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7e7ab6b4ec
- 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)
103 lines
3.3 KiB
C++
103 lines
3.3 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id: m_random.h,v 1.9 1998/05/01 14:20:31 killough Exp $
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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//
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// [RH] We now use BOOM's random number generator
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//
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//-----------------------------------------------------------------------------
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#ifndef __M_RANDOM__
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#define __M_RANDOM__
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#include <stdio.h>
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#include "doomtype.h"
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// killough 1/19/98: rewritten to use a better random number generator
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// in the new engine, although the old one is available for compatibility.
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// killough 2/16/98:
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//
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// Make every random number generator local to each control-equivalent block.
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// Critical for demo sync. Changing the order of this list breaks all previous
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// versions' demos. The random number generators are made local to reduce the
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// chances of sync problems. In Doom, if a single random number generator call
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// was off, it would mess up all random number generators. This reduces the
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// chances of it happening by making each RNG local to a control flow block.
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//
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// Notes to developers: if you want to reduce your demo sync hassles, follow
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// this rule: for each call to P_Random you add, add a new class to the enum
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// type below for each block of code which calls P_Random. If two calls to
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// P_Random are not in "control-equivalent blocks", i.e. there are any cases
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// where one is executed, and the other is not, put them in separate classes.
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//
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// Keep all current entries in this list the same, and in the order
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// indicated by the #'s, because they're critical for preserving demo
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// sync. Do not remove entries simply because they become unused later.
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//
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// [RH] Changed to use different class instances for different generators.
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// This makes adding new RNGs easier, because I don't need to recompile every
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// file that uses random numbers.
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struct PNGHandle;
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class FRandom
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{
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public:
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FRandom ();
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FRandom (const char *name);
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~FRandom ();
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int operator() (); // Returns a random number in the range [0,255]
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int operator() (int mod); // Returns a random number in the range [0,mod)
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int Random2(); // Returns rand# - rand#
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int Random2(int mask); // Returns (rand# & mask) - (rand# & mask)
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int HitDice(int count); // HITDICE macro used in Heretic and Hexen
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int Random() // synonym for ()
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{
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return operator()();
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}
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static void StaticClearRandom ();
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static DWORD StaticSumSeeds ();
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#ifdef _DEBUG
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static void StaticPrintSeeds ();
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#endif
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private:
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DWORD Seed;
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FRandom *Next;
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DWORD NameCRC;
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#ifdef _DEBUG
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const char *Name;
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#endif
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static FRandom *RNGList;
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friend void P_ReadRNGState (PNGHandle *png);
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friend void P_WriteRNGState (FILE *file);
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};
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extern DWORD rngseed; // The starting seed (not part of state)
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// M_Random can be used for numbers that do not affect gameplay
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extern FRandom M_Random;
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#endif
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