rename clamp macro to Clamp to fix compilation with g++11

This commit is contained in:
withmorten 2021-06-28 13:31:35 +02:00
parent cc235be3aa
commit cb3b3855b8
31 changed files with 116 additions and 116 deletions

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@ -1220,7 +1220,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
CurrentPretendGear = 1;
}
if (CReplay::IsPlayingBack())
accelerateState = 255.f * clamp(automobile->m_fGasPedal, 0.0f, 1.0f);
accelerateState = 255.f * Clamp(automobile->m_fGasPedal, 0.0f, 1.0f);
else
accelerateState = Pads[0].GetAccelerate();
@ -1229,7 +1229,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
velocityChange = params.m_fVelocityChange;
relativeVelocityChange = 2.0f * velocityChange / transmission->fMaxVelocity;
accelerationMultipler = clamp(relativeVelocityChange, 0.0f, 1.0f);
accelerationMultipler = Clamp(relativeVelocityChange, 0.0f, 1.0f);
gasPedalAudio = accelerationMultipler;
currentGear = params.m_pVehicle->m_nCurrentGear;

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@ -321,7 +321,7 @@ cAudioManager::Get3DProviderName(uint8 id) const
if (!m_bIsInitialised)
return nil;
#ifdef AUDIO_OAL
id = clamp(id, 0, SampleManager.GetNum3DProvidersAvailable() - 1);
id = Clamp(id, 0, SampleManager.GetNum3DProvidersAvailable() - 1);
#else
// We don't want that either since it will crash the game, but skipping for now
if (id >= SampleManager.GetNum3DProvidersAvailable())

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@ -134,7 +134,7 @@ public:
else
StepIndex--;
StepIndex = clamp(StepIndex, 0, 88);
StepIndex = Clamp(StepIndex, 0, 88);
int delta = step >> 3;
if (adpcm & 1) delta += step >> 2;
@ -143,7 +143,7 @@ public:
if (adpcm & 8) delta = -delta;
int newSample = Sample + delta;
Sample = clamp(newSample, -32768, 32767);
Sample = Clamp(newSample, -32768, 32767);
return Sample;
}
};
@ -596,7 +596,7 @@ public:
static short quantize(double sample)
{
int a = int(sample + 0.5);
return short(clamp(a, -32768, 32767));
return short(Clamp(a, -32768, 32767));
}
void Decode(void* _inbuf, int16* _outbuf, size_t size)
@ -1086,10 +1086,10 @@ void CStream::SetVolume(uint32 nVol)
void CStream::SetPan(uint8 nPan)
{
m_nPan = clamp((int8)nPan - 63, 0, 63);
m_nPan = Clamp((int8)nPan - 63, 0, 63);
SetPosition(0, (m_nPan - 63) / 64.0f, 0.0f, Sqrt(1.0f - SQR((m_nPan - 63) / 64.0f)));
m_nPan = clamp((int8)nPan + 64, 64, 127);
m_nPan = Clamp((int8)nPan + 64, 64, 127);
SetPosition(1, (m_nPan - 63) / 64.0f, 0.0f, Sqrt(1.0f - SQR((m_nPan - 63) / 64.0f)));
m_nPan = nPan;

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@ -1624,7 +1624,7 @@ cSampleManager::UpdateReverb(void)
}
}
fRatio = clamp(fRatio, usingEAX3==1 ? 0.0f : 0.30f, 1.0f);
fRatio = Clamp(fRatio, usingEAX3==1 ? 0.0f : 0.30f, 1.0f);
if ( fRatio == _fPrevEaxRatioDestination )
return FALSE;

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@ -348,7 +348,7 @@ int8 cSampleManager::SetCurrent3DProvider(uint8 nProvider)
{
int savedprovider = curprovider;
nProvider = clamp(nProvider, 0, m_nNumberOfProviders - 1);
nProvider = Clamp(nProvider, 0, m_nNumberOfProviders - 1);
if ( set_new_provider(nProvider) )
return curprovider;
@ -1424,7 +1424,7 @@ bool8 cSampleManager::UpdateReverb(void)
#undef CALCRATIO
#undef ZR
fRatio = clamp(fRatio, usingEAX3==1 ? 0.0f : 0.30f, 1.0f);
fRatio = Clamp(fRatio, usingEAX3==1 ? 0.0f : 0.30f, 1.0f);
if ( fRatio == _fPrevEaxRatioDestination )
return FALSE;

