4133 lines
117 KiB
C
4133 lines
117 KiB
C
/* $Id: newdemo.c,v 1.12 2003-03-18 02:31:16 btb Exp $ */
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/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Code to make a complete demo playback system.
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*
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* $Log: not supported by cvs2svn $
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* Revision 1.11 2003/03/17 07:59:11 btb
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* also look in shared data dir for demos
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*
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* Revision 1.10 2003/03/17 07:10:21 btb
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* comments/formatting
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*
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* Revision 1.12 1995/10/31 10:19:43 allender
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* shareware stuff
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*
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* Revision 1.11 1995/10/17 13:19:16 allender
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* close boxes for demo save
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*
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* Revision 1.10 1995/10/05 10:36:07 allender
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* fixed calls to digi_play_sample to account for differing volume and angle calculations
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*
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* Revision 1.9 1995/09/12 15:49:13 allender
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* define __useAppleExts__ if not already defined
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*
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* Revision 1.8 1995/09/05 14:28:32 allender
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* fixed previous N_players bug in newdemo_goto_end
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*
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* Revision 1.7 1995/09/05 14:16:51 allender
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* added space to allowable demo filename characters
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* and fixed bug with netgame demos N_players got getting
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* set correctly
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*
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* Revision 1.6 1995/09/01 16:10:47 allender
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* fixed bug with reading in N_players variable on
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* netgame demo playback
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*
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* Revision 1.5 1995/08/24 16:04:11 allender
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* fix signed byte problem
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*
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* Revision 1.4 1995/08/12 12:21:59 allender
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* made call to create_shortpos not swap the shortpos
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* elements
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*
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* Revision 1.3 1995/08/01 16:04:19 allender
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* made random picking of demo work
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*
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* Revision 1.2 1995/08/01 13:56:56 allender
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* demo system working on the mac
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*
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* Revision 1.1 1995/05/16 15:28:59 allender
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* Initial revision
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*
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* Revision 2.7 1995/05/26 16:16:06 john
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* Split SATURN into define's for requiring cd, using cd, etc.
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* Also started adding all the Rockwell stuff.
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*
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* Revision 2.6 1995/03/21 14:39:38 john
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* Ifdef'd out the NETWORK code.
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*
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* Revision 2.5 1995/03/14 18:24:31 john
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* Force Destination Saturn to use CD-ROM drive.
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*
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* Revision 2.4 1995/03/14 16:22:29 john
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* Added cdrom alternate directory stuff.
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*
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* Revision 2.3 1995/03/10 12:58:33 allender
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* only display rear view cockpit when cockpit mode was CM_FULL_COCKPIT.
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*
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* Revision 2.2 1995/03/08 16:12:15 allender
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* changes for Destination Saturn
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*
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* Revision 2.1 1995/03/08 12:11:26 allender
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* fix shortpos reading
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*
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* Revision 2.0 1995/02/27 11:29:40 john
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* New version 2.0, which has no anonymous unions, builds with
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* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
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*
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* Revision 1.189 1995/02/22 14:53:42 allender
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* missed some anonymous stuff
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*
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* Revision 1.188 1995/02/22 13:24:53 john
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* Removed the vecmat anonymous unions.
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*
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* Revision 1.187 1995/02/22 13:13:54 allender
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* remove anonymous unions from object structure
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*
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* Revision 1.186 1995/02/14 15:36:41 allender
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* fix fix for morph effect
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*
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* Revision 1.185 1995/02/14 11:25:48 allender
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* save cockpit mode and restore after playback. get orientation for morph
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* effect when object is morph vclip
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*
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* Revision 1.184 1995/02/13 12:18:14 allender
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* change to decide about interpolating or not
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*
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* Revision 1.183 1995/02/12 00:46:23 adam
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* don't decide to skip frames until after at least 10 frames have
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* passed -- allender
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*
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* Revision 1.182 1995/02/11 22:34:01 john
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* Made textures page in for newdemos before playback time.
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*
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* Revision 1.181 1995/02/11 17:28:32 allender
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* strip frames from end of demo
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*
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* Revision 1.180 1995/02/11 16:40:35 allender
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* start of frame stripping debug code
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*
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* Revision 1.179 1995/02/10 17:40:06 allender
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* put back in wall_hit_process code to fix door problem
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*
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* Revision 1.178 1995/02/10 17:17:24 adam
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* allender } fix
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*
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* Revision 1.177 1995/02/10 17:16:24 allender
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* fix possible tmap problems
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*
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* Revision 1.176 1995/02/10 15:54:37 allender
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* changes for out of space on device.
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*
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* Revision 1.175 1995/02/09 19:55:00 allender
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* fix bug with morph recording -- force rendertype to RT_POLYOBJ when
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* playing back since it won't render until fully morphed otherwise
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*
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* Revision 1.174 1995/02/07 17:15:35 allender
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* DOH!!!!!
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*
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* Revision 1.173 1995/02/07 17:14:21 allender
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* immediately return when loading bogus level stuff when reading a frame
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*
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* Revision 1.172 1995/02/02 11:15:03 allender
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* after loading new level, read next frame (forward or back) always because
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* of co-op ships showing up when level is loaded
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*
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* Revision 1.171 1995/02/02 10:24:16 allender
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* removed cfile stuff. Use standard FILE functions for demo playback
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*
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* Revision 1.170 1995/01/30 13:54:32 allender
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* support for missions
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*
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* Revision 1.169 1995/01/27 16:27:35 allender
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* put game mode to demo_game_mode when sorting multiplayer kill (and score)
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* list
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*
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* Revision 1.168 1995/01/27 09:52:25 allender
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* minor changes because of object/segment linking problems
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*
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* Revision 1.167 1995/01/27 09:22:28 allender
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* changed way multi-player score is recorded. Record difference, not
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* actual
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*
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* Revision 1.166 1995/01/25 14:32:44 allender
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* changed with recorded player flags. More checks for paused state
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* during interpolation reading of objects
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*
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* Revision 1.165 1995/01/25 11:23:32 allender
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* found bug with out of disk space problem
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*
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* Revision 1.164 1995/01/25 11:11:33 allender
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* coupla' things. Fix problem with objects apparently being linked in
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* the wrong segment. Put an Int3 in to check why demos will write to
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* end of space on drive. close demo file if demo doens't start playing
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* back. Put obj->type == OBJ_ROBOT around checking for boss cloaking
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*
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* Revision 1.163 1995/01/24 19:44:30 allender
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* fix obscure problem with rewinding and having the wrong object linked
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* to the wrong segments. will investigate further.
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*
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* Revision 1.162 1995/01/23 09:31:28 allender
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* add team score in team mode playback
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*
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* Revision 1.161 1995/01/20 22:47:39 matt
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* Mission system implemented, though imcompletely
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*
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* Revision 1.160 1995/01/20 09:30:37 allender
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* don't call LoadLevel with bogus data
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*
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* Revision 1.159 1995/01/20 09:13:23 allender
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* *&^%&*%$ typo
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*
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* Revision 1.158 1995/01/20 09:12:04 allender
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* record team names during demo recoring in GM_TEAM
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*
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* Revision 1.157 1995/01/19 16:31:09 allender
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* forgot to bump demo version for new weapon change stuff
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*
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* Revision 1.156 1995/01/19 16:29:33 allender
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* added new byte for weapon change (old weapon) so rewinding works
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* correctly for weapon changes in registered
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*
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* Revision 1.155 1995/01/19 15:00:05 allender
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* remove code to take away blastable walls in multiplayer demo playbacks
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*
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* Revision 1.154 1995/01/19 11:07:05 allender
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* put in psuedo cloaking for boss robots. Problem is that cloaking is
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* time based, and that don't get done in demos, so bosses just disappear.
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* oh well
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*
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* Revision 1.153 1995/01/19 09:42:29 allender
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* record laser levels in demos
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*
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* Revision 1.152 1995/01/18 20:43:12 allender
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* fix laser level stuff on goto-beginning and goto-end
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*
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* Revision 1.151 1995/01/18 20:28:18 allender
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* cloak robots now cloak (except maybe for boss........) Put in function
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* to deal with control center triggers
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*
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* Revision 1.150 1995/01/18 18:55:07 allender
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* bug fix
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*
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* Revision 1.149 1995/01/18 18:49:03 allender
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* lots 'o stuff....record laser level. Record beginning of door opening
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* sequence. Fix some problems with control center stuff. Control center
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* triggers now work in reverse
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*
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* Revision 1.148 1995/01/18 08:51:40 allender
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* forgot to record ammo counts at beginning of demo
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*
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* Revision 1.147 1995/01/17 17:42:07 allender
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* added primary and secondary ammo counts. Changed goto_end routine
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* to be more efficient
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*
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* Revision 1.146 1995/01/17 13:46:35 allender
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* fix problem with destroyed control center and rewinding a demo.
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* Save callsign and restore after demo playback
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*
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* Revision 1.145 1995/01/12 10:21:53 allender
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* fixes for 1.0 to 1.1 demo incompatibility
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*
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* Revision 1.144 1995/01/05 13:51:43 allender
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* fixed type of player num variable
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*
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* Revision 1.143 1995/01/04 16:58:28 allender
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* bumped up demo version number
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*
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* Revision 1.142 1995/01/04 14:59:02 allender
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* added more information to end of demo for registered. Forced game mode
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* to be GM_NORMAL on demo playback
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*
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* Revision 1.141 1995/01/03 17:30:47 allender
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* fixed logic problem with cloak stuf
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*
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* Revision 1.140 1995/01/03 17:12:23 allender
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* fix for getting cloak stuff at end of demo for shareware
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*
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* Revision 1.139 1995/01/03 15:20:24 allender
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* fix goto_end for shareware -- changes to goto_end for registered
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*
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* Revision 1.138 1995/01/03 13:13:26 allender
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* add } I forgot
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*
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* Revision 1.137 1995/01/03 13:10:29 allender
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* make score work forwards and backwards
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*
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* Revision 1.136 1995/01/03 11:45:20 allender
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* added code to record players scores
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*
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* Revision 1.135 1994/12/30 10:03:57 allender
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* put cloak stuff at end of demo for fast forward to the end
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*
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* Revision 1.134 1994/12/29 17:02:55 allender
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* spelling fix on SHAREWARE
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*
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* Revision 1.133 1994/12/29 16:43:41 allender
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* lots of new multiplayer stuff. wrapped much code with SHAREWARE defines
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*
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* Revision 1.132 1994/12/28 14:15:01 allender
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* added routines to deal with connecting and reconnecting players when
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* recording multiplayer demos
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*
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* Revision 1.131 1994/12/21 12:57:59 allender
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* bug fix
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*
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* Revision 1.130 1994/12/21 12:46:53 allender
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* record multi player deaths and kills
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*
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* Revision 1.129 1994/12/19 16:37:27 allender
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* pick good filename when trying to save in network play and player
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* gets bumped out of menu by multi-player code
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*
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* Revision 1.128 1994/12/14 10:49:01 allender
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* reset bad_read variable when starting demo playback
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*
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* Revision 1.127 1994/12/14 08:53:06 allender
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* lowered watermark for out of space
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*
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* Revision 1.126 1994/12/14 08:49:52 allender
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* put up warning when starting demo recording if not enough space and
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* not let them record
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*
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* Revision 1.125 1994/12/13 00:01:37 allender
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* CLOAK FIX -- (I'm tempted to take cloak out of game because I can't
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* seem to get it right in demo playback)
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*
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* Revision 1.124 1994/12/12 14:51:21 allender
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* more fixed to multiplayer cloak stuff
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*
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* Revision 1.123 1994/12/12 11:33:11 allender
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* fixed rearview mode to work again
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*
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* Revision 1.122 1994/12/12 11:00:16 matt
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* Added code to handle confusion with attached objects
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*
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* Revision 1.121 1994/12/12 00:31:29 allender
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* give better warning when out of space when recording. Don't record
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* until no space left. We have 500K watermark when we now stop recording
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*
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* Revision 1.120 1994/12/10 16:44:54 matt
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* Added debugging code to track down door that turns into rock
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*
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* Revision 1.119 1994/12/09 18:46:15 matt
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* Added code to handle odd error condition
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*
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* Revision 1.118 1994/12/09 17:27:37 allender
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* force playernum to 0 when demo is done playing
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*
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* Revision 1.117 1994/12/09 16:40:39 allender
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* yet more cloak stuff. Assign cloak/invuln time when starting demo
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* if flags are set. Check cloak and invuln time when demo
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* even when paused
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*
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* Revision 1.116 1994/12/09 14:59:22 matt
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* Added system to attach a fireball to another object for rendering purposes,
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* so the fireball always renders on top of (after) the object.
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*
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* Revision 1.115 1994/12/09 12:21:45 allender
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* only allow valid chars when typing in demo filename
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*
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* Revision 1.114 1994/12/08 23:19:02 allender
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* final(?) fix for getting cloak gauge to work on demo playback
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* with forward and reverse
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*
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* Revision 1.113 1994/12/08 21:34:38 allender
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* record old and new player flags to accuratedly record cloaking and
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* decloaking
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* ./
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*
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* Revision 1.112 1994/12/08 18:04:47 allender
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* bashed playernum right after reading it in demo header so shields
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* and energy are put in right place
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*
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* Revision 1.111 1994/12/08 17:10:07 allender
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* encode playernum in demo header. Bash viewer segment to 0 if in
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* bogus segnum. Don't link render objs for same reason
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*
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* Revision 1.110 1994/12/08 15:36:12 allender
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* cloak stuff works forwards and backwards
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*
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* Revision 1.109 1994/12/08 13:46:03 allender
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* don't record rearview anymore, but leave in case statement for playback
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* purposes. change the way letterbox <--> cockpit transitions happen
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*
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* Revision 1.108 1994/12/08 12:36:06 matt
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* Added new object allocation & deallocation functions so other code
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* could stop messing around with internal object data structures.
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*
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* Revision 1.107 1994/12/08 11:19:04 allender
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* handle out of space (more) gracefully then before
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*
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* Revision 1.106 1994/12/08 00:29:49 allender
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* fixed bug that didn't load level on goto_beginning
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*
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* Revision 1.105 1994/12/08 00:11:51 mike
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* change matrix interpolation.
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*
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* Revision 1.104 1994/12/07 23:46:37 allender
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* changed invulnerability and cloak to work (almost) correctly both
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* in single and multi player
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*
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* Revision 1.103 1994/12/07 11:48:49 adam
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* BY ALLENDER -- added dampening of interpolation factor to 1 if greater
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* than 1 (although I have not seen this happen). this is attempt to
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* get wobbling problem solved
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*
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* Revision 1.102 1994/12/07 11:23:56 allender
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* attempt at getting rid of wobbling on demo playback
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*
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* Revision 1.101 1994/12/06 19:31:17 allender
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* moved blastable wall stuff code to where we load level during demo
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* playback
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*
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* Revision 1.100 1994/12/06 19:21:51 allender
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* multi games, destroy blastable walls. Do wall toggle when control center
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* destroyed
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*
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* Revision 1.99 1994/12/06 16:54:48 allender
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* fixed code so if demo automatically started from menu, don't bring up
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* message if demo is too old
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*
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* Revision 1.98 1994/12/06 13:55:15 matt
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* Use new rounding func, f2ir()
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*
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* Revision 1.97 1994/12/06 13:44:45 allender
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* suppressed compiler warnings
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*
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* Revision 1.96 1994/12/06 13:38:03 allender
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* removed recording of wall hit process. I think that all bases are covered
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* elsewhere
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*
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* Revision 1.95 1994/12/06 12:57:35 allender
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* added recording of multi_decloaking. Fixed some other cloaking code so
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* that cloak should last as long as player was cloaked. We will lose the
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* guage effect, but the time is probably more important on playback
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*
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* Revision 1.94 1994/12/05 23:37:17 matt
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* Took out calls to warning() function
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*
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* Revision 1.93 1994/12/03 17:52:04 yuan
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* Localization 380ish
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*
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* Revision 1.92 1994/12/02 12:53:39 allender
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* fixed goto_beginning and goto_end on demo playback
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*
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* Revision 1.91 1994/12/01 12:01:49 allender
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* added multi player cloak stuff
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*
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* Revision 1.90 1994/11/30 09:33:58 allender
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* added field in header to tell what version (shareware or registered)
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* demo was recorded with. Don't allow demo recorded on one to playback
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* on the other
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*
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* Revision 1.89 1994/11/29 00:31:01 allender
|
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* major changes -- added level recording feature which records level
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* advancement. Changes to internal code to handle this.
