raze-gles/polymer/eduke32/source/demo.c

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
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.
*/
//-------------------------------------------------------------------------
#include "duke3d.h"
#include "demo.h"
//#include "premap.h" // G_UpdateScreenArea()
#include "menus.h"
#include "savegame.h"
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
#include "input.h"
char g_firstDemoFile[BMAX_PATH];
FILE *g_demo_filePtr = (FILE *)NULL; // write
int32_t g_demo_recFilePtr = -1; // read
int32_t g_demo_cnt;
int32_t g_demo_goalCnt=0;
int32_t g_demo_totalCnt;
int32_t g_demo_paused=0;
int32_t g_demo_rewind=0;
int32_t g_demo_showStats=1;
static int32_t g_demo_soundToggle;
static int32_t demo_hasdiffs, demorec_diffs=1, demorec_difftics = 2*REALGAMETICSPERSEC;
int32_t demoplay_diffs=1;
int32_t demorec_diffs_cvar=1;
int32_t demorec_force_cvar=0;
int32_t demorec_difftics_cvar = 2*REALGAMETICSPERSEC;
int32_t demorec_diffcompress_cvar=1;
int32_t demorec_synccompress_cvar=1;
int32_t demorec_seeds_cvar=1;
int32_t demoplay_showsync=1;
static int32_t demo_synccompress=1, demorec_seeds=1, demo_hasseeds;
static void Demo_RestoreModes(int32_t menu)
{
if (menu)
g_player[myconnectindex].ps->gm |= MODE_MENU;
else
g_player[myconnectindex].ps->gm &= ~MODE_MENU;
g_player[myconnectindex].ps->gm &= ~MODE_GAME;
g_player[myconnectindex].ps->gm |= MODE_DEMO;
}
void Demo_PrepareWarp(void)
{
if (!g_demo_paused)
{
g_demo_soundToggle = ud.config.SoundToggle;
ud.config.SoundToggle = 0;
}
FX_StopAllSounds();
S_ClearSoundLocks();
}
static int32_t G_OpenDemoRead(int32_t g_whichDemo) // 0 = mine
{
int32_t i;
savehead_t saveh;
char demofn[14];
const char *demofnptr;
if (g_whichDemo == 1 && g_firstDemoFile[0])
{
demofnptr = g_firstDemoFile;
}
else
{
Bsprintf(demofn, "edemo%03d.edm", g_whichDemo);
demofnptr = demofn;
}
g_demo_recFilePtr = kopen4loadfrommod(demofnptr, g_loadFromGroupOnly);
if (g_demo_recFilePtr == -1)
return 0;
Bassert(g_whichDemo >= 1);
i = sv_loadsnapshot(g_demo_recFilePtr, -g_whichDemo, &saveh);
if (i)
{
OSD_Printf(OSD_ERROR "There were errors opening demo %d (code: %d).\n", g_whichDemo, i);
kclose(g_demo_recFilePtr); g_demo_recFilePtr = -1;
return 0;
}
demo_hasdiffs = saveh.recdiffsp;
g_demo_totalCnt = saveh.reccnt;
demo_synccompress = saveh.synccompress;
demo_hasseeds = demo_synccompress&2;
demo_synccompress &= 1;
i = g_demo_totalCnt/REALGAMETICSPERSEC;
OSD_Printf("demo %d duration: %d min %d sec\n", g_whichDemo, i/60, i%60);
g_demo_cnt = 1;
ud.reccnt = 0;
ud.god = ud.cashman = ud.eog = ud.showallmap = 0;
ud.noclip = ud.scrollmode = ud.overhead_on = 0; //= ud.pause_on = 0;
// G_NewGame(ud.volume_number,ud.level_number,ud.player_skill);
// G_ResetTimers();
