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C++ CClientInfoMgr::GetClientByID方法代码示例

本文整理汇总了C++中CClientInfoMgr::GetClientByID方法的典型用法代码示例。如果您正苦于以下问题:C++ CClientInfoMgr::GetClientByID方法的具体用法?C++ CClientInfoMgr::GetClientByID怎么用?C++ CClientInfoMgr::GetClientByID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CClientInfoMgr的用法示例。


在下文中一共展示了CClientInfoMgr::GetClientByID方法的6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: UpdateMarker

void CBodyFX::UpdateMarker()
{
	if (!m_pClientDE || !m_hServerObject) return;

	CClientInfoMgr *pClientMgr = g_pInterfaceMgr->GetClientInfoMgr();
	if (!pClientMgr) return;

	CLIENT_INFO* pLocalInfo = pClientMgr->GetLocalClient();
	CLIENT_INFO* pInfo = pClientMgr->GetClientByID(m_bs.nClientId);
	if (!pInfo ||  !pLocalInfo) return;
	LTBOOL bSame = (pInfo->team == pLocalInfo->team);

	if (bSame)
	{
		if (m_hMarker)
			RemoveMarker();
		return;
	}

    uint32 dwFlags = g_pLTClient->GetObjectFlags(m_hServerObject);
	if (!(dwFlags & FLAG_VISIBLE))
	{
		RemoveMarker();
		return;
	}


    LTVector vU, vR, vF, vTemp, vDims, vPos;
    LTRotation rRot;

    ILTPhysics* pPhysics = m_pClientDE->Physics();

	m_pClientDE->GetObjectPos(m_hServerObject, &vPos);
	pPhysics->GetObjectDims(m_hServerObject, &vDims);
	vPos.y += (vDims.y + 20.0f);

	if (!m_hMarker)
	{
		CreateMarker(vPos,bSame);
	}

	if (m_hMarker)
	{
		m_pClientDE->SetObjectPos(m_hMarker, &vPos);
	}
}
开发者ID:germanocaldeira,项目名称:no-one-lives-forever,代码行数:46,代码来源:BodyFX.cpp

示例2: UpdatePlayerID

void CHUDRadar::UpdatePlayerID(HOBJECT hObj, uint32 nId)
{
	if (!hObj) return;
	CClientInfoMgr* pCIMgr = g_pInterfaceMgr->GetClientInfoMgr();
	CLIENT_INFO* pCI = pCIMgr->GetClientByID(nId);

	RadarPlayerList::iterator iter = m_Players.begin();
	while (iter != m_Players.end() &&  (*iter)->hObj != hObj )
	{
		iter++;
	}

	if (iter != m_Players.end())
	{
		(*iter)->nID = nId;

		if (pCI)
		{
			(*iter)->pName->SetText(pCI->sName.c_str());
			UpdateNamePositions();
		}
	}
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:23,代码来源:HUDRadar.cpp

示例3: AddPlayer

void CHUDRadar::AddPlayer(HOBJECT hObj, uint32 nId)
{
	if (!hObj) return;
	CClientInfoMgr* pCIMgr = g_pInterfaceMgr->GetClientInfoMgr();
	CLIENT_INFO* pCI = pCIMgr->GetClientByID(nId);
	HOBJECT hLocalObj = g_pLTClient->GetClientObject();


	uint8 nTeamID = INVALID_TEAM;

	// Check for teams and only display players of the same team...
	if( IsTeamGameType() && hLocalObj != hObj)
	{
		CLIENT_INFO *pLocalCI = pCIMgr->GetLocalClient();
		if( !pLocalCI || !pCI )
			return;
	
		if( pLocalCI->nTeamID != pCI->nTeamID )
			return;

		nTeamID = pCI->nTeamID;

	}
	

	bool bDead = false;

	if (hLocalObj != hObj)
	{

		AddObject( hObj, RADAR_PLAYER_ALIVE_TYPE, nTeamID );
		
