2006-02-24 04:48:15 +00:00
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/*
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** p_saveg.cpp
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** Code for serializing the world state in an archive
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**
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**---------------------------------------------------------------------------
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2006-06-11 01:37:00 +00:00
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** Copyright 1998-2006 Randy Heit
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2006-02-24 04:48:15 +00:00
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "i_system.h"
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#include "p_local.h"
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// State.
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#include "dobject.h"
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#include "doomstat.h"
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#include "r_state.h"
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#include "m_random.h"
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#include "p_saveg.h"
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#include "s_sndseq.h"
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#include "v_palette.h"
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#include "a_sharedglobal.h"
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2008-06-04 17:53:15 +00:00
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#include "r_interpolate.h"
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2008-09-14 23:54:38 +00:00
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#include "g_level.h"
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2010-07-23 05:56:25 +00:00
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#include "po_man.h"
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2010-08-27 15:20:05 +00:00
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#include "p_setup.h"
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2011-07-03 10:47:35 +00:00
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#include "resources/colormaps.h"
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2006-02-24 04:48:15 +00:00
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|
- 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
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static void CopyPlayer (player_t *dst, player_t *src, const char *name);
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2008-07-06 03:52:53 +00:00
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static void ReadOnePlayer (FArchive &arc, bool skipload);
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static void ReadMultiplePlayers (FArchive &arc, int numPlayers, int numPlayersNow, bool skipload);
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- 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
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static void SpawnExtraPlayers ();
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2006-02-24 04:48:15 +00:00
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2010-07-23 05:56:25 +00:00
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2006-02-24 04:48:15 +00:00
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//
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// P_ArchivePlayers
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//
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2008-07-06 03:52:53 +00:00
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void P_SerializePlayers (FArchive &arc, bool skipload)
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2006-02-24 04:48:15 +00:00
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{
|
- 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
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BYTE numPlayers, numPlayersNow;
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2006-02-24 04:48:15 +00:00
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int i;
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|
- 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
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// Count the number of players present right now.
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for (numPlayersNow = 0, i = 0; i < MAXPLAYERS; ++i)
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2006-02-24 04:48:15 +00:00
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{
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if (playeringame[i])
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{
|
- 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
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++numPlayersNow;
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}
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}
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if (arc.IsStoring())
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{
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// Record the number of players in this save.
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arc << numPlayersNow;
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// Record each player's name, followed by their data.
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i])
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{
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arc.WriteString (players[i].userinfo.netname);
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players[i].Serialize (arc);
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}
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}
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}
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else
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{
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arc << numPlayers;
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// If there is only one player in the game, they go to the
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// first player present, no matter what their name.
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if (numPlayers == 1)
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{
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2008-07-06 03:52:53 +00:00
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ReadOnePlayer (arc, skipload);
|
- 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
|
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}
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else
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{
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2008-07-06 03:52:53 +00:00
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ReadMultiplePlayers (arc, numPlayers, numPlayersNow, skipload);
|
- 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
|
|
|
}
|
2008-07-06 03:52:53 +00:00
|
|
|
if (!skipload && numPlayersNow > numPlayers)
|
- 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
|
|
|
{
|
|
|
|
SpawnExtraPlayers ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-07-06 03:52:53 +00:00
|
|
|
static void ReadOnePlayer (FArchive &arc, bool skipload)
|
- 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
|
|
|
{
|
|
|
|
int i;
|
|
|
|
char *name = NULL;
|
|
|
|
bool didIt = false;
|
|
|
|
|
|
|
|
arc << name;
|
|
|
|
|
|
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
|
|
{
|
|
|
|
if (playeringame[i])
|
|
|
|
{
|
|
|
|
if (!didIt)
|
|
|
|
{
|
|
|
|
didIt = true;
|
|
|
|
player_t playerTemp;
|
|
|
|
playerTemp.Serialize (arc);
|
2008-07-06 03:52:53 +00:00
|
|
|
if (!skipload)
|
|
|
|
{
|
|
|
|
CopyPlayer (&players[i], &playerTemp, name);
|
|
|
|
}
|
- 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
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (players[i].mo != NULL)
|
|
|
|
{
|
|
|
|
players[i].mo->Destroy();
|
|
|
|
players[i].mo = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
delete[] name;
|
|
|
|
}
|
|
|
|
|
2008-07-06 03:52:53 +00:00
|
|
|
static void ReadMultiplePlayers (FArchive &arc, int numPlayers, int numPlayersNow, bool skipload)
|
- 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
|
|
|
{
|
|
|
|
// For two or more players, read each player into a temporary array.