totalclock = ototalclock = lockclock = 0;
return 1;
}
#if KRANDDEBUG
extern void krd_enable(int32_t which);
extern int32_t krd_print(const char *filename);
#endif
void G_OpenDemoWrite(void)
{
char demofn[BMAX_PATH];
int32_t i, demonum=1;
if (ud.recstat == 2)
{
kclose(g_demo_recFilePtr);
g_demo_recFilePtr = -1;
}
if ((g_player[myconnectindex].ps->gm&MODE_GAME) && g_player[myconnectindex].ps->dead_flag)
{
Bstrcpy(ScriptQuotes[QUOTE_RESERVED4], "CANNOT START DEMO RECORDING WHEN DEAD!");
P_DoQuote(QUOTE_RESERVED4, g_player[myconnectindex].ps);
ud.recstat = ud.m_recstat = 0;
return;
}
if (demorec_diffs_cvar && !demorec_force_cvar)
for (i=1; i<g_scriptSize-2; i++)
{
intptr_t w=script[i];
if ((w&0x0fff)==CON_RESIZEARRAY && (w>>12) && script[i+1]>=0 && script[i+1]<g_gameArrayCount)
{
OSD_Printf("\nThe CON code possibly contains a RESIZEARRAY command.\n");
OSD_Printf("Gamearrays that change their size during the game are unsupported by\n");
OSD_Printf("the demo recording system. If you are sure that the code doesn't\n");
OSD_Printf("contain a RESIZEARRAY command, you can force recording with the\n");
OSD_Printf("`demorec_force' cvar. Alternatively, you can disable diff recording\n");
OSD_Printf("with the `demorec_diffs' cvar.\n\n");
Bstrcpy(ScriptQuotes[QUOTE_RESERVED4], "FAILED STARTING DEMO RECORDING. SEE OSD FOR DETAILS.");
P_DoQuote(QUOTE_RESERVED4, g_player[myconnectindex].ps);
ud.recstat = ud.m_recstat = 0;
return;
}
}
do
{
if (demonum == 1000)
return;
if (G_ModDirSnprintf(demofn, sizeof(demofn), "edemo%03d.edm", demonum))
{
initprintf("Couldn't start demo writing: INTERNAL ERROR: file name too long\n");
goto error_wopen_demo;
}
demonum++;
g_demo_filePtr = Bfopen(demofn, "rb");
if (g_demo_filePtr == NULL)
break;
MAYBE_FCLOSE_AND_NULL(g_demo_filePtr);
}
while (1);
g_demo_filePtr = Bfopen(demofn,"wb");
if (g_demo_filePtr == NULL)
return;
i=sv_saveandmakesnapshot(g_demo_filePtr, -1, demorec_diffs_cvar, demorec_diffcompress_cvar,
demorec_synccompress_cvar|(demorec_seeds_cvar<<1));
if (i)
{
MAYBE_FCLOSE_AND_NULL(g_demo_filePtr);
error_wopen_demo:
Bstrcpy(ScriptQuotes[QUOTE_RESERVED4], "FAILED STARTING DEMO RECORDING. SEE OSD FOR DETAILS.");
P_DoQuote(QUOTE_RESERVED4, g_player[myconnectindex].ps);
ud.recstat = ud.m_recstat = 0;
return;
}
demorec_seeds = demorec_seeds_cvar;
demorec_diffs = demorec_diffs_cvar;
demo_synccompress = demorec_synccompress_cvar;
demorec_difftics = demorec_difftics_cvar;
Bsprintf(ScriptQuotes[QUOTE_RESERVED4], "DEMO %d RECORDING STARTED", demonum-1);
P_DoQuote(QUOTE_RESERVED4, g_player[myconnectindex].ps);
ud.reccnt = 0;
ud.recstat = ud.m_recstat = 1; //
#if KRANDDEBUG
krd_enable(1);
#endif
g_demo_cnt = 1;
}
// demo_profile: < 0: prepare
static int32_t g_demo_playFirstFlag, g_demo_profile, g_demo_stopProfile;
