gzdoom-gles/src/w_zip.h

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#ifndef __W_ZIP
#define __W_ZIP
#pragma pack(1)
// FZipCentralInfo
struct FZipEndOfCentralDirectory
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{
DWORD Magic;
WORD DiskNumber;
WORD FirstDisk;
WORD NumEntries;
WORD NumEntriesOnAllDisks;
DWORD DirectorySize;
DWORD DirectoryOffset;
WORD ZipCommentLength;
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};
// FZipFileInfo
struct FZipCentralDirectoryInfo
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{
DWORD Magic;
BYTE VersionMadeBy[2];
BYTE VersionToExtract[2];
WORD Flags;
WORD Method;
WORD ModTime;
WORD ModDate;
DWORD CRC32;
DWORD CompressedSize;
DWORD UncompressedSize;
WORD NameLength;
WORD ExtraLength;
WORD CommentLength;
WORD StartingDiskNumber;
WORD InternalAttributes;
DWORD ExternalAttributes;
DWORD LocalHeaderOffset;
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// file name and other variable length info follows
};
// FZipLocalHeader
struct FZipLocalFileHeader
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{
DWORD Magic;
BYTE VersionToExtract[2];
WORD Flags;
WORD Method;
WORD ModTime;
WORD ModDate;
DWORD CRC32;
DWORD CompressedSize;
DWORD UncompressedSize;
WORD NameLength;
WORD ExtraLength;
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// file name and other variable length info follows
};
#pragma pack()
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#define ZIP_LOCALFILE MAKE_ID('P','K',3,4)
#define ZIP_CENTRALFILE MAKE_ID('P','K',1,2)
#define ZIP_ENDOFDIR MAKE_ID('P','K',5,6)
#define METHOD_STORED 0
#define METHOD_SHRINK 1
#define METHOD_IMPLODE 6
#define METHOD_DEFLATE 8
#define METHOD_BZIP2 12
#define METHOD_LZMA 14
#define METHOD_PPMD 98
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// File header flags.
#define ZF_ENCRYPTED 0x1
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
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#endif