|
|
|
|
int i, j;
|
|
|
|
char **nametemp = new char *[numPlayers];
|
|
|
|
player_t *playertemp = new player_t[numPlayers];
|
|
|
|
BYTE *tempPlayerUsed = new BYTE[numPlayers];
|
2008-12-16 03:59:28 +00:00
|
|
|
BYTE playerUsed[MAXPLAYERS];
|
- 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
|
|
|
|
|
|
|
for (i = 0; i < numPlayers; ++i)
|
|
|
|
{
|
|
|
|
nametemp[i] = NULL;
|
|
|
|
arc << nametemp[i];
|
|
|
|
playertemp[i].Serialize (arc);
|
|
|
|
tempPlayerUsed[i] = 0;
|
|
|
|
}
|
|
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
|
|
{
|
|
|
|
playerUsed[i] = playeringame[i] ? 0 : 2;
|
|
|
|
}
|
|
|
|
|
2008-07-06 03:52:53 +00:00
|
|
|
if (!skipload)
|
- 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
|
|
|
{
|
2008-07-06 03:52:53 +00:00
|
|
|
// Now try to match players from the savegame with players present
|
|
|
|
// based on their names. If two players in the savegame have the
|
|
|
|
// same name, then they are assigned to players in the current game
|
|
|
|
// on a first-come, first-served basis.
|
|
|
|
for (i = 0; i < numPlayers; ++i)
|
- 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
|
|
|
{
|
|
|
|
for (j = 0; j < MAXPLAYERS; ++j)
|
|
|
|
{
|
2008-07-06 03:52:53 +00:00
|
|
|
if (playerUsed[j] == 0 && stricmp(players[j].userinfo.netname, nametemp[i]) == 0)
|
|
|
|
{ // Found a match, so copy our temp player to the real player
|
|
|
|
Printf ("Found player %d (%s) at %d\n", i, nametemp[i], j);
|
- 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
|
|
|
CopyPlayer (&players[j], &playertemp[i], nametemp[i]);
|
|
|
|
playerUsed[j] = 1;
|
|
|
|
tempPlayerUsed[i] = 1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-07-06 03:52:53 +00:00
|
|
|
// Any players that didn't have matching names are assigned to existing
|
|
|
|
// players on a first-come, first-served basis.
|
|
|
|
for (i = 0; i < numPlayers; ++i)
|
|
|
|
{
|
|
|
|
if (tempPlayerUsed[i] == 0)
|
|
|
|
{
|
|
|
|
for (j = 0; j < MAXPLAYERS; ++j)
|
|
|
|
{
|
|
|
|
if (playerUsed[j] == 0)
|
|
|
|
{
|
|
|
|
Printf ("Assigned player %d (%s) to %d (%s)\n", i, nametemp[i], j, players[j].userinfo.netname);
|
|
|
|
CopyPlayer (&players[j], &playertemp[i], nametemp[i]);
|
|
|
|
playerUsed[j] = 1;
|
|
|
|
tempPlayerUsed[i] = 1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-12-16 03:59:28 +00:00
|
|
|
// Make sure any extra players don't have actors spawned yet. Happens if the players
|
|
|
|
// present now got the same slots as they had in the save, but there are not as many
|
|
|
|
// as there were in the save.
