Issue #1887: Equipped items do not emit sounds

Added playing of sounds for equipped items (at this moment only for lights).

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
deque
Lukasz Gromanowski 10 years ago
parent 6a89b67cb1
commit e566e4abf2

@ -928,4 +928,32 @@ void NpcAnimation::applyAlpha(float alpha, Ogre::Entity *ent, NifOgre::ObjectSce
}
}
void NpcAnimation::equipmentChanged (const MWWorld::Ptr& actor, const MWWorld::Ptr& item, InventoryStoreListener::State state)
{
if (actor.getRefData().getHandle() == "player" && !item.isEmpty())
{
std::string soundId;
if (item.getTypeName() == typeid(ESM::Light).name())
{
soundId = item.get<ESM::Light>()->mBase->mSound;
}
if (!soundId.empty())
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if (state == InventoryStoreListener::EQUIPPED)
{
sndMgr->playSound3D(mPtr, soundId, 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx,
MWBase::SoundManager::Play_Loop);
}
else if (state == InventoryStoreListener::UNEQUIPPED)
{
sndMgr->stopSound3D(mPtr, soundId);
}
}
}
}
}

@ -114,6 +114,10 @@ private:
void applyAlpha(float alpha, Ogre::Entity* ent, NifOgre::ObjectScenePtr scene);
/**
* Implementation of MWWorld::InventoryStoreListener equipmentChanged method
*/
void equipmentChanged (const MWWorld::Ptr& actor, const MWWorld::Ptr& item, InventoryStoreListener::State state);
public:
/**
* @param ptr

@ -146,7 +146,8 @@ void MWWorld::InventoryStore::equip (int slot, const ContainerStoreIterator& ite
flagAsModified();
fireEquipmentChangedEvent();
fireEquipmentChangedEvent(actor, *iterator, InventoryStoreListener::EQUIPPED);
updateMagicEffects(actor);
}
@ -157,7 +158,7 @@ void MWWorld::InventoryStore::unequipAll(const MWWorld::Ptr& actor)
for (int slot=0; slot < MWWorld::InventoryStore::Slots; ++slot)
unequipSlot(slot, actor);
mUpdatesEnabled = true;
fireEquipmentChangedEvent();
fireEquipmentChangedEvent(actor, MWWorld::Ptr(), InventoryStoreListener::ALL_UNEQUIPPED);
updateMagicEffects(actor);
}
@ -286,7 +287,7 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
if (changed)
{
mSlots.swap (slots_);
fireEquipmentChangedEvent();
fireEquipmentChangedEvent(actor, MWWorld::Ptr(), InventoryStoreListener::AUTOEQUIPPED);
updateMagicEffects(actor);
flagAsModified();
}
@ -519,7 +520,7 @@ MWWorld::ContainerStoreIterator MWWorld::InventoryStore::unequipSlot(int slot, c
}
}
fireEquipmentChangedEvent();
fireEquipmentChangedEvent(actor, *it, InventoryStoreListener::UNEQUIPPED);
updateMagicEffects(actor);
return retval;
@ -546,12 +547,12 @@ void MWWorld::InventoryStore::setListener(InventoryStoreListener *listener, cons
updateMagicEffects(actor);
}
void MWWorld::InventoryStore::fireEquipmentChangedEvent()
void MWWorld::InventoryStore::fireEquipmentChangedEvent(const MWWorld::Ptr& actor, const MWWorld::Ptr& item, InventoryStoreListener::State state)
{
if (!mUpdatesEnabled)
return;
if (mListener)
mListener->equipmentChanged();
mListener->equipmentChanged(actor, item, state);
}
void MWWorld::InventoryStore::visitEffectSources(MWMechanics::EffectSourceVisitor &visitor)

@ -20,10 +20,18 @@ namespace MWWorld
class InventoryStoreListener
{
public:
enum State
{
EQUIPPED,
AUTOEQUIPPED,
UNEQUIPPED,
ALL_UNEQUIPPED
};
/**
* Fired when items are equipped or unequipped
*/
virtual void equipmentChanged () {}
virtual void equipmentChanged (const MWWorld::Ptr& /*actor*/, const MWWorld::Ptr& /*item*/, State /*state*/) {}
/**
* @param effect
@ -109,7 +117,7 @@ namespace MWWorld
void updateMagicEffects(const Ptr& actor);
void updateRechargingItems();
void fireEquipmentChangedEvent();
void fireEquipmentChangedEvent(const MWWorld::Ptr& actor, const MWWorld::Ptr& item, InventoryStoreListener::State state);
virtual int getSlot (const MWWorld::LiveCellRefBase& ref) const;
///< Return inventory slot that \a ref is in or -1 (if \a ref is not in a slot).

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