dxx-rebirth/main/newdemo.c

3737 lines
98 KiB
C

/*
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.
*
*/
#include <stdlib.h>
#include <stdio.h>
#include <stdarg.h>
#include <string.h> // for memset
#include <errno.h>
#if !(defined(__APPLE__) && defined(__MACH__))
#include <physfs.h>
#else
#include <physfs/physfs.h>
#endif
#include "u_mem.h"
#include "inferno.h"
#include "game.h"
#include "gr.h"
#include "stdlib.h"
#include "bm.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"
#include "text.h"
#include "cntrlcen.h"
#include "aistruct.h"
#include "mission.h"
#include "piggy.h"
#include "byteswap.h"
#include "physfsx.h"
#include "console.h"
#include "controls.h"
#include "playsave.h"
#ifdef EDITOR
#include "editor/editor.h"
#endif
extern int init_hoard_data();
extern void init_seismic_disturbances(void);
//#include "nocfile.h"
sbyte WasRecorded [MAX_OBJECTS];
sbyte ViewWasRecorded[MAX_OBJECTS];
sbyte RenderingWasRecorded[32];
object DemoRightExtra,DemoLeftExtra;
ubyte DemoDoRight=0,DemoDoLeft=0;
#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_game_mode = 0;
int Newdemo_vcr_state = 0;
int Newdemo_start_frame = -1;
int Newdemo_frame_number = -1;
unsigned int Newdemo_size;
int Newdemo_num_written;
int Newdemo_old_cockpit;
sbyte Newdemo_no_space;
sbyte Newdemo_at_eof;
sbyte Newdemo_do_interpolate = 1;
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;
int Newdemo_show_percentage=1;
static int swap_endian = 0;
extern int digi_link_sound_to_object3( int org_soundnum, short objnum, int forever, fix max_volume, fix max_distance, int loop_start, int loop_end );
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);
if (swap_endian)
*s = SWAPSHORT(*s);
}
static void nd_read_int(int *i)
{
newdemo_read(i, 4, 1);
if (swap_endian)
*i = SWAPINT(*i);
}
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);
if (swap_endian)
*f = SWAPINT(*f);
}
static void nd_read_fixang(fixang *f)
{
newdemo_read(f, sizeof(fixang), 1);
if (swap_endian)
*f = SWAPSHORT(*f);
}
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;
memset(&sp,0,sizeof(shortpos));
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));
/* This doesn't make sense, since the object signature is supposed to
be an int, but a short is probably half the size on many platforms.
The problem then is that probably only half the signature will be
initialized. This is definitely not portable.
See the typedef struct object's signature field in object.h to see
what I mean. The compiler warning with my gcc 4.2.3 seems to be
warranted.
Kip (kip@thevertigo.com)
*/
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) {
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;
int RecordFrame=1;
static fix last_rec_time=0;
#define REC_DELAY F1_0/20
void newdemo_record_start_demo()
{
int i;
last_rec_time=GameTime-REC_DELAY; // make sure first frame is recorded!
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 = Newdemo_frame_number = 0;
JustStartedRecording=1;
newdemo_set_new_level(Current_level_num);
start_time();
}
void newdemo_record_start_frame(fix frame_time )
{
int i;
if (Newdemo_no_space) {
newdemo_stop_playback();
return;
}
// Make demo recording waste a bit less space.
// First check if if at least REC_DELAY has passed since last recorded frame. If yes, record frame and set RecordFrame true.
// RecordFrame will be used for various other frame-by-frame events to drop some unnecessary bytes.
// frame_time must be modified to get the right playback speed.
