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C++ CNavigator类代码示例

本文整理汇总了C++中CNavigator的典型用法代码示例。如果您正苦于以下问题:C++ CNavigator类的具体用法?C++ CNavigator怎么用?C++ CNavigator使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了CNavigator类的12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: GetWheelDelta

BOOL CRVTrackerZoom::OnUpdate(const CUIEvent &cEvent)
{
	// Only move during idle
	if (m_bIdleOnly && (cEvent.GetType() != UIEVENT_NONE))
		return TRUE;

	int32 zDelta = GetWheelDelta();

	if( zDelta == 0 )
		return FALSE;

	BOOL bZoomToCursor = GetApp()->GetOptions().GetControlsOptions()->IsZoomToCursor();

	//clear out the wheel delta
	SetWheelDelta( 0 );

	CNavigator *pNav = &m_pView->Nav();

	// Set the initial speed value
	float fSpeed = (m_bFast) ? 3.0f : 0.5f;

	//see if we are in a parallel viewport
	if( m_pView->IsParallelViewType() )
	{
		

		//see if we want to zoom to the cursor
		if(bZoomToCursor)
		{
			// Convert cursor position to world coordinates:
			CVector vCursor;
			CRect rect;
			m_pView->GetWindowRect( &rect );
			CPoint cursorPt = m_cCurPt;
			m_pView->GetVertexFromPoint( cursorPt, vCursor, FALSE );

			// Zoom:
			m_pView->ViewDef()->m_Magnify += ((CReal)zDelta * m_pView->ViewDef()->m_Magnify) / 300.0f;
			if( m_pView->ViewDef()->m_Magnify < 0.0001f )
				m_pView->ViewDef()->m_Magnify = 0.0001f;

			CVector vCursor2;
			m_pView->GetVertexFromPoint( cursorPt, vCursor2, FALSE );
			// This effectively makes the cursor position the focal point for the zoom.
			pNav->Pos() += vCursor - vCursor2;  
		}
		else
		{
			//we just want to zoom in
			m_pView->ViewDef()->m_Magnify += ((CReal)zDelta * m_pView->ViewDef()->m_Magnify) / 300.0f;
			if( m_pView->ViewDef()->m_Magnify < 0.0001f )
				m_pView->ViewDef()->m_Magnify = 0.0001f;
		}
		
	}
	//Walk-through, meaning that we take a ray through the screen
	else 
	{
		//we are in a perspective viewport.

		if(!bZoomToCursor)
		{
			pNav->Pos() += pNav->Forward() * (float)zDelta * fSpeed;
		}
		else
		{
			CEditRay ray = m_pView->ViewDef()->MakeRayFromScreenPoint( m_cCurPt );
			CVector forward = ray.m_Dir;
			forward.Norm();
			pNav->Pos() += forward * ((CReal)zDelta * fSpeed);
		}
	}

	m_pView->Invalidate();

	return TRUE;
}
开发者ID:Joincheng,项目名称:lithtech,代码行数:77,代码来源:RVTrackerZoom.cpp

示例2: NAV_CheckCalcPaths

void NAV_CheckCalcPaths( void )
{	
	if ( navCalcPathTime && navCalcPathTime < level.time )
	{//first time we've ever loaded this map...
		//clear all the failed edges
		navigator.ClearAllFailedEdges();

		//Calculate all paths
		NAV_CalculatePaths( level.mapname, giMapChecksum );
		
		navigator.CalculatePaths();

#ifndef FINAL_BUILD
		if ( fatalErrors )
		{
			gi.Printf( S_COLOR_RED"Not saving .nav file due to fatal nav errors\n" );
		}
		else 
#endif
		if ( navigator.Save( level.mapname, giMapChecksum ) == qfalse )
		{
			gi.Printf("Unable to save navigations data for map \"%s\" (checksum:%d)\n", level.mapname, giMapChecksum );
		}
		navCalcPathTime = 0;
	}
}
开发者ID:5Quintessential,项目名称:jedioutcast,代码行数:26,代码来源:g_main.cpp

