mirror of
https://github.com/ZDoom/qzdoom.git
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760f70d3f1
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)
99 lines
2.9 KiB
C++
99 lines
2.9 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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int 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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