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*
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* Revision 1.88 1994/11/27 23:13:54 matt
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* Made changes for new mprintf calling convention
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*
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* Revision 1.87 1994/11/27 23:07:35 allender
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* starting on code to get all level transitions recorded. not done yet
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*
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* Revision 1.86 1994/11/27 17:39:47 matt
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* Don't xlate tmap numbers when editor compiled out
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*
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|
* Revision 1.85 1994/11/23 09:27:21 allender
|
|
* put up info box with message if demo version is too old or level
|
|
* cannot be loaded
|
|
*
|
|
* Revision 1.84 1994/11/22 19:37:39 allender
|
|
* fix array mistake
|
|
*
|
|
* Revision 1.83 1994/11/22 19:35:09 allender
|
|
* record player ship colors in multiplayer demo recordings
|
|
*
|
|
* Revision 1.82 1994/11/19 15:36:42 mike
|
|
* fix fix.
|
|
*
|
|
* Revision 1.81 1994/11/19 15:23:21 mike
|
|
* rip out unused code
|
|
*
|
|
* Revision 1.80 1994/11/16 14:51:49 rob
|
|
* Fixed network/demo incompatibility.
|
|
*
|
|
* Revision 1.79 1994/11/15 10:55:48 allender
|
|
* made start of demo playback read initial demo information so
|
|
* level will get loaded. Made demo record to single file which
|
|
* will get renamed. Added numerics after old filename so
|
|
* sequential filenames would be defaulted to
|
|
*
|
|
* Revision 1.78 1994/11/15 09:46:06 allender
|
|
* added versioning. Fixed problems with trying to interpolating a completely
|
|
* 0 orientation matrix
|
|
*
|
|
* Revision 1.77 1994/11/14 14:34:31 matt
|
|
* Fixed up handling when textures can't be found during remap
|
|
*
|
|
* Revision 1.76 1994/11/14 09:15:29 allender
|
|
* make ESC from file save menu exit w/o saving. Fix letterbox, rear view,
|
|
* to normal cockpit mode transition to work correctly when skipping and
|
|
* interpolating frames
|
|
*
|
|
* Revision 1.75 1994/11/11 16:22:07 allender
|
|
* made morphing objects record only the object being morphed.
|
|
*
|
|
* Revision 1.74 1994/11/08 14:59:19 john
|
|
* Added code to respond to network while in menus.
|
|
*
|
|
* Revision 1.73 1994/11/08 14:52:20 adam
|
|
* *** empty log message ***
|
|
*
|
|
* Revision 1.72 1994/11/07 15:47:04 allender
|
|
* prompt for filename when done recording demo
|
|
*
|
|
* Revision 1.71 1994/11/07 11:47:19 allender
|
|
* when interpolating frames, delete weapon, fireball, and debris objects
|
|
* from an inpolated frame if they don't appear in the next recorded
|
|
* frame
|
|
*
|
|
* Revision 1.70 1994/11/07 11:02:41 allender
|
|
* more with interpolation. I believe that I have it right now
|
|
*
|
|
* Revision 1.69 1994/11/07 08:47:40 john
|
|
* Made wall state record.
|
|
*
|
|
* Revision 1.68 1994/11/05 17:22:51 john
|
|
* Fixed lots of sequencing problems with newdemo stuff.
|
|
*
|
|
* Revision 1.67 1994/11/04 20:11:52 john
|
|
* Neatening up palette stuff with demos.
|
|
*
|
|
* Revision 1.66 1994/11/04 16:49:44 allender
|
|
* changed newdemo_do_interpolate to default to on
|
|
*
|
|
* Revision 1.65 1994/11/04 16:44:51 allender
|
|
* added filename support for demo recording. more auto demo stuff
|
|
*
|
|
* Revision 1.64 1994/11/04 13:05:31 allender
|
|
* fixing the lifeleft variable again. (I think I got it right this time)
|
|
*
|
|
* Revision 1.63 1994/11/04 11:37:37 allender
|
|
* commented out fprintfs and fixed compiler warning
|
|
*
|
|
* Revision 1.62 1994/11/04 11:33:50 allender
|
|
* added OBJ_FLARE and OBJ_LIGHT to obj->lifeleft recording
|
|
*
|
|
* Revision 1.61 1994/11/04 11:29:21 allender
|
|
* more interpolation stuff -- not done yet. Fixed so hostage vclips
|
|
* render correctly. Changed lifeleft to full precision, but only
|
|
* write it when object is fireball or weapon type of object
|
|
*
|
|
* Revision 1.60 1994/11/03 10:00:11 allender
|
|
* fixed divide by zero in calculating render time. more interpolation
|
|
* stuff which isn't quite done
|
|
*
|
|
* Revision 1.59 1994/11/02 17:10:59 allender
|
|
* never play recorded frames when interpolation is occuring
|
|
*
|
|
* Revision 1.58 1994/11/02 14:28:58 allender
|
|
* profile total playback time and average frame render time
|
|
*
|
|
* Revision 1.57 1994/11/02 14:09:03 allender
|
|
* record rear view. start of playback interpolation code -- this
|
|
* is not yet done
|
|
*
|
|
* Revision 1.56 1994/11/01 13:25:30 allender
|
|
* drop frames if playing back demo on slower machine
|
|
*
|
|
* Revision 1.55 1994/10/31 16:10:40 allender
|
|
* record letterbox mode on death seq, and then restore
|
|
*
|
|
* Revision 1.54 1994/10/29 16:01:38 allender
|
|
* added ND_STATE_NODEMOS to indicate that there are no demos currently
|
|
* available for playback
|
|
*
|
|
* Revision 1.53 1994/10/29 15:38:42 allender
|
|
* in newdemo_start_playback, make Newdemo_at_eof = 0
|
|
*
|
|
* Revision 1.52 1994/10/28 14:45:28 john
|
|
* fixed typo from last checkin.
|
|
*
|
|
* Revision 1.51 1994/10/28 14:42:55 john
|
|
* Added sound volumes to all sound calls.
|
|
*
|
|
* Revision 1.50 1994/10/28 14:31:57 allender
|
|
* homing missle and autodemo stuff
|
|
*
|
|
* Revision 1.49 1994/10/28 12:42:14 allender
|
|
* record homing distance
|
|
*
|
|
* Revision 1.48 1994/10/27 16:57:54 allender
|
|
* changed demo vcr to be able to play any number of frames by storing
|
|
* frame length (in bytes) in the demo file. Added blowing up monitors
|
|
*
|
|
* Revision 1.47 1994/10/26 16:50:50 allender
|
|
* put two functions inside of VCR_MODE ifdef
|
|
*
|
|
* Revision 1.46 1994/10/26 15:20:32 allender
|
|
* added CT_REMOTE as valid control type for recording
|
|
*
|
|
* Revision 1.45 1994/10/26 14:45:35 allender
|
|
* completed hacked in vcr demo playback stuff
|
|
*
|
|
* Revision 1.44 1994/10/26 13:40:52 allender
|
|
* vcr playback of demo stuff
|
|
*
|
|
* Revision 1.43 1994/10/26 08:51:57 allender
|
|
* record player weapon change
|
|
*
|
|
* Revision 1.42 1994/10/25 15:48:01 allender
|
|
* add shields, energy, and player flags to demo recording.
|
|
* ,
|
|
*
|
|
* Revision 1.41 1994/10/24 08:19:35 allender
|
|
* fixed compilation errors
|
|
*
|
|
* Revision 1.40 1994/10/23 19:17:08 matt
|
|
* Fixed bug with "no key" messages
|
|
*
|
|
* Revision 1.39 1994/10/22 14:15:08 mike
|
|
* Suppress compiler warnings.
|
|
*
|
|
* Revision 1.38 1994/10/21 15:24:55 allender
|
|
* compressed writing of object structures with specialized code
|
|
* to write out only pertinent object structures.
|
|
*
|
|
* Revision 1.37 1994/10/20 13:03:17 matt
|
|
* Replaced old save files (MIN/SAV/HOT) with new LVL files
|
|
*
|
|
* Revision 1.36 1994/09/28 23:13:10 matt
|
|
* Macroized palette flash system
|
|
*
|
|
* Revision 1.35 1994/09/26 17:28:32 matt
|
|
* Made new multiple-object morph code work with the demo system
|
|
*
|
|
* Revision 1.34 1994/09/10 13:31:54 matt
|
|
* Made exploding walls a type of blastable walls.
|
|
* Cleaned up blastable walls, making them tmap2 bitmaps.
|
|
*
|
|
* Revision 1.33 1994/08/15 18:05:28 john
|
|
* *** empty log message ***
|
|
*
|
|
* Revision 1.32 1994/08/15 17:56:38 john
|
|
* ,
|
|
*
|
|
* Revision 1.31 1994/08/10 09:44:54 john
|
|
* *** empty log message ***
|
|
*
|
|
* Revision 1.30 1994/07/22 12:35:48 matt
|
|
* Cleaned up editor/game interactions some more.
|
|
*
|
|
* Revision 1.29 1994/07/21 13:06:45 matt
|
|
* Ripped out remants of old demo system, and added demo only system that
|
|
* disables object movement and game options from menu.
|
|
*
|
|
* Revision 1.28 1994/07/18 16:22:44 john
|
|
* Made all file read/writes call the same routine.
|
|
*
|
|
* Revision 1.27 1994/07/14 22:38:27 matt
|
|
* Added exploding doors
|
|
*
|
|
* Revision 1.26 1994/07/05 12:49:04 john
|
|
* Put functionality of New Hostage spec into code.
|
|
*
|
|
* Revision 1.25 1994/06/29 11:05:38 john
|
|
* Made demos read in compressed.
|
|
*
|
|
* Revision 1.24 1994/06/29 09:14:06 john
|
|
* Made files write out uncompressed and read in compressed.
|
|
*
|
|
* Revision 1.23 1994/06/28 11:55:28 john
|
|
* Made newdemo system record/play directly to/from disk, so
|
|
* we don't need the 4 MB buffer anymore.
|
|
*
|
|
* Revision 1.22 1994/06/27 15:52:38 john
|
|
* #define'd out the newdemo stuff
|
|
*
|
|
*
|
|
* Revision 1.21 1994/06/22 00:29:04 john
|
|
* Fixed bug with playing demo then playing game without
|
|
* loading new mine.
|
|
*
|
|
* Revision 1.20 1994/06/22 00:14:23 john
|
|
* Attempted to fix sign.
|
|
*
|
|
* Revision 1.19 1994/06/21 23:57:54 john
|
|
* Hopefully fixed bug with negative countdowns.
|
|
*
|
|
* Revision 1.18 1994/06/21 23:47:44 john
|
|
* MAde Malloc always 4*1024*1024.
|
|
*
|
|
* Revision 1.17 1994/06/21 22:58:47 john
|
|
* Added error if out of memory.
|
|
*
|
|
* Revision 1.16 1994/06/21 22:15:48 john
|
|
* Added % done to demo recording.
|
|
*
|
|
*
|
|
* Revision 1.15 1994/06/21 19:45:55 john
|
|
* Added palette effects to demo recording.
|
|
*
|
|
* Revision 1.14 1994/06/21 15:08:54 john
|
|
* Made demo record HUD message and cleaned up the HUD code.
|
|
*
|
|
* Revision 1.13 1994/06/21 14:20:08 john
|
|
* Put in hooks to record HUD messages.
|
|
*
|
|
* Revision 1.12 1994/06/20 11:50:15 john
|
|
* Made demo record flash effect, and control center triggers.
|
|
*
|
|
* Revision 1.11 1994/06/17 18:01:33 john
|
|
* A bunch of new stuff by John
|
|
*
|
|
* Revision 1.10 1994/06/17 12:13:31 john
|
|
* More newdemo stuff; made editor->game transition start in slew mode.
|
|
*
|
|
* Revision 1.9 1994/06/16 13:14:36 matt
|
|
* Fixed typo
|
|
*
|
|
* Revision 1.8 1994/06/16 13:02:07 john
|
|
* Added morph hooks.
|
|
*
|
|
* Revision 1.7 1994/06/15 19:01:33 john
|
|
* Added the capability to make 3d sounds play just once for the
|
|
* laser hit wall effects.
|
|
*
|
|
* Revision 1.6 1994/06/15 14:56:59 john
|
|
* Added triggers to demo recording.
|
|
*
|
|
* Revision 1.5 1994/06/14 20:42:15 john
|
|
* Made robot matztn cntr not work until no robots or player are
|
|
* in the segment.
|
|
*
|
|
* Revision 1.4 1994/06/14 14:43:27 john
|
|
* Made doors work with newdemo system.
|
|
*
|
|
* Revision 1.3 1994/06/14 11:32:29 john
|
|
* Made Newdemo record & restore the current mine.
|
|
*
|
|
* Revision 1.2 1994/06/13 21:02:43 john
|
|
* Initial version of new demo recording system.
|
|
*
|
|
* Revision 1.1 1994/06/13 11:09:00 john
|
|
* Initial revision
|
|
*
|
|
*
|
|
*/
|
|
|
|
|
|
#ifdef HAVE_CONFIG_H
|
|
#include <conf.h>
|
|
#endif
|
|
|
|
#include <stdlib.h>
|
|
#include <stdio.h>
|
|
#include <stdarg.h>
|
|
#include <string.h> // for memset
|
|
#include <errno.h>
|
|
#include <ctype.h> /* for isdigit */
|
|
#include <limits.h>
|
|
#ifdef __unix__
|
|
#include <sys/stat.h>
|
|
#include <sys/types.h>
|
|
#endif
|
|
|
|
#include "u_mem.h"
|
|
#include "inferno.h"
|
|
#include "game.h"
|
|
#include "gr.h"
|
|
#include "stdlib.h"
|
|
#include "bm.h"
|
|
//#include "error.h"
|
|
#include "mono.h"
|
|
#include "3d.h"
|
|
#include "segment.h"
|
|
#include "texmap.h"
|
|
#include "laser.h"
|
|
#include "key.h"
|
|
#include "gameseg.h"
|
|
|
|
#include "object.h"
|
|
#include "physics.h"
|
|
#include "slew.h"
|
|
#include "render.h"
|
|
#include "wall.h"
|
|
#include "vclip.h"
|
|
#include "polyobj.h"
|
|
#include "fireball.h"
|
|
#include "laser.h"
|
|
#include "error.h"
|
|
#include "ai.h"
|
|
#include "hostage.h"
|
|
#include "morph.h"
|
|
|
|
#include "powerup.h"
|
|
#include "fuelcen.h"
|
|
|
|
#include "sounds.h"
|
|
#include "collide.h"
|
|
|
|
#include "lighting.h"
|
|
#include "newdemo.h"
|
|
#include "gameseq.h"
|
|
#include "gamesave.h"
|
|
#include "gamemine.h"
|
|
#include "switch.h"
|
|
#include "gauges.h"
|
|
#include "player.h"
|
|
#include "vecmat.h"
|
|
#include "newmenu.h"
|
|
#include "args.h"
|
|
#include "palette.h"
|
|
#include "multi.h"
|
|
#ifdef NETWORK
|
|
#include "network.h"
|
|
#endif
|
|
#include "text.h"
|
|
#include "cntrlcen.h"
|
|
#include "aistruct.h"
|
|
#include "mission.h"
|
|
#include "piggy.h"
|
|
#include "controls.h"
|
|
#include "d_io.h"
|
|
#include "timer.h"
|
|
|
|
#include "findfile.h"
|
|
|
|
#ifdef EDITOR
|
|
#include "editor/editor.h"
|
|
#endif
|
|
|
|
#ifdef MACINTOSH
|
|
#pragma global_optimizer off // pretty much sucks...need to look into this
|
|
#endif
|
|
|
|
void DoJasonInterpolate (fix recorded_time);
|
|
|
|
//#include "nocfile.h"
|
|
|
|
//Does demo start automatically?
|
|
int Auto_demo = 0;
|
|
|
|
byte WasRecorded [MAX_OBJECTS];
|
|
byte ViewWasRecorded[MAX_OBJECTS];
|
|
byte RenderingWasRecorded[32];
|
|
|
|
#define ND_EVENT_EOF 0 // EOF
|
|
#define ND_EVENT_START_DEMO 1 // Followed by 16 character, NULL terminated filename of .SAV file to use
|
|
#define ND_EVENT_START_FRAME 2 // Followed by integer frame number, then a fix FrameTime
|
|
#define ND_EVENT_VIEWER_OBJECT 3 // Followed by an object structure
|
|
#define ND_EVENT_RENDER_OBJECT 4 // Followed by an object structure
|
|
#define ND_EVENT_SOUND 5 // Followed by int soundum
|
|
#define ND_EVENT_SOUND_ONCE 6 // Followed by int soundum
|
|
#define ND_EVENT_SOUND_3D 7 // Followed by int soundum, int angle, int volume
|
|
#define ND_EVENT_WALL_HIT_PROCESS 8 // Followed by int segnum, int side, fix damage
|
|
#define ND_EVENT_TRIGGER 9 // Followed by int segnum, int side, int objnum
|
|
#define ND_EVENT_HOSTAGE_RESCUED 10 // Followed by int hostage_type
|
|
#define ND_EVENT_SOUND_3D_ONCE 11 // Followed by int soundum, int angle, int volume
|
|
#define ND_EVENT_MORPH_FRAME 12 // Followed by ? data
|
|
#define ND_EVENT_WALL_TOGGLE 13 // Followed by int seg, int side
|
|
#define ND_EVENT_HUD_MESSAGE 14 // Followed by char size, char * string (+null)
|
|
#define ND_EVENT_CONTROL_CENTER_DESTROYED 15 // Just a simple flag
|
|
#define ND_EVENT_PALETTE_EFFECT 16 // Followed by short r,g,b
|
|
#define ND_EVENT_PLAYER_ENERGY 17 // followed by byte energy
|
|
#define ND_EVENT_PLAYER_SHIELD 18 // followed by byte shields
|
|
#define ND_EVENT_PLAYER_FLAGS 19 // followed by player flags
|
|
#define ND_EVENT_PLAYER_WEAPON 20 // followed by weapon type and weapon number
|
|
#define ND_EVENT_EFFECT_BLOWUP 21 // followed by segment, side, and pnt
|
|
#define ND_EVENT_HOMING_DISTANCE 22 // followed by homing distance
|
|
#define ND_EVENT_LETTERBOX 23 // letterbox mode for death seq.