示例3: AI_ClosestGroupEntityNumToPoint

int AI_ClosestGroupEntityNumToPoint( AIGroupInfo_t &group, vec3_t point )
{
	int	markerWP = WAYPOINT_NONE;
	int	cost, bestCost = Q3_INFINITE;
	int	closest = ENTITYNUM_NONE;
	
	if ( &group == NULL || group.numGroup <= 0 )
	{
		return ENTITYNUM_NONE;
	}

	markerWP = NAV_FindClosestWaypointForPoint( &g_entities[group.member[0].number], point );

	if ( markerWP == WAYPOINT_NONE )
	{
		return ENTITYNUM_NONE;
	}

	for ( int i = 0; i < group.numGroup; i++ )
	{
		cost = navigator.GetPathCost( group.member[i].waypoint, markerWP );
		if ( cost < bestCost )
		{
			bestCost = cost;
			closest = group.member[i].number;
		}
	}

	return closest;
}
开发者ID:Christian-Barrett,项目名称:OpenJK,代码行数:30,代码来源:AI_Utils.cpp

示例4: NPC_BSSearchStart

void NPC_BSSearchStart( int homeWp, bState_t bState )
{
	//FIXME: Reimplement
	NPCInfo->homeWp = homeWp;
	NPCInfo->tempBehavior = bState;
	NPCInfo->aiFlags |= NPCAI_ENROUTE_TO_HOMEWP;
	NPCInfo->investigateDebounceTime = 0;
	navigator.GetNodePosition( homeWp, NPCInfo->tempGoal->currentOrigin );
	NPCInfo->tempGoal->waypoint = homeWp;
	//gi.Printf("\nHeading for wp %d...\n", NPCInfo->homeWp);
}
开发者ID:Chedo,项目名称:OpenJK,代码行数:11,代码来源:NPC_behavior.cpp

示例5: NAVNEW_TestNodeConnectionBlocked

qboolean NAVNEW_TestNodeConnectionBlocked( int wp1, int wp2, gentity_t *ignoreEnt, int goalEntNum, qboolean checkWorld, qboolean checkEnts )
{//see if the direct path between 2 nodes is blocked by architecture or an ent
	vec3_t	pos1, pos2, mins, maxs;
	trace_t	trace;
	int		clipmask = MASK_NPCSOLID|CONTENTS_BOTCLIP;
	int ignoreEntNum;

	if ( !checkWorld && !checkEnts )
	{//duh, nothing to trace against
		return qfalse;
	}
	navigator.GetNodePosition( wp1, pos1 );
	navigator.GetNodePosition( wp2, pos2 );

	if ( !checkWorld )
	{
		clipmask &= ~(CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP);
	}
	if ( !checkEnts )
	{
		clipmask &= ~CONTENTS_BODY;
	}
	if ( ignoreEnt )
	{
		VectorCopy( ignoreEnt->mins, mins );
		VectorCopy( ignoreEnt->maxs, maxs );
		ignoreEntNum = ignoreEnt->s.number;
	}
	else
	{
		VectorCopy( playerMins, mins );
		VectorCopy( playerMaxs, maxs );
		ignoreEntNum = ENTITYNUM_NONE;
	}
	mins[2] += STEPSIZE;
	//don't let box get inverted
	if ( mins[2] > maxs[2] )
	{
		mins[2] = maxs[2];
	}

	gi.trace( &trace, pos1, mins, maxs, pos2, ignoreEntNum, clipmask, G2_NOCOLLIDE, 0 );
	if ( trace.fraction >= 1.0f || trace.entityNum == goalEntNum )
	{//clear or hit goal
		return qfalse;
	}
	//hit something we weren't supposed to
	return qtrue;
}
开发者ID:AlexXT,项目名称:OpenJK,代码行数:49,代码来源:g_navnew.cpp

示例6: NPC_BSSearch

void NPC_BSSearch (void)
{
	NPC_CheckEnemy(qtrue, qfalse);
	//Look for enemies, if find one:
	if ( NPC->enemy )
	{
		if( NPCInfo->tempBehavior == BS_SEARCH )
		{//if tempbehavior, set tempbehavior to default
			NPCInfo->tempBehavior = BS_DEFAULT;
		}
		else
		{//if bState, change to run and shoot
			NPCInfo->behaviorState = BS_HUNT_AND_KILL;
			NPC_BSRunAndShoot();
		}
		return;
	}

	//FIXME: what if our goalEntity is not NULL and NOT our tempGoal - they must
	//want us to do something else?  If tempBehavior, just default, else set
	//to run and shoot...?

