mrimer wrote:
wmarkham wrote:
On a possibly related note, if I enter an empty room, wait for Beethro to start snoring, then exit into another empty room, he will continue to snore in the next room, but the face in the upper-left shows that he is alert. I think that this can work if the first room is not empty, as well, but it is less easy to get the timing right.
I'm making a change for 2.0.9 that should fix this.
I still get this behavior on a Mac build from CVS sources as of this evening. After investigating briefly, it seems to me that a call to
CRoomWidget::SetFrameVars(true, whatever)
may be needed upon room entry.
Also, it appears that Beethro will only start snoring if the room was empty when he first arrived. Is that correct? Is that the way it is intended to work?
No, that's not exactly what it does. See CGameScreen::SetGameAmbience().
Hmm. The (to me) odd behavior that I am noting here appears to be because CGameScreen::SetMusicStyle, where nDangerLevel is set, is only called upon tar stabs and room changes. Tar stabs increase the danger level, so I stand by my hypothesis that Beethro will only start snoring if the room was empty when he entered.
One additional minor quirk to report: For me, (on Mac; recent build) if DROD does not have keyboard or mouse focus (i.e., it is minimized, or in the background) at the time that Beethro falls asleep, I get the closing eyes and floating Z's, (bewheeze, bewheeze) but no snoring sounds, even after the application is active again. I suspect that the same is true on other platforms.
Weston
[Last edited by wmarkham at 08-09-2005 06:48 AM : added funny Xanadu reference]