OpenTTD-patches/src/newgrf_sound.cpp

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/* $Id$ */
/** @file newgrf_sound.cpp */
#include "stdafx.h"
#include "openttd.h"
#include "oldpool.h"
#include "sound.h"
#include "engine.h"
#include "vehicle.h"
#include "newgrf_callbacks.h"
#include "newgrf_engine.h"
#include "newgrf_sound.h"
static uint _sound_count = 0;
STATIC_OLD_POOL(SoundInternal, FileEntry, 3, 1000, NULL, NULL)
/* Allocate a new FileEntry */
FileEntry *AllocateFileEntry()
{
if (_sound_count == GetSoundInternalPoolSize()) {
if (!_SoundInternal_pool.AddBlockToPool()) return NULL;
}
return GetSoundInternal(_sound_count++);
}
void InitializeSoundPool()
{
_SoundInternal_pool.CleanPool();
_sound_count = 0;
/* Copy original sound data to the pool */
SndCopyToPool();
}
FileEntry *GetSound(uint index)
{
if (index >= GetNumSounds()) return NULL;
return GetSoundInternal(index);
}
uint GetNumSounds()
{
return _sound_count;
}
bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event)
{
const GRFFile *file = GetEngineGRF(v->engine_type);
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)->callbackmask, CBM_SOUND_EFFECT)) return false;
callback = GetVehicleCallback(CBID_VEHICLE_SOUND_EFFECT, event, 0, v->engine_type, v);
if (callback == CALLBACK_FAILED) return false;
if (callback >= GetNumOriginalSounds()) callback += file->sound_offset - GetNumOriginalSounds();
if (callback < GetNumSounds()) SndPlayVehicleFx((SoundFx)callback, v);
return true;
}
bool PlayHouseSound(uint16 sound_id, TileIndex tile)
{
if (sound_id < GetNumOriginalSounds()) {
SndPlayTileFx((SoundFx)sound_id, tile);
return true;
}
return false;
}