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C++ UNORDERED_MAP::end方法代码示例

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


在下文中一共展示了UNORDERED_MAP::end方法的15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: removeNode

void CNodeDefManager::removeNode(const std::string &name)
{
	// Pre-condition
	assert(name != "");

	// Erase name from name ID mapping
	content_t id = CONTENT_IGNORE;
	if (m_name_id_mapping.getId(name, id)) {
		m_name_id_mapping.eraseName(name);
		m_name_id_mapping_with_aliases.erase(name);
	}

	// Erase node content from all groups it belongs to
	for (UNORDERED_MAP<std::string, GroupItems>::iterator iter_groups =
			m_group_to_items.begin();
			iter_groups != m_group_to_items.end();) {
		GroupItems &items = iter_groups->second;
		for (GroupItems::iterator iter_groupitems = items.begin();
				iter_groupitems != items.end();) {
			if (iter_groupitems->first == id)
				items.erase(iter_groupitems++);
			else
				iter_groupitems++;
		}

		// Check if group is empty
		if (items.size() == 0)
			m_group_to_items.erase(iter_groups++);
		else
			iter_groups++;
	}
}
开发者ID:Bremaweb,项目名称:voxeladventures-client,代码行数:32,代码来源:nodedef.cpp

示例2: SelectRandomNotStomach

        Unit* SelectRandomNotStomach()
        {
            if (Stomach_Map.empty())
                return NULL;

            UNORDERED_MAP<uint64, bool>::const_iterator i = Stomach_Map.begin();

            std::list<Unit*> temp;
            std::list<Unit*>::const_iterator j;

            //Get all players in map
            while (i != Stomach_Map.end())
            {
                //Check for valid player
                Unit* pUnit = Unit::GetUnit(*me, i->first);

                //Only units out of stomach
                if (pUnit && i->second == false)
                    temp.push_back(pUnit);

                ++i;
            }

            if (temp.empty())
                return NULL;

            j = temp.begin();

            //Get random but only if we have more than one unit on threat list
            if (temp.size() > 1)
                advance (j , rand() % (temp.size() - 1));

            return (*j);
        }
开发者ID:,项目名称:,代码行数:34,代码来源:

示例3: getIds

bool CNodeDefManager::getIds(const std::string &name,
		std::set<content_t> &result) const
{
	//TimeTaker t("getIds", NULL, PRECISION_MICRO);
	if (name.substr(0,6) != "group:") {
		content_t id = CONTENT_IGNORE;
		bool exists = getId(name, id);
		if (exists)
			result.insert(id);
		return exists;
	}
	std::string group = name.substr(6);

	UNORDERED_MAP<std::string, GroupItems>::const_iterator
		i = m_group_to_items.find(group);
	if (i == m_group_to_items.end())
		return true;

	const GroupItems &items = i->second;
	for (GroupItems::const_iterator j = items.begin();
		j != items.end(); ++j) {
		if ((*j).second != 0)
			result.insert((*j).first);
	}
	//printf("getIds: %dus\n", t.stop());
	return true;
}
开发者ID:Bremaweb,项目名称:voxeladventures-client,代码行数:27,代码来源:nodedef.cpp

示例4: isFreeClientActiveObjectId

bool isFreeClientActiveObjectId(const u16 id,
	UNORDERED_MAP<u16, ClientActiveObject*> &objects)
{
	if(id == 0)
		return false;

	return objects.find(id) == objects.end();
}
开发者ID:DomtronVox,项目名称:minetest,代码行数:8,代码来源:clientenvironment.cpp

示例5: getId

bool CNodeDefManager::getId(const std::string &name, content_t &result) const
{
	UNORDERED_MAP<std::string, content_t>::const_iterator
		i = m_name_id_mapping_with_aliases.find(name);
	if(i == m_name_id_mapping_with_aliases.end())
		return false;
	result = i->second;
	return true;
}
开发者ID:Bremaweb,项目名称:voxeladventures-client,代码行数:9,代码来源:nodedef.cpp

示例6: UpdatePath

void WaypointStore::UpdatePath(uint32 id)
{

    if(waypoint_map.find(id)!= waypoint_map.end())
        waypoint_map[id]->clear();

