//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- //#define MAIN //#define QUIET #include "build.h" #include "cache1d.h" #include "osd.h" #include "keys.h" #include "names2.h" #include "panel.h" #include "game.h" #include "net.h" #include "mytypes.h" #include "control.h" #include "function.h" #include "demo.h" #include "player.h" #include "menus.h" DFILE DemoFileIn = DF_ERR; FILE *DemoFileOut; BOOL DemoPlaying = FALSE; BOOL DemoRecording = FALSE; BOOL DemoEdit = FALSE; BOOL DemoMode = FALSE; BOOL DemoModeMenuState = FALSE; BOOL DemoOverride = FALSE; char DemoFileName[16] = "demo.dmo"; char DemoLevelName[16] = ""; extern BOOL NewGame; // Demo sync stuff FILE *DemoSyncFile; BOOL DemoSyncTest = FALSE, DemoSyncRecord = FALSE; char DemoTmpName[16] = ""; SW_PACKET DemoBuffer[DEMO_BUFFER_MAX]; int DemoRecCnt = 0; // Can only record 1-player game BOOL DemoDone; VOID DemoWriteHeader(VOID); VOID DemoReadHeader(VOID); VOID DemoReadBuffer(VOID); // // DemoDebug Vars // // DemoDebugMode will close the file after every write BOOL DemoDebugMode = FALSE; //BOOL DemoDebugMode = TRUE; BOOL DemoInitOnce = FALSE; short DemoDebugBufferMax = 1; extern char LevelName[]; extern char LevelSong[16]; extern BYTE FakeMultiNumPlayers; extern BOOL QuitFlag; /////////////////////////////////////////// // // Demo File Manipulation // /////////////////////////////////////////// char *DemoSyncFileName(VOID) { static char file_name[32]; char *ptr; strcpy(file_name, DemoFileName); if ((ptr = strchr(file_name, '.')) == 0) strcat(file_name, ".dms"); else { *ptr = '\0'; strcat(file_name, ".dms"); } return(file_name); } VOID DemoSetup(VOID) { if (DemoRecording) { if (DemoSyncRecord) DemoSyncFile = fopen(DemoSyncFileName(),"wb"); DemoWriteHeader(); memset(&DemoBuffer, -1, sizeof(DemoBuffer)); } if (DemoPlaying) { if (DemoSyncRecord) DemoSyncFile = fopen(DemoSyncFileName(),"wb"); if (DemoSyncTest) DemoSyncFile = fopen(DemoSyncFileName(),"rb"); DemoReadHeader(); memset(&DemoBuffer, -1, sizeof(DemoBuffer)); DemoReadBuffer(); } } VOID DemoRecordSetup(VOID) { if (DemoRecording) { if (DemoSyncRecord) DemoSyncFile = fopen(DemoSyncFileName(),"wb"); DemoWriteHeader(); memset(&DemoBuffer, -1, sizeof(DemoBuffer)); } } VOID DemoPlaySetup(VOID) { if (DemoPlaying) { if (DemoSyncRecord) DemoSyncFile = fopen(DemoSyncFileName(),"wb"); if (DemoSyncTest) DemoSyncFile = fopen(DemoSyncFileName(),"rb"); DemoReadHeader(); memset(&DemoBuffer, -1, sizeof(DemoBuffer)); DemoReadBuffer(); } } VOID DemoWriteHeader(VOID) { DEMO_HEADER dh; DEMO_START_POS dsp; PLAYERp pp; DemoFileOut = fopen(DemoFileName, "wb"); if (!DemoFileOut) return; strcpy(dh.map_name, LevelName); strcpy(dh.LevelSong, LevelSong); dh.Level = Level; if (FakeMultiNumPlayers) dh.numplayers = FakeMultiNumPlayers; else dh.numplayers = CommPlayers; fwrite(&dh, sizeof(dh), 1, DemoFileOut); for (pp = Player; pp < Player + dh.numplayers; pp++) { dsp.x = pp->posx; dsp.y = pp->posy; dsp.z = pp->posz; fwrite(&dsp, sizeof(dsp), 1, DemoFileOut); fwrite(&pp->Flags, sizeof(pp->Flags), 1, DemoFileOut); fwrite(&pp->pang, sizeof(pp->pang), 1, DemoFileOut); } fwrite(&Skill, sizeof(Skill), 1, DemoFileOut); fwrite(&gNet, sizeof(gNet), 1, DemoFileOut); if (DemoDebugMode) { DemoDebugBufferMax = CommPlayers; fclose(DemoFileOut); } } VOID DemoReadHeader(VOID) { DEMO_HEADER dh; DEMO_START_POS dsp; PLAYERp pp; #if DEMO_FILE_TYPE != DEMO_FILE_GROUP if (DemoEdit) { DemoFileIn = fopen(DemoFileName, "rb+"); } else #endif { //DemoFileIn = fopen(DemoFileName, "rb"); DemoFileIn = DOPEN_READ(DemoFileName); } if (DemoFileIn == DF_ERR) { TerminateGame(); printf("File %s is not a valid demo file.",DemoFileName); exit(0); } DREAD(&dh, sizeof(dh), 1, DemoFileIn); strcpy(DemoLevelName, dh.map_name); strcpy(LevelSong, dh.LevelSong); Level = dh.Level; if (dh.numplayers > 1) { FakeMultiNumPlayers = dh.numplayers; } else CommPlayers = dh.numplayers; for (pp = Player; pp < Player + dh.numplayers; pp++) { DREAD(&dsp, sizeof(dsp), 1, DemoFileIn); pp->posx = dsp.x; pp->posy = dsp.y; pp->posz = dsp.z; COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum); //pp->cursectnum = 0; //updatesectorz(pp->posx, pp->posy, pp->posz, &pp->cursectnum); DREAD(&pp->Flags, sizeof(pp->Flags), 1, DemoFileIn); DREAD(&pp->pang, sizeof(pp->pang), 1, DemoFileIn); } DREAD(&Skill, sizeof(Skill), 1, DemoFileIn); DREAD(&gNet, sizeof(gNet), 1, DemoFileIn); } VOID DemoDebugWrite(VOID) { int size; DemoFileOut = fopen(DemoFileName, "ab"); ASSERT(DemoFileOut); size = sizeof(SW_PACKET) * DemoDebugBufferMax; fwrite(&DemoBuffer, size, 1, DemoFileOut); memset(&DemoBuffer, -1, size); fclose(DemoFileOut); } VOID DemoWriteBuffer(VOID) { fwrite(&DemoBuffer, sizeof(DemoBuffer), 1, DemoFileOut); memset(&DemoBuffer, -1, sizeof(DemoBuffer)); } VOID DemoReadBuffer(VOID) { memset(&DemoBuffer, -1, sizeof(DemoBuffer)); DREAD(&DemoBuffer, sizeof(DemoBuffer), 1, DemoFileIn); } VOID DemoBackupBuffer(VOID) { #if DEMO_FILE_TYPE != DEMO_FILE_GROUP FILE *NewDemoFile; FILE *OldDemoFile = DemoFileIn; int pos,i; char copy_buffer; char NewDemoFileName[16] = "!"; // seek backwards to beginning of last buffer fseek(OldDemoFile, -sizeof(DemoBuffer), SEEK_CUR); pos = ftell(OldDemoFile); // open a new edit file strcat(NewDemoFileName, DemoFileName); NewDemoFile = fopen(NewDemoFileName, "wb"); rewind(OldDemoFile); // copy old demo to new demo for (i = 0; i < pos; i++) { fread(©_buffer, sizeof(copy_buffer), 1, OldDemoFile); fwrite(©_buffer,sizeof(copy_buffer), 1, NewDemoFile); } DemoFileOut = NewDemoFile; fclose(OldDemoFile); #endif } VOID DemoTerm(VOID) { if (DemoRecording) { // if already closed if (DemoFileOut == NULL) return; if (DemoDebugMode) { DemoFileOut = fopen(DemoFileName, "ab"); ASSERT(DemoFileOut); } else { // paste on a -1 record to the current buffer if (DemoRecCnt < DEMO_BUFFER_MAX) memset(&DemoBuffer[DemoRecCnt], -1, sizeof(DemoBuffer[DemoRecCnt])); DemoWriteBuffer(); } // write at least 1 record at the end filled with -1 // just for good measure memset(&DemoBuffer[0], -1, sizeof(DemoBuffer[0])); fwrite(&DemoBuffer[0], sizeof(DemoBuffer[0]), 1, DemoFileOut); fclose(DemoFileOut); DemoFileOut = NULL; } if (DemoPlaying) { if (DemoFileIn == DF_ERR) return; DCLOSE(DemoFileIn); DemoFileIn = DF_ERR; } if (DemoSyncTest||DemoSyncRecord) { fclose(DemoSyncFile); DemoSyncFile = NULL; } } /////////////////////////////////////////// // // Demo Play Back // /////////////////////////////////////////// VOID DemoPlayBack(VOID) { int pnum, cnt; static int buf_ndx; PLAYERp pp; ControlInfo info; int Xdim, Ydim, ScreenSize; if (SW_SHAREWARE) { // code here needs to be similar to RunLevel startup code PlaySong(LevelSong, -1, TRUE, TRUE); } // Initialize Game part of network code (When ready2send != 0) InitNetVars(); // IMPORTANT - MUST be right before game loop InitTimingVars(); // THIS STUFF DEPENDS ON MYCONNECTINDEX BEING SET RIGHT pp = Player + myconnectindex; SetRedrawScreen(pp); if (!DemoInitOnce) buf_ndx = 0; // everything has been inited at least once for PLAYBACK DemoInitOnce = TRUE; cnt = 0; ready2send = 0; DemoDone = FALSE; while (TRUE) { // makes code