static int32_t g_demo_exitAfter;
void Demo_PlayFirst(int32_t prof, int32_t exitafter)
{
g_demo_playFirstFlag = 1;
g_demo_exitAfter = exitafter;
Bassert(prof >= 0);
g_demo_profile = -prof; // prepare
}
static uint8_t g_demo_seedbuf[RECSYNCBUFSIZ];
static void Demo_WriteSync()
{
int16_t tmpreccnt;
fwrite("sYnC", 4, 1, g_demo_filePtr);
tmpreccnt = (int16_t)ud.reccnt;
fwrite(&tmpreccnt, sizeof(int16_t), 1, g_demo_filePtr);
if (demorec_seeds)
fwrite(g_demo_seedbuf, 1, ud.reccnt, g_demo_filePtr);
if (demo_synccompress)
dfwrite(recsync, sizeof(input_t), ud.reccnt, g_demo_filePtr);
else //if (demo_synccompress==0)
fwrite(recsync, sizeof(input_t), ud.reccnt, g_demo_filePtr);
ud.reccnt = 0;
}
void G_DemoRecord(void)
{
int16_t i;
g_demo_cnt++;
if (demorec_diffs && (g_demo_cnt%demorec_difftics == 1))
{
sv_writediff(g_demo_filePtr);
demorec_difftics = demorec_difftics_cvar;
}
if (demorec_seeds)
g_demo_seedbuf[ud.reccnt] = (uint8_t)(randomseed>>24);
for (TRAVERSE_CONNECT(i))
{
Bmemcpy(&recsync[ud.reccnt], g_player[i].sync, sizeof(input_t));
ud.reccnt++;
}
if (ud.reccnt > RECSYNCBUFSIZ-MAXPLAYERS || (demorec_diffs && (g_demo_cnt%demorec_difftics == 0)))
Demo_WriteSync();
}
void G_CloseDemoWrite(void)
{
if (ud.recstat == 1)
{
if (ud.reccnt > 0)
Demo_WriteSync();
fwrite("EnD!", 4, 1, g_demo_filePtr);
// lastly, we need to write the number of written recsyncs to the demo file
if (fseek(g_demo_filePtr, offsetof(savehead_t, reccnt), SEEK_SET))
perror("G_CloseDemoWrite: final fseek");
else
fwrite(&g_demo_cnt, sizeof(g_demo_cnt), 1, g_demo_filePtr);
ud.recstat = ud.m_recstat = 0;
MAYBE_FCLOSE_AND_NULL(g_demo_filePtr);
sv_freemem();
Bstrcpy(ScriptQuotes[QUOTE_RESERVED4], "DEMO RECORDING STOPPED");
P_DoQuote(QUOTE_RESERVED4, g_player[myconnectindex].ps);
}
#if KRANDDEBUG
krd_print("krandrec.log");
#endif
}
static int32_t g_whichDemo = 1;
static int32_t Demo_UpdateState(int32_t frominit)
{
int32_t j = g_player[myconnectindex].ps->gm&MODE_MENU;
int32_t k = sv_updatestate(frominit);
// tmpdifftime = g_demo_cnt+12;
Demo_RestoreModes(j);
if (k)
OSD_Printf("sv_updatestate() returned %d.\n", k);
return k;
}
#define CORRUPT(code) do { corruptcode=code; goto corrupt; } while(0)
static int32_t Demo_ReadSync(int32_t errcode)
{
uint16_t si;
int32_t i;
if (kread(g_demo_recFilePtr, &si, sizeof(uint16_t)) != sizeof(uint16_t))
return errcode;
i = si;
if (demo_hasseeds)
{
if (kread(g_demo_recFilePtr, g_demo_seedbuf, i) != i)
return errcode;
}
if (demo_synccompress)
{
if (kdfread(recsync, sizeof(input_t), i, g_demo_recFilePtr) != i)
return errcode+1;
}
else
{
int32_t bytes = sizeof(input_t)*i;
if (kread(g_demo_recFilePtr, recsync, bytes) != bytes)
return errcode+2;
}
ud.reccnt = i;
return 0;
}