|
2008-07-06 03:52:53 +00:00
|
|
|
for (j = 0; j < MAXPLAYERS; ++j)
|
- 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
|
|
|
{
|
2008-07-06 03:52:53 +00:00
|
|
|
if (playerUsed[j] == 0)
|
- 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
|
|
|
{
|
2008-07-06 03:52:53 +00:00
|
|
|
if (players[j].mo != NULL)
|
|
|
|
{
|
|
|
|
players[j].mo->Destroy();
|
|
|
|
players[j].mo = NULL;
|
|
|
|
}
|
- 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
|
|
|
}
|
|
|
|
}
|
2008-12-16 03:59:28 +00:00
|
|
|
|
|
|
|
// Remove any temp players that were not used. Happens if there are fewer players
|
|
|
|
// than there were in the save, and they got shuffled.
|
|
|
|
for (i = 0; i < numPlayers; ++i)
|
|
|
|
{
|
|
|
|
if (tempPlayerUsed[i] == 0)
|
|
|
|
{
|
|
|
|
playertemp[i].mo->Destroy();
|
|
|
|
playertemp[i].mo = NULL;
|
|
|
|
}
|
|
|
|
}
|
- 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
|
|
|
}
|
|
|
|
|
|
|
|
delete[] tempPlayerUsed;
|
|
|
|
delete[] playertemp;
|
|
|
|
for (i = 0; i < numPlayers; ++i)
|
|
|
|
{
|
|
|
|
delete[] nametemp[i];
|
|
|
|
}
|
|
|
|
delete[] nametemp;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void CopyPlayer (player_t *dst, player_t *src, const char *name)
|
|
|
|
{
|
|
|
|
// The userinfo needs to be saved for real players, but it
|
|
|
|
// needs to come from the save for bots.
|
|
|
|
userinfo_t uibackup = dst->userinfo;
|
2006-09-01 01:52:50 +00:00
|
|
|
int chasecam = dst->cheats & CF_CHASECAM; // Remember the chasecam setting
|
2009-12-25 11:09:56 +00:00
|
|
|
bool attackdown = dst->attackdown;
|
|
|
|
bool usedown = dst->usedown;
|
2006-05-16 04:19:20 +00:00
|
|
|
*dst = *src;
|
2006-09-01 01:52:50 +00:00
|
|
|
dst->cheats |= chasecam;
|
- 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
|
|
|
|
|
|
|
if (dst->isbot)
|
|
|
|
{
|
2008-03-28 00:38:17 +00:00
|
|
|
botinfo_t *thebot = bglobal.botinfo;
|
- 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
|
|
|
while (thebot && stricmp (name, thebot->name))
|
|
|
|
{
|
|
|
|
thebot = thebot->next;
|
|
|
|
}
|
|
|
|
if (thebot)
|
|
|
|
{
|
|
|
|
thebot->inuse = true;
|
|
|
|
}
|
2008-03-28 00:38:17 +00:00
|
|
|
bglobal.botnum++;
|
|
|
|
bglobal.botingame[dst - players] = true;
|
- 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
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
dst->userinfo = uibackup;
|
|
|
|
}
|
2008-12-16 03:59:28 +00:00
|
|
|
// Make sure the player pawn points to the proper player struct.
|
|
|
|
if (dst->mo != NULL)
|
|
|
|
{
|
|
|
|
dst->mo->player = dst;
|
|
|
|
}
|
2009-12-25 11:09:56 +00:00
|
|
|
// These 2 variables may not be overwritten.
|
|
|
|
dst->attackdown = attackdown;
|
|
|
|
dst->usedown = usedown;
|
- 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
|
|
|
}
|
|
|
|
|
|
|
|
static void SpawnExtraPlayers ()
|
|
|
|
{
|
|
|
|
// If there are more players now than there were in the savegame,
|
|
|
|
// be sure to spawn the extra players.