	}

	CCharacterFX *pCharacter = g_pGameClientShell->GetSFXMgr()->GetCharacterFX(hObj);
	if (pCharacter && pCharacter->IsPlayerDead())
	{
		bDead = true;
	}


	RadarPlayerList::iterator iter = m_Players.begin();
	while (iter != m_Players.end() &&  ( (*iter)->hObj != hObj ) )
	{
		iter++;
	}

	RADAR_PLAYER_OBJ* pPlayer = NULL;

	//new player...
	if (iter == m_Players.end())
	{
		pPlayer = debug_new(RADAR_PLAYER_OBJ);
		m_Players.push_back(pPlayer);
	}
	else
	{
		pPlayer = (*iter);
	}

	pPlayer->nID = nId;
	pPlayer->hObj = hObj;
	
	if (!pPlayer->pName)
	{
		uint8 nFont = 0;
		CUIFont* pFont = g_pInterfaceResMgr->GetFont(nFont);
		pPlayer->pName = g_pFontManager->CreateFormattedPolyString(pFont,"",0.0f,0.0f);
		pPlayer->pName->SetAlignmentH(CUI_HALIGN_RIGHT);
	}

	if (pCI)
	{
		pPlayer->pName->SetText(pCI->sName.c_str());
	}

	SetPlayerDead(hObj,bDead);
	
	UpdateNamePositions();
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:80,代码来源:HUDRadar.cpp

示例4: Update


//.........这里部分代码省略.........


	uint32 dwUserFlags = 0;
    g_pCommonLT->GetObjectFlags(m_hTarget, OFT_User, dwUserFlags);

	// If we're on a vehicle (or if we are dead) all we care about is other players in a multiplayer game...
	// Some vehicles (like the PlayerLure) let you activate, so we'll just check if the
	// vehicle will let us show a crosshair to see if we're on a "true" vehicle or not...

	// It would be great if we didn't have to do all these checks, but such is life...

	bool bPlayersOnly = g_pPlayerMgr->IsPlayerDead() || (g_pPlayerMgr->GetMoveMgr()->GetVehicleMgr()->CanShowCrosshair() ? false : true);


	if (!bPlayersOnly)
	{
		//special case handling for bodies
		if (pBody || pCharacter)
		{
			bool bCanSearch = !!(dwUserFlags & USRFLG_CAN_SEARCH);
			if (pBody)
			{
				if (fDistAway <= g_vtActivationDistance.GetFloat())
				{
					// Make target glow, so it stands out more...
					g_pCommonLT->SetObjectFlags(m_hTarget, OFT_User, USRFLG_GLOW, USRFLG_GLOW);
				}
				
				if (pBody->CanBeRevived() && fDistAway <= g_vtReviveDistance.GetFloat() && IsRevivePlayerGameType( ))
				{
					// Get the client information of the body and us.
					uint32 nId = pBody->GetClientId();
					CClientInfoMgr* pCIMgr = g_pInterfaceMgr->GetClientInfoMgr();
					CLIENT_INFO* pCI = pCIMgr->GetClientByID(nId);
					CLIENT_INFO *pLocalCI = g_pInterfaceMgr->GetClientInfoMgr()->GetLocalClient();

					// Only allow us to revive people on the same team.  For non-team games,
					// the teamid will be set to the same invalid value anyway.
					if( pCI && pLocalCI )
					{
						if (pCI->nTeamID == pLocalCI->nTeamID)
						{
							m_nString = 0;
							FormatString(IDS_TARGET_REVIVE, m_szString, ARRAY_LEN(m_szString), pCI->sName.c_str());

							LTVector vObjPos, vDims;
							g_pLTClient->GetObjectPos(pBody->GetServerObj(), &vObjPos);
							g_pPhysicsLT->GetObjectDims(pBody->GetServerObj(), &vDims);

