gzdoom/src/s_sndseq.h
Christoph Oelckers 760f70d3f1 - Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders
so that all files are included by a central one instead of compiling 
  each one separately. This speeds up the compilation process by 25%
  when doing a complete rebuild in Visual C.
- Cleaned up more header dependencies.

SVN r1226 (trunk)
2008-09-15 14:11:05 +00:00

99 lines
2.9 KiB
C++

#ifndef __S_SNDSEQ_H__
#define __S_SNDSEQ_H__
#include <stddef.h>
#include "dobject.h"
#include "s_sound.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, FSoundID currentSoundID);
void AddChoice (int seqnum, seqtype_t type);
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 (FArchive &arc);
protected:
DSeqNode ();
DSeqNode (int sequence, int modenum);
SDWORD *m_SequencePtr;
int m_Sequence;
FSoundID m_CurrentSoundID;
int m_StopSound;
int m_DelayUntilTic;
float m_Volume;
int m_Atten;
int m_ModeNum;
TArray<int> m_SequenceChoices;
TObjPtr<DSeqNode> m_ChildSeqNode;
TObjPtr<DSeqNode> 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;
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 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);
void SN_StopSequence (AActor *mobj);
void SN_StopSequence (sector_t *sector);
void SN_StopSequence (FPolyObj *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__