gzdoom/src/w_zip.h
Randy Heit 7e7ab6b4ec - 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)
2006-04-21 01:22:55 +00:00

64 lines
1.2 KiB
C

#ifndef __W_ZIP
#define __W_ZIP
#pragma pack(1)
struct FZipCentralInfo
{
// patched together from information from Q3's unzip.c
DWORD dwSignature;
WORD wNumberDisk;
WORD wNumberDiskWithCD;
WORD wEntryCount;
WORD wTotalEntryCount;
DWORD dwCDSize;
DWORD dwCDOffset;
WORD wCommentSize;
};
struct FZipFileInfo
{
// patched together from information from Q3's unzip.c
DWORD dwSignature;
WORD wVersion;
WORD wRequiredVersion;
WORD wFlags;
WORD wCompression;
DWORD dwLastModified;
DWORD dwCrc;
DWORD dwCompressedSize;
DWORD dwSize;
WORD wFileNameSize;
WORD wExtraSize;
WORD wCommentSize;
WORD wDiskStart;
WORD wInternalAttributes;
DWORD wExternalAttributes;
DWORD dwFileOffset;
// file name and other variable length info follows
};
struct FZipLocalHeader
{
// patched together from information from Q3's unzip.c
DWORD dwSignature;
WORD wRequiredVersion;
WORD wFlags;
WORD wCompression;
DWORD dwLastModified;
DWORD dwCrc;
DWORD dwCompressedSize;
DWORD dwSize;
WORD wFileNameSize;
WORD wExtraSize;
// file name and other variable length info follows
};
#pragma pack()
#define Z_DEFLATED 8
// File header flags.
#define ZF_ENCRYPTED 0x1
#endif