////////// DEMO PROFILING (TIMEDEMO MODE) //////////
static struct {
int32_t numtics, numframes;
double totalgamems;
double totalroomsdrawms, totalrestdrawms;
double starthitickms;
} g_prof;
int32_t Demo_IsProfiling(void)
{
return (g_demo_profile > 0);
}
static void Demo_StopProfiling(void)
{
g_demo_stopProfile = 1;
}
static void Demo_GToc(double t)
{
g_prof.numtics++;
g_prof.totalgamems += gethitickms()-t;
}
static void Demo_RToc(double t1, double t2)
{
g_prof.numframes++;
g_prof.totalroomsdrawms += t2-t1;
g_prof.totalrestdrawms += gethitickms()-t2;
}
static void Demo_DisplayProfStatus(void)
{
char buf[64];
static int32_t lastpercent=-1;
int32_t percent = (100*g_demo_cnt)/g_demo_totalCnt;
if (lastpercent == percent)
return;
lastpercent = percent;
clearallviews(0);
Bsnprintf(buf, sizeof(buf), "timing... %d/%d game tics (%d %%)",
g_demo_cnt, g_demo_totalCnt, percent);
gametext(160,60, buf, 0, 2+8+16);
nextpage();
}
static void Demo_SetupProfile(void)
{
g_demo_profile *= -1; // now >0: profile for real
g_demo_soundToggle = ud.config.SoundToggle;
ud.config.SoundToggle = 0; // restored by Demo_FinishProfile()
Bmemset(&g_prof, 0, sizeof(g_prof));
g_prof.starthitickms = gethitickms();
}
static void Demo_FinishProfile(void)
{
if (Demo_IsProfiling())
{
int32_t dn=g_whichDemo-1;
int32_t nt=g_prof.numtics, nf=g_prof.numframes;
double gms=g_prof.totalgamems;
double dms1=g_prof.totalroomsdrawms, dms2=g_prof.totalrestdrawms;
ud.config.SoundToggle = g_demo_soundToggle;
if (nt > 0)
{
OSD_Printf("== demo %d: %d gametics\n", dn, nt);
OSD_Printf("== demo %d game times: %.03f ms (%.03f us/gametic)\n",
dn, gms, (gms*1000.0)/nt);
}
if (nf > 0)
{
OSD_Printf("== demo %d: %d frames (%d frames/gametic)\n", dn, nf, g_demo_profile-1);
OSD_Printf("== demo %d drawrooms times: %.03f s (%.03f ms/frame)\n",
dn, dms1/1000.0, dms1/nf);
OSD_Printf("== demo %d drawrest times: %.03f s (%.03f ms/frame)\n",
dn, dms2/1000.0, dms2/nf);
}
{
double totalprofms = gms+dms1+dms2;
double totalms = gethitickms()-g_prof.starthitickms;
if (totalprofms != 0)
OSD_Printf("== demo %d: non-profiled time overhead: %.02f %%\n",
dn, 100.0*totalms/totalprofms - 100.0);
}
}
g_demo_profile = 0;
g_demo_stopProfile = 0;
}
////////////////////
int32_t G_PlaybackDemo(void)
{
int32_t bigi, j, initsyncofs = 0, lastsyncofs = 0, lastsynctic = 0, lastsyncclock = 0;
int32_t foundemo = 0, corruptcode, outofsync=0;
static int32_t in_menu = 0;
// static int32_t tmpdifftime=0;
if (ready2send)
return 0;
if (!g_demo_playFirstFlag)
g_demo_profile = 0;
RECHECK:
if (g_demo_playFirstFlag)
g_demo_playFirstFlag = 0;
else if (g_demo_exitAfter)
G_GameExit(" ");
#if KRANDDEBUG
if (foundemo)
krd_print("krandplay.log");
#endif
in_menu = g_player[myconnectindex].ps->gm&MODE_MENU;
pub = NUMPAGES;
pus = NUMPAGES;
