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Location: cpp/openttd-patchpack/source/src/sound_type.h - annotation
r24498:e9114d9ab04a
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Fix #6468: don't store version of AIs-started-via-console in name
You can do: "startai myai.3", which starts version 3 of "myai".
This is very useful for testing save/load code between different
versions of your AI.
However, when using this syntax, the AI got saved as "myai.3" as
name of the AI, instead of "myai". This caused several problems,
like indicating to the user the AI could not be found, but still
load the AI. But in all cases, the AI never got the chance to
load the saved data, making the whole reason this exists pointless.
By splitting the name and version already in the console command,
the code becomes simpler and AIs started this way now follow the
normal flow after initialization.
You can do: "startai myai.3", which starts version 3 of "myai".
This is very useful for testing save/load code between different
versions of your AI.
However, when using this syntax, the AI got saved as "myai.3" as
name of the AI, instead of "myai". This caused several problems,
like indicating to the user the AI could not be found, but still
load the AI. But in all cases, the AI never got the chance to
load the saved data, making the whole reason this exists pointless.
By splitting the name and version already in the console command,
the code becomes simpler and AIs started this way now follow the
normal flow after initialization.
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* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file sound_type.h Types related to sounds. */
#ifndef SOUND_TYPE_H
#define SOUND_TYPE_H
struct SoundEntry {
uint8 file_slot;
size_t file_offset;
size_t file_size;
uint16 rate;
uint8 bits_per_sample;
uint8 channels;
uint8 volume;
uint8 priority;
byte grf_container_ver; ///< NewGRF container version if the sound is from a NewGRF.
};
/**
* Sound effects from baseset.
*
* This enum contains the sound effects from the sound baseset.
* For hysterical raisins the order of sound effects in the baseset
* is different to the order they are referenced in TTD/NewGRF.
* - The first two sound effects from the baseset are inserted at position 39.
* (see translation table _sound_idx)
* - The order in the enum is the order using in TTD/NewGRF.
* - The naming of the enum values includes the position in the baseset.
* That is, for sound effects 0x02 to 0x28 the naming is off-by-two.
*/
enum SoundFx {
SND_BEGIN = 0,
SND_02_SPLAT_WATER = 0, ///< Water construction.
SND_03_FACTORY_WHISTLE,
SND_04_TRAIN,
SND_05_TRAIN_THROUGH_TUNNEL,
SND_06_SHIP_HORN,
SND_07_FERRY_HORN,
SND_08_PLANE_TAKE_OFF,
SND_09_JET,
SND_0A_TRAIN_HORN,
SND_0B_MINING_MACHINERY,
SND_0C_ELECTRIC_SPARK,
SND_0D_STEAM,
SND_0E_LEVEL_CROSSING,
SND_0F_VEHICLE_BREAKDOWN,
SND_10_TRAIN_BREAKDOWN,
SND_11_CRASH,
SND_12_EXPLOSION, // 16 == 0x10
SND_13_BIG_CRASH,
SND_14_CASHTILL,
SND_15_BEEP, // 19 == 0x13
SND_16_MORSE, // 20 == 0x14
SND_17_SKID_PLANE,
SND_18_HELICOPTER,
SND_19_BUS_START_PULL_AWAY,
SND_1A_BUS_START_PULL_AWAY_WITH_HORN,
SND_1B_TRUCK_START,
SND_1C_TRUCK_START_2,
SND_1D_APPLAUSE,
SND_1E_OOOOH,
SND_1F_SPLAT_OTHER, ///< Non-water non-rail construction.
SND_20_SPLAT_RAIL, ///< Rail construction.
SND_21_JACKHAMMER,
SND_22_CAR_HORN,
SND_23_CAR_HORN_2,
SND_24_SHEEP,
SND_25_COW,
SND_26_HORSE,
SND_27_BLACKSMITH_ANVIL,
SND_28_SAWMILL, // 38 == 0x26 !
SND_00_GOOD_YEAR, // 39 == 0x27 !
SND_01_BAD_YEAR, // 40 == 0x28 !
SND_29_RIP, // 41 == 0x29 !
SND_2A_EXTRACT_AND_POP,
SND_2B_COMEDY_HIT,
SND_2C_MACHINERY,
SND_2D_RIP_2,
SND_2E_EXTRACT_AND_POP,
SND_2F_POP,
SND_30_CARTOON_SOUND,
SND_31_EXTRACT,
SND_32_POP_2,
SND_33_PLASTIC_MINE,
SND_34_WIND,
SND_35_COMEDY_BREAKDOWN,
SND_36_CARTOON_CRASH,
SND_37_BALLOON_SQUEAK,
SND_38_CHAINSAW,
SND_39_HEAVY_WIND,
SND_3A_COMEDY_BREAKDOWN_2,
SND_3B_JET_OVERHEAD,
SND_3C_COMEDY_CAR,
SND_3D_ANOTHER_JET_OVERHEAD,
SND_3E_COMEDY_CAR_2,
SND_3F_COMEDY_CAR_3,
SND_40_COMEDY_CAR_START_AND_PULL_AWAY,
SND_41_MAGLEV,
SND_42_LOON_BIRD,
SND_43_LION,
SND_44_MONKEYS,
SND_45_PLANE_CRASHING,
SND_46_PLANE_ENGINE_SPUTTERING,
SND_47_MAGLEV_2,
SND_48_DISTANT_BIRD, // 72 == 0x48
SND_END
};
/** The number of sounds in the original sample.cat */
static const uint ORIGINAL_SAMPLE_COUNT = 73;
typedef uint16 SoundID;
static const SoundID INVALID_SOUND = 0xFFFF;
#endif /* SOUND_TYPE_H */
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