    QueryResult *result;

    result = WorldDatabase.PQuery("SELECT `id`,`point`,`position_x`,`position_y`,`position_z`,`move_flag`,`delay`,`action`,`action_chance` FROM `waypoint_data` WHERE id = %u ORDER BY `point`", id);

    if(!result)
        return;

    WaypointPath* path_data;

    path_data = new WaypointPath;

    Field *fields;

    do
    {
        fields = result->Fetch();
        uint32 id = fields[0].GetUInt32();

        WaypointData *wp = new WaypointData;

        float x,y,z;
        x = fields[2].GetFloat();
        y = fields[3].GetFloat();
        z = fields[4].GetFloat();

        Trinity::NormalizeMapCoord(x);
        Trinity::NormalizeMapCoord(y);

        wp->id = fields[1].GetUInt32();
        wp->x = x;
        wp->y = y;
        wp->z = z;
        wp->run = fields[5].GetBool();
        wp->delay = fields[6].GetUInt32();
        wp->event_id = fields[7].GetUInt32();
        wp->event_chance = fields[8].GetUInt8();

        path_data->push_back(wp);

    }while (result->NextRow());

    waypoint_map[id] = path_data;

    delete result;
}
开发者ID:de-dima,项目名称:243,代码行数:51,代码来源:WaypointManager.cpp

示例7: set

// IWritableNodeDefManager
content_t CNodeDefManager::set(const std::string &name, const ContentFeatures &def)
{
	// Pre-conditions
	assert(name != "");
	assert(name == def.name);

	// Don't allow redefining ignore (but allow air and unknown)
	if (name == "ignore") {
		warningstream << "NodeDefManager: Ignoring "
			"CONTENT_IGNORE redefinition"<<std::endl;
		return CONTENT_IGNORE;
	}

	content_t id = CONTENT_IGNORE;
	if (!m_name_id_mapping.getId(name, id)) { // ignore aliases
		// Get new id
		id = allocateId();
		if (id == CONTENT_IGNORE) {
			warningstream << "NodeDefManager: Absolute "
				"limit reached" << std::endl;
			return CONTENT_IGNORE;
		}
		assert(id != CONTENT_IGNORE);
		addNameIdMapping(id, name);
	}
	m_content_features[id] = def;
	verbosestream << "NodeDefManager: registering content id \"" << id
		<< "\": name=\"" << def.name << "\""<<std::endl;

	// Add this content to the list of all groups it belongs to
	// FIXME: This should remove a node from groups it no longer
	// belongs to when a node is re-registered
	for (ItemGroupList::const_iterator i = def.groups.begin();
		i != def.groups.end(); ++i) {
		std::string group_name = i->first;

		UNORDERED_MAP<std::string, GroupItems>::iterator
			j = m_group_to_items.find(group_name);
		if (j == m_group_to_items.end()) {
			m_group_to_items[group_name].push_back(
				std::make_pair(id, i->second));
		} else {
			GroupItems &items = j->second;
			items.push_back(std::make_pair(id, i->second));
		}
	}
	return id;
}
开发者ID:Bremaweb,项目名称:voxeladventures-client,代码行数:49,代码来源:nodedef.cpp

示例8: generate_nodelist_and_update_ids

void generate_nodelist_and_update_ids(MapNode *nodes, size_t nodecount,
	std::vector<std::string> *usednodes, INodeDefManager *ndef)
{
	UNORDERED_MAP<content_t, content_t> nodeidmap;
	content_t numids = 0;

	for (size_t i = 0; i != nodecount; i++) {
		content_t id;
		content_t c = nodes[i].getContent();

		UNORDERED_MAP<content_t, content_t>::const_iterator it = nodeidmap.find(c);
		if (it == nodeidmap.end()) {
			id = numids;
			numids++;

			usednodes->push_back(ndef->get(c).name);
			nodeidmap.insert(std::make_pair(c, id));
		} else {
			id = it->second;
		}
		nodes[i].setContent(id);
	}
}
开发者ID:CasimirKaPazi,项目名称:minetest,代码行数:23,代码来源:mg_schematic.cpp

