Files
fs2open.github.com/code/demo/demo.cpp
T

975 lines
22 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "demo/demo.h"
#include "ship/ship.h"
#include "weapon/weapon.h"
#include "globalincs/linklist.h"
#include "freespace2/freespace.h"
#include "object/object.h"
#include "io/timer.h"
#include "gamesequence/gamesequence.h"
#include "mission/missionmessage.h"
#include "mission/missionparse.h"
#include "ship/shipfx.h"
#include "ship/shiphit.h"
#include "cfile/cfile.h"
// -----------------------------------------------------------------------------------------------------------------------------
// DEMO DEFINES/VARS
//
CFILE *Demo_file = NULL;
// how often we dump
#define DEMO_DEFAULT_FPS 15
int Demo_fps = 1000 / DEMO_DEFAULT_FPS;
// timestamp for frame dumping
int Demo_stamp = -1;
// missiontime
float Demo_missiontime = 0.0f;
// buffer for reading and writing demo stuff
#define DEMO_BUF_SIZE 32768
char *Demo_buf = NULL;
int Demo_buf_pos = 0;
// # of events posted for this frame
int Demo_frame_events = 0;
// current offset into the demo file - only used for playback
int Demo_cur_offset = -1;
// demo version #
#define DEMO_VERSION 2
// an error reading or writing the demo file
int Demo_error = DEMO_ERROR_NONE;
// all strings read out of the demo file must be no longer than this
#define DEMO_STRING_LEN 255
// macros
#define DEMO_DATA_FRAME() do { \
if(Demo_file == NULL){\
Int3();\
DEMO_ERROR(DEMO_ERROR_GENERAL);\
break;\
}\
if(Game_mode & GM_DEMO_RECORD){\
if(Demo_buf_pos == 0) {\
Int3();\
break;\
}\
if(Demo_frame_events <= 0){\
break;\
}\
if(!cfwrite_ushort((ushort)Demo_buf_pos, Demo_file)){\
DEMO_ERROR(DEMO_ERROR_DISK_SPACE);\
break;\
}\
if(!cfwrite(Demo_buf, Demo_buf_pos, 1, Demo_file)){\
DEMO_ERROR(DEMO_ERROR_DISK_SPACE);\
break;\
}\
} else if(Game_mode & GM_DEMO_PLAYBACK){\
Demo_buf_pos = (int)cfread_ushort(Demo_file);\
if(!cfread(Demo_buf, Demo_buf_pos, 1, Demo_file)){\
DEMO_ERROR(DEMO_ERROR_DISK_ACCESS);\
break;\
}\
}\
} while(0)
#define DEMO_DATA(vl, vl_size) do { if(Demo_buf == NULL){ DEMO_ERROR(DEMO_ERROR_GENERAL); break; } if((Demo_buf_pos + vl_size) >= DEMO_BUF_SIZE){ Int3(); DEMO_ERROR(DEMO_ERROR_FRAMESIZE); break; } if(Game_mode & GM_DEMO_RECORD){ memcpy(Demo_buf + Demo_buf_pos, &vl, vl_size); } else if(Game_mode & GM_DEMO_PLAYBACK){ memcpy(&vl, Demo_buf + Demo_buf_pos, vl_size); } Demo_buf_pos += vl_size; } while(0)
#define DEMO_INT(vl) do { DEMO_DATA(vl, sizeof(int)); } while(0)
#define DEMO_UINT(vl) do { DEMO_DATA(vl, sizeof(uint)); } while(0)
#define DEMO_SHORT(vl) do { DEMO_DATA(vl, sizeof(short)); } while(0)
#define DEMO_USHORT(vl) do { DEMO_DATA(vl, sizeof(ushort)); } while(0)
#define DEMO_BYTE(vl) do { DEMO_DATA(vl, sizeof(char)); } while(0)
#define DEMO_UBYTE(vl) do { DEMO_DATA(vl, sizeof(ubyte)); } while(0)
#define DEMO_FLOAT(vl) do { DEMO_DATA(vl, sizeof(float)); } while(0)
#define DEMO_VECTOR(vl) do { DEMO_DATA(vl, sizeof(vec3d)); } while(0)
#define DEMO_MATRIX(vl) do { DEMO_DATA(vl, sizeof(matrix)); } while(0)
#define DEMO_STRING(vl) do { int stlen; if(Game_mode & GM_DEMO_RECORD){ stlen = strlen(vl); if(stlen <= 0){ break; } DEMO_DATA(stlen, sizeof(ushort)); DEMO_DATA(*vl, strlen(vl)); } else { ushort len = 0; DEMO_USHORT(len); DEMO_DATA(*vl, len); vl[len] = '\0'; } } while(0)
// demo events types
#define DE_DUMP 1 // standard object dump
#define DE_TRAILER 2 // end of demo trailer
#define DE_PRIMARY 3 // primary weapon fired
#define DE_UNIQUE_MESSAGE 4 // unique hud message
