way -- won't work with big endian machines nd_read_byte((ubyte *)&(obj->lifeleft));
obj->lifeleft = (fix)((int)obj->lifeleft << 12);
}
if (obj->type == OBJ_ROBOT) {
if (Robot_info[obj->id].boss_flag) {
sbyte cloaked;
nd_read_byte(&cloaked);
obj->ctype.ai_info.CLOAKED = cloaked;
}
}
switch (obj->movement_type) {
case MT_PHYSICS:
nd_read_vector(&(obj->mtype.phys_info.velocity));
nd_read_vector(&(obj->mtype.phys_info.thrust));
break;
case MT_SPINNING:
nd_read_vector(&(obj->mtype.spin_rate));
break;
case MT_NONE:
break;
default:
Int3();
}
switch (obj->control_type) {
case CT_EXPLOSION:
nd_read_fix(&(obj->ctype.expl_info.spawn_time));
nd_read_fix(&(obj->ctype.expl_info.delete_time));
nd_read_short(&(obj->ctype.expl_info.delete_objnum));
obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
if (obj->flags & OF_ATTACHED) { //attach to previous object
Assert(prev_obj!=NULL);
if (prev_obj->control_type == CT_EXPLOSION) {
if (prev_obj->flags & OF_ATTACHED && prev_obj->ctype.expl_info.attach_parent!=-1)
obj_attach(&Objects[prev_obj->ctype.expl_info.attach_parent],obj);
else
obj->flags &= ~OF_ATTACHED;
}
else
obj_attach(prev_obj,obj);
}
break;
case CT_LIGHT:
nd_read_fix(&(obj->ctype.light_info.intensity));
break;
case CT_AI:
case CT_WEAPON:
case CT_NONE:
case CT_FLYING:
case CT_DEBRIS:
case CT_POWERUP:
case CT_SLEW:
case CT_CNTRLCEN:
case CT_REMOTE:
case CT_MORPH:
break;
case CT_FLYTHROUGH:
case CT_REPAIRCEN:
default:
Int3();
}
switch (obj->render_type) {
case RT_NONE:
break;
case RT_MORPH:
case RT_POLYOBJ: {
int i, tmo;
if ((obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_CLUTTER)) {
nd_read_int(&(obj->rtype.pobj_info.model_num));
nd_read_int(&(obj->rtype.pobj_info.subobj_flags));
}
if ((obj->type != OBJ_PLAYER) && (obj->type != OBJ_DEBRIS))
#if 0
for (i=0;i<MAX_SUBMODELS;i++)
nd_read_angvec(&(obj->pobj_info.anim_angles[i]));
#endif
for (i = 0; i < Polygon_models[obj->rtype.pobj_info.model_num].n_models; i++)
nd_read_angvec(&obj->rtype.pobj_info.anim_angles[i]);
nd_read_int(&tmo);
#ifndef EDITOR
obj->rtype.pobj_info.tmap_override = tmo;
#else
if (tmo==-1)
obj->rtype.pobj_info.tmap_override = -1;
else {
int xlated_tmo = tmap_xlate_table[tmo];
if (xlated_tmo < 0) {
//mprintf( (0, "Couldn't find texture for demo object, model_num = %d\n", obj->pobj_info.model_num));
Int3();
xlated_tmo = 0;
}
obj->rtype.pobj_info.tmap_override = xlated_tmo;
}
#endif
break;
}
case RT_POWERUP:
case RT_WEAPON_VCLIP:
case RT_FIREBALL:
case RT_HOSTAGE:
nd_read_int(&(obj->rtype.vclip_info.vclip_num));
nd_read_fix(&(obj->rtype.vclip_info.frametime));
nd_read_byte(&(obj->rtype.vclip_info.framenum));
break;
case RT_LASER:
break;
default:
Int3();
}
prev_obj = obj;
}
void nd_write_object(object *obj)
{
int life;
if ((obj->type == OBJ_ROBOT) && (obj->id == SPECIAL_REACTOR_ROBOT))
Int3();
/*
* Do render_type first so on read, we can make determination of
* what else to read in
*/
nd_write_byte(obj->render_type);
nd_write_byte(obj->type);
if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
return;
nd_write_byte(obj->id);
nd_write_byte(obj->flags);
nd_write_short((short)obj->signature);
nd_write_shortpos(obj);
if ((obj->type != OBJ_HOSTAGE) && (obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_POWERUP) && (obj->type != OBJ_CLUTTER)) {
nd_write_byte(obj->control_type);
nd_write_byte(obj->movement_type);
nd_write_fix(obj->size);
}
if (obj->type == OBJ_POWERUP)
nd_write_byte(obj->movement_type);
nd_write_vector(&obj->last_pos);
if ((obj->type == OBJ_WEAPON) && (obj->render_type == RT_WEAPON_VCLIP))
nd_write_fix(obj->lifeleft);
else {
life = (int)obj->lifeleft;
life = life >> 12;
if (life > 255)
life = 255;
nd_write_byte((ubyte)life);
}
if (obj->type == OBJ_ROBOT) {
if (Robot_info[obj->id].boss_flag) {
if ((GameTime > Boss_cloak_start_time) && (GameTime < Boss_cloak_end_time))
nd_write_byte(1);
else
nd_write_byte(0);
}
}
switch (obj->movement_type) {
case MT_PHYSICS:
nd_write_vector(&obj->mtype.phys_info.velocity);
nd_write_vector(&obj->mtype.phys_info.thrust);
break;
case MT_SPINNING:
nd_write_vector(&obj->mtype.spin_rate);
break;
case MT_NONE:
break;
default:
Int3();
}
switch (obj->control_type) {
case CT_AI:
break;
case CT_EXPLOSION:
nd_write_fix(obj->ctype.expl_info.spawn_time);
nd_write_fix(obj->ctype.expl_info.delete_time);
nd_write_short(obj->ctype.expl_info.delete_objnum);
break;
case CT_WEAPON:
break;
case CT_LIGHT:
nd_write_fix(obj->ctype.light_info.intensity);
break;
case CT_NONE:
case CT_FLYING:
case CT_DEBRIS:
case CT_POWERUP:
case CT_SLEW: //the player is generally saved as slew
case CT_CNTRLCEN:
case CT_REMOTE:
case CT_MORPH:
break;
case CT_REPAIRCEN:
case CT_FLYTHROUGH:
default:
Int3();
}
switch (obj->render_type) {
case RT_NONE:
break;
case RT_MORPH:
case RT_POLYOBJ: {
int i;
if ((obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_CLUTTER)) {
nd_write_int(obj->rtype.pobj_info.model_num);
nd_write_int(obj->rtype.pobj_info.subobj_flags);
}
if ((obj->type != OBJ_PLAYER) && (obj->type != OBJ_DEBRIS))
#if 0
for (i=0;i<MAX_SUBMODELS;i++)
nd_write_angvec(&obj->pobj_info.anim_angles[i]);
#endif
for (i = 0; i < Polygon_models[obj->rtype.pobj_info.model_num].n_models; i++)
nd_write_angvec(&obj->rtype.pobj_info.anim_angles[i]);
nd_write_int(obj->rtype.pobj_info.tmap_override);
break;
}
case RT_POWERUP:
case RT_WEAPON_VCLIP:
case RT_FIREBALL:
case RT_HOSTAGE:
nd_write_int(obj->rtype.vclip_info.vclip_num);
nd_write_fix(obj->rtype.vclip_info.frametime);
nd_write_byte(obj->rtype.vclip_info.framenum);
break;
case RT_LASER:
break;
default:
Int3();
}
}
int JustStartedRecording=0,JustStartedPlayback=0;
void newdemo_record_start_demo()
{
int i;
stop_time();
nd_write_byte(ND_EVENT_START_DEMO);
nd_write_byte(DEMO_VERSION);
nd_write_byte(DEMO_GAME_TYPE);
nd_write_fix(GameTime);
#ifdef NETWORK
if (Game_mode & GM_MULTI)
nd_write_int(Game_mode | (Player_num << 16));
else
#endif
// NOTE LINK TO ABOVE!!!
nd_write_int(Game_mode);
#ifdef NETWORK
if (Game_mode & GM_TEAM) {
nd_write_byte(Netgame.team_vector);
nd_write_string(Netgame.team_name[0]);
nd_write_string(Netgame.team_name[1]);
}
if (Game_mode & GM_MULTI) {
nd_write_byte((sbyte)N_players);
for (i = 0; i < N_players; i++) {
nd_write_string(Players[i].callsign);
nd_write_byte(Players[i].connected);
if (Game_mode & GM_MULTI_COOP) {
nd_write_int(Players[i].score);
} else {
nd_write_short((short)Players[i].net_killed_total);
nd_write_short((short)Players[i].net_kills_total);
}
}
} else
#endif
// NOTE LINK TO ABOVE!!!
