/* * 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 . */ /** @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 _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: '\0' */ 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); }