#define DE_BUILTIN_MESSAGE 5 // builtin hud message
#define DE_OBJ_CREATE 6 // object create message
#define DE_OBJ_WARPIN 7 // ship warpin
#define DE_OBJ_WARPOUT 8 // ship warpout
#define DE_OBJ_DEPARTED 9 // ship departed
#define DE_SHIP_KILL 10 // ship kill
// call this when posting an error
#define DEMO_ERROR(er) do { Demo_error = er; Int3(); } while(0)
int Demo_make = 0;
DCF(demo, "")
{
Demo_make = !Demo_make;
if(Demo_make){
dc_printf("Demo will be recorded\n");
} else {
dc_printf("Demo will NOT be recorded\n");
}
}
// -----------------------------------------------------------------------------------------------------------------------------
// DEMO FORWARD DECLARATIONS
//
// write demo header
int demo_write_header();
// read the demo header
int demo_read_header();
// write the demo trailer
void demo_write_trailer();
// do a recording frame
void demo_do_recording_frame_start();
// do a recording frame
void demo_do_recording_frame_end();
// do a playback frame
void demo_do_playback_frame();
// seek through the demo file to the proper location
// return 0 on error, 1 on success/continue, 2 if the demo is done
int demo_playback_seek();
// scan through a read in frame of data and apply everything necessary. returns true if the trailer (end of demo) was found
int demo_playback_seek_sub(int frame_size);
// -----------------------------------------------------------------------------------------------------------------------------
// DEMO FUNCTIONS
//
// do frame for the demo - playback and recording, returns 0 if errors were encountered during frame processing
int demo_do_frame_start()
{
#ifndef DEMO_SYSTEM
return 1;
#else
// if we're not doing any demo stuff
if(!(Game_mode & GM_DEMO)){
return 1;
}
// bad
if(Demo_file == NULL){
DEMO_ERROR(DEMO_ERROR_DISK_ACCESS);
return 0;
}
// make sure we're not trying to record and playback at the same time
Assert( ((Game_mode & GM_DEMO_RECORD) && !(Game_mode & GM_DEMO_PLAYBACK)) || (!(Game_mode & GM_DEMO_RECORD) && (Game_mode & GM_DEMO_PLAYBACK)) );
// recording
if(Game_mode & GM_DEMO_RECORD){
demo_do_recording_frame_start();
} else {
demo_do_playback_frame();
}
// bad bad bad, get mwa
if(Demo_error){
return 0;
}
// continue
return 1;
#endif
}
// do frame for the demo - playback and recording, returns 0 if errors were encountered during frame processing
int demo_do_frame_end()
{
#ifndef DEMO_SYSTEM
return 1;
#else
// if we're not doing any demo stuff
if(!(Game_mode & GM_DEMO)){
return 1;
}
// bad
if(Demo_file == NULL){
DEMO_ERROR(DEMO_ERROR_DISK_ACCESS);
return 0;
}
// make sure we're not trying to record and playback at the same time
Assert( ((Game_mode & GM_DEMO_RECORD) && !(Game_mode & GM_DEMO_PLAYBACK)) || (!(Game_mode & GM_DEMO_RECORD) && (Game_mode & GM_DEMO_PLAYBACK)) );
// recording. there's nothing to do here for playback
if(Game_mode & GM_DEMO_RECORD){
demo_do_recording_frame_end();
}
// bad bad bad, get mwa
if(Demo_error){
return 0;
}
// continue
return 1;
#endif
}
// initialize a demo for recording
// NOTE : call this after loading the mission and going through the briefing, but _before_ physically moving into the mission
int demo_start_record(char *file)
{
#ifndef DEMO_SYSTEM
return 0;
#else
char full_name[MAX_FILENAME_LEN] = "";
// try and allocate the buffer
Demo_buf = (char*)vm_malloc(DEMO_BUF_SIZE);
if(Demo_buf == NULL){
DEMO_ERROR(DEMO_ERROR_DISK_ACCESS);
return 0;
}
// open the outfile
strcpy_s(full_name, file);