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@ -404,8 +404,8 @@ void CReplay::StorePedAnimation(CPed *ped, CStoredAnimationState *state)
CAnimBlendAssociation* main = RpAnimBlendClumpGetMainAssociation((RpClump*)ped->m_rwObject, &second, &blend_amount);
if (main){
state->animId = main->animId;
state->time = 255.0f / 4.0f * clamp(main->currentTime, 0.0f, 4.0f);
state->speed = 255.0f / 3.0f * clamp(main->speed, 0.0f, 3.0f);
state->time = 255.0f / 4.0f * Clamp(main->currentTime, 0.0f, 4.0f);
state->speed = 255.0f / 3.0f * Clamp(main->speed, 0.0f, 3.0f);
}else{
state->animId = 3;
state->time = 0;
@ -413,9 +413,9 @@ void CReplay::StorePedAnimation(CPed *ped, CStoredAnimationState *state)
}
if (second) {
state->secAnimId = second->animId;
state->secTime = 255.0f / 4.0f * clamp(second->currentTime, 0.0f, 4.0f);
state->secSpeed = 255.0f / 3.0f * clamp(second->speed, 0.0f, 3.0f);
state->blendAmount = 255.0f / 2.0f * clamp(blend_amount, 0.0f, 2.0f);
state->secTime = 255.0f / 4.0f * Clamp(second->currentTime, 0.0f, 4.0f);
state->secSpeed = 255.0f / 3.0f * Clamp(second->speed, 0.0f, 3.0f);
state->blendAmount = 255.0f / 2.0f * Clamp(blend_amount, 0.0f, 2.0f);
}else{
state->secAnimId = 0;
state->secTime = 0;
@ -425,9 +425,9 @@ void CReplay::StorePedAnimation(CPed *ped, CStoredAnimationState *state)
CAnimBlendAssociation* partial = RpAnimBlendClumpGetMainPartialAssociation((RpClump*)ped->m_rwObject);
if (partial) {
state->partAnimId = partial->animId;
state->partAnimTime = 255.0f / 4.0f * clamp(partial->currentTime, 0.0f, 4.0f);
state->partAnimSpeed = 255.0f / 3.0f * clamp(partial->speed, 0.0f, 3.0f);
state->partBlendAmount = 255.0f / 2.0f * clamp(partial->blendAmount, 0.0f, 2.0f);
state->partAnimTime = 255.0f / 4.0f * Clamp(partial->currentTime, 0.0f, 4.0f);
state->partAnimSpeed = 255.0f / 3.0f * Clamp(partial->speed, 0.0f, 3.0f);
state->partBlendAmount = 255.0f / 2.0f * Clamp(partial->blendAmount, 0.0f, 2.0f);
}else{
state->partAnimId = 0;
state->partAnimTime = 0;
@ -442,11 +442,11 @@ void CReplay::StoreDetailedPedAnimation(CPed *ped, CStoredDetailedAnimationState
CAnimBlendAssociation* assoc = RpAnimBlendClumpGetMainAssociation_N((RpClump*)ped->m_rwObject, i);
if (assoc){
state->aAnimId[i] = assoc->animId;
state->aCurTime[i] = 255.0f / 4.0f * clamp(assoc->currentTime, 0.0f, 4.0f);
state->aSpeed[i] = 255.0f / 3.0f * clamp(assoc->speed, 0.0f, 3.0f);
state->aBlendAmount[i] = 255.0f / 2.0f * clamp(assoc->blendAmount, 0.0f, 2.0f);
state->aCurTime[i] = 255.0f / 4.0f * Clamp(assoc->currentTime, 0.0f, 4.0f);
state->aSpeed[i] = 255.0f / 3.0f * Clamp(assoc->speed, 0.0f, 3.0f);
state->aBlendAmount[i] = 255.0f / 2.0f * Clamp(assoc->blendAmount, 0.0f, 2.0f);
#ifdef FIX_REPLAY_BUGS
state->aBlendDelta[i] = 127.0f / 32.0f * clamp(assoc->blendDelta, -16.0f, 16.0f);
state->aBlendDelta[i] = 127.0f / 32.0f * Clamp(assoc->blendDelta, -16.0f, 16.0f);
#endif
state->aFlags[i] = assoc->flags;
if (assoc->callbackType == CAnimBlendAssociation::CB_FINISH || assoc->callbackType == CAnimBlendAssociation::CB_DELETE) {
@ -468,11 +468,11 @@ void CReplay::StoreDetailedPedAnimation(CPed *ped, CStoredDetailedAnimationState
CAnimBlendAssociation* assoc = RpAnimBlendClumpGetMainPartialAssociation_N((RpClump*)ped->m_rwObject, i);
if (assoc) {
state->aAnimId2[i] = assoc->animId;
state->aCurTime2[i] = 255.0f / 4.0f * clamp(assoc->currentTime, 0.0f, 4.0f);
state->aSpeed2[i] = 255.0f / 3.0f * clamp(assoc->speed, 0.0f, 3.0f);
state->aBlendAmount2[i] = 255.0f / 2.0f * clamp(assoc->blendAmount, 0.0f, 2.0f);
state->aCurTime2[i] = 255.0f / 4.0f * Clamp(assoc->currentTime, 0.0f, 4.0f);
state->aSpeed2[i] = 255.0f / 3.0f * Clamp(assoc->speed, 0.0f, 3.0f);
state->aBlendAmount2[i] = 255.0f / 2.0f * Clamp(assoc->blendAmount, 0.0f, 2.0f);
#ifdef FIX_REPLAY_BUGS
state->aBlendDelta2[i] = 127.0f / 16.0f * clamp(assoc->blendDelta, -16.0f, 16.0f);
state->aBlendDelta2[i] = 127.0f / 16.0f * Clamp(assoc->blendDelta, -16.0f, 16.0f);
#endif
state->aFlags2[i] = assoc->flags;
if (assoc->callbackType == CAnimBlendAssociation::CB_FINISH || assoc->callbackType == CAnimBlendAssociation::CB_DELETE) {

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@ -735,7 +735,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
CollectParameters(&m_nIp, 2);
CPlayerPed* pPlayerPed = CWorld::Players[ScriptParams[0]].m_pPed;
script_assert(pPlayerPed);
pPlayerPed->m_fArmour = clamp(pPlayerPed->m_fArmour + ScriptParams[1], 0.0f, 100.0f);
pPlayerPed->m_fArmour = Clamp(pPlayerPed->m_fArmour + ScriptParams[1], 0.0f, 100.0f);
return 0;
}
case COMMAND_ADD_ARMOUR_TO_CHAR:
@ -743,7 +743,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
CollectParameters(&m_nIp, 2);
CPed* pPed = CPools::GetPedPool()->GetAt(ScriptParams[0]);
script_assert(pPed);
pPed->m_fArmour = clamp(pPed->m_fArmour + ScriptParams[1], 0.0f, 100.0f);
pPed->m_fArmour = Clamp(pPed->m_fArmour + ScriptParams[1], 0.0f, 100.0f);
return 0;
}
case COMMAND_OPEN_GARAGE:

