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-rw-r--r--src/vehicles/Train.cpp51
1 files changed, 48 insertions, 3 deletions
diff --git a/src/vehicles/Train.cpp b/src/vehicles/Train.cpp
index 1d47ca3a..26d0dee7 100644
--- a/src/vehicles/Train.cpp
+++ b/src/vehicles/Train.cpp
@@ -13,6 +13,7 @@
#include "DMAudio.h"
#include "HandlingMgr.h"
#include "Train.h"
+#include "AudioScriptObject.h"
static CTrainNode* pTrackNodes;
static int16 NumTrackNodes;
@@ -35,6 +36,8 @@ static float EngineTrackSpeed_S[4];
CVector CTrain::aStationCoors[3];
CVector CTrain::aStationCoors_S[4];
+static bool bTrainArrivalAnnounced[3] = {false, false, false};
+
CTrain::CTrain(int32 id, uint8 CreatedBy)
: CVehicle(CreatedBy)
{
@@ -60,6 +63,10 @@ CTrain::CTrain(int32 id, uint8 CreatedBy)
bUsesCollision = true;
SetStatus(STATUS_TRAIN_MOVING);
+
+#ifdef FIX_BUGS
+ m_isFarAway = true;
+#endif
}
void
@@ -197,7 +204,7 @@ CTrain::ProcessControl(void)
if(m_bTrainStopping){
m_nDoorTimer = CTimer::GetTimeInMilliseconds() + 1000;
m_nDoorState = TRAIN_DOOR_OPENING;
- DMAudio.PlayOneShot(m_audioEntityId, SOUND_18, 0.0f);
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_TRAIN_DOOR_CLOSE, 0.0f);
}
break;
@@ -214,7 +221,7 @@ CTrain::ProcessControl(void)
if(!m_bTrainStopping){
m_nDoorTimer = CTimer::GetTimeInMilliseconds() + 1000;
m_nDoorState = TRAIN_DOOR_CLOSING;
- DMAudio.PlayOneShot(m_audioEntityId, SOUND_19, 0.0f);
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_TRAIN_DOOR_OPEN, 0.0f);
}
break;
@@ -619,9 +626,47 @@ CTrain::ReadAndInterpretTrackFile(Const char *filename, CTrainNode **nodes, int1
}
void
+PlayAnnouncement(uint8 sound, uint8 station)
+{
+ // this was gone in a PC version but inlined on PS2
+ cAudioScriptObject *obj = new cAudioScriptObject;
+ obj->AudioId = sound;
+ obj->Posn = CTrain::aStationCoors[station];
+ obj->AudioEntity = AEHANDLE_NONE;
+ DMAudio.CreateOneShotScriptObject(obj);
+}
+
+void
ProcessTrainAnnouncements(void)
{
- // TODO but unused
+ for (int i = 0; i < ARRAY_SIZE(StationDist); i++) {
+ for (int j = 0; j < ARRAY_SIZE(EngineTrackPosition); j++) {
+ if (!bTrainArrivalAnnounced[i]) {
+ float preDist = StationDist[i] - 100.0f;
+ if (preDist < 0.0f)
+ preDist += TotalLengthOfTrack;
+ if (EngineTrackPosition[j] > preDist && EngineTrackPosition[j] < StationDist[i]) {
+ bTrainArrivalAnnounced[i] = true;
+ PlayAnnouncement(SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_1, i);
+ break;
+ }
+ } else {
+ float postDist = StationDist[i] + 10.0f;
+#ifdef FIX_BUGS
+ if (postDist > TotalLengthOfTrack)
+ postDist -= TotalLengthOfTrack;
+#else
+ if (postDist < 0.0f) // does this even make sense here?
+ postDist += TotalLengthOfTrack;
+#endif
+ if (EngineTrackPosition[j] > StationDist[i] && EngineTrackPosition[j] < postDist) {
+ bTrainArrivalAnnounced[i] = false;
+ PlayAnnouncement(SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_2, i);
+ break;
+ }
+ }
+ }
+ }
}
void