|
|
#define ND_EVENT_RESTORE_COCKPIT 24 // restore cockpit after death
|
|
#define ND_EVENT_REARVIEW 25 // going to rear view mode
|
|
#define ND_EVENT_WALL_SET_TMAP_NUM1 26 // Wall changed
|
|
#define ND_EVENT_WALL_SET_TMAP_NUM2 27 // Wall changed
|
|
#define ND_EVENT_NEW_LEVEL 28 // followed by level number
|
|
#define ND_EVENT_MULTI_CLOAK 29 // followed by player num
|
|
#define ND_EVENT_MULTI_DECLOAK 30 // followed by player num
|
|
#define ND_EVENT_RESTORE_REARVIEW 31 // restore cockpit after rearview mode
|
|
#define ND_EVENT_MULTI_DEATH 32 // with player number
|
|
#define ND_EVENT_MULTI_KILL 33 // with player number
|
|
#define ND_EVENT_MULTI_CONNECT 34 // with player number
|
|
#define ND_EVENT_MULTI_RECONNECT 35 // with player number
|
|
#define ND_EVENT_MULTI_DISCONNECT 36 // with player number
|
|
#define ND_EVENT_MULTI_SCORE 37 // playernum / score
|
|
#define ND_EVENT_PLAYER_SCORE 38 // followed by score
|
|
#define ND_EVENT_PRIMARY_AMMO 39 // with old/new ammo count
|
|
#define ND_EVENT_SECONDARY_AMMO 40 // with old/new ammo count
|
|
#define ND_EVENT_DOOR_OPENING 41 // with segment/side
|
|
#define ND_EVENT_LASER_LEVEL 42 // no data
|
|
#define ND_EVENT_PLAYER_AFTERBURNER 43 // followed by byte old ab, current ab
|
|
#define ND_EVENT_CLOAKING_WALL 44 // info changing while wall cloaking
|
|
#define ND_EVENT_CHANGE_COCKPIT 45 // change the cockpit
|
|
#define ND_EVENT_START_GUIDED 46 // switch to guided view
|
|
#define ND_EVENT_END_GUIDED 47 // stop guided view/return to ship
|
|
#define ND_EVENT_SECRET_THINGY 48 // 0/1 = secret exit functional/non-functional
|
|
#define ND_EVENT_LINK_SOUND_TO_OBJ 49 // record digi_link_sound_to_object3
|
|
#define ND_EVENT_KILL_SOUND_TO_OBJ 50 // record digi_kill_sound_linked_to_object
|
|
|
|
|
|
#define NORMAL_PLAYBACK 0
|
|
#define SKIP_PLAYBACK 1
|
|
#define INTERPOLATE_PLAYBACK 2
|
|
#define INTERPOL_FACTOR (F1_0 + (F1_0/5))
|
|
|
|
#define DEMO_VERSION 15 // last D1 version was 13
|
|
#define DEMO_GAME_TYPE 3 // 1 was shareware, 2 registered
|
|
|
|
#define DEMO_FILENAME DEMO_DIR "tmpdemo.dem"
|
|
|
|
#define DEMO_MAX_LEVELS 29
|
|
|
|
|
|
char nd_save_callsign[CALLSIGN_LEN+1];
|
|
int Newdemo_state = 0;
|
|
int Newdemo_vcr_state = 0;
|
|
int Newdemo_start_frame = -1;
|
|
unsigned int Newdemo_size;
|
|
int Newdemo_num_written;
|
|
int Newdemo_game_mode;
|
|
int Newdemo_old_cockpit;
|
|
byte Newdemo_no_space;
|
|
byte Newdemo_at_eof;
|
|
byte Newdemo_do_interpolate = 0; // 1
|
|
byte Newdemo_players_cloaked;
|
|
byte Newdemo_warning_given = 0;
|
|
byte Newdemo_cntrlcen_destroyed = 0;
|
|
static byte nd_bad_read;
|
|
int NewdemoFrameCount;
|
|
short frame_bytes_written = 0;
|
|
fix nd_playback_total;
|
|
fix nd_recorded_total;
|
|
fix nd_recorded_time;
|
|
byte playback_style;
|
|
byte First_time_playback=1;
|
|
fix JasonPlaybackTotal=0;
|
|
|
|
|
|
FILE *infile;
|
|
FILE *outfile=NULL;
|
|
|
|
int newdemo_get_percent_done() {
|
|
if ( Newdemo_state == ND_STATE_PLAYBACK ) {
|
|
return (ftell(infile)*100)/Newdemo_size;
|
|
}
|
|
if ( Newdemo_state == ND_STATE_RECORDING ) {
|
|
return ftell(outfile);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
#define VEL_PRECISION 12
|
|
|
|
void my_extract_shortpos(object *objp, shortpos *spp)
|
|
{
|
|
int segnum;
|
|
byte *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 = fread( buffer,elsize,nelem, infile );
|
|
if (ferror(infile) || feof(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 = fwrite( buffer, elsize, nelem, outfile );
|
|
//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(byte 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(byte *b)
|
|
{
|
|
newdemo_read(b, 1, 1);
|
|
}
|
|
|
|
static void nd_read_short(short *s)
|
|
{
|
|
newdemo_read(s, 2, 1);
|
|
}
|
|
|
|
static void nd_read_int(int *i)
|
|
{
|
|
newdemo_read(i, 4, 1);
|
|
}
|
|
|
|
static void nd_read_string(char *str)
|
|
{
|
|
byte len;
|
|
|
|
nd_read_byte(&len);
|
|
newdemo_read(str, len, 1);
|
|
}
|
|
|
|
static void nd_read_fix(fix *f)
|
|
{
|
|
newdemo_read(f, sizeof(fix), 1);
|
|
}
|
|
|
|
static void nd_read_fixang(fixang *f)
|
|
{
|
|
newdemo_read(f, sizeof(fixang), 1);
|
|
}
|
|
|
|
static void nd_read_vector(vms_vector *v)
|
|
{
|
|
nd_read_fix(&(v->x));
|
|
nd_read_fix(&(v->y));
|
|
nd_read_fix(&(v->z));
|
|
}
|
|
|
|
static void nd_read_angvec(vms_angvec *v)
|
|
{
|
|
nd_read_fixang(&(v->p));
|
|
nd_read_fixang(&(v->b));
|
|
nd_read_fixang(&(v->h));
|
|
}
|
|
|
|
static void nd_read_shortpos(object *obj)
|
|
{
|
|
shortpos sp;
|
|
int i;
|
|
ubyte render_type;
|
|
|
|
render_type = obj->render_type;
|
|
if (((render_type == RT_POLYOBJ) || (render_type == RT_HOSTAGE) || (render_type == RT_MORPH)) || (obj->type == OBJ_CAMERA)) {
|
|
for (i = 0; i < 9; i++)
|
|
nd_read_byte(&(sp.bytemat[i]));
|
|
}
|
|
|
|
nd_read_short(&(sp.xo));
|
|
nd_read_short(&(sp.yo));
|
|
nd_read_short(&(sp.zo));
|
|
nd_read_short(&(sp.segment));
|
|
nd_read_short(&(sp.velx));
|
|
nd_read_short(&(sp.vely));
|
|
nd_read_short(&(sp.velz));
|
|
|
|
my_extract_shortpos(obj, &sp);
|
|
if ((obj->id == VCLIP_MORPHING_ROBOT) && (render_type == RT_FIREBALL) && (obj->control_type == CT_EXPLOSION))
|
|
extract_orient_from_segment(&obj->orient,&Segments[obj->segnum]);
|
|
|
|
}
|
|
|
|
object *prev_obj=NULL; //ptr to last object read in
|
|
|
|
void nd_read_object(object *obj)
|
|
{
|
|
memset(obj, 0, sizeof(object));
|
|
|
|
/*
|
|
* Do render type first, since with render_type == RT_NONE, we
|
|
* blow by all other object information
|
|
*/
|
|
nd_read_byte(&(obj->render_type));
|
|
nd_read_byte(&(obj->type));
|
|
if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
|
|
return;
|
|
|
|
nd_read_byte(&(obj->id));
|
|
nd_read_byte(&(obj->flags));
|
|
nd_read_short((short *)&(obj->signature));
|
|
nd_read_shortpos(obj);
|
|
|
|
if ((obj->type == OBJ_ROBOT) && (obj->id == SPECIAL_REACTOR_ROBOT))
|
|
Int3();
|
|
|
|
obj->attached_obj = -1;
|
|
|
|
switch(obj->type) {
|
|
|
|
case OBJ_HOSTAGE:
|
|
obj->control_type = CT_POWERUP;
|
|
obj->movement_type = MT_NONE;
|
|
obj->size = HOSTAGE_SIZE;
|
|
break;
|
|
|
|
case OBJ_ROBOT:
|
|
obj->control_type = CT_AI;
|
|
// (MarkA and MikeK said we should not do the crazy last secret stuff with multiple reactors...
|
|
// This necessary code is our vindication. --MK, 2/15/96)
|
|
if (obj->id != SPECIAL_REACTOR_ROBOT)
|
|
obj->movement_type = MT_PHYSICS;
|
|
else
|
|
obj->movement_type = MT_NONE;
|
|
obj->size = Polygon_models[Robot_info[obj->id].model_num].rad;
|
|
obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
|
|
obj->rtype.pobj_info.subobj_flags = 0;
|
|
obj->ctype.ai_info.CLOAKED = (Robot_info[obj->id].cloak_type?1:0);
|
|
break;
|
|
|
|
case OBJ_POWERUP:
|
|
obj->control_type = CT_POWERUP;
|
|
nd_read_byte(&(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(&(obj->control_type));
|
|
nd_read_byte(&(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 {
|
|
ubyte 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) {
|
|
byte cloaked;
|
|
|
|
nd_read_byte(&cloaked);
|
|
obj->ctype.ai_info.CLOAKED = cloaked;
|
|
}
|
|
}
|
|
|
|
switch (obj->movement_type) {
|
|
|
|
case MT_PHYSICS:
|
|
nd_read_vector(&(obj->mtype.phys_info.velocity));
|
|
nd_read_vector(&(obj->mtype.phys_info.thrust));
|
|
break;
|
|
|
|
case MT_SPINNING:
|
|
nd_read_vector(&(obj->mtype.spin_rate));
|
|
break;
|
|
|
|
case MT_NONE:
|
|
break;
|
|
|
|
default:
|
|
Int3();
|
|
}
|
|
|
|
switch (obj->control_type) {
|
|
|
|
case CT_EXPLOSION:
|
|
|
|
nd_read_fix(&(obj->ctype.expl_info.spawn_time));
|
|
nd_read_fix(&(obj->ctype.expl_info.delete_time));
|
|
nd_read_short(&(obj->ctype.expl_info.delete_objnum));
|
|
|
|
obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
|
|
|
|
if (obj->flags & OF_ATTACHED) { //attach to previous object
|
|
Assert(prev_obj!=NULL);
|
|
if (prev_obj->control_type == CT_EXPLOSION) {
|
|
if (prev_obj->flags & OF_ATTACHED && prev_obj->ctype.expl_info.attach_parent!=-1)
|
|
obj_attach(&Objects[prev_obj->ctype.expl_info.attach_parent],obj);
|
|
else
|
|
obj->flags &= ~OF_ATTACHED;
|
|
}
|
|
else
|
|
obj_attach(prev_obj,obj);
|
|
}
|
|
|
|
break;
|
|
|
|
case CT_LIGHT:
|
|
nd_read_fix(&(obj->ctype.light_info.intensity));
|
|
break;
|
|
|
|
case CT_AI:
|
|
case CT_WEAPON:
|
|
case CT_NONE:
|
|
case CT_FLYING:
|
|
case CT_DEBRIS:
|
|
case CT_POWERUP:
|
|
case CT_SLEW:
|
|
case CT_CNTRLCEN:
|
|
case CT_REMOTE:
|
|
case CT_MORPH:
|
|
break;
|
|
|
|
case CT_FLYTHROUGH:
|
|
case CT_REPAIRCEN:
|
|
default:
|
|
Int3();
|
|
|
|
}
|
|
|
|
switch (obj->render_type) {
|
|
|
|
case RT_NONE:
|
|
break;
|
|
|
|
case RT_MORPH:
|
|
case RT_POLYOBJ: {
|
|
int i, tmo;
|
|
|
|
if ((obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_CLUTTER)) {
|
|
nd_read_int(&(obj->rtype.pobj_info.model_num));
|
|
nd_read_int(&(obj->rtype.pobj_info.subobj_flags));
|
|
}
|
|
|
|
if ((obj->type != OBJ_PLAYER) && (obj->type != OBJ_DEBRIS))
|
|
#if 0
|
|
for (i=0;i<MAX_SUBMODELS;i++)
|
|
nd_read_angvec(&(obj->pobj_info.anim_angles[i]));
|
|
#endif
|
|
for (i = 0; i < Polygon_models[obj->rtype.pobj_info.model_num].n_models; i++)
|
|
nd_read_angvec(&obj->rtype.pobj_info.anim_angles[i]);
|
|
|
|
nd_read_int(&tmo);
|
|
|
|
#ifndef EDITOR
|
|
obj->rtype.pobj_info.tmap_override = tmo;
|
|
#else
|
|
if (tmo==-1)
|
|
obj->rtype.pobj_info.tmap_override = -1;
|
|
else {
|
|
int xlated_tmo = tmap_xlate_table[tmo];
|
|
if (xlated_tmo < 0) {
|
|
//mprintf( (0, "Couldn't find texture for demo object, model_num = %d\n", obj->pobj_info.model_num));
|
|
Int3();
|
|
xlated_tmo = 0;
|
|
}
|
|
obj->rtype.pobj_info.tmap_override = xlated_tmo;
|
|
}
|
|
#endif
|
|
|
|
break;
|
|
}
|
|
|
|
case RT_POWERUP:
|
|
case RT_WEAPON_VCLIP:
|
|
case RT_FIREBALL:
|
|
case RT_HOSTAGE:
|
|
nd_read_int(&(obj->rtype.vclip_info.vclip_num));
|
|
nd_read_fix(&(obj->rtype.vclip_info.frametime));
|
|
nd_read_byte(&(obj->rtype.vclip_info.framenum));
|
|
break;
|
|
|
|
case RT_LASER:
|
|
break;
|
|
|
|
default:
|
|
Int3();
|
|
|
|
}
|
|
|
|
prev_obj = obj;
|
|
}
|
|
|
|
void nd_write_object(object *obj)
|
|
{
|
|
int life;
|
|
|
|
if ((obj->type == OBJ_ROBOT) && (obj->id == SPECIAL_REACTOR_ROBOT))
|
|
Int3();
|
|
|
|
/*
|
|
* Do render_type first so on read, we can make determination of
|
|
* what else to read in
|
|
*/
|
|
nd_write_byte(obj->render_type);
|
|
nd_write_byte(obj->type);
|
|
if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
|
|
return;
|
|
|
|
nd_write_byte(obj->id);
|
|
nd_write_byte(obj->flags);
|
|
nd_write_short((short)obj->signature);
|
|
nd_write_shortpos(obj);
|
|
|
|
if ((obj->type != OBJ_HOSTAGE) && (obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_POWERUP) && (obj->type != OBJ_CLUTTER)) {
|
|
nd_write_byte(obj->control_type);
|
|
nd_write_byte(obj->movement_type);
|
|
nd_write_fix(obj->size);
|
|
}
|
|
if (obj->type == OBJ_POWERUP)
|
|
nd_write_byte(obj->movement_type);
|
|
|
|
nd_write_vector(&obj->last_pos);
|
|
|
|
if ((obj->type == OBJ_WEAPON) && (obj->render_type == RT_WEAPON_VCLIP))
|
|
nd_write_fix(obj->lifeleft);
|
|
else {
|
|
life = (int)obj->lifeleft;
|
|
life = life >> 12;
|
|
if (life > 255)
|
|
life = 255;
|
|
nd_write_byte((ubyte)life);
|
|
}
|
|
|
|
if (obj->type == OBJ_ROBOT) {
|
|
if (Robot_info[obj->id].boss_flag) {
|
|
if ((GameTime > Boss_cloak_start_time) && (GameTime < Boss_cloak_end_time))
|
|
nd_write_byte(1);
|
|
else
|
|
nd_write_byte(0);
|
|
}
|
|
}
|
|
|
|
switch (obj->movement_type) {
|
|
|
|
case MT_PHYSICS:
|
|
nd_write_vector(&obj->mtype.phys_info.velocity);
|
|
nd_write_vector(&obj->mtype.phys_info.thrust);
|
|
break;
|
|
|
|
case MT_SPINNING:
|
|
nd_write_vector(&obj->mtype.spin_rate);
|
|
break;
|
|
|
|
case MT_NONE:
|
|
break;
|
|
|
|
default:
|
|
Int3();
|
|
}
|
|
|
|
switch (obj->control_type) {
|
|
|
|
case CT_AI:
|
|
break;
|
|
|
|
case CT_EXPLOSION:
|
|
nd_write_fix(obj->ctype.expl_info.spawn_time);
|
|
nd_write_fix(obj->ctype.expl_info.delete_time);
|
|
nd_write_short(obj->ctype.expl_info.delete_objnum);
|
|
break;
|
|
|
|
case CT_WEAPON:
|
|
break;
|
|
|
|
case CT_LIGHT:
|
|
|
|
nd_write_fix(obj->ctype.light_info.intensity);
|
|
break;
|
|
|
|
case CT_NONE:
|
|
case CT_FLYING:
|
|
case CT_DEBRIS:
|
|
case CT_POWERUP:
|
|
case CT_SLEW: //the player is generally saved as slew
|
|
case CT_CNTRLCEN:
|
|
case CT_REMOTE:
|
|
case CT_MORPH:
|
|
break;
|
|
|
|
case CT_REPAIRCEN:
|
|
case CT_FLYTHROUGH:
|
|
default:
|
|
Int3();
|
|
|
|
}
|
|
|
|
switch (obj->render_type) {
|
|
|
|
case RT_NONE:
|
|
break;
|
|
|
|
case RT_MORPH:
|
|
case RT_POLYOBJ: {
|
|
int i;
|
|
|
|
if ((obj->type != OBJ_ROBOT) && (obj->type != OBJ_PLAYER) && (obj->type != OBJ_CLUTTER)) {
|
|
nd_write_int(obj->rtype.pobj_info.model_num);
|
|
nd_write_int(obj->rtype.pobj_info.subobj_flags);
|
|
}
|
|
|
|
if ((obj->type != OBJ_PLAYER) && (obj->type != OBJ_DEBRIS))
|
|
#if 0
|
|
for (i=0;i<MAX_SUBMODELS;i++)
|
|
nd_write_angvec(&obj->pobj_info.anim_angles[i]);
|
|
#endif
|
|
for (i = 0; i < Polygon_models[obj->rtype.pobj_info.model_num].n_models; i++)
|
|
nd_write_angvec(&obj->rtype.pobj_info.anim_angles[i]);
|
|
|
|
nd_write_int(obj->rtype.pobj_info.tmap_override);
|
|
|
|
break;
|
|
}
|
|
|
|
case RT_POWERUP:
|
|
case RT_WEAPON_VCLIP:
|
|
case RT_FIREBALL:
|
|
case RT_HOSTAGE:
|
|
nd_write_int(obj->rtype.vclip_info.vclip_num);
|
|
nd_write_fix(obj->rtype.vclip_info.frametime);
|
|
nd_write_byte(obj->rtype.vclip_info.framenum);
|
|
break;
|
|
|
|
case RT_LASER:
|
|
break;
|
|
|
|
default:
|
|
Int3();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
int JustStartedRecording=0,JustStartedPlayback=0;
|
|
|
|
void newdemo_record_start_demo()
|
|
{
|
|
int i;
|
|
|
|
stop_time();
|
|
nd_write_byte(ND_EVENT_START_DEMO);
|
|
nd_write_byte(DEMO_VERSION);
|
|
nd_write_byte(DEMO_GAME_TYPE);
|
|
nd_write_fix(GameTime);
|
|
|
|
#ifdef NETWORK
|
|
if (Game_mode & GM_MULTI)
|
|
nd_write_int(Game_mode | (Player_num << 16));
|
|
else
|
|
#endif
|
|
// NOTE LINK TO ABOVE!!!