	//FIXME: Reimplement

	if ( !NPCInfo->investigateDebounceTime )
	{//On our way to a tempGoal
		float	minGoalReachedDistSquared = 32*32;
		vec3_t	vec;

		//Keep moving toward our tempGoal
		NPCInfo->goalEntity = NPCInfo->tempGoal;

		VectorSubtract ( NPCInfo->tempGoal->currentOrigin, NPC->currentOrigin, vec);
		if ( vec[2] < 24 )
		{
			vec[2] = 0;
		}

		if ( NPCInfo->tempGoal->waypoint != WAYPOINT_NONE )
		{
			/*
			//FIXME: can't get the radius...
			float	wpRadSq = waypoints[NPCInfo->tempGoal->waypoint].radius * waypoints[NPCInfo->tempGoal->waypoint].radius;
			if ( minGoalReachedDistSquared > wpRadSq )
			{
				minGoalReachedDistSquared = wpRadSq;
			}
			*/

			minGoalReachedDistSquared = 32*32;//12*12;
		}

		if ( VectorLengthSquared( vec ) < minGoalReachedDistSquared )
		{
			//Close enough, just got there
			NPC->waypoint = NAV_FindClosestWaypointForEnt( NPC, WAYPOINT_NONE );

			if ( ( NPCInfo->homeWp == WAYPOINT_NONE ) || ( NPC->waypoint == WAYPOINT_NONE ) )
			{
				//Heading for or at an invalid waypoint, get out of this bState
				if( NPCInfo->tempBehavior == BS_SEARCH )
				{//if tempbehavior, set tempbehavior to default
					NPCInfo->tempBehavior = BS_DEFAULT;
				}
				else
				{//if bState, change to stand guard
					NPCInfo->behaviorState = BS_STAND_GUARD;
					NPC_BSRunAndShoot();
				}
				return;
			}

			if ( NPC->waypoint == NPCInfo->homeWp )
			{
				//Just Reached our homeWp, if this is the first time, run your lostenemyscript
				if ( NPCInfo->aiFlags & NPCAI_ENROUTE_TO_HOMEWP )
				{
					NPCInfo->aiFlags &= ~NPCAI_ENROUTE_TO_HOMEWP;
					G_ActivateBehavior( NPC, BSET_LOSTENEMY );
				}

			}

			//gi.Printf("Got there.\n");
			//gi.Printf("Looking...");
			if( !Q_irand(0, 1) )
			{
				NPC_SetAnim(NPC, SETANIM_BOTH, BOTH_GUARD_LOOKAROUND1, SETANIM_FLAG_NORMAL);
			}
			else
			{
				NPC_SetAnim(NPC, SETANIM_BOTH, BOTH_GUARD_IDLE1, SETANIM_FLAG_NORMAL);
			}
			NPCInfo->investigateDebounceTime = level.time + Q_irand(3000, 10000);
		}
		else
		{
			NPC_MoveToGoal( qtrue );
		}
	}
//.........这里部分代码省略.........
开发者ID:Chedo,项目名称:OpenJK,代码行数:101,代码来源:NPC_behavior.cpp

示例7: NPC_BSFlee

void NPC_BSFlee( void )
{//FIXME: keep checking for danger
	if ( TIMER_Done( NPC, "flee" ) && NPCInfo->tempBehavior == BS_FLEE )
	{
		NPCInfo->tempBehavior = BS_DEFAULT;
		NPCInfo->squadState = SQUAD_IDLE;
		//FIXME: should we set some timer to make him stay in this spot for a bit, 
		//so he doesn't just suddenly turn around and come back at the enemy?
		//OR, just stop running toward goal for last second or so of flee?
	}
	if ( NPC_CheckSurrender() )
	{
		return;
	}
	gentity_t *goal = NPCInfo->goalEntity;
	if ( !goal )
	{
		goal = NPCInfo->lastGoalEntity;
		if ( !goal )
		{//???!!!
			goal = NPCInfo->tempGoal;
		}
	}

	if ( goal )
	{
		qboolean reverseCourse = qtrue;

		//FIXME: if no weapon, find one and run to pick it up?