nd_write_int(Players[Player_num].score);
for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
nd_write_short((short)Players[Player_num].primary_ammo[i]);
for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
nd_write_short((short)Players[Player_num].secondary_ammo[i]);
nd_write_byte((sbyte)Players[Player_num].laser_level);
// Support for missions added here
nd_write_string(Current_mission_filename);
nd_write_byte((sbyte)(f2ir(Players[Player_num].energy)));
nd_write_byte((sbyte)(f2ir(Players[Player_num].shields)));
nd_write_int(Players[Player_num].flags); // be sure players flags are set
nd_write_byte((sbyte)Primary_weapon);
nd_write_byte((sbyte)Secondary_weapon);
Newdemo_start_frame = FrameCount;
JustStartedRecording=1;
newdemo_set_new_level(Current_level_num);
start_time();
}
void newdemo_record_start_frame(int frame_number, fix frame_time )
{
int i;
if (Newdemo_no_space) {
newdemo_stop_playback();
return;
}
stop_time();
for (i=0;i<MAX_OBJECTS;i++)
{
WasRecorded[i]=0;
ViewWasRecorded[i]=0;
}
for (i=0;i<32;i++)
RenderingWasRecorded[i]=0;
frame_number -= Newdemo_start_frame;
Assert(frame_number >= 0 );
nd_write_byte(ND_EVENT_START_FRAME);
nd_write_short(frame_bytes_written - 1); // from previous frame
frame_bytes_written=3;
nd_write_int(frame_number);
nd_write_int(frame_time);
start_time();
}
void newdemo_record_render_object(object * obj)
{
if (ViewWasRecorded[obj-Objects])
return;
//if (obj==&Objects[Players[Player_num].objnum] && !Player_is_dead)
// return;
stop_time();
nd_write_byte(ND_EVENT_RENDER_OBJECT);
nd_write_object(obj);
start_time();
}
extern ubyte RenderingType;
void newdemo_record_viewer_object(object * obj)
{
if (ViewWasRecorded[obj-Objects] && (ViewWasRecorded[obj-Objects]-1)==RenderingType)
return;
//if (WasRecorded[obj-Objects])
// return;
if (RenderingWasRecorded[RenderingType])
return;
ViewWasRecorded[obj-Objects]=RenderingType+1;
RenderingWasRecorded[RenderingType]=1;
stop_time();
nd_write_byte(ND_EVENT_VIEWER_OBJECT);
nd_write_byte(RenderingType);
nd_write_object(obj);
start_time();
}
void newdemo_record_sound( int soundno )
{
stop_time();
nd_write_byte(ND_EVENT_SOUND);
nd_write_int( soundno );
start_time();
}
//--unused-- void newdemo_record_sound_once( int soundno ) {
//--unused-- stop_time();
//--unused-- nd_write_byte( ND_EVENT_SOUND_ONCE );
//--unused-- nd_write_int( soundno );
//--unused-- start_time();
//--unused-- }
//--unused--
void newdemo_record_cockpit_change (int mode)
{
stop_time();
nd_write_byte (ND_EVENT_CHANGE_COCKPIT);
nd_write_int(mode);
start_time();
}
void newdemo_record_sound_3d( int soundno, int angle, int volume )
{
stop_time();
nd_write_byte( ND_EVENT_SOUND_3D );
nd_write_int( soundno );
nd_write_int( angle );
nd_write_int( volume );
start_time();
}
void newdemo_record_sound_3d_once( int soundno, int angle, int volume )
{
stop_time();
nd_write_byte( ND_EVENT_SOUND_3D_ONCE );
nd_write_int( soundno );
nd_write_int( angle );
nd_write_int( volume );
start_time();
}
void newdemo_record_link_sound_to_object3( int soundno, short objnum, fix max_volume, fix max_distance, int loop_start, int loop_end )
{
stop_time();
nd_write_byte( ND_EVENT_LINK_SOUND_TO_OBJ );
nd_write_int( soundno );
nd_write_int( Objects[objnum].signature );
nd_write_int( max_volume );
nd_write_int( max_distance );
nd_write_int( loop_start );
nd_write_int( loop_end );
start_time();
}
void newdemo_record_kill_sound_linked_to_object( int objnum )
{
stop_time();
nd_write_byte( ND_EVENT_KILL_SOUND_TO_OBJ );
nd_write_int( Objects[objnum].signature );
start_time();
}
void newdemo_record_wall_hit_process( int segnum, int side, int damage, int playernum )
{
stop_time();
//segnum = segnum;
//side = side;
//damage = damage;
//playernum = playernum;
nd_write_byte( ND_EVENT_WALL_HIT_PROCESS );
nd_write_int( segnum );
nd_write_int( side );
nd_write_int( damage );
nd_write_int( playernum );
start_time();
}
void newdemo_record_guided_start ()
{
nd_write_byte (ND_EVENT_START_GUIDED);
}
void newdemo_record_guided_end ()
{
nd_write_byte (ND_EVENT_END_GUIDED);
}
void newdemo_record_secret_exit_blown(int truth)
{
stop_time();
nd_write_byte( ND_EVENT_SECRET_THINGY );
nd_write_int( truth );
start_time();
}
void newdemo_record_trigger( int segnum, int side, int objnum,int shot )
{
stop_time();
nd_write_byte( ND_EVENT_TRIGGER );
nd_write_int( segnum );
nd_write_int( side );
nd_write_int( objnum );
nd_write_int(shot);
start_time();
}
void newdemo_record_hostage_rescued( int hostage_number ) {
stop_time();
nd_write_byte( ND_EVENT_HOSTAGE_RESCUED );
nd_write_int( hostage_number );
start_time();
}
void newdemo_record_morph_frame(morph_data *md)
{
stop_time();
nd_write_byte( ND_EVENT_MORPH_FRAME );
#if 0
newdemo_write( md->morph_vecs, sizeof(md->morph_vecs), 1 );
newdemo_write( md->submodel_active, sizeof(md->submodel_active), 1 );
newdemo_write( md->submodel_startpoints, sizeof(md->submodel_startpoints), 1 );
#endif
nd_write_object( md->obj );
start_time();
}
void newdemo_record_wall_toggle( int segnum, int side )
{
stop_time();
nd_write_byte( ND_EVENT_WALL_TOGGLE );
nd_write_int( segnum );
nd_write_int( side );
start_time();
}
void newdemo_record_control_center_destroyed()
{
stop_time();
nd_write_byte( ND_EVENT_CONTROL_CENTER_DESTROYED );
nd_write_int( Countdown_seconds_left );
start_time();
}
void newdemo_record_hud_message( char * message )
{
stop_time();
nd_write_byte( ND_EVENT_HUD_MESSAGE );
nd_write_string(message);
start_time();
}
void newdemo_record_palette_effect(short r, short g, short b )
{
stop_time();
nd_write_byte( ND_EVENT_PALETTE_EFFECT );
nd_write_short( r );
nd_write_short( g );
nd_write_short( b );
start_time();
}
void newdemo_record_player_energy(int old_energy, int energy)
{
stop_time();
nd_write_byte( ND_EVENT_PLAYER_ENERGY );
nd_write_byte((sbyte) old_energy);
nd_write_byte((sbyte) energy);
start_time();
}
void newdemo_record_player_afterburner(fix old_afterburner, fix afterburner)
{
stop_time();
nd_write_byte( ND_EVENT_PLAYER_AFTERBURNER );
nd_write_byte((sbyte) (old_afterburner>>9));
nd_write_byte((sbyte) (afterburner>>9));
start_time();
}
void newdemo_record_player_shields(int old_shield, int shield)
{
stop_time();
nd_write_byte( ND_EVENT_PLAYER_SHIELD );
nd_write_byte((sbyte)old_shield);
nd_write_byte((sbyte)shield);
start_time();
}
void newdemo_record_player_flags(uint oflags, uint flags)
{
stop_time();
nd_write_byte( ND_EVENT_PLAYER_FLAGS );
nd_write_int(((short)oflags << 16) | (short)flags);
start_time();
}
void newdemo_record_player_weapon(int weapon_type, int weapon_num)
{
stop_time();
nd_write_byte( ND_EVENT_PLAYER_WEAPON );
nd_write_byte((sbyte)weapon_type);
nd_write_byte((sbyte)weapon_num);
if (weapon_type)
nd_write_byte((sbyte)Secondary_weapon);
else
nd_write_byte((sbyte)Primary_weapon);
start_time();
}
void newdemo_record_effect_blowup(short segment, int side, vms_vector *pnt)
{
stop_time();
nd_write_byte (ND_EVENT_EFFECT_BLOWUP);
nd_write_short(segment);
nd_write_byte((sbyte)side);
nd_write_vector(pnt);
start_time();
}
void newdemo_record_homing_distance(fix distance)
{
stop_time();
nd_write_byte(ND_EVENT_HOMING_DISTANCE);
nd_write_short((short)(distance>>16));
start_time();
}
void newdemo_record_letterbox(void)
{
stop_time();
nd_write_byte(ND_EVENT_LETTERBOX);
start_time();
}
void newdemo_record_rearview(void)
{
stop_time();
nd_write_byte(ND_EVENT_REARVIEW);
start_time();
}
void newdemo_record_restore_cockpit(void)
{
stop_time();
nd_write_byte(ND_EVENT_RESTORE_COCKPIT);
start_time();
}
void newdemo_record_restore_rearview(void)
{
stop_time();
nd_write_byte(ND_EVENT_RESTORE_REARVIEW);
start_time();
}
void newdemo_record_wall_set_tmap_num1(short seg,ubyte side,short cseg,ubyte cside,short tmap)
{
stop_time();
nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM1);
nd_write_short(seg);
nd_write_byte(side);
nd_write_short(cseg);
nd_write_byte(cside);
nd_write_short(tmap);
start_time();
}
void newdemo_record_wall_set_tmap_num2(short seg,ubyte side,short cseg,ubyte cside,short tmap)
{
stop_time();
nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM2);
nd_write_short(seg);
nd_write_byte(side);
nd_write_short(cseg);
nd_write_byte(cside);
nd_write_short(tmap);
start_time();
}
void newdemo_record_multi_cloak(int pnum)
{
stop_time();
nd_write_byte(ND_EVENT_MULTI_CLOAK);
nd_write_byte((sbyte)pnum);
start_time();
}
void newdemo_record_multi_decloak(int pnum)
{
stop_time();
nd_write_byte(ND_EVENT_MULTI_DECLOAK);
nd_write_byte((sbyte)pnum);
start_time();
}
void newdemo_record_multi_death(int pnum)
{
stop_time();
nd_write_byte(ND_EVENT_MULTI_DEATH);
nd_write_byte((sbyte)pnum);
start_time();
}
void newdemo_record_multi_kill(int pnum, sbyte kill)
{
stop_time();
nd_write_byte(ND_EVENT_MULTI_KILL);
nd_write_byte((sbyte)pnum);
nd_write_byte(kill);
start_time();
}
void newdemo_record_multi_connect(int pnum, int new_player, char *new_callsign)
{
stop_time();
nd_write_byte(ND_EVENT_MULTI_CONNECT);
nd_write_byte((sbyte)pnum);
nd_write_byte((sbyte)new_player);
if (!new_player) {
nd_write_string(Players[pnum].callsign);
nd_write_int(Players[pnum].net_killed_total);
nd_write_int(Players[pnum].net_kills_total);
}
nd_write_string(new_callsign);
start_time();
}
void newdemo_record_multi_reconnect(int pnum)
{
stop_time();
nd_write_byte(ND_EVENT_MULTI_RECONNECT);
nd_write_byte((sbyte)pnum);
start_time();
}
void newdemo_record_multi_disconnect(int pnum)
{
stop_time();
nd_write_byte(ND_EVENT_MULTI_DISCONNECT);
nd_write_byte((sbyte)pnum);
start_time();
}
void newdemo_record_player_score(int score)
{
stop_time();
nd_write_byte(ND_EVENT_PLAYER_SCORE);
nd_write_int(score);
start_time();
}
void newdemo_record_multi_score(int pnum, int score)
{
stop_time();
nd_write_byte(ND_EVENT_MULTI_SCORE);
nd_write_byte((sbyte)pnum);
nd_write_int(score - Players[pnum].score); // called before score is changed!!!!
