- moved sound sequence head of list into FLevelLocals.

This commit is contained in:
Christoph Oelckers 2019-01-28 23:53:40 +01:00
commit 50d59e99cb
9 changed files with 67 additions and 62 deletions

View file

@ -219,8 +219,6 @@ static bool TwiddleSeqNum (int &sequence, seqtype_t type);
// PUBLIC DATA DEFINITIONS -------------------------------------------------
FSoundSequencePtrArray Sequences;
int ActiveSequences;
DSeqNode *DSeqNode::SequenceListHead;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
@ -289,11 +287,6 @@ static FRandom pr_sndseq ("SndSeq");
// CODE --------------------------------------------------------------------
void DSeqNode::SerializeSequences (FSerializer &arc)
{
arc("sndseqlisthead", SequenceListHead);
}
IMPLEMENT_CLASS(DSeqNode, false, true)
IMPLEMENT_POINTERS_START(DSeqNode)
@ -345,7 +338,8 @@ void DSeqNode::Serialize(FSerializer &arc)
("parentseqnode", m_ParentSeqNode)
("id", id)
("seqname", seqName)
("numchoices", numchoices);
("numchoices", numchoices)
("level", Level);
// The way this is saved makes it hard to encapsulate so just do it the hard way...
if (arc.isWriting())
@ -397,9 +391,9 @@ void DSeqNode::OnDestroy()
m_ParentSeqNode->m_ChildSeqNode = nullptr;
m_ParentSeqNode = nullptr;
}
if (SequenceListHead == this)
if (Level->SequenceListHead == this)
{
SequenceListHead = m_Next;
Level->SequenceListHead = m_Next;
GC::WriteBarrier(m_Next);
}
if (m_Prev)
@ -412,7 +406,7 @@ void DSeqNode::OnDestroy()
m_Next->m_Prev = m_Prev;
GC::WriteBarrier(m_Next, m_Prev);
}
ActiveSequences--;
Level->ActiveSequences--;
Super::OnDestroy();
}
@ -803,21 +797,22 @@ static void AddSequence (int curseq, FName seqname, FName slot, int stopsound, c
Sequences[curseq]->Script[ScriptTemp.Size()] = MakeCommand(SS_CMD_END, 0);
}
DSeqNode::DSeqNode (int sequence, int modenum)
DSeqNode::DSeqNode (FLevelLocals *l, int sequence, int modenum)
: m_ModeNum(modenum), m_SequenceChoices(0)
{
Level = l;
ActivateSequence (sequence);
if (!SequenceListHead)
if (!Level->SequenceListHead)
{
SequenceListHead = this;
m_Next = m_Prev = NULL;
Level->SequenceListHead = this;
m_Next = m_Prev = nullptr;
}
else
{
SequenceListHead->m_Prev = this; GC::WriteBarrier(SequenceListHead->m_Prev, this);
m_Next = SequenceListHead; GC::WriteBarrier(this, SequenceListHead);
SequenceListHead = this;
m_Prev = NULL;
Level->SequenceListHead->m_Prev = this; GC::WriteBarrier(Level->SequenceListHead->m_Prev, this);
m_Next = Level->SequenceListHead; GC::WriteBarrier(this, Level->SequenceListHead);
Level->SequenceListHead = this;
m_Prev = nullptr;
}
GC::WriteBarrier(this);
m_ParentSeqNode = m_ChildSeqNode = nullptr;
@ -832,24 +827,23 @@ void DSeqNode::ActivateSequence (int sequence)
m_CurrentSoundID = 0;
m_Volume = 1; // Start at max volume...
m_Atten = ATTN_IDLE; // ...and idle attenuation
ActiveSequences++;
Level->ActiveSequences++;
}
DSeqActorNode::DSeqActorNode (AActor *actor, int sequence, int modenum)
: DSeqNode (sequence, modenum),
: DSeqNode (actor->Level, sequence, modenum),
m_Actor (actor)
{
}
DSeqPolyNode::DSeqPolyNode (FPolyObj *poly, int sequence, int modenum)
: DSeqNode (sequence, modenum),