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@ -3482,7 +3482,7 @@ FindSplinePathPositionFloat(float *out, float *spline, uint32 time, uint32 &mark
}
}
float a = ((float)time - (float)MS(spline[marker-4])) / (float)MS(spline[marker] - spline[marker-4]);
a = clamp(a, 0.0f, 1.0f);
a = Clamp(a, 0.0f, 1.0f);
float b = 1.0f - a;
*out = b*b*b * spline[marker-3] +
3.0f*a*b*b * spline[marker-1] +
@ -3520,7 +3520,7 @@ FindSplinePathPositionVector(CVector *out, float *spline, uint32 time, uint32 &m
}
float a = ((float)time - (float)MS(spline[marker-10])) / (float)MS(spline[marker] - spline[marker-10]);
a = clamp(a, 0.0f, 1.0f);
a = Clamp(a, 0.0f, 1.0f);
float b = 1.0f - a;
out->x =
b*b*b * spline[marker-9] +
@ -4899,7 +4899,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
// 0.98f: CAR_FOV_FADE_MULT
FOV = Pow(0.98f, CTimer::GetTimeStep()) * (FOV - DefaultFOV) + DefaultFOV;
FOV = clamp(FOV, DefaultFOV, DefaultFOV + 30.0f);
FOV = Clamp(FOV, DefaultFOV, DefaultFOV + 30.0f);
}
// WORKAROUND: I still don't know how looking behind works (m_bCamDirectlyInFront is unused in III, they seem to use m_bUseTransitionBeta)
@ -5021,7 +5021,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
}
}
float targetAlpha = Asin(clamp(Front.z, -1.0f, 1.0f)) - zoomModeAlphaOffset;
float targetAlpha = Asin(Clamp(Front.z, -1.0f, 1.0f)) - zoomModeAlphaOffset;
if (targetAlpha <= maxAlphaAllowed) {
if (targetAlpha < -CARCAM_SET[camSetArrPos][14])
targetAlpha = -CARCAM_SET[camSetArrPos][14];

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@ -661,7 +661,7 @@ CCamera::Process(void)
// Process Shake
float shakeStrength = m_fCamShakeForce - 0.28f*(CTimer::GetTimeInMilliseconds()-m_uiCamShakeStart)/1000.0f;
shakeStrength = clamp(shakeStrength, 0.0f, 2.0f);
shakeStrength = Clamp(shakeStrength, 0.0f, 2.0f);
int shakeRand = CGeneral::GetRandomNumber();
float shakeOffset = shakeStrength*0.1f;
GetMatrix().GetPosition().x += shakeOffset * ((shakeRand & 0xF) - 7);
@ -1877,7 +1877,7 @@ CCamera::CamShake(float strength, float x, float y, float z)
float curForce = mult*(m_fCamShakeForce - (CTimer::GetTimeInMilliseconds() - m_uiCamShakeStart)/1000.0f);
strength = mult*strength;
if(clamp(curForce, 0.0f, 2.0f) < strength){
if(Clamp(curForce, 0.0f, 2.0f) < strength){
m_fCamShakeForce = strength;
m_uiCamShakeStart = CTimer::GetTimeInMilliseconds();
}
@ -1888,7 +1888,7 @@ void
CamShakeNoPos(CCamera *cam, float strength)
{
float curForce = cam->m_fCamShakeForce - (CTimer::GetTimeInMilliseconds() - cam->m_uiCamShakeStart)/1000.0f;
if(clamp(curForce, 0.0f, 2.0f) < strength){
if(Clamp(curForce, 0.0f, 2.0f) < strength){
cam->m_fCamShakeForce = strength;
cam->m_uiCamShakeStart = CTimer::GetTimeInMilliseconds();
}
@ -3572,7 +3572,7 @@ CCamera::Find3rdPersonCamTargetVector(float dist, CVector pos, CVector &source,
float
CCamera::Find3rdPersonQuickAimPitch(void)
{
float clampedFrontZ = clamp(Cams[ActiveCam].Front.z, -1.0f, 1.0f);
float clampedFrontZ = Clamp(Cams[ActiveCam].Front.z, -1.0f, 1.0f);
float rot = Asin(clampedFrontZ);

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@ -1463,7 +1463,7 @@ CFileLoader::Load2dEffect(const char *line)
&probability);
effect->attractor.type = flags;
#ifdef FIX_BUGS
effect->attractor.probability = clamp(probability, 0, 255);
effect->attractor.probability = Clamp(probability, 0, 255);
#else
effect->attractor.probability = probability;
#endif