start_time();
}
void newdemo_record_primary_ammo(int old_ammo, int new_ammo)
{
stop_time();
nd_write_byte(ND_EVENT_PRIMARY_AMMO);
if (old_ammo < 0)
nd_write_short((short)new_ammo);
else
nd_write_short((short)old_ammo);
nd_write_short((short)new_ammo);
start_time();
}
void newdemo_record_secondary_ammo(int old_ammo, int new_ammo)
{
stop_time();
nd_write_byte(ND_EVENT_SECONDARY_AMMO);
if (old_ammo < 0)
nd_write_short((short)new_ammo);
else
nd_write_short((short)old_ammo);
nd_write_short((short)new_ammo);
start_time();
}
void newdemo_record_door_opening(int segnum, int side)
{
stop_time();
nd_write_byte(ND_EVENT_DOOR_OPENING);
nd_write_short((short)segnum);
nd_write_byte((sbyte)side);
start_time();
}
void newdemo_record_laser_level(sbyte old_level, sbyte new_level)
{
stop_time();
nd_write_byte(ND_EVENT_LASER_LEVEL);
nd_write_byte(old_level);
nd_write_byte(new_level);
start_time();
}
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)
{
Assert(front_wall_num <= 255 && back_wall_num <= 255);
stop_time();
nd_write_byte(ND_EVENT_CLOAKING_WALL);
nd_write_byte(front_wall_num);
nd_write_byte(back_wall_num);
nd_write_byte(type);
nd_write_byte(state);
nd_write_byte(cloak_value);
nd_write_short(l0>>8);
nd_write_short(l1>>8);
nd_write_short(l2>>8);
nd_write_short(l3>>8);
start_time();
}
void newdemo_set_new_level(int level_num)
{
int i;
int side;
segment *seg;
stop_time();
nd_write_byte(ND_EVENT_NEW_LEVEL);
nd_write_byte((sbyte)level_num);
nd_write_byte((sbyte)Current_level_num);
if (JustStartedRecording==1)
{
nd_write_int(Num_walls);
for (i=0;i<Num_walls;i++)
{
nd_write_byte (Walls[i].type);
nd_write_byte (Walls[i].flags);
nd_write_byte (Walls[i].state);
seg = &Segments[Walls[i].segnum];
side = Walls[i].sidenum;
nd_write_short (seg->sides[side].tmap_num);
nd_write_short (seg->sides[side].tmap_num2);
JustStartedRecording=0;
}
}
start_time();
}
int newdemo_read_demo_start(int rnd_demo)
{
sbyte i, version, game_type, laser_level;
sbyte c, energy, shield;
char text[128], current_mission[9];
nd_read_byte(&c);
if ((c != ND_EVENT_START_DEMO) || nd_bad_read) {
newmenu_item m[1];
sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_DEMO_CORRUPT);
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
return 1;
}
nd_read_byte(&version);
nd_read_byte(&game_type);
if (game_type < DEMO_GAME_TYPE) {
newmenu_item m[2];
sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_RECORDED);
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
m[ 1].type = NM_TYPE_TEXT; m[ 1].text = " In Descent: First Strike";
newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
return 1;
}
if (game_type != DEMO_GAME_TYPE) {
newmenu_item m[2];
sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_RECORDED);
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
m[ 1].type = NM_TYPE_TEXT; m[ 1].text = " In Unknown Descent version";
newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
return 1;
}
if (version < DEMO_VERSION) {
if (!rnd_demo) {
newmenu_item m[1];
sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_DEMO_OLD);
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
}
return 1;
}
nd_read_fix(&GameTime);
Boss_cloak_start_time=Boss_cloak_end_time=GameTime;
JasonPlaybackTotal=0;
nd_read_int(&Newdemo_game_mode);
#ifdef NETWORK
change_playernum_to((Newdemo_game_mode >> 16) & 0x7);
if (Newdemo_game_mode & GM_TEAM) {
nd_read_byte(&(Netgame.team_vector));
nd_read_string(Netgame.team_name[0]);
nd_read_string(Netgame.team_name[1]);
}
if (Newdemo_game_mode & GM_MULTI) {
multi_new_game();
nd_read_byte(&c);
N_players = (int)c;
// changed this to above two lines -- breaks on the mac because of
// endian issues
// nd_read_byte((sbyte *)&N_players);
for (i = 0 ; i < N_players; i++) {
Players[i].cloak_time = 0;
Players[i].invulnerable_time = 0;
nd_read_string(Players[i].callsign);
nd_read_byte(&(Players[i].connected));
if (Newdemo_game_mode & GM_MULTI_COOP) {
nd_read_int(&(Players[i].score));
} else {
nd_read_short((short *)&(Players[i].net_killed_total));
nd_read_short((short *)&(Players[i].net_kills_total));
}
}
Game_mode = Newdemo_game_mode;
multi_sort_kill_list();
Game_mode = GM_NORMAL;
} else
#endif
nd_read_int(&(Players[Player_num].score)); // Note link to above if!
for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
nd_read_short((short*)&(Players[Player_num].primary_ammo[i]));
for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
nd_read_short((short*)&(Players[Player_num].secondary_ammo[i]));
nd_read_byte(&laser_level);
if (laser_level != Players[Player_num].laser_level) {
Players[Player_num].laser_level = laser_level;
update_laser_weapon_info();
}
// Support for missions
nd_read_string(current_mission);
if (!load_mission_by_name(current_mission)) {
if (!rnd_demo) {
newmenu_item m[1];
sprintf(text, TXT_NOMISSION4DEMO, current_mission);
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
}
return 1;
}
nd_recorded_total = 0;
nd_playback_total = 0;
nd_read_byte(&energy);
nd_read_byte(&shield);
nd_read_int((int *)&(Players[Player_num].flags));
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
Newdemo_players_cloaked |= (1 << Player_num);
}
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
nd_read_byte((sbyte *)&Primary_weapon);
nd_read_byte((sbyte *)&Secondary_weapon);
// Next bit of code to fix problem that I introduced between 1.0 and 1.1
// check the next byte -- it _will_ be a load_new_level event. If it is
// not, then we must shift all bytes up by one.
Players[Player_num].energy = i2f(energy);
Players[Player_num].shields = i2f(shield);
JustStartedPlayback=1;
return 0;
}
void newdemo_pop_ctrlcen_triggers()
{
int anim_num, n, i;
int side, cside;
segment *seg, *csegp;
for (i = 0; i < ControlCenterTriggers.num_links; i++) {
seg = &Segments[ControlCenterTriggers.seg[i]];
side = ControlCenterTriggers.side[i];
csegp = &Segments[seg->children[side]];
cside = find_connect_side(seg, csegp);
anim_num = Walls[seg->sides[side].wall_num].clip_num;
n = WallAnims[anim_num].num_frames;
if (WallAnims[anim_num].flags & WCF_TMAP1) {
seg->sides[side].tmap_num = csegp->sides[cside].tmap_num = WallAnims[anim_num].frames[n-1];
} else {
seg->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = WallAnims[anim_num].frames[n-1];
}
}
}
#define N_PLAYER_SHIP_TEXTURES 6
void nd_render_extras (ubyte,object *);
extern void multi_apply_goal_textures ();
ubyte Newdemo_flying_guided=0;
int newdemo_read_frame_information()
{
int done, segnum, side, objnum, soundno, angle, volume, i,shot;
object *obj;
sbyte c,WhichWindow;
static sbyte saved_letter_cockpit;
static sbyte saved_rearview_cockpit;
object extraobj;
static char LastReadValue=101;
segment *seg;
done = 0;
if (Newdemo_vcr_state != ND_STATE_PAUSED)
for (segnum=0; segnum <= Highest_segment_index; segnum++)
Segments[segnum].objects = -1;
reset_objects(1);
Players[Player_num].homing_object_dist = -F1_0;
prev_obj = NULL;
while( !done ) {
nd_read_byte(&c);
if (nd_bad_read) { done = -1; break; }
switch( c ) {
case ND_EVENT_START_FRAME: { // Followed by an integer frame number, then a fix FrameTime
short last_frame_length;
done=1;
nd_read_short(&last_frame_length);
nd_read_int(&NewdemoFrameCount);
nd_read_int((int *)&nd_recorded_time);
if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
nd_recorded_total += nd_recorded_time;
NewdemoFrameCount--;
if (nd_bad_read) { done = -1; break; }
break;
}
case ND_EVENT_VIEWER_OBJECT: // Followed by an object structure
nd_read_byte (&WhichWindow);
if (WhichWindow&15)
{
//mprintf ((0,"Reading extra!\n"));
nd_read_object (&extraobj);
if (Newdemo_vcr_state!=ND_STATE_PAUSED)
{
if (nd_bad_read) { done = -1; break; }
nd_render_extras (WhichWindow,&extraobj);
}
}
else
{
//mprintf ((0,"Reading viewer!\n"));
//Viewer=&Objects[0];
nd_read_object(Viewer);
if (Newdemo_vcr_state != ND_STATE_PAUSED) {
if (nd_bad_read) { done = -1; break; }
segnum = Viewer->segnum;
Viewer->next = Viewer->prev = Viewer->segnum = -1;
// HACK HACK HACK -- since we have multiple level recording, it can be the case
// HACK HACK HACK -- that when rewinding the demo, the viewer is in a segment
// HACK HACK HACK -- that is greater than the highest index of segments. Bash
// HACK HACK HACK -- the viewer to segment 0 for bogus view.
if (segnum > Highest_segment_index)
segnum = 0;
obj_link(Viewer-Objects,segnum);
}
}
break;
case ND_EVENT_RENDER_OBJECT: // Followed by an object structure
objnum = obj_allocate();
if (objnum==-1)
break;
obj = &Objects[objnum];
nd_read_object(obj);
if (nd_bad_read) { done = -1; break; }
if (Newdemo_vcr_state != ND_STATE_PAUSED) {
segnum = obj->segnum;
obj->next = obj->prev = obj->segnum = -1;
// HACK HACK HACK -- don't render objects is segments greater than Highest_segment_index
// HACK HACK HACK -- (see above)
if (segnum > Highest_segment_index)
break;
obj_link(obj-Objects,segnum);
#ifdef NETWORK
if ((obj->type == OBJ_PLAYER) && (Newdemo_game_mode & GM_MULTI)) {
int player;
if (Newdemo_game_mode & GM_TEAM)
player = get_team(obj->id);
else
player = obj->id;
if (player == 0)
break;
player--;
for (i=0;i<N_PLAYER_SHIP_TEXTURES;i++)
multi_player_textures[player][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[obj->rtype.pobj_info.model_num].first_texture+i]];
multi_player_textures[player][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(player)*2]];
multi_player_textures[player][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(player)*2+1]];
obj->rtype.pobj_info.alt_textures = player+1;
}
#endif
}
break;
case ND_EVENT_SOUND:
nd_read_int(&soundno);
if (nd_bad_read) {done = -1; break; }
if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
digi_play_sample( soundno, F1_0 );
break;
//--unused case ND_EVENT_SOUND_ONCE:
//--unused nd_read_int(&soundno);
//--unused if (nd_bad_read) { done = -1; break; }
//--unused if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
//--unused digi_play_sample_once( soundno, F1_0 );
//--unused break;
case ND_EVENT_SOUND_3D:
nd_read_int(&soundno);
nd_read_int(&angle);
nd_read_int(&volume);
if (nd_bad_read) { done = -1; break; }
if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
digi_play_sample_3d( soundno, angle, volume, 0 );
break;
case ND_EVENT_SOUND_3D_ONCE:
nd_read_int(&soundno);
nd_read_int(&angle);
nd_read_int(&volume);
if (nd_bad_read) { done = -1; break; }
if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
digi_play_sample_3d( soundno, angle, volume, 1 );
break;
case ND_EVENT_LINK_SOUND_TO_OBJ:
{
int soundno, objnum, max_volume, max_distance, loop_start, loop_end;
int signature;
nd_read_int( &soundno );
nd_read_int( &signature );
nd_read_int( &max_volume );
nd_read_int( &max_distance );
nd_read_int( &loop_start );
nd_read_int( &loop_end );
objnum = newdemo_find_object( signature );
if ( objnum > -1 ) { // @mk, 2/22/96, John told me to.