		//Let's try to find a waypoint that gets me away from this thing
		if ( NPC->waypoint == WAYPOINT_NONE )
		{
			NPC->waypoint = NAV_GetNearestNode( NPC, NPC->lastWaypoint );
		}
		if ( NPC->waypoint != WAYPOINT_NONE )
		{
			int	numEdges = navigator.GetNodeNumEdges( NPC->waypoint );

			if ( numEdges != WAYPOINT_NONE )
			{
				vec3_t	dangerDir;
				int		nextWp;

				VectorSubtract( NPCInfo->investigateGoal, NPC->currentOrigin, dangerDir );
				VectorNormalize( dangerDir );

				for ( int branchNum = 0; branchNum < numEdges; branchNum++ )
				{
					vec3_t	branchPos, runDir;

					nextWp = navigator.GetNodeEdge( NPC->waypoint, branchNum );
					navigator.GetNodePosition( nextWp, branchPos );

					VectorSubtract( branchPos, NPC->currentOrigin, runDir );
					VectorNormalize( runDir );
					if ( DotProduct( runDir, dangerDir ) > Q_flrand( 0, 0.5 ) )
					{//don't run toward danger
						continue;
					}
					//FIXME: don't want to ping-pong back and forth
					NPC_SetMoveGoal( NPC, branchPos, 0, qtrue );
					reverseCourse = qfalse;
					break;
				}
			}
		}

		qboolean	moved = NPC_MoveToGoal( qfalse );//qtrue? (do try to move straight to (away from) goal)

		if ( NPC->s.weapon == WP_NONE && (moved == qfalse || reverseCourse) )
		{//No weapon and no escape route... Just cower?  Need anim.
			NPC_Surrender();
			NPC_UpdateAngles( qtrue, qtrue );
			return;
		}
		//If our move failed, then just run straight away from our goal
		//FIXME: We really shouldn't do this.
		if ( moved == qfalse )
		{
			vec3_t	dir;
			float	dist;
			if ( reverseCourse )
			{
				VectorSubtract( NPC->currentOrigin, goal->currentOrigin, dir );
			}
			else
			{
				VectorSubtract( goal->currentOrigin, NPC->currentOrigin, dir );
			}
			NPCInfo->distToGoal	= dist = VectorNormalize( dir );
			NPCInfo->desiredYaw = vectoyaw( dir );
			NPCInfo->desiredPitch = 0;
			ucmd.forwardmove = 127;
		}
		else if ( reverseCourse )
		{
			//ucmd.forwardmove *= -1;
			//ucmd.rightmove *= -1;
			//VectorScale( NPC->client->ps.moveDir, -1, NPC->client->ps.moveDir );
//.........这里部分代码省略.........
开发者ID:Chedo,项目名称:OpenJK,代码行数:101,代码来源:NPC_behavior.cpp

示例8: NPC_BSWander

void NPC_BSWander (void)
{//FIXME: don't actually go all the way to the next waypoint, just move in fits and jerks...?
	if ( !NPCInfo->investigateDebounceTime )
	{//Starting out
		float	minGoalReachedDistSquared = 64;//32*32;
		vec3_t	vec;

		//Keep moving toward our tempGoal
		NPCInfo->goalEntity = NPCInfo->tempGoal;