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@ -899,29 +899,29 @@ CMenuManager::CheckSliderMovement(int value)
switch (aScreens[m_nCurrScreen].m_aEntries[m_nCurrOption].m_Action) {
case MENUACTION_BRIGHTNESS:
m_PrefsBrightness += value * (512/16);
m_PrefsBrightness = clamp(m_PrefsBrightness, 0, 511);
m_PrefsBrightness = Clamp(m_PrefsBrightness, 0, 511);
break;
case MENUACTION_DRAWDIST:
if(value > 0)
m_PrefsLOD += ((1.8f - 0.8f) / 16.0f);
else
m_PrefsLOD -= ((1.8f - 0.8f) / 16.0f);
m_PrefsLOD = clamp(m_PrefsLOD, 0.8f, 1.8f);
m_PrefsLOD = Clamp(m_PrefsLOD, 0.8f, 1.8f);
CRenderer::ms_lodDistScale = m_PrefsLOD;
break;
case MENUACTION_MUSICVOLUME:
m_PrefsMusicVolume += value * (128/16);
m_PrefsMusicVolume = clamp(m_PrefsMusicVolume, 0, 127);
m_PrefsMusicVolume = Clamp(m_PrefsMusicVolume, 0, 127);
DMAudio.SetMusicMasterVolume(m_PrefsMusicVolume);
break;
case MENUACTION_SFXVOLUME:
m_PrefsSfxVolume += value * (128/16);
m_PrefsSfxVolume = clamp(m_PrefsSfxVolume, 0, 127);
m_PrefsSfxVolume = Clamp(m_PrefsSfxVolume, 0, 127);
DMAudio.SetEffectsMasterVolume(m_PrefsSfxVolume);
break;
case MENUACTION_MOUSESENS:
TheCamera.m_fMouseAccelHorzntl += value * 1.0f/200.0f/15.0f; // ???
TheCamera.m_fMouseAccelHorzntl = clamp(TheCamera.m_fMouseAccelHorzntl, 1.0f/3200.0f, 1.0f/200.0f);
TheCamera.m_fMouseAccelHorzntl = Clamp(TheCamera.m_fMouseAccelHorzntl, 1.0f/3200.0f, 1.0f/200.0f);
#ifdef FIX_BUGS
TheCamera.m_fMouseAccelVertical = TheCamera.m_fMouseAccelHorzntl + 0.0005f;
#else
@ -4523,7 +4523,7 @@ CMenuManager::ProcessButtonPresses(void)
break;
case HOVEROPTION_INCREASE_MUSICVOLUME:
m_PrefsMusicVolume = m_PrefsMusicVolume + 8;
m_PrefsMusicVolume = clamp(m_PrefsMusicVolume, 0, 127);
m_PrefsMusicVolume = Clamp(m_PrefsMusicVolume, 0, 127);
DMAudio.SetMusicMasterVolume(uchar)(m_PrefsMusicVolume);
SaveSettings();
break;
@ -4562,7 +4562,7 @@ CMenuManager::ProcessButtonPresses(void)
break;
case HOVEROPTION_INCREASE_MOUSESENS:
TheCamera.m_fMouseAccelHorzntl += (1.0f / 3000);
TheCamera.m_fMouseAccelHorzntl = clamp(TheCamera.m_fMouseAccelHorzntl, 1.0f / 3200, 1.0f / 200);
TheCamera.m_fMouseAccelHorzntl = Clamp(TheCamera.m_fMouseAccelHorzntl, 1.0f / 3200, 1.0f / 200);
#ifdef FIX_BUGS
TheCamera.m_fMouseAccelVertical = TheCamera.m_fMouseAccelHorzntl + 0.0005f;
#else
@ -4572,7 +4572,7 @@ CMenuManager::ProcessButtonPresses(void)
break;
case HOVEROPTION_DECREASE_MOUSESENS:
TheCamera.m_fMouseAccelHorzntl -= (1.0f / 3000);
TheCamera.m_fMouseAccelHorzntl = clamp(TheCamera.m_fMouseAccelHorzntl, 1.0f / 3200, 1.0f / 200);
TheCamera.m_fMouseAccelHorzntl = Clamp(TheCamera.m_fMouseAccelHorzntl, 1.0f / 3200, 1.0f / 200);
#ifdef FIX_BUGS
TheCamera.m_fMouseAccelVertical = TheCamera.m_fMouseAccelHorzntl + 0.0005f;
#else
@ -5388,14 +5388,14 @@ CMenuManager::ProcessButtonPresses(void)
case MENUACTION_AUDIOHW:
if (m_nPrefsAudio3DProviderIndex != -1) {
m_nPrefsAudio3DProviderIndex += changeValueBy;
m_nPrefsAudio3DProviderIndex = clamp(m_nPrefsAudio3DProviderIndex, 0, DMAudio.GetNum3DProvidersAvailable() - 1);
m_nPrefsAudio3DProviderIndex = Clamp(m_nPrefsAudio3DProviderIndex, 0, DMAudio.GetNum3DProvidersAvailable() - 1);
}
DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_NAVIGATION, 0);
break;
case MENUACTION_SPEAKERCONF:
if (m_nPrefsAudio3DProviderIndex != -1) {
m_PrefsSpeakers -= changeValueBy;
m_PrefsSpeakers = clamp(m_PrefsSpeakers, 0, 2);
m_PrefsSpeakers = Clamp(m_PrefsSpeakers, 0, 2);
DMAudio.SetSpeakerConfig(m_PrefsSpeakers);
SaveSettings();
DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_SETTING_CHANGE, 0);

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@ -1388,7 +1388,7 @@ CMenuManager::DrawFrontEndNormal(void)
if ((m_nStartPauseTimer - CTimer::GetTimeInMillisecondsPauseMode()) <= 1600)
alpha = float(m_nStartPauseTimer - CTimer::GetTimeInMillisecondsPauseMode()) / 400.0f;
m_someAlpha = 255 - clamp(alpha, 0.0f, 1.0f) * 255.0f;
m_someAlpha = 255 - Clamp(alpha, 0.0f, 1.0f) * 255.0f;
switch ( m_nSlidingDir )
{
@ -1405,7 +1405,7 @@ CMenuManager::DrawFrontEndNormal(void)
float slide = float(m_nEndPauseTimer - CTimer::GetTimeInMillisecondsPauseMode()) / 800.0f;
float alpha = float((int32)(m_nEndPauseTimer - CTimer::GetTimeInMillisecondsPauseMode()) + -266) / 533.0f;
m_someAlpha = clamp(alpha, 0.0f, 1.0f) * 255.0f;
m_someAlpha = Clamp(alpha, 0.0f, 1.0f) * 255.0f;
switch ( m_nSlidingDir )
{

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@ -56,7 +56,7 @@ public:
static float LimitRadianAngle(float angle)
{
float result = clamp(angle, -25.0f, 25.0f);
float result = Clamp(angle, -25.0f, 25.0f);
while (result >= PI) {
result -= 2 * PI;

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@ -121,7 +121,7 @@ CPlayerInfo::Process(void)
m_fRoadDensity = ThePaths.CalcRoadDensity(playerPos.x, playerPos.y);
}
m_fRoadDensity = clamp(m_fRoadDensity, 0.4f, 1.45f);
m_fRoadDensity = Clamp(m_fRoadDensity, 0.4f, 1.45f);
// Because vehicle enter/exit use same key binding.
bool enterOrExitVeh;