digi_link_sound_to_object3( soundno, objnum, 1, max_volume, max_distance, loop_start, loop_end );
}
}
break;
case ND_EVENT_KILL_SOUND_TO_OBJ:
{
int objnum, signature;
nd_read_int( &signature );
objnum = newdemo_find_object( signature );
if ( objnum > -1 ) { // @mk, 2/22/96, John told me to.
digi_kill_sound_linked_to_object(objnum);
}
}
break;
case ND_EVENT_WALL_HIT_PROCESS: {
int player, segnum;
fix damage;
nd_read_int(&segnum);
nd_read_int(&side);
nd_read_fix(&damage);
nd_read_int(&player);
if (nd_bad_read) { done = -1; break; }
if (Newdemo_vcr_state != ND_STATE_PAUSED)
wall_hit_process(&Segments[segnum], side, damage, player, &(Objects[0]) );
break;
}
case ND_EVENT_TRIGGER:
nd_read_int(&segnum);
nd_read_int(&side);
nd_read_int(&objnum);
nd_read_int(&shot);
if (nd_bad_read) { done = -1; break; }
if (Newdemo_vcr_state != ND_STATE_PAUSED)
{
mprintf ((0,"EVENT TRIGGER! shot=%d\n",shot));
if (Triggers[Walls[Segments[segnum].sides[side].wall_num].trigger].type == TT_SECRET_EXIT) {
int truth;
nd_read_byte(&c);
Assert(c == ND_EVENT_SECRET_THINGY);
nd_read_int(&truth);
if (!truth)
check_trigger(&Segments[segnum], side, objnum,shot);
} else
check_trigger(&Segments[segnum], side, objnum,shot);
}
break;
case ND_EVENT_HOSTAGE_RESCUED: {
int hostage_number;
nd_read_int(&hostage_number);
if (nd_bad_read) { done = -1; break; }
if (Newdemo_vcr_state != ND_STATE_PAUSED)
hostage_rescue( hostage_number );
break;
}
case ND_EVENT_MORPH_FRAME: {
#if 0
morph_data *md;
md = &morph_objects[0];
if (newdemo_read( md->morph_vecs, sizeof(md->morph_vecs), 1 )!=1) { done=-1; break; }
if (newdemo_read( md->submodel_active, sizeof(md->submodel_active), 1 )!=1) { done=-1; break; }
if (newdemo_read( md->submodel_startpoints, sizeof(md->submodel_startpoints), 1 )!=1) { done=-1; break; }
#endif
objnum = obj_allocate();
if (objnum==-1)
break;
obj = &Objects[objnum];
nd_read_object(obj);
obj->render_type = RT_POLYOBJ;
if (Newdemo_vcr_state != ND_STATE_PAUSED) {
if (nd_bad_read) { done = -1; break; }
if (Newdemo_vcr_state != ND_STATE_PAUSED) {
segnum = obj->segnum;
obj->next = obj->prev = obj->segnum = -1;
obj_link(obj-Objects,segnum);
}
}
break;
}
case ND_EVENT_WALL_TOGGLE:
nd_read_int(&segnum);
nd_read_int(&side);
if (nd_bad_read) {done = -1; break; }
if (Newdemo_vcr_state != ND_STATE_PAUSED)
wall_toggle(&Segments[segnum], side);
break;
case ND_EVENT_CONTROL_CENTER_DESTROYED:
nd_read_int(&Countdown_seconds_left);
Control_center_destroyed = 1;
if (nd_bad_read) { done = -1; break; }
if (!Newdemo_cntrlcen_destroyed) {
newdemo_pop_ctrlcen_triggers();
Newdemo_cntrlcen_destroyed = 1;
//do_controlcen_destroyed_stuff(NULL);
}
break;
case ND_EVENT_HUD_MESSAGE: {
char hud_msg[60];
nd_read_string(&(hud_msg[0]));
if (nd_bad_read) { done = -1; break; }
HUD_init_message( hud_msg );
break;
}
case ND_EVENT_START_GUIDED:
Newdemo_flying_guided=1;
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
Newdemo_flying_guided=0;
break;
case ND_EVENT_END_GUIDED:
Newdemo_flying_guided=0;
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
Newdemo_flying_guided=1;
break;
case ND_EVENT_PALETTE_EFFECT: {
short r, g, b;
nd_read_short(&r);
nd_read_short(&g);
nd_read_short(&b);
if (nd_bad_read) { done = -1; break; }
PALETTE_FLASH_SET(r,g,b);
break;
}
case ND_EVENT_PLAYER_ENERGY: {
sbyte energy;
sbyte old_energy;
nd_read_byte(&old_energy);
nd_read_byte(&energy);
if (nd_bad_read) {done = -1; break; }
if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
Players[Player_num].energy = i2f(energy);
} else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
if (old_energy != -128)
Players[Player_num].energy = i2f(old_energy);
}
break;
}
case ND_EVENT_PLAYER_AFTERBURNER: {
sbyte afterburner;
sbyte old_afterburner;
nd_read_byte(&old_afterburner);
nd_read_byte(&afterburner);
if (nd_bad_read) {done = -1; break; }
if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
Afterburner_charge = afterburner<<9;
} else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
if (old_afterburner != -128)
Afterburner_charge = old_afterburner<<9;
}
break;
}
case ND_EVENT_PLAYER_SHIELD: {
sbyte shield;
sbyte old_shield;
nd_read_byte(&old_shield);
nd_read_byte(&shield);
if (nd_bad_read) {done = -1; break; }
if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
Players[Player_num].shields = i2f(shield);
} else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
if (old_shield != -128)
Players[Player_num].shields = i2f(old_shield);
}
break;
}
case ND_EVENT_PLAYER_FLAGS: {
uint oflags;
nd_read_int((int *)&(Players[Player_num].flags));
if (nd_bad_read) {done = -1; break; }
oflags = Players[Player_num].flags >> 16;
Players[Player_num].flags &= 0xffff;
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || ((Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD) && (oflags != 0xffff)) ) {
if (!(oflags & PLAYER_FLAGS_CLOAKED) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
Players[Player_num].cloak_time = 0;
Newdemo_players_cloaked &= ~(1 << Player_num);
}
if ((oflags & PLAYER_FLAGS_CLOAKED) && !(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
Newdemo_players_cloaked |= (1 << Player_num);
}
if (!(oflags & PLAYER_FLAGS_INVULNERABLE) && (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
Players[Player_num].invulnerable_time = 0;
if ((oflags & PLAYER_FLAGS_INVULNERABLE) && !(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
Players[Player_num].flags = oflags;
} else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
if (!(oflags & PLAYER_FLAGS_CLOAKED) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
Newdemo_players_cloaked |= (1 << Player_num);
}
if ((oflags & PLAYER_FLAGS_CLOAKED) && !(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
Players[Player_num].cloak_time = 0;
Newdemo_players_cloaked &= ~(1 << Player_num);
}
if (!(oflags & PLAYER_FLAGS_INVULNERABLE) && (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
if ((oflags & PLAYER_FLAGS_INVULNERABLE) && !(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
Players[Player_num].invulnerable_time = 0;
}
update_laser_weapon_info(); // in case of quad laser change
break;
}
case ND_EVENT_PLAYER_WEAPON: {
sbyte weapon_type, weapon_num;
sbyte old_weapon;
nd_read_byte(&weapon_type);
nd_read_byte(&weapon_num);
nd_read_byte(&old_weapon);
if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
if (weapon_type == 0)
Primary_weapon = (int)weapon_num;
else
Secondary_weapon = (int)weapon_num;
} else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
if (weapon_type == 0)
Primary_weapon = (int)old_weapon;
else
Secondary_weapon = (int)old_weapon;
}
break;
}
case ND_EVENT_EFFECT_BLOWUP: {
short segnum;
sbyte side;
vms_vector pnt;
object dummy;
//create a dummy object which will be the weapon that hits
//the monitor. the blowup code wants to know who the parent of the
//laser is, so create a laser whose parent is the player
dummy.ctype.laser_info.parent_type = OBJ_PLAYER;
nd_read_short(&segnum);
nd_read_byte(&side);
nd_read_vector(&pnt);
if (Newdemo_vcr_state != ND_STATE_PAUSED)
check_effect_blowup(&(Segments[segnum]), side, &pnt, &dummy, 0);
break;
}
case ND_EVENT_HOMING_DISTANCE: {
short distance;
nd_read_short(&distance);
Players[Player_num].homing_object_dist = i2f((int)(distance << 16));
break;
}
case ND_EVENT_LETTERBOX:
if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
saved_letter_cockpit = Cockpit_mode;
select_cockpit(CM_LETTERBOX);
} else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
select_cockpit(saved_letter_cockpit);
break;
case ND_EVENT_CHANGE_COCKPIT: {
int dummy;
nd_read_int (&dummy);
select_cockpit (dummy);
break;
}
case ND_EVENT_REARVIEW:
if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
saved_rearview_cockpit = Cockpit_mode;
if (Cockpit_mode == CM_FULL_COCKPIT)
select_cockpit(CM_REAR_VIEW);
Rear_view=1;
} else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
if (saved_rearview_cockpit == CM_REAR_VIEW) // hack to be sure we get a good cockpit on restore
saved_rearview_cockpit = CM_FULL_COCKPIT;
select_cockpit(saved_rearview_cockpit);
Rear_view=0;
}
break;
case ND_EVENT_RESTORE_COCKPIT:
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
saved_letter_cockpit = Cockpit_mode;
select_cockpit(CM_LETTERBOX);
} else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
select_cockpit(saved_letter_cockpit);
break;
case ND_EVENT_RESTORE_REARVIEW:
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
saved_rearview_cockpit = Cockpit_mode;
if (Cockpit_mode == CM_FULL_COCKPIT)
select_cockpit(CM_REAR_VIEW);
Rear_view=1;
} else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
if (saved_rearview_cockpit == CM_REAR_VIEW) // hack to be sure we get a good cockpit on restore
saved_rearview_cockpit = CM_FULL_COCKPIT;
select_cockpit(saved_rearview_cockpit);
Rear_view=0;
}
break;
case ND_EVENT_WALL_SET_TMAP_NUM1: {
short seg, cseg, tmap;
sbyte side,cside;
nd_read_short(&seg);
nd_read_byte(&side);
nd_read_short(&cseg);
