Пример #1
0
int positional_source::calculate_volume(const map_location &loc, const display &disp)
{
	assert(range_ > 0);
	assert(faderange_ > 0);

	if((check_shrouded_ && disp.shrouded(loc)) || (check_fogged_ && disp.fogged(loc)))
		return DISTANCE_SILENT;

	SDL_Rect area = disp.map_area();
	map_location center = disp.hex_clicked_on(area.x + area.w / 2, area.y + area.h / 2);
	int distance = distance_between(loc, center);

	if(distance <= range_) {
		return 0;
	}

	return static_cast<int>((((distance - range_)
			/ static_cast<double>(faderange_)) * DISTANCE_SILENT));
}
Пример #2
0
void positional_source::update_positions(unsigned int time, const display &disp)
{
	int distance_volume = DISTANCE_SILENT;
	for(std::vector<map_location>::iterator i = locations_.begin(); i != locations_.end(); ++i) {
		if(disp.shrouded(*i) || (check_fogged_ && disp.fogged(*i)))
			continue;

		int v = calculate_volume(*i, disp);
		if(v < distance_volume) {
			distance_volume = v;
		}
	}

	if(sound::is_sound_playing(id_)) {
		sound::reposition_sound(id_, distance_volume);
	} else {
		update(time, disp);
	}
}
Пример #3
0
//our definition of map labels being obscured is if the tile is obscured,
//or the tile below is obscured. This is because in the case where the tile
//itself is visible, but the tile below is obscured, the bottom half of the
//tile will still be shrouded, and the label being drawn looks weird
static bool is_shrouded(const display& disp, const map_location& loc)
{
	return disp.shrouded(loc) || disp.shrouded(map_location(loc.x,loc.y+1));
}