		VectorSubtract ( NPCInfo->tempGoal->currentOrigin, NPC->currentOrigin, vec);

		if ( NPCInfo->tempGoal->waypoint != WAYPOINT_NONE )
		{
			minGoalReachedDistSquared = 64;
		}

		if ( VectorLengthSquared( vec ) < minGoalReachedDistSquared )
		{
			//Close enough, just got there
			NPC->waypoint = NAV_FindClosestWaypointForEnt( NPC, WAYPOINT_NONE );

			if( !Q_irand(0, 1) )
			{
				NPC_SetAnim(NPC, SETANIM_BOTH, BOTH_GUARD_LOOKAROUND1, SETANIM_FLAG_NORMAL);
			}
			else
			{
				NPC_SetAnim(NPC, SETANIM_BOTH, BOTH_GUARD_IDLE1, SETANIM_FLAG_NORMAL);
			}
			//Just got here, so Look around for a while
			NPCInfo->investigateDebounceTime = level.time + Q_irand(3000, 10000);
		}
		else
		{
			//Keep moving toward goal
			NPC_MoveToGoal( qtrue );
		}
	}
	else
	{
		//We're there
		if ( NPCInfo->investigateDebounceTime > level.time )
		{
			//Still waiting around for a bit
			//Turn angles every now and then to look around
			if ( NPCInfo->tempGoal->waypoint != WAYPOINT_NONE )
			{
				if ( !Q_irand( 0, 30 ) )
				{
					int	numEdges = navigator.GetNodeNumEdges( NPCInfo->tempGoal->waypoint );

					if ( numEdges != WAYPOINT_NONE )
					{
						int branchNum = Q_irand( 0, numEdges - 1 );

						vec3_t	branchPos, lookDir;

						int	nextWp = navigator.GetNodeEdge( NPCInfo->tempGoal->waypoint, branchNum );
						navigator.GetNodePosition( nextWp, branchPos );

						VectorSubtract( branchPos, NPCInfo->tempGoal->currentOrigin, lookDir );
						NPCInfo->desiredYaw = AngleNormalize360( vectoyaw( lookDir ) + Q_flrand( -45, 45 ) );
					}
				}
			}
		}
		else
		{//Just finished waiting
			NPC->waypoint = NAV_FindClosestWaypointForEnt( NPC, WAYPOINT_NONE );
			
			if ( NPC->waypoint != WAYPOINT_NONE )
			{
				int	numEdges = navigator.GetNodeNumEdges( NPC->waypoint );

				if ( numEdges != WAYPOINT_NONE )
				{
					int branchNum = Q_irand( 0, numEdges - 1 );

					int nextWp = navigator.GetNodeEdge( NPC->waypoint, branchNum );
					navigator.GetNodePosition( nextWp, NPCInfo->tempGoal->currentOrigin );
					NPCInfo->tempGoal->waypoint = nextWp;
				}

				NPCInfo->investigateDebounceTime = 0;
				//Start moving toward our tempGoal
				NPCInfo->goalEntity = NPCInfo->tempGoal;
				NPC_MoveToGoal( qtrue );
			}
		}
	}

	NPC_UpdateAngles( qtrue, qtrue );
}
开发者ID:Chedo,项目名称:OpenJK,代码行数:94,代码来源:NPC_behavior.cpp

示例9: InitGame

void InitGame(  const char *mapname, const char *spawntarget, int checkSum, const char *entities, int levelTime, int randomSeed, int globalTime, SavedGameJustLoaded_e eSavedGameJustLoaded, qboolean qbLoadTransition )
{
	int		i;

	giMapChecksum = checkSum;
	g_eSavedGameJustLoaded = eSavedGameJustLoaded;
	g_qbLoadTransition = qbLoadTransition;

	gi.Printf ("------- Game Initialization -------\n");
	gi.Printf ("gamename: %s\n", GAMEVERSION);
	gi.Printf ("gamedate: %s\n", __DATE__);

	srand( randomSeed );

	G_InitCvars();

	G_InitMemory();

	// set some level globals
	memset( &level, 0, sizeof( level ) );
	level.time = levelTime;
	level.globalTime = globalTime;
	Q_strncpyz( level.mapname, mapname, sizeof(level.mapname) );
	if ( spawntarget != NULL && spawntarget[0] )
	{
		Q_strncpyz( level.spawntarget, spawntarget, sizeof(level.spawntarget) );
	}
	else
	{
		level.spawntarget[0] = 0;
	}


	G_InitWorldSession();