nd_read_byte(&cside);
nd_read_short( &tmap );
if ((Newdemo_vcr_state != ND_STATE_PAUSED) && (Newdemo_vcr_state != ND_STATE_REWINDING) && (Newdemo_vcr_state != ND_STATE_ONEFRAMEBACKWARD))
Segments[seg].sides[side].tmap_num = Segments[cseg].sides[cside].tmap_num = tmap;
break;
}
case ND_EVENT_WALL_SET_TMAP_NUM2: {
short seg, cseg, tmap;
sbyte side,cside;
nd_read_short(&seg);
nd_read_byte(&side);
nd_read_short(&cseg);
nd_read_byte(&cside);
nd_read_short( &tmap );
if ((Newdemo_vcr_state != ND_STATE_PAUSED) && (Newdemo_vcr_state != ND_STATE_REWINDING) && (Newdemo_vcr_state != ND_STATE_ONEFRAMEBACKWARD)) {
Assert(tmap!=0 && Segments[seg].sides[side].tmap_num2!=0);
Segments[seg].sides[side].tmap_num2 = Segments[cseg].sides[cside].tmap_num2 = tmap;
}
break;
}
case ND_EVENT_MULTI_CLOAK: {
sbyte pnum;
nd_read_byte(&pnum);
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
Players[pnum].flags &= ~PLAYER_FLAGS_CLOAKED;
Players[pnum].cloak_time = 0;
Newdemo_players_cloaked &= ~(1 << pnum);
} else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
Players[pnum].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
Newdemo_players_cloaked |= (1 << pnum);
}
break;
}
case ND_EVENT_MULTI_DECLOAK: {
sbyte pnum;
nd_read_byte(&pnum);
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
Players[pnum].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
Newdemo_players_cloaked |= (1 << pnum);
} else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
Players[pnum].flags &= ~PLAYER_FLAGS_CLOAKED;
Players[pnum].cloak_time = 0;
Newdemo_players_cloaked &= ~(1 << pnum);
}
break;
}
case ND_EVENT_MULTI_DEATH: {
sbyte pnum;
nd_read_byte(&pnum);
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
Players[pnum].net_killed_total--;
else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
Players[pnum].net_killed_total++;
break;
}
#ifdef NETWORK
case ND_EVENT_MULTI_KILL: {
sbyte pnum, kill;
nd_read_byte(&pnum);
nd_read_byte(&kill);
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
Players[pnum].net_kills_total -= kill;
if (Newdemo_game_mode & GM_TEAM)
team_kills[get_team(pnum)] -= kill;
} else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
Players[pnum].net_kills_total += kill;
if (Newdemo_game_mode & GM_TEAM)
team_kills[get_team(pnum)] += kill;
}
Game_mode = Newdemo_game_mode;
multi_sort_kill_list();
Game_mode = GM_NORMAL;
break;
}
case ND_EVENT_MULTI_CONNECT: {
sbyte pnum, new_player;
int killed_total, kills_total;
char new_callsign[CALLSIGN_LEN+1], old_callsign[CALLSIGN_LEN+1];
nd_read_byte(&pnum);
nd_read_byte(&new_player);
if (!new_player) {
nd_read_string(old_callsign);
nd_read_int(&killed_total);
nd_read_int(&kills_total);
}
nd_read_string(new_callsign);
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
Players[pnum].connected = 0;
if (!new_player) {
memcpy(Players[pnum].callsign, old_callsign, CALLSIGN_LEN+1);
Players[pnum].net_killed_total = killed_total;
Players[pnum].net_kills_total = kills_total;
} else {
N_players--;
}
} else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
Players[pnum].connected = 1;
Players[pnum].net_kills_total = 0;
Players[pnum].net_killed_total = 0;
memcpy(Players[pnum].callsign, new_callsign, CALLSIGN_LEN+1);
if (new_player)
N_players++;
}
break;
}
case ND_EVENT_MULTI_RECONNECT: {
sbyte pnum;
nd_read_byte(&pnum);
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
Players[pnum].connected = 0;
else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
Players[pnum].connected = 1;
break;
}
case ND_EVENT_MULTI_DISCONNECT: {
sbyte pnum;
nd_read_byte(&pnum);
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
Players[pnum].connected = 1;
else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
Players[pnum].connected = 0;
break;
}
case ND_EVENT_MULTI_SCORE: {
int score;
sbyte pnum;
nd_read_byte(&pnum);
nd_read_int(&score);
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
Players[pnum].score -= score;
else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
Players[pnum].score += score;
Game_mode = Newdemo_game_mode;
multi_sort_kill_list();
Game_mode = GM_NORMAL;
break;
}
#endif // NETWORK
case ND_EVENT_PLAYER_SCORE: {
int score;
nd_read_int(&score);
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
Players[Player_num].score -= score;
else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
Players[Player_num].score += score;
break;
}
case ND_EVENT_PRIMARY_AMMO: {
short old_ammo, new_ammo;
nd_read_short(&old_ammo);
nd_read_short(&new_ammo);
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
Players[Player_num].primary_ammo[Primary_weapon] = old_ammo;
else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
Players[Player_num].primary_ammo[Primary_weapon] = new_ammo;
break;
}
case ND_EVENT_SECONDARY_AMMO: {
short old_ammo, new_ammo;
nd_read_short(&old_ammo);
nd_read_short(&new_ammo);
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
Players[Player_num].secondary_ammo[Secondary_weapon] = old_ammo;
else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
Players[Player_num].secondary_ammo[Secondary_weapon] = new_ammo;
break;
}
case ND_EVENT_DOOR_OPENING: {
short segnum;
sbyte side;
nd_read_short(&segnum);
nd_read_byte(&side);
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
int anim_num;
int cside;
segment *segp, *csegp;
segp = &Segments[segnum];
csegp = &Segments[segp->children[side]];
cside = find_connect_side(segp, csegp);
anim_num = Walls[segp->sides[side].wall_num].clip_num;
if (WallAnims[anim_num].flags & WCF_TMAP1) {
segp->sides[side].tmap_num = csegp->sides[cside].tmap_num = WallAnims[anim_num].frames[0];
} else {
segp->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = WallAnims[anim_num].frames[0];
}
}
break;
}
case ND_EVENT_LASER_LEVEL: {
sbyte old_level, new_level;
nd_read_byte(&old_level);
nd_read_byte(&new_level);
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
Players[Player_num].laser_level = old_level;
update_laser_weapon_info();
} else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
Players[Player_num].laser_level = new_level;
update_laser_weapon_info();
}
break;
}
case ND_EVENT_CLOAKING_WALL: {
sbyte back_wall_num,front_wall_num,type,state,cloak_value;
short l0,l1,l2,l3;
segment *segp;
int sidenum;
nd_read_byte(&front_wall_num);
nd_read_byte(&back_wall_num);
nd_read_byte(&type);
nd_read_byte(&state);
nd_read_byte(&cloak_value);
nd_read_short(&l0);
nd_read_short(&l1);
nd_read_short(&l2);
nd_read_short(&l3);
Walls[front_wall_num].type = type;
Walls[front_wall_num].state = state;
Walls[front_wall_num].cloak_value = cloak_value;
segp = &Segments[Walls[front_wall_num].segnum];
sidenum = Walls[front_wall_num].sidenum;
segp->sides[sidenum].uvls[0].l = ((int) l0) << 8;
segp->sides[sidenum].uvls[1].l = ((int) l1) << 8;
segp->sides[sidenum].uvls[2].l = ((int) l2) << 8;
segp->sides[sidenum].uvls[3].l = ((int) l3) << 8;
Walls[back_wall_num].type = type;
Walls[back_wall_num].state = state;
Walls[back_wall_num].cloak_value = cloak_value;
segp = &Segments[Walls[back_wall_num].segnum];
sidenum = Walls[back_wall_num].sidenum;
segp->sides[sidenum].uvls[0].l = ((int) l0) << 8;
segp->sides[sidenum].uvls[1].l = ((int) l1) << 8;
segp->sides[sidenum].uvls[2].l = ((int) l2) << 8;
segp->sides[sidenum].uvls[3].l = ((int) l3) << 8;
break;
}
case ND_EVENT_NEW_LEVEL: {
sbyte new_level, old_level, loaded_level;
nd_read_byte (&new_level);
nd_read_byte (&old_level);
if (Newdemo_vcr_state == ND_STATE_PAUSED)
break;
stop_time();
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
loaded_level = old_level;
else {
loaded_level = new_level;
for (i = 0; i < MAX_PLAYERS; i++) {
Players[i].cloak_time = 0;
Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
}
}
if ((loaded_level < Last_secret_level) || (loaded_level > Last_level)) {
newmenu_item m[3];
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_CANT_PLAYBACK;
m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_LEVEL_CANT_LOAD;
m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_DEMO_OLD_CORRUPT;
newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
return -1;
}
LoadLevel((int)loaded_level,1);
Newdemo_cntrlcen_destroyed = 0;
if (JustStartedPlayback)
{
nd_read_int (&Num_walls);
for (i=0;i<Num_walls;i++) // restore the walls
{
nd_read_byte ((signed char *)&Walls[i].type);
nd_read_byte ((signed char *)&Walls[i].flags);
nd_read_byte ((signed char *)&Walls[i].state);
seg = &Segments[Walls[i].segnum];
side = Walls[i].sidenum;
nd_read_short (&seg->sides[side].tmap_num);
nd_read_short (&seg->sides[side].tmap_num2);
}
#ifdef NETWORK
if (Newdemo_game_mode & GM_CAPTURE)
multi_apply_goal_textures ();
#endif
JustStartedPlayback=0;
}
// so says Rob H.!!! if (Newdemo_game_mode & GM_MULTI) {
// so says Rob H.!!! for (i = 0; i < Num_walls; i++) {
// so says Rob H.!!! if (Walls[i].type == WALL_BLASTABLE)
// so says Rob H.!!! {
// so says Rob H.!!! int a, n;
// so says Rob H.!!! int side;
// so says Rob H.!!! segment *seg;
// so says Rob H.!!!
