Exemple #1
0
/* print out the current track map, in numerical order. */
static void
I_OGGMus_Info (void)
{
	int			 count = 0, iter = 0, keycount = 0;
	const char	*trackstring;
	plitem_t	*currenttrack = NULL;

	if (!tracklist) {
		Sys_Printf ("\n" "No Tracklist\n" "------------\n");
		return;
	}
	if (!(keycount = PL_D_NumKeys (tracklist)))
		return;

	Sys_Printf ("\n" "Tracklist loaded from file:\n%s\n"
				"---------------------------\n", mus_ogglist->string);

	/* loop, and count up the Highest key number. */
	for (iter = 1, count = 0; count < keycount && iter <= 99 ; iter++) {
		trackstring = va ("%i", iter);
		if (!(currenttrack = PL_ObjectForKey (tracklist, trackstring))) {
			continue;
		}

		Sys_Printf (" %s  -  %s\n", trackstring, PL_String (currenttrack));
		count++;
	}
}
Exemple #2
0
static void
I_OGGMus_PlayNext (int looping)
{
	const char *track;
	sfx_t      *cd_sfx, *sfx;
	wavinfo_t  *info = 0;

	if (!play_list)
		return;
	if (PL_Type (play_list) == QFString) {
		track = PL_String (play_list);
		play_pos = 0;
	} else {
		play_pos++;
		if (play_pos >= PL_A_NumObjects (play_list))
			play_pos = 0;
		track = PL_String (PL_ObjectAtIndex (play_list, play_pos));
		looping = 0;
	}

	if (cd_channel) {
		S_ChannelStop (cd_channel);
		cd_channel = 0;
	}

	if (!(cd_channel = S_AllocChannel ()))
		return;

	if (!(cd_sfx = S_LoadSound (track)) || !(sfx = cd_sfx->open (cd_sfx))) {
		S_ChannelStop (cd_channel);
		cd_channel = 0;
		return;
	}
	Sys_Printf ("Playing: %s.\n", track);
	if (sfx->wavinfo)
		info = sfx->wavinfo (sfx);
	if (info) {
		if (looping == true)
			info->loopstart = 0;
		else
			info->loopstart = -1;
	}
	cd_channel->sfx = sfx;
	set_volume ();

	playing = true;
}
Exemple #3
0
static void
Host_Loadgame_f (void)
{
	dstring_t  *name = 0;
	QFile      *f;
	char       *mapname = 0;
	script_t   *script = 0;
	plitem_t   *game = 0;
	plitem_t   *list;
	plitem_t   *item;
	char       *script_data = 0;
	int         i;
	int         entnum;
	int         count;
	int         version;
	float       spawn_parms[NUM_SPAWN_PARMS];

	if (cmd_source != src_command)
		goto end;

	if (Cmd_Argc () != 2) {
		Sys_Printf ("load <savename> : load a game\n");
		goto end;
	}

	cls.demonum = -1;					// stop demo loop in case this fails

	name = dstring_newstr ();
	dsprintf (name, "%s/%s", qfs_gamedir->dir.def, Cmd_Argv (1));
	QFS_DefaultExtension (name, ".sav");

	cl.loading = true;
	CL_UpdateScreen (cl.time);

	Sys_Printf ("Loading game from %s...\n", name->str);
	f = QFS_Open (name->str, "rz");
	if (!f) {
		Sys_Printf ("ERROR: couldn't open.\n");
		goto end;
	}
	script_data = malloc (Qfilesize (f) + 1);
	i = Qread (f, script_data, Qfilesize (f));
	script_data[i] = 0;
	Qclose (f);

	script = Script_New ();
	script->single = "";		// disable {}()': lexing
	Script_Start (script, name->str, script_data);

	Script_GetToken (script, 1);
	if (strequal (script->token->str, PACKAGE_NAME)) {
		if (!Script_TokenAvailable (script, 1)) {
			Sys_Printf ("Unexpected EOF reading %s\n", name->str);
			goto end;
		}
		game = PL_GetPropertyList (script->p);
	} else {
		sscanf (script->token->str, "%i", &version);
		if (version != SAVEGAME_VERSION) {
			Sys_Printf ("Savegame is version %i, not %i\n", version,
						SAVEGAME_VERSION);
			goto end;
		}
		game = convert_to_game_dict (script);
	}

	item = PL_ObjectForKey (game, "spawn_parms");
	for (i = 0; i < NUM_SPAWN_PARMS; i++) {
		if (i >= PL_A_NumObjects (item))
			break;
		spawn_parms[i] = atof (PL_String (PL_ObjectAtIndex (item, i)));
	}
	current_skill = atoi (PL_String (PL_ObjectForKey (game, "current_skill")));
	Cvar_SetValue (skill, current_skill);
	mapname = strdup (PL_String (PL_ObjectForKey (game, "name")));

	CL_Disconnect_f ();

	SV_SpawnServer (mapname);
	if (!sv.active) {
		Sys_Printf ("Couldn't load map %s\n", mapname);
		goto end;
	}
	sv.paused = true;					// pause until all clients connect
	sv.loadgame = true;

	list = PL_ObjectForKey (game, "lightstyles");
	for (i = 0; i < MAX_LIGHTSTYLES; i++) {
		const char *style;
		char       *str;
		if (i >= PL_A_NumObjects (list))
			break;
		item = PL_ObjectAtIndex (list, i);
		style = PL_String (item);
		sv.lightstyles[i] = str = Hunk_Alloc (strlen (style) + 1);
		strcpy (str, style);
	}

	ED_InitGlobals (&sv_pr_state, PL_ObjectForKey (game, "globals"));

	list = PL_ObjectForKey (game, "entities");
	entnum = 0;
	count = PL_A_NumObjects (list);
	if (count > sv.max_edicts)
		Host_Error ("too many entities in saved game. adjust max_edicts\n");
	for (entnum = 0; entnum < count; entnum++) {
		plitem_t   *entity = PL_ObjectAtIndex (list, entnum);
		edict_t    *ent = EDICT_NUM (&sv_pr_state, entnum);

		memset (&ent->v, 0, sv_pr_state.progs->entityfields * 4);
		ent->free = false;
		ED_InitEntity (&sv_pr_state, entity, ent);

		// link it into the bsp tree
		if (!ent->free)
			SV_LinkEdict (ent, false);
	}

	sv.num_edicts = entnum;
	sv.time = atof (PL_String (PL_ObjectForKey (game, "time")));

	for (i = 0; i < NUM_SPAWN_PARMS; i++)
		svs.clients->spawn_parms[i] = spawn_parms[i];

	if (cls.state != ca_dedicated) {
		CL_EstablishConnection ("local");
		Host_Reconnect_f ();
	}
end:
	if (game)
		PL_Free (game);
	if (mapname)
		free (mapname);
	if (script)
		Script_Delete (script);
	if (script_data)
		free (script_data);
	if (name)
		dstring_delete (name);
}