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if (deathmatch)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
|
|
{
|
|
|
|
if (playeringame[i] && players[i].mo == NULL)
|
|
|
|
{
|
|
|
|
players[i].playerstate = PST_ENTER;
|
|
|
|
P_SpawnPlayer (&playerstarts[i]);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_ArchiveWorld
|
|
|
|
//
|
|
|
|
void P_SerializeWorld (FArchive &arc)
|
|
|
|
{
|
|
|
|
int i, j;
|
|
|
|
sector_t *sec;
|
|
|
|
line_t *li;
|
|
|
|
zone_t *zn;
|
|
|
|
|
|
|
|
// do sectors
|
|
|
|
for (i = 0, sec = sectors; i < numsectors; i++, sec++)
|
|
|
|
{
|
|
|
|
arc << sec->floorplane
|
2011-06-11 23:58:33 +00:00
|
|
|
<< sec->ceilingplane;
|
|
|
|
if (SaveVersion < 3223)
|
|
|
|
{
|
|
|
|
BYTE bytelight;
|
|
|
|
arc << bytelight;
|
|
|
|
sec->lightlevel = bytelight;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
arc << sec->lightlevel;
|
|
|
|
}
|
|
|
|
arc << sec->special
|
2006-02-24 04:48:15 +00:00
|
|
|
<< sec->tag
|
|
|
|
<< sec->soundtraversed
|
|
|
|
<< sec->seqType
|
|
|
|
<< sec->friction
|
|
|
|
<< sec->movefactor
|
|
|
|
<< sec->floordata
|
|
|
|
<< sec->ceilingdata
|
|
|
|
<< sec->lightingdata
|
|
|
|
<< sec->stairlock
|
|
|
|
<< sec->prevsec
|
|
|
|
<< sec->nextsec
|
2008-06-14 15:26:16 +00:00
|
|
|
<< sec->planes[sector_t::floor]
|
|
|
|
<< sec->planes[sector_t::ceiling]
|
2006-02-24 04:48:15 +00:00
|
|
|
<< sec->heightsec
|
|
|
|
<< sec->bottommap << sec->midmap << sec->topmap
|
|
|
|
<< sec->gravity
|
|
|
|
<< sec->damage
|
|
|
|
<< sec->mod
|
2006-04-20 14:21:27 +00:00
|
|
|
<< sec->SoundTarget
|
2006-02-24 04:48:15 +00:00
|
|
|
<< sec->SecActTarget
|
|
|
|
<< sec->sky
|
|
|
|
<< sec->MoreFlags
|
2008-05-11 21:16:32 +00:00
|
|
|
<< sec->Flags
|
2006-02-24 04:48:15 +00:00
|
|
|
<< sec->FloorSkyBox << sec->CeilingSkyBox
|
2006-04-11 16:27:41 +00:00
|
|
|
<< sec->ZoneNumber
|
2009-08-30 10:43:51 +00:00
|
|
|
<< sec->secretsector
|
2008-06-04 17:53:15 +00:00
|
|
|
<< sec->interpolations[0]
|
|
|
|
<< sec->interpolations[1]
|
|
|
|
<< sec->interpolations[2]
|
2010-12-12 15:43:35 +00:00
|
|
|
<< sec->interpolations[3]
|
|
|
|
<< sec->SeqName;
|
2010-08-07 04:32:18 +00:00
|
|
|
|
2008-03-18 18:18:18 +00:00
|
|
|
sec->e->Serialize(arc);
|
2006-02-24 04:48:15 +00:00
|
|
|
if (arc.IsStoring ())
|
|
|
|
{
|
|
|
|
arc << sec->ColorMap->Color
|
|
|
|
<< sec->ColorMap->Fade;
|
|
|
|
BYTE sat = sec->ColorMap->Desaturate;
|
|
|
|
arc << sat;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
PalEntry color, fade;
|
|
|
|
BYTE desaturate;
|
|
|
|
arc << color << fade
|
|
|
|
<< desaturate;
|
|
|
|
sec->ColorMap = GetSpecialLights (color, fade, desaturate);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// do lines
|
|
|
|
for (i = 0, li = lines; i < numlines; i++, li++)
|
|
|
|
{
|
|
|
|
arc << li->flags
|
2008-05-02 10:55:48 +00:00
|
|
|
<< li->activation
|
2006-02-24 04:48:15 +00:00
|
|
|
<< li->special
|
2008-05-02 10:55:48 +00:00
|
|
|
<< li->Alpha
|
2006-02-24 04:48:15 +00:00
|
|
|
<< li->id
|
|
|
|
<< li->args[0] << li->args[1] << li->args[2] << li->args[3] << li->args[4];
|
|
|
|
|
|
|
|
for (j = 0; j < 2; j++)
|
|
|
|
{
|