示例9: HasAuraName

bool bot_ai::HasAuraName (Unit *unit, std::string spell, uint64 casterGuid)
{
    if (spell.length()==0) return false;

    int loc = master->GetSession()->GetSessionDbcLocale();;
    if(unit == NULL) return false;
    Unit *target = unit;
    if(target->isDead()) return false;

    Unit::AuraMap &vAuras = (Unit::AuraMap&)target->GetOwnedAuras();

    //save the map of auras b/c it can crash if an aura goes away while looping
    UNORDERED_MAP<uint64, Aura*> auraMap;
    for(Unit::AuraMap::const_iterator iter = vAuras.begin(); iter!= vAuras.end(); ++iter)
    {
         Aura *aura = iter->second;
        (auraMap)[iter->first] = aura;
    }

    // now search our new map
    for(UNORDERED_MAP<uint64, Aura*>::iterator itr = auraMap.begin(); itr!= auraMap.end(); ++itr)
    {
        const SpellEntry *spellInfo = itr->second->GetSpellProto();
        const std::string name = spellInfo->SpellName[loc];
        if(!spell.compare(name))
        {
            if(casterGuid == 0){ //don't care who casted it
                return true;
            } else if(casterGuid == itr->second->GetCasterGUID()){ //only if correct caster casted it
                return true;
            }
        }
    }
    
    return false;
}
开发者ID:Rhyuk,项目名称:Dev,代码行数:36,代码来源:bot_ai.cpp

示例10: HasAuraIcon

bool bot_ai::HasAuraIcon (Unit *unit, uint32 SpellIconID, uint64 casterGuid)
{
    int loc = master->GetSession()->GetSessionDbcLocale();;
    if(unit == NULL) return false;
    Unit *target = unit;
    if(target->isDead()) return false;

    Unit::AuraMap &vAuras = (Unit::AuraMap&)target->GetOwnedAuras();
   
    //save the map of auras b/c it can crash if an aura goes away while looping
    UNORDERED_MAP<uint64, Aura*> auraMap;
    for(Unit::AuraMap::const_iterator iter = vAuras.begin(); iter!= vAuras.end(); ++iter)
    {
         Aura *aura = iter->second;
        (auraMap)[iter->first] = aura;
    }

    // now search our new map
    for(UNORDERED_MAP<uint64, Aura*>::iterator itr = auraMap.begin(); itr!= auraMap.end(); ++itr)
    {
        const SpellEntry *spellInfo = itr->second->GetSpellProto();
        uint32 spelliconId = spellInfo->SpellIconID;
//error_log ("bot_ai.HasAuraICON: %s has icon %u",spellInfo->SpellName[master->GetSession()->GetSessionDbcLocale()],  spellInfo->SpellIconID);
 
        if(spelliconId==SpellIconID)
        {
//error_log ("bot_ai.HasAuraICON: %s has icon %u",spellInfo->SpellName[master->GetSession()->GetSessionDbcLocale()],  spellInfo->SpellIconID);
            if(casterGuid == 0){ //don't care who casted it
                return true;
            } else if(casterGuid == itr->second->GetCasterGUID()){ //only if correct caster casted it
                return true;
            }
        }
    }
    return false;
}
开发者ID:Rhyuk,项目名称:Dev,代码行数:36,代码来源:bot_ai.cpp

示例11: UpdateAI

        void UpdateAI(const uint32 diff)
        {
            //Check if we have a target
            if (!UpdateVictim())
            {
                //No target so we'll use this section to do our random wispers instance wide
                //WisperTimer
                if (WisperTimer <= diff)
                {
                    Map* map = me->GetMap();
                    if (!map->IsDungeon()) return;

                    //Play random sound to the zone
                    Map::PlayerList const &PlayerList = map->GetPlayers();

                    if (!PlayerList.isEmpty())
                    {
                        for (Map::PlayerList::const_iterator itr = PlayerList.begin(); itr != PlayerList.end(); ++itr)
                        {
                            if (Player* pPlr = itr->getSource())
                                pPlr->PlayDirectSound(RANDOM_SOUND_WHISPER, pPlr);
                        }
                    }

                    //One random wisper every 90 - 300 seconds
                    WisperTimer = urand(90000, 300000);
                } else WisperTimer -= diff;

                return;
            }

            me->SetTarget(0);

