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authorPeter Kohaut2017-08-24 23:43:47 +0200
committerPeter Kohaut2017-08-24 23:43:47 +0200
commit0da18320af79b6ca8a47248442d106674b5ab860 (patch)
tree504d769edcf92fc4cbceddfbcdda038ecc040ced /engines/bladerunner/actor.cpp
parentc9b4089ccb0b60389446e07f7f9421e3a7180129 (diff)
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BLADERUNNER: Added audio mixer & various fixes
Audio mixer is supporting fading and pan animation Added support for skipping speech by pressing Return Added proper support for ambient sounds Added more code to the dialogue menu Added tooltips to the Spinner Fixed calculation of volume and pan of walk steps Code cleanup & formatting
Diffstat (limited to 'engines/bladerunner/actor.cpp')
-rw-r--r--engines/bladerunner/actor.cpp24
1 files changed, 12 insertions, 12 deletions
diff --git a/engines/bladerunner/actor.cpp b/engines/bladerunner/actor.cpp
index 85c5d89240..c29956ca8b 100644
--- a/engines/bladerunner/actor.cpp
+++ b/engines/bladerunner/actor.cpp
@@ -23,7 +23,6 @@
#include "bladerunner/actor.h"
#include "bladerunner/bladerunner.h"
-
#include "bladerunner/actor_clues.h"
#include "bladerunner/actor_combat.h"
#include "bladerunner/actor_walk.h"
@@ -37,6 +36,7 @@
#include "bladerunner/scene_objects.h"
#include "bladerunner/script/scene.h"
#include "bladerunner/script/ai.h"
+#include "bladerunner/set.h"
#include "bladerunner/slice_animations.h"
#include "bladerunner/slice_renderer.h"
#include "bladerunner/waypoints.h"
@@ -767,7 +767,7 @@ void Actor::setBoundingBox(const Vector3 &position, bool retired) {
float Actor::distanceFromView(View *view) const{
float xDist = this->_position.x - view->_cameraPosition.x;
- float zDist = this->_position.z - view->_cameraPosition.z;
+ float zDist = this->_position.z + view->_cameraPosition.z;
return sqrt(xDist * xDist + zDist * zDist);
}
@@ -863,7 +863,7 @@ void Actor::faceHeading(int heading, bool animate) {
}
void Actor::modifyFriendlinessToOther(int otherActorId, signed int change) {
- _friendlinessToOther[otherActorId] = MIN(MAX(_friendlinessToOther[otherActorId] + change, 0), 100);
+ _friendlinessToOther[otherActorId] = CLIP(_friendlinessToOther[otherActorId] + change, 0, 100);
}
void Actor::setFriendlinessToOther(int otherActorId, int friendliness) {
@@ -895,29 +895,29 @@ void Actor::setImmunityToObstacles(bool isImmune) {
}
void Actor::modifyCurrentHP(signed int change) {
- _currentHP = MIN(MAX(_currentHP + change, 0), 100);
+ _currentHP = CLIP(_currentHP + change, 0, 100);
if (_currentHP > 0)
retire(false, 0, 0, -1);
}
void Actor::modifyMaxHP(signed int change) {
- _maxHP = MIN(MAX(_maxHP + change, 0), 100);
+ _maxHP = CLIP(_maxHP + change, 0, 100);
}
void Actor::modifyCombatAggressiveness(signed int change) {
- _combatAggressiveness = MIN(MAX(_combatAggressiveness + change, 0), 100);
+ _combatAggressiveness = CLIP(_combatAggressiveness + change, 0, 100);
}
void Actor::modifyHonesty(signed int change) {
- _honesty = MIN(MAX(_honesty + change, 0), 100);
+ _honesty = CLIP(_honesty + change, 0, 100);
}
void Actor::modifyIntelligence(signed int change) {
- _intelligence = MIN(MAX(_intelligence + change, 0), 100);
+ _intelligence = CLIP(_intelligence + change, 0, 100);
}
void Actor::modifyStability(signed int change) {
- _stability = MIN(MAX(_stability + change, 0), 100);
+ _stability = CLIP(_stability + change, 0, 100);
}
void Actor::setFlagDamageAnimIfMoving(bool value) {
@@ -1043,7 +1043,7 @@ void Actor::speechPlay(int sentenceId, bool voiceOver) {
int screenX = 320; //, screenY = 0;
//TODO: transform to screen space using fov;
balance = 127 * (2 * screenX - 640) / 640;
- balance = MIN(127, MAX(-127, balance));
+ balance = CLIP<int>(balance, -127, 127);
}
_vm->_audioSpeech->playSpeech(name, balance);
@@ -1092,12 +1092,12 @@ void Actor::copyClues(int actorId) {
int Actor::soundVolume() const {
float dist = distanceFromView(_vm->_view);
- return 255.0f * MAX(MIN(dist / 1200.0f, 1.0f), 0.0f);
+ return 35.0f * CLIP(1.0f - (dist / 1200.0f), 0.0f, 1.0f);
}
int Actor::soundBalance() const {
Vector3 screenPosition = _vm->_view->calculateScreenPosition(_position);
- return 127.0f * (MAX(MIN(screenPosition.x / 640.0f, 1.0f), 0.0f) * 2.0f - 1.0f);
+ return 35.0f * (CLIP(screenPosition.x / 640.0f, 0.0f, 1.0f) * 2.0f - 1.0f);
}
bool Actor::walkFindU1(const Vector3 &startPosition, const Vector3 &targetPosition, float size, Vector3 *newDestination) {