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@ -396,9 +396,9 @@ CCullZones::AddCullZone(CVector const &position,
v = CVector(1061.7f, -613.0f, 19.0f);
if((v-CVector(1029.48f, -495.757f, 21.98f)).Magnitude() < 1.0f)
v = CVector(1061.4f, -506.0f, 18.5f);
cull->position.x = clamp(v.x, minx, maxx);
cull->position.y = clamp(v.y, miny, maxy);
cull->position.z = clamp(v.z, minz, maxz);
cull->position.x = Clamp(v.x, minx, maxx);
cull->position.y = Clamp(v.y, miny, maxy);
cull->position.z = Clamp(v.z, minz, maxz);
cull->minx = minx;
cull->maxx = maxx;
cull->miny = miny;
@ -958,11 +958,11 @@ CCullZone::FindTestPoints()
// indices of center
int x = ElementsX * (position.x-minx)/(maxx-minx);
x = clamp(x, 0, ElementsX-1);
x = Clamp(x, 0, ElementsX-1);
int y = ElementsY * (position.y-miny)/(maxy-miny);
y = clamp(y, 0, ElementsY-1);
y = Clamp(y, 0, ElementsY-1);
int z = ElementsZ * (position.z-minz)/(maxz-minz);
z = clamp(z, 0, ElementsZ-1);
z = Clamp(z, 0, ElementsZ-1);
// Mark which test points inside the zone are not occupied by buildings.
// To do this, mark the start point as free and do a food fill.

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@ -290,7 +290,7 @@ extern int strcasecmp(const char *str1, const char *str2);
extern wchar *AllocUnicode(const char*src);
#define clamp(v, low, high) ((v)<(low) ? (low) : (v)>(high) ? (high) : (v))
#define Clamp(v, low, high) ((v)<(low) ? (low) : (v)>(high) ? (high) : (v))
inline float sq(float x) { return x*x; }
#define SQR(x) ((x) * (x))

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@ -423,7 +423,7 @@ ScreenDroplets::ProcessCameraMovement(void)
ms_movingEnabled = !isTopDown && !isLookingInDirection;
// 0 when looking stright up, 180 when looking up or down
ms_camUpAngle = RADTODEG(Acos(clamp(camUp.z, -1.0f, 1.0f)));
ms_camUpAngle = RADTODEG(Acos(Clamp(camUp.z, -1.0f, 1.0f)));
}
void

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@ -2928,7 +2928,7 @@ CPed::ProcessControl(void)
lDriveAssoc->blendAmount = 0.0f;
if (rDriveAssoc)
rDriveAssoc->blendAmount = clamp(steerAngle * -100.0f / 61.0f, 0.0f, 1.0f);
rDriveAssoc->blendAmount = Clamp(steerAngle * -100.0f / 61.0f, 0.0f, 1.0f);
else if (m_pMyVehicle->bLowVehicle)
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_DRIVE_RIGHT_LO);
else
@ -2939,7 +2939,7 @@ CPed::ProcessControl(void)
rDriveAssoc->blendAmount = 0.0f;
if (lDriveAssoc)
lDriveAssoc->blendAmount = clamp(steerAngle * 100.0f / 61.0f, 0.0f, 1.0f);
lDriveAssoc->blendAmount = Clamp(steerAngle * 100.0f / 61.0f, 0.0f, 1.0f);
else if (m_pMyVehicle->bLowVehicle)
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_DRIVE_LEFT_LO);
else

View File

@ -194,7 +194,7 @@ CPedIK::MoveLimb(LimbOrientation &limb, float targetYaw, float targetPitch, Limb
}
if (limb.yaw > moveInfo.maxYaw || limb.yaw < moveInfo.minYaw) {
limb.yaw = clamp(limb.yaw, moveInfo.minYaw, moveInfo.maxYaw);
limb.yaw = Clamp(limb.yaw, moveInfo.minYaw, moveInfo.maxYaw);
result = ANGLES_SET_TO_MAX;
}
@ -212,7 +212,7 @@ CPedIK::MoveLimb(LimbOrientation &limb, float targetYaw, float targetPitch, Limb
result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY;
if (limb.pitch > moveInfo.maxPitch || limb.pitch < moveInfo.minPitch) {
limb.pitch = clamp(limb.pitch, moveInfo.minPitch, moveInfo.maxPitch);
limb.pitch = Clamp(limb.pitch, moveInfo.minPitch, moveInfo.maxPitch);
result = ANGLES_SET_TO_MAX;
}
return result;
@ -527,11 +527,11 @@ CPedIK::RestoreLookAt(void)
void
CPedIK::ExtractYawAndPitchWorld(RwMatrix *mat, float *yaw, float *pitch)
{
float f = clamp(DotProduct(mat->up, CVector(0.0f, 1.0f, 0.0f)), -1.0f, 1.0f);
float f = Clamp(DotProduct(mat->up, CVector(0.0f, 1.0f, 0.0f)), -1.0f, 1.0f);
*yaw = Acos(f);
if (mat->up.x > 0.0f) *yaw = -*yaw;
f = clamp(DotProduct(mat->right, CVector(0.0f, 0.0f, 1.0f)), -1.0f, 1.0f);
f = Clamp(DotProduct(mat->right, CVector(0.0f, 0.0f, 1.0f)), -1.0f, 1.0f);
*pitch = Acos(f);
if (mat->up.z > 0.0f) *pitch = -*pitch;
}
@ -539,11 +539,11 @@ CPedIK::ExtractYawAndPitchWorld(RwMatrix *mat, float *yaw, float *pitch)
void
CPedIK::ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch)
{
float f = clamp(DotProduct(mat->at, CVector(0.0f, 0.0f, 1.0f)), -1.0f, 1.0f);
float f = Clamp(DotProduct(mat->at, CVector(0.0f, 0.0f, 1.0f)), -1.0f, 1.0f);
*yaw = Acos(f);
if (mat->at.y > 0.0f) *yaw = -*yaw;
f = clamp(DotProduct(mat->right, CVector(1.0f, 0.0f, 0.0f)), -1.0f, 1.0f);
f = Clamp(DotProduct(mat->right, CVector(1.0f, 0.0f, 0.0f)), -1.0f, 1.0f);
*pitch = Acos(f);
if (mat->up.x > 0.0f) *pitch = -*pitch;
}

