Files @ r22926:82779a967ee2
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Location: cpp/openttd-patchpack/source/src/signal_func.h

Niels Martin Hansen
Change: Modernise music control logic implementation (#6839)

Rewrite of almost the entire music control logic to a more modern style, hopefully also easier to understand. The old playlist handling made it look like arcane magic, which it doesn't have to be.

- Playlists are now stored in std::vector of objects instead of arrays of bytes with magic sentinel values, that need to be rotated around all the time. Position in playlist is stored as a simple index.
- The theme song is now reserved for the title screen, it doesn't play on any of the standard playlists, but is still available for use on custom playlists.
- When the player enters/leaves the game from the main menu, the music always restarts.
- Playback state (playing or not) is kept even if music becomes unavailable due to an empty playlist (or an empty music set), so it can restart immediately if music becomes available again.
- The shuffle algorithm was changed to a standard Fisher-Yates.
- Possibly better behavior when editing a custom playlist while it's playing.
- Custom playlists should be compatible.
- Framework for supporting custom playlists with songs from multiple music sets.
/* $Id$ */

/*
 * 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 signal_func.h Functions related to signals. */

#ifndef SIGNAL_FUNC_H
#define SIGNAL_FUNC_H

#include "track_type.h"
#include "tile_type.h"
#include "direction_type.h"
#include "company_type.h"

/**
 * Maps a trackdir to the bit that stores its status in the map arrays, in the
 * direction along with the trackdir.
 */
static inline byte SignalAlongTrackdir(Trackdir trackdir)
{
	extern const byte _signal_along_trackdir[TRACKDIR_END];
	return _signal_along_trackdir[trackdir];
}

/**
 * Maps a trackdir to the bit that stores its status in the map arrays, in the
 * direction against the trackdir.
 */
static inline byte SignalAgainstTrackdir(Trackdir trackdir)
{
	extern const byte _signal_against_trackdir[TRACKDIR_END];
	return _signal_against_trackdir[trackdir];
}

/**
 * Maps a Track to the bits that store the status of the two signals that can
 * be present on the given track.
 */
static inline byte SignalOnTrack(Track track)
{
	extern const byte _signal_on_track[TRACK_END];
	return _signal_on_track[track];
}

/** State of the signal segment */
enum SigSegState {
	SIGSEG_FREE,    ///< Free and has no pre-signal exits or at least one green exit
	SIGSEG_FULL,    ///< Occupied by a train
	SIGSEG_PBS,     ///< Segment is a PBS segment
};

SigSegState UpdateSignalsOnSegment(TileIndex tile, DiagDirection side, Owner owner);
void SetSignalsOnBothDir(TileIndex tile, Track track, Owner owner);
void AddTrackToSignalBuffer(TileIndex tile, Track track, Owner owner);
void AddSideToSignalBuffer(TileIndex tile, DiagDirection side, Owner owner);
void UpdateSignalsInBuffer();

#endif /* SIGNAL_FUNC_H */