(svn r7759) -Merge: makefile rewrite. This merge features:
- A proper ./configure, so everything needs to be configured only once, not for every make. - Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies. - A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC. - Proper support for OSX universal binaries. - Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files. - Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files. Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
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68
src/newgrf_sound.c
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68
src/newgrf_sound.c
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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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}
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