2009-09-06 20:45:56 +00:00
|
|
|
if (li->sidedef[j] == NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
continue;
|
|
|
|
|
2009-09-06 20:45:56 +00:00
|
|
|
side_t *si = li->sidedef[j];
|
2008-03-21 17:35:49 +00:00
|
|
|
arc << si->textures[side_t::top]
|
|
|
|
<< si->textures[side_t::mid]
|
|
|
|
<< si->textures[side_t::bottom]
|
|
|
|
<< si->Light
|
2006-02-24 04:48:15 +00:00
|
|
|
<< si->Flags
|
|
|
|
<< si->LeftSide
|
2009-05-15 10:39:40 +00:00
|
|
|
<< si->RightSide
|
|
|
|
<< si->Index;
|
2006-04-12 01:50:09 +00:00
|
|
|
DBaseDecal::SerializeChain (arc, &si->AttachedDecals);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// do zones
|
|
|
|
arc << numzones;
|
|
|
|
|
|
|
|
if (arc.IsLoading())
|
|
|
|
{
|
|
|
|
if (zones != NULL)
|
|
|
|
{
|
|
|
|
delete[] zones;
|
|
|
|
}
|
|
|
|
zones = new zone_t[numzones];
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i = 0, zn = zones; i < numzones; ++i, ++zn)
|
|
|
|
{
|
|
|
|
arc << zn->Environment;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-03-18 18:18:18 +00:00
|
|
|
void extsector_t::Serialize(FArchive &arc)
|
|
|
|
{
|
2008-03-22 12:17:52 +00:00
|
|
|
arc << FakeFloor.Sectors
|
|
|
|
<< Midtex.Floor.AttachedLines
|
2008-03-18 18:18:18 +00:00
|
|
|
<< Midtex.Floor.AttachedSectors
|
|
|
|
<< Midtex.Ceiling.AttachedLines
|
2008-03-20 21:12:03 +00:00
|
|
|
<< Midtex.Ceiling.AttachedSectors
|
|
|
|
<< Linked.Floor.Sectors
|
|
|
|
<< Linked.Ceiling.Sectors;
|
2008-03-18 18:18:18 +00:00
|
|
|
}
|
|
|
|
|
2008-06-04 17:53:15 +00:00
|
|
|
FArchive &operator<< (FArchive &arc, side_t::part &p)
|
|
|
|
{
|
2009-09-14 22:12:31 +00:00
|
|
|
arc << p.xoffset << p.yoffset << p.interpolation << p.texture
|
|
|
|
<< p.xscale << p.yscale;// << p.Light;
|
2008-06-04 17:53:15 +00:00
|
|
|
return arc;
|
|
|
|
}
|
|
|
|
|
2008-06-14 15:26:16 +00:00
|
|
|
FArchive &operator<< (FArchive &arc, sector_t::splane &p)
|
|
|
|
{
|
|
|
|
arc << p.xform.xoffs << p.xform.yoffs << p.xform.xscale << p.xform.yscale
|
2008-08-16 20:19:35 +00:00
|
|
|
<< p.xform.angle << p.xform.base_yoffs << p.xform.base_angle
|
2010-12-12 15:43:35 +00:00
|
|
|
<< p.Flags << p.Light << p.Texture << p.TexZ << p.alpha;
|
2008-06-14 15:26:16 +00:00
|
|
|
return arc;
|
|
|
|
}
|
|
|
|
|
2008-06-04 17:53:15 +00:00
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
//
|
|
|
|
// Thinkers
|
|
|
|
//
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_ArchiveThinkers
|
|
|
|
//
|
|
|
|
|
|
|
|
void P_SerializeThinkers (FArchive &arc, bool hubLoad)
|
|
|
|
{
|
2006-04-12 01:50:09 +00:00
|
|
|
DImpactDecal::SerializeTime (arc);
|
2006-02-24 04:48:15 +00:00
|
|
|
DThinker::SerializeAll (arc, hubLoad);
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// ArchiveSounds
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void P_SerializeSounds (FArchive &arc)
|
|
|
|
{
|
- The sound code now handles restarting looping sounds itself. As far as
the rest of the game is concerned, these sounds will never stop once they
have been started until they are explicitly stopped. If they are evicted
from their channels, the sound code will restart them as soon as possible.