flushperms();
if (!g_netServer && ud.multimode < 2)
foundemo = G_OpenDemoRead(g_whichDemo);
if (foundemo == 0)
{
ud.recstat = 0;
if (g_whichDemo > 1)
{
g_whichDemo = 1;
goto RECHECK;
}
fadepal(0,0,0, 0,63,7);
P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 1); // JBF 20040308
G_DrawBackground();
M_DisplayMenus();
//g_player[myconnectindex].ps->palette = palette;
nextpage();
fadepal(0,0,0, 63,0,-7);
ud.reccnt = 0;
}
else
{
ud.recstat = 2;
g_whichDemo++;
if (g_whichDemo == 1000)
g_whichDemo = 1;
g_player[myconnectindex].ps->gm &= ~MODE_GAME;
g_player[myconnectindex].ps->gm |= MODE_DEMO;
lastsyncofs = ktell(g_demo_recFilePtr);
initsyncofs = lastsyncofs;
lastsynctic = g_demo_cnt;
lastsyncclock = totalclock;
outofsync = 0;
#if KRANDDEBUG
krd_enable(2);
#endif
if (g_demo_profile < 0)
{
Demo_SetupProfile();
}
}
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
if (foundemo == 0 || in_menu || I_CheckAllInput() || numplayers > 1)
{
FX_StopAllSounds();
S_ClearSoundLocks();
g_player[myconnectindex].ps->gm |= MODE_MENU;
}
ready2send = 0;
bigi = 0;
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
I_ClearAllInput();
// OSD_Printf("ticcnt=%d, total=%d\n", g_demo_cnt, g_demo_totalCnt);
while (g_demo_cnt < g_demo_totalCnt || foundemo==0)
{
// Main loop here. It also runs when there's no demo to show,
// so maybe a better name for this function would be
// G_MainLoopWhenNotInGame()?
// Demo requested from the OSD, its name is in g_firstDemoFile[]
if (g_demo_playFirstFlag)
{
g_demo_playFirstFlag = 0;
g_whichDemo = 1; // force g_firstDemoFile[]
g_demo_paused = 0;
goto nextdemo_nomenu;
}
if (foundemo && (!g_demo_paused || g_demo_goalCnt))
{
if (g_demo_goalCnt>0 && g_demo_goalCnt < g_demo_cnt)
{
// initialize rewind
int32_t menu = g_player[myconnectindex].ps->gm&MODE_MENU;
if (g_demo_goalCnt > lastsynctic)
{
// we can use a previous diff
if (Demo_UpdateState(0)==0)
{
g_demo_cnt = lastsynctic;
klseek(g_demo_recFilePtr, lastsyncofs, SEEK_SET);
ud.reccnt = 0;
totalclock = ototalclock = lockclock = lastsyncclock;
}
else CORRUPT(-1);
}
else
{
// update to initial state
if (Demo_UpdateState(1) == 0)
{
klseek(g_demo_recFilePtr, initsyncofs, SEEK_SET);
g_levelTextTime = 0;
g_demo_cnt = 1;
ud.reccnt = 0;
// ud.god = ud.cashman = ud.eog = ud.showallmap = 0;
// ud.noclip = ud.scrollmode = ud.overhead_on = ud.pause_on = 0;
totalclock = ototalclock = lockclock = 0;
}
else CORRUPT(0);
}
Demo_RestoreModes(menu);
}
if (g_demo_stopProfile)
Demo_FinishProfile();
while (totalclock >= (lockclock+TICSPERFRAME)
// || (ud.reccnt > REALGAMETICSPERSEC*2 && ud.pause_on)
|| (g_demo_goalCnt>0 && g_demo_cnt<g_demo_goalCnt))
{
if (ud.reccnt<=0)
{
// Record count reached zero (or <0, corrupted), need
// reading another chunk.