if (last_rec_time > GameTime)
last_rec_time=GameTime-REC_DELAY;
if (last_rec_time + REC_DELAY <= GameTime || frame_time >= REC_DELAY)
{
if (frame_time < REC_DELAY)
frame_time = REC_DELAY;
last_rec_time = GameTime-(GameTime-(last_rec_time + REC_DELAY));
RecordFrame=1;
stop_time();
for (i=0;i<MAX_OBJECTS;i++)
{
WasRecorded[i]=0;
ViewWasRecorded[i]=0;
}
for (i=0;i<32;i++)
RenderingWasRecorded[i]=0;
Newdemo_frame_number -= Newdemo_start_frame;
nd_write_byte(ND_EVENT_START_FRAME);
nd_write_short(frame_bytes_written - 1); // from previous frame
frame_bytes_written=3;
nd_write_int(Newdemo_frame_number);
Newdemo_frame_number++;
nd_write_int(frame_time);
start_time();
}
else
{
RecordFrame=0;
}
}
void newdemo_record_render_object(object * obj)
{
if (!RecordFrame)
return;
if (ViewWasRecorded[obj-Objects])
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 (!RecordFrame)
return;
if (ViewWasRecorded[obj-Objects] && (ViewWasRecorded[obj-Objects]-1)==RenderingType)
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();
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)
{
if (!RecordFrame)
return;
stop_time();
nd_write_byte( ND_EVENT_MORPH_FRAME );
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 )
{
if (!RecordFrame)
return;
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)
{
if (!RecordFrame)
return;
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)
{
if (!RecordFrame)
return;
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();
}
enum purpose_type
{
PURPOSE_CHOSE_PLAY = 0,
PURPOSE_RANDOM_PLAY,
PURPOSE_REWRITE
};
int newdemo_read_demo_start(enum purpose_type purpose)
{
sbyte i=0, version=0, game_type=0, laser_level=0, c=0;
ubyte energy=0, shield=0;
char current_mission[9];
Rear_view=0;
nd_read_byte(&c);
if (purpose == PURPOSE_REWRITE)
nd_write_byte(c);
if ((c != ND_EVENT_START_DEMO) || nd_bad_read) {
nm_messagebox( NULL, 1, TXT_OK, "%s %s", TXT_CANT_PLAYBACK, TXT_DEMO_CORRUPT );
return 1;
}
nd_read_byte(&version);
if (purpose == PURPOSE_REWRITE)
nd_write_byte(version);
nd_read_byte(&game_type);
if (purpose == PURPOSE_REWRITE)
nd_write_byte(game_type);
if (game_type < DEMO_GAME_TYPE) {
nm_messagebox( NULL, 1, TXT_OK, "%s %s\n%s", TXT_CANT_PLAYBACK, TXT_RECORDED, " In Descent: First Strike" );
return 1;
}
if (game_type != DEMO_GAME_TYPE) {
nm_messagebox( NULL, 1, TXT_OK, "%s %s\n%s", TXT_CANT_PLAYBACK, TXT_RECORDED, " In Unknown Descent version" );
return 1;
}
if (version < DEMO_VERSION) {
if (purpose == PURPOSE_CHOSE_PLAY) {
nm_messagebox( NULL, 1, TXT_OK, "%s %s", TXT_CANT_PLAYBACK, TXT_DEMO_OLD );
}
return 1;
}
nd_read_fix(&GameTime);
nd_read_int(&Newdemo_game_mode);
if (purpose == PURPOSE_REWRITE)
{
nd_write_fix(GameTime);
nd_write_int(Newdemo_game_mode);
}
Boss_cloak_start_time=Boss_cloak_end_time=GameTime;
#ifndef NETWORK
if (Newdemo_game_mode & GM_MULTI) {
nm_messagebox( NULL, 1, "Ok", "can't playback net game\nwith this version of code\n" );
return 1;
}
#endif
#ifdef NETWORK
change_playernum_to((Newdemo_game_mode >> 16) & 0x7);
if (Newdemo_game_mode & GM_TEAM) {
nd_read_byte((sbyte *) &(Netgame.team_vector));
nd_read_string(Netgame.team_name[0]);
nd_read_string(Netgame.team_name[1]);
if (purpose == PURPOSE_REWRITE)
{
nd_write_byte(Netgame.team_vector);
nd_write_string(Netgame.team_name[0]);
nd_write_string(Netgame.team_name[1]);
}
}
if (Newdemo_game_mode & GM_MULTI) {
if (purpose != PURPOSE_REWRITE)
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);
if (purpose == PURPOSE_REWRITE)
nd_write_byte(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 (purpose == PURPOSE_REWRITE)
{
nd_write_string(Players[i].callsign);
nd_write_byte(Players[i].connected);
}
if (Newdemo_game_mode & GM_MULTI_COOP) {
nd_read_int(&(Players[i].score));
if (purpose == PURPOSE_REWRITE)
nd_write_int(Players[i].score);
} else {
nd_read_short((short *)&(Players[i].net_killed_total));
nd_read_short((short *)&(Players[i].net_kills_total));
if (purpose == PURPOSE_REWRITE)
{
nd_write_short(Players[i].net_killed_total);
nd_write_short(Players[i].net_kills_total);
}
}
}
Game_mode = Newdemo_game_mode;
if (purpose != PURPOSE_REWRITE)
multi_sort_kill_list();
Game_mode = GM_NORMAL;
} else
#endif
{
nd_read_int(&(Players[Player_num].score)); // Note link to above if!