cf_add_ext(full_name, ".fsd");
Demo_file = cfopen(full_name, "wb", CFILE_NORMAL, CF_TYPE_DEMOS);
if(Demo_file == NULL){
Int3();
Demo_error = DEMO_ERROR_DISK_ACCESS;
return 0;
}
// no errors
Demo_error = DEMO_ERROR_NONE;
// write the header
if(!demo_write_header()){
return 0;
}
// flag demo mode
Game_mode |= GM_DEMO_RECORD;
// no events yet
Demo_frame_events = 0;
// success
return 1;
#endif
}
// initialize a demo for playback - calling this will load up the demo file and move the player into the playback state
int demo_start_playback(char *file)
{
#ifndef DEMO_SYSTEM
return 0;
#else
char full_name[MAX_FILENAME_LEN] = "";
// try and allocate the buffer
Demo_buf = (char*)vm_malloc(DEMO_BUF_SIZE);
if(Demo_buf == NULL){
DEMO_ERROR(DEMO_ERROR_DISK_ACCESS);
return 0;
}
// open the outfile
strcpy_s(full_name, file);
cf_add_ext(full_name, ".fsd");
Demo_file = cfopen(full_name, "rb", CFILE_NORMAL, CF_TYPE_DEMOS);
if(Demo_file == NULL){
DEMO_ERROR(DEMO_ERROR_DISK_ACCESS);
return 0;
}
// no errors
Demo_error = DEMO_ERROR_NONE;
// read the header
Demo_cur_offset = -1;
if(!demo_read_header()){
return 0;
}
// flag demo mode
Game_mode |= GM_DEMO_PLAYBACK;
// everything is cool, so jump into the mission
gameseq_post_event(GS_EVENT_ENTER_GAME);
return 1;
#endif
}
// finish the demo
void demo_close()
{
#ifdef DEMO_SYSTEM
// if we're recording, write the trailer
if(Game_mode & GM_DEMO_RECORD){
demo_write_trailer();
}
// close the demo file
if(Demo_file != NULL){
cfclose(Demo_file);
Demo_file = NULL;
}
// free the buffer
if(Demo_buf != NULL){
vm_free(Demo_buf);
Demo_buf = NULL;
}
// if we're playing back, go back to the main hall
if(Game_mode & GM_DEMO_PLAYBACK){
gameseq_post_event(GS_EVENT_MAIN_MENU);
}
// unflag demo mode
Game_mode &= ~(GM_DEMO_RECORD | GM_DEMO_PLAYBACK);
#endif
}
// if we should run the simulation for this object, or let the demo system handle it
int demo_should_sim(object *objp)
{
#ifndef DEMO_SYSTEM
return 1;
#else
// always sim stuff in non-demo mode
if(!(Game_mode & GM_DEMO)){
return 1;
}
// don't sim ships or missiles
if((objp->type == OBJ_SHIP) || ((objp->type == OBJ_WEAPON) && (objp->instance >= 0) && (Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE))){
return 0;
}
// sim everything else
return 1;
#endif
}
// -----------------------------------------------------------------------------------------------------------------------------
// DEMO RECORDING FUNCTIONS
//
// write demo header
int demo_write_header()
{
uint chksum;
char *full_name;
// write demo version #
if(!cfwrite_int(DEMO_VERSION, Demo_file)){
DEMO_ERROR(DEMO_ERROR_DISK_ACCESS);
return 0;
}
// write mission filename
if(!cfwrite_string_len(Game_current_mission_filename, Demo_file)){
DEMO_ERROR(DEMO_ERROR_DISK_ACCESS);
return 0;
}
// write mission checksum
full_name = cf_add_ext(Game_current_mission_filename, FS_MISSION_FILE_EXT);
cf_chksum_long(full_name, &chksum);
if(!cfwrite_int(chksum, Demo_file)){
DEMO_ERROR(DEMO_ERROR_DISK_ACCESS);
return 0;
}
// success
return 1;
}
// write the demo trailer
void demo_write_trailer()
{
// start a new chunk
demo_do_recording_frame_start();
// trailer event
ubyte frame_type = DE_TRAILER;
DEMO_UBYTE(frame_type);
// 1 event
Demo_frame_events++;
// write frame data to disk
DEMO_DATA_FRAME();
}
// start recording frame
void demo_do_recording_frame_start()
{
// if we're not physically doing the mission
if(gameseq_get_state() != GS_STATE_GAME_PLAY){
return;
}
