mirror of
https://github.com/OpenTTD/OpenTTD.git
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184 lines
5.3 KiB
C++
184 lines
5.3 KiB
C++
/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file newgrf_sound.cpp Handling NewGRF provided sounds. */
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#include "stdafx.h"
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#include "engine_base.h"
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#include "newgrf.h"
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#include "newgrf_engine.h"
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#include "newgrf_sound.h"
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#include "vehicle_base.h"
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#include "sound_func.h"
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#include "soundloader_func.h"
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#include "string_func.h"
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#include "random_access_file_type.h"
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#include "debug.h"
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#include "settings_type.h"
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#include "safeguards.h"
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static std::vector<SoundEntry> _sounds;
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/**
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* Allocate sound slots.
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* @param num Number of slots to allocate.
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* @return First allocated slot.
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*/
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SoundEntry *AllocateSound(uint num)
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{
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size_t pos = _sounds.size();
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_sounds.insert(_sounds.end(), num, SoundEntry());
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return &_sounds[pos];
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}
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void InitializeSoundPool()
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{
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_sounds.clear();
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/* Copy original sound data to the pool */
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SndCopyToPool();
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}
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SoundEntry *GetSound(SoundID index)
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{
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if (index >= _sounds.size()) return nullptr;
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return &_sounds[index];
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}
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uint GetNumSounds()
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{
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return (uint)_sounds.size();
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}
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/**
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* Get size of memory allocated to sound effects.
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* @return Approximate memory allocated by loaded sound effects.
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*/
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size_t GetSoundPoolAllocatedMemory()
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{
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size_t bytes = 0;
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for (SoundEntry &sound : _sounds) {
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if (sound.data == nullptr) continue;
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const auto &data = *sound.data;
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bytes += data.capacity() * sizeof(data[0]);
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}
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return bytes;
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}
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/**
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* Extract meta data from a NewGRF sound.
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* @param sound Sound to load.
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* @return True if a valid sound was loaded.
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*/
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bool LoadNewGRFSound(SoundEntry &sound, SoundID sound_id)
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{
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if (sound.file_offset == SIZE_MAX || sound.file == nullptr) return false;
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RandomAccessFile &file = *sound.file;
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file.SeekTo(sound.file_offset, SEEK_SET);
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/* Skip ID for container version >= 2 as we only look at the first
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* entry and ignore any further entries with the same ID. */
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if (sound.grf_container_ver >= 2) file.ReadDword();
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/* Format: <num> <FF> <FF> <name_len> <name> '\0' <data> */
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sound.file_size = sound.grf_container_ver >= 2 ? file.ReadDword() : file.ReadWord();
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if (file.ReadByte() != 0xFF) return false;
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if (file.ReadByte() != 0xFF) return false;
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uint8_t name_len = file.ReadByte();
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std::string name(name_len + 1, '\0');
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file.ReadBlock(name.data(), name_len + 1);
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/* Test string termination */
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if (name[name_len] != '\0') {
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Debug(grf, 2, "LoadNewGRFSound [{}]: Name not properly terminated", file.GetSimplifiedFilename());
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return false;
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}
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if (LoadSoundData(sound, true, sound_id, StrMakeValid(name))) return true;
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Debug(grf, 1, "LoadNewGRFSound [{}]: does not contain any sound data", file.GetSimplifiedFilename());
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/* Clear everything that was read */
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sound = {};
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return false;
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}
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/**
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* Resolve NewGRF sound ID.
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* @param file NewGRF to get sound from.
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* @param sound_id GRF-specific sound ID. (GRF-local for IDs above ORIGINAL_SAMPLE_COUNT)
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* @return Translated (global) sound ID, or INVALID_SOUND.
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*/
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SoundID GetNewGRFSoundID(const GRFFile *file, SoundID sound_id)
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{
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/* Global sound? */
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if (sound_id < ORIGINAL_SAMPLE_COUNT) return sound_id;
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sound_id -= ORIGINAL_SAMPLE_COUNT;
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if (file == nullptr || sound_id >= file->num_sounds) return INVALID_SOUND;
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return file->sound_offset + sound_id;
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}
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/**
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* Checks whether a NewGRF wants to play a different vehicle sound effect.
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* @param v Vehicle to play sound effect for.
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* @param event Trigger for the sound effect.
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* @param force Should we play the sound effect even if vehicle sound effects are muted?
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* @return false if the default sound effect shall be played instead.
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*/
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bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event, bool force)
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{
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if (!_settings_client.sound.vehicle && !force) return true;
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const GRFFile *file = v->GetGRF();
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uint16_t 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 == nullptr) 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)->callback_mask, CBM_VEHICLE_SOUND_EFFECT)) return false;
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callback = GetVehicleCallback(CBID_VEHICLE_SOUND_EFFECT, event, 0, v->engine_type, v);
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/* Play default sound if callback fails */
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if (callback == CALLBACK_FAILED) return false;
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callback = GetNewGRFSoundID(file, callback);
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/* Play no sound, if result is invalid */
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if (callback == INVALID_SOUND) return true;
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assert(callback < GetNumSounds());
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SndPlayVehicleFx(callback, v);
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return true;
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}
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/**
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* Play a NewGRF sound effect at the location of a specific tile.
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* @param file NewGRF triggering the sound effect.
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* @param sound_id Sound effect the NewGRF wants to play.
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* @param tile Location of the effect.
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*/
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void PlayTileSound(const GRFFile *file, SoundID sound_id, TileIndex tile)
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{
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sound_id = GetNewGRFSoundID(file, sound_id);
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if (sound_id == INVALID_SOUND) return;
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assert(sound_id < GetNumSounds());
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SndPlayTileFx(sound_id, tile);
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}
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