if (purpose == PURPOSE_REWRITE)
nd_write_int(Players[Player_num].score);
}
for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
{
nd_read_short((short*)&(Players[Player_num].primary_ammo[i]));
if (purpose == PURPOSE_REWRITE)
nd_write_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]));
if (purpose == PURPOSE_REWRITE)
nd_write_short(Players[Player_num].secondary_ammo[i]);
}
nd_read_byte(&laser_level);
if ((purpose != PURPOSE_REWRITE) && (laser_level != Players[Player_num].laser_level)) {
Players[Player_num].laser_level = laser_level;
update_laser_weapon_info();
}
else if (purpose == PURPOSE_REWRITE)
nd_write_byte(laser_level);
// Support for missions
nd_read_string(current_mission);
if (purpose == PURPOSE_REWRITE)
nd_write_string(current_mission);
if (!load_mission_by_name(current_mission)) {
if (purpose != PURPOSE_RANDOM_PLAY) {
nm_messagebox( NULL, 1, TXT_OK, TXT_NOMISSION4DEMO, current_mission );
}
return 1;
}
nd_recorded_total = 0;
nd_playback_total = 0;
nd_read_byte((sbyte*)&energy);
nd_read_byte((sbyte*)&shield);
if (purpose == PURPOSE_REWRITE)
{
nd_write_byte(energy);
nd_write_byte(shield);
}
nd_read_int((int *)&(Players[Player_num].flags));
if (purpose == PURPOSE_REWRITE)
nd_write_int(Players[Player_num].flags);
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
Players[Player_num].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);
nd_read_byte((sbyte *)&Primary_weapon);
nd_read_byte((sbyte *)&Secondary_weapon);
if (purpose == PURPOSE_REWRITE)
{
nd_write_byte(Primary_weapon);
nd_write_byte(Secondary_weapon);
}
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 ();
int newdemo_read_frame_information(int rewrite)
{
int done, segnum, side, objnum, soundno, angle, volume, i,shot;
object *obj;
sbyte c,WhichWindow;
static sbyte saved_letter_cockpit = CM_FULL_COCKPIT, saved_rearview_cockpit = CM_FULL_COCKPIT, saved_guided_cockpit = CM_FULL_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; }
if (rewrite && (c != ND_EVENT_EOF))
nd_write_byte(c);
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 (nd_bad_read) { done = -1; break; }
if (rewrite)
{
nd_write_short(last_frame_length);
frame_bytes_written = 3;
nd_write_int(NewdemoFrameCount);
nd_write_int(nd_recorded_time);
break;
}
if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
nd_recorded_total += nd_recorded_time;
NewdemoFrameCount--;
break;
}
case ND_EVENT_VIEWER_OBJECT: // Followed by an object structure
nd_read_byte (&WhichWindow);
if (rewrite)
nd_write_byte(WhichWindow);
if (WhichWindow&15)
{
nd_read_object (&extraobj);
if (nd_bad_read)
{
done = -1;
break;
}
if (rewrite)
{
nd_write_object (&extraobj);
break;
}
// offset to compensate inaccuracy between object and viewer
vm_vec_scale_add(&extraobj.pos,&extraobj.pos,&extraobj.orient.fvec,F1_0*5 );
nd_render_extras (WhichWindow,&extraobj);
}
else
{
//Viewer=&Objects[0];
nd_read_object(Viewer);
if (nd_bad_read) { done = -1; break; }
if (rewrite)
{
nd_write_object(Viewer);
break;
}
if (Newdemo_vcr_state != ND_STATE_PAUSED) {
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 (rewrite)
{
nd_write_object(obj);
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 (rewrite)
{
nd_write_int(soundno);
break;
}
if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
digi_play_sample( soundno, F1_0 );
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 (rewrite)
{
nd_write_int(soundno);
nd_write_int(angle);
nd_write_int(volume);
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 (rewrite)
{
nd_write_int(soundno);
nd_write_int(angle);
nd_write_int(volume);
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 );
if (rewrite)
{
nd_write_int( soundno );
nd_write_int( signature );
nd_write_int( max_volume );
nd_write_int( max_distance );
nd_write_int( loop_start );
nd_write_int( loop_end );
break;
}
objnum = newdemo_find_object( signature );
if ( objnum > -1 && Newdemo_vcr_state == ND_STATE_PLAYBACK) { // @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 );
if (rewrite)
{
nd_write_int( signature );
break;
}
objnum = newdemo_find_object( signature );
if ( objnum > -1 && Newdemo_vcr_state == ND_STATE_PLAYBACK) { // @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 (rewrite)
{
nd_write_int(segnum);