            //No instance
            if (!pInst)
                return;

            uint32 currentPhase = pInst->GetData(DATA_CTHUN_PHASE);
            if (currentPhase == PHASE_CTHUN_STOMACH || currentPhase == PHASE_CTHUN_WEAK)
            {
                // EyeTentacleTimer
                if (EyeTentacleTimer <= diff)
                {
                    //Spawn the 8 Eye Tentacles in the corret spots
                    SpawnEyeTentacle(0, 20);                //south
                    SpawnEyeTentacle(10, 10);               //south west
                    SpawnEyeTentacle(20, 0);                //west
                    SpawnEyeTentacle(10, -10);              //north west

                    SpawnEyeTentacle(0, -20);               //north
                    SpawnEyeTentacle(-10, -10);             //north east
                    SpawnEyeTentacle(-20, 0);               // east
                    SpawnEyeTentacle(-10, 10);              // south east

                    EyeTentacleTimer = 30000; // every 30sec in phase 2
                } else EyeTentacleTimer -= diff;
            }

            switch (currentPhase)
            {
                //Transition phase
                case PHASE_CTHUN_TRANSITION:
                    //PhaseTimer
                    if (PhaseTimer <= diff)
                    {
                        //Switch
                        pInst->SetData(DATA_CTHUN_PHASE, PHASE_CTHUN_STOMACH);

                        //Switch to c'thun model
                        me->InterruptNonMeleeSpells(false);
                        DoCast(me, SPELL_TRANSFORM, false);
                        me->SetFullHealth();

                        me->SetVisible(true);
                        me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_NON_ATTACKABLE);

                        //Emerging phase
                        //AttackStart(Unit::GetUnit(*me, HoldpPlayer));
                        DoZoneInCombat();

                        //Place all units in threat list on outside of stomach
                        Stomach_Map.clear();

                        std::list<HostileReference*>::const_iterator i = me->getThreatManager().getThreatList().begin();
                        for (; i != me->getThreatManager().getThreatList().end(); ++i)
                        {
                            //Outside stomach
                            Stomach_Map[(*i)->getUnitGuid()] = false;
                        }

                        //Spawn 2 flesh tentacles
                        FleshTentaclesKilled = 0;

                        //Spawn flesh tentacle
                        for (uint8 i = 0; i < 2; i++)
                        {
                            Creature* spawned = me->SummonCreature(MOB_FLESH_TENTACLE, FleshTentaclePos[i], TEMPSUMMON_CORPSE_DESPAWN);
                            if (!spawned)
                                ++FleshTentaclesKilled;
                        }
//.........这里部分代码省略.........
开发者ID:,项目名称:,代码行数:101,代码来源:

示例12: UpdateAI

    void UpdateAI(const uint32 diff)
    {
        //Check if we have a target
        if (!UpdateVictim())
        {
            //No target so we'll use this section to do our random wispers instance wide
            //WisperTimer
            if (WisperTimer <= diff)
            {
                Map *map = me->GetMap();
                if (!map->IsDungeon()) return;

                Map::PlayerList const &PlayerList = map->GetPlayers();
                for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
                {
                    if (Player* i_pl = i->getSource())
                    {
                        //Play random sound to the zone
                        i_pl->SendPlaySound(RANDOM_SOUND_WHISPER, true);
                    }
                }

                //One random wisper every 90 - 300 seconds
                WisperTimer = 90000 + (rand()% 210000);
            } else WisperTimer -= diff;

            return;
        }

        me->SetUInt64Value(UNIT_FIELD_TARGET, 0);

        //No instance
        if (!pInst)
            return;

        switch (pInst->GetData(DATA_CTHUN_PHASE))
        {
            //Transition phase
            case 2:
            {
                //PhaseTimer
                if (PhaseTimer <= diff)
                {
                    //Switch
                    pInst->SetData(DATA_CTHUN_PHASE, 3);

                    //Switch to c'thun model
                    me->InterruptNonMeleeSpells(false);
                    DoCast(me, SPELL_TRANSFORM, false);
                    me->SetHealth(me->GetMaxHealth());

                    me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_NON_ATTACKABLE);