This means that instead of this:
if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1))
{
S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
}
The following is now just as effective:
S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
There are also a couple of other ramifications presented by this change:
* The full state of the sound system (sans music) is now stored in save
games. Any sounds that were playing when you saved will still be
playing when you load. (Try saving while Korax is making a speech in
Hexen to hear it.)
* Using snd_reset will also preserve any playing sounds.
* Movie playback is disabled, probably forever. I did not want to
update the MovieDisable/ResumeSound stuff for the new eviction
tracking code. A properly updated movie player will use the VMR,
which doesn't need these functions, since it would pipe the sound
straight through the sound system like everything else, so I decided
to dump them now, which leaves the movie player in a totally unworkable
state.
June 26, 2008
- Changed S_Sound() to take the same floating point attenuation that the
internal S_StartSound() uses. Now ambient sounds can use the public
S_Sound() interface.
- Fixed: S_RelinkSound() compared the points of the channels against the
from actor's point, rather than checking the channels' mover.
- Changed Strife's animated doors so that their sounds originate from the
interior of the sector making them and not from the entire vertical height
of the map.
SVN r1055 (trunk)
2008-06-29 04:19:38 +00:00
|
|
|
S_SerializeSounds (arc);
|
2006-02-24 04:48:15 +00:00
|
|
|
DSeqNode::SerializeSequences (arc);
|
|
|
|
char *name = NULL;
|
|
|
|
BYTE order;
|
|
|
|
|
|
|
|
if (arc.IsStoring ())
|
|
|
|
{
|
|
|
|
order = S_GetMusic (&name);
|
|
|
|
}
|
|
|
|
arc << name << order;
|
|
|
|
if (arc.IsLoading ())
|
|
|
|
{
|
|
|
|
if (!S_ChangeMusic (name, order))
|
|
|
|
if (level.cdtrack == 0 || !S_ChangeCDMusic (level.cdtrack, level.cdid))
|
2009-02-03 19:11:43 +00:00
|
|
|
S_ChangeMusic (level.Music, level.musicorder);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
delete[] name;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// ArchivePolyobjs
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
#define ASEG_POLYOBJS 104
|
|
|
|
|
|
|
|
void P_SerializePolyobjs (FArchive &arc)
|
|
|
|
{
|
|
|
|
int i;
|
2008-06-01 20:43:02 +00:00
|
|
|
FPolyObj *po;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
if (arc.IsStoring ())
|
|
|
|
{
|
|
|
|
int seg = ASEG_POLYOBJS;
|
|
|
|
arc << seg << po_NumPolyobjs;
|
|
|
|
for(i = 0, po = polyobjs; i < po_NumPolyobjs; i++, po++)
|
|
|
|
{
|
2010-07-23 05:56:25 +00:00
|
|
|
arc << po->tag << po->angle << po->StartSpot.x <<
|
|
|
|
po->StartSpot.y << po->interpolation;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int data;
|
|
|
|
angle_t angle;
|
2008-07-02 03:50:17 +00:00
|
|
|
fixed_t deltaX, deltaY;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
arc << data;
|
|
|
|
if (data != ASEG_POLYOBJS)
|
|