// add in frametime
Demo_missiontime += flFrametime;
// clear the buffer, set no events, and write the header
Demo_buf_pos = 0;
Demo_frame_events = 0;
// missiontime
float fl_time = f2fl(Missiontime);
DEMO_FLOAT(fl_time);
}
// end recording frame
void demo_do_recording_frame_end()
{
// if we're not physically doing the mission
if(gameseq_get_state() != GS_STATE_GAME_PLAY){
return;
}
// if its time to dump objects (the last thing we might dump per frame)
if((Demo_stamp == -1) || timestamp_elapsed(Demo_stamp)){
// post an object dump event
demo_POST_object_dump();
// reset the stamp
Demo_stamp = timestamp(Demo_fps);
}
// write all accumulated frame data to disk if necessary
DEMO_DATA_FRAME();
}
// post an object dump event
void demo_POST_object_dump()
{
ship_obj *sobjp;
object *objp;
ushort obj_count;
ubyte team;
// object dump event
ubyte event_type = DE_DUMP;
DEMO_UBYTE(event_type);
// go through the ship list and count
obj_count = 0;
for ( sobjp = GET_FIRST(&Ship_obj_list); sobjp !=END_OF_LIST(&Ship_obj_list); sobjp = GET_NEXT(sobjp) ){
// object pointer
if(sobjp->objnum < 0){
continue;
}
obj_count++;
}
// write out the object count
DEMO_USHORT(obj_count);
// go through the ship list and dump necessary stuff
for ( sobjp = GET_FIRST(&Ship_obj_list); sobjp !=END_OF_LIST(&Ship_obj_list); sobjp = GET_NEXT(sobjp) ){
// object pointer
if(sobjp->objnum < 0){
continue;
}
objp = &Objects[sobjp->objnum];
// just ships for now
DEMO_INT(objp->signature);
DEMO_VECTOR(objp->pos);
DEMO_MATRIX(objp->orient);
DEMO_FLOAT(objp->phys_info.forward_thrust);
team = (ubyte)Ships[objp->instance].team;
DEMO_UBYTE(team);
DEMO_INT(Ships[objp->instance].flags);
}
// up the event count
Demo_frame_events++;
}
// post a primary fired event
void demo_POST_primary_fired(object *objp, int banks, int linked)
{
ubyte fire_info = 0;
// object dump event
ubyte event_type = DE_PRIMARY;
DEMO_UBYTE(event_type);
// object signature
DEMO_INT(objp->signature);
// get fire info
fire_info = (ubyte)banks;
fire_info &= ~(1<<7);
if(linked){
fire_info |= (1<<7);
}
DEMO_UBYTE(fire_info);
// up the event count
Demo_frame_events++;
}
// post a unique message
void demo_POST_unique_message(char *id, char *who_from, int m_source, int priority)
{
// sanity
if((id == NULL) || (who_from == NULL) || (strlen(id) <= 0) || (strlen(who_from) <= 0)){
return;
}
// write it
ubyte event = DE_UNIQUE_MESSAGE;
DEMO_UBYTE(event);
DEMO_STRING(id);
DEMO_STRING(who_from);
DEMO_INT(m_source);
DEMO_INT(priority);
// up the event count
Demo_frame_events++;
}
// post a builtin message
void demo_POST_builtin_message(int type, ship *shipp, int priority, int timing)
{
int sig = 0;
// write it
ubyte event = DE_BUILTIN_MESSAGE;
DEMO_UBYTE(event);
DEMO_INT(type);
if(shipp == NULL){
sig = -1;
} else if(shipp->objnum >= 0){
sig = Objects[shipp->objnum].signature;
}
DEMO_INT(sig);
DEMO_INT(priority);
DEMO_INT(timing);
// up the event count
Demo_frame_events++;
}
// post an object create message
void demo_POST_obj_create(char *pobj_name, int signature)
{
// write it
ubyte event = DE_OBJ_CREATE;
DEMO_UBYTE(event);
DEMO_STRING(pobj_name);
DEMO_INT(signature);
// up the event count
Demo_frame_events++;
}
// post a warpin event
void demo_POST_warpin(int signature, int ship_flags)
{
// write it
ubyte event = DE_OBJ_WARPIN;
DEMO_UBYTE(event);
DEMO_INT(signature);
DEMO_INT(ship_flags);
// up the event count
Demo_frame_events++;
}
// post a warpout event
void demo_POST_warpout(int signature, int ship_flags)
