@@ -181,11 +181,12 @@ SoundID GetNewGRFSoundID(const GRFFile *
* Checks whether a NewGRF wants to play a different vehicle sound effect.
* @param v Vehicle to play sound effect for.
* @param event Trigger for the sound effect.
* @param force Should we play the sound effect even if vehicle sound effects are muted?
* @return false if the default sound effect shall be played instead.
*/
bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event)
bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event, bool force)
{
if (!_settings_client.sound.vehicle) return true;
if (!_settings_client.sound.vehicle && !force) return true;
const GRFFile *file = v->GetGRF();
uint16 callback;
@@ -34,7 +34,7 @@ bool LoadNewGRFSound(SoundEntry *sound);
SoundID GetNewGRFSoundID(const struct GRFFile *file, SoundID sound_id);
SoundEntry *GetSound(SoundID sound_id);
uint GetNumSounds();
bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event);
bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event, bool force = false);
void PlayTileSound(const struct GRFFile *file, SoundID sound_id, TileIndex tile);
#endif /* NEWGRF_SOUND_H */
@@ -38,7 +38,7 @@ struct Ship FINAL : public SpecializedVe
void MarkDirty();
void UpdateDeltaXY();
ExpensesType GetExpenseType(bool income) const { return income ? EXPENSES_SHIP_REVENUE : EXPENSES_SHIP_RUN; }
void PlayLeaveStationSound() const;
void PlayLeaveStationSound(bool force = false) const;
bool IsPrimaryVehicle() const { return true; }
void GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const;
int GetDisplaySpeed() const { return this->cur_speed / 2; }
@@ -272,16 +272,10 @@ void Ship::MarkDirty()
this->UpdateCache();
}
static void PlayShipSound(const Vehicle *v)
void Ship::PlayLeaveStationSound(bool force) const
if (!PlayVehicleSound(v, VSE_START)) {
SndPlayVehicleFx(ShipVehInfo(v->engine_type)->sfx, v);
void Ship::PlayLeaveStationSound() const
PlayShipSound(this);
if (PlayVehicleSound(this, VSE_START, force)) return;
SndPlayVehicleFx(ShipVehInfo(this->engine_type)->sfx, this);
TileIndex Ship::GetOrderStationLocation(StationID station)
@@ -398,7 +392,7 @@ static bool CheckShipLeaveDepot(Ship *v)
v->UpdateViewport(true, true);
SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
PlayShipSound(v);
v->PlayLeaveStationSound();
VehicleServiceInDepot(v);
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
SetWindowClassesDirty(WC_SHIPS_LIST);
@@ -235,6 +235,7 @@ void SndCopyToPool()
/**
* Decide 'where' (between left and right speaker) to play the sound effect.
* Note: Callers must determine if sound effects are enabled. This plays a sound regardless of the setting.
* @param sound Sound effect to play
* @param left Left edge of virtual coordinates where the sound is produced
* @param right Right edge of virtual coordinates where the sound is produced
@@ -243,8 +244,6 @@ void SndCopyToPool()
static void SndPlayScreenCoordFx(SoundID sound, int left, int right, int top, int bottom)
if (_settings_client.music.effect_vol == 0) return;
/* Iterate from back, so that main viewport is checked first */
for (const Window *w : Window::IterateFromBack()) {
const Viewport *vp = w->viewport;
@@ -110,7 +110,7 @@ struct Train FINAL : public GroundVehicl
void MarkDirty() override;
void UpdateDeltaXY() override;
ExpensesType GetExpenseType(bool income) const override { return income ? EXPENSES_TRAIN_REVENUE : EXPENSES_TRAIN_RUN; }
void PlayLeaveStationSound() const override;
void PlayLeaveStationSound(bool force = false) const override;
bool IsPrimaryVehicle() const override { return this->IsFrontEngine(); }
void GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const override;
int GetDisplaySpeed() const override { return this->gcache.last_speed; }
@@ -2100,7 +2100,7 @@ bool Train::FindClosestDepot(TileIndex *
/** Play a sound for a train leaving the station. */
void Train::PlayLeaveStationSound() const
void Train::PlayLeaveStationSound(bool force) const
static const SoundFx sfx[] = {
SND_04_DEPARTURE_STEAM,
@@ -2110,10 +2110,9 @@ void Train::PlayLeaveStationSound() cons
SND_41_DEPARTURE_MAGLEV
};
if (PlayVehicleSound(this, VSE_START)) return;
EngineID engtype = this->engine_type;
SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
SndPlayVehicleFx(sfx[RailVehInfo(this->engine_type)->engclass], this);
@@ -450,8 +450,9 @@ public:
* Play the sound associated with leaving the station
* @param force Should we play the sound even if sound effects are muted? (horn hotkey)
virtual void PlayLeaveStationSound() const {}
virtual void PlayLeaveStationSound(bool force = false) const {}
* Whether this is the primary vehicle in the chain.
