本文整理汇总了C++中mwbase::World::getPlayerPtr方法的典型用法代码示例。如果您正苦于以下问题:C++ World::getPlayerPtr方法的具体用法?C++ World::getPlayerPtr怎么用?C++ World::getPlayerPtr使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类mwbase::World
的用法示例。
在下文中一共展示了World::getPlayerPtr方法的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: changePlayerCell
void Scene::changePlayerCell(CellStore *cell, const ESM::Position &pos, bool adjustPlayerPos)
{
mCurrentCell = cell;
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr old = world->getPlayerPtr();
world->getPlayer().setCell(cell);
MWWorld::Ptr player = world->getPlayerPtr();
mRendering.updatePlayerPtr(player);
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);
player.getClass().adjustPosition(player, true);
}
MWBase::MechanicsManager *mechMgr =
MWBase::Environment::get().getMechanicsManager();
mechMgr->updateCell(old, player);
mechMgr->watchActor(player);
MWBase::Environment::get().getWorld()->adjustSky();
}
示例2: 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3: 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];
}
示例4: 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5: 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6: 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7: 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8: 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9: 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10: updateRegionSound
void SoundManager::updateRegionSound(float duration)
{
static float sTimeToNextEnvSound = 0.0f;
static int total = 0;
static std::string regionName = "";
static float sTimePassed = 0.0;
MWBase::World *world = MWBase::Environment::get().getWorld();
const MWWorld::Ptr player = world->getPlayerPtr();
const ESM::Cell *cell = player.getCell()->getCell();
sTimePassed += duration;
if(!cell->isExterior() || sTimePassed < sTimeToNextEnvSound)
return;
float a = Misc::Rng::rollClosedProbability();
// NOTE: We should use the "Minimum Time Between Environmental Sounds" and
// "Maximum Time Between Environmental Sounds" fallback settings here.
sTimeToNextEnvSound = 5.0f*a + 15.0f*(1.0f-a);
sTimePassed = 0;
if(regionName != cell->mRegion)
{
regionName = cell->mRegion;
total = 0;
}
const ESM::Region *regn = world->getStore().get<ESM::Region>().search(regionName);
if(regn == NULL)
return;
std::vector<ESM::Region::SoundRef>::const_iterator soundIter;
if(total == 0)
{
soundIter = regn->mSoundList.begin();
while(soundIter != regn->mSoundList.end())
{
total += (int)soundIter->mChance;
++soundIter;
}
if(total == 0)
return;
}
int r = Misc::Rng::rollDice(total);
int pos = 0;
soundIter = regn->mSoundList.begin();
while(soundIter != regn->mSoundList.end())
{
if(r - pos < soundIter->mChance)
{
playSound(soundIter->mSound.toString(), 1.0f, 1.0f);
break;
}
pos += soundIter->mChance;
++soundIter;
}
}
示例11: onOpen
void LevelupDialog::onOpen()
{
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world->getPlayerPtr();
MWMechanics::CreatureStats& creatureStats = player.getClass().getCreatureStats(player);
MWMechanics::NpcStats& pcStats = player.getClass().getNpcStats(player);
setClassImage(mClassImage, getLevelupClassImage(pcStats.getSkillIncreasesForSpecialization(0),
pcStats.getSkillIncreasesForSpecialization(1),
pcStats.getSkillIncreasesForSpecialization(2)));
int level = creatureStats.getLevel ()+1;
mLevelText->setCaptionWithReplacing("#{sLevelUpMenu1} " + MyGUI::utility::toString(level));
std::string levelupdescription;
levelupdescription=world->getFallback()->getFallbackString("Level_Up_Level"+MyGUI::utility::toString(level));
if (levelupdescription == "")
levelupdescription=world->getFallback()->getFallbackString("Level_Up_Default");
mLevelDescription->setCaption (levelupdescription);
unsigned int availableAttributes = 0;
for (int i = 0; i < 8; ++i)
{
MyGUI::TextBox* text = mAttributeMultipliers[i];
if (pcStats.getAttribute(i).getBase() < 100)
{
mAttributes[i]->setEnabled(true);
mAttributeValues[i]->setEnabled(true);
availableAttributes++;
int mult = pcStats.getLevelupAttributeMultiplier (i);
mult = std::min(mult, 100-pcStats.getAttribute(i).getBase());
text->setCaption(mult <= 1 ? "" : "x" + MyGUI::utility::toString(mult));
}
else
{
mAttributes[i]->setEnabled(false);
mAttributeValues[i]->setEnabled(false);
text->setCaption("");
}
}
mCoinCount = std::min(sMaxCoins, availableAttributes);
mSpentAttributes.clear();
resetCoins();
setAttributeValues();
center();
// Play LevelUp Music
MWBase::Environment::get().getSoundManager()->streamMusic("Special/MW_Triumph.mp3");
}
示例12: open
void LevelupDialog::open()
{
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world->getPlayerPtr();
MWMechanics::CreatureStats& creatureStats = player.getClass().getCreatureStats (player);
MWMechanics::NpcStats& pcStats = player.getClass().getNpcStats (player);
mSpentAttributes.clear();
resetCoins();
setAttributeValues();
const ESM::NPC *playerData = player.get<ESM::NPC>()->mBase;
// set class image
const ESM::Class *cls =
world->getStore().get<ESM::Class>().find(playerData->mClass);
// Vanilla uses thief.dds for custom classes. A player with a custom class
// doesn't have mId set, see mwworld/esmstore.hpp where it is initialised as
// "$dynamic0". This check should resolve bug #1260.