char tmpbuf[4];
if (ud.reccnt<0)
{
OSD_Printf("G_PlaybackDemo: ud.reccnt<0!\n");
CORRUPT(1);
}
bigi = 0;
//reread:
if (kread(g_demo_recFilePtr, tmpbuf, 4) != 4)
CORRUPT(2);
if (Bmemcmp(tmpbuf, "sYnC", 4)==0)
{
int32_t err = Demo_ReadSync(3);
if (err)
CORRUPT(err);
}
else if (demo_hasdiffs && Bmemcmp(tmpbuf, "dIfF", 4)==0)
{
int32_t k = sv_readdiff(g_demo_recFilePtr);
if (k)
{
OSD_Printf("sv_readdiff() returned %d.\n", k);
CORRUPT(6);
}
else
{
lastsyncofs = ktell(g_demo_recFilePtr);
lastsynctic = g_demo_cnt;
lastsyncclock = totalclock;
if (kread(g_demo_recFilePtr, tmpbuf, 4) != 4)
CORRUPT(7);
if (Bmemcmp(tmpbuf, "sYnC", 4))
CORRUPT(8);
{
int32_t err = Demo_ReadSync(9);
if (err)
CORRUPT(err);
}
if ((g_demo_goalCnt==0 && demoplay_diffs) ||
(g_demo_goalCnt>0 && ud.reccnt/ud.multimode >= g_demo_goalCnt-g_demo_cnt))
{
Demo_UpdateState(0);
}
}
}
else if (Bmemcmp(tmpbuf, "EnD!", 4)==0)
goto nextdemo;
else CORRUPT(12);
if (0)
{
corrupt:
OSD_Printf(OSD_ERROR "Demo %d is corrupt (code %d).\n", g_whichDemo-1, corruptcode);
nextdemo:
g_player[myconnectindex].ps->gm |= MODE_MENU;
nextdemo_nomenu:
foundemo = 0;
ud.reccnt = 0;
kclose(g_demo_recFilePtr); g_demo_recFilePtr = -1;
if (g_demo_goalCnt>0)
{
g_demo_goalCnt=0;
ud.config.SoundToggle = g_demo_soundToggle;
}
if (Demo_IsProfiling()) // don't reset g_demo_profile if it's < 0
Demo_FinishProfile();
goto RECHECK;
}
}
if (demo_hasseeds)
outofsync = ((uint8_t)(randomseed>>24) != g_demo_seedbuf[bigi]);
for (TRAVERSE_CONNECT(j))
{
Bmemcpy(&inputfifo[0][j], &recsync[bigi], sizeof(input_t));
bigi++;
ud.reccnt--;
}
g_demo_cnt++;
if (Demo_IsProfiling())
{
int32_t t = gethitickms();
G_DoMoveThings();
Demo_GToc(t);
}
else if (!g_demo_paused)
{
// assumption that ud.multimode doesn't change in a demo may not be true
// sometime in the future v v v v v v v v v
if (g_demo_goalCnt==0 || !demo_hasdiffs || ud.reccnt/ud.multimode>=g_demo_goalCnt-g_demo_cnt)
{
G_DoMoveThings(); // increases lockclock by TICSPERFRAME
}
else
{
lockclock += TICSPERFRAME;
}
}
else
{
int32_t k = ud.config.SoundToggle;
ud.config.SoundToggle = 0;
G_DoMoveThings();
ud.config.SoundToggle = k;
}
ototalclock += TICSPERFRAME;
if (g_demo_goalCnt > 0)
{
// if fast-forwarding, we must update totalclock
totalclock += TICSPERFRAME;
// OSD_Printf("t:%d, l+T:%d; cnt:%d, goal:%d%s", totalclock, (lockclock+TICSPERFRAME),
// g_demo_cnt, g_demo_goalCnt, g_demo_cnt>=g_demo_goalCnt?" ":"\n");
if (g_demo_cnt>=g_demo_goalCnt)
{
g_demo_goalCnt = 0;
ud.config.SoundToggle = g_demo_soundToggle;
}
}
}
}
else if (foundemo && g_demo_paused)
{
totalclock = lockclock;
}
if (Demo_IsProfiling())
totalclock += TICSPERFRAME;
if (foundemo == 0)
{
G_DrawBackground();
}
else
{
static uint32_t nextrender = 0, framewaiting = 0;
uint32_t tt;
// NOTE: currently, no key/mouse events will be seen while
// demo-profiling because we need 'totalclock' for ourselves.