|
|
nd_write_int(Game_mode);
|
|
#ifdef NETWORK
|
|
|
|
if (Game_mode & GM_TEAM) {
|
|
nd_write_byte(Netgame.team_vector);
|
|
nd_write_string(Netgame.team_name[0]);
|
|
nd_write_string(Netgame.team_name[1]);
|
|
}
|
|
|
|
if (Game_mode & GM_MULTI) {
|
|
nd_write_byte((byte)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((byte)Players[Player_num].laser_level);
|
|
|
|
// Support for missions added here
|
|
|
|
nd_write_string(Current_mission_filename);
|
|
|
|
nd_write_byte((byte)(f2ir(Players[Player_num].energy)));
|
|
nd_write_byte((byte)(f2ir(Players[Player_num].shields)));
|
|
nd_write_int(Players[Player_num].flags); // be sure players flags are set
|
|
nd_write_byte((byte)Primary_weapon);
|
|
nd_write_byte((byte)Secondary_weapon);
|
|
Newdemo_start_frame = FrameCount;
|
|
JustStartedRecording=1;
|
|
|
|
newdemo_set_new_level(Current_level_num);
|
|
start_time();
|
|
|
|
}
|
|
|
|
void newdemo_record_start_frame(int frame_number, fix frame_time )
|
|
{
|
|
int i;
|
|
|
|
if (Newdemo_no_space) {
|
|
newdemo_stop_playback();
|
|
return;
|
|
}
|
|
|
|
stop_time();
|
|
|
|
for (i=0;i<MAX_OBJECTS;i++)
|
|
{
|
|
WasRecorded[i]=0;
|
|
ViewWasRecorded[i]=0;
|
|
}
|
|
for (i=0;i<32;i++)
|
|
RenderingWasRecorded[i]=0;
|
|
|
|
frame_number -= Newdemo_start_frame;
|
|
|
|
Assert(frame_number >= 0 );
|
|
|
|
nd_write_byte(ND_EVENT_START_FRAME);
|
|
nd_write_short(frame_bytes_written - 1); // from previous frame
|
|
frame_bytes_written=3;
|
|
nd_write_int(frame_number);
|
|
nd_write_int(frame_time);
|
|
start_time();
|
|
|
|
}
|
|
|
|
void newdemo_record_render_object(object * obj)
|
|
{
|
|
if (ViewWasRecorded[obj-Objects])
|
|
return;
|
|
|
|
//if (obj==&Objects[Players[Player_num].objnum] && !Player_is_dead)
|
|
// return;
|
|
|
|
stop_time();
|
|
nd_write_byte(ND_EVENT_RENDER_OBJECT);
|
|
nd_write_object(obj);
|
|
start_time();
|
|
}
|
|
|
|
extern ubyte RenderingType;
|
|
|
|
void newdemo_record_viewer_object(object * obj)
|
|
{
|
|
|
|
if (ViewWasRecorded[obj-Objects] && (ViewWasRecorded[obj-Objects]-1)==RenderingType)
|
|
return;
|
|
//if (WasRecorded[obj-Objects])
|
|
// return;
|
|
if (RenderingWasRecorded[RenderingType])
|
|
return;
|
|
|
|
ViewWasRecorded[obj-Objects]=RenderingType+1;
|
|
RenderingWasRecorded[RenderingType]=1;
|
|
stop_time();
|
|
nd_write_byte(ND_EVENT_VIEWER_OBJECT);
|
|
nd_write_byte(RenderingType);
|
|
nd_write_object(obj);
|
|
start_time();
|
|
}
|
|
|
|
void newdemo_record_sound( int soundno )
|
|
{
|
|
stop_time();
|
|
nd_write_byte(ND_EVENT_SOUND);
|
|
nd_write_int( soundno );
|
|
start_time();
|
|
}
|
|
|
|
//--unused-- void newdemo_record_sound_once( int soundno ) {
|
|
//--unused-- stop_time();
|
|
//--unused-- nd_write_byte( ND_EVENT_SOUND_ONCE );
|
|
//--unused-- nd_write_int( soundno );
|
|
//--unused-- start_time();
|
|
//--unused-- }
|
|
//--unused--
|
|
|
|
void newdemo_record_cockpit_change (int mode)
|
|
{
|
|
stop_time();
|
|
nd_write_byte (ND_EVENT_CHANGE_COCKPIT);
|
|
nd_write_int(mode);
|
|
start_time();
|
|
}
|
|
|
|
|
|
void newdemo_record_sound_3d( int soundno, int angle, int volume )
|
|
{
|
|
stop_time();
|
|
nd_write_byte( ND_EVENT_SOUND_3D );
|
|
nd_write_int( soundno );
|
|
nd_write_int( angle );
|
|
nd_write_int( volume );
|
|
start_time();
|
|
}
|
|
|
|
void newdemo_record_sound_3d_once( int soundno, int angle, int volume )
|
|
{
|
|
stop_time();
|
|
nd_write_byte( ND_EVENT_SOUND_3D_ONCE );
|
|
nd_write_int( soundno );
|
|
nd_write_int( angle );
|
|
nd_write_int( volume );
|
|
start_time();
|
|
}
|
|
|
|
|
|
void newdemo_record_link_sound_to_object3( int soundno, short objnum, fix max_volume, fix max_distance, int loop_start, int loop_end )
|
|
{
|
|
stop_time();
|
|
nd_write_byte( ND_EVENT_LINK_SOUND_TO_OBJ );
|
|
nd_write_int( soundno );
|
|
nd_write_int( Objects[objnum].signature );
|
|
nd_write_int( max_volume );
|
|
nd_write_int( max_distance );
|
|
nd_write_int( loop_start );
|
|
nd_write_int( loop_end );
|
|
start_time();
|
|
}
|
|
|
|
void newdemo_record_kill_sound_linked_to_object( int objnum )
|
|
{
|
|
stop_time();
|
|
nd_write_byte( ND_EVENT_KILL_SOUND_TO_OBJ );
|
|
nd_write_int( Objects[objnum].signature );
|
|
start_time();
|
|
}
|
|
|
|
|
|
void newdemo_record_wall_hit_process( int segnum, int side, int damage, int playernum )
|
|
{
|
|
stop_time();
|
|
//segnum = segnum;
|
|
//side = side;
|
|
//damage = damage;
|
|
//playernum = playernum;
|
|
nd_write_byte( ND_EVENT_WALL_HIT_PROCESS );
|
|
nd_write_int( segnum );
|
|
nd_write_int( side );
|
|
nd_write_int( damage );
|
|
nd_write_int( playernum );
|
|
start_time();
|
|
}
|
|
|
|
void newdemo_record_guided_start ()
|
|
{
|
|
nd_write_byte (ND_EVENT_START_GUIDED);
|
|
}
|
|
|
|
void newdemo_record_guided_end ()
|
|
{
|
|
nd_write_byte (ND_EVENT_END_GUIDED);
|
|
}
|
|
|
|
void newdemo_record_secret_exit_blown(int truth)
|
|
{
|
|
stop_time();
|
|
nd_write_byte( ND_EVENT_SECRET_THINGY );
|
|
nd_write_int( truth );
|
|
start_time();
|
|
}
|
|
|
|
void newdemo_record_trigger( int segnum, int side, int objnum,int shot )
|
|
{
|
|
stop_time();
|
|
nd_write_byte( ND_EVENT_TRIGGER );
|
|
nd_write_int( segnum );
|
|
nd_write_int( side );
|
|
nd_write_int( objnum );
|
|
nd_write_int(shot);
|
|
start_time();
|
|
}
|
|
|
|
void newdemo_record_hostage_rescued( int hostage_number ) {
|
|
stop_time();
|
|
nd_write_byte( ND_EVENT_HOSTAGE_RESCUED );
|
|
nd_write_int( hostage_number );
|
|
start_time();
|
|
}
|
|
|
|
void newdemo_record_morph_frame(morph_data *md)
|
|
{
|
|
stop_time();
|
|
|
|
nd_write_byte( ND_EVENT_MORPH_FRAME );
|
|
#if 0
|
|
newdemo_write( md->morph_vecs, sizeof(md->morph_vecs), 1 );
|
|
newdemo_write( md->submodel_active, sizeof(md->submodel_active), 1 );
|
|
newdemo_write( md->submodel_startpoints, sizeof(md->submodel_startpoints), 1 );
|
|
#endif
|
|
nd_write_object( md->obj );
|
|
start_time();
|
|
}
|
|
|
|
void newdemo_record_wall_toggle( int segnum, int side )
|
|
{
|
|
stop_time();
|
|
nd_write_byte( ND_EVENT_WALL_TOGGLE );
|
|
nd_write_int( segnum );
|
|
nd_write_int( side );
|
|
start_time();
|
|
}
|
|
|
|
void newdemo_record_control_center_destroyed()
|
|
{
|
|
stop_time();
|
|
nd_write_byte( ND_EVENT_CONTROL_CENTER_DESTROYED );
|
|
nd_write_int( Countdown_seconds_left );
|
|
start_time();
|
|
}
|
|
|
|
void newdemo_record_hud_message( char * message )
|
|
{
|
|
stop_time();
|
|
nd_write_byte( ND_EVENT_HUD_MESSAGE );
|
|
nd_write_string(message);
|
|
start_time();
|
|
}
|
|
|
|
void newdemo_record_palette_effect(short r, short g, short b )
|
|
{
|
|
stop_time();
|
|
nd_write_byte( ND_EVENT_PALETTE_EFFECT );
|
|
nd_write_short( r );
|
|
nd_write_short( g );
|
|
nd_write_short( b );
|
|
start_time();
|
|
}
|
|
|
|
void newdemo_record_player_energy(int old_energy, int energy)
|
|
{
|
|
stop_time();
|
|
nd_write_byte( ND_EVENT_PLAYER_ENERGY );
|
|
nd_write_byte((byte) old_energy);
|
|
nd_write_byte((byte) 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((byte) (old_afterburner>>9));
|
|
nd_write_byte((byte) (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((byte)old_shield);
|
|
nd_write_byte((byte)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((byte)weapon_type);
|
|
nd_write_byte((byte)weapon_num);
|
|
if (weapon_type)
|
|
nd_write_byte((byte)Secondary_weapon);
|
|
else
|
|
nd_write_byte((byte)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((byte)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((byte)pnum);
|
|
start_time();
|
|
}
|
|
|
|
void newdemo_record_multi_decloak(int pnum)
|
|
{
|
|
stop_time();
|
|
nd_write_byte(ND_EVENT_MULTI_DECLOAK);
|
|
nd_write_byte((byte)pnum);
|
|
start_time();
|
|
}
|
|
|
|
void newdemo_record_multi_death(int pnum)
|
|
{
|
|
stop_time();
|
|
nd_write_byte(ND_EVENT_MULTI_DEATH);
|
|
nd_write_byte((byte)pnum);
|
|
start_time();
|
|
}
|
|
|
|
void newdemo_record_multi_kill(int pnum, byte kill)
|
|
{
|
|
stop_time();
|
|
nd_write_byte(ND_EVENT_MULTI_KILL);
|
|
nd_write_byte((byte)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((byte)pnum);
|
|
nd_write_byte((byte)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((byte)pnum);
|
|
start_time();
|
|
}
|
|
|
|
void newdemo_record_multi_disconnect(int pnum)
|
|
{
|
|
stop_time();
|
|
nd_write_byte(ND_EVENT_MULTI_DISCONNECT);
|
|
nd_write_byte((byte)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((byte)pnum);
|
|
nd_write_int(score - Players[pnum].score); // called before score is changed!!!!
|
|
start_time();
|
|
}
|
|
|
|
void newdemo_record_primary_ammo(int old_ammo, int new_ammo)
|
|
{
|
|
stop_time();
|
|
nd_write_byte(ND_EVENT_PRIMARY_AMMO);
|
|
if (old_ammo < 0)
|
|
nd_write_short((short)new_ammo);
|
|
else
|
|
nd_write_short((short)old_ammo);
|
|
nd_write_short((short)new_ammo);
|
|
start_time();
|
|
}
|
|
|
|
void newdemo_record_secondary_ammo(int old_ammo, int new_ammo)
|
|
{
|
|
stop_time();
|
|
nd_write_byte(ND_EVENT_SECONDARY_AMMO);
|
|
if (old_ammo < 0)
|
|
nd_write_short((short)new_ammo);
|
|
else
|
|
nd_write_short((short)old_ammo);
|
|
nd_write_short((short)new_ammo);
|
|
start_time();
|
|
}
|
|
|
|
void newdemo_record_door_opening(int segnum, int side)
|
|
{
|
|
stop_time();
|
|
nd_write_byte(ND_EVENT_DOOR_OPENING);
|
|
nd_write_short((short)segnum);
|
|
nd_write_byte((byte)side);
|
|
start_time();
|
|
}
|
|
|
|
void newdemo_record_laser_level(byte old_level, byte 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((byte)level_num);
|
|
nd_write_byte((byte)Current_level_num);
|
|
|
|
if (JustStartedRecording==1)
|
|
{
|
|
nd_write_int(Num_walls);
|
|
for (i=0;i<Num_walls;i++)
|
|
{
|
|
nd_write_byte (Walls[i].type);
|
|
nd_write_byte (Walls[i].flags);
|
|
nd_write_byte (Walls[i].state);
|
|
|
|
seg = &Segments[Walls[i].segnum];
|
|
side = Walls[i].sidenum;
|
|
nd_write_short (seg->sides[side].tmap_num);
|
|
nd_write_short (seg->sides[side].tmap_num2);
|
|
JustStartedRecording=0;
|
|
}
|
|
}
|
|
|
|
start_time();
|
|
}
|
|
|
|
int newdemo_read_demo_start(int rnd_demo)
|
|
{
|
|
byte i, version, game_type, laser_level;
|
|
char c, energy, shield;
|
|
char text[50], current_mission[9];
|
|
|
|
nd_read_byte(&c);
|
|
if ((c != ND_EVENT_START_DEMO) || nd_bad_read) {
|
|
newmenu_item m[1];
|
|
|
|
sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_DEMO_CORRUPT);
|
|
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
|
|
newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
|
|
return 1;
|
|
}
|
|
nd_read_byte(&version);
|
|
nd_read_byte(&game_type);
|
|
if (game_type < DEMO_GAME_TYPE) {
|
|
newmenu_item m[2];
|
|
|
|
sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_RECORDED);
|
|
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
|
|
m[ 1].type = NM_TYPE_TEXT; m[ 1].text = " In Descent: First Strike";
|
|
|
|
newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
|
|
return 1;
|
|
}
|
|
if (game_type != DEMO_GAME_TYPE) {
|
|
newmenu_item m[2];
|
|
|
|
sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_RECORDED);
|
|
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
|
|
m[ 1].type = NM_TYPE_TEXT; m[ 1].text = " In Unknown Descent version";
|
|
|
|
newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
|
|
return 1;
|
|
}
|
|
if (version < DEMO_VERSION) {
|
|
if (!rnd_demo) {
|
|
newmenu_item m[1];
|
|
sprintf(text, "%s %s", TXT_CANT_PLAYBACK, TXT_DEMO_OLD);
|
|
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
|
|
newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
|
|
}
|
|
return 1;
|
|
}
|
|
nd_read_fix(&GameTime);
|
|
Boss_cloak_start_time=Boss_cloak_end_time=GameTime;
|
|
JasonPlaybackTotal=0;
|
|
|
|
nd_read_int(&Newdemo_game_mode);
|
|
|
|
#ifdef NETWORK
|
|
change_playernum_to((Newdemo_game_mode >> 16) & 0x7);
|
|
if (Newdemo_game_mode & GM_TEAM) {
|
|
nd_read_byte(&(Netgame.team_vector));
|
|
nd_read_string(Netgame.team_name[0]);
|
|
nd_read_string(Netgame.team_name[1]);
|
|
}
|
|
if (Newdemo_game_mode & GM_MULTI) {
|
|
|
|
multi_new_game();
|
|
nd_read_byte(&c);
|
|
N_players = (int)c;
|
|
// changed this to above two lines -- breaks on the mac because of
|
|
// endian issues
|
|
// nd_read_byte((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 (Newdemo_game_mode & GM_MULTI_COOP) {
|
|
nd_read_int(&(Players[i].score));
|
|
} else {
|
|
nd_read_short((short *)&(Players[i].net_killed_total));
|
|
nd_read_short((short *)&(Players[i].net_kills_total));
|
|
}
|
|
}
|
|
Game_mode = Newdemo_game_mode;
|
|
multi_sort_kill_list();
|
|
Game_mode = GM_NORMAL;
|
|
} else
|
|
#endif
|
|
nd_read_int(&(Players[Player_num].score)); // Note link to above if!
|
|
|
|
for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
|
|
nd_read_short((short*)&(Players[Player_num].primary_ammo[i]));
|
|
|
|
for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
|
|
nd_read_short((short*)&(Players[Player_num].secondary_ammo[i]));
|
|
|
|
nd_read_byte(&laser_level);
|
|
if (laser_level != Players[Player_num].laser_level) {
|
|
Players[Player_num].laser_level = laser_level;
|
|
update_laser_weapon_info();
|
|
}
|
|
|
|
// Support for missions
|
|
|
|
nd_read_string(current_mission);
|
|
if (!load_mission_by_name(current_mission)) {
|
|
if (!rnd_demo) {
|
|
newmenu_item m[1];
|
|
|
|
sprintf(text, TXT_NOMISSION4DEMO, current_mission);
|
|
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = text;
|
|
newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
nd_recorded_total = 0;
|
|
nd_playback_total = 0;
|
|
nd_read_byte(&energy);
|
|
nd_read_byte(&shield);
|
|
|
|
nd_read_int((int *)&(Players[Player_num].flags));
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
|
|
Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
|
|
Newdemo_players_cloaked |= (1 << Player_num);
|
|
}
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
|
|
Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
|
|
|
|
nd_read_byte((byte *)&Primary_weapon);
|
|
nd_read_byte((byte *)&Secondary_weapon);
|
|
|
|
// Next bit of code to fix problem that I introduced between 1.0 and 1.1
|
|
// check the next byte -- it _will_ be a load_new_level event. If it is
|
|
// not, then we must shift all bytes up by one.