	// initialize all entities for this game
	memset( g_entities, 0, MAX_GENTITIES * sizeof(g_entities[0]) );
	globals.gentities = g_entities;
	ClearAllInUse();
	// initialize all clients for this game
	level.maxclients = 1;
	level.clients = (struct gclient_s *) G_Alloc( level.maxclients * sizeof(level.clients[0]) );

	// set client fields on player
	g_entities[0].client = level.clients;

	// always leave room for the max number of clients,
	// even if they aren't all used, so numbers inside that
	// range are NEVER anything but clients
	globals.num_entities = MAX_CLIENTS;

	//Set up NPC init data
	NPC_InitGame();
	
	TIMER_Clear();

	//
	//ICARUS INIT START

	gi.Printf("------ ICARUS Initialization ------\n");
	gi.Printf("ICARUS version : %1.2f\n", ICARUS_VERSION);

	Interface_Init( &interface_export );
	ICARUS_Init();

	gi.Printf ("-----------------------------------\n");

	//ICARUS INIT END
	//

	IT_LoadItemParms ();

	ClearRegisteredItems();

	//FIXME: if this is from a loadgame, it needs to be sure to write this out whenever you do a savegame since the edges and routes are dynamic...
	navCalculatePaths	= ( navigator.Load( mapname, checkSum ) == qfalse );

	// parse the key/value pairs and spawn gentities
	G_SpawnEntitiesFromString( entities );

	// general initialization
	G_FindTeams();

//	SaveRegisteredItems();

	gi.Printf ("-----------------------------------\n");

	//randomize the rand functions
	byte num_calls = (byte)timeGetTime();

	for(i = 0; i < (int)num_calls; i++)
	{
		rand();
	}

	if ( navCalculatePaths )
	{//not loaded - need to calc paths
		navCalcPathTime = level.time + START_TIME_NAV_CALC;//make sure all ents are in and linked
	}
	else
//.........这里部分代码省略.........
开发者ID:5Quintessential,项目名称:jedioutcast,代码行数:101,代码来源:g_main.cpp

示例10: G_RunFrame

void G_RunFrame( int levelTime ) {
	int			i;
	gentity_t	*ent;
	int			msec;
	int			ents_inuse=0; // someone's gonna be pissed I put this here...
#if	AI_TIMERS
	AITime = 0;
	navTime = 0;
#endif//	AI_TIMERS
	
	level.framenum++;
	level.previousTime = level.time;
	level.time = levelTime;
	msec = level.time - level.previousTime;
	
	NAV_CheckCalcPaths();
	//ResetTeamCounters();
	
	AI_UpdateGroups();

	if ( d_altRoutes->integer )
	{
		navigator.CheckAllFailedEdges();
	}
	navigator.ClearCheckedNodes();

	//remember last waypoint, clear current one
//	for ( i = 0, ent = &g_entities[0]; i < globals.num_entities ; i++, ent++) 
	for ( i = 0; i < globals.num_entities ; i++) 
	{
//		if ( !ent->inuse )
//			continue;

		if(!PInUse(i))
			continue;
		
		ent = &g_entities[i];
	
		if ( ent->waypoint != WAYPOINT_NONE 
			&& ent->noWaypointTime < level.time )
		{
			ent->lastWaypoint = ent->waypoint;
			ent->waypoint = WAYPOINT_NONE;
		}
		if ( d_altRoutes->integer )
		{
			navigator.CheckFailedNodes( ent );
		}
	}

	//Look to clear out old events
	ClearPlayerAlertEvents();

	//Run the frame for all entities
//	for ( i = 0, ent = &g_entities[0]; i < globals.num_entities ; i++, ent++)
	for ( i = 0; i < globals.num_entities ; i++) 
	{
//		if ( !ent->inuse )
//			continue;

		if(!PInUse(i))
			continue;
		ents_inuse++;
		ent = &g_entities[i];

		// clear events that are too old
		if ( level.time - ent->eventTime > EVENT_VALID_MSEC ) {
			if ( ent->s.event ) {
				ent->s.event = 0;	// &= EV_EVENT_BITS;
				if ( ent->client ) {
					ent->client->ps.externalEvent = 0;
				}
			}
			if ( ent->freeAfterEvent ) {
				// tempEntities or dropped items completely go away after their event
				G_FreeEntity( ent );
				continue;
			} else if ( ent->unlinkAfterEvent ) {
				// items that will respawn will hide themselves after their pickup event
				ent->unlinkAfterEvent = qfalse;
				gi.unlinkentity( ent );
			}
		}