nd_write_int(side);
nd_write_fix(damage);
nd_write_int(player);
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 (rewrite)
{
nd_write_int(segnum);
nd_write_int(side);
nd_write_int(objnum);
nd_write_int(shot);
}
if (Newdemo_vcr_state != ND_STATE_PAUSED)
{
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 (rewrite)
{
nd_write_byte(c);
nd_write_int(truth);
break;
}
if (!truth)
check_trigger(&Segments[segnum], side, objnum,shot);
} else if (!rewrite)
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 (rewrite)
{
nd_write_int(hostage_number);
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);
if (nd_bad_read) { done = -1; break; }
if (rewrite)
{
nd_write_object(obj);
break;
}
obj->render_type = RT_POLYOBJ;
if (Newdemo_vcr_state != ND_STATE_PAUSED) {
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 (rewrite)
{
nd_write_int(segnum);
nd_write_int(side);
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 (rewrite)
{
nd_write_int(Countdown_seconds_left);
break;
}
if (!Newdemo_cntrlcen_destroyed) {
newdemo_pop_ctrlcen_triggers();
Newdemo_cntrlcen_destroyed = 1;
}
break;
case ND_EVENT_HUD_MESSAGE: {
char hud_msg[60];
nd_read_string(&(hud_msg[0]));
if (nd_bad_read) { done = -1; break; }
if (rewrite)
{
nd_write_string(&(hud_msg[0]));
break;
}
if (Newdemo_vcr_state != ND_STATE_PAUSED)
HUD_init_message( hud_msg );
break;
}
case ND_EVENT_START_GUIDED:
if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
saved_guided_cockpit = PlayerCfg.CockpitMode;
if (PlayerCfg.CockpitMode == CM_FULL_COCKPIT && 1)
select_cockpit(CM_STATUS_BAR);
} else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
select_cockpit(saved_guided_cockpit);
}
break;
case ND_EVENT_END_GUIDED:
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
saved_guided_cockpit = PlayerCfg.CockpitMode;
if (PlayerCfg.CockpitMode == CM_FULL_COCKPIT && 1)
select_cockpit(CM_STATUS_BAR);
} else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
select_cockpit(saved_guided_cockpit);
}
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; }
if (rewrite)
{
nd_write_short(r);
nd_write_short(g);
nd_write_short(b);
break;
}
PALETTE_FLASH_SET(r,g,b);
break;
}
case ND_EVENT_PLAYER_ENERGY: {
ubyte energy;
ubyte old_energy;
nd_read_byte((sbyte *)&old_energy);
nd_read_byte((sbyte *)&energy);
if (nd_bad_read) {done = -1; break; }
if (rewrite)
{
nd_write_byte(old_energy);
nd_write_byte(energy);
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 != 255)
Players[Player_num].energy = i2f(old_energy);
}
break;
}
case ND_EVENT_PLAYER_AFTERBURNER: {
ubyte afterburner;
ubyte old_afterburner;
nd_read_byte((sbyte *)&old_afterburner);
nd_read_byte((sbyte *)&afterburner);
if (nd_bad_read) {done = -1; break; }
if (rewrite)
{
nd_write_byte(old_afterburner);
nd_write_byte(afterburner);
break;
}
if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
Afterburner_charge = afterburner<<9;
// if (Afterburner_charge < 0) Afterburner_charge=f1_0;
} else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
if (old_afterburner != 255)
Afterburner_charge = old_afterburner<<9;
}
break;
}
case ND_EVENT_PLAYER_SHIELD: {
ubyte shield;
ubyte old_shield;
nd_read_byte((sbyte *)&old_shield);
nd_read_byte((sbyte *)&shield);
if (nd_bad_read) {done = -1; break; }
if (rewrite)
{
nd_write_byte(old_shield);
nd_write_byte(shield);
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 != 255)
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; }
if (rewrite)
{
nd_write_int(Players[Player_num].flags);
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;
}
if ((oflags & PLAYER_FLAGS_CLOAKED) && !(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
}
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);
}
if ((oflags & PLAYER_FLAGS_CLOAKED) && !(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
Players[Player_num].cloak_time = 0;
}
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: {
ubyte weapon_type, weapon_num;
ubyte old_weapon;
nd_read_byte((sbyte *)&weapon_type);
nd_read_byte((sbyte *)&weapon_num);
nd_read_byte((sbyte *)&old_weapon);
if (rewrite)
{
nd_write_byte(weapon_type);
nd_write_byte(weapon_num);
nd_write_byte(old_weapon);
break;
}
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 (rewrite)