|
|
|
|
Players[Player_num].energy = i2f(energy);
|
|
Players[Player_num].shields = i2f(shield);
|
|
JustStartedPlayback=1;
|
|
return 0;
|
|
}
|
|
|
|
void newdemo_pop_ctrlcen_triggers()
|
|
{
|
|
int anim_num, n, i;
|
|
int side, cside;
|
|
segment *seg, *csegp;
|
|
|
|
for (i = 0; i < ControlCenterTriggers.num_links; i++) {
|
|
seg = &Segments[ControlCenterTriggers.seg[i]];
|
|
side = ControlCenterTriggers.side[i];
|
|
csegp = &Segments[seg->children[side]];
|
|
cside = find_connect_side(seg, csegp);
|
|
anim_num = Walls[seg->sides[side].wall_num].clip_num;
|
|
n = WallAnims[anim_num].num_frames;
|
|
if (WallAnims[anim_num].flags & WCF_TMAP1) {
|
|
seg->sides[side].tmap_num = csegp->sides[cside].tmap_num = WallAnims[anim_num].frames[n-1];
|
|
} else {
|
|
seg->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = WallAnims[anim_num].frames[n-1];
|
|
}
|
|
}
|
|
}
|
|
|
|
#define N_PLAYER_SHIP_TEXTURES 6
|
|
|
|
void nd_render_extras (ubyte,object *);
|
|
extern void multi_apply_goal_textures ();
|
|
ubyte Newdemo_flying_guided=0;
|
|
|
|
int newdemo_read_frame_information()
|
|
{
|
|
int done, segnum, side, objnum, soundno, angle, volume, i,shot;
|
|
object *obj;
|
|
ubyte c,WhichWindow;
|
|
static byte saved_letter_cockpit;
|
|
static byte saved_rearview_cockpit;
|
|
object extraobj;
|
|
static char LastReadValue=101;
|
|
segment *seg;
|
|
|
|
done = 0;
|
|
|
|
if (Newdemo_vcr_state != ND_STATE_PAUSED)
|
|
for (segnum=0; segnum <= Highest_segment_index; segnum++)
|
|
Segments[segnum].objects = -1;
|
|
|
|
reset_objects(1);
|
|
Players[Player_num].homing_object_dist = -F1_0;
|
|
|
|
prev_obj = NULL;
|
|
|
|
while( !done ) {
|
|
nd_read_byte(&c);
|
|
if (nd_bad_read) { done = -1; break; }
|
|
|
|
switch( c ) {
|
|
|
|
case ND_EVENT_START_FRAME: { // Followed by an integer frame number, then a fix FrameTime
|
|
short last_frame_length;
|
|
|
|
done=1;
|
|
nd_read_short(&last_frame_length);
|
|
nd_read_int(&NewdemoFrameCount);
|
|
nd_read_int((int *)&nd_recorded_time);
|
|
if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
|
|
nd_recorded_total += nd_recorded_time;
|
|
NewdemoFrameCount--;
|
|
|
|
if (nd_bad_read) { done = -1; break; }
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_VIEWER_OBJECT: // Followed by an object structure
|
|
nd_read_byte (&WhichWindow);
|
|
if (WhichWindow&15)
|
|
{
|
|
//mprintf ((0,"Reading extra!\n"));
|
|
nd_read_object (&extraobj);
|
|
if (Newdemo_vcr_state!=ND_STATE_PAUSED)
|
|
{
|
|
if (nd_bad_read) { done = -1; break; }
|
|
|
|
nd_render_extras (WhichWindow,&extraobj);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//mprintf ((0,"Reading viewer!\n"));
|
|
//Viewer=&Objects[0];
|
|
nd_read_object(Viewer);
|
|
|
|
if (Newdemo_vcr_state != ND_STATE_PAUSED) {
|
|
if (nd_bad_read) { done = -1; break; }
|
|
segnum = Viewer->segnum;
|
|
Viewer->next = Viewer->prev = Viewer->segnum = -1;
|
|
|
|
// HACK HACK HACK -- since we have multiple level recording, it can be the case
|
|
// HACK HACK HACK -- that when rewinding the demo, the viewer is in a segment
|
|
// HACK HACK HACK -- that is greater than the highest index of segments. Bash
|
|
// HACK HACK HACK -- the viewer to segment 0 for bogus view.
|
|
|
|
if (segnum > Highest_segment_index)
|
|
segnum = 0;
|
|
obj_link(Viewer-Objects,segnum);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case ND_EVENT_RENDER_OBJECT: // Followed by an object structure
|
|
objnum = obj_allocate();
|
|
if (objnum==-1)
|
|
break;
|
|
obj = &Objects[objnum];
|
|
nd_read_object(obj);
|
|
if (nd_bad_read) { done = -1; break; }
|
|
if (Newdemo_vcr_state != ND_STATE_PAUSED) {
|
|
segnum = obj->segnum;
|
|
obj->next = obj->prev = obj->segnum = -1;
|
|
|
|
// HACK HACK HACK -- don't render objects is segments greater than Highest_segment_index
|
|
// HACK HACK HACK -- (see above)
|
|
|
|
if (segnum > Highest_segment_index)
|
|
break;
|
|
|
|
obj_link(obj-Objects,segnum);
|
|
#ifdef NETWORK
|
|
if ((obj->type == OBJ_PLAYER) && (Newdemo_game_mode & GM_MULTI)) {
|
|
int player;
|
|
|
|
if (Newdemo_game_mode & GM_TEAM)
|
|
player = get_team(obj->id);
|
|
else
|
|
player = obj->id;
|
|
if (player == 0)
|
|
break;
|
|
player--;
|
|
|
|
for (i=0;i<N_PLAYER_SHIP_TEXTURES;i++)
|
|
multi_player_textures[player][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[obj->rtype.pobj_info.model_num].first_texture+i]];
|
|
|
|
multi_player_textures[player][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(player)*2]];
|
|
multi_player_textures[player][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(player)*2+1]];
|
|
obj->rtype.pobj_info.alt_textures = player+1;
|
|
}
|
|
#endif
|
|
}
|
|
break;
|
|
|
|
case ND_EVENT_SOUND:
|
|
nd_read_int(&soundno);
|
|
if (nd_bad_read) {done = -1; break; }
|
|
if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
|
|
digi_play_sample( soundno, F1_0 );
|
|
break;
|
|
|
|
//--unused case ND_EVENT_SOUND_ONCE:
|
|
//--unused nd_read_int(&soundno);
|
|
//--unused if (nd_bad_read) { done = -1; break; }
|
|
//--unused if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
|
|
//--unused digi_play_sample_once( soundno, F1_0 );
|
|
//--unused break;
|
|
|
|
case ND_EVENT_SOUND_3D:
|
|
nd_read_int(&soundno);
|
|
nd_read_int(&angle);
|
|
nd_read_int(&volume);
|
|
if (nd_bad_read) { done = -1; break; }
|
|
if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
|
|
digi_play_sample_3d( soundno, angle, volume, 0 );
|
|
break;
|
|
|
|
case ND_EVENT_SOUND_3D_ONCE:
|
|
nd_read_int(&soundno);
|
|
nd_read_int(&angle);
|
|
nd_read_int(&volume);
|
|
if (nd_bad_read) { done = -1; break; }
|
|
if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
|
|
digi_play_sample_3d( soundno, angle, volume, 1 );
|
|
break;
|
|
|
|
case ND_EVENT_LINK_SOUND_TO_OBJ:
|
|
{
|
|
int soundno, objnum, max_volume, max_distance, loop_start, loop_end;
|
|
int signature;
|
|
nd_read_int( &soundno );
|
|
nd_read_int( &signature );
|
|
nd_read_int( &max_volume );
|
|
nd_read_int( &max_distance );
|
|
nd_read_int( &loop_start );
|
|
nd_read_int( &loop_end );
|
|
objnum = newdemo_find_object( signature );
|
|
if ( objnum > -1 ) { // @mk, 2/22/96, John told me to.
|
|
digi_link_sound_to_object3( soundno, objnum, 1, max_volume, max_distance, loop_start, loop_end );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case ND_EVENT_KILL_SOUND_TO_OBJ:
|
|
{
|
|
int objnum, signature;
|
|
nd_read_int( &signature );
|
|
objnum = newdemo_find_object( signature );
|
|
if ( objnum > -1 ) { // @mk, 2/22/96, John told me to.
|
|
digi_kill_sound_linked_to_object(objnum);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case ND_EVENT_WALL_HIT_PROCESS: {
|
|
int player, segnum;
|
|
fix damage;
|
|
|
|
nd_read_int(&segnum);
|
|
nd_read_int(&side);
|
|
nd_read_fix(&damage);
|
|
nd_read_int(&player);
|
|
if (nd_bad_read) { done = -1; break; }
|
|
if (Newdemo_vcr_state != ND_STATE_PAUSED)
|
|
wall_hit_process(&Segments[segnum], side, damage, player, &(Objects[0]) );
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_TRIGGER:
|
|
nd_read_int(&segnum);
|
|
nd_read_int(&side);
|
|
nd_read_int(&objnum);
|
|
nd_read_int(&shot);
|
|
if (nd_bad_read) { done = -1; break; }
|
|
if (Newdemo_vcr_state != ND_STATE_PAUSED)
|
|
{
|
|
mprintf ((0,"EVENT TRIGGER! shot=%d\n",shot));
|
|
|
|
if (Triggers[Walls[Segments[segnum].sides[side].wall_num].trigger].type == TT_SECRET_EXIT) {
|
|
int truth;
|
|
|
|
nd_read_byte(&c);
|
|
Assert(c == ND_EVENT_SECRET_THINGY);
|
|
nd_read_int(&truth);
|
|
if (!truth)
|
|
check_trigger(&Segments[segnum], side, objnum,shot);
|
|
} else
|
|
check_trigger(&Segments[segnum], side, objnum,shot);
|
|
}
|
|
break;
|
|
|
|
case ND_EVENT_HOSTAGE_RESCUED: {
|
|
int hostage_number;
|
|
|
|
nd_read_int(&hostage_number);
|
|
if (nd_bad_read) { done = -1; break; }
|
|
if (Newdemo_vcr_state != ND_STATE_PAUSED)
|
|
hostage_rescue( hostage_number );
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_MORPH_FRAME: {
|
|
#if 0
|
|
morph_data *md;
|
|
|
|
md = &morph_objects[0];
|
|
if (newdemo_read( md->morph_vecs, sizeof(md->morph_vecs), 1 )!=1) { done=-1; break; }
|
|
if (newdemo_read( md->submodel_active, sizeof(md->submodel_active), 1 )!=1) { done=-1; break; }
|
|
if (newdemo_read( md->submodel_startpoints, sizeof(md->submodel_startpoints), 1 )!=1) { done=-1; break; }
|
|
#endif
|
|
objnum = obj_allocate();
|
|
if (objnum==-1)
|
|
break;
|
|
obj = &Objects[objnum];
|
|
nd_read_object(obj);
|
|
obj->render_type = RT_POLYOBJ;
|
|
if (Newdemo_vcr_state != ND_STATE_PAUSED) {
|
|
if (nd_bad_read) { done = -1; break; }
|
|
if (Newdemo_vcr_state != ND_STATE_PAUSED) {
|
|
segnum = obj->segnum;
|
|
obj->next = obj->prev = obj->segnum = -1;
|
|
obj_link(obj-Objects,segnum);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_WALL_TOGGLE:
|
|
nd_read_int(&segnum);
|
|
nd_read_int(&side);
|
|
if (nd_bad_read) {done = -1; break; }
|
|
if (Newdemo_vcr_state != ND_STATE_PAUSED)
|
|
wall_toggle(&Segments[segnum], side);
|
|
break;
|
|
|
|
case ND_EVENT_CONTROL_CENTER_DESTROYED:
|
|
nd_read_int(&Countdown_seconds_left);
|
|
Control_center_destroyed = 1;
|
|
if (nd_bad_read) { done = -1; break; }
|
|
if (!Newdemo_cntrlcen_destroyed) {
|
|
newdemo_pop_ctrlcen_triggers();
|
|
Newdemo_cntrlcen_destroyed = 1;
|
|
//do_controlcen_destroyed_stuff(NULL);
|
|
}
|
|
break;
|
|
|
|
case ND_EVENT_HUD_MESSAGE: {
|
|
char hud_msg[60];
|
|
|
|
nd_read_string(&(hud_msg[0]));
|
|
if (nd_bad_read) { done = -1; break; }
|
|
HUD_init_message( hud_msg );
|
|
break;
|
|
}
|
|
case ND_EVENT_START_GUIDED:
|
|
Newdemo_flying_guided=1;
|
|
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
|
|
Newdemo_flying_guided=0;
|
|
break;
|
|
case ND_EVENT_END_GUIDED:
|
|
Newdemo_flying_guided=0;
|
|
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
|
|
Newdemo_flying_guided=1;
|
|
break;
|
|
|
|
case ND_EVENT_PALETTE_EFFECT: {
|
|
short r, g, b;
|
|
|
|
nd_read_short(&r);
|
|
nd_read_short(&g);
|
|
nd_read_short(&b);
|
|
if (nd_bad_read) { done = -1; break; }
|
|
PALETTE_FLASH_SET(r,g,b);
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_PLAYER_ENERGY: {
|
|
ubyte energy;
|
|
ubyte old_energy;
|
|
|
|
nd_read_byte(&old_energy);
|
|
nd_read_byte(&energy);
|
|
if (nd_bad_read) {done = -1; break; }
|
|
if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
|
|
Players[Player_num].energy = i2f(energy);
|
|
} else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
|
|
if (old_energy != 255)
|
|
Players[Player_num].energy = i2f(old_energy);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_PLAYER_AFTERBURNER: {
|
|
ubyte afterburner;
|
|
ubyte old_afterburner;
|
|
|
|
nd_read_byte(&old_afterburner);
|
|
nd_read_byte(&afterburner);
|
|
if (nd_bad_read) {done = -1; break; }
|
|
if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
|
|
Afterburner_charge = afterburner<<9;
|
|
} else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
|
|
if (old_afterburner != 255)
|
|
Afterburner_charge = old_afterburner<<9;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_PLAYER_SHIELD: {
|
|
ubyte shield;
|
|
ubyte old_shield;
|
|
|
|
nd_read_byte(&old_shield);
|
|
nd_read_byte(&shield);
|
|
if (nd_bad_read) {done = -1; break; }
|
|
if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
|
|
Players[Player_num].shields = i2f(shield);
|
|
} else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
|
|
if (old_shield != 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; }
|
|
|
|
oflags = Players[Player_num].flags >> 16;
|
|
Players[Player_num].flags &= 0xffff;
|
|
|
|
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || ((Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD) && (oflags != 0xffff)) ) {
|
|
if (!(oflags & PLAYER_FLAGS_CLOAKED) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
|
|
Players[Player_num].cloak_time = 0;
|
|
Newdemo_players_cloaked &= ~(1 << Player_num);
|
|
}
|
|
if ((oflags & PLAYER_FLAGS_CLOAKED) && !(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
|
|
Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
|
|
Newdemo_players_cloaked |= (1 << Player_num);
|
|
}
|
|
if (!(oflags & PLAYER_FLAGS_INVULNERABLE) && (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
|
|
Players[Player_num].invulnerable_time = 0;
|
|
if ((oflags & PLAYER_FLAGS_INVULNERABLE) && !(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
|
|
Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
|
|
Players[Player_num].flags = oflags;
|
|
} else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
|
|
if (!(oflags & PLAYER_FLAGS_CLOAKED) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
|
|
Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
|
|
Newdemo_players_cloaked |= (1 << Player_num);
|
|
}
|
|
if ((oflags & PLAYER_FLAGS_CLOAKED) && !(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
|
|
Players[Player_num].cloak_time = 0;
|
|
Newdemo_players_cloaked &= ~(1 << Player_num);
|
|
}
|
|
if (!(oflags & PLAYER_FLAGS_INVULNERABLE) && (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
|
|
Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
|
|
if ((oflags & PLAYER_FLAGS_INVULNERABLE) && !(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
|
|
Players[Player_num].invulnerable_time = 0;
|
|
}
|
|
update_laser_weapon_info(); // in case of quad laser change
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_PLAYER_WEAPON: {
|
|
byte weapon_type, weapon_num;
|
|
byte old_weapon;
|
|
|
|
nd_read_byte(&weapon_type);
|
|
nd_read_byte(&weapon_num);
|
|
nd_read_byte(&old_weapon);
|
|
if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
|
|
if (weapon_type == 0)
|
|
Primary_weapon = (int)weapon_num;
|
|
else
|
|
Secondary_weapon = (int)weapon_num;
|
|
} else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
|
|
if (weapon_type == 0)
|
|
Primary_weapon = (int)old_weapon;
|
|
else
|
|
Secondary_weapon = (int)old_weapon;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_EFFECT_BLOWUP: {
|
|
short segnum;
|
|
byte side;
|
|
vms_vector pnt;
|
|
object dummy;
|
|
|
|
//create a dummy object which will be the weapon that hits
|
|
//the monitor. the blowup code wants to know who the parent of the
|
|
//laser is, so create a laser whose parent is the player
|
|
dummy.ctype.laser_info.parent_type = OBJ_PLAYER;
|
|
|
|
nd_read_short(&segnum);
|
|
nd_read_byte(&side);
|
|
nd_read_vector(&pnt);
|
|
if (Newdemo_vcr_state != ND_STATE_PAUSED)
|
|
check_effect_blowup(&(Segments[segnum]), side, &pnt, &dummy, 0);
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_HOMING_DISTANCE: {
|
|
short distance;
|
|
|
|
nd_read_short(&distance);
|
|
Players[Player_num].homing_object_dist = i2f((int)(distance << 16));
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_LETTERBOX:
|
|
if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
|
|
saved_letter_cockpit = Cockpit_mode;
|
|
select_cockpit(CM_LETTERBOX);
|
|
} else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
|
|
select_cockpit(saved_letter_cockpit);
|
|
break;
|
|
|
|
case ND_EVENT_CHANGE_COCKPIT: {
|
|
int dummy;
|
|
|
|
nd_read_int (&dummy);
|
|
select_cockpit (dummy);
|
|
|
|
break;
|
|
}
|
|
case ND_EVENT_REARVIEW:
|
|
if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
|
|
saved_rearview_cockpit = Cockpit_mode;
|
|
if (Cockpit_mode == CM_FULL_COCKPIT)
|
|
select_cockpit(CM_REAR_VIEW);
|
|
Rear_view=1;
|
|
} else if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
|
|
if (saved_rearview_cockpit == CM_REAR_VIEW) // hack to be sure we get a good cockpit on restore
|
|
saved_rearview_cockpit = CM_FULL_COCKPIT;
|
|
select_cockpit(saved_rearview_cockpit);
|
|
Rear_view=0;
|
|
}
|
|
break;
|
|
|
|
case ND_EVENT_RESTORE_COCKPIT:
|
|
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
|
|
saved_letter_cockpit = Cockpit_mode;
|
|
select_cockpit(CM_LETTERBOX);
|
|
} else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
|
|
select_cockpit(saved_letter_cockpit);
|
|
break;
|
|
|
|
|
|
case ND_EVENT_RESTORE_REARVIEW:
|
|
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
|
|
saved_rearview_cockpit = Cockpit_mode;
|
|
if (Cockpit_mode == CM_FULL_COCKPIT)
|
|
select_cockpit(CM_REAR_VIEW);
|
|
Rear_view=1;
|
|
} else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
|
|
if (saved_rearview_cockpit == CM_REAR_VIEW) // hack to be sure we get a good cockpit on restore