		// temporary entities don't think
		if ( ent->freeAfterEvent )
			continue;

		G_CheckTasksCompleted(ent);

		G_Roff( ent );

		if( !ent->client )
		{
			if ( !(ent->svFlags & SVF_SELF_ANIMATING) )
			{//FIXME: make sure this is done only for models with frames?
				//Or just flag as animating?
				if ( ent->s.eFlags & EF_ANIM_ONCE )
				{
					ent->s.frame++;
//.........这里部分代码省略.........
开发者ID:5Quintessential,项目名称:jedioutcast,代码行数:101,代码来源:g_main.cpp

示例11: if

/*
-------------------------
NAVNEW_MoveToGoal
-------------------------
*/
int	NAVNEW_MoveToGoal( gentity_t *self, navInfo_t &info )
{
	int			bestNode = WAYPOINT_NONE;
	qboolean	foundClearPath = qfalse;
	vec3_t		origin;
	navInfo_t	tempInfo;
	qboolean	setBlockedInfo = qtrue;
	qboolean	inGoalWP;
	int			numTries = 0;

	memcpy( &tempInfo, &info, sizeof( tempInfo ) );

	//Must have a goal entity to move there
	if( self->NPC->goalEntity == NULL )
		return WAYPOINT_NONE;

	if ( self->waypoint == WAYPOINT_NONE && self->noWaypointTime > level.time )
	{//didn't have a valid one in about the past second, don't look again just yet
		return WAYPOINT_NONE;
	}
	if ( self->NPC->goalEntity->waypoint == WAYPOINT_NONE && self->NPC->goalEntity->noWaypointTime > level.time )
	{//didn't have a valid one in about the past second, don't look again just yet
		return WAYPOINT_NONE;
	}
	if ( self->noWaypointTime > level.time &&
		self->NPC->goalEntity->noWaypointTime > level.time )
	{//just use current waypoints
		bestNode = navigator.GetBestNodeAltRoute( self->waypoint, self->NPC->goalEntity->waypoint, bestNode );
	}
	//FIXME!!!!: this is making them wiggle back and forth between waypoints
	else if ( (bestNode = navigator.GetBestPathBetweenEnts( self, self->NPC->goalEntity, NF_CLEAR_PATH )) == NODE_NONE )//!NAVNEW_GetWaypoints( self, qtrue ) )
	{//one of us didn't have a valid waypoint!
		if ( self->waypoint == NODE_NONE )
		{//don't even try to find one again for a bit
			self->noWaypointTime = level.time + Q_irand( 500, 1500 );
		}
		if ( self->NPC->goalEntity->waypoint == NODE_NONE )
		{//don't even try to find one again for a bit
			self->NPC->goalEntity->noWaypointTime = level.time + Q_irand( 500, 1500 );
		}
		return WAYPOINT_NONE;
	}
	else
	{
		if ( self->NPC->goalEntity->noWaypointTime < level.time )
		{
			self->NPC->goalEntity->noWaypointTime = level.time + Q_irand( 500, 1500 );
		}
	}

	while( !foundClearPath )
	{
		/*inBestWP = */inGoalWP = qfalse;
		/*
		bestNode = navigator.GetBestNodeAltRoute( self->waypoint, self->NPC->goalEntity->waypoint, bestNode );
		*/

