(svn r6824) -Feature: Change the functionality of the chat window. SHIFT+ENTER (SHIFT+T)
sends a message to all players, CTRL+ENTER (CTRL+T) sends a message to all
team mates and ENTER (T) sends a message to teammates if you have any, otherwise
to all players.
The chat-window now also shows what kind of message is being sent. Shortcut
functionality has not been changed (ENTER sends message, ESC closes window)
/* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "pool.h"
#include "sound.h"
#include "engine.h"
#include "vehicle.h"
#include "newgrf_callbacks.h"
#include "newgrf_engine.h"
#include "newgrf_sound.h"
enum {
SOUND_POOL_BLOCK_SIZE_BITS = 3, /* (1 << 3) == 8 items */
SOUND_POOL_MAX_BLOCKS = 1000,
};
static uint _sound_count = 0;
static MemoryPool _sound_pool = { "Sound", SOUND_POOL_MAX_BLOCKS, SOUND_POOL_BLOCK_SIZE_BITS, sizeof(FileEntry), NULL, NULL, 0, 0, NULL };
/* Allocate a new FileEntry */
FileEntry *AllocateFileEntry(void)
{
if (_sound_count == _sound_pool.total_items) {
if (!AddBlockToPool(&_sound_pool)) return NULL;
}
return (FileEntry*)GetItemFromPool(&_sound_pool, _sound_count++);
}
void InitializeSoundPool(void)
{
CleanPool(&_sound_pool);
_sound_count = 0;
/* Copy original sound data to the pool */
SndCopyToPool();
}
FileEntry *GetSound(uint index)
{
if (index >= _sound_count) return NULL;
return (FileEntry*)GetItemFromPool(&_sound_pool, index);
}
uint GetNumSounds(void)
{
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(callback, v);
return true;
}