// Choosing Stealth specialization and Speed/Agility as attributes.
if(world->getStore().get<ESM::Class>().isDynamic(cls->mId))
{
MWWorld::SharedIterator<ESM::Class> it = world->getStore().get<ESM::Class>().begin();
for(; it != world->getStore().get<ESM::Class>().end(); it++)
{
if(it->mData.mIsPlayable && it->mData.mSpecialization == 2 && it->mData.mAttribute[0] == 4 && it->mData.mAttribute[1] == 3)
break;
}
mClassImage->setImageTexture ("textures\\levelup\\" + it->mId + ".dds");
}
else
mClassImage->setImageTexture ("textures\\levelup\\" + cls->mId + ".dds");
int level = creatureStats.getLevel ()+1;
mLevelText->setCaptionWithReplacing("#{sLevelUpMenu1} " + boost::lexical_cast<std::string>(level));
std::string levelupdescription;
if(level>20)
levelupdescription=world->getFallback()->getFallbackString("Level_Up_Default");
else
levelupdescription=world->getFallback()->getFallbackString("Level_Up_Level"+boost::lexical_cast<std::string>(level));
mLevelDescription->setCaption (levelupdescription);
for (int i=0; i<8; ++i)
{
MyGUI::TextBox* text = mAttributeMultipliers[i];
int mult = pcStats.getLevelupAttributeMultiplier (i);
text->setCaption(mult <= 1 ? "" : "x" + boost::lexical_cast<std::string>(mult));
}
center();
}
示例13: copyItem
virtual MWWorld::Ptr copyItem (const ItemStack& item, size_t count, bool setNewOwner=false)
{
MWBase::World* world = MWBase::Environment::get().getWorld();
MWWorld::Ptr dropped;
if (world->canPlaceObject(mLeft, mTop))
dropped = world->placeObject(item.mBase, mLeft, mTop, count);
else
dropped = world->dropObjectOnGround(world->getPlayerPtr(), item.mBase, count);
if (setNewOwner)
dropped.getCellRef().setOwner("");
return dropped;
}
示例14: execute
virtual void execute (Interpreter::Runtime& runtime)
{
Interpreter::Type_Integer x = runtime[0].mInteger;
runtime.pop();
Interpreter::Type_Integer y = runtime[0].mInteger;
runtime.pop();
ESM::Position pos;
MWBase::World *world = MWBase::Environment::get().getWorld();
world->getPlayer().setTeleported(true);
world->indexToPosition (x, y, pos.pos[0], pos.pos[1], true);
pos.pos[2] = 0;
pos.rot[0] = pos.rot[1] = pos.rot[2] = 0;
world->changeToExteriorCell (pos);
world->fixPosition(world->getPlayerPtr());
}
示例15: startWaiting
void WaitDialog::startWaiting(int hoursToWait)
{
if(Settings::Manager::getBool("autosave","Saves")) //autosaves when enabled
MWBase::Environment::get().getStateManager()->quickSave("Autosave");
MWBase::World* world = MWBase::Environment::get().getWorld();
MWBase::Environment::get().getWindowManager()->fadeScreenOut(0.2f);
mFadeTimeRemaining = 0.4f;
setVisible(false);
mHours = hoursToWait;
// FIXME: move this somewhere else?
mInterruptAt = -1;
MWWorld::Ptr player = world->getPlayerPtr();
if (mSleeping && player.getCell()->isExterior())
{
std::string regionstr = player.getCell()->getCell()->mRegion;
if (!regionstr.empty())
{
const ESM::Region *region = world->getStore().get<ESM::Region>().find (regionstr);
if (!region->mSleepList.empty())
{
// figure out if player will be woken while sleeping
int x = Misc::Rng::rollDice(hoursToWait);
float fSleepRandMod = world->getStore().get<ESM::GameSetting>().find("fSleepRandMod")->getFloat();
if (x < fSleepRandMod * hoursToWait)
{
float fSleepRestMod = world->getStore().get<ESM::GameSetting>().find("fSleepRestMod")->getFloat();
int interruptAtHoursRemaining = int(fSleepRestMod * hoursToWait);
if (interruptAtHoursRemaining != 0)
{
mInterruptAt = hoursToWait - interruptAtHoursRemaining;
mInterruptCreatureList = region->mSleepList;
}
}
}
}
}
mProgressBar.setProgress (0, hoursToWait);
}