#ifndef __S_SNDSEQ_H__ #define __S_SNDSEQ_H__ #include //#include "actor.h" #include "s_sound.h" #include "r_defs.h" #include "name.h" 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 (FArchive &arc); void StopAndDestroy (); void Destroy (); void Tick (); void ChangeData (int seqOffset, int delayTics, float volume, int currentSoundID); void AddChoice (int seqnum, seqtype_t type); FName GetSequenceName() const; virtual void MakeSound (int loop) {} 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 (FArchive &arc); protected: DSeqNode (); DSeqNode (int sequence, int modenum); SDWORD *m_SequencePtr; int m_Sequence; int m_CurrentSoundID; int m_DelayUntilTic; float m_Volume; int m_StopSound; int 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; int StopSound; bool bDoorSound; SDWORD 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 sequence, seqtype_t type, int modenum, bool full3d, bool nostop=false); DSeqNode *SN_StartSequence (sector_t *sector, const char *name, int modenum, bool full3d); DSeqNode *SN_StartSequence (polyobj_t *poly, int sequence, seqtype_t type, int modenum, bool nostop=false); DSeqNode *SN_StartSequence (polyobj_t *poly, const char *name, int modenum); 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, SDWORD *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); bool SN_IsMakingLoopingSound (sector_t *sector); #endif //__S_SNDSEQ_H__