(svn r12169) -Change [FS#1696]: play sounds when there is only small part of tile/vehicle visible too (original idea by Dominik)

It improves the game appearance when playing with very small screen resolution
pull/155/head
smatz 17 years ago
parent 3d5462f103
commit f003a25785

@ -209,7 +209,7 @@ void SndCopyToPool()
}
}
static void SndPlayScreenCoordFx(SoundFx sound, int x, int y)
static void SndPlayScreenCoordFx(SoundFx sound, int left, int right, int top, int bottom)
{
Window* const *wz;
@ -219,13 +219,13 @@ static void SndPlayScreenCoordFx(SoundFx sound, int x, int y)
const ViewPort *vp = (*wz)->viewport;
if (vp != NULL &&
IsInsideBS(x, vp->virtual_left, vp->virtual_width) &&
IsInsideBS(y, vp->virtual_top, vp->virtual_height)) {
int left = (x - vp->virtual_left);
left < vp->virtual_left + vp->virtual_width && right > vp->virtual_left &&
top < vp->virtual_top + vp->virtual_height && bottom > vp->virtual_top) {
int screen_x = (left + right) / 2 - vp->virtual_left;
StartSound(
sound,
left / max(1, vp->virtual_width / ((PANNING_LEVELS << 1) + 1)) - PANNING_LEVELS,
screen_x / max(1, vp->virtual_width / ((PANNING_LEVELS << 1) + 1)) - PANNING_LEVELS,
(msf.effect_vol * _vol_factor_by_zoom[vp->zoom - ZOOM_LVL_BEGIN]) / 256
);
return;
@ -238,16 +238,18 @@ void SndPlayTileFx(SoundFx sound, TileIndex tile)
{
/* emits sound from center of the tile */
int x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
int y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
int y = TileY(tile) * TILE_SIZE - TILE_SIZE / 2;
Point pt = RemapCoords(x, y, GetSlopeZ(x, y));
SndPlayScreenCoordFx(sound, pt.x, pt.y);
y += 2 * TILE_SIZE;
Point pt2 = RemapCoords(x, y, GetSlopeZ(x, y));
SndPlayScreenCoordFx(sound, pt.x, pt2.x, pt.y, pt2.y);
}
void SndPlayVehicleFx(SoundFx sound, const Vehicle *v)
{
SndPlayScreenCoordFx(sound,
(v->left_coord + v->right_coord) / 2,
(v->top_coord + v->bottom_coord) / 2
v->left_coord, v->right_coord,
v->top_coord, v->top_coord
);
}

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