{
nd_write_short(segnum);
nd_write_byte(side);
nd_write_vector(&pnt);
break;
}
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);
if (rewrite)
{
nd_write_short(distance);
break;
}
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 = PlayerCfg.CockpitMode;
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);
if (rewrite)
nd_write_int(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 = PlayerCfg.CockpitMode;
if (PlayerCfg.CockpitMode == 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 = PlayerCfg.CockpitMode;
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 = PlayerCfg.CockpitMode;
if (PlayerCfg.CockpitMode == 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 (rewrite)
{
nd_write_short(seg);
nd_write_byte(side);
nd_write_short(cseg);
nd_write_byte(cside);
nd_write_short(tmap);
break;
}
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 (rewrite)
{
nd_write_short(seg);
nd_write_byte(side);
nd_write_short(cseg);
nd_write_byte(cside);
nd_write_short(tmap);
break;
}
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 (rewrite)
{
nd_write_byte(pnum);
break;
}
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
Players[pnum].flags &= ~PLAYER_FLAGS_CLOAKED;
Players[pnum].cloak_time = 0;
} 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);
}
break;
}
case ND_EVENT_MULTI_DECLOAK: {
sbyte pnum;
nd_read_byte(&pnum);
if (rewrite)
{
nd_write_byte(pnum);
break;
}
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);
} 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;
}
break;
}
case ND_EVENT_MULTI_DEATH: {
sbyte pnum;
nd_read_byte(&pnum);
if (rewrite)
{
nd_write_byte(pnum);
break;
}
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 (rewrite)
{
nd_write_byte(pnum);
nd_write_byte(kill);
break;
}
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 (rewrite)
{
nd_write_byte(pnum);
nd_write_byte(new_player);
if (!new_player) {
nd_write_string(old_callsign);
nd_write_int(killed_total);
nd_write_int(kills_total);
}
nd_write_string(new_callsign);
break;
}
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
Players[pnum].connected = CONNECT_DISCONNECTED;
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 = CONNECT_PLAYING;
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 (rewrite)
{
nd_write_byte(pnum);
break;
}
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
Players[pnum].connected = CONNECT_DISCONNECTED;
else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
Players[pnum].connected = CONNECT_PLAYING;
break;
}
case ND_EVENT_MULTI_DISCONNECT: {
sbyte pnum;
nd_read_byte(&pnum);
if (rewrite)
{
nd_write_byte(pnum);
break;
}
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
Players[pnum].connected = CONNECT_PLAYING;
else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
Players[pnum].connected = CONNECT_DISCONNECTED;
break;
}
case ND_EVENT_MULTI_SCORE: {
int score;
sbyte pnum;
nd_read_byte(&pnum);
nd_read_int(&score);
if (rewrite)
{
nd_write_byte(pnum);
nd_write_int(score);
break;
}
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 (rewrite)
{
nd_write_int(score);
break;
}
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: {
unsigned short old_ammo, new_ammo;
nd_read_short((short *)&old_ammo);
nd_read_short((short *)&new_ammo);
if (rewrite)
{
nd_write_short(old_ammo);
nd_write_short(new_ammo);
break;
}
// NOTE: Used (Primary_weapon==GAUSS_INDEX?VULCAN_INDEX:Primary_weapon) because game needs VULCAN_INDEX updated to show Gauss ammo
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
Players[Player_num].primary_ammo[(Primary_weapon==GAUSS_INDEX?VULCAN_INDEX: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==GAUSS_INDEX?VULCAN_INDEX:Primary_weapon)] = new_ammo;
if (Primary_weapon == OMEGA_INDEX) // If Omega cannon, we need to update Omega_charge - not stored in primary_ammo
Omega_charge = (Players[Player_num].primary_ammo[Primary_weapon]<=0?f1_0:Players[Player_num].primary_ammo[Primary_weapon]);
break;
}
case ND_EVENT_SECONDARY_AMMO: {
short old_ammo, new_ammo;
nd_read_short(&old_ammo);
nd_read_short(&new_ammo);
if (rewrite)
{
nd_write_short(old_ammo);
nd_write_short(new_ammo);
break;
}
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 (rewrite)
{
nd_write_short(segnum);
