newgrf_sound.c
author matthijs
Sun, 03 Dec 2006 17:27:43 +0000
changeset 5216 8bd14ee39af2
parent 4975 7e2f5c450321
permissions -rw-r--r--
(svn r7331) - Codechange: Rename all memory pool macro's and types to "old pool", so the new pool implementation can be committed alongside it.
- Codechange: Rename pool.[ch] to oldpool.[ch].
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/* $Id$ */
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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(void)
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{
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	if (_sound_count == GetSoundInternalPoolSize()) {
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		if (!AddBlockToPool(&_SoundInternal_pool)) return NULL;
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	}
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	return GetSoundInternal(_sound_count++);
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}
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void InitializeSoundPool(void)
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{
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	CleanPool(&_SoundInternal_pool);
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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 >= _sound_count) return NULL;
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	return GetSoundInternal(index);
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}
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uint GetNumSounds(void)
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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_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(callback, v);
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	return true;
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}