|
|
saved_rearview_cockpit = CM_FULL_COCKPIT;
|
|
select_cockpit(saved_rearview_cockpit);
|
|
Rear_view=0;
|
|
}
|
|
break;
|
|
|
|
|
|
case ND_EVENT_WALL_SET_TMAP_NUM1: {
|
|
short seg, cseg, tmap;
|
|
ubyte side,cside;
|
|
|
|
nd_read_short(&seg);
|
|
nd_read_byte(&side);
|
|
nd_read_short(&cseg);
|
|
nd_read_byte(&cside);
|
|
nd_read_short( &tmap );
|
|
if ((Newdemo_vcr_state != ND_STATE_PAUSED) && (Newdemo_vcr_state != ND_STATE_REWINDING) && (Newdemo_vcr_state != ND_STATE_ONEFRAMEBACKWARD))
|
|
Segments[seg].sides[side].tmap_num = Segments[cseg].sides[cside].tmap_num = tmap;
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_WALL_SET_TMAP_NUM2: {
|
|
short seg, cseg, tmap;
|
|
ubyte side,cside;
|
|
|
|
nd_read_short(&seg);
|
|
nd_read_byte(&side);
|
|
nd_read_short(&cseg);
|
|
nd_read_byte(&cside);
|
|
nd_read_short( &tmap );
|
|
if ((Newdemo_vcr_state != ND_STATE_PAUSED) && (Newdemo_vcr_state != ND_STATE_REWINDING) && (Newdemo_vcr_state != ND_STATE_ONEFRAMEBACKWARD)) {
|
|
Assert(tmap!=0 && Segments[seg].sides[side].tmap_num2!=0);
|
|
Segments[seg].sides[side].tmap_num2 = Segments[cseg].sides[cside].tmap_num2 = tmap;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_MULTI_CLOAK: {
|
|
byte pnum;
|
|
|
|
nd_read_byte(&pnum);
|
|
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
|
|
Players[pnum].flags &= ~PLAYER_FLAGS_CLOAKED;
|
|
Players[pnum].cloak_time = 0;
|
|
Newdemo_players_cloaked &= ~(1 << pnum);
|
|
} else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
|
|
Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
|
|
Players[pnum].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
|
|
Newdemo_players_cloaked |= (1 << pnum);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_MULTI_DECLOAK: {
|
|
byte pnum;
|
|
|
|
nd_read_byte(&pnum);
|
|
|
|
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
|
|
Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
|
|
Players[pnum].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
|
|
Newdemo_players_cloaked |= (1 << pnum);
|
|
} else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
|
|
Players[pnum].flags &= ~PLAYER_FLAGS_CLOAKED;
|
|
Players[pnum].cloak_time = 0;
|
|
Newdemo_players_cloaked &= ~(1 << pnum);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_MULTI_DEATH: {
|
|
byte pnum;
|
|
|
|
nd_read_byte(&pnum);
|
|
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
|
|
Players[pnum].net_killed_total--;
|
|
else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
|
|
Players[pnum].net_killed_total++;
|
|
break;
|
|
}
|
|
|
|
#ifdef NETWORK
|
|
case ND_EVENT_MULTI_KILL: {
|
|
byte pnum, kill;
|
|
|
|
nd_read_byte(&pnum);
|
|
nd_read_byte(&kill);
|
|
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
|
|
Players[pnum].net_kills_total -= kill;
|
|
if (Newdemo_game_mode & GM_TEAM)
|
|
team_kills[get_team(pnum)] -= kill;
|
|
} else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
|
|
Players[pnum].net_kills_total += kill;
|
|
if (Newdemo_game_mode & GM_TEAM)
|
|
team_kills[get_team(pnum)] += kill;
|
|
}
|
|
Game_mode = Newdemo_game_mode;
|
|
multi_sort_kill_list();
|
|
Game_mode = GM_NORMAL;
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_MULTI_CONNECT: {
|
|
byte pnum, new_player;
|
|
int killed_total, kills_total;
|
|
char new_callsign[CALLSIGN_LEN+1], old_callsign[CALLSIGN_LEN+1];
|
|
|
|
nd_read_byte(&pnum);
|
|
nd_read_byte(&new_player);
|
|
if (!new_player) {
|
|
nd_read_string(old_callsign);
|
|
nd_read_int(&killed_total);
|
|
nd_read_int(&kills_total);
|
|
}
|
|
nd_read_string(new_callsign);
|
|
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
|
|
Players[pnum].connected = 0;
|
|
if (!new_player) {
|
|
memcpy(Players[pnum].callsign, old_callsign, CALLSIGN_LEN+1);
|
|
Players[pnum].net_killed_total = killed_total;
|
|
Players[pnum].net_kills_total = kills_total;
|
|
} else {
|
|
N_players--;
|
|
}
|
|
} else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
|
|
Players[pnum].connected = 1;
|
|
Players[pnum].net_kills_total = 0;
|
|
Players[pnum].net_killed_total = 0;
|
|
memcpy(Players[pnum].callsign, new_callsign, CALLSIGN_LEN+1);
|
|
if (new_player)
|
|
N_players++;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_MULTI_RECONNECT: {
|
|
byte pnum;
|
|
|
|
nd_read_byte(&pnum);
|
|
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
|
|
Players[pnum].connected = 0;
|
|
else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
|
|
Players[pnum].connected = 1;
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_MULTI_DISCONNECT: {
|
|
byte pnum;
|
|
|
|
nd_read_byte(&pnum);
|
|
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
|
|
Players[pnum].connected = 1;
|
|
else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
|
|
Players[pnum].connected = 0;
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_MULTI_SCORE: {
|
|
int score;
|
|
byte pnum;
|
|
|
|
nd_read_byte(&pnum);
|
|
nd_read_int(&score);
|
|
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
|
|
Players[pnum].score -= score;
|
|
else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
|
|
Players[pnum].score += score;
|
|
Game_mode = Newdemo_game_mode;
|
|
multi_sort_kill_list();
|
|
Game_mode = GM_NORMAL;
|
|
break;
|
|
}
|
|
|
|
#endif // NETWORK
|
|
case ND_EVENT_PLAYER_SCORE: {
|
|
int score;
|
|
|
|
nd_read_int(&score);
|
|
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
|
|
Players[Player_num].score -= score;
|
|
else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
|
|
Players[Player_num].score += score;
|
|
break;
|
|
}
|
|
|
|
|
|
case ND_EVENT_PRIMARY_AMMO: {
|
|
short old_ammo, new_ammo;
|
|
|
|
nd_read_short(&old_ammo);
|
|
nd_read_short(&new_ammo);
|
|
|
|
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
|
|
Players[Player_num].primary_ammo[Primary_weapon] = old_ammo;
|
|
else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
|
|
Players[Player_num].primary_ammo[Primary_weapon] = new_ammo;
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_SECONDARY_AMMO: {
|
|
short old_ammo, new_ammo;
|
|
|
|
nd_read_short(&old_ammo);
|
|
nd_read_short(&new_ammo);
|
|
|
|
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
|
|
Players[Player_num].secondary_ammo[Secondary_weapon] = old_ammo;
|
|
else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD))
|
|
Players[Player_num].secondary_ammo[Secondary_weapon] = new_ammo;
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_DOOR_OPENING: {
|
|
short segnum;
|
|
byte side;
|
|
|
|
nd_read_short(&segnum);
|
|
nd_read_byte(&side);
|
|
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
|
|
int anim_num;
|
|
int cside;
|
|
segment *segp, *csegp;
|
|
|
|
segp = &Segments[segnum];
|
|
csegp = &Segments[segp->children[side]];
|
|
cside = find_connect_side(segp, csegp);
|
|
anim_num = Walls[segp->sides[side].wall_num].clip_num;
|
|
|
|
if (WallAnims[anim_num].flags & WCF_TMAP1) {
|
|
segp->sides[side].tmap_num = csegp->sides[cside].tmap_num = WallAnims[anim_num].frames[0];
|
|
} else {
|
|
segp->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = WallAnims[anim_num].frames[0];
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_LASER_LEVEL: {
|
|
byte old_level, new_level;
|
|
|
|
nd_read_byte(&old_level);
|
|
nd_read_byte(&new_level);
|
|
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD)) {
|
|
Players[Player_num].laser_level = old_level;
|
|
update_laser_weapon_info();
|
|
} else if ((Newdemo_vcr_state == ND_STATE_PLAYBACK) || (Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD)) {
|
|
Players[Player_num].laser_level = new_level;
|
|
update_laser_weapon_info();
|
|
}
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_CLOAKING_WALL: {
|
|
ubyte back_wall_num,front_wall_num,type,state,cloak_value;
|
|
short l0,l1,l2,l3;
|
|
segment *segp;
|
|
int sidenum;
|
|
|
|
nd_read_byte(&front_wall_num);
|
|
nd_read_byte(&back_wall_num);
|
|
nd_read_byte(&type);
|
|
nd_read_byte(&state);
|
|
nd_read_byte(&cloak_value);
|
|
nd_read_short(&l0);
|
|
nd_read_short(&l1);
|
|
nd_read_short(&l2);
|
|
nd_read_short(&l3);
|
|
|
|
Walls[front_wall_num].type = type;
|
|
Walls[front_wall_num].state = state;
|
|
Walls[front_wall_num].cloak_value = cloak_value;
|
|
segp = &Segments[Walls[front_wall_num].segnum];
|
|
sidenum = Walls[front_wall_num].sidenum;
|
|
segp->sides[sidenum].uvls[0].l = ((int) l0) << 8;
|
|
segp->sides[sidenum].uvls[1].l = ((int) l1) << 8;
|
|
segp->sides[sidenum].uvls[2].l = ((int) l2) << 8;
|
|
segp->sides[sidenum].uvls[3].l = ((int) l3) << 8;
|
|
|
|
Walls[back_wall_num].type = type;
|
|
Walls[back_wall_num].state = state;
|
|
Walls[back_wall_num].cloak_value = cloak_value;
|
|
segp = &Segments[Walls[back_wall_num].segnum];
|
|
sidenum = Walls[back_wall_num].sidenum;
|
|
segp->sides[sidenum].uvls[0].l = ((int) l0) << 8;
|
|
segp->sides[sidenum].uvls[1].l = ((int) l1) << 8;
|
|
segp->sides[sidenum].uvls[2].l = ((int) l2) << 8;
|
|
segp->sides[sidenum].uvls[3].l = ((int) l3) << 8;
|
|
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_NEW_LEVEL: {
|
|
byte new_level, old_level, loaded_level;
|
|
|
|
nd_read_byte (&new_level);
|
|
nd_read_byte (&old_level);
|
|
if (Newdemo_vcr_state == ND_STATE_PAUSED)
|
|
break;
|
|
|
|
stop_time();
|
|
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
|
|
loaded_level = old_level;
|
|
else {
|
|
loaded_level = new_level;
|
|
for (i = 0; i < MAX_PLAYERS; i++) {
|
|
Players[i].cloak_time = 0;
|
|
Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
|
|
}
|
|
}
|
|
if ((loaded_level < Last_secret_level) || (loaded_level > Last_level)) {
|
|
newmenu_item m[3];
|
|
|
|
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_CANT_PLAYBACK;
|
|
m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_LEVEL_CANT_LOAD;
|
|
m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_DEMO_OLD_CORRUPT;
|
|
newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
|
|
return -1;
|
|
}
|
|
|
|
LoadLevel((int)loaded_level,1);
|
|
Newdemo_cntrlcen_destroyed = 0;
|
|
|
|
if (JustStartedPlayback)
|
|
{
|
|
nd_read_int (&Num_walls);
|
|
for (i=0;i<Num_walls;i++) // restore the walls
|
|
{
|
|
nd_read_byte (&Walls[i].type);
|
|
nd_read_byte (&Walls[i].flags);
|
|
nd_read_byte (&Walls[i].state);
|
|
|
|
seg = &Segments[Walls[i].segnum];
|
|
side = Walls[i].sidenum;
|
|
nd_read_short (&seg->sides[side].tmap_num);
|
|
nd_read_short (&seg->sides[side].tmap_num2);
|
|
}
|
|
#ifdef NETWORK
|
|
if (Newdemo_game_mode & GM_CAPTURE)
|
|
multi_apply_goal_textures ();
|
|
#endif
|
|
JustStartedPlayback=0;
|
|
}
|
|
|
|
|
|
// so says Rob H.!!! if (Newdemo_game_mode & GM_MULTI) {
|
|
// so says Rob H.!!! for (i = 0; i < Num_walls; i++) {
|
|
// so says Rob H.!!! if (Walls[i].type == WALL_BLASTABLE)
|
|
// so says Rob H.!!! {
|
|
// so says Rob H.!!! int a, n;
|
|
// so says Rob H.!!! int side;
|
|
// so says Rob H.!!! segment *seg;
|
|
// so says Rob H.!!!
|
|
// so says Rob H.!!! seg = &Segments[Walls[i].segnum];
|
|
// so says Rob H.!!! side = Walls[i].sidenum;
|
|
// so says Rob H.!!! a = Walls[i].clip_num;
|
|
// so says Rob H.!!! n = WallAnims[a].num_frames;
|
|
// so says Rob H.!!! seg->sides[side].tmap_num = WallAnims[a].frames[n-1];
|
|
// so says Rob H.!!! Walls[i].flags |= WALL_BLASTED;
|
|
// so says Rob H.!!! }
|
|
// so says Rob H.!!! }
|
|
// so says Rob H.!!! }
|
|
|
|
reset_palette_add(); // get palette back to normal
|
|
start_time();
|
|
break;
|
|
}
|
|
|
|
case ND_EVENT_EOF: {
|
|
done=-1;
|
|
fseek(infile, -1, SEEK_CUR); // get back to the EOF marker
|
|
Newdemo_at_eof = 1;
|
|
NewdemoFrameCount++;
|
|
break;
|
|
}
|
|
|
|
default:
|
|
Int3();
|
|
}
|
|
}
|
|
|
|
LastReadValue=c;
|
|
|
|
if (nd_bad_read) {
|
|
newmenu_item m[2];
|
|
|
|
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_ERR_READING;
|
|
m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_DEMO_OLD_CORRUPT;
|
|
newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
|
|
}
|
|
|
|
return done;
|
|
}
|
|
|
|
void newdemo_goto_beginning()
|
|
{
|
|
//if (NewdemoFrameCount == 0)
|
|
// return;
|
|
fseek(infile, 0, SEEK_SET);
|
|
Newdemo_vcr_state = ND_STATE_PLAYBACK;
|
|
if (newdemo_read_demo_start(0))
|
|
newdemo_stop_playback();
|
|
if (newdemo_read_frame_information() == -1)
|
|
newdemo_stop_playback();
|
|
if (newdemo_read_frame_information() == -1)
|
|
newdemo_stop_playback();
|
|
Newdemo_vcr_state = ND_STATE_PAUSED;
|
|
Newdemo_at_eof = 0;
|
|
}
|
|
|
|
void newdemo_goto_end()
|
|
{
|
|
short frame_length, byte_count, bshort;
|
|
byte level, bbyte, laser_level;
|
|
ubyte energy, shield, c;
|
|
int i, loc, bint;
|
|
|
|
fseek(infile, -2, SEEK_END);
|
|
nd_read_byte(&level);
|
|
|
|
if ((level < Last_secret_level) || (level > Last_level)) {
|
|
newmenu_item m[3];
|
|
|
|
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_CANT_PLAYBACK;
|
|
m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_LEVEL_CANT_LOAD;
|
|
m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_DEMO_OLD_CORRUPT;
|
|
newmenu_do( NULL, NULL, sizeof(m)/sizeof(*m), m, NULL );
|
|
newdemo_stop_playback();
|
|
return;
|
|
}
|
|
if (level != Current_level_num)
|
|
LoadLevel(level,1);
|
|
|
|
fseek(infile, -4, SEEK_END);
|
|
nd_read_short(&byte_count);
|
|
fseek(infile, -2 - byte_count, SEEK_CUR);
|
|
|
|
nd_read_short(&frame_length);
|
|
loc = ftell(infile);
|
|
if (Newdemo_game_mode & GM_MULTI)
|
|
nd_read_byte(&Newdemo_players_cloaked);
|
|
else
|
|
nd_read_byte(&bbyte);
|
|
nd_read_byte(&bbyte);
|
|
nd_read_short(&bshort);
|
|
nd_read_int(&bint);
|
|
|
|
nd_read_byte(&energy);
|
|
nd_read_byte(&shield);
|
|
Players[Player_num].energy = i2f(energy);
|
|
Players[Player_num].shields = i2f(shield);
|
|
nd_read_int((int *)&(Players[Player_num].flags));
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
|
|
Players[Player_num].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
|
|
Newdemo_players_cloaked |= (1 << Player_num);
|
|
}
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
|
|
Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
|
|
nd_read_byte((byte *)&Primary_weapon);
|
|
nd_read_byte((byte *)&Secondary_weapon);
|
|
for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
|
|
nd_read_short((short *)&(Players[Player_num].primary_ammo[i]));
|
|
for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
|
|
nd_read_short((short *)&(Players[Player_num].secondary_ammo[i]));
|
|
nd_read_byte(&laser_level);
|
|
if (laser_level != Players[Player_num].laser_level) {
|
|
Players[Player_num].laser_level = laser_level;
|
|
update_laser_weapon_info();
|
|
}
|
|
|
|
if (Newdemo_game_mode & GM_MULTI) {
|
|
nd_read_byte(&c);
|
|
N_players = (int)c;
|
|
// see newdemo_read_start_demo for explanation of
|
|
// why this is commented out
|
|
// nd_read_byte((byte *)&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));
|
|
}
|
|
|
|
fseek(infile, loc, SEEK_SET);
|
|
fseek(infile, -frame_length, SEEK_CUR);
|
|
nd_read_int(&NewdemoFrameCount); // get the frame count
|
|
NewdemoFrameCount--;
|
|
fseek(infile, 4, SEEK_CUR);
|
|
Newdemo_vcr_state = ND_STATE_PLAYBACK;
|
|
newdemo_read_frame_information(); // then the frame information
|
|
Newdemo_vcr_state = ND_STATE_PAUSED;
|
|
return;
|
|
}
|
|
|
|
void newdemo_back_frames(int frames)
|
|
{
|
|
short last_frame_length;
|
|
int i;
|
|
|
|
for (i = 0; i < frames; i++)
|
|
{
|
|
fseek(infile, -10, SEEK_CUR);
|
|
nd_read_short(&last_frame_length);
|
|
fseek(infile, 8 - last_frame_length, SEEK_CUR);
|
|
|
|
if (!Newdemo_at_eof && newdemo_read_frame_information() == -1) {
|
|
newdemo_stop_playback();
|
|
return;
|
|
}
|
|
if (Newdemo_at_eof)
|
|
Newdemo_at_eof = 0;
|
|
|
|
fseek(infile, -10, SEEK_CUR);
|
|
nd_read_short(&last_frame_length);
|
|
fseek(infile, 8 - last_frame_length, SEEK_CUR);
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
* routine to interpolate the viewer position. the current position is
|
|
* stored in the Viewer object. Save this position, and read the next
|
|
* frame to get all objects read in. Calculate the delta playback and
|
|
* the delta recording frame times between the two frames, then intepolate
|
|
* the viewers position accordingly. nd_recorded_time is the time that it
|
|
* took the recording to render the frame that we are currently looking
|
|
* at.
