Esempio n. 1
0
    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]);
        }
    }
Esempio n. 2
0
 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]);
     }
 }