// And handleevents() -> sampletimer() would mess that up.
G_HandleLocalKeys();
if (framewaiting)
{
framewaiting--;
#if 0
if (ud.statusbarmode == 1 && (ud.statusbarscale == 100 || !getrendermode()))
{
ud.statusbarmode = 0;
G_UpdateScreenArea();
}
#endif
nextpage();
}
tt = getticks();
// Render one frame (potentially many if profiling)
if (Demo_IsProfiling())
{
int32_t i, num = g_demo_profile-1;
Bassert(totalclock-ototalclock==4);
for (i=0; i<num; i++)
{
double t1 = gethitickms(), t2;
// initprintf("t=%d, o=%d, t-o = %d\n", totalclock,
// ototalclock, totalclock-ototalclock);
// NOTE: G_DrawRooms() calculates smoothratio inside and
// ignores the function argument, so we set totalclock
// accordingly.
j = (i<<16)/num;
totalclock = ototalclock + (j>>16);
G_DrawRooms(screenpeek,j);
t2 = gethitickms();
G_DisplayRest(j);
Demo_RToc(t1, t2);
}
totalclock = ototalclock+4;
// draw status
Demo_DisplayProfStatus();
if (handleevents_peekkeys())
Demo_StopProfiling();
}
else if (r_maxfps == 0 || tt >= nextrender)
{
if (tt > nextrender+g_frameDelay)
nextrender = tt;
nextrender += g_frameDelay;
j = calc_smoothratio(totalclock, ototalclock);
if (g_demo_paused && g_demo_rewind)
j = 65536-j;
G_DrawRooms(screenpeek,j);
G_DisplayRest(j);
framewaiting++;
}
if (!Demo_IsProfiling() && (g_player[myconnectindex].ps->gm&MODE_MENU) == 0)
{
if (demoplay_showsync && outofsync)
gametext(160,100,"OUT OF SYNC",0,2+8+16);
if (g_demo_showStats)
{
#if 0
if (g_demo_cnt<tmpdifftime)
gametext(160,100,"DIFF",0,2+8+16);
{
char buf[32];
Bsprintf(buf, "RC:%4d TC:%5d", ud.reccnt, g_demo_cnt);
gametext(160,100,buf,0,2+8+16);
}
#endif
j=g_demo_cnt/REALGAMETICSPERSEC;
Bsprintf(buf, "%02d:%02d", j/60, j%60);
gametext(18,16,buf,0,2+8+16+1024);
rotatesprite(60<<16,16<<16,32768,0,SLIDEBAR,0,0,2+8+16+1024,0,0,(xdim*95)/320,ydim-1);
rotatesprite(90<<16,16<<16,32768,0,SLIDEBAR,0,0,2+8+16+1024,(xdim*95)/320,0,(xdim*125)/320,ydim-1);
rotatesprite(120<<16,16<<16,32768,0,SLIDEBAR,0,0,2+8+16+1024,(xdim*125)/320,0,(xdim*155)/320,ydim-1);
rotatesprite(150<<16,16<<16,32768,0,SLIDEBAR,0,0,2+8+16+1024,(xdim*155)/320,0,xdim-1,ydim-1);
j = (182<<16) - ((((120*(g_demo_totalCnt-g_demo_cnt))<<4)/g_demo_totalCnt)<<12);
rotatesprite_fs(j,(16<<16)+(1<<15),32768,0,SLIDEBAR+1,0,0,2+8+16+1024);
j=(g_demo_totalCnt-g_demo_cnt)/REALGAMETICSPERSEC;
Bsprintf(buf, "-%02d:%02d%s", j/60, j%60, g_demo_paused?" ^15PAUSED":"");
gametext(194,16,buf,0,2+8+16+1024);
}
}
if ((g_netServer || ud.multimode > 1) && g_player[myconnectindex].ps->gm)
Net_GetPackets();
