- 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.
69 lines
1.5 KiB
C
69 lines
1.5 KiB
C
/* $Id$ */
|
|
|
|
#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;
|
|
}
|