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@ r18753:19e74c935c2d
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Location: cpp/openttd-patchpack/source/src/newgrf_sound.cpp
r18753:19e74c935c2d
2.9 KiB
text/x-c
(svn r23611) -Add: run the begin of the script already while generating, and don't sleep on DoCommand while doing so
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 | /* $Id$ */
/*
* 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 newgrf_sound.cpp Handling NewGRF provided sounds. */
#include "stdafx.h"
#include "engine_base.h"
#include "newgrf.h"
#include "newgrf_engine.h"
#include "newgrf_sound.h"
#include "vehicle_base.h"
#include "sound_func.h"
static SmallVector<SoundEntry, 8> _sounds;
/* Allocate a new Sound */
SoundEntry *AllocateSound()
{
SoundEntry *sound = _sounds.Append();
MemSetT(sound, 0);
return sound;
}
void InitializeSoundPool()
{
_sounds.Clear();
/* Copy original sound data to the pool */
SndCopyToPool();
}
SoundEntry *GetSound(SoundID index)
{
if (index >= _sounds.Length()) return NULL;
return &_sounds[index];
}
uint GetNumSounds()
{
return _sounds.Length();
}
/**
* 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.
* @return false if the default sound effect shall be played instead.
*/
bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event)
{
const GRFFile *file = v->GetGRF();
uint16 callback;
/* If the engine has no GRF ID associated it can't ever play any new sounds */
if (file == NULL) return false;
/* Check that the vehicle type uses the sound effect callback */
if (!HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_SOUND_EFFECT)) return false;
callback = GetVehicleCallback(CBID_VEHICLE_SOUND_EFFECT, event, 0, v->engine_type, v);
/* Play default sound if callback fails */
if (callback == CALLBACK_FAILED) return false;
if (callback >= ORIGINAL_SAMPLE_COUNT) {
callback -= ORIGINAL_SAMPLE_COUNT;
/* Play no sound if result is out of range */
if (callback > file->num_sounds) return true;
callback += file->sound_offset;
}
assert(callback < GetNumSounds());
SndPlayVehicleFx(callback, v);
return true;
}
/**
* Play a NewGRF sound effect at the location of a specfic tile.
* @param file NewGRF triggering the sound effect.
* @param sound_id Sound effect the NewGRF wants to play.
* @param tile Location of the effect.
*/
void PlayTileSound(const GRFFile *file, SoundID sound_id, TileIndex tile)
{
if (sound_id >= ORIGINAL_SAMPLE_COUNT) {
sound_id -= ORIGINAL_SAMPLE_COUNT;
if (sound_id > file->num_sounds) return;
sound_id += file->sound_offset;
}
assert(sound_id < GetNumSounds());
SndPlayTileFx(sound_id, tile);
}
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