nd_write_byte(side);
break;
}
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 (rewrite)
{
nd_write_byte(old_level);
nd_write_byte(new_level);
break;
}
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 type,state,cloak_value;
ubyte back_wall_num,front_wall_num;
short l0,l1,l2,l3;
segment *segp;
int sidenum;
nd_read_byte((sbyte*)&front_wall_num);
nd_read_byte((sbyte*)&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);
if (rewrite)
{
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);
nd_write_short(l1);
nd_write_short(l2);
nd_write_short(l3);
break;
}
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 (rewrite)
{
nd_write_byte (new_level);
nd_write_byte (old_level);
load_level_robots(new_level); // for correct robot info reading (specifically boss flag)
}
else
{
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)) {
nm_messagebox( NULL, 1, TXT_OK, "%s\n%s\n%s", TXT_CANT_PLAYBACK, TXT_LEVEL_CANT_LOAD, TXT_DEMO_OLD_CORRUPT );
return -1;
}
LoadLevel((int)loaded_level,1);
Newdemo_cntrlcen_destroyed = 0;
}
if (JustStartedPlayback)
{
nd_read_int (&Num_walls);
if (rewrite)
nd_write_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);
if (rewrite) // hack some dummy variables
{
seg = &Segments[0];
side = 0;
}
else
{
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);
if (rewrite)
{
nd_write_byte (Walls[i].type);
nd_write_byte (Walls[i].flags);
nd_write_byte (Walls[i].state);
nd_write_short (seg->sides[side].tmap_num);
nd_write_short (seg->sides[side].tmap_num2);
}
}
JustStartedPlayback=0;
if (rewrite)
break;
#ifdef NETWORK
Game_mode = Newdemo_game_mode;
if (Game_mode & GM_HOARD)
init_hoard_data();
if (Game_mode & GM_CAPTURE || Game_mode & GM_HOARD)
multi_apply_goal_textures ();
Game_mode = GM_NORMAL;
#endif
}
if (rewrite)
break;
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) {
nm_messagebox( NULL, 1, TXT_OK, "%s %s", TXT_DEMO_ERR_READING, TXT_DEMO_OLD_CORRUPT );
}
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(0) == -1)
newdemo_stop_playback();
if (newdemo_read_frame_information(0) == -1)
newdemo_stop_playback();
Newdemo_vcr_state = ND_STATE_PAUSED;
Newdemo_at_eof = 0;
}
void newdemo_goto_end(int to_rewrite)
{
short frame_length=0, byte_count=0, bshort=0;
sbyte level=0, bbyte=0, laser_level=0, c=0, cloaked=0;
ubyte energy=0, shield=0;
int i=0, loc=0, bint=0;
cfseek(infile, -2, SEEK_END);
nd_read_byte(&level);
if (!to_rewrite)
{
if ((level < Last_secret_level) || (level > Last_level)) {
nm_messagebox( NULL, 1, TXT_OK, "%s\n%s\n%s", TXT_CANT_PLAYBACK, TXT_LEVEL_CANT_LOAD, TXT_DEMO_OLD_CORRUPT );
newdemo_stop_playback();
return;
}
if (level != Current_level_num)
LoadLevel(level,1);
}
else if (level != Current_level_num)
{
load_level_robots(level); // for correct robot info reading (specifically boss flag)
Current_level_num = level;
}
cfseek(infile, -4, SEEK_END);
nd_read_short(&byte_count);
cfseek(infile, -2 - byte_count, SEEK_CUR);
nd_read_short(&frame_length);
loc = cftell(infile);
if (Newdemo_game_mode & GM_MULTI)
{
nd_read_byte(&cloaked);
for (i = 0; i < MAX_PLAYERS; i++)
if (cloaked & (1 << i))
Players[i].flags |= PLAYER_FLAGS_CLOAKED;
}
else
nd_read_byte(&bbyte);
nd_read_byte(&bbyte);
nd_read_short(&bshort);
nd_read_int(&bint);
nd_read_byte((sbyte *)&energy);
nd_read_byte((sbyte *)&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);
}
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;
if (!to_rewrite)
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));
}
if (to_rewrite)
return;
cfseek(infile, loc, SEEK_SET);
cfseek(infile, -frame_length, SEEK_CUR);
nd_read_int(&NewdemoFrameCount); // get the frame count
NewdemoFrameCount--;
cfseek(infile, 4, SEEK_CUR);
Newdemo_vcr_state = ND_STATE_PLAYBACK;
newdemo_read_frame_information(0); // 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(0) == -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;
static fix InterpolStep = fl2f(.01);
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) {
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(0) == -1) {
d_free(cur_objs);
newdemo_stop_playback();
return;
}
InterpolStep -= FrameTime;
// This interpolating looks just more crappy on high FPS, so let's not even waste performance on it.