|
|
*/
|
|
|
|
void interpolate_frame(fix d_play, fix d_recorded)
|
|
{
|
|
int i, j, num_cur_objs;
|
|
fix factor;
|
|
object *cur_objs;
|
|
|
|
factor = fixdiv(d_play, d_recorded);
|
|
if (factor > F1_0)
|
|
factor = F1_0;
|
|
|
|
num_cur_objs = Highest_object_index;
|
|
cur_objs = (object *)d_malloc(sizeof(object) * (num_cur_objs + 1));
|
|
if (cur_objs == NULL) {
|
|
mprintf((0,"Couldn't get %d bytes for cur_objs in interpolate_frame\n", sizeof(object) * num_cur_objs));
|
|
Int3();
|
|
return;
|
|
}
|
|
for (i = 0; i <= num_cur_objs; i++)
|
|
memcpy(&(cur_objs[i]), &(Objects[i]), sizeof(object));
|
|
|
|
Newdemo_vcr_state = ND_STATE_PAUSED;
|
|
if (newdemo_read_frame_information() == -1) {
|
|
d_free(cur_objs);
|
|
newdemo_stop_playback();
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i <= num_cur_objs; i++) {
|
|
for (j = 0; j <= Highest_object_index; j++) {
|
|
if (cur_objs[i].signature == Objects[j].signature) {
|
|
ubyte render_type = cur_objs[i].render_type;
|
|
//fix delta_p, delta_h, delta_b;
|
|
fix delta_x, delta_y, delta_z;
|
|
//vms_angvec cur_angles, dest_angles;
|
|
|
|
// Extract the angles from the object orientation matrix.
|
|
// Some of this code taken from ai_turn_towards_vector
|
|
// Don't do the interpolation on certain render types which don't use an orientation matrix
|
|
|
|
if (!((render_type == RT_LASER) || (render_type == RT_FIREBALL) || (render_type == RT_POWERUP))) {
|
|
|
|
vms_vector fvec1, fvec2, rvec1, rvec2;
|
|
fix mag1;
|
|
|
|
fvec1 = cur_objs[i].orient.fvec;
|
|
vm_vec_scale(&fvec1, F1_0-factor);
|
|
fvec2 = Objects[j].orient.fvec;
|
|
vm_vec_scale(&fvec2, factor);
|
|
vm_vec_add2(&fvec1, &fvec2);
|
|
mag1 = vm_vec_normalize_quick(&fvec1);
|
|
if (mag1 > F1_0/256) {
|
|
rvec1 = cur_objs[i].orient.rvec;
|
|
vm_vec_scale(&rvec1, F1_0-factor);
|
|
rvec2 = Objects[j].orient.rvec;
|
|
vm_vec_scale(&rvec2, factor);
|
|
vm_vec_add2(&rvec1, &rvec2);
|
|
vm_vec_normalize_quick(&rvec1); // Note: Doesn't matter if this is null, if null, vm_vector_2_matrix will just use fvec1
|
|
vm_vector_2_matrix(&cur_objs[i].orient, &fvec1, NULL, &rvec1);
|
|
}
|
|
|
|
//--old new way -- vms_vector fvec1, fvec2, rvec1, rvec2;
|
|
//--old new way --
|
|
//--old new way -- fvec1 = cur_objs[i].orient.fvec;
|
|
//--old new way -- vm_vec_scale(&fvec1, F1_0-factor);
|
|
//--old new way -- fvec2 = Objects[j].orient.fvec;
|
|
//--old new way -- vm_vec_scale(&fvec2, factor);
|
|
//--old new way -- vm_vec_add2(&fvec1, &fvec2);
|
|
//--old new way -- vm_vec_normalize_quick(&fvec1);
|
|
//--old new way --
|
|
//--old new way -- rvec1 = cur_objs[i].orient.rvec;
|
|
//--old new way -- vm_vec_scale(&rvec1, F1_0-factor);
|
|
//--old new way -- rvec2 = Objects[j].orient.rvec;
|
|
//--old new way -- vm_vec_scale(&rvec2, factor);
|
|
//--old new way -- vm_vec_add2(&rvec1, &rvec2);
|
|
//--old new way -- vm_vec_normalize_quick(&rvec1);
|
|
//--old new way --
|
|
//--old new way -- vm_vector_2_matrix(&cur_objs[i].orient, &fvec1, NULL, &rvec1);
|
|
|
|
// -- old fashioned way -- vm_extract_angles_matrix(&cur_angles, &(cur_objs[i].orient));
|
|
// -- old fashioned way -- vm_extract_angles_matrix(&dest_angles, &(Objects[j].orient));
|
|
// -- old fashioned way --
|
|
// -- old fashioned way -- delta_p = (dest_angles.p - cur_angles.p);
|
|
// -- old fashioned way -- delta_h = (dest_angles.h - cur_angles.h);
|
|
// -- old fashioned way -- delta_b = (dest_angles.b - cur_angles.b);
|
|
// -- old fashioned way --
|
|
// -- old fashioned way -- if (delta_p != 0) {
|
|
// -- old fashioned way -- if (delta_p > F1_0/2) delta_p = dest_angles.p - cur_angles.p - F1_0;
|
|
// -- old fashioned way -- if (delta_p < -F1_0/2) delta_p = dest_angles.p - cur_angles.p + F1_0;
|
|
// -- old fashioned way -- delta_p = fixmul(delta_p, factor);
|
|
// -- old fashioned way -- cur_angles.p += delta_p;
|
|
// -- old fashioned way -- }
|
|
// -- old fashioned way -- if (delta_h != 0) {
|
|
// -- old fashioned way -- if (delta_h > F1_0/2) delta_h = dest_angles.h - cur_angles.h - F1_0;
|
|
// -- old fashioned way -- if (delta_h < -F1_0/2) delta_h = dest_angles.h - cur_angles.h + F1_0;
|
|
// -- old fashioned way -- delta_h = fixmul(delta_h, factor);
|
|
// -- old fashioned way -- cur_angles.h += delta_h;
|
|
// -- old fashioned way -- }
|
|
// -- old fashioned way -- if (delta_b != 0) {
|
|
// -- old fashioned way -- if (delta_b > F1_0/2) delta_b = dest_angles.b - cur_angles.b - F1_0;
|
|
// -- old fashioned way -- if (delta_b < -F1_0/2) delta_b = dest_angles.b - cur_angles.b + F1_0;
|
|
// -- old fashioned way -- delta_b = fixmul(delta_b, factor);
|
|
// -- old fashioned way -- cur_angles.b += delta_b;
|
|
// -- old fashioned way -- }
|
|
}
|
|
|
|
// Interpolate the object position. This is just straight linear
|
|
// interpolation.
|
|
|
|
delta_x = Objects[j].pos.x - cur_objs[i].pos.x;
|
|
delta_y = Objects[j].pos.y - cur_objs[i].pos.y;
|
|
delta_z = Objects[j].pos.z - cur_objs[i].pos.z;
|
|
|
|
delta_x = fixmul(delta_x, factor);
|
|
delta_y = fixmul(delta_y, factor);
|
|
delta_z = fixmul(delta_z, factor);
|
|
|
|
cur_objs[i].pos.x += delta_x;
|
|
cur_objs[i].pos.y += delta_y;
|
|
cur_objs[i].pos.z += delta_z;
|
|
|
|
// -- old fashioned way --// stuff the new angles back into the object structure
|
|
// -- old fashioned way -- vm_angles_2_matrix(&(cur_objs[i].orient), &cur_angles);
|
|
}
|
|
}
|
|
}
|
|
|
|
// get back to original position in the demo file. Reread the current
|
|
// frame information again to reset all of the object stuff not covered
|
|
// with Highest_object_index and the object array (previously rendered
|
|
// objects, etc....)
|
|
|
|
newdemo_back_frames(1);
|
|
newdemo_back_frames(1);
|
|
if (newdemo_read_frame_information() == -1)
|
|
newdemo_stop_playback();
|
|
Newdemo_vcr_state = ND_STATE_PLAYBACK;
|
|
|
|
for (i = 0; i <= num_cur_objs; i++)
|
|
memcpy(&(Objects[i]), &(cur_objs[i]), sizeof(object));
|
|
Highest_object_index = num_cur_objs;
|
|
d_free(cur_objs);
|
|
}
|
|
|
|
void newdemo_playback_one_frame()
|
|
{
|
|
int frames_back, i, level;
|
|
static fix base_interpol_time = 0;
|
|
static fix d_recorded = 0;
|
|
|
|
for (i = 0; i < MAX_PLAYERS; i++)
|
|
if (Newdemo_players_cloaked & (1 << i))
|
|
Players[i].cloak_time = GameTime - (CLOAK_TIME_MAX / 2);
|
|
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
|
|
Players[Player_num].invulnerable_time = GameTime - (INVULNERABLE_TIME_MAX / 2);
|
|
|
|
if (Newdemo_vcr_state == ND_STATE_PAUSED) // render a frame or not
|
|
return;
|
|
|
|
if (Newdemo_vcr_state == ND_STATE_PLAYBACK)
|
|
DoJasonInterpolate(nd_recorded_time);
|
|
|
|
Control_center_destroyed = 0;
|
|
Countdown_seconds_left = -1;
|
|
PALETTE_FLASH_SET(0,0,0); //clear flash
|
|
|
|
if ((Newdemo_vcr_state == ND_STATE_REWINDING) || (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD))
|
|
{
|
|
level = Current_level_num;
|
|
if (NewdemoFrameCount == 0)
|
|
return;
|
|
else if ((Newdemo_vcr_state == ND_STATE_REWINDING) && (NewdemoFrameCount < 10)) {
|
|
newdemo_goto_beginning();
|
|
return;
|
|
}
|
|
if (Newdemo_vcr_state == ND_STATE_REWINDING)
|
|
frames_back = 10;
|
|
else
|
|
frames_back = 1;
|
|
if (Newdemo_at_eof) {
|
|
fseek(infile, 11, SEEK_CUR);
|
|
}
|
|
newdemo_back_frames(frames_back);
|
|
|
|
if (level != Current_level_num)
|
|
newdemo_pop_ctrlcen_triggers();
|
|
|
|
if (Newdemo_vcr_state == ND_STATE_ONEFRAMEBACKWARD) {
|
|
if (level != Current_level_num)
|
|
newdemo_back_frames(1);
|
|
Newdemo_vcr_state = ND_STATE_PAUSED;
|
|
}
|
|
}
|
|
else if (Newdemo_vcr_state == ND_STATE_FASTFORWARD) {
|
|
if (!Newdemo_at_eof)
|
|
{
|
|
for (i = 0; i < 10; i++)
|
|
{
|
|
if (newdemo_read_frame_information() == -1)
|
|
{
|
|
if (Newdemo_at_eof)
|
|
Newdemo_vcr_state = ND_STATE_PAUSED;
|
|
else
|
|
newdemo_stop_playback();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
Newdemo_vcr_state = ND_STATE_PAUSED;
|
|
}
|
|
else if (Newdemo_vcr_state == ND_STATE_ONEFRAMEFORWARD) {
|
|
if (!Newdemo_at_eof) {
|
|
level = Current_level_num;
|
|
if (newdemo_read_frame_information() == -1) {
|
|
if (!Newdemo_at_eof)
|
|
newdemo_stop_playback();
|
|
}
|
|
if (level != Current_level_num) {
|
|
if (newdemo_read_frame_information() == -1) {
|
|
if (!Newdemo_at_eof)
|
|
newdemo_stop_playback();
|
|
}
|
|
}
|
|
Newdemo_vcr_state = ND_STATE_PAUSED;
|
|
} else
|
|
Newdemo_vcr_state = ND_STATE_PAUSED;
|
|
}
|
|
else {
|
|
|
|
// First, uptate the total playback time to date. Then we check to see
|
|
// if we need to change the playback style to interpolate frames or
|
|
// skip frames based on where the playback time is relative to the
|
|
// recorded time.
|
|
|
|
if (NewdemoFrameCount <= 0)
|
|
nd_playback_total = nd_recorded_total; // baseline total playback time
|
|
else
|
|
nd_playback_total += FrameTime;
|
|
if ((playback_style == NORMAL_PLAYBACK) && (NewdemoFrameCount > 10))
|
|
if ((nd_playback_total * INTERPOL_FACTOR) < nd_recorded_total) {
|
|
playback_style = INTERPOLATE_PLAYBACK;
|
|
nd_playback_total = nd_recorded_total + FrameTime; // baseline playback time
|
|
base_interpol_time = nd_recorded_total;
|
|
d_recorded = nd_recorded_time; // baseline delta recorded
|
|
}
|
|
if ((playback_style == NORMAL_PLAYBACK) && (NewdemoFrameCount > 10))
|
|
if (nd_playback_total > nd_recorded_total)
|
|
playback_style = SKIP_PLAYBACK;
|
|
|
|
|
|
if ((playback_style == INTERPOLATE_PLAYBACK) && Newdemo_do_interpolate) {
|
|
fix d_play = 0;
|
|
|
|
if (nd_recorded_total - nd_playback_total < FrameTime) {
|
|
d_recorded = nd_recorded_total - nd_playback_total;
|
|
|
|
while (nd_recorded_total - nd_playback_total < FrameTime) {
|
|
object *cur_objs;
|
|
int i, j, num_objs, level;
|
|
|
|
num_objs = Highest_object_index;
|
|
cur_objs = (object *)d_malloc(sizeof(object) * (num_objs + 1));
|
|
if (cur_objs == NULL) {
|
|
Warning ("Couldn't get %d bytes for objects in interpolate playback\n", sizeof(object) * num_objs);
|
|
break;
|
|
}
|
|
for (i = 0; i <= num_objs; i++)
|
|
memcpy(&(cur_objs[i]), &(Objects[i]), sizeof(object));
|
|
|
|
level = Current_level_num;
|
|
if (newdemo_read_frame_information() == -1) {
|
|
d_free(cur_objs);
|
|
newdemo_stop_playback();
|
|
return;
|
|
}
|
|
if (level != Current_level_num) {
|
|
d_free(cur_objs);
|
|
if (newdemo_read_frame_information() == -1)
|
|
newdemo_stop_playback();
|
|
break;
|
|
}
|
|
|
|
// for each new object in the frame just read in, determine if there is
|
|
// a corresponding object that we have been interpolating. If so, then
|
|
// copy that interpolated object to the new Objects array so that the
|
|
// interpolated position and orientation can be preserved.
