(svn r2136) - Fix: [ 1174313 ] terrain hotkeys nonfunctional in scenario editor (D,Q,W,E,R,T,Y,U fltr)
- Fix: 'L' no longer opens ingame terraform bar in scenario editor bar, but the land generator one
- Feature: [ 1095110 ] Create Lake and draggable Create Desert tools (initial implementation GoneWacko), also added sticky buttons to land generator and town generator
- CodeChange: moved around some of the draggable tools, demystifying them
- CodeChange: change CmdBuildCanal to allow for XANDY dragging not only X or Y (only scenario editor)
- CodeChange: add some more enums to sprites.
- TODO: merge most of the ingame and scenario editor land terraform code. This can only be done after OnClickButton function is changed so it also includes the backreference to the widget being clicked, postponed to after 0.4.0
#include "stdafx.h"
#include "ttd.h"
#include "map.h"
#include "mixer.h"
#include "sound.h"
#include "vehicle.h"
#include "window.h"
#include "viewport.h"
#include "fileio.h"
typedef struct FileEntry {
uint32 file_offset;
uint32 file_size;
uint16 rate;
uint8 bits_per_sample;
uint8 channels;
} FileEntry;
static uint _file_count;
static FileEntry* _files;
#define SOUND_SLOT 31
static void OpenBankFile(const char *filename)
{
uint count, i;
uint32 size, tag;
FileEntry *fe;
FioOpenFile(SOUND_SLOT, filename);
_file_count = count = FioReadDword() >> 3;
fe = _files = calloc(sizeof(FileEntry), count);
FioSeekTo(0, SEEK_SET);
for (i = 0; i != count; i++) {
fe[i].file_offset = FioReadDword();
fe[i].file_size = FioReadDword();
}
for (i = 0; i != count; i++, fe++) {
char name[255];
FioSeekTo(fe->file_offset, SEEK_SET);
// Check for special case, see else case
FioReadBlock(name, FioReadByte()); // Read the name of the sound
if (strcmp(name, "Corrupt sound") != 0) {
FioSeekTo(12, SEEK_CUR); // Skip past RIFF header
// Read riff tags
for (;;) {
tag = FioReadDword();
size = FioReadDword();
if (tag == ' tmf') {
FioReadWord(); // wFormatTag
fe->channels = FioReadWord(); // wChannels
FioReadDword(); // samples per second
fe->rate = 11025; // seems like all samples should be played at this rate.
FioReadDword(); // avg bytes per second
FioReadWord(); // alignment
fe->bits_per_sample = FioReadByte(); // bits per sample
FioSeekTo(size - (2 + 2 + 4 + 4 + 2 + 1), SEEK_CUR);
} else if (tag == 'atad') {
fe->file_size = size;
fe->file_offset = FioGetPos() | (SOUND_SLOT << 24);
break;
} else {
fe->file_size = 0;
break;
}
}
} else {
/*
* Special case for the jackhammer sound
* (name in sample.cat is "Corrupt sound")
* It's no RIFF file, but raw PCM data
*/
fe->channels = 1;
fe->rate = 11025;
fe->bits_per_sample = 8;
fe->file_offset = FioGetPos() | (SOUND_SLOT << 24);
}
}
}
static bool SetBankSource(MixerChannel *mc, uint bank)
{
FileEntry *fe = &_files[bank];
int8 *mem;
uint i;
if (fe->file_size == 0)
return false;
mem = malloc(fe->file_size); /* XXX unchecked malloc */
FioSeekToFile(fe->file_offset);
FioReadBlock(mem, fe->file_size);
for (i = 0; i != fe->file_size; i++)
mem[i] += -128; // Convert unsigned sound data to signed
assert(fe->bits_per_sample == 8 && fe->channels == 1 && fe->file_size != 0 && fe->rate != 0);
MxSetChannelRawSrc(mc, mem, fe->file_size, fe->rate, MX_AUTOFREE);
return true;
}
bool SoundInitialize(const char *filename)
{
OpenBankFile(filename);
return true;
}
// Low level sound player
static void StartSound(uint sound, uint panning, uint volume)
{
if (volume != 0) {
MixerChannel *mc = MxAllocateChannel(_mixer);
if (mc == NULL)
return;
if (SetBankSource(mc, sound)) {
MxSetChannelVolume(mc, volume << 8, volume << 8);
MxActivateChannel(mc);
}
}
}
static const byte _vol_factor_by_zoom[] = {255, 190, 134};
static const byte _sound_base_vol[] = {
128, 90, 128, 128, 128, 128, 128, 128,
128, 90, 90, 128, 128, 128, 128, 128,
128, 128, 128, 80, 128, 128, 128, 128,
128, 128, 128, 128, 128, 128, 128, 128,
128, 128, 90, 90, 90, 128, 90, 128,
128, 90, 128, 128, 128, 90, 128, 128,
128, 128, 128, 128, 90, 128, 128, 128,
128, 90, 128, 128, 128, 128, 128, 128,
128, 128, 90, 90, 90, 128, 128, 128,
90,
};
static const byte _sound_idx[] = {
2, 3, 4, 5, 6, 7, 8, 9,
10, 11, 12, 13, 14, 15, 16, 17,
18, 19, 20, 21, 22, 23, 24, 25,
26, 27, 28, 29, 30, 31, 32, 33,
34, 35, 36, 37, 38, 39, 40, 0,
1, 41, 42, 43, 44, 45, 46, 47,
48, 49, 50, 51, 52, 53, 54, 55,
56, 57, 58, 59, 60, 61, 62, 63,
64, 65, 66, 67, 68, 69, 70, 71,
72,
};
static void SndPlayScreenCoordFx(SoundFx sound, int x, int y)
{
Window *w;
ViewPort *vp;
int left;
if (msf.effect_vol == 0)
return;
for (w = _windows; w != _last_window; w++) {
if ((vp = w->viewport) != NULL &&
IS_INSIDE_1D(x, vp->virtual_left, vp->virtual_width) &&
IS_INSIDE_1D(y, vp->virtual_top, vp->virtual_height)) {
left = ((x - vp->virtual_left) >> vp->zoom) + vp->left;
StartSound(
_sound_idx[sound],
clamp(left / 71, 0, 8),
(_sound_base_vol[sound] * msf.effect_vol * _vol_factor_by_zoom[vp->zoom]) >> 15
);
return;
}
}
}
void SndPlayTileFx(SoundFx sound, TileIndex tile)
{
/* emits sound from center (+ 8) of the tile */
int x = TileX(tile) * 16 + 8;
int y = TileY(tile) * 16 + 8;
Point pt = RemapCoords(x, y, GetSlopeZ(x, y));
SndPlayScreenCoordFx(sound, pt.x, pt.y);
}
void SndPlayVehicleFx(SoundFx sound, const Vehicle *v)
{
SndPlayScreenCoordFx(sound,
(v->left_coord + v->right_coord) / 2,
(v->top_coord + v->bottom_coord) / 2
);
}
void SndPlayFx(SoundFx sound)
{
StartSound(
_sound_idx[sound],
4,
(_sound_base_vol[sound] * msf.effect_vol) >> 7
);
}