if (InterpolStep <= 0)
{
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_x, delta_y, delta_z;
/*
* HACK: Good 'ol Descent does not check for duplicate signatures when creating objects.
* So in case our two objects have a huge distance, we assume they are different.
* Interpolating would not make much sense in that case nevertheless.
*/
if (vm_vec_dist(&cur_objs[i].pos, &Objects[j].pos) > (Objects[j].size*2))
continue;
// 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);
}
}
// 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;
}
}
}
InterpolStep = fl2f(.01);
}
// 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(0) == -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 (Players[i].flags & PLAYER_FLAGS_CLOAKED)
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;
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(0) == -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(0) == -1) {
if (!Newdemo_at_eof)
newdemo_stop_playback();
}
if (level != Current_level_num) {
if (newdemo_read_frame_information(0) == -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)
{
if (nd_playback_total > nd_recorded_total)
playback_style = SKIP_PLAYBACK;
//if ((nd_playback_total * INTERPOL_FACTOR) < nd_recorded_total) // no matte rhow we look at it: this does not make ANY sense!
if (nd_recorded_total > 0 && nd_recorded_time > 0)
{
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 == 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(0) == -1) {
d_free(cur_objs);
newdemo_stop_playback();
return;
}
if (level != Current_level_num) {
d_free(cur_objs);
if (newdemo_read_frame_information(0) == -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) {
/*
* HACK: Good 'ol Descent does not check for duplicate signatures when creating objects.
* So in case our two objects have a huge distance, we assume they are different.
* Interpolating would not make much sense in that case nevertheless.
*/
if (vm_vec_dist(&cur_objs[i].pos, &Objects[j].pos) > (Objects[j].size*2))
continue;
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 {
if (newdemo_read_frame_information(0) == -1) {
newdemo_stop_playback();
return;
}
if (playback_style == SKIP_PLAYBACK) {
while (nd_playback_total > nd_recorded_total) {
if (newdemo_read_frame_information(0) == -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) {
#if !(defined(__APPLE__) || defined(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;
PHYSFS_mkdir(DEMO_DIR); //always try making directory - could only exist in read-only path
outfile = PHYSFSX_openWriteBuffered(DEMO_FILENAME);
if (outfile == NULL)
{
Newdemo_state = ND_STATE_NORMAL;
nm_messagebox(NULL, 1, TXT_OK, "Cannot open demo temp file");
}
else
newdemo_record_start_demo();
}
void newdemo_write_end()
{
sbyte cloaked = 0;
unsigned short byte_count = 0;
int i;
nd_write_byte(ND_EVENT_EOF);
nd_write_short(frame_bytes_written - 1);
if (Game_mode & GM_MULTI) {
for (i = 0; i < N_players; i++) {
if (Players[i].flags & PLAYER_FLAGS_CLOAKED)
cloaked |= (1 << i);
}
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 (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]);
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 (i = 0; i < N_players; i++) {
nd_write_string(Players[i].callsign);
byte_count += (strlen(Players[i].callsign) + 2);
nd_write_byte(Players[i].connected);
if (Game_mode & GM_MULTI_COOP) {
nd_write_int(Players[i].score);
byte_count += 5;
} else {
nd_write_short((short)Players[i].net_killed_total);
nd_write_short((short)Players[i].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);
}
char demoname_allowed_chars[] = "azAZ09__--";
void newdemo_stop_recording()
{
newmenu_item m[6];
int exit;
static char filename[PATH_MAX] = "", *s;
static sbyte tmpcnt = 0;
char fullname[PATH_MAX] = DEMO_DIR;
exit = 0;
if (!Newdemo_no_space)
newdemo_write_end();
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[PATH_MAX];
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, PATH_MAX);
filename[PATH_MAX] = '\0';
}
try_again:
;
Newmenu_allowed_chars = demoname_allowed_chars;
if (!Newdemo_no_space) {
m[0].type=NM_TYPE_INPUT; m[0].text_len = PATH_MAX - 1; m[0].text = filename;
exit = newmenu_do( NULL, TXT_SAVE_DEMO_AS, 1, &(m[0]), NULL, 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 = PATH_MAX - 1; m[1].text = filename;
exit = newmenu_do( NULL, NULL, 2, m, NULL, 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 = PATH_MAX - 1; m[1].text = filename;
exit = newmenu_do( NULL, NULL, 2, m, NULL, NULL );
}
Newmenu_allowed_chars = NULL;
if (exit == -2) { // got bumped out from network menu
char save_file[PATH_MAX];
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_messagebox(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);
}
//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
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;
// if in random mode, PhysFS may look for all possible files, so check if filename actually points to be a demo file...