|
|
|
|
for (i = 0; i <= num_objs; i++) {
|
|
for (j = 0; j <= Highest_object_index; j++) {
|
|
if (cur_objs[i].signature == Objects[j].signature) {
|
|
memcpy(&(Objects[j].orient), &(cur_objs[i].orient), sizeof(vms_matrix));
|
|
memcpy(&(Objects[j].pos), &(cur_objs[i].pos), sizeof(vms_vector));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
d_free(cur_objs);
|
|
d_recorded += nd_recorded_time;
|
|
base_interpol_time = nd_playback_total - FrameTime;
|
|
}
|
|
}
|
|
|
|
d_play = nd_playback_total - base_interpol_time;
|
|
interpolate_frame(d_play, d_recorded);
|
|
return;
|
|
}
|
|
else {
|
|
//mprintf ((0, "*"));
|
|
if (newdemo_read_frame_information() == -1) {
|
|
newdemo_stop_playback();
|
|
return;
|
|
}
|
|
if (playback_style == SKIP_PLAYBACK) {
|
|
//mprintf ((0, "."));
|
|
while (nd_playback_total > nd_recorded_total) {
|
|
if (newdemo_read_frame_information() == -1) {
|
|
newdemo_stop_playback();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void newdemo_start_recording()
|
|
{
|
|
#ifdef WINDOWS
|
|
Newdemo_size=GetFreeDiskSpace();
|
|
mprintf((0, "Free space = %d\n", Newdemo_size));
|
|
#else
|
|
Newdemo_size = GetDiskFree();
|
|
#endif
|
|
|
|
Newdemo_size -= 100000;
|
|
|
|
if ((Newdemo_size+100000) < 2000000000) {
|
|
if (((int)(Newdemo_size)) < 500000) {
|
|
#ifndef MACINTOSH
|
|
nm_messagebox(NULL, 1, TXT_OK, TXT_DEMO_NO_SPACE);
|
|
#else
|
|
nm_messagebox(NULL, 1, TXT_OK, "Not enough space on current\ndrive to start demo recording.");
|
|
#endif
|
|
return;
|
|
}
|
|
}
|
|
|
|
Newdemo_num_written = 0;
|
|
Newdemo_no_space=0;
|
|
Newdemo_state = ND_STATE_RECORDING;
|
|
outfile = fopen( DEMO_FILENAME, "wb" );
|
|
|
|
#ifndef MACINTOSH
|
|
if (outfile == NULL && errno == ENOENT) { //dir doesn't exist?
|
|
#else
|
|
if (outfile == NULL) { //dir doesn't exist and no errno on mac!
|
|
#endif
|
|
d_mkdir(DEMO_DIR); //try making directory
|
|
outfile = fopen( DEMO_FILENAME, "wb" );
|
|
}
|
|
|
|
if (outfile == NULL)
|
|
{
|
|
nm_messagebox(NULL, 1, TXT_OK, "Cannot open demo temp file");
|
|
Newdemo_state = ND_STATE_NORMAL;
|
|
}
|
|
else
|
|
newdemo_record_start_demo();
|
|
|
|
}
|
|
|
|
char demoname_allowed_chars[] = "azAZ09__--";
|
|
void newdemo_stop_recording()
|
|
{
|
|
newmenu_item m[6];
|
|
int l, exit;
|
|
static char filename[15] = "", *s;
|
|
static ubyte tmpcnt = 0;
|
|
ubyte cloaked = 0;
|
|
char fullname[15+FILENAME_LEN] = DEMO_DIR;
|
|
unsigned short byte_count = 0;
|
|
|
|
exit = 0;
|
|
|
|
nd_write_byte(ND_EVENT_EOF);
|
|
nd_write_short(frame_bytes_written - 1);
|
|
if (Game_mode & GM_MULTI) {
|
|
for (l = 0; l < N_players; l++) {
|
|
if (Players[l].flags & PLAYER_FLAGS_CLOAKED)
|
|
cloaked |= (1 << l);
|
|
}
|
|
nd_write_byte(cloaked);
|
|
nd_write_byte(ND_EVENT_EOF);
|
|
} else {
|
|
nd_write_short(ND_EVENT_EOF);
|
|
}
|
|
nd_write_short(ND_EVENT_EOF);
|
|
nd_write_int(ND_EVENT_EOF);
|
|
|
|
byte_count += 10; // from frame_bytes_written
|
|
|
|
nd_write_byte((byte)(f2ir(Players[Player_num].energy)));
|
|
nd_write_byte((byte)(f2ir(Players[Player_num].shields)));
|
|
nd_write_int(Players[Player_num].flags); // be sure players flags are set
|
|
nd_write_byte((byte)Primary_weapon);
|
|
nd_write_byte((byte)Secondary_weapon);
|
|
byte_count += 8;
|
|
|
|
for (l = 0; l < MAX_PRIMARY_WEAPONS; l++)
|
|
nd_write_short((short)Players[Player_num].primary_ammo[l]);
|
|
|
|
for (l = 0; l < MAX_SECONDARY_WEAPONS; l++)
|
|
nd_write_short((short)Players[Player_num].secondary_ammo[l]);
|
|
byte_count += (sizeof(short) * (MAX_PRIMARY_WEAPONS + MAX_SECONDARY_WEAPONS));
|
|
|
|
nd_write_byte(Players[Player_num].laser_level);
|
|
byte_count++;
|
|
|
|
if (Game_mode & GM_MULTI) {
|
|
nd_write_byte((byte)N_players);
|
|
byte_count++;
|
|
for (l = 0; l < N_players; l++) {
|
|
nd_write_string(Players[l].callsign);
|
|
byte_count += (strlen(Players[l].callsign) + 2);
|
|
nd_write_byte(Players[l].connected);
|
|
if (Game_mode & GM_MULTI_COOP) {
|
|
nd_write_int(Players[l].score);
|
|
byte_count += 5;
|
|
} else {
|
|
nd_write_short((short)Players[l].net_killed_total);
|
|
nd_write_short((short)Players[l].net_kills_total);
|
|
byte_count += 5;
|
|
}
|
|
}
|
|
} else {
|
|
nd_write_int(Players[Player_num].score);
|
|
byte_count += 4;
|
|
}
|
|
nd_write_short(byte_count);
|
|
|
|
nd_write_byte(Current_level_num);
|
|
nd_write_byte(ND_EVENT_EOF);
|
|
|
|
l = ftell(outfile);
|
|
fclose(outfile);
|
|
outfile = NULL;
|
|
Newdemo_state = ND_STATE_NORMAL;
|
|
gr_palette_load( gr_palette );
|
|
|
|
if (filename[0] != '\0') {
|
|
int num, i = strlen(filename) - 1;
|
|
char newfile[15];
|
|
|
|
while (isdigit(filename[i])) {
|
|
i--;
|
|
if (i == -1)
|
|
break;
|
|
}
|
|
i++;
|
|
num = atoi(&(filename[i]));
|
|
num++;
|
|
filename[i] = '\0';
|
|
sprintf (newfile, "%s%d", filename, num);
|
|
strncpy(filename, newfile, 8);
|
|
filename[8] = '\0';
|
|
}
|
|
|
|
try_again:
|
|
;
|
|
|
|
Newmenu_allowed_chars = demoname_allowed_chars;
|
|
if (!Newdemo_no_space) {
|
|
m[0].type=NM_TYPE_INPUT; m[0].text_len = 8; m[0].text = filename;
|
|
exit = newmenu_do( NULL, TXT_SAVE_DEMO_AS, 1, &(m[0]), NULL );
|
|
} else if (Newdemo_no_space == 1) {
|
|
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_SAVE_BAD;
|
|
m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 8; m[1].text = filename;
|
|
exit = newmenu_do( NULL, NULL, 2, m, NULL );
|
|
} else if (Newdemo_no_space == 2) {
|
|
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_DEMO_SAVE_NOSPACE;
|
|
m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 8; m[1].text = filename;
|
|
exit = newmenu_do( NULL, NULL, 2, m, NULL );
|
|
}
|
|
Newmenu_allowed_chars = NULL;
|
|
|
|
if (exit == -2) { // got bumped out from network menu
|
|
char save_file[7+FILENAME_LEN];
|
|
|
|
if (filename[0] != '\0') {
|
|
strcpy(save_file, DEMO_DIR);
|
|
strcat(save_file, filename);
|
|
strcat(save_file, ".dem");
|
|
} else
|
|
sprintf (save_file, "%stmp%d.dem", DEMO_DIR, tmpcnt++);
|
|
remove(save_file);
|
|
rename(DEMO_FILENAME, save_file);
|
|
return;
|
|
}
|
|
if (exit == -1) { // pressed ESC
|
|
remove(DEMO_FILENAME); // might as well remove the file
|
|
return; // return without doing anything
|
|
}
|
|
|
|
if (filename[0]==0) //null string
|
|
goto try_again;
|
|
|
|
//check to make sure name is ok
|
|
for (s=filename;*s;s++)
|
|
if (!isalnum(*s) && *s!='_') {
|
|
nm_messagebox1(NULL, NULL,1,TXT_CONTINUE, TXT_DEMO_USE_LETTERS);
|
|
goto try_again;
|
|
}
|
|
|
|
if (Newdemo_no_space)
|
|
strcat(fullname, m[1].text);
|
|
else
|
|
strcat(fullname, m[0].text);
|
|
strcat(fullname, ".dem");
|
|
remove(fullname);
|
|
rename(DEMO_FILENAME, fullname);
|
|
}
|
|
|
|
//returns the number of demo files on the disk
|
|
int newdemo_count_demos()
|
|
{
|
|
FILEFINDSTRUCT find;
|
|
int NumFiles=0;
|
|
|
|
if( !FileFindFirst( DEMO_DIR "*.dem", &find ) ) {
|
|
do {
|
|
NumFiles++;
|
|
} while( !FileFindNext( &find ) );
|
|
FileFindClose();
|
|
}
|
|
|
|
if ( AltHogdir_initialized ) {
|
|
char search_name[PATH_MAX + 5];
|
|
strcpy(search_name, AltHogDir);
|
|
strcat(search_name, "/" DEMO_DIR "*.dem");
|
|
if( !FileFindFirst( search_name, &find ) ) {
|
|
do {
|
|
NumFiles++;
|
|
} while( !FileFindNext( &find ) );
|
|
FileFindClose();
|
|
}
|
|
}
|
|
|
|
return NumFiles;
|
|
}
|
|
|
|
void newdemo_start_playback(char * filename)
|
|
{
|
|
FILEFINDSTRUCT find;
|
|
int rnd_demo = 0;
|
|
char filename2[PATH_MAX+FILENAME_LEN] = DEMO_DIR;
|
|
|
|
#ifdef NETWORK
|
|
change_playernum_to(0);
|
|
#endif
|
|
First_time_playback=1;
|
|
JasonPlaybackTotal=0;
|
|
|
|
if (filename==NULL) {
|
|
// 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;
|
|
if( !FileFindFirst( DEMO_DIR "*.dem", &find ) ) {
|
|
do {
|
|
if ( NumFiles==RandFileNum ) {
|
|
filename = (char *)&find.name;
|
|
break;
|
|
}
|
|
NumFiles++;
|
|
} while( !FileFindNext( &find ) );
|
|
FileFindClose();
|
|
}
|
|
|
|
if ( filename == NULL && AltHogdir_initialized ) {
|
|
char search_name[PATH_MAX + 5];
|
|
strcpy(search_name, AltHogDir);
|
|
strcat(search_name, "/" DEMO_DIR "*.dem");
|
|
if( !FileFindFirst( search_name, &find ) ) {
|
|
do {
|
|
if ( NumFiles==RandFileNum ) {
|
|
filename = (char *)&find.name;
|
|
break;
|
|
}
|
|
NumFiles++;
|
|
} while( !FileFindNext( &find ) );
|
|
FileFindClose();
|
|
}
|
|
}
|
|
|
|
if ( filename==NULL) return;
|
|
}
|
|
|
|
if (!filename)
|
|
return;
|
|
|
|
strcat(filename2,filename);
|
|
|
|
infile = fopen( filename2, "rb" );
|
|
|
|
if (infile==NULL && AltHogdir_initialized) {
|
|
strcpy(filename2, AltHogDir);
|
|
strcat(filename2, "/" DEMO_DIR);
|
|
strcat(filename2, filename);
|
|
infile = fopen( filename2, "rb" );
|
|
}
|
|
|
|
if (infile==NULL) {
|
|
mprintf( (0, "Error reading '%s'\n", filename ));
|
|
return;
|
|
}
|
|
|
|
nd_bad_read = 0;
|
|
#ifdef NETWORK
|
|
change_playernum_to(0); // force playernum to 0
|
|
#endif
|
|
strncpy(nd_save_callsign, Players[Player_num].callsign, CALLSIGN_LEN);
|
|
Viewer = ConsoleObject = &Objects[0]; // play properly as if console player
|
|
if (newdemo_read_demo_start(rnd_demo)) {
|
|
fclose(infile);
|
|
return;
|
|
}
|
|
|
|
Game_mode = GM_NORMAL;
|
|
Newdemo_state = ND_STATE_PLAYBACK;
|
|
Newdemo_vcr_state = ND_STATE_PLAYBACK;
|
|
Newdemo_old_cockpit = Cockpit_mode;
|
|
Newdemo_size = filelength(fileno(infile));
|
|
nd_bad_read = 0;
|
|
Newdemo_at_eof = 0;
|
|
NewdemoFrameCount = 0;
|
|
Newdemo_players_cloaked = 0;
|
|
playback_style = NORMAL_PLAYBACK;
|
|
Function_mode = FMODE_GAME;
|
|
Cockpit_3d_view[0] = CV_NONE; //turn off 3d views on cockpit
|
|
Cockpit_3d_view[1] = CV_NONE; //turn off 3d views on cockpit
|
|
newdemo_playback_one_frame(); // this one loads new level
|
|
newdemo_playback_one_frame(); // get all of the objects to renderb game
|
|
}
|
|
|
|
void newdemo_stop_playback()
|
|
{
|
|
fclose( infile );
|
|
Newdemo_state = ND_STATE_NORMAL;
|
|
#ifdef NETWORK
|
|
change_playernum_to(0); //this is reality
|
|
#endif
|
|
strncpy(Players[Player_num].callsign, nd_save_callsign, CALLSIGN_LEN);
|
|
Cockpit_mode = Newdemo_old_cockpit;
|
|
Game_mode = GM_GAME_OVER;
|
|
Function_mode = FMODE_MENU;
|
|
longjmp(LeaveGame,0); // Exit game loop
|
|
}
|
|
|
|
|
|
#ifndef NDEBUG
|
|
|
|
#define BUF_SIZE 16384
|
|
|
|
void newdemo_strip_frames(char *outname, int bytes_to_strip)
|
|
{
|
|
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 = filelength(fileno(infile));
|
|
outfile = fopen(outname, "wb");
|
|
if (outfile == NULL) {
|
|
newmenu_item m[1];
|
|
|
|
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "Can't open output file";
|
|
newmenu_do( NULL, NULL, 1, m, NULL );
|
|
newdemo_stop_playback();
|
|
return;
|
|
}
|
|
buf = d_malloc(BUF_SIZE);
|
|
if (buf == NULL) {
|
|
newmenu_item m[1];
|
|
|
|
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "Can't malloc output buffer";
|
|
newmenu_do( NULL, NULL, 1, m, NULL );
|
|
fclose(outfile);
|
|
newdemo_stop_playback();
|
|
return;
|
|
}
|
|
newdemo_goto_end();
|
|
trailer_start = ftell(infile);
|
|
fseek(infile, 11, SEEK_CUR);
|
|
bytes_back = 0;
|
|
while (bytes_back < bytes_to_strip) {
|
|
loc1 = ftell(infile);
|
|
//fseek(infile, -10, SEEK_CUR);
|
|
//nd_read_short(&last_frame_length);
|
|
//fseek(infile, 8 - last_frame_length, SEEK_CUR);
|
|
newdemo_back_frames(1);
|
|
loc2 = ftell(infile);
|
|
bytes_back += (loc1 - loc2);
|
|
}
|
|
fseek(infile, -10, SEEK_CUR);
|
|
nd_read_short(&last_frame_length);
|
|
fseek(infile, -3, SEEK_CUR);
|
|
stop_loc = ftell(infile);
|
|
fseek(infile, 0, SEEK_SET);
|
|
while (stop_loc > 0) {
|
|
if (stop_loc < BUF_SIZE)
|
|
bytes_to_read = stop_loc;
|
|
else
|
|
bytes_to_read = BUF_SIZE;
|
|
read_elems = fread(buf, 1, bytes_to_read, infile);
|
|
fwrite(buf, 1, read_elems, outfile);
|
|
stop_loc -= read_elems;
|
|
}
|
|
stop_loc = ftell(outfile);
|
|
fseek(infile, trailer_start, SEEK_SET);
|
|
while ((read_elems = fread(buf, 1, BUF_SIZE, infile)) != 0)
|
|
fwrite(buf, 1, read_elems, outfile);
|
|
fseek(outfile, stop_loc, SEEK_SET);
|
|
fseek(outfile, 1, SEEK_CUR);
|
|
fwrite(&last_frame_length, 2, 1, outfile);
|
|
fclose(outfile);
|
|
newdemo_stop_playback();
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
object DemoRightExtra,DemoLeftExtra;
|
|
ubyte DemoDoRight=0,DemoDoLeft=0;
|
|
|
|
void nd_render_extras (ubyte which,object *obj)
|
|
{
|
|
ubyte w=which>>4;
|
|
ubyte type=which&15;
|
|
|
|
if (which==255)
|
|
{
|
|
Int3(); // how'd we get here?
|
|
do_cockpit_window_view(w,NULL,0,WBU_WEAPON,NULL);
|
|
return;
|
|
}
|
|
|
|
if (w)
|
|
{
|
|
memcpy (&DemoRightExtra,obj,sizeof(object)); DemoDoRight=type;
|
|
}
|
|
else
|
|
{
|
|
memcpy (&DemoLeftExtra,obj,sizeof(object)); DemoDoLeft=type;
|
|
}
|
|
|
|
}
|
|
|
|
void DoJasonInterpolate (fix recorded_time)
|
|
{
|
|
fix the_delay;
|
|
|
|
JasonPlaybackTotal+=FrameTime;
|
|
|
|
if (!First_time_playback)
|
|
{
|
|
// get the difference between the recorded time and the playback time
|
|
the_delay=(recorded_time - FrameTime);
|
|
//mprintf ((0,"The delay=%d\n", f2i(the_delay)));
|
|
if (the_delay >= f0_0)
|
|
{
|
|
stop_time();
|
|
timer_delay(the_delay);
|
|
start_time();
|
|
}
|
|
else
|
|
{
|
|
while (JasonPlaybackTotal > nd_recorded_total)
|
|
if (newdemo_read_frame_information() == -1)
|
|
{
|
|
newdemo_stop_playback();
|
|
return;
|
|
}
|
|
|
|
//the_delay = nd_recorded_total - JasonPlaybackTotal;
|
|
//if (the_delay > f0_0)
|
|
// timer_delay(the_delay);
|
|
}
|
|
|
|
}
|
|
|
|
First_time_playback=0;
|
|
}
|
|
|
|
#ifdef MACINTOSH
|
|
#pragma global_optimizer reset
|
|
#endif
|
|
|