本文整理汇总了C++中Npc类的典型用法代码示例。如果您正苦于以下问题:C++ Npc类的具体用法?C++ Npc怎么用?C++ Npc使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Npc类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: placeNpc
bool TalkAction::placeNpc(Player* player, const std::string& words, const std::string& param)
{
if (!player)
{
return false;
}
Npc* npc = Npc::createNpc(param);
if (!npc)
{
player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "This NPC does not exist.");
return false;
}
// Place the npc
if (g_game.placeCreature(npc, player->getPosition()))
{
g_game.addMagicEffect(player->getPosition(), NM_ME_MAGIC_BLOOD);
npc->setMasterPos(npc->getPosition());
return true;
}
else
{
delete npc;
player->sendCancelMessage(RET_NOTENOUGHROOM);
g_game.addMagicEffect(player->getPosition(), NM_ME_PUFF);
}
return false;
}
示例2: getScriptEnv
int NpcScriptInterface::luagetDistanceTo(lua_State* L)
{
//getDistanceTo(uid)
ScriptEnvironment* env = getScriptEnv();
Npc* npc = env->getNpc();
if (!npc) {
reportErrorFunc(getErrorDesc(LUA_ERROR_THING_NOT_FOUND));
lua_pushnil(L);
return 1;
}
uint32_t uid = getNumber<uint32_t>(L, -1);
Thing* thing = env->getThingByUID(uid);
if (!thing) {
reportErrorFunc(getErrorDesc(LUA_ERROR_THING_NOT_FOUND));
lua_pushnil(L);
return 1;
}
const Position& thingPos = thing->getPosition();
const Position& npcPos = npc->getPosition();
if (npcPos.z != thingPos.z) {
lua_pushnumber(L, -1);
} else {
int32_t dist = std::max<int32_t>(Position::getDistanceX(npcPos, thingPos), Position::getDistanceY(npcPos, thingPos));
lua_pushnumber(L, dist);
}
return 1;
}
示例3: popNumber
int NpcScriptInterface::luagetDistanceTo(lua_State *L)
{
//getDistanceTo(uid)
uint32_t uid = popNumber(L);
ScriptEnviroment* env = getScriptEnv();
Npc* npc = env->getNpc();
Thing* thing = env->getThingByUID(uid);
if(thing && npc){
Position thing_pos = thing->getPosition();
Position npc_pos = npc->getPosition();
if(npc_pos.z != thing_pos.z){
lua_pushnumber(L, -1);
}
else{
int32_t dist = std::max(std::abs(npc_pos.x - thing_pos.x), std::abs(npc_pos.y - thing_pos.y));
lua_pushnumber(L, dist);
}
}
else{
reportErrorFunc(getErrorDesc(LUA_ERROR_THING_NOT_FOUND));
lua_pushnil(L);
}
return 1;
}
示例4: lua_gettop
int NpcScriptInterface::luaActionSay(lua_State* L)
{
//selfSay(words [[, target], send_to_all])
// send_to_all defaults to true if there is no target, false otherwise
uint32_t parameters = lua_gettop(L);
uint32_t target = 0;
bool send_to_all = true;
if(parameters == 3)
{
send_to_all = (popNumber(L) == LUA_TRUE);
target = popNumber(L);
}
else if(parameters == 2)
{
target = popNumber(L);
send_to_all = false;
}
std::string msg(popString(L));
ScriptEnviroment* env = getScriptEnv();
Npc* npc = env->getNpc();
Player* focus = env->getPlayerByUID(target);
if(npc){
npc->doSay(msg, focus, send_to_all);
}
return 0;
}
示例5: lua_gettop
int32_t NpcScriptInterface::luaActionSay(lua_State* L)
{
//selfSay(words [[, target], publicize])
// publicize defaults to true if there is no target, false otherwise
uint32_t parameters = lua_gettop(L);
uint32_t target = 0;
bool publicize;
if (parameters >= 3) {
publicize = popBoolean(L);
} else {
publicize = true;
}
if (parameters >= 2) {
target = popNumber(L);
if (target != 0) {
publicize = false;
}
}
std::string text = popString(L);
Npc* npc = getScriptEnv()->getNpc();
if (npc) {
if (publicize) {
npc->doSay(text);
} else {
npc->doSayToPlayer(g_game.getPlayerByID(target), text);
}
}
return 0;
}
示例6: Npc
Npc* Npc::createNpc(const std::string& name)
{
Npc* npc = new Npc(name);
if (!npc->load()) {
delete npc;
return nullptr;
}
return npc;
}
示例7: getScriptEnv
int32_t NpcScriptInterface::luaActionTurn(lua_State* L)
{
//selfTurn(direction)
Npc* npc = getScriptEnv()->getNpc();
if (npc) {
npc->doTurn(static_cast<Direction>(getNumber<uint32_t>(L, 1)));
}
return 0;
}
示例8: getScriptEnv
int32_t NpcScriptInterface::luaSetNpcFocus(lua_State* L)
{
//doNpcSetCreatureFocus(cid)
Npc* npc = getScriptEnv()->getNpc();
if (npc) {
npc->setCreatureFocus(g_game.getCreatureByID(popNumber(L)));
}
return 0;
}
示例9: addNpc
void GamePan::addNpc(DB_Actor* pActor)
{
CCNode* pBaseNode = m_pCcbNode->getChildByTag(kTagGamePanOpp)->getChildByTag(0);
pBaseNode->removeAllChildren();
Npc* npc = Npc::create();
npc->loadCCB(pBaseNode,("scene/actor/"+pActor->resource).c_str());
pBaseNode->addChild(npc);
npc->doOpen();
npc->setPosition(CCPointZero-(npc->getContentSize()/2));
}
示例10: getScriptEnv
int NpcScriptInterface::luaIsNpcIdle(lua_State *L)
{
// isNpcIdle()
ScriptEnviroment* env = getScriptEnv();
Npc* npc = env->getNpc();
if (npc) {
lua_pushboolean(L, npc->isIdle());
}
return 1;
}
示例11: getCreature
int NpcScriptInterface::luaNpcSetFocus(lua_State* L)
{
// npc:setFocus(creature)
Creature* creature = getCreature(L, 2);
Npc* npc = getUserdata<Npc>(L, 1);
if (npc) {
npc->setCreatureFocus(creature);
pushBoolean(L, true);
} else {
lua_pushnil(L);
}
return 1;
}
示例12: popNumber
int32_t NpcScriptInterface::luaSetNpcFocus(lua_State* L)
{
//doNpcSetCreatureFocus(cid)
uint32_t cid = popNumber(L);
ScriptEnvironment* env = getScriptEnv();
Npc* npc = env->getNpc();
if (npc) {
npc->setCreatureFocus(g_game.getCreatureByID(cid));
}
return 0;
}
示例13: getScriptEnv
int32_t NpcScriptInterface::luaActionTurn(lua_State* L)
{
//selfTurn(direction)
Direction dir = (Direction)popNumber(L);
ScriptEnvironment* env = getScriptEnv();
Npc* npc = env->getNpc();
if (npc) {
npc->doTurn(dir);
}
return 0;
}
示例14: getScriptEnv
int NpcScriptInterface::luaGetNpcName(lua_State* L)
{
//getNpcName()
ScriptEnviroment* env = getScriptEnv();
Npc* npc = env->getNpc();
if(npc){
lua_pushstring(L, npc->getName().c_str());
}
else{
lua_pushstring(L, "");
}
return 1;
}
示例15: popNumber
int NpcScriptInterface::luaFaceCreature(lua_State *L)
{
// facePlayer(cid)
uint32_t cid = popNumber(L);
ScriptEnviroment* env = getScriptEnv();
Npc* npc = env->getNpc();
if (npc) {
Creature* creature = env->getCreatureByUID(cid);
if (creature) {
g_game.internalCreatureTurn(npc, npc->getDir(creature));
}
}
return 1;
}