if (strnicmp(".dem",&filename2[strlen(filename2)-4],4))
return;
}
infile = PHYSFSX_openReadBuffered(filename2);
if (infile==NULL) {
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);
Players[Player_num].lives=0;
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 = PlayerCfg.CockpitMode;
Newdemo_size = PHYSFS_fileLength(infile);
nd_bad_read = 0;
Newdemo_at_eof = 0;
NewdemoFrameCount = 0;
playback_style = NORMAL_PLAYBACK;
Function_mode = FMODE_GAME;
init_seismic_disturbances();
PlayerCfg.Cockpit3DView[0] = CV_NONE; //turn off 3d views on cockpit
PlayerCfg.Cockpit3DView[1] = CV_NONE; //turn off 3d views on cockpit
HUD_clear_messages();
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);
PlayerCfg.CockpitMode = Newdemo_old_cockpit;
Rear_view=0;
Newdemo_game_mode = Game_mode = GM_GAME_OVER;
if (Game_wind)
window_close(Game_wind); // Exit game loop
}
int newdemo_swap_endian(char *filename)
{
char inpath[PATH_MAX+FILENAME_LEN] = DEMO_DIR;
int complete = 0;
if (filename)
strcat(inpath, filename);
else
return 0;
infile = PHYSFSX_openReadBuffered(inpath);
if (infile==NULL)
goto read_error;
Newdemo_size = PHYSFS_fileLength(infile); // should be exactly the same size
outfile = PHYSFSX_openWriteBuffered(DEMO_FILENAME);
if (outfile==NULL)
{
PHYSFS_close(infile);
goto read_error;
}
Newdemo_num_written = 0;
nd_bad_read = 0;
swap_endian = 1;
Newdemo_at_eof = 0;
Newdemo_state = ND_STATE_NORMAL; // not doing anything special really
if (newdemo_read_demo_start(PURPOSE_REWRITE)) {
PHYSFS_close(infile);
PHYSFS_close(outfile);
swap_endian = 0;
return 0;
}
while (newdemo_read_frame_information(1) == 1) {} // rewrite all frames
newdemo_goto_end(1); // get end of demo data
newdemo_write_end(); // and write it
swap_endian = 0;
complete = Newdemo_size == Newdemo_num_written;
PHYSFS_close(infile);
PHYSFS_close(outfile);
outfile = NULL;
if (complete)
{
char bakpath[PATH_MAX+FILENAME_LEN];
change_filename_extension(bakpath, inpath, DEMO_BACKUP_EXT);
PHYSFSX_rename(inpath, bakpath);
PHYSFSX_rename(DEMO_FILENAME, inpath);
}
else
PHYSFS_delete(DEMO_FILENAME); // clean up the mess
read_error:
{
nm_messagebox( NULL, 1, TXT_OK, complete ? "Demo %s converted%s" : "Error converting demo\n%s\n%s", filename,
complete ? "" : (Newdemo_at_eof ? TXT_DEMO_CORRUPT : PHYSFS_getLastError()));
}
return Newdemo_at_eof;
}
#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) {
nm_messagebox( NULL, 1, TXT_OK, "Can't open output file" );
newdemo_stop_playback();
return;
}
buf = d_malloc(BUF_SIZE);
if (buf == NULL) {
nm_messagebox( NULL, 1, TXT_OK, "Can't malloc output buffer" );
PHYSFS_close(outfile);
newdemo_stop_playback();
return;
}
newdemo_goto_end(0);
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);
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
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;
}
}