(svn r7585) -Codechange: CheckStationSpreadOut() took too much CPU. Station rectangle is now maintained instead of calculating it each time by walking through whole map. Should help with the performance issue related to AIs trying to build road stops too often. (idea by Celestar)
/* $Id$ */
#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;
}