// so says Rob H.!!! seg = &Segments[Walls[i].segnum];
// so says Rob H.!!! side = Walls[i].sidenum;
// so says Rob H.!!! a = Walls[i].clip_num;
// so says Rob H.!!! n = WallAnims[a].num_frames;
// so says Rob H.!!! seg->sides[side].tmap_num = WallAnims[a].frames[n-1];
// so says Rob H.!!! Walls[i].flags |= WALL_BLASTED;
// so says Rob H.!!! }
// so says Rob H.!!! }
// so says Rob H.!!! }
reset_palette_add(); // get palette back to normal
start_time();
break;
}
case ND_EVENT_EOF: {
done=-1;
PHYSFS_seek(infile, PHYSFS_tell(infile) - 1); // get back to the EOF marker
Newdemo_at_eof = 1;
NewdemoFrameCount++;
break;
}
default:
Int3();
}
}
LastReadValue=c;
if (nd_bad_read) {
newmenu_item m[2];
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_ERR_READING;
m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_DEMO_OLD_CORRUPT;
newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
}
return done;
}
void newdemo_goto_beginning()
{
//if (NewdemoFrameCount == 0)
// return;
PHYSFS_seek(infile, 0);
Newdemo_vcr_state = ND_STATE_PLAYBACK;
if (newdemo_read_demo_start(0))
newdemo_stop_playback();
if (newdemo_read_frame_information() == -1)
newdemo_stop_playback();
if (newdemo_read_frame_information() == -1)
newdemo_stop_playback();
Newdemo_vcr_state = ND_STATE_PAUSED;
Newdemo_at_eof = 0;
}
void newdemo_goto_end()
{
short frame_length, byte_count, bshort;
sbyte level, bbyte, laser_level;
sbyte energy, shield, c;
int i, loc, bint;
PHYSFS_seek(infile, PHYSFS_tell(infile) - 2);
nd_read_byte(&level);
if ((level < Last_secret_level) || (level > Last_level)) {
newmenu_item m[3];
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_CANT_PLAYBACK;
m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_LEVEL_CANT_LOAD;
m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_DEMO_OLD_CORRUPT;
newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
newdemo_stop_playback();
return;
}
if (level != Current_level_num)
LoadLevel(level,1);
PHYSFS_seek(infile, PHYSFS_tell(infile) - 4);
nd_read_short(&byte_count);
PHYSFS_seek(infile, PHYSFS_tell(infile) - 2 - byte_count);
nd_read_short(&frame_length);
loc = PHYSFS_tell(infile);
if (Newdemo_game_mode & GM_MULTI)
nd_read_byte(&Newdemo_players_cloaked);
else
nd_read_byte(&bbyte);
nd_read_byte(&bbyte);
nd_read_short(&bshort);
nd_read_int(&bint);
nd_read_byte(&energy);
nd_read_byte(&shield);
Players[Player_num].energy = i2f(energy);
Players[Player_num].shields = i2f(shield);
nd_read_int((int *)&(Players[Player_num].flags));
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
Newdemo_players_cloaked |= (1 << Player_num);
}
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
nd_read_byte((sbyte *)&Primary_weapon);
nd_read_byte((sbyte *)&Secondary_weapon);
for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
nd_read_short((short *)&(Players[Player_num].primary_ammo[i]));
for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
nd_read_short((short *)&(Players[Player_num].secondary_ammo[i]));
nd_read_byte(&laser_level);
if (laser_level != Players[Player_num].laser_level) {
Players[Player_num].laser_level = laser_level;
update_laser_weapon_info();
}
if (Newdemo_game_mode & GM_MULTI) {
nd_read_byte(&c);
N_players = (int)c;
// see newdemo_read_start_demo for explanation of
// why this is commented out
// nd_read_byte((sbyte *)&N_players);
for (i = 0; i < N_players; i++) {
nd_read_string(Players[i].callsign);
nd_read_byte(&(Players[i].connected));
if (Newdemo_game_mode & GM_MULTI_COOP) {
nd_read_int(&(Players[i].score));
} else {
nd_read_short((short *)&(Players[i].net_killed_total));
nd_read_short((short *)&(Players[i].net_kills_total));
}
}
} else {
nd_read_int(&(Players[Player_num].score));
}
PHYSFS_seek(infile, loc);
PHYSFS_seek(infile, PHYSFS_tell(infile) - frame_length);
nd_read_int(&NewdemoFrameCount); // get the frame count
NewdemoFrameCount--;
PHYSFS_seek(infile, PHYSFS_tell(infile) + 4);
Newdemo_vcr_state = ND_STATE_PLAYBACK;
newdemo_read_frame_information(); // then the frame information
Newdemo_vcr_state = ND_STATE_PAUSED;
return;
}
void newdemo_back_frames(int frames)
{
short last_frame_length;
int i;
for (i = 0; i < frames; i++)
{
PHYSFS_seek(infile, PHYSFS_tell(infile) - 10);
nd_read_short(&last_frame_length);
PHYSFS_seek(infile, PHYSFS_tell(infile) + 8 - last_frame_length);
if (!Newdemo_at_eof && newdemo_read_frame_information() == -1) {
newdemo_stop_playback();
return;
}
if (Newdemo_at_eof)
Newdemo_at_eof = 0;
PHYSFS_seek(infile, PHYSFS_tell(infile) - 10);
nd_read_short(&last_frame_length);
PHYSFS_seek(infile, PHYSFS_tell(infile) + 8 - last_frame_length);
}
}
/*
* routine to interpolate the viewer position. the current position is
* stored in the Viewer object. Save this position, and read the next
* frame to get all objects read in. Calculate the delta playback and
* the delta recording frame times between the two frames, then intepolate
* the viewers position accordingly. nd_recorded_time is the time that it
* took the recording to render the frame that we are currently looking
* at.
*/
void interpolate_frame(fix d_play, fix d_recorded)
{
int i, j, num_cur_objs;
fix factor;
object *cur_objs;
factor = fixdiv(d_play, d_recorded);
if (factor > F1_0)
factor = F1_0;
num_cur_objs = Highest_object_index;
cur_objs = (object *)d_malloc(sizeof(object) * (num_cur_objs + 1));
if (cur_objs == NULL) {
mprintf((0,"Couldn't get %d bytes for cur_objs in interpolate_frame\n", sizeof(object) * num_cur_objs));
Int3();
return;
}
for (i = 0; i <= num_cur_objs; i++)
memcpy(&(cur_objs[i]), &(Objects[i]), sizeof(object));
Newdemo_vcr_state = ND_STATE_PAUSED;
if (newdemo_read_frame_information() == -1) {
d_free(cur_objs);
newdemo_stop_playback();
return;
}
for (i = 0; i <= num_cur_objs; i++) {
for (j = 0; j <= Highest_object_index; j++) {
if (cur_objs[i].signature == Objects[j].signature) {
sbyte render_type = cur_objs[i].render_type;
//fix delta_p, delta_h, delta_b;
fix delta_x, delta_y, delta_z;
//vms_angvec cur_angles, dest_angles;
// Extract the angles from the object orientation matrix.
// Some of this code taken from ai_turn_towards_vector
// Don't do the interpolation on certain render types which don't use an orientation matrix
if (!((render_type == RT_LASER) || (render_type == RT_FIREBALL) || (render_type == RT_POWERUP))) {
vms_vector fvec1, fvec2, rvec1, rvec2;
fix mag1;
fvec1 = cur_objs[i].orient.fvec;
vm_vec_scale(&fvec1, F1_0-factor);
fvec2 = Objects[j].orient.fvec;
vm_vec_scale(&fvec2, factor);
vm_vec_add2(&fvec1, &fvec2);
mag1 = vm_vec_normalize_quick(&fvec1);
if (mag1 > F1_0/256) {
rvec1 = cur_objs[i].orient.rvec;
vm_vec_scale(&rvec1, F1_0-factor);
rvec2 = Objects[j].orient.rvec;
vm_vec_scale(&rvec2, factor);
vm_vec_add2(&rvec1, &rvec2);
vm_vec_normalize_quick(&rvec1); // Note: Doesn't matter if this is null, if null, vm_vector_2_matrix will just use fvec1
vm_vector_2_matrix(&cur_objs[i].orient, &fvec1, NULL, &rvec1);
}
//--old new way -- vms_vector fvec1, fvec2, rvec1, rvec2;
//--old new way --
//--old new way -- fvec1 = cur_objs[i].orient.fvec;
//--old new way -- vm_vec_scale(&fvec1, F1_0-factor);
//--old new way -- fvec2 = Objects[j].orient.fvec;
//--old new way -- vm_vec_scale(&fvec2, factor);
//--old new way -- vm_vec_add2(&fvec1, &fvec2);
//--old new way -- vm_vec_normalize_quick(&fvec1);
//--old new way --
//--old new way -- rvec1 = cur_objs[i].orient.rvec;
//--old new way -- vm_vec_scale(&rvec1, F1_0-factor);
//--old new way -- rvec2 = Objects[j].orient.rvec;
//--old new way -- vm_vec_scale(&rvec2, factor);
//--old new way -- vm_vec_add2(&rvec1, &rvec2);
//--old new way -- vm_vec_normalize_quick(&rvec1);
//--old new way --
//--old new way -- vm_vector_2_matrix(&cur_objs[i].orient, &fvec1, NULL, &rvec1);
// -- old fashioned way -- vm_extract_angles_matrix(&cur_angles, &(cur_objs[i].orient));
// -- old fashioned way -- vm_extract_angles_matrix(&dest_angles, &(Objects[j].orient));
// -- old fashioned way --
// -- old fashioned way -- delta_p = (dest_angles.p - cur_angles.p);
// -- old fashioned way -- delta_h = (dest_angles.h - cur_angles.h);
// -- old fashioned way -- delta_b = (dest_angles.b - cur_angles.b);
// -- old fashioned way --
// -- old fashioned way -- if (delta_p != 0) {
// -- old fashioned way -- if (delta_p > F1_0/2) delta_p = dest_angles.p - cur_angles.p - F1_0;
// -- old fashioned way -- if (delta_p < -F1_0/2) delta_p = dest_angles.p - cur_angles.p + F1_0;
// -- old fashioned way -- delta_p = fixmul(delta_p, factor);
// -- old fashioned way -- cur_angles.p += delta_p;
// -- old fashioned way -- }
// -- old fashioned way -- if (delta_h != 0) {
// -- old fashioned way -- if (delta_h > F1_0/2) delta_h = dest_angles.h - cur_angles.h - F1_0;
// -- old fashioned way -- if (delta_h < -F1_0/2) delta_h = dest_angles.h - cur_angles.h + F1_0;
// -- old fashioned way -- delta_h = fixmul(delta_h, factor);
// -- old fashioned way -- cur_angles.h += delta_h;
// -- old fashioned way -- }
// -- old fashioned way -- if (delta_b != 0) {
// -- old fashioned way -- if (delta_b > F1_0/2) delta_b = dest_angles.b - cur_angles.b - F1_0;
// -- old fashioned way -- if (delta_b < -F1_0/2) delta_b = dest_angles.b - cur_angles.b + F1_0;
// -- old fashioned way -- delta_b = fixmul(delta_b, factor);
// -- old fashioned way -- cur_angles.b += delta_b;
// -- old fashioned way -- }
}
// Interpolate the object position. This is just straight linear
// interpolation.