		if ( bestNode == WAYPOINT_NONE )
		{
			goto failed;
		}

		//see if we can get directly to the next node off bestNode en route to goal's node...
		//NOTE: shouldn't be necc. now
		/*
		int oldBestNode = bestNode;
		bestNode = NAV_TestBestNode( self, self->waypoint, bestNode, qtrue );//, self->NPC->goalEntity->waypoint );//
		//NOTE: Guaranteed to return something
		if ( bestNode != oldBestNode )
		{//we were blocked somehow
			if ( setBlockedInfo )
			{
				self->NPC->aiFlags |= NPCAI_BLOCKED;
				navigator.GetNodePosition( oldBestNode, NPCInfo->blockedDest );
			}
		}
		*/
		navigator.GetNodePosition( bestNode, origin );
		/*
		if ( !goalWPFailed )
		{//we haven't already tried to go straight to goal or goal's wp
			if ( bestNode == self->NPC->goalEntity->waypoint )
			{//our bestNode is the goal's wp
				if ( NAV_HitNavGoal( self->currentOrigin, self->mins, self->maxs, origin, navigator.GetNodeRadius( bestNode ), FlyingCreature( self ) ) )
				{//we're in the goal's wp
					inGoalWP = qtrue;
					//we're in the goalEntity's waypoint already
					//so head for the goalEntity since we know it's clear of architecture
					//FIXME: this is pretty stupid because the NPCs try to go straight
					//		towards their goal before then even try macro_nav...
					VectorCopy( self->NPC->goalEntity->currentOrigin, origin );
				}
			}
		}
		*/
//.........这里部分代码省略.........
开发者ID:AlexXT,项目名称:OpenJK,代码行数:101,代码来源:g_navnew.cpp

示例12: AI_SortGroupByPathCostToEnemy

void AI_SortGroupByPathCostToEnemy( AIGroupInfo_t *group )
{
	AIGroupMember_t bestMembers[MAX_GROUP_MEMBERS];
	int				i, j, k;
	qboolean		sort = qfalse;

	if ( group->enemy != NULL )
	{//FIXME: just use enemy->waypoint?
		group->enemyWP = NAV_FindClosestWaypointForEnt( group->enemy, WAYPOINT_NONE );
	}
	else
	{
		group->enemyWP = WAYPOINT_NONE;
	}

	for ( i = 0; i < group->numGroup; i++ )
	{
		if ( group->enemyWP == WAYPOINT_NONE )
		{//FIXME: just use member->waypoint?
			group->member[i].waypoint = WAYPOINT_NONE;
			group->member[i].pathCostToEnemy = Q3_INFINITE;
		}
		else
		{//FIXME: just use member->waypoint?
			group->member[i].waypoint = NAV_FindClosestWaypointForEnt( group->enemy, WAYPOINT_NONE );
			if ( group->member[i].waypoint != WAYPOINT_NONE )
			{
				group->member[i].pathCostToEnemy = navigator.GetPathCost( group->member[i].waypoint, group->enemyWP );
				//at least one of us has a path, so do sorting
				sort = qtrue;
			}
			else
			{
				group->member[i].pathCostToEnemy = Q3_INFINITE;
			}
		}
	}
	//Now sort
	if ( sort )
	{
		//initialize bestMembers data
		for ( j = 0; j < group->numGroup; j++ )
		{
			bestMembers[j].number = ENTITYNUM_NONE;
		}

		for ( i = 0; i < group->numGroup; i++ )
		{
			for ( j = 0; j < group->numGroup; j++ )
			{
				if ( bestMembers[j].number != ENTITYNUM_NONE )
				{//slot occupied
					if ( group->member[i].pathCostToEnemy < bestMembers[j].pathCostToEnemy )
					{//this guy has a shorter path than the one currenly in this spot, bump him and put myself in here
						for ( k = group->numGroup; k > j; k++ )
						{
							memcpy( &bestMembers[k], &bestMembers[k-1], sizeof( bestMembers[k] ) );
						}
						memcpy( &bestMembers[j], &group->member[i], sizeof( bestMembers[j] ) );
						break;
					}
				}
				else
				{//slot unoccupied, reached end of list, throw self in here
					memcpy( &bestMembers[j], &group->member[i], sizeof( bestMembers[j] ) );
					break;
				}
			}
		}

		//Okay, now bestMembers is a sorted list, just copy it into group->members
		for ( i = 0; i < group->numGroup; i++ )
		{
			memcpy( &group->member[i], &bestMembers[i], sizeof( group->member[i] ) );
		}
	}
}
开发者ID:Christian-Barrett,项目名称:OpenJK,代码行数:77,代码来源:AI_Utils.cpp


注:本文中的CNavigator类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。