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https://github.com/JGRennison/OpenTTD-patches.git
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80 lines
1.7 KiB
C++
80 lines
1.7 KiB
C++
/* $Id$ */
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/** @file newgrf_sound.cpp */
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#include "stdafx.h"
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#include "openttd.h"
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#include "oldpool.h"
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#include "sound.h"
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#include "engine.h"
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#include "vehicle.h"
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#include "newgrf_callbacks.h"
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#include "newgrf_engine.h"
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#include "newgrf_sound.h"
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static uint _sound_count = 0;
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STATIC_OLD_POOL(SoundInternal, FileEntry, 3, 1000, NULL, NULL)
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/* Allocate a new FileEntry */
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FileEntry *AllocateFileEntry()
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{
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if (_sound_count == GetSoundInternalPoolSize()) {
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if (!_SoundInternal_pool.AddBlockToPool()) return NULL;
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}
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return GetSoundInternal(_sound_count++);
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}
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void InitializeSoundPool()
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{
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_SoundInternal_pool.CleanPool();
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_sound_count = 0;
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/* Copy original sound data to the pool */
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SndCopyToPool();
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}
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FileEntry *GetSound(uint index)
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{
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if (index >= GetNumSounds()) return NULL;
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return GetSoundInternal(index);
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}
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uint GetNumSounds()
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{
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return _sound_count;
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}
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bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event)
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{
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const GRFFile *file = GetEngineGRF(v->engine_type);
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uint16 callback;
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/* If the engine has no GRF ID associated it can't ever play any new sounds */
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if (file == NULL) return false;
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/* Check that the vehicle type uses the sound effect callback */
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if (!HASBIT(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_SOUND_EFFECT)) return false;
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callback = GetVehicleCallback(CBID_VEHICLE_SOUND_EFFECT, event, 0, v->engine_type, v);
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if (callback == CALLBACK_FAILED) return false;
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if (callback >= GetNumOriginalSounds()) callback += file->sound_offset - GetNumOriginalSounds();
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if (callback < GetNumSounds()) SndPlayVehicleFx((SoundFx)callback, v);
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return true;
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}
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bool PlayHouseSound(uint16 sound_id, TileIndex tile)
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{
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if (sound_id < GetNumOriginalSounds()) {
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SndPlayTileFx((SoundFx)sound_id, tile);
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return true;
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}
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return false;
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}
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