{
// write it
ubyte event = DE_OBJ_WARPOUT;
DEMO_UBYTE(event);
DEMO_INT(signature);
DEMO_INT(ship_flags);
// up the event count
Demo_frame_events++;
}
// post a departed event
void demo_POST_departed(int signature, int ship_flags)
{
// write it
ubyte event = DE_OBJ_DEPARTED;
DEMO_UBYTE(event);
DEMO_INT(signature);
DEMO_INT(ship_flags);
// up the event count
Demo_frame_events++;
}
// post a ship kill event
void demo_POST_ship_kill(object *objp)
{
// write it
ubyte event = DE_SHIP_KILL;
DEMO_UBYTE(event);
DEMO_INT(objp->signature);
// up the event count
Demo_frame_events++;
}
// -----------------------------------------------------------------------------------------------------------------------------
// DEMO PLAYBACK FUNCTIONS
//
// read the demo header
int demo_read_header()
{
int version;
uint file_checksum, my_checksum;
char *full_name;
// read the version #
version = cfread_int(Demo_file);
if(version != DEMO_VERSION){
DEMO_ERROR(DEMO_ERROR_VERSION);
return 0;
}
// read mission filename
cfread_string_len(Game_current_mission_filename, MAX_FILENAME_LEN, Demo_file);
// get mission checksum
file_checksum = cfread_int(Demo_file);
full_name = cf_add_ext(Game_current_mission_filename, FS_MISSION_FILE_EXT);
if(!cf_chksum_long(full_name, &my_checksum)){
DEMO_ERROR(DEMO_ERROR_DISK_ACCESS);
return 0;
}
if(file_checksum != my_checksum){
DEMO_ERROR(DEMO_ERROR_MISSION);
return 0;
}
// get the file offset of this first frame
Demo_cur_offset = cftell(Demo_file);
// success
return 1;
}
// do a playback frame
void demo_do_playback_frame()
{
// seek to the best location in the demo file
switch(demo_playback_seek()){
// error
case 0:
return;
// continue
case 1:
break;
// found the trailer - this demo is done
case 2:
demo_close();
break;
}
}
// seek through the demo file to the proper location
// return 0 on error, 1 on success/continue, 2 if the demo is done
int demo_playback_seek()
{
float this_time = 0.0f;
int frame_size;
int this_offset;
int ret = 0;
// scan until we find something useful
while(1){
// record the beginning of this chunk
this_offset = cftell(Demo_file);
// read in the data for the next frame
DEMO_DATA_FRAME();
frame_size = Demo_buf_pos;
Demo_buf_pos = 0;
// check the time
DEMO_FLOAT(this_time);
// ahead of us
if(this_time > f2fl(Missiontime)){
// success
ret = 1;
// seek back to the beginning of this chunk
Demo_cur_offset = this_offset;
// bust out
break;
}
// we should scan through this chunk
else {
// returns true if it finds the demo trailer
if(demo_playback_seek_sub(frame_size)){
return 2;
}
}
}
// seek back to the new frame
cfseek(Demo_file, Demo_cur_offset, CF_SEEK_SET);
// return
return ret;
}
// scan through a read in frame of data and apply everything necessary. returns true if the trailer (end of demo) was found
int demo_playback_seek_sub(int frame_size)
{
ubyte event = 0;
int idx;
// apply everything
while(Demo_buf_pos < frame_size){
// next event
DEMO_UBYTE(event);
// process it
switch(event){
// oops, trailer. we're done
case DE_TRAILER:
return 1;
// object dump
case DE_DUMP: {
ushort obj_count = 0;
int obj_sig = 0;
ubyte team = 0;
vec3d obj_pos = vmd_zero_vector;
matrix obj_orient = vmd_identity_matrix;
float obj_fthrust = 0;
int ship_index = 0;
int ship_flags = 0;
// get the object count
DEMO_USHORT(obj_count);
// read in all the objects
for(idx=0; idx<obj_count; idx++){
DEMO_INT(obj_sig);
DEMO_VECTOR(obj_pos);
DEMO_MATRIX(obj_orient);