View File

@ -484,7 +484,7 @@ CPopulation::PedCreationDistMultiplier()
return 1.0f;
float vehSpeed = veh->m_vecMoveSpeed.Magnitude2D();
return clamp(vehSpeed - 0.1f + 1.0f, 1.0f, 1.5f);
return Clamp(vehSpeed - 0.1f + 1.0f, 1.0f, 1.5f);
}
CPed*

View File

@ -481,7 +481,7 @@ CCoronas::RenderReflections(void)
if(spriteCoors.z < drawDist){
float fadeDistance = drawDist / 2.0f;
float distanceFade = spriteCoors.z < fadeDistance ? 1.0f : 1.0f - (spriteCoors.z - fadeDistance)/fadeDistance;
distanceFade = clamp(distanceFade, 0.0f, 1.0f);
distanceFade = Clamp(distanceFade, 0.0f, 1.0f);
float recipz = 1.0f/RwCameraGetNearClipPlane(Scene.camera);
float heightFade = (20.0f - aCoronas[i].heightAboveRoad)/20.0f;
int intensity = distanceFade*heightFade * 230.0 * CWeather::WetRoads;

View File

@ -139,9 +139,9 @@ CFallingGlassPane::Render(void)
uint8 alpha = CGlass::CalcAlphaWithNormal(&fwdNorm);
#ifdef FIX_BUGS
uint16 time = clamp(CTimer::GetTimeInMilliseconds() > m_nTimer ? CTimer::GetTimeInMilliseconds() - m_nTimer : 0u, 0u, 500u);
uint16 time = Clamp(CTimer::GetTimeInMilliseconds() > m_nTimer ? CTimer::GetTimeInMilliseconds() - m_nTimer : 0u, 0u, 500u);
#else
uint16 time = clamp(CTimer::GetTimeInMilliseconds() - m_nTimer, 0, 500);
uint16 time = Clamp(CTimer::GetTimeInMilliseconds() - m_nTimer, 0, 500);
#endif
uint8 color = int32( float(alpha) * (float(time) / 500) );

View File

@ -880,15 +880,15 @@ CParticle *CParticle::AddParticle(tParticleType type, CVector const &vecPos, CVe
int32 ColorVariation = CGeneral::GetRandomNumberInRange(-psystem->m_InitialColorVariation, psystem->m_InitialColorVariation);
//Float ColorVariation = CGeneral::GetRandomNumberInRange((float)-psystem->m_InitialColorVariation, (float)psystem->m_InitialColorVariation);
pParticle->m_Color.red = clamp(pParticle->m_Color.red +
pParticle->m_Color.red = Clamp(pParticle->m_Color.red +
PERCENT(pParticle->m_Color.red, ColorVariation),
0, 255);
pParticle->m_Color.green = clamp(pParticle->m_Color.green +
pParticle->m_Color.green = Clamp(pParticle->m_Color.green +
PERCENT(pParticle->m_Color.green, ColorVariation),
0, 255);
pParticle->m_Color.blue = clamp(pParticle->m_Color.blue +
pParticle->m_Color.blue = Clamp(pParticle->m_Color.blue +
PERCENT(pParticle->m_Color.blue, ColorVariation),
0, 255);
}
@ -1083,15 +1083,15 @@ void CParticle::Update()
{
float colorMul = 1.0f - float(particle->m_nTimeWhenColorWillBeChanged - CTimer::GetTimeInMilliseconds()) / float(psystem->m_ColorFadeTime);
particle->m_Color.red = clamp(
particle->m_Color.red = Clamp(
psystem->m_RenderColouring.red + int32(float(psystem->m_FadeDestinationColor.red - psystem->m_RenderColouring.red) * colorMul),
0, 255);
particle->m_Color.green = clamp(
particle->m_Color.green = Clamp(
psystem->m_RenderColouring.green + int32(float(psystem->m_FadeDestinationColor.green - psystem->m_RenderColouring.green) * colorMul),
0, 255);
particle->m_Color.blue = clamp(
particle->m_Color.blue = Clamp(
psystem->m_RenderColouring.blue + int32(float(psystem->m_FadeDestinationColor.blue - psystem->m_RenderColouring.blue) * colorMul),
0, 255);
}
@ -1380,7 +1380,7 @@ void CParticle::Update()
{
particle->m_nFadeToBlackTimer = 0;
particle->m_nColorIntensity = clamp(particle->m_nColorIntensity - psystem->m_nFadeToBlackAmount,
particle->m_nColorIntensity = Clamp(particle->m_nColorIntensity - psystem->m_nFadeToBlackAmount,
0, 255);
}
else
@ -1393,7 +1393,7 @@ void CParticle::Update()
{
particle->m_nFadeAlphaTimer = 0;
particle->m_nAlpha = clamp(particle->m_nAlpha - psystem->m_nFadeAlphaAmount,
particle->m_nAlpha = Clamp(particle->m_nAlpha - psystem->m_nFadeAlphaAmount,
0, 255);
#ifdef PC_PARTICLE
if ( particle->m_nAlpha == 0 )

View File

@ -405,13 +405,13 @@ CSprite::RenderBufferedOneXLUSprite_Rotate_2Colours(float x, float y, float z, f
// Colour factors, cx/y is the direction in which colours change from rgb1 to rgb2
cf[0] = (cx*(-c-s) + cy*(-c+s))*0.5f + 0.5f;
cf[0] = clamp(cf[0], 0.0f, 1.0f);
cf[0] = Clamp(cf[0], 0.0f, 1.0f);
cf[1] = (cx*(-c+s) + cy*( c+s))*0.5f + 0.5f;
cf[1] = clamp(cf[1], 0.0f, 1.0f);
cf[1] = Clamp(cf[1], 0.0f, 1.0f);
cf[2] = (cx*( c+s) + cy*( c-s))*0.5f + 0.5f;
cf[2] = clamp(cf[2], 0.0f, 1.0f);
cf[2] = Clamp(cf[2], 0.0f, 1.0f);
cf[3] = (cx*( c-s) + cy*(-c-s))*0.5f + 0.5f;
cf[3] = clamp(cf[3], 0.0f, 1.0f);
cf[3] = Clamp(cf[3], 0.0f, 1.0f);
float screenz = m_f2DNearScreenZ +
(z-CDraw::GetNearClipZ())*(m_f2DFarScreenZ-m_f2DNearScreenZ)*CDraw::GetFarClipZ() /