run at the same rate while (totalclock > totalsynctics) { handleevents(); TRAVERSE_CONNECT(pnum) { pp = Player + pnum; pp->inputfifo[pp->movefifoend & (MOVEFIFOSIZ-1)] = DemoBuffer[buf_ndx]; pp->movefifoend++; buf_ndx++; if (pp->inputfifo[(pp->movefifoend - 1) & (MOVEFIFOSIZ-1)].bits == -1) { DemoDone = TRUE; break; } if (buf_ndx > DEMO_BUFFER_MAX - 1) { DemoReadBuffer(); buf_ndx = 0; } } if (DemoDone) break; cnt++; if (!UsingMenus) CONTROL_GetInput(&info); domovethings(); OSD_DispatchQueued(); MNU_CheckForMenus(); // fast forward and slow mo if (DemoEdit) { if (KEY_PRESSED(KEYSC_F)) { if (KEY_PRESSED(KEYSC_LSHIFT) || KEY_PRESSED(KEYSC_RSHIFT)) totalclock += synctics; else totalclock += synctics-1; } if (KEY_PRESSED(KEYSC_S)) totalclock += 1-synctics; } else { #if DEBUG if (KEY_PRESSED(KEYSC_ALT) && KEY_PRESSED(KEYSC_CTRL) && KEY_PRESSED(KEYSC_S)) { KEY_PRESSED(KEYSC_ALT) = KEY_PRESSED(KEYSC_CTRL) = KEY_PRESSED(KEYSC_S) = 0; saveboard("demosave.map", &Player->posx, &Player->posy, &Player->posz, &Player->pang, &Player->cursectnum); } #endif if (BUTTON(gamefunc_See_Co_Op_View)) { CONTROL_ClearButton(gamefunc_See_Co_Op_View); NextScreenPeek(); } #if DEBUG if (KEY_PRESSED(KEYSC_RIGHT) || KEY_PRESSED(KEYSC_UP)) { if (KEY_PRESSED(KEYSC_LSHIFT) || KEY_PRESSED(KEYSC_RSHIFT)) totalclock += synctics; else totalclock += synctics-1; } if (KEY_PRESSED(KEYSC_LEFT) || KEY_PRESSED(KEYSC_DOWN)) totalclock += 1-synctics; #endif } if (DemoSyncRecord) demosync_record(); if (DemoSyncTest) demosync_test(cnt); } // Put this back in later when keyboard stuff is stable if (DemoEdit) { //CONTROL_GetButtonInput(); CONTROL_GetInput(&info); // if a key is pressed, start recording from the point the key // was pressed if (BUTTON(gamefunc_Move_Forward) || BUTTON(gamefunc_Move_Backward) || BUTTON(gamefunc_Turn_Left) || BUTTON(gamefunc_Turn_Right) || BUTTON(gamefunc_Fire) || BUTTON(gamefunc_Open) || BUTTON(gamefunc_Jump) || BUTTON(gamefunc_Crouch) || BUTTON(gamefunc_Look_Up) || BUTTON(gamefunc_Look_Down)) { DemoBackupBuffer(); DemoRecCnt = buf_ndx; DemoPlaying = FALSE; DemoRecording = TRUE; return; } } if (BUTTON(gamefunc_See_Co_Op_View)) { NextScreenPeek(); } // demo is over if (DemoDone) break; if (QuitFlag) { DemoMode = FALSE; break; } if (ExitLevel) { // Quiting Demo ExitLevel = FALSE; if (DemoMode) { DemoPlaying = FALSE; DemoMode = FALSE; } break; } drawscreen(Player + screenpeek); } // only exit if conditions are write if (DemoDone && !DemoMode && !NewGame) { TerminateLevel(); TerminateGame(); exit(0); } } // // Still using old method of playback - this was for opening demo // VOID ScenePlayBack(VOID) { int buf_ndx, pnum, cnt; PLAYERp pp; if (SW_SHAREWARE) { // code here needs to be similar to RunLevel startup code strcpy(LevelSong,"yokoha03.mid"); PlaySong(LevelSong, -1, TRUE, TRUE); } // IMPORTANT - MUST be right before game loop InitTimingVars(); buf_ndx = 0; cnt = 0; ready2send = 0; DemoDone = FALSE; ResetKeys(); while (TRUE) { // makes code run at the same rate while ((totalclock > totalsynctics)) { TRAVERSE_CONNECT(pnum) { pp = Player + pnum; pp->inputfifo[pp->movefifoend & (MOVEFIFOSIZ - 1)] = DemoBuffer[buf_ndx]; pp->movefifoend++; buf_ndx++; if (pp->inputfifo[(pp->movefifoend - 1) & (MOVEFIFOSIZ - 1)].bits == -1) { DemoDone = TRUE; break; } if (buf_ndx > DEMO_BUFFER_MAX - 1) { DemoReadBuffer(); buf_ndx = 0; } } if (KeyPressed()) DemoDone = TRUE; if (DemoDone) break; cnt++; //movethings(); domovethings(); MNU_CheckForMenus(); } // demo is over if (DemoDone) break; drawscreen(Player + screenpeek); } }