raze/source/sw/src/demo.cpp

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//-------------------------------------------------------------------------
/*
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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
//#define MAIN
//#define QUIET
#include "build.h"
#include "cache1d.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
#include "network.h"
#include "mytypes.h"
#include "control.h"
#include "gamecontrol.h"
#include "demo.h"
#include "player.h"
#include "menus.h"
BEGIN_SW_NS
DFILE DemoFileIn;
FILE *DemoFileOut;
SWBOOL DemoPlaying = FALSE;
SWBOOL DemoRecording = FALSE;
SWBOOL DemoEdit = FALSE;
SWBOOL DemoMode = FALSE;
SWBOOL DemoModeMenuState = FALSE;
SWBOOL DemoOverride = FALSE;
char DemoFileName[16] = "demo.dmo";
char DemoLevelName[16] = "";
extern SWBOOL NewGame;
// Demo sync stuff
FILE *DemoSyncFile;
SWBOOL DemoSyncTest = FALSE, DemoSyncRecord = FALSE;
char DemoTmpName[16] = "";
SW_PACKET DemoBuffer[DEMO_BUFFER_MAX];
int DemoRecCnt = 0; // Can only record 1-player game
SWBOOL DemoDone;
void DemoWriteHeader(void);
void DemoReadHeader(void);
void DemoReadBuffer(void);
//
// DemoDebug Vars
//
// DemoDebugMode will close the file after every write
SWBOOL DemoDebugMode = FALSE;
//SWBOOL DemoDebugMode = TRUE;
SWBOOL DemoInitOnce = FALSE;
short DemoDebugBufferMax = 1;
extern char LevelName[];
extern char LevelSong[16];
extern uint8_t FakeMultiNumPlayers;
extern SWBOOL 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 = numplayers;
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 = numplayers;
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 (DF_ERR(DemoFileIn))
{
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
numplayers = 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(&copy_buffer, sizeof(copy_buffer), 1, OldDemoFile);
fwrite(&copy_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 (DF_ERR(DemoFileIn))
return;
DCLOSE(DemoFileIn);
}
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++;
CONTROL_GetInput(&info);
domovethings();
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", (vec3_t *)Player, &Player->pang, &Player->cursectnum);
}
#endif
if (BUTTON(gamefunc_See_Coop_View))
{
CONTROL_ClearButton(gamefunc_See_Coop_View);
screenpeek = connectpoint2[screenpeek];
if (screenpeek < 0)
screenpeek = connecthead;
}
#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))
{
screenpeek += 1;
if (screenpeek > numplayers-1)
screenpeek = 0;
}
// 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);
}
}
END_SW_NS