Fix update of fatigue display

coverity_scan^2
Allofich 9 years ago
parent d2d201cf6d
commit 19a20a6871

@ -310,7 +310,7 @@ namespace MWMechanics
}
MechanicsManager::MechanicsManager()
: mWatchedStatsEmpty (true), mUpdatePlayer (true), mClassSelected (false),
: mWatchedTimeToStartDrowning(0), mWatchedStatsEmpty (true), mUpdatePlayer (true), mClassSelected (false),
mRaceSelected (false), mAI(true)
{
//buildPlayer no longer here, needs to be done explicitely after all subsystems are up and running
@ -372,40 +372,40 @@ namespace MWMechanics
const MWMechanics::NpcStats &stats = mWatched.getClass().getNpcStats(mWatched);
for(int i = 0;i < ESM::Attribute::Length;++i)
{
if(stats.getAttribute(i) != mWatchedStats.getAttribute(i) || mWatchedStatsEmpty)
if(stats.getAttribute(i) != mWatchedAttributes[i] || mWatchedStatsEmpty)
{
std::stringstream attrname;
attrname << "AttribVal"<<(i+1);
mWatchedStats.setAttribute(i, stats.getAttribute(i));
mWatchedAttributes[i] = stats.getAttribute(i);
winMgr->setValue(attrname.str(), stats.getAttribute(i));
}
}
if(stats.getHealth() != mWatchedStats.getHealth() || mWatchedStatsEmpty)
if(stats.getHealth() != mWatchedHealth || mWatchedStatsEmpty)
{
static const std::string hbar("HBar");
mWatchedStats.setHealth(stats.getHealth());
mWatchedHealth = stats.getHealth();
winMgr->setValue(hbar, stats.getHealth());
}
if(stats.getMagicka() != mWatchedStats.getMagicka() || mWatchedStatsEmpty)
if(stats.getMagicka() != mWatchedMagicka || mWatchedStatsEmpty)
{
static const std::string mbar("MBar");
mWatchedStats.setMagicka(stats.getMagicka());
mWatchedMagicka = stats.getMagicka();
winMgr->setValue(mbar, stats.getMagicka());
}
if(stats.getFatigue() != mWatchedStats.getFatigue() || mWatchedStatsEmpty)
if(stats.getFatigue() != mWatchedFatigue || mWatchedStatsEmpty)
{
static const std::string fbar("FBar");
mWatchedStats.setFatigue(stats.getFatigue());
mWatchedFatigue = stats.getFatigue();
winMgr->setValue(fbar, stats.getFatigue());
}
if(stats.getTimeToStartDrowning() != mWatchedStats.getTimeToStartDrowning())
if(stats.getTimeToStartDrowning() != mWatchedTimeToStartDrowning)
{
const float fHoldBreathTime = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
.find("fHoldBreathTime")->getFloat();
mWatchedStats.setTimeToStartDrowning(stats.getTimeToStartDrowning());
mWatchedTimeToStartDrowning = stats.getTimeToStartDrowning();
if(stats.getTimeToStartDrowning() >= fHoldBreathTime)
winMgr->setDrowningBarVisibility(false);
else
@ -420,10 +420,10 @@ namespace MWMechanics
//Loop over ESM::Skill::SkillEnum
for(int i = 0; i < ESM::Skill::Length; ++i)
{
if(stats.getSkill(i) != mWatchedStats.getSkill(i) || mWatchedStatsEmpty)
if(stats.getSkill(i) != mWatchedSkills[i] || mWatchedStatsEmpty)
{
update = true;
mWatchedStats.getSkill(i) = stats.getSkill(i);
mWatchedSkills[i] = stats.getSkill(i);
winMgr->setValue((ESM::Skill::SkillEnum)i, stats.getSkill(i));
}
}
@ -1576,7 +1576,6 @@ namespace MWMechanics
if (stats.isDead())
{
MWMechanics::DynamicStat<float> stat (stats.getHealth());
if (stat.getModified()<1)
{
stat.setModified(1, 0);

@ -20,7 +20,16 @@ namespace MWMechanics
class MechanicsManager : public MWBase::MechanicsManager
{
MWWorld::Ptr mWatched;
NpcStats mWatchedStats;
AttributeValue mWatchedAttributes[8];
SkillValue mWatchedSkills[27];
DynamicStat<float> mWatchedHealth;
DynamicStat<float> mWatchedMagicka;
DynamicStat<float> mWatchedFatigue;
float mWatchedTimeToStartDrowning;
bool mWatchedStatsEmpty;
bool mUpdatePlayer;
bool mClassSelected;

Loading…
Cancel
Save