From b9d9660efdca3f51c043eec2284b7ebf4ca84ee4 Mon Sep 17 00:00:00 2001 From: Andrei Kortunov Date: Tue, 28 Nov 2017 20:49:48 +0400 Subject: [PATCH] Update music state in the menu mode (bug #3664) --- apps/openmw/mwmechanics/actors.cpp | 61 ++++++++++++++++++++---------- apps/openmw/mwmechanics/actors.hpp | 3 ++ 2 files changed, 45 insertions(+), 19 deletions(-) diff --git a/apps/openmw/mwmechanics/actors.cpp b/apps/openmw/mwmechanics/actors.cpp index ea34881fa..20955f22a 100644 --- a/apps/openmw/mwmechanics/actors.cpp +++ b/apps/openmw/mwmechanics/actors.cpp @@ -1148,6 +1148,46 @@ namespace MWMechanics } } + void Actors::updateCombatMusic () + { + MWWorld::Ptr player = getPlayer(); + int hostilesCount = 0; // need to know this to play Battle music + + for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) + { + if (!iter->first.getClass().getCreatureStats(iter->first).isDead()) + { + bool inProcessingRange = (player.getRefData().getPosition().asVec3() - iter->first.getRefData().getPosition().asVec3()).length2() + <= sqrAiProcessingDistance; + + if (MWBase::Environment::get().getMechanicsManager()->isAIActive() && inProcessingRange) + { + if (iter->first != player) + { + MWMechanics::CreatureStats& stats = iter->first.getClass().getCreatureStats(iter->first); + if (stats.getAiSequence().isInCombat() && !stats.isDead()) hostilesCount++; + } + } + } + } + + // check if we still have any player enemies to switch music + static int currentMusic = 0; + + if (currentMusic != 1 && hostilesCount == 0 && !(player.getClass().getCreatureStats(player).isDead() && + MWBase::Environment::get().getSoundManager()->isMusicPlaying())) + { + MWBase::Environment::get().getSoundManager()->playPlaylist(std::string("Explore")); + currentMusic = 1; + } + else if (currentMusic != 2 && hostilesCount > 0) + { + MWBase::Environment::get().getSoundManager()->playPlaylist(std::string("Battle")); + currentMusic = 2; + } + + } + void Actors::update (float duration, bool paused) { if(!paused) @@ -1165,8 +1205,6 @@ namespace MWMechanics MWWorld::Ptr player = getPlayer(); - int hostilesCount = 0; // need to know this to play Battle music - /// \todo move update logic to Actor class where appropriate std::map > cachedAllies; // will be filled as engageCombat iterates @@ -1257,8 +1295,6 @@ namespace MWMechanics CreatureStats &stats = iter->first.getClass().getCreatureStats(iter->first); if (isConscious(iter->first)) stats.getAiSequence().execute(iter->first, *iter->second->getCharacterController(), iter->second->getAiState(), duration); - - if (stats.getAiSequence().isInCombat() && !stats.isDead()) hostilesCount++; } } @@ -1331,21 +1367,6 @@ namespace MWMechanics killDeadActors(); - // check if we still have any player enemies to switch music - static int currentMusic = 0; - - if (currentMusic != 1 && hostilesCount == 0 && !(player.getClass().getCreatureStats(player).isDead() && - MWBase::Environment::get().getSoundManager()->isMusicPlaying())) - { - MWBase::Environment::get().getSoundManager()->playPlaylist(std::string("Explore")); - currentMusic = 1; - } - else if (currentMusic != 2 && hostilesCount > 0) - { - MWBase::Environment::get().getSoundManager()->playPlaylist(std::string("Battle")); - currentMusic = 2; - } - static float sneakTimer = 0.f; // times update of sneak icon // if player is in sneak state see if anyone detects him @@ -1412,6 +1433,8 @@ namespace MWMechanics MWBase::Environment::get().getWindowManager()->setSneakVisibility(false); } } + + updateCombatMusic(); } void Actors::killDeadActors() diff --git a/apps/openmw/mwmechanics/actors.hpp b/apps/openmw/mwmechanics/actors.hpp index 7ed89d0e4..13641abf4 100644 --- a/apps/openmw/mwmechanics/actors.hpp +++ b/apps/openmw/mwmechanics/actors.hpp @@ -81,6 +81,9 @@ namespace MWMechanics void dropActors (const MWWorld::CellStore *cellStore, const MWWorld::Ptr& ignore); ///< Deregister all actors (except for \a ignore) in the given cell. + void updateCombatMusic(); + ///< Update combat music state + void update (float duration, bool paused); ///< Update actor stats and store desired velocity vectors in \a movement