: DSeqNode (poly->Level, sequence, modenum),
m_Poly (poly)
{
}
DSeqSectorNode::DSeqSectorNode (sector_t *sec, int chan, int sequence, int modenum)
: DSeqNode (sequence, modenum),
: DSeqNode (sec->Level, sequence, modenum),
Channel (chan),
m_Sector (sec)
{
@ -1048,7 +1042,8 @@ static int FindSequence (FName seqname)
DSeqNode *SN_CheckSequence(sector_t *sector, int chan)
{
for (DSeqNode *node = DSeqNode::FirstSequence(); node; )
auto Level = sector->Level;
for (DSeqNode *node = Level->SequenceListHead; node; )
{
DSeqNode *next = node->NextSequence();
if (node->Source() == sector)
@ -1079,7 +1074,7 @@ DEFINE_ACTION_FUNCTION(_Sector, CheckSoundSequence)
void SN_StopSequence (AActor *actor)
{
SN_DoStop (actor);
SN_DoStop (actor->Level, actor);
}
DEFINE_ACTION_FUNCTION(AActor, StopSoundSequence)
@ -1109,14 +1104,14 @@ DEFINE_ACTION_FUNCTION(_Sector, StopSoundSequence)
void SN_StopSequence (FPolyObj *poly)
{
SN_DoStop (poly);
SN_DoStop (poly->Level, poly);
}
void SN_DoStop (void *source)
void SN_DoStop (FLevelLocals *Level, void *source)
{
DSeqNode *node;
for (node = DSeqNode::FirstSequence(); node; )
for (node = Level->SequenceListHead; node; )
{
DSeqNode *next = node->NextSequence();
if (node->Source() == source)
@ -1164,7 +1159,7 @@ bool SN_IsMakingLoopingSound (sector_t *sector)
{
DSeqNode *node;
for (node = DSeqNode::FirstSequence (); node; )
for (node = sector->Level->SequenceListHead; node; )
{
DSeqNode *next = node->NextSequence();
if (node->Source() == (void *)sector)
@ -1328,7 +1323,7 @@ void DSeqNode::Tick ()
int seqnum = FindSequence (ENamedName(m_SequencePtr[i*2+1]));
if (seqnum >= 0)
{ // Found a match, and it's a good one too.
ActiveSequences--;
Level->ActiveSequences--;
ActivateSequence (seqnum);
break;
}
@ -1359,15 +1354,15 @@ void DSeqNode::Tick ()
}
}
void SN_UpdateActiveSequences (void)
void SN_UpdateActiveSequences (FLevelLocals *Level)
{
DSeqNode *node;
if (!ActiveSequences || paused)
if (!Level->ActiveSequences || paused)
{ // No sequences currently playing/game is paused
return;
}
for (node = DSeqNode::FirstSequence(); node; node = node->NextSequence())
for (node =Level->SequenceListHead; node; node = node->NextSequence())
{
node->Tick ();
}
@ -1379,11 +1374,11 @@ void SN_UpdateActiveSequences (void)
//
//==========================================================================
void SN_StopAllSequences (void)
void SN_StopAllSequences (FLevelLocals *Level)
{
DSeqNode *node;
for (node = DSeqNode::FirstSequence(); node; )
for (node = Level->SequenceListHead; node; )
{
DSeqNode *next = node->NextSequence();
node->m_StopSound = 0; // don't play any stop sounds
@ -1470,14 +1465,14 @@ DEFINE_ACTION_FUNCTION(DSeqNode, MarkPrecacheSounds)
// nodeNum zero is the first node
//==========================================================================
void SN_ChangeNodeData (int nodeNum, int seqOffset, int delayTics, float volume,
void SN_ChangeNodeData (FLevelLocals *Level, int nodeNum, int seqOffset, int delayTics, float volume,
int currentSoundID)
{
int i;
DSeqNode *node;
i = 0;
node = DSeqNode::FirstSequence();
node = Level->SequenceListHead;
while (node && i < nodeNum)
{
node = node->NextSequence();