View File

@ -126,10 +126,10 @@ CWaterLevel::Initialise(Const char *pWaterDat)
#ifdef FIX_BUGS
// water.dat has rects that go out of bounds
// which causes memory corruption
l = clamp(l, 0, MAX_SMALL_SECTORS - 1);
r = clamp(r, 0, MAX_SMALL_SECTORS - 1);
t = clamp(t, 0, MAX_SMALL_SECTORS - 1);
b = clamp(b, 0, MAX_SMALL_SECTORS - 1);
l = Clamp(l, 0, MAX_SMALL_SECTORS - 1);
r = Clamp(r, 0, MAX_SMALL_SECTORS - 1);
t = Clamp(t, 0, MAX_SMALL_SECTORS - 1);
b = Clamp(b, 0, MAX_SMALL_SECTORS - 1);
#endif
for (int32 x = l; x <= r; x++)
@ -713,10 +713,10 @@ CWaterLevel::RenderWater()
if ( bUseCamEndY )
nEndY = WATER_TO_HUGE_SECTOR_Y(camPos.y);
nStartX = clamp(nStartX, 0, MAX_HUGE_SECTORS - 1);
nEndX = clamp(nEndX, 0, MAX_HUGE_SECTORS - 1);
nStartY = clamp(nStartY, 0, MAX_HUGE_SECTORS - 1);
nEndY = clamp(nEndY, 0, MAX_HUGE_SECTORS - 1);
nStartX = Clamp(nStartX, 0, MAX_HUGE_SECTORS - 1);
nEndX = Clamp(nEndX, 0, MAX_HUGE_SECTORS - 1);
nStartY = Clamp(nStartY, 0, MAX_HUGE_SECTORS - 1);
nEndY = Clamp(nEndY, 0, MAX_HUGE_SECTORS - 1);
for ( int32 x = nStartX; x <= nEndX; x++ )
{
@ -1406,10 +1406,10 @@ CWaterLevel::CalcDistanceToWater(float fX, float fY)
int32 nStartY = WATER_TO_SMALL_SECTOR_Y(fY - fSectorMaxRenderDist) - 1;
int32 nEndY = WATER_TO_SMALL_SECTOR_Y(fY + fSectorMaxRenderDist) + 1;
nStartX = clamp(nStartX, 0, MAX_SMALL_SECTORS - 1);
nEndX = clamp(nEndX, 0, MAX_SMALL_SECTORS - 1);
nStartY = clamp(nStartY, 0, MAX_SMALL_SECTORS - 1);
nEndY = clamp(nEndY, 0, MAX_SMALL_SECTORS - 1);
nStartX = Clamp(nStartX, 0, MAX_SMALL_SECTORS - 1);
nEndX = Clamp(nEndX, 0, MAX_SMALL_SECTORS - 1);
nStartY = Clamp(nStartY, 0, MAX_SMALL_SECTORS - 1);
nEndY = Clamp(nEndY, 0, MAX_SMALL_SECTORS - 1);
float fDistSqr = 1.0e10f;
@ -1433,7 +1433,7 @@ CWaterLevel::CalcDistanceToWater(float fX, float fY)
}
}
return clamp(Sqrt(fDistSqr) - 23.0f, 0.0f, fSectorMaxRenderDist);
return Clamp(Sqrt(fDistSqr) - 23.0f, 0.0f, fSectorMaxRenderDist);
}
void

View File

@ -1665,7 +1665,7 @@ CAutomobile::PreRender(void)
// 1.0 if directly behind car, -1.0 if in front
// BUG on PC: Abs of DotProduct is taken
float behindness = DotProduct(lookVector, GetForward());
behindness = clamp(behindness, -1.0f, 1.0f); // shouldn't be necessary
behindness = Clamp(behindness, -1.0f, 1.0f); // shouldn't be necessary
// 0.0 if behind car, PI if in front
// Abs not necessary
float angle = Abs(Acos(behindness));
@ -2264,7 +2264,7 @@ CAutomobile::ProcessControlInputs(uint8 pad)
0.2f*CTimer::GetTimeStep();
nLastControlInput = 0;
}
m_fSteerInput = clamp(m_fSteerInput, -1.0f, 1.0f);
m_fSteerInput = Clamp(m_fSteerInput, -1.0f, 1.0f);
// Accelerate/Brake
float acceleration = (CPad::GetPad(pad)->GetAccelerate() - CPad::GetPad(pad)->GetBrake())/255.0f;
@ -2390,7 +2390,7 @@ CAutomobile::FireTruckControl(void)
m_fCarGunLR += CPad::GetPad(0)->GetCarGunLeftRight() * 0.00025f * CTimer::GetTimeStep();
m_fCarGunUD += CPad::GetPad(0)->GetCarGunUpDown() * 0.0001f * CTimer::GetTimeStep();
}
m_fCarGunUD = clamp(m_fCarGunUD, 0.05f, 0.3f);
m_fCarGunUD = Clamp(m_fCarGunUD, 0.05f, 0.3f);
CVector cannonPos(0.0f, 1.5f, 1.9f);
@ -2835,7 +2835,7 @@ CAutomobile::HydraulicControl(void)
float limitDiff = extendedLowerLimit - normalLowerLimit;
if(limitDiff != 0.0f && Abs(maxDelta/limitDiff) > 0.01f){
float f = (maxDelta + limitDiff)/2.0f/limitDiff;
f = clamp(f, 0.0f, 1.0f);
f = Clamp(f, 0.0f, 1.0f);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_3, f);
if(f < 0.4f || f > 0.6f)
setPrevRatio = true;

