newgrf_sound.c
author rubidium
Mon, 19 Mar 2007 19:22:26 +0000
branch0.5
changeset 5461 03285c9589f9
parent 5216 d581e4db95b6
permissions -rw-r--r--
(svn r9343) [0.5] -Backport from trunk (r9000, r9001, r9097, r9137):
- Fix: new locomotive names were not announced in the news, it said "new railway locomotive available - railway locomotive" (r9000, r9001)
- Feature: add an extra news group for opening and closing of industries (r9097)
- Fix: when all news-setting buttons are 'full', make the for-all button show 'full' too (r9137)
/* $Id$ */

#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(void)
{
	if (_sound_count == GetSoundInternalPoolSize()) {
		if (!AddBlockToPool(&_SoundInternal_pool)) return NULL;
	}

	return GetSoundInternal(_sound_count++);
}


void InitializeSoundPool(void)
{
	CleanPool(&_SoundInternal_pool);
	_sound_count = 0;

	/* Copy original sound data to the pool */
	SndCopyToPool();
}


FileEntry *GetSound(uint index)
{
	if (index >= _sound_count) return NULL;
	return GetSoundInternal(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;
}