							// Players are non-solid to each other so you can revive right on top of them.
							m_bCanActivate = true;  //!CheckForCharacters(vObjPos, vDims, pBody->GetClientId());
							m_bMoveTarget = true;
							m_ActivationData.m_nType = MID_ACTIVATE_REVIVE;
						}
						else
						{
							m_nString = 0;
							m_bCanActivate = false;
							m_bMoveTarget = false;
							LTStrCpy(m_szString, pCI->sName.c_str(), ARRAY_LEN(m_szString));

						}

						return;
					}
开发者ID:rickyharis39,项目名称:nolf2,代码行数:66,代码来源:TargetMgr.cpp

示例5: GenerateCharArray

// ----------------------------------------------------------------------- //
//
//	ROUTINE:	CAutoTargetMgr::GenerateCharArray()
//
//	PURPOSE:	Fill array with list of chars sorted by distance
//
// ----------------------------------------------------------------------- //
void CAutoTargetMgr::GenerateCharArray()
{
	//clear our target array
	m_Targets.resize(0);

	CSFXMgr* psfxMgr = g_pGameClientShell->GetSFXMgr();

	//step through the chars
	CSpecialFXList* const pCharList = psfxMgr->GetFXList(SFX_CHARACTER_ID);	
	int nNumSFX  = pCharList->GetSize();
	
	for (int nChar=0; nChar < nNumSFX; nChar++)
	{
		CCharacterFX* pChar = (CCharacterFX*)(*pCharList)[nChar];
		if (pChar)
		{
			if (pChar->m_cs.bIsPlayer)
			{
				//filter out local player
			    HLOCALOBJ hPlayerObj = g_pLTClient->GetClientObject();
			    if (hPlayerObj == pChar->GetServerObj())
					continue;
				if(pChar->IsPlayerDead())
					continue;

				//if this is a team game filter out our teammates
				if (GameModeMgr::Instance( ).m_grbUseTeams )
				{
					// Get the client information of the body and us.
					uint32 nId = pChar->m_cs.nClientID;
					CClientInfoMgr* pCIMgr = g_pInterfaceMgr->GetClientInfoMgr();
					CLIENT_INFO* pCI = pCIMgr->GetClientByID(nId);
					CLIENT_INFO *pLocalCI = g_pInterfaceMgr->GetClientInfoMgr()->GetLocalClient();

					// Only allow us to auto-target people on the other team.
					if( pCI && pLocalCI )
					{
						if (pCI->nTeamID == pLocalCI->nTeamID)
							continue;
					}

				}
			}
			else
			{
				// Check alignment of non-players
				if(pChar->m_cs.eCrosshairPlayerStance != kCharStance_Hate)
					continue;
			}

			//filter out anyone outside the cone
			LTVector vTargetPos;
			g_pLTClient->GetObjectPos(pChar->GetServerObj(), &vTargetPos);
			LTVector vOffset(0.0f,32.0f,0.0f);

			// we check both upper and lower parts of the body and if either is in the cone, we're good
			if (IsPointInCone( vTargetPos - vOffset) || IsPointInCone( vTargetPos + vOffset) )
			{
				// we only care about the n closest characters, so...
				// if the new one farther away than the n-th one, drop it, 
				//	otherwise drop the n-th one and insert the new one
			
				//step through the chars we already know about...
				CharFXArray::iterator iter = m_Targets.begin();
				bool bInserted = false;
				while (iter != m_Targets.end() && !bInserted)
				{
					//figure out how far away this one is
					CCharacterFX* pTestChar = (CCharacterFX*)(*iter);
					LTVector vTestPos;
					g_pLTClient->GetObjectPos(pTestChar->GetServerObj(), &vTestPos);
					float fTestDistSqr = m_vFirePos.DistSqr(vTestPos);

					//if this char is farther away than the one we're inserting
					if (fTestDistSqr > m_fRangeSqr)
					{
						//if our list is full, pop off the last one...
						if (m_Targets.size() >= MAX_AUTOTARGET_CHARACTERS)
							m_Targets.pop_back();

						m_Targets.insert(iter,pChar);
						bInserted = true;
					}

					iter++;
				}

				//if we haven't inseted it yet, and we have room, add it to the back
				if (!bInserted && m_Targets.size() < MAX_AUTOTARGET_CHARACTERS)
					m_Targets.push_back(pChar);
			}
		}

