OpenTTD/src/newgrf_sound.cpp

184 lines
5.3 KiB
C++

/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file newgrf_sound.cpp Handling NewGRF provided sounds. */
#include "stdafx.h"
#include "engine_base.h"
#include "newgrf.h"
#include "newgrf_engine.h"
#include "newgrf_sound.h"
#include "vehicle_base.h"
#include "sound_func.h"
#include "soundloader_func.h"
#include "string_func.h"
#include "random_access_file_type.h"
#include "debug.h"
#include "settings_type.h"
#include "safeguards.h"
static std::vector<SoundEntry> _sounds;
/**
* Allocate sound slots.
* @param num Number of slots to allocate.
* @return First allocated slot.
*/
SoundEntry *AllocateSound(uint num)
{
size_t pos = _sounds.size();
_sounds.insert(_sounds.end(), num, SoundEntry());
return &_sounds[pos];
}
void InitializeSoundPool()
{
_sounds.clear();
/* Copy original sound data to the pool */
SndCopyToPool();
}
SoundEntry *GetSound(SoundID index)
{
if (index >= _sounds.size()) return nullptr;
return &_sounds[index];
}
uint GetNumSounds()
{
return (uint)_sounds.size();
}
/**
* Get size of memory allocated to sound effects.
* @return Approximate memory allocated by loaded sound effects.
*/
size_t GetSoundPoolAllocatedMemory()
{
size_t bytes = 0;
for (SoundEntry &sound : _sounds) {
if (sound.data == nullptr) continue;
const auto &data = *sound.data;
bytes += data.capacity() * sizeof(data[0]);
}
return bytes;
}
/**
* Extract meta data from a NewGRF sound.
* @param sound Sound to load.
* @return True if a valid sound was loaded.
*/
bool LoadNewGRFSound(SoundEntry &sound, SoundID sound_id)
{
if (sound.file_offset == SIZE_MAX || sound.file == nullptr) return false;
RandomAccessFile &file = *sound.file;
file.SeekTo(sound.file_offset, SEEK_SET);
/* Skip ID for container version >= 2 as we only look at the first
* entry and ignore any further entries with the same ID. */
if (sound.grf_container_ver >= 2) file.ReadDword();
/* Format: <num> <FF> <FF> <name_len> <name> '\0' <data> */
sound.file_size = sound.grf_container_ver >= 2 ? file.ReadDword() : file.ReadWord();
if (file.ReadByte() != 0xFF) return false;
if (file.ReadByte() != 0xFF) return false;
uint8_t name_len = file.ReadByte();
std::string name(name_len + 1, '\0');
file.ReadBlock(name.data(), name_len + 1);
/* Test string termination */
if (name[name_len] != '\0') {
Debug(grf, 2, "LoadNewGRFSound [{}]: Name not properly terminated", file.GetSimplifiedFilename());
return false;
}
if (LoadSoundData(sound, true, sound_id, StrMakeValid(name))) return true;
Debug(grf, 1, "LoadNewGRFSound [{}]: does not contain any sound data", file.GetSimplifiedFilename());
/* Clear everything that was read */
sound = {};
return false;
}
/**
* Resolve NewGRF sound ID.
* @param file NewGRF to get sound from.
* @param sound_id GRF-specific sound ID. (GRF-local for IDs above ORIGINAL_SAMPLE_COUNT)
* @return Translated (global) sound ID, or INVALID_SOUND.
*/
SoundID GetNewGRFSoundID(const GRFFile *file, SoundID sound_id)
{
/* Global sound? */
if (sound_id < ORIGINAL_SAMPLE_COUNT) return sound_id;
sound_id -= ORIGINAL_SAMPLE_COUNT;
if (file == nullptr || sound_id >= file->num_sounds) return INVALID_SOUND;
return file->sound_offset + sound_id;
}
/**
* Checks whether a NewGRF wants to play a different vehicle sound effect.
* @param v Vehicle to play sound effect for.
* @param event Trigger for the sound effect.
* @param force Should we play the sound effect even if vehicle sound effects are muted?
* @return false if the default sound effect shall be played instead.
*/
bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event, bool force)
{
if (!_settings_client.sound.vehicle && !force) return true;
const GRFFile *file = v->GetGRF();
uint16_t callback;
/* If the engine has no GRF ID associated it can't ever play any new sounds */
if (file == nullptr) return false;
/* Check that the vehicle type uses the sound effect callback */
if (!HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_SOUND_EFFECT)) return false;
callback = GetVehicleCallback(CBID_VEHICLE_SOUND_EFFECT, event, 0, v->engine_type, v);
/* Play default sound if callback fails */
if (callback == CALLBACK_FAILED) return false;
callback = GetNewGRFSoundID(file, callback);
/* Play no sound, if result is invalid */
if (callback == INVALID_SOUND) return true;
assert(callback < GetNumSounds());
SndPlayVehicleFx(callback, v);
return true;
}
/**
* Play a NewGRF sound effect at the location of a specific tile.
* @param file NewGRF triggering the sound effect.
* @param sound_id Sound effect the NewGRF wants to play.
* @param tile Location of the effect.
*/
void PlayTileSound(const GRFFile *file, SoundID sound_id, TileIndex tile)
{
sound_id = GetNewGRFSoundID(file, sound_id);
if (sound_id == INVALID_SOUND) return;
assert(sound_id < GetNumSounds());
SndPlayTileFx(sound_id, tile);
}