@@ -41,6 +41,7 @@
#include "order_cmd.h"
#include "roadveh_cmd.h"
#include "train_cmd.h"
#include "hotkeys.h"
#include "safeguards.h"
@@ -2686,26 +2687,6 @@ static const NWidgetPart _nested_vehicle
EndContainer(),
/** Vehicle view window descriptor for all vehicles but trains. */
static WindowDesc _vehicle_view_desc(
WDP_AUTO, "view_vehicle", 250, 116,
WC_VEHICLE_VIEW, WC_NONE,
0,
_nested_vehicle_view_widgets, lengthof(_nested_vehicle_view_widgets)
);
* Vehicle view window descriptor for trains. Only minimum_height and
* default_height are different for train view.
static WindowDesc _train_view_desc(
WDP_AUTO, "view_vehicle_train", 250, 134,
/* Just to make sure, nobody has changed the vehicle type constants, as we are
using them for array indexing in a number of places here. */
static_assert(VEH_TRAIN == 0);
@@ -3151,6 +3132,20 @@ public:
EventState OnHotkey(int hotkey) override
/* If the hotkey is not for any widget in the UI (i.e. for honking) */
if (hotkey == WID_VV_HONK_HORN) {
const Window* mainwindow = FindWindowById(WC_MAIN_WINDOW, 0);
const Vehicle* v = Vehicle::Get(window_number);
/*Only play the sound if we're following this vehicle */
if (mainwindow->viewport->follow_vehicle == v->index) {
v->PlayLeaveStationSound(true);
return Window::OnHotkey(hotkey);
void OnQueryTextFinished(char *str) override
if (str == nullptr) return;
@@ -3225,8 +3220,36 @@ public:
::ShowNewGRFInspectWindow(GetGrfSpecFeature(Vehicle::Get(this->window_number)->type), this->window_number);
static HotkeyList hotkeys;
static Hotkey vehicleview_hotkeys[] = {
Hotkey('H', "honk", WID_VV_HONK_HORN),
HOTKEY_LIST_END
HotkeyList VehicleViewWindow::hotkeys("vehicleview", vehicleview_hotkeys);
_nested_vehicle_view_widgets, lengthof(_nested_vehicle_view_widgets),
&VehicleViewWindow::hotkeys
/** Shows the vehicle view window of the given vehicle. */
void ShowVehicleViewWindow(const Vehicle *v)
@@ -27,6 +27,7 @@ enum VehicleViewWidgets {
WID_VV_SELECT_REFIT_TURN, ///< Selection widget between 'refit' and 'turn around' buttons.
WID_VV_TURN_AROUND, ///< Turn this vehicle around.
WID_VV_FORCE_PROCEED, ///< Force this vehicle to pass a signal at danger.
WID_VV_HONK_HORN, ///< Honk the vehicles horn (not drawn on UI, only used for hotkey).
/** Widgets of the #RefitWindow class. */
Status change: