本文整理汇总了C++中mwbase::World类的典型用法代码示例。如果您正苦于以下问题:C++ World类的具体用法?C++ World怎么用?C++ World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World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: enableCellPathgrid
void Pathgrid::enableCellPathgrid(const MWWorld::CellStore *store)
{
MWBase::World* world = MWBase::Environment::get().getWorld();
const ESM::Pathgrid *pathgrid =
world->getStore().get<ESM::Pathgrid>().search(*store->getCell());
if (!pathgrid) return;
osg::Vec3f cellPathGridPos(0, 0, 0);
MWMechanics::CoordinateConverter(store->getCell()).toWorld(cellPathGridPos);
osg::ref_ptr<osg::PositionAttitudeTransform> cellPathGrid = new osg::PositionAttitudeTransform;
cellPathGrid->setPosition(cellPathGridPos);
osg::ref_ptr<osg::Geometry> geometry = SceneUtil::createPathgridGeometry(*pathgrid);
cellPathGrid->addChild(geometry);
mPathGridRoot->addChild(cellPathGrid);
if (store->getCell()->isExterior())
{
mExteriorPathgridNodes[std::make_pair(store->getCell()->getGridX(), store->getCell()->getGridY())] = cellPathGrid;
}
else
{
assert(mInteriorPathgridNode == NULL);
mInteriorPathgridNode = cellPathGrid;
}
}
示例2: getPCNextRank
std::string InterpreterContext::getPCNextRank() const
{
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world->getPlayerPtr();
std::string factionId = getReferenceImp().getClass().getPrimaryFaction(getReferenceImp());
if (factionId.empty())
throw std::runtime_error("getPCNextRank(): NPC is not in a faction");
const std::map<std::string, int>& ranks = player.getClass().getNpcStats (player).getFactionRanks();
std::map<std::string, int>::const_iterator it = ranks.find(Misc::StringUtils::lowerCase(factionId));
int rank = -1;
if (it != ranks.end())
rank = it->second;
++rank; // Next rank
// if we are already at max rank, there is no next rank
if (rank > 9)
rank = 9;
const MWWorld::ESMStore &store = world->getStore();
const ESM::Faction *faction = store.get<ESM::Faction>().find(factionId);
if(rank < 0 || rank > 9)
return "";
return faction->mRanks[rank];
}
示例3: updateDrowning
void Actors::updateDrowning(const MWWorld::Ptr& ptr, float duration)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
NpcStats &stats = ptr.getClass().getNpcStats(ptr);
if(world->isSubmerged(ptr) &&
stats.getMagicEffects().get(ESM::MagicEffect::WaterBreathing).mMagnitude == 0)
{
float timeLeft = 0.0f;
if(stats.getFatigue().getCurrent() == 0)
stats.setTimeToStartDrowning(0);
else
{
timeLeft = stats.getTimeToStartDrowning() - duration;
if(timeLeft < 0.0f)
timeLeft = 0.0f;
stats.setTimeToStartDrowning(timeLeft);
}
if(timeLeft == 0.0f)
{
// If drowning, apply 3 points of damage per second
ptr.getClass().setActorHealth(ptr, stats.getHealth().getCurrent() - 3.0f*duration);
// Play a drowning sound as necessary for the player
if(ptr == world->getPlayer().getPlayer())
{
MWBase::SoundManager *sndmgr = MWBase::Environment::get().getSoundManager();
if(!sndmgr->getSoundPlaying(MWWorld::Ptr(), "drown"))
sndmgr->playSound("drown", 1.0f, 1.0f);
}
}
}
else
stats.setTimeToStartDrowning(20);
}
示例4: playerCellChange
void Scene::playerCellChange(MWWorld::CellStore *cell, const ESM::Position& pos, bool adjustPlayerPos)
{
bool hasWater = cell->mCell->mData.mFlags & ESM::Cell::HasWater;
mPhysics->setCurrentWater(hasWater, cell->mCell->mWater);
MWBase::World *world = MWBase::Environment::get().getWorld();
world->getPlayer().setCell(cell);
MWWorld::Ptr player = world->getPlayer().getPlayer();
if (adjustPlayerPos) {
world->moveObject(player, pos.pos[0], pos.pos[1], pos.pos[2]);
float x = Ogre::Radian(pos.rot[0]).valueDegrees();
float y = Ogre::Radian(pos.rot[1]).valueDegrees();
float z = Ogre::Radian(pos.rot[2]).valueDegrees();
world->rotateObject(player, x, y, z);
}
MWBase::MechanicsManager *mechMgr =
MWBase::Environment::get().getMechanicsManager();
mechMgr->add(player);
mechMgr->watchActor(player);
MWBase::Environment::get().getWindowManager()->changeCell(mCurrentCell);
}
示例5: teleport
void ActionTeleport::teleport(const Ptr &actor)
{
MWBase::World* world = MWBase::Environment::get().getWorld();
if(actor == world->getPlayerPtr())
{
world->getPlayer().setTeleported(true);
if (mCellName.empty())
world->changeToExteriorCell (mPosition, true);
else
world->changeToInteriorCell (mCellName, mPosition, true);
}
else
{
if (mCellName.empty())
{
int cellX;
int cellY;
world->positionToIndex(mPosition.pos[0],mPosition.pos[1],cellX,cellY);
world->moveObject(actor,world->getExterior(cellX,cellY),
mPosition.pos[0],mPosition.pos[1],mPosition.pos[2]);
}
else
world->moveObject(actor,world->getInterior(mCellName),mPosition.pos[0],mPosition.pos[1],mPosition.pos[2]);
}
}
示例6: executeImp
void ActionTeleport::executeImp (const Ptr& actor)
{
MWBase::World* world = MWBase::Environment::get().getWorld();
//find any NPC that is following the actor and teleport him too
std::list<MWWorld::Ptr> followers = MWBase::Environment::get().getMechanicsManager()->getActorsFollowing(actor);
for(std::list<MWWorld::Ptr>::iterator it = followers.begin();it != followers.end();it++)
{
std::cout << "teleporting someone!" << (*it).getCellRef().mRefID;
executeImp(*it);
}
if(actor == world->getPlayerPtr())
{
world->getPlayer().setTeleported(true);
if (mCellName.empty())
world->changeToExteriorCell (mPosition);
else
world->changeToInteriorCell (mCellName, mPosition);
}
else
{
if (mCellName.empty())
{
int cellX;
int cellY;
world->positionToIndex(mPosition.pos[0],mPosition.pos[1],cellX,cellY);
world->moveObject(actor,world->getExterior(cellX,cellY),
mPosition.pos[0],mPosition.pos[1],mPosition.pos[2]);
}
else
world->moveObject(actor,world->getInterior(mCellName),mPosition.pos[0],mPosition.pos[1],mPosition.pos[2]);
}
}
示例7: lookup
// Convert a soundId to file name, and modify the volume
// according to the sounds local volume setting, minRange and
// maxRange.
std::string SoundManager::lookup(const std::string &soundId,
float &volume, float &min, float &max)
{
MWBase::World* world = MWBase::Environment::get().getWorld();
const ESM::Sound *snd = world->getStore().get<ESM::Sound>().find(soundId);
volume *= static_cast<float>(pow(10.0, (snd->mData.mVolume / 255.0*3348.0 - 3348.0) / 2000.0));
if(snd->mData.mMinRange == 0 && snd->mData.mMaxRange == 0)
{
static const float fAudioDefaultMinDistance = world->getStore().get<ESM::GameSetting>().find("fAudioDefaultMinDistance")->getFloat();
static const float fAudioDefaultMaxDistance = world->getStore().get<ESM::GameSetting>().find("fAudioDefaultMaxDistance")->getFloat();
min = fAudioDefaultMinDistance;
max = fAudioDefaultMaxDistance;
}
else
{
min = snd->mData.mMinRange;
max = snd->mData.mMaxRange;
}
static const float fAudioMinDistanceMult = world->getStore().get<ESM::GameSetting>().find("fAudioMinDistanceMult")->getFloat();
static const float fAudioMaxDistanceMult = world->getStore().get<ESM::GameSetting>().find("fAudioMaxDistanceMult")->getFloat();
min *= fAudioMinDistanceMult;
max *= fAudioMaxDistanceMult;
min = std::max(min, 1.0f);
max = std::max(min, max);
return "Sound/"+snd->mSound;
}
示例8: unsetSelectedWeapon
void HUD::unsetSelectedWeapon()
{
std::string itemName = "#{sSkillHandtohand}";
if (itemName != mWeaponName && mWeaponVisible)
{
mWeaponSpellTimer = 5.0f;
mWeaponName = itemName;
mWeaponSpellBox->setCaptionWithReplacing(mWeaponName);
mWeaponSpellBox->setVisible(true);
}
mWeapStatus->setProgressRange(100);
mWeapStatus->setProgressPosition(0);
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world->getPlayerPtr();
mWeapImage->setItem(MWWorld::Ptr());
std::string icon = (player.getClass().getNpcStats(player).isWerewolf()) ? "icons\\k\\tx_werewolf_hand.dds" : "icons\\k\\stealth_handtohand.dds";
mWeapImage->setIcon(icon);
mWeapBox->clearUserStrings();
mWeapBox->setUserString("ToolTipType", "Layout");
mWeapBox->setUserString("ToolTipLayout", "HandToHandToolTip");
mWeapBox->setUserString("Caption_HandToHandText", itemName);
mWeapBox->setUserString("ImageTexture_HandToHandImage", icon);
}
示例9: say
void SoundManager::say(const MWWorld::Ptr &ptr, const std::string& filename)
{
if(!mOutput->isInitialized())
return;
try
{
float basevol = volumeFromType(Play_TypeVoice);
std::string filePath = "Sound/"+filename;
const ESM::Position &pos = ptr.getRefData().getPosition();
const osg::Vec3f objpos(pos.asVec3());
MWBase::World* world = MWBase::Environment::get().getWorld();
static const float fAudioMinDistanceMult = world->getStore().get<ESM::GameSetting>().find("fAudioMinDistanceMult")->getFloat();
static const float fAudioMaxDistanceMult = world->getStore().get<ESM::GameSetting>().find("fAudioMaxDistanceMult")->getFloat();
static const float fAudioVoiceDefaultMinDistance = world->getStore().get<ESM::GameSetting>().find("fAudioVoiceDefaultMinDistance")->getFloat();
static const float fAudioVoiceDefaultMaxDistance = world->getStore().get<ESM::GameSetting>().find("fAudioVoiceDefaultMaxDistance")->getFloat();
float minDistance = fAudioVoiceDefaultMinDistance * fAudioMinDistanceMult;
float maxDistance = fAudioVoiceDefaultMaxDistance * fAudioMaxDistanceMult;
minDistance = std::max(minDistance, 1.f);
maxDistance = std::max(minDistance, maxDistance);
MWBase::SoundPtr sound = mOutput->playSound3D(filePath, objpos, 1.0f, basevol, 1.0f,
minDistance, maxDistance, Play_Normal|Play_TypeVoice, 0, true);
mActiveSounds[sound] = std::make_pair(ptr, std::string("_say_sound"));
}
catch(std::exception &e)
{
std::cout <<"Sound Error: "<<e.what()<< std::endl;
}
}
示例10: onWorldMouseOver
void HUD::onWorldMouseOver(MyGUI::Widget* _sender, int x, int y)
{
if (mDragAndDrop->mIsOnDragAndDrop)
{
mWorldMouseOver = false;
MyGUI::IntSize viewSize = MyGUI::RenderManager::getInstance().getViewSize();
MyGUI::IntPoint cursorPosition = MyGUI::InputManager::getInstance().getMousePosition();
float mouseX = cursorPosition.left / float(viewSize.width);
float mouseY = cursorPosition.top / float(viewSize.height);
MWBase::World* world = MWBase::Environment::get().getWorld();
// if we can't drop the object at the wanted position, show the "drop on ground" cursor.
bool canDrop = world->canPlaceObject(mouseX, mouseY);
if (!canDrop)
MWBase::Environment::get().getWindowManager()->changePointer("drop_ground");
else
MWBase::Environment::get().getWindowManager()->changePointer("arrow");
}
else
{
MWBase::Environment::get().getWindowManager()->changePointer("arrow");
mWorldMouseOver = true;
}
}
示例11: getPCRank
std::string InterpreterContext::getPCRank() const
{
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world->getPlayerPtr();
std::string factionId = getReferenceImp().getClass().getPrimaryFaction(getReferenceImp());
if (factionId.empty())
throw std::runtime_error("getPCRank(): NPC is not in a faction");
const std::map<std::string, int>& ranks = player.getClass().getNpcStats (player).getFactionRanks();
std::map<std::string, int>::const_iterator it = ranks.find(Misc::StringUtils::lowerCase(factionId));
int rank = -1;
if (it != ranks.end())
rank = it->second;
// If you are not in the faction, PcRank returns the first rank, for whatever reason.
// This is used by the dialogue when joining the Thieves Guild in Balmora.
if (rank == -1)
rank = 0;
const MWWorld::ESMStore &store = world->getStore();
const ESM::Faction *faction = store.get<ESM::Faction>().find(factionId);
if(rank < 0 || rank > 9) // there are only 10 ranks
return "";
return faction->mRanks[rank];
}
示例12:
void
Scene::playerCellChange(
MWWorld::CellStore *cell,
const ESM::Position& pos,
bool adjustPlayerPos)
{
bool hasWater = cell->cell->data.flags & cell->cell->HasWater;
mPhysics->setCurrentWater(hasWater, cell->cell->water);
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world->getPlayer().getPlayer();
if (adjustPlayerPos) {
world->moveObject(player, pos.pos[0], pos.pos[1], pos.pos[2]);
MWBase::Environment::get().getWorld()->getPlayer().setRot (pos.rot[0], pos.rot[1], pos.rot[2]);
}
world->getPlayer().setCell(cell);
MWMechanics::MechanicsManager *mechMgr =
MWBase::Environment::get().getMechanicsManager();
mechMgr->addActor(player);
mechMgr->watchActor(player);
MWBase::Environment::get().getWindowManager()->changeCell(mCurrentCell);
}
示例13: unsetSelectedWeapon
void HUD::unsetSelectedWeapon()
{
std::string itemName = "#{sSkillHandtohand}";
if (itemName != mWeaponName && mWeaponVisible)
{
mWeaponSpellTimer = 5.0f;
mWeaponName = itemName;
mWeaponSpellBox->setCaptionWithReplacing(mWeaponName);
mWeaponSpellBox->setVisible(true);
}
if (mWeapImage->getChildCount())
MyGUI::Gui::getInstance().destroyWidget(mWeapImage->getChildAt(0));
mWeapStatus->setProgressRange(100);
mWeapStatus->setProgressPosition(0);
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world->getPlayerPtr();
if (player.getClass().getNpcStats(player).isWerewolf())
mWeapImage->setImageTexture("icons\\k\\tx_werewolf_hand.dds");
else
mWeapImage->setImageTexture("icons\\k\\stealth_handtohand.dds");
mWeapBox->clearUserStrings();
}
示例14: getPCNextRank
std::string InterpreterContext::getPCNextRank() const
{
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world->getPlayerPtr();
std::string factionId = mReference.getClass().getNpcStats (mReference).getFactionRanks().begin()->first;
std::map<std::string, int> ranks = player.getClass().getNpcStats (player).getFactionRanks();
std::map<std::string, int>::const_iterator it = ranks.find(factionId);
int rank = -1;
if (it != ranks.end())
rank = it->second;
++rank; // Next rank
// if we are already at max rank, there is no next rank
if (rank > 9)
rank = 9;
const MWWorld::ESMStore &store = world->getStore();
const ESM::Faction *faction = store.get<ESM::Faction>().find(factionId);
if(rank < 0 || rank > 9)
return "";
return faction->mRanks[rank];
}
示例15: getPCRank
std::string InterpreterContext::getPCRank() const
{
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world->getPlayerPtr();
std::string factionId = mReference.getClass().getNpcStats (mReference).getFactionRanks().begin()->first;
std::map<std::string, int> ranks = player.getClass().getNpcStats (player).getFactionRanks();
std::map<std::string, int>::const_iterator it = ranks.find(factionId);
int rank = -1;
if (it != ranks.end())
rank = it->second;
// If you are not in the faction, PcRank returns the first rank, for whatever reason.
// This is used by the dialogue when joining the Thieves Guild in Balmora.
if (rank == -1)
rank = 0;
const MWWorld::ESMStore &store = world->getStore();
const ESM::Faction *faction = store.get<ESM::Faction>().find(factionId);
if(rank < 0 || rank > 9) // there are only 10 ranks
return "";
return faction->mRanks[rank];
}