mirror of
https://github.com/ZDoom/gzdoom-gles.git
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a732687548
- Removed #pragma warnings from cmdlib.h and fixed the places where they were still triggered. These #pragmas were responsible for >90% of the GCC warnings that were not listed in VC++. - Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the parameter handling of the sound functions for attenuation was changed. Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values. Also added the option to specify attenuation with direct values in addition to the predefined names. SVN r1583 (trunk)
99 lines
3 KiB
C++
99 lines
3 KiB
C++
#ifndef __S_SNDSEQ_H__
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#define __S_SNDSEQ_H__
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#include <stddef.h>
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#include "dobject.h"
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#include "s_sound.h"
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typedef enum {
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SEQ_PLATFORM,
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SEQ_DOOR,
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SEQ_ENVIRONMENT,
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SEQ_NUMSEQTYPES,
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SEQ_NOTRANS
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} seqtype_t;
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struct sector_t;
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class DSeqNode : public DObject
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{
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DECLARE_CLASS (DSeqNode, DObject)
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HAS_OBJECT_POINTERS
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public:
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void Serialize (FArchive &arc);
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void StopAndDestroy ();
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void Destroy ();
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void Tick ();
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void ChangeData (int seqOffset, int delayTics, float volume, FSoundID currentSoundID);
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void AddChoice (int seqnum, seqtype_t type);
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FName GetSequenceName() const;
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static void StaticMarkHead() { GC::Mark(SequenceListHead); }
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virtual void MakeSound (int loop, FSoundID id) {}
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virtual void *Source () { return NULL; }
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virtual bool IsPlaying () { return false; }
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virtual DSeqNode *SpawnChild (int seqnum) { return NULL; }
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inline static DSeqNode *FirstSequence() { return SequenceListHead; }
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inline DSeqNode *NextSequence() const { return m_Next; }
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static void SerializeSequences (FArchive &arc);
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protected:
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DSeqNode ();
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DSeqNode (int sequence, int modenum);
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SDWORD *m_SequencePtr;
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int m_Sequence;
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FSoundID m_CurrentSoundID;
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int m_StopSound;
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int m_DelayUntilTic;
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float m_Volume;
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float m_Atten;
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int m_ModeNum;
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TArray<int> m_SequenceChoices;
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TObjPtr<DSeqNode> m_ChildSeqNode;
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TObjPtr<DSeqNode> m_ParentSeqNode;
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private:
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static DSeqNode *SequenceListHead;
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DSeqNode *m_Next, *m_Prev;
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void ActivateSequence (int sequence);
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friend void SN_StopAllSequences (void);
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};
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void SN_StopAllSequences (void);
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struct FSoundSequence
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{
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FName SeqName;
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FName Slot;
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int StopSound;
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SDWORD Script[1]; // + more until end of sequence script
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};
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void S_ParseSndSeq (int levellump);
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DSeqNode *SN_StartSequence (AActor *mobj, int sequence, seqtype_t type, int modenum, bool nostop=false);
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DSeqNode *SN_StartSequence (AActor *mobj, const char *name, int modenum);
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DSeqNode *SN_StartSequence (AActor *mobj, FName seqname, int modenum);
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DSeqNode *SN_StartSequence (sector_t *sector, int chan, int sequence, seqtype_t type, int modenum, bool nostop=false);
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DSeqNode *SN_StartSequence (sector_t *sector, int chan, const char *name, int modenum);
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DSeqNode *SN_StartSequence (sector_t *sec, int chan, FName seqname, int modenum);
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DSeqNode *SN_StartSequence (FPolyObj *poly, int sequence, seqtype_t type, int modenum, bool nostop=false);
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DSeqNode *SN_StartSequence (FPolyObj *poly, const char *name, int modenum);
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void SN_StopSequence (AActor *mobj);
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void SN_StopSequence (sector_t *sector);
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void SN_StopSequence (FPolyObj *poly);
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void SN_UpdateActiveSequences (void);
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ptrdiff_t SN_GetSequenceOffset (int sequence, SDWORD *sequencePtr);
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void SN_DoStop (void *);
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void SN_ChangeNodeData (int nodeNum, int seqOffset, int delayTics,
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float volume, int currentSoundID);
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FName SN_GetSequenceSlot (int sequence, seqtype_t type);
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bool SN_IsMakingLoopingSound (sector_t *sector);
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#endif //__S_SNDSEQ_H__
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