Ejemplo n.º 1
0
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;
}
Ejemplo n.º 2
0
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;
}