#ifndef __S_SNDSEQ_H__ #define __S_SNDSEQ_H__ #include #include "dobject.h" #include "s_sound.h" enum { // Sound channel aliases for sound sequences. CHAN_FLOOR = CHAN_WEAPON, CHAN_CEILING = CHAN_VOICE, CHAN_FULLHEIGHT = CHAN_ITEM, CHAN_INTERIOR = CHAN_BODY, }; typedef enum { SEQ_PLATFORM, SEQ_DOOR, SEQ_ENVIRONMENT, SEQ_NUMSEQTYPES, SEQ_NOTRANS } seqtype_t; struct sector_t; class DSeqNode : public DObject { DECLARE_CLASS (DSeqNode, DObject) HAS_OBJECT_POINTERS public: void Serialize(FSerializer &arc) override; void StopAndDestroy (); void OnDestroy() override; void Tick (); void ChangeData (int seqOffset, int delayTics, float volume, FSoundID currentSoundID); void AddChoice (int seqnum, seqtype_t type); int GetModeNum() const { return m_ModeNum; } FName GetSequenceName() const; static void StaticMarkHead() { GC::Mark(SequenceListHead); } virtual void MakeSound (int loop, FSoundID id) {} virtual void *Source () { return NULL; } virtual bool IsPlaying () { return false; } virtual DSeqNode *SpawnChild (int seqnum) { return NULL; } inline static DSeqNode *FirstSequence() { return SequenceListHead; } inline DSeqNode *NextSequence() const { return m_Next; } static void SerializeSequences (FSerializer &arc); protected: DSeqNode (); DSeqNode (int sequence, int modenum); int32_t *m_SequencePtr; int m_Sequence; FSoundID m_CurrentSoundID; int m_StopSound; int m_DelayTics; float m_Volume; float m_Atten; int m_ModeNum; TArray m_SequenceChoices; TObjPtr m_ChildSeqNode; TObjPtr m_ParentSeqNode; private: static DSeqNode *SequenceListHead; DSeqNode *m_Next, *m_Prev; void ActivateSequence (int sequence); friend void SN_StopAllSequences (void); }; void SN_StopAllSequences (void); struct FSoundSequence { FName SeqName; FName Slot; FSoundID StopSound; int32_t Script[1]; // + more until end of sequence script }; void S_ParseSndSeq (int levellump); DSeqNode *SN_StartSequence (AActor *mobj, int sequence, seqtype_t type, int modenum, bool nostop=false); DSeqNode *SN_StartSequence (AActor *mobj, const char *name, int modenum); DSeqNode *SN_StartSequence (AActor *mobj, FName seqname, int modenum); DSeqNode *SN_StartSequence (sector_t *sector, int chan, int sequence, seqtype_t type, int modenum, bool nostop=false); DSeqNode *SN_StartSequence (sector_t *sector, int chan, const char *name, int modenum); DSeqNode *SN_StartSequence (sector_t *sec, int chan, FName seqname, int modenum); DSeqNode *SN_StartSequence (FPolyObj *poly, int sequence, seqtype_t type, int modenum, bool nostop=false); DSeqNode *SN_StartSequence (FPolyObj *poly, const char *name, int modenum); DSeqNode *SN_CheckSequence (sector_t *sector, int chan); void SN_StopSequence (AActor *mobj); void SN_StopSequence (sector_t *sector, int chan); void SN_StopSequence (FPolyObj *poly); bool SN_AreModesSame(int sequence, seqtype_t type, int mode1, int mode2); bool SN_AreModesSame(FName name, int mode1, int mode2); void SN_UpdateActiveSequences (void); ptrdiff_t SN_GetSequenceOffset (int sequence, int32_t *sequencePtr); void SN_DoStop (void *); void SN_ChangeNodeData (int nodeNum, int seqOffset, int delayTics, float volume, int currentSoundID); FName SN_GetSequenceSlot (int sequence, seqtype_t type); void SN_MarkPrecacheSounds (int sequence, seqtype_t type); bool SN_IsMakingLoopingSound (sector_t *sector); #endif //__S_SNDSEQ_H__