DEMO_FLOAT(obj_fthrust);
DEMO_UBYTE(team);
DEMO_INT(ship_flags);
// find our ship object
ship_index = ship_get_by_signature(obj_sig);
// Assert(ship_index >= 0);
if(ship_index >= 0){
Objects[Ships[ship_index].objnum].pos = obj_pos;
Objects[Ships[ship_index].objnum].orient = obj_orient;
Objects[Ships[ship_index].objnum].phys_info.forward_thrust = obj_fthrust;
Ships[ship_index].team = team;
Ships[ship_index].flags = ship_flags;
}
}
}
break;
// primary fired
case DE_PRIMARY: {
int obj_sig = 0 ;
ubyte fire_info = 0;
int ship_index = -1;
// get the data and ship
DEMO_INT(obj_sig);
DEMO_UBYTE(fire_info);
ship_index = ship_get_by_signature(obj_sig);
if(ship_index >= 0){
Ships[ship_index].weapons.current_primary_bank = (int)(fire_info & ~(1<<7));
if(fire_info & (1<<7)){
Ships[ship_index].flags |= SF_PRIMARY_LINKED;
} else {
Ships[ship_index].flags &= ~(SF_PRIMARY_LINKED);
}
// fire
ship_fire_primary(&Objects[Ships[ship_index].objnum], 0, 1);
}
}
break;
// unique message
case DE_UNIQUE_MESSAGE: {
char id[255] = "";
char who_from[255] = "";
int m_source = 0;
int priority = 0;
// read the stuff in
DEMO_STRING(id);
DEMO_STRING(who_from);
DEMO_INT(m_source);
DEMO_INT(priority);
// send the message
message_send_unique_to_player(id, who_from, m_source, priority, 0, 0);
}
break;
// builtin message
case DE_BUILTIN_MESSAGE:{
int type = 0;
int sig = 0;
int ship_index = 0;
int priority = 0;
int timing = 0;
// get data and ship
DEMO_INT(type);
DEMO_INT(sig);
DEMO_INT(priority);
DEMO_INT(timing);
if(sig == -1){
// message_send_builtin_to_player(type, NULL, priority, timing, 0, 0);
} else {
ship_index = ship_get_by_signature(sig);
if(ship_index >= 0){
// message_send_builtin_to_player(type, &Ships[ship_index], priority, timing, 0, 0);
}
}
}
break;
// obj create
case DE_OBJ_CREATE:{
char pobj_name[255] = "";
int obj_sig = 0;
int objnum = 0;
p_object *objp = NULL;
// try and create the ship
DEMO_STRING(pobj_name);
DEMO_INT(obj_sig);
objp = mission_parse_get_arrival_ship( pobj_name );
if(objp != NULL){
objnum = parse_create_object(objp);
if(objnum >= 0){
Objects[objnum].signature = obj_sig;
}
}
}
break;
// warpin effect
case DE_OBJ_WARPIN:{
int obj_sig = 0;
int ship_flags = 0;
int ship_index = 0;
// get the data and ship
DEMO_INT(obj_sig);
DEMO_INT(ship_flags);
ship_index = ship_get_by_signature(obj_sig);
if(ship_index >= 0){
Ships[ship_index].flags = ship_flags;
shipfx_warpin_start(&Objects[Ships[ship_index].objnum]);
}
}
break;
// warpout effect
case DE_OBJ_WARPOUT:{
int obj_sig = 0;
int ship_flags = 0;
int ship_index = 0;
// get the data and ship
DEMO_INT(obj_sig);
DEMO_INT(ship_flags);
ship_index = ship_get_by_signature(obj_sig);
if(ship_index >= 0){
Ships[ship_index].flags = ship_flags;
shipfx_warpout_start(&Objects[Ships[ship_index].objnum]);
}
}
break;
// departed
case DE_OBJ_DEPARTED:{
int obj_sig = 0;
int ship_flags = 0;
int ship_index = 0;
// get the data and ship
DEMO_INT(obj_sig);
DEMO_INT(ship_flags);
ship_index = ship_get_by_signature(obj_sig);
if(ship_index >= 0){
Ships[ship_index].flags = ship_flags;
ship_actually_depart(ship_index);
}
}
break;
// ship kill
case DE_SHIP_KILL:{
int obj_sig = 0;
int ship_index = 0;
// get the data and ship
DEMO_INT(obj_sig);
ship_index = ship_get_by_signature(obj_sig);
if(ship_index >= 0){
Objects[Ships[ship_index].objnum].hull_strength = 0.0f;
ship_generic_kill_stuff(&Objects[Ships[ship_index].objnum], 1.0f);
}
}
break;
default:
Int3();
return 0;
}
}
return 0;
}