delta_x = Objects[j].pos.x - cur_objs[i].pos.x;
delta_y = Objects[j].pos.y - cur_objs[i].pos.y;
delta_z = Objects[j].pos.z - cur_objs[i].pos.z;
delta_x = fixmul(delta_x, factor);
delta_y = fixmul(delta_y, factor);
delta_z = fixmul(delta_z, factor);
cur_objs[i].pos.x += delta_x;
cur_objs[i].pos.y += delta_y;
cur_objs[i].pos.z += delta_z;
// -- old fashioned way --// stuff the new angles back into the object structure
// -- old fashioned way -- vm_angles_2_matrix(&(cur_objs[i].orient), &cur_angles);
}
}
}
// get back to original position in the demo file. Reread the current
// frame information again to reset all of the object stuff not covered
// with Highest_object_index and the object array (previously rendered
// objects, etc....)
newdemo_back_frames(1);
newdemo_back_frames(1);
if (newdemo_read_frame_information() == -1)
newdemo_stop_playback();
Newdemo_vcr_state = ND_STATE_PLAYBACK;
for (i = 0; i <= num_cur_objs; i++)
memcpy(&(Objects[i]), &(cur_objs[i]), sizeof(object));
Highest_object_index = num_cur_objs;
d_free(cur_objs);
}
void newdemo_playback_one_frame()
{
int frames_back, i, level;
static fix base_interpol_time = 0;
static fix d_recorded = 0;
for (i = 0; i < MAX_PLAYERS; i++)
if (Newdemo_players_cloaked & (1 << i))
Players[i].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
if (Newdemo_vcr_state == ND_STATE_PAUSED) // render a frame or not
return;
if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
DoJasonInterpolate(nd_recorded_time);
Control_center_destroyed = 0;
Countdown_seconds_left = -1;
PALETTE_FLASH_SET(0,0,0); //clear flash
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
{
level = Current_level_num;
if (NewdemoFrameCount == 0)
return;
else if ((Newdemo_vcr_state == ND_STATE_REWINDING) && (NewdemoFrameCount < 10)) {
newdemo_goto_beginning();
return;
}
if (Newdemo_vcr_state == ND_STATE_REWINDING)
frames_back = 10;
else
frames_back = 1;
if (Newdemo_at_eof) {
PHYSFS_seek(infile, PHYSFS_tell(infile) + 11);
}
newdemo_back_frames(frames_back);
if (level != Current_level_num)
newdemo_pop_ctrlcen_triggers();
if (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD) {
if (level != Current_level_num)
newdemo_back_frames(1);
Newdemo_vcr_state = ND_STATE_PAUSED;
}
}
else if (Newdemo_vcr_state == ND_STATE_FASTFORWARD) {
if (!Newdemo_at_eof)
{
for (i = 0; i < 10; i++)
{
if (newdemo_read_frame_information() == -1)
{
if (Newdemo_at_eof)
Newdemo_vcr_state = ND_STATE_PAUSED;
else
newdemo_stop_playback();
break;
}
}
}
else
Newdemo_vcr_state = ND_STATE_PAUSED;
}
else if (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD) {
if (!Newdemo_at_eof) {
level = Current_level_num;
if (newdemo_read_frame_information() == -1) {
if (!Newdemo_at_eof)
newdemo_stop_playback();
}
if (level != Current_level_num) {
if (newdemo_read_frame_information() == -1) {
if (!Newdemo_at_eof)
newdemo_stop_playback();
}
}
Newdemo_vcr_state = ND_STATE_PAUSED;
} else
Newdemo_vcr_state = ND_STATE_PAUSED;
}
else {
// First, uptate the total playback time to date. Then we check to see
// if we need to change the playback style to interpolate frames or
// skip frames based on where the playback time is relative to the
// recorded time.
if (NewdemoFrameCount <= 0)
nd_playback_total = nd_recorded_total; // baseline total playback time
else
nd_playback_total += FrameTime;
if ((playback_style == NORMAL_PLAYBACK) && (NewdemoFrameCount > 10))
if ((nd_playback_total * INTERPOL_FACTOR) < nd_recorded_total) {
playback_style = INTERPOLATE_PLAYBACK;
nd_playback_total = nd_recorded_total + FrameTime; // baseline playback time
base_interpol_time = nd_recorded_total;
d_recorded = nd_recorded_time; // baseline delta recorded
}
if ((playback_style == NORMAL_PLAYBACK) && (NewdemoFrameCount > 10))
if (nd_playback_total > nd_recorded_total)
playback_style = SKIP_PLAYBACK;
if ((playback_style == INTERPOLATE_PLAYBACK) && Newdemo_do_interpolate) {
fix d_play = 0;
if (nd_recorded_total - nd_playback_total < FrameTime) {
d_recorded = nd_recorded_total - nd_playback_total;
while (nd_recorded_total - nd_playback_total < FrameTime) {
object *cur_objs;
int i, j, num_objs, level;
num_objs = Highest_object_index;
cur_objs = (object *)d_malloc(sizeof(object) * (num_objs + 1));
if (cur_objs == NULL) {
Warning ("Couldn't get %d bytes for objects in interpolate playback\n", sizeof(object) * num_objs);
break;
}
for (i = 0; i <= num_objs; i++)
memcpy(&(cur_objs[i]), &(Objects[i]), sizeof(object));
level = Current_level_num;
if (newdemo_read_frame_information() == -1) {
d_free(cur_objs);
newdemo_stop_playback();
return;
}
if (level != Current_level_num) {
d_free(cur_objs);
if (newdemo_read_frame_information() == -1)
newdemo_stop_playback();
break;
}
// for each new object in the frame just read in, determine if there is
// a corresponding object that we have been interpolating. If so, then
// copy that interpolated object to the new Objects array so that the
// interpolated position and orientation can be preserved.
for (i = 0; i <= num_objs; i++) {
for (j = 0; j <= Highest_object_index; j++) {
if (cur_objs[i].signature == Objects[j].signature) {
memcpy(&(Objects[j].orient), &(cur_objs[i].orient), sizeof(vms_matrix));
memcpy(&(Objects[j].pos), &(cur_objs[i].pos), sizeof(vms_vector));
break;
}
}
}
d_free(cur_objs);
d_recorded += nd_recorded_time;
base_interpol_time = nd_playback_total - FrameTime;
}
}
d_play = nd_playback_total - base_interpol_time;
interpolate_frame(d_play, d_recorded);
return;
}
else {
//mprintf ((0, "*"));
if (newdemo_read_frame_information() == -1) {
newdemo_stop_playback();
return;
}
if (playback_style == SKIP_PLAYBACK) {
//mprintf ((0, "."));
while (nd_playback_total > nd_recorded_total) {
if (newdemo_read_frame_information() == -1) {
newdemo_stop_playback();
return;
}
}
}
}
}
}
void newdemo_start_recording()
{
Newdemo_size = PHYSFSX_getFreeDiskSpace();
con_printf(CON_VERBOSE, "Free space = %d\n", Newdemo_size);
Newdemo_size -= 100000;
if ((Newdemo_size+100000) < 2000000000) {
if (((int)(Newdemo_size)) < 500000) {
#ifndef MACINTOSH
nm_messagebox(NULL, 1, TXT_OK, TXT_DEMO_NO_SPACE);
#else
nm_messagebox(NULL, 1, TXT_OK, "Not enough space on current\ndrive to start demo recording.");
#endif
return;
}
}
Newdemo_num_written = 0;
Newdemo_no_space=0;
Newdemo_state = ND_STATE_RECORDING;
outfile = PHYSFSX_openWriteBuffered(DEMO_FILENAME);
#if !defined(MACINTOSH) && !defined(_WIN32_WCE)
if (outfile == NULL && errno == ENOENT) { //dir doesn't exist?
#else
if (outfile == NULL) { //dir doesn't exist and no errno on mac!
