Scriptable* GetActorFromObject(Scriptable* Sender, Object* oC, int ga_flags)
{
	Scriptable *aC = NULL;

	if (!oC) {
		return NULL;
	}
	Targets *tgts = GetAllObjects(Sender->GetCurrentArea(), Sender, oC, ga_flags);
	if (tgts) {
		//now this could return other than actor objects
		aC = tgts->GetTarget(0,-1);
		delete tgts;
		/*if (!aC && (ga_flags&GA_GLOBAL) )
		{
			tgts = GetAllObjectsNearby(Sender, oC, ga_flags);
			if (tgts) {
				//now this could return other than actor objects
				aC = tgts->GetTarget(0,-1);
				delete tgts;
			}
		}*/
		return aC;
	}

	if (oC->objectName[0]) {
		// if you ActionOverride a global actor, they might not have a map :(
		// TODO: don't allow this to happen?
		if (Sender->GetCurrentArea()) {
			aC = GetActorObject(Sender->GetCurrentArea()->GetTileMap(), oC->objectName );
			if (aC) {
				return aC;
			}
		}
		Game *game = core->GetGame();

		//global actors are always found by scripting name!
		aC = game->FindPC(oC->objectName);
		if (aC) {
			return aC;
		}
		aC = game->FindNPC(oC->objectName);
		if (aC) {
			return aC;
		}

		/*if (ga_flags&GA_GLOBAL) {
			size_t mc = game->GetLoadedMapCount();
			while(mc--) {
				Map *map = game->GetMap(mc);
				if (map==Sender->GetCurrentArea()) continue;
				aC = GetActorObject(map->GetTileMap(), oC->objectName);
				if (aC) {
					return aC;
				}
			}
		}*/
	}
	return NULL;
}
Beispiel #2
0
CObject* CObjectManager::GetObjectByRank(unsigned int id)
{
    auto objects = GetAllObjects();
    auto it = objects.begin();
    for (unsigned int i = 0; i < id && it != objects.end(); i++, ++it);
    if (it == objects.end()) return nullptr;
    return *it;
}
Beispiel #3
0
int CObjectManager::CountObjectsImplementing(ObjectInterfaceType interface)
{
    int count = 0;
    for (CObject* object : GetAllObjects())
    {
        if (object->Implements(interface))
            count++;
    }
    return count;
}
Beispiel #4
0
std::vector<CObject*> CObjectManager::GetObjectsOfTeam(int team)
{
    std::vector<CObject*> result;
    for (CObject* object : GetAllObjects())
    {
        if (object->GetTeam() == team)
        {
            result.push_back(object);
        }
    }
    return result;
}
int GetObjectCount(Scriptable* Sender, Object* oC)
{
	if (!oC) {
		return 0;
	}
	// EvaluateObject will return [PC]
	// GetAllObjects will also return Myself (evaluates object filters)
	// i believe we need the latter here
	Targets* tgts = GetAllObjects(Sender->GetCurrentArea(), Sender, oC, 0);
	int count = tgts->Count();
	delete tgts;
	return count;
}
Beispiel #6
0
bool CObjectManager::TeamExists(int team)
{
    if(team == 0) return true;

    for (CObject* object : GetAllObjects())
    {
        if (!object->GetActive())
            continue;

        if (object->GetTeam() == team)
            return true;
    }
    return false;
}
Beispiel #7
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Scriptable* GetActorFromObject(Scriptable* Sender, Object* oC, int ga_flags)
{
	Scriptable *aC = NULL;

	Game *game = core->GetGame();
	Targets *tgts = GetAllObjects(Sender->GetCurrentArea(), Sender, oC, ga_flags);
	if (tgts) {
		//now this could return other than actor objects
		aC = tgts->GetTarget(0,-1);
		delete tgts;
		if (aC || !oC || oC->objectFields[0]!=-1) {
			return aC;
		}

		//global actors are always found by object ID!
		return game->GetGlobalActorByGlobalID(oC->objectFields[1]);
	}

	if (!oC) {
		return NULL;
	}

	if (oC->objectName[0]) {
		// if you ActionOverride a global actor, they might not have a map :(
		// TODO: don't allow this to happen?
		if (Sender->GetCurrentArea()) {
			aC = GetActorObject(Sender->GetCurrentArea()->GetTileMap(), oC->objectName );
			if (aC) {
				return aC;
			}
		}

		//global actors are always found by scripting name!
		aC = game->FindPC(oC->objectName);
		if (aC) {
			return aC;
		}
		aC = game->FindNPC(oC->objectName);
		if (aC) {
			return aC;
		}
	}
	return NULL;
}
Beispiel #8
0
void CObjectManager::DestroyTeam(int team)
{
    assert(team != 0);

    for (CObject* object : GetAllObjects())
    {
        if (object->GetTeam() == team)
        {
            if (object->Implements(ObjectInterfaceType::Destroyable))
            {
                dynamic_cast<CDestroyableObject*>(object)->DestroyObject(DestructionType::Explosion);
            }
            else
            {
                DeleteObject(object);
            }
        }
    }
}
Beispiel #9
0
//TODO:
//check numcreaturesatmylevel(myself, 1)
//when the actor is alone
//it should (obviously) return true if the trigger
//evaluates object filters
//also check numcreaturesgtmylevel(myself,0) with
//actor having at high level
int GetObjectLevelCount(Scriptable* Sender, Object* oC)
{
	if (!oC) {
		return 0;
	}
	// EvaluateObject will return [PC]
	// GetAllObjects will also return Myself (evaluates object filters)
	// i believe we need the latter here
	Targets* tgts = GetAllObjects(Sender->GetCurrentArea(), Sender, oC, 0);
	int count = 0;
	if (tgts) {
		targetlist::iterator m;
		const targettype *tt = tgts->GetFirstTarget(m, ST_ACTOR);
		while (tt) {
			count += ((Actor *) tt->actor)->GetXPLevel(true);
			tt = tgts->GetNextTarget(m, ST_ACTOR);
		}
	}
	delete tgts;
	return count;
}