View File

@ -123,9 +123,9 @@ CBoat::ProcessControl(void)
r = 114.75f*(CTimeCycle::GetAmbientRed() + 0.5f*CTimeCycle::GetDirectionalRed());
g = 114.75f*(CTimeCycle::GetAmbientGreen() + 0.5f*CTimeCycle::GetDirectionalGreen());
b = 114.75f*(CTimeCycle::GetAmbientBlue() + 0.5f*CTimeCycle::GetDirectionalBlue());
r = clamp(r, 0, 255);
g = clamp(g, 0, 255);
b = clamp(b, 0, 255);
r = Clamp(r, 0, 255);
g = Clamp(g, 0, 255);
b = Clamp(b, 0, 255);
splashColor.red = r;
splashColor.green = g;
splashColor.blue = b;
@ -134,9 +134,9 @@ CBoat::ProcessControl(void)
r = 242.25f*(CTimeCycle::GetAmbientRed() + 0.5f*CTimeCycle::GetDirectionalRed());
g = 242.25f*(CTimeCycle::GetAmbientGreen() + 0.5f*CTimeCycle::GetDirectionalGreen());
b = 242.25f*(CTimeCycle::GetAmbientBlue() + 0.5f*CTimeCycle::GetDirectionalBlue());
r = clamp(r, 0, 255);
g = clamp(g, 0, 255);
b = clamp(b, 0, 255);
r = Clamp(r, 0, 255);
g = Clamp(g, 0, 255);
b = Clamp(b, 0, 255);
jetColor.red = r;
jetColor.green = g;
jetColor.blue = b;
@ -542,17 +542,17 @@ CBoat::ProcessControlInputs(uint8 pad)
m_nPadID = 3;
m_fBrake += (CPad::GetPad(pad)->GetBrake()/255.0f - m_fBrake)*0.1f;
m_fBrake = clamp(m_fBrake, 0.0f, 1.0f);
m_fBrake = Clamp(m_fBrake, 0.0f, 1.0f);
if(m_fBrake < 0.05f){
m_fBrake = 0.0f;
m_fAccelerate += (CPad::GetPad(pad)->GetAccelerate()/255.0f - m_fAccelerate)*0.1f;
m_fAccelerate = clamp(m_fAccelerate, 0.0f, 1.0f);
m_fAccelerate = Clamp(m_fAccelerate, 0.0f, 1.0f);
}else
m_fAccelerate = -m_fBrake*0.2f;
m_fSteeringLeftRight += (-CPad::GetPad(pad)->GetSteeringLeftRight()/128.0f - m_fSteeringLeftRight)*0.2f;
m_fSteeringLeftRight = clamp(m_fSteeringLeftRight, -1.0f, 1.0f);
m_fSteeringLeftRight = Clamp(m_fSteeringLeftRight, -1.0f, 1.0f);
float steeringSq = m_fSteeringLeftRight < 0.0f ? -SQR(m_fSteeringLeftRight) : SQR(m_fSteeringLeftRight);
m_fSteerAngle = pHandling->fSteeringLock * DEGTORAD(steeringSq);

View File

@ -52,11 +52,11 @@ CDoor::Process(CVehicle *vehicle)
fSpeedDiff = vecSpeedDiff.y - vecSpeedDiff.x;
break;
}
fSpeedDiff = clamp(fSpeedDiff, -0.2f, 0.2f);
fSpeedDiff = Clamp(fSpeedDiff, -0.2f, 0.2f);
if(Abs(fSpeedDiff) > 0.002f)
m_fAngVel += fSpeedDiff;
m_fAngVel *= 0.945f;
m_fAngVel = clamp(m_fAngVel, -0.3f, 0.3f);
m_fAngVel = Clamp(m_fAngVel, -0.3f, 0.3f);
m_fAngle += m_fAngVel;
m_nDoorState = DOORST_SWINGING;

View File

@ -250,7 +250,7 @@ CHeli::ProcessControl(void)
// Move up if too low
if(GetPosition().z - 2.0f < groundZ && m_heliStatus != HELI_STATUS_SHOT_DOWN)
m_vecMoveSpeed.z += CTimer::GetTimeStep()*0.01f;
m_vecMoveSpeed.z = clamp(m_vecMoveSpeed.z, -0.3f, 0.3f);
m_vecMoveSpeed.z = Clamp(m_vecMoveSpeed.z, -0.3f, 0.3f);
}
float fTargetDist = vTargetDist.Magnitude();

View File

@ -430,8 +430,8 @@ CVehicle::FlyingControl(eFlightModel flightModel)
}
if (CPad::GetPad(0)->GetHorn()) {
fYaw = 0.0f;
fPitch = clamp(10.0f * DotProduct(m_vecMoveSpeed, GetForward()), -200.0f, 1.3f);
fRoll = clamp(10.0f * DotProduct(m_vecMoveSpeed, GetRight()), -200.0f, 1.3f);
fPitch = Clamp(10.0f * DotProduct(m_vecMoveSpeed, GetForward()), -200.0f, 1.3f);
fRoll = Clamp(10.0f * DotProduct(m_vecMoveSpeed, GetRight()), -200.0f, 1.3f);
}
ApplyTurnForce(fPitch * GetUp() * fPitchVar * m_fTurnMass * CTimer::GetTimeStep(), GetForward());
ApplyTurnForce(fRoll * GetUp() * fRollVar * m_fTurnMass * CTimer::GetTimeStep(), GetRight());

View File

@ -203,7 +203,7 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
else if ( shooter->IsPed() && ((CPed*)shooter)->m_pSeekTarget != nil )
{
float distToTarget = (shooter->GetPosition() - ((CPed*)shooter)->m_pSeekTarget->GetPosition()).Magnitude();
float power = clamp((distToTarget-10.0f)*0.02f, 0.2f, 1.0f);
float power = Clamp((distToTarget-10.0f)*0.02f, 0.2f, 1.0f);
fired = FireProjectile(shooter, source, power);
}