#endif
PHYSFS_mkdir(DEMO_DIR); //try making directory
outfile = PHYSFSX_openWriteBuffered(DEMO_FILENAME);
}
if (outfile == NULL)
{
nm_messagebox(NULL, 1, TXT_OK, "Cannot open demo temp file");
Newdemo_state = ND_STATE_NORMAL;
}
else
newdemo_record_start_demo();
}
char demoname_allowed_chars[] = "azAZ09__--";
void newdemo_stop_recording()
{
newmenu_item m[6];
int l, exit;
static char filename[15] = "", *s;
static sbyte tmpcnt = 0;
sbyte cloaked = 0;
char fullname[15+FILENAME_LEN] = DEMO_DIR;
unsigned short byte_count = 0;
exit = 0;
nd_write_byte(ND_EVENT_EOF);
nd_write_short(frame_bytes_written - 1);
if (Game_mode & GM_MULTI) {
for (l = 0; l < N_players; l++) {
if (Players[l].flags & PLAYER_FLAGS_CLOAKED)
cloaked |= (1 << l);
}
nd_write_byte(cloaked);
nd_write_byte(ND_EVENT_EOF);
} else {
nd_write_short(ND_EVENT_EOF);
}
nd_write_short(ND_EVENT_EOF);
nd_write_int(ND_EVENT_EOF);
byte_count += 10; // from frame_bytes_written
nd_write_byte((sbyte)(f2ir(Players[Player_num].energy)));
nd_write_byte((sbyte)(f2ir(Players[Player_num].shields)));
nd_write_int(Players[Player_num].flags); // be sure players flags are set
nd_write_byte((sbyte)Primary_weapon);
nd_write_byte((sbyte)Secondary_weapon);
byte_count += 8;
for (l = 0; l < MAX_PRIMARY_WEAPONS; l++)
nd_write_short((short)Players[Player_num].primary_ammo[l]);
for (l = 0; l < MAX_SECONDARY_WEAPONS; l++)
nd_write_short((short)Players[Player_num].secondary_ammo[l]);
byte_count += (sizeof(short) * (MAX_PRIMARY_WEAPONS + MAX_SECONDARY_WEAPONS));
nd_write_byte(Players[Player_num].laser_level);
byte_count++;
if (Game_mode & GM_MULTI) {
nd_write_byte((sbyte)N_players);
byte_count++;
for (l = 0; l < N_players; l++) {
nd_write_string(Players[l].callsign);
byte_count += (strlen(Players[l].callsign) + 2);
nd_write_byte(Players[l].connected);
if (Game_mode & GM_MULTI_COOP) {
nd_write_int(Players[l].score);
byte_count += 5;
} else {
nd_write_short((short)Players[l].net_killed_total);
nd_write_short((short)Players[l].net_kills_total);
byte_count += 5;
}
}
} else {
nd_write_int(Players[Player_num].score);
byte_count += 4;
}
nd_write_short(byte_count);
nd_write_byte(Current_level_num);
nd_write_byte(ND_EVENT_EOF);
l = PHYSFS_tell(outfile);
PHYSFS_close(outfile);
outfile = NULL;
Newdemo_state = ND_STATE_NORMAL;
gr_palette_load( gr_palette );
if (filename[0] != '\0') {
int num, i = strlen(filename) - 1;
char newfile[15];
while (isdigit(filename[i])) {
i--;
if (i == -1)
break;
}
i++;
num = atoi(&(filename[i]));
num++;
filename[i] = '\0';
sprintf (newfile, "%s%d", filename, num);
strncpy(filename, newfile, 8);
filename[8] = '\0';
}
try_again:
;
Newmenu_allowed_chars = demoname_allowed_chars;
if (!Newdemo_no_space) {
m[0].type=NM_TYPE_INPUT; m[0].text_len = 8; m[0].text = filename;
exit = newmenu_do( NULL, TXT_SAVE_DEMO_AS, 1, &(m[0]), NULL );
} else if (Newdemo_no_space == 1) {
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_SAVE_BAD;
m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 8; m[1].text = filename;
exit = newmenu_do( NULL, NULL, 2, m, NULL );
} else if (Newdemo_no_space == 2) {
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_SAVE_NOSPACE;
m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 8; m[1].text = filename;
exit = newmenu_do( NULL, NULL, 2, m, NULL );
}
Newmenu_allowed_chars = NULL;
if (exit == -2) { // got bumped out from network menu
char save_file[7+FILENAME_LEN];
if (filename[0] != '\0') {
strcpy(save_file, DEMO_DIR);
strcat(save_file, filename);
strcat(save_file, ".dem");
} else
sprintf (save_file, "%stmp%d.dem", DEMO_DIR, tmpcnt++);
remove(save_file);
PHYSFSX_rename(DEMO_FILENAME, save_file);
return;
}
if (exit == -1) { // pressed ESC
PHYSFS_delete(DEMO_FILENAME); // might as well remove the file
return; // return without doing anything
}
if (filename[0]==0) //null string
goto try_again;
//check to make sure name is ok
for (s=filename;*s;s++)
if (!isalnum(*s) && *s!='_') {
nm_messagebox1(NULL, NULL,1,TXT_CONTINUE, TXT_DEMO_USE_LETTERS);
goto try_again;
}
if (Newdemo_no_space)
strcat(fullname, m[1].text);
else
strcat(fullname, m[0].text);
strcat(fullname, ".dem");
PHYSFS_delete(fullname);
PHYSFSX_rename(DEMO_FILENAME, fullname);
}
extern char AltHogDir[64];
extern char AltHogdir_initialized;
//returns the number of demo files on the disk
int newdemo_count_demos()
{
char **find, **i;
int NumFiles=0;
find = PHYSFS_enumerateFiles(DEMO_DIR);
for (i = find; *i != NULL; i++)
NumFiles++;
PHYSFS_freeList(find);
return NumFiles;
}
void newdemo_start_playback(char * filename)
{
char **find = NULL, **i;
int rnd_demo = 0;
char filename2[PATH_MAX+FILENAME_LEN] = DEMO_DIR;
#ifdef NETWORK
change_playernum_to(0);
#endif
First_time_playback=1;
JasonPlaybackTotal=0;
if (filename)
strcat(filename2, filename);
else
{
// Randomly pick a filename
int NumFiles = 0, RandFileNum;
rnd_demo = 1;
NumFiles = newdemo_count_demos();
if ( NumFiles == 0 ) {
return; // No files found!
}
RandFileNum = d_rand() % NumFiles;
NumFiles = 0;
find = PHYSFS_enumerateFiles(DEMO_DIR);
for (i = find; *i != NULL; i++)
{
if (NumFiles == RandFileNum)
{
strcat(filename2, *i);
break;
}
NumFiles++;
}
PHYSFS_freeList(find);
if (NumFiles > RandFileNum)
return;
}
infile = PHYSFSX_openReadBuffered(filename2);
if (infile==NULL) {
mprintf( (0, "Error reading '%s'\n", filename ));
return;
}
nd_bad_read = 0;
#ifdef NETWORK
change_playernum_to(0); // force playernum to 0
#endif
strncpy(nd_save_callsign, Players[Player_num].callsign, CALLSIGN_LEN);
Viewer = ConsoleObject = &Objects[0]; // play properly as if console player
if (newdemo_read_demo_start(rnd_demo)) {
PHYSFS_close(infile);
return;
}
Game_mode = GM_NORMAL;
Newdemo_state = ND_STATE_PLAYBACK;
Newdemo_vcr_state = ND_STATE_PLAYBACK;
Newdemo_old_cockpit = Cockpit_mode;
Newdemo_size = PHYSFS_fileLength(infile);
nd_bad_read = 0;
Newdemo_at_eof = 0;
NewdemoFrameCount = 0;
Newdemo_players_cloaked = 0;
playback_style = NORMAL_PLAYBACK;
Function_mode = FMODE_GAME;
Cockpit_3d_view[0] = CV_NONE; //turn off 3d views on cockpit
Cockpit_3d_view[1] = CV_NONE; //turn off 3d views on cockpit
newdemo_playback_one_frame(); // this one loads new level
newdemo_playback_one_frame(); // get all of the objects to renderb game
}
void newdemo_stop_playback()
{
PHYSFS_close(infile);
Newdemo_state = ND_STATE_NORMAL;
#ifdef NETWORK
change_playernum_to(0); //this is reality
#endif
strncpy(Players[Player_num].callsign, nd_save_callsign, CALLSIGN_LEN);
Cockpit_mode = Newdemo_old_cockpit;
Game_mode = GM_GAME_OVER;
Function_mode = FMODE_MENU;
longjmp(LeaveGame,0); // Exit game loop
}
#ifndef NDEBUG
#define BUF_SIZE 16384
void newdemo_strip_frames(char *outname, int bytes_to_strip)
{
PHYSFS_file *outfile;
char *buf;
int total_size, bytes_done, read_elems, bytes_back;
int trailer_start, loc1, loc2, stop_loc, bytes_to_read;
short last_frame_length;
bytes_done = 0;
total_size = PHYSFS_fileLength(infile);
outfile = PHYSFSX_openWriteBuffered(outname);
if (outfile == NULL) {
newmenu_item m[1];
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "Can't open output file";
newmenu_do( NULL, NULL, 1, m, NULL );
newdemo_stop_playback();
return;
}
buf = d_malloc(BUF_SIZE);
if (buf == NULL) {
newmenu_item m[1];
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "Can't malloc output buffer";
newmenu_do( NULL, NULL, 1, m, NULL );
PHYSFS_close(outfile);
newdemo_stop_playback();
return;
}
newdemo_goto_end();
trailer_start = PHYSFS_tell(infile);
PHYSFS_seek(infile, PHYSFS_tell(infile) + 11);
bytes_back = 0;
while (bytes_back < bytes_to_strip) {
loc1 = PHYSFS_tell(infile);
//PHYSFS_seek(infile, PHYSFS_tell(infile) - 10);
//nd_read_short(&last_frame_length);
//PHYSFS_seek(infile, PHYSFS_tell(infile) + 8 - last_frame_length);
newdemo_back_frames(1);
loc2 = PHYSFS_tell(infile);
bytes_back += (loc1 - loc2);
}
PHYSFS_seek(infile, PHYSFS_tell(infile) - 10);
nd_read_short(&last_frame_length);
PHYSFS_seek(infile, PHYSFS_tell(infile) - 3);
stop_loc = PHYSFS_tell(infile);
PHYSFS_seek(infile, 0);
while (stop_loc > 0) {
if (stop_loc < BUF_SIZE)
bytes_to_read = stop_loc;
else
bytes_to_read = BUF_SIZE;
read_elems = PHYSFS_read(infile, buf, 1, bytes_to_read);
PHYSFS_write(outfile, buf, 1, read_elems);
stop_loc -= read_elems;
}
stop_loc = PHYSFS_tell(outfile);
PHYSFS_seek(infile, trailer_start);
while ((read_elems = PHYSFS_read(infile, buf, 1, BUF_SIZE)) != 0)
PHYSFS_write(outfile, buf, 1, read_elems);
PHYSFS_seek(outfile, stop_loc);
PHYSFS_seek(outfile, PHYSFS_tell(infile) + 1);
PHYSFS_write(outfile, &last_frame_length, 2, 1);
PHYSFS_close(outfile);
newdemo_stop_playback();
}
#endif
object DemoRightExtra,DemoLeftExtra;
ubyte DemoDoRight=0,DemoDoLeft=0;
void nd_render_extras (ubyte which,object *obj)
{
ubyte w=which>>4;
ubyte type=which&15;
if (which==255)
{
Int3(); // how'd we get here?
do_cockpit_window_view(w,NULL,0,WBU_WEAPON,NULL);
return;
}
if (w)
{
memcpy (&DemoRightExtra,obj,sizeof(object)); DemoDoRight=type;
}
else
{
memcpy (&DemoLeftExtra,obj,sizeof(object)); DemoDoLeft=type;
}
}
void DoJasonInterpolate (fix recorded_time)
{
fix the_delay;
JasonPlaybackTotal+=FrameTime;
if (!First_time_playback)
{
// get the difference between the recorded time and the playback time
the_delay=(recorded_time - FrameTime);
//mprintf ((0,"The delay=%d\n", f2i(the_delay)));
if (the_delay >= f0_0)
{
stop_time();
timer_delay(the_delay);
start_time();
}
else
{
while (JasonPlaybackTotal > nd_recorded_total)
if (newdemo_read_frame_information() == -1)
{
newdemo_stop_playback();
return;
}
//the_delay = nd_recorded_total - JasonPlaybackTotal;
//if (the_delay > f0_0)
// timer_delay(the_delay);
}
}
First_time_playback=0;
}
#ifdef MACINTOSH
#pragma global_optimizer reset
#endif