当前位置: 首页>>代码示例>>C++>>正文


C++ CNavArea::GetPlace方法代码示例

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


在下文中一共展示了CNavArea::GetPlace方法的3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: UpdatePlayerData

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CCSPlayerResource::UpdatePlayerData( void )
{
	int i;

	m_iPlayerC4 = 0;
	m_iPlayerVIP = 0;

	for ( i = 1; i <= gpGlobals->maxClients; i++ )
	{
		CCSPlayer *pPlayer = (CCSPlayer*)UTIL_PlayerByIndex( i );
		
		if ( pPlayer && pPlayer->IsConnected() )
		{
			if ( pPlayer->IsVIP() )
			{
				// we should only have one VIP
				Assert( m_iPlayerVIP == 0 );
				m_iPlayerVIP = i;
			}

			if ( pPlayer->HasC4() )
			{
				// we should only have one bomb
				m_iPlayerC4 = i;
			}
		}
	}

	CBaseEntity *c4 = NULL;
	if ( m_iPlayerC4 == 0 )
	{
		// no player has C4, update C4 position
		if ( g_C4s.Count() > 0 )
		{
			c4 = g_C4s[0];
			m_vecC4 = c4->GetAbsOrigin();
		}
		else
		{
			m_vecC4.Init();
		}
	}

	//int numHostages = g_Hostages.Count();

	for ( i = 0; i < MAX_HOSTAGES; i++ )
	{
		/*if ( i >= numHostages )
		{
//			engine->Con_NPrintf( i, "Dead" );
			m_bHostageAlive.Set( i, false );
			m_isHostageFollowingSomeone.Set( i, false );
			continue;
		}

//		CHostage* pHostage = g_Hostages[i];

		//m_bHostageAlive.Set( i, pHostage->IsRescuable() );

		/*if ( pHostage->IsValid() )
		{
			m_iHostageX.Set( i, (int) pHostage->GetAbsOrigin().x );	
			m_iHostageY.Set( i, (int) pHostage->GetAbsOrigin().y );	
			m_iHostageZ.Set( i, (int) pHostage->GetAbsOrigin().z );	
			m_iHostageEntityIDs.Set( i, pHostage->entindex() );
			//m_isHostageFollowingSomeone.Set( i, pHostage->IsFollowingSomeone() );
//			engine->Con_NPrintf( i, "ID:%d Pos:(%.0f,%.0f,%.0f)", pHostage->entindex(), pHostage->GetAbsOrigin().x, pHostage->GetAbsOrigin().y, pHostage->GetAbsOrigin().z );
		}
		else
		{
//			engine->Con_NPrintf( i, "Invalid" );
		}*/
	}

	if( !m_foundGoalPositions )
	{
		// We only need to update these once a map, but we need the client to know about them.
		CBaseEntity* ent = NULL;
		while ( ( ent = gEntList.FindEntityByClassname( ent, "func_bomb_target" ) ) != NULL )
		{
			const Vector &pos = ent->WorldSpaceCenter();
			CNavArea *area = TheNavMesh->GetNearestNavArea( pos, true );
			const char *placeName = (area) ? TheNavMesh->PlaceToName( area->GetPlace() ) : NULL;
			if ( placeName == NULL )
			{
				// The bomb site has no area or place name, so just choose A then B
				if ( m_bombsiteCenterA.Get().IsZero() )
				{
					m_bombsiteCenterA = pos;
				}
				else
				{
					m_bombsiteCenterB = pos;
				}
			}
			else
			{
//.........这里部分代码省略.........
开发者ID:sparrowstar,项目名称:Uprising,代码行数:101,代码来源:cs_player_resource.cpp

示例2: SaveNavigationMap

/* <4f3e47> ../game_shared/bot/nav_file.cpp:702 */
bool SaveNavigationMap(const char *filename)
{
	if (filename == NULL)
		return false;

	// Store the NAV file
	COM_FixSlashes(const_cast<char *>(filename));

#ifdef WIN32
	int fd = _open(filename, _O_BINARY | _O_CREAT | _O_WRONLY, _S_IREAD | _S_IWRITE);
#else
	int fd = creat(filename, S_IRUSR | S_IWUSR | S_IRGRP);
#endif // WIN32

	if (fd < 0)
		return false;

	// store "magic number" to help identify this kind of file
	unsigned int magic = NAV_MAGIC_NUMBER;
	Q_write(fd, &magic, sizeof(unsigned int));