if (g_player[myconnectindex].gotvote == 0 && voting != -1 && voting != myconnectindex)
gametext(160,60,"Press F1 to Accept, F2 to Decline",0,2+8+16);
}
if ((g_player[myconnectindex].ps->gm&MODE_MENU) && (g_player[myconnectindex].ps->gm&MODE_EOL))
{
Demo_FinishProfile();
goto RECHECK;
}
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
if (I_EscapeTrigger() && (g_player[myconnectindex].ps->gm&MODE_MENU) == 0 && (g_player[myconnectindex].ps->gm&MODE_TYPE) == 0)
{
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
I_EscapeTriggerClear();
FX_StopAllSounds();
S_ClearSoundLocks();
g_player[myconnectindex].ps->gm |= MODE_MENU;
ChangeToMenu(0);
S_MenuSound();
}
if (Demo_IsProfiling())
{
// Do nothing: sampletimer() is reached from M_DisplayMenus() ->
// Net_GetPackets() else.
}
else if (g_player[myconnectindex].ps->gm&MODE_TYPE)
{
Net_EnterMessage();
if ((g_player[myconnectindex].ps->gm&MODE_TYPE) != MODE_TYPE)
g_player[myconnectindex].ps->gm = MODE_MENU;
}
else
{
if (ud.recstat != 2)
M_DisplayMenus();
if ((g_netServer || ud.multimode > 1) && g_currentMenu != 20003 && g_currentMenu != 20005 && g_currentMenu != 210)
{
ControlInfo noshareinfo;
CONTROL_GetInput(&noshareinfo);
if (BUTTON(gamefunc_SendMessage))
{
KB_FlushKeyboardQueue();
CONTROL_ClearButton(gamefunc_SendMessage);
g_player[myconnectindex].ps->gm = MODE_TYPE;
typebuf[0] = 0;
inputloc = 0;
}
}
}
if (!Demo_IsProfiling())
G_PrintGameQuotes(screenpeek);
if (ud.last_camsprite != ud.camerasprite)
{
ud.last_camsprite = ud.camerasprite;
ud.camera_time = totalclock+(TICRATE*2);
}
if (VOLUMEONE)
{
if (ud.show_help == 0 && (g_player[myconnectindex].ps->gm&MODE_MENU) == 0)
rotatesprite_fs((320-50)<<16,9<<16,65536L,0,BETAVERSION,0,0,2+8+16+128);
}
// NOTE: We must prevent handleevents() and Net_GetPackets() from
// updating totalclock when profiling (both via sampletimer()):
if (!Demo_IsProfiling())
G_HandleAsync();
if (ud.recstat==0)
nextpage();
if (g_player[myconnectindex].ps->gm == MODE_GAME)
{
// user wants to play a game, quit showing demo!
if (foundemo)
{
#if KRANDDEBUG
krd_print("krandplay.log");
#endif
kclose(g_demo_recFilePtr); g_demo_recFilePtr = -1;
}
return 0;
}
}
ud.multimode = numplayers; // fixes 2 infinite loops after watching demo
kclose(g_demo_recFilePtr); g_demo_recFilePtr = -1;
Demo_FinishProfile();
// if we're in the menu, try next demo immediately
if (g_player[myconnectindex].ps->gm&MODE_MENU)
goto RECHECK;
#if KRANDDEBUG
if (foundemo)
krd_print("krandplay.log");
#endif
// finished playing a demo and not in menu:
// return so that e.g. the title can be shown
return 1;
}