#ifndef __S_SNDSEQ_H__ #define __S_SNDSEQ_H__ #include //#include "actor.h" #include "s_sound.h" #include "r_defs.h" typedef enum { SEQ_PLATFORM, SEQ_DOOR, SEQ_ENVIRONMENT, SEQ_NUMSEQTYPES, SEQ_NOTRANS } seqtype_t; struct sector_t; void S_ParseSndSeq (int levellump); void SN_StartSequence (AActor *mobj, int sequence, seqtype_t type); void SN_StartSequence (AActor *mobj, const char *name); void SN_StartSequence (sector_t *sector, int sequence, seqtype_t type); void SN_StartSequence (sector_t *sector, const char *name); void SN_StartSequence (fixed_t spot[3], int sequence, seqtype_t type); void SN_StartSequence (fixed_t spot[3], const char *name); void SN_StopSequence (AActor *mobj); void SN_StopSequence (sector_t *sector); void SN_StopSequence (fixed_t spot[3]); void SN_UpdateActiveSequences (void); void SN_StopAllSequences (void); ptrdiff_t SN_GetSequenceOffset (int sequence, unsigned int *sequencePtr); void SN_ChangeNodeData (int nodeNum, int seqOffset, int delayTics, float volume, int currentSoundID); bool SN_IsMakingLoopingSound (sector_t *sector); class DSeqNode : public DObject { DECLARE_CLASS (DSeqNode, DObject) public: virtual ~DSeqNode (); void Serialize (FArchive &arc); virtual void MakeSound () {} virtual void MakeLoopedSound () {} virtual void *Source () { return NULL; } virtual bool IsPlaying () { return false; } void Tick (); inline static DSeqNode *FirstSequence() { return SequenceListHead; } inline DSeqNode *NextSequence() const { return m_Next; } void ChangeData (int seqOffset, int delayTics, float volume, int currentSoundID); static void SerializeSequences (FArchive &arc); protected: DSeqNode (); DSeqNode (int sequence); unsigned int *m_SequencePtr; int m_Sequence; int m_CurrentSoundID; int m_DelayTics; float m_Volume; int m_StopSound; int m_Atten; private: static DSeqNode *SequenceListHead; DSeqNode *m_Next, *m_Prev; void ActivateSequence (int sequence); friend void SN_StopAllSequences (void); }; typedef struct { char name[MAX_SNDNAME+1]; int stopsound; unsigned int script[1]; // + more until end of sequence script } sndseq_t; void SN_StartSequence (AActor *mobj, int sequence, seqtype_t type); void SN_StartSequence (AActor *mobj, const char *name); void SN_StartSequence (sector_t *sector, int sequence, seqtype_t type); void SN_StartSequence (sector_t *sector, const char *name); void SN_StartSequence (polyobj_t *poly, int sequence, seqtype_t type); void SN_StartSequence (polyobj_t *poly, const char *name); void SN_StopSequence (AActor *mobj); void SN_StopSequence (sector_t *sector); void SN_StopSequence (polyobj_t *poly); void SN_UpdateActiveSequences (void); ptrdiff_t SN_GetSequenceOffset (int sequence, unsigned int *sequencePtr); void SN_DoStop (void *); void SN_ChangeNodeData (int nodeNum, int seqOffset, int delayTics, float volume, int currentSoundID); extern sndseq_t **Sequences; extern int ActiveSequences; extern int NumSequences; #endif //__S_SNDSEQ_H__