author | rubidium |
Tue, 06 May 2008 15:11:33 +0000 | |
changeset 9111 | 48ce04029fe4 |
parent 9070 | dd0121143eba |
permissions | -rw-r--r-- |
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/* $Id$ */ |
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/** @file newgrf_sound.cpp Handling NewGRF provided sounds. */ |
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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 "engine_func.h" |
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#include "engine_base.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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#include "vehicle_base.h" |
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#include "sound_func.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 PlayTileSound(const GRFFile *file, uint16 sound_id, TileIndex tile) |
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{ |
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if (sound_id >= GetNumOriginalSounds()) sound_id += file->sound_offset - GetNumOriginalSounds(); |
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if (sound_id < GetNumSounds()) { |
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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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} |