Files @ r27636:dd08900a2d5c
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Location: cpp/openttd-patchpack/source/src/newgrf_sound.h

Peter Nelson
Fix #11054: Prevent translation of currency codes.

Most languages stick with the 3-letter latin currency codes in the name
string, however some translations are... clever... and use the currency
symbol instead. Whilst this may look nice, it can cause issues with fonts
as some scripts have a specific limited set of fonts which do not include
these symbols.

Instead, hard code the currency code list and add it when drawing the
currency name.
/*
 * 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.h Functions related to NewGRF provided sounds. */

#ifndef NEWGRF_SOUND_H
#define NEWGRF_SOUND_H

#include "sound_type.h"
#include "tile_type.h"
#include "vehicle_type.h"

/** Events at which a sound might be played. */
enum VehicleSoundEvent {
	VSE_START         = 1, ///< Vehicle starting, i.e. leaving, the station.
	VSE_TUNNEL        = 2, ///< Train entering a tunnel.
	VSE_BREAKDOWN     = 3, ///< Vehicle breaking down.
	VSE_RUNNING       = 4, ///< Vehicle running normally.
	VSE_TOUCHDOWN     = 5, ///< Whenever a plane touches down.
	VSE_VISUAL_EFFECT = 6, ///< Vehicle visual effect (steam, diesel smoke or electric spark) is shown.
	VSE_RUNNING_16    = 7, ///< Every 16 ticks while the vehicle is running (speed > 0).
	VSE_STOPPED_16    = 8, ///< Every 16 ticks while the vehicle is stopped (speed == 0).
	VSE_LOAD_UNLOAD   = 9, ///< Whenever cargo payment is made for a vehicle.
};


SoundEntry *AllocateSound(uint num);
void InitializeSoundPool();
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 force  = false);
void PlayTileSound(const struct GRFFile *file, SoundID sound_id, TileIndex tile);

#endif /* NEWGRF_SOUND_H */