//.........这里部分代码省略.........
开发者ID:Arc0re,项目名称:lithtech,代码行数:101,代码来源:AutoTargetMgr.cpp

示例6: Update


//.........这里部分代码省略.........
		CCharacterFX* const pFX = (CCharacterFX*)g_pGameClientShell->GetSFXMgr()->FindSpecialFX(SFX_CHARACTER_ID, m_hTarget);

		// All we care about if we're on a vehicle (or if we are dead) is the Multiplayer check below...

		if (!bPlayersOnly)
		{
			//display debug info if we have any 
			if( pFX && pFX->GetInfoString() && *pFX->GetInfoString() )
			{
				g_pHUDDebug->SetTargetDebugString(pFX->GetInfoString());
			}
			else
			{
				g_pHUDDebug->SetTargetDebugString(L"");
			}

			// is this a person we can talk to?
			if (dwUserFlags & USRFLG_CAN_ACTIVATE)
			{
				if (fDistAway <= g_vtActivationDistance.GetFloat())
				{
					// SetTargetStringID(IDS_TARGET_TALK);
					return;
				}
			}
		}

		// This is the only thing we care about if we're dead or on a vehicle...(we care
		// if we're off a vehicle too)

		if (IsMultiplayerGameClient() && pFX && pFX->m_cs.bIsPlayer )
		{
			uint32 nId = pFX->m_cs.nClientID;
			CClientInfoMgr* pCIMgr = g_pInterfaceMgr->GetClientInfoMgr();
			CLIENT_INFO* pCI = pCIMgr->GetClientByID(nId);

			if (pCI)
			{
				m_szStringID = NULL;
				LTStrCpy(m_wszString, pCI->sName.c_str(), LTARRAYSIZE(m_wszString));

				if (GameModeMgr::Instance( ).m_grbUseTeams)
				{
					m_nTargetTeam = pCI->nTeamID;
				}
			}
			return;
		}

		// All we care about if we're dead or on a vehicle is the Multiplayer check above...

		if (!bPlayersOnly)
		{
			if(pFX)
			{
				if (fDistAway <= g_vtTargetDistance.GetFloat()) 
				{
					// If a nameid was specified for the model display the name...
					const char* szNameId = g_pModelsDB->GetModelNameId( pFX->m_cs.hModel );
					if( szNameId && (szNameId[0] != '\0') )
					{
						//SetTargetStringID( nNameId );
						return;
					}
				}
			}
		}
	}

	// See if this object is part of the activate object list with it's own string ID's...
	if( fDistAway <= g_vtActivationDistance.GetFloat() )
	{
		const CActivateObjectHandler *pActivateObj = CActivateObjectHandler::FindActivateObject( m_hTarget );
		if( pActivateObj )
		{
			// See whether or not it's disabled
			m_bCanActivate = !pActivateObj->m_bDisabled;

			// Fetch the proper string from the database depending on the state...
			HRECORD hRecord = DATABASE_CATEGORY( Activate ).GetRecordByIndex( pActivateObj->m_nId );
			HATTRIBUTE hStates = DATABASE_CATEGORY( Activate ).GETRECORDSTRUCT( hRecord, States );
			const char* pszStringID = DATABASE_CATEGORY( Activate ).GETSTRUCTATTRIB( States, hStates, pActivateObj->m_eState, HudText );
			if( !LTStrEmpty( pszStringID ) )
			{
				SetTargetStringID( pszStringID );
			}
			return;
		}
	}


	// All we care about if we're dead or on a vehicle is the above Multiplayer check...
	if (bPlayersOnly)
	{
		// Didn't see another player in Multiplayer, so we have no target...
		ClearTargetInfo();
		return;
	}

}
开发者ID:Arc0re,项目名称:lithtech,代码行数:101,代码来源:TargetMgr.cpp


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