	// store version number of file
	// 1 = hiding spots as plain vector array
	// 2 = hiding spots as HidingSpot objects
	// 3 = Encounter spots use HidingSpot ID's instead of storing vector again
	// 4 = Includes size of source bsp file to verify nav data correlation
	// ---- Beta Release at V4 -----
	// 5 = Added Place info
	unsigned int version = 5;
	Q_write(fd, &version, sizeof(unsigned int));

	// get size of source bsp file and store it in the nav file
	// so we can test if the bsp changed since the nav file was made
	char *bspFilename = GetBspFilename(filename);
	if (bspFilename == NULL)
		return false;

	unsigned int bspSize = (unsigned int)GET_FILE_SIZE(bspFilename);
	CONSOLE_ECHO("Size of bsp file '%s' is %u bytes.\n", bspFilename, bspSize);

	Q_write(fd, &bspSize, sizeof(unsigned int));

	// Build a directory of the Places in this map
	placeDirectory.Reset();

	NavAreaList::iterator it;
	for (it = TheNavAreaList.begin(); it != TheNavAreaList.end(); ++it)
	{
		CNavArea *area = *it;
		Place place = area->GetPlace();

		if (place)
		{
			placeDirectory.AddPlace(place);
		}
	}

	placeDirectory.Save(fd);

	// Store navigation areas
	// store number of areas
	unsigned int count = TheNavAreaList.size();
	Q_write(fd, &count, sizeof(unsigned int));

	// store each area
	for (it = TheNavAreaList.begin(); it != TheNavAreaList.end(); ++it)
	{
		CNavArea *area = *it;
		area->Save(fd, version);
	}

	Q_close(fd);

#ifdef _WIN32
	// output a simple Wavefront file to visualize the generated areas in 3DSMax
	FILE *fp = fopen("c:\\tmp\\nav.obj", "w");
	if (fp)
	{
		for (NavAreaList::iterator iter = TheNavAreaList.begin(); iter != TheNavAreaList.end(); ++iter)
		{
			(*iter)->Save(fp);
		}

		fclose(fp);
	}
#endif // _WIN32

	return true;
}
开发者ID:,项目名称:,代码行数:90,代码来源:

示例3: edict


//.........这里部分代码省略.........
		if (prevEnemies == 0 && m_nearbyEnemyCount > 0)
		{
			m_firstSawEnemyTimestamp = gpGlobals->time;
		}

		if (prevEnemies != m_nearbyEnemyCount || prevFriends != m_nearbyFriendCount)
		{
			PrintIfWatched("Nearby friends = %d, enemies = %d\n", m_nearbyFriendCount, m_nearbyEnemyCount);
		}
	}
	{
		// Track the place where we saw most of our enemies
		struct PlaceRank
		{
			unsigned int place;
			int count;
		};
		static PlaceRank placeRank[ MAX_PLACES_PER_MAP ];
		int locCount = 0;

		PlaceRank common;
		common.place = 0;
		common.count = 0;

		for (i = 0; i < threatCount; ++i)
		{
			// find the area the player/bot is standing on
			CNavArea *area;
			CCSBot *bot = dynamic_cast<CCSBot *>(threat[i].enemy);
			if (bot != NULL && bot->IsBot())
			{
				area = bot->GetLastKnownArea();
			}
			else
			{
				area = TheNavAreaGrid.GetNearestNavArea(&threat[i].enemy->pev->origin);
			}

			if (area == NULL)
				continue;

			unsigned int threatLoc = area->GetPlace();
			if (!threatLoc)
				continue;

			// if place is already in set, increment count
			int j;
			for (j = 0; j < locCount; ++j)
			{
				if (placeRank[j].place == threatLoc)
					break;
			}

			if (j == locCount)
			{
				// new place
				if (locCount < MAX_PLACES_PER_MAP)
				{
					placeRank[ locCount ].place = threatLoc;
					placeRank[ locCount ].count = 1;

					if (common.count == 0)
						common = placeRank[locCount];

					++locCount;
				}
			}
			else
			{
				// others are in that place, increment
				++placeRank[j].count;

				// keep track of the most common place
				if (placeRank[j].count > common.count)
					common = placeRank[j];
			}
		}

		// remember most common place
		m_enemyPlace = common.place;
	}

	{
		if (threatCount == 0)
			return NULL;

		// otherwise, find the closest threat that without using shield
		int t;
		for (t = 0; t < threatCount; ++t)
		{
			if (!threat[t].enemy->IsProtectedByShield())
			{
				return threat[t].enemy;
			}
		}
	}

	// return closest threat
	return threat[0].enemy;
}
开发者ID:a1batross,项目名称:ReGameDLL_CS,代码行数:101,代码来源:cs_bot_vision.cpp


注:本文中的CNavArea::GetPlace方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。