|
|
I_Error ("Polyobject marker missing");
|
|
|
|
|
|
|
|
arc << data;
|
|
|
|
if (data != po_NumPolyobjs)
|
|
|
|
{
|
|
|
|
I_Error ("UnarchivePolyobjs: Bad polyobj count");
|
|
|
|
}
|
|
|
|
for (i = 0, po = polyobjs; i < po_NumPolyobjs; i++, po++)
|
|
|
|
{
|
|
|
|
arc << data;
|
|
|
|
if (data != po->tag)
|
|
|
|
{
|
|
|
|
I_Error ("UnarchivePolyobjs: Invalid polyobj tag");
|
|
|
|
}
|
|
|
|
arc << angle;
|
2010-07-23 05:56:25 +00:00
|
|
|
po->RotatePolyobj (angle);
|
2008-07-02 03:50:17 +00:00
|
|
|
arc << deltaX << deltaY << po->interpolation;
|
2010-07-23 05:56:25 +00:00
|
|
|
deltaX -= po->StartSpot.x;
|
|
|
|
deltaY -= po->StartSpot.y;
|
|
|
|
po->MovePolyobj (deltaX, deltaY, true);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2010-08-27 15:20:05 +00:00
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// RecalculateDrawnSubsectors
|
|
|
|
//
|
|
|
|
// In case the subsector data is unusable this function tries to reconstruct
|
|
|
|
// if from the linedefs' ML_MAPPED info.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void RecalculateDrawnSubsectors()
|
|
|
|
{
|
|
|
|
for(int i=0;i<numsubsectors;i++)
|
|
|
|
{
|
|
|
|
subsector_t *sub = &subsectors[i];
|
|
|
|
for(unsigned int j=0;j<sub->numlines;j++)
|
|
|
|
{
|
|
|
|
if (sub->firstline[j].linedef != NULL &&
|
|
|
|
(sub->firstline[j].linedef->flags & ML_MAPPED))
|
|
|
|
{
|
|
|
|
sub->flags |= SSECF_DRAWN;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// ArchiveSubsectors
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void P_SerializeSubsectors(FArchive &arc)
|
|
|
|
{
|
|
|
|
int num_verts, num_subs, num_nodes;
|
|
|
|
BYTE by;
|
|
|
|
|
|
|
|
if (arc.IsStoring())
|
|
|
|
{
|
|
|
|
if (hasglnodes)
|
|
|
|
{
|
|
|
|
arc << numvertexes << numsubsectors << numnodes; // These are only for verification
|
|
|
|
for(int i=0;i<numsubsectors;i+=8)
|
|
|
|
{
|
|
|
|
by = 0;
|
|
|
|
for(int j=0;j<8;j++)
|
|
|
|
{
|
2010-09-18 12:37:22 +00:00
|
|
|
if (i+j<numsubsectors && (subsectors[i+j].flags & SSECF_DRAWN))
|
2010-08-27 15:20:05 +00:00
|
|
|
{
|
|
|
|
by |= (1<<j);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
arc << by;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int v = 0;
|
|
|
|
arc << v << v << v;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
arc << num_verts << num_subs << num_nodes;
|
|
|
|
if (num_verts != numvertexes ||
|
|
|
|
num_subs != numsubsectors ||
|
|
|
|
num_nodes != numnodes)
|
|
|
|
{
|
|
|
|
// Nodes don't match - we can't use this info
|
|
|
|
for(int i=0;i<num_subs;i+=8)
|
|
|
|
{
|
|
|
|
// Skip the subsector info.
|
|
|
|
arc << by;
|
|
|
|
}
|
|
|
|
if (hasglnodes)
|
|
|
|
{
|
|
|
|
RecalculateDrawnSubsectors();
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for(int i=0;i<numsubsectors;i+=8)
|
|
|
|
{
|
|
|
|
arc << by;
|
|
|
|
for(int j=0;j<8;j++)
|
|
|
|
{
|
|
|
|
if ((by & (1<<j)) && i+j<numsubsectors)
|
|
|
|
{
|
|
|
|
subsectors[i+j].flags |= SSECF_DRAWN;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|