                    //Emerging phase
                    //AttackStart(Unit::GetUnit(*me, HoldPlayer));
                    DoZoneInCombat();

                    //Place all units in threat list on outside of stomach
                    Stomach_Map.clear();

                    std::list<HostileReference*>::iterator i = me->getThreatManager().getThreatList().begin();
                    for (; i != me->getThreatManager().getThreatList().end(); ++i)
                    {
                        //Outside stomach
                        Stomach_Map[(*i)->getUnitGuid()] = false;
                    }

                    //Spawn 2 flesh tentacles
                    FleshTentaclesKilled = 0;

                    Creature* Spawned;

                    //Spawn flesh tentacle
                    Spawned = (Creature*)me->SummonCreature(MOB_FLESH_TENTACLE, TENTACLE_POS1_X, TENTACLE_POS1_Y, TENTACLE_POS1_Z, TENTACLE_POS1_O, TEMPSUMMON_CORPSE_DESPAWN, 0);

                    if (!Spawned)
                        FleshTentaclesKilled++;
                    else
                        ((flesh_tentacleAI*)(Spawned->AI()))->SpawnedByCthun(me->GetGUID());

                    //Spawn flesh tentacle
                    Spawned = (Creature*)me->SummonCreature(MOB_FLESH_TENTACLE, TENTACLE_POS2_X, TENTACLE_POS2_Y, TENTACLE_POS2_Z, TENTACLE_POS2_O, TEMPSUMMON_CORPSE_DESPAWN, 0);

                    if (!Spawned)
                        FleshTentaclesKilled++;
                    else
                        ((flesh_tentacleAI*)(Spawned->AI()))->SpawnedByCthun(me->GetGUID());

                    PhaseTimer = 0;
                } else PhaseTimer -= diff;

            }break;

            //Body Phase
            case 3:
            {
                //Remove Target field
                me->SetUInt64Value(UNIT_FIELD_TARGET, 0);

                //Weaken
//.........这里部分代码省略.........
开发者ID:Dudelzack,项目名称:blizzlikecore,代码行数:101,代码来源:boss_cthun.cpp

示例13: Reset

 void Reset()
 {
     for (UNORDERED_MAP<uint8, uint32>::iterator itr = m_mSpellTimers.begin(); itr != m_mSpellTimers.end(); ++itr)
         itr->second = m_aSilverHandAbility[itr->first].m_uiInitialTimer;
 }
开发者ID:Bootz,项目名称:StrawberryCore,代码行数:5,代码来源:boss_order_of_silver_hand.cpp

示例14: UpdateAI

    void UpdateAI(const uint32 uiDiff)
    {
        //Return since we have no target
        if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
            return;

        for (UNORDERED_MAP<uint8, uint32>::iterator itr = m_mSpellTimers.begin(); itr != m_mSpellTimers.end(); ++itr)
        {
            if (itr->second < uiDiff)
            {
                if (CanUseSpecialAbility(itr->first))
                {
                    itr->second = m_aSilverHandAbility[itr->first].m_uiCooldown;
                    break;
                }
            }
            else
                itr->second -= uiDiff;
        }

        DoMeleeAttackIfReady();
    }
开发者ID:Bootz,项目名称:StrawberryCore,代码行数:22,代码来源:boss_order_of_silver_hand.cpp

示例15: UpdateAI

    void UpdateAI(const uint32 uiDiff)
    {
        if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
            return;

        if (m_uiMorphTimer)
        {
            if (m_uiMorphTimer <= uiDiff)
            {
                if (DoCastSpellIfCan(m_creature, SPELL_POLYMORPH_BACKFIRE, CAST_TRIGGERED) == CAST_OK)
                {
                    m_uiMorphTimer = 0;
                    m_creature->ForcedDespawn();
                }
            }
            else
                m_uiMorphTimer -= uiDiff;
        }

        for (UNORDERED_MAP<uint8, uint32>::iterator itr = m_mSpellTimers.begin(); itr != m_mSpellTimers.end(); ++itr)
        {
            if (itr->second < uiDiff)
            {
                if (CanUseSpecialAbility(itr->first))
                {
                    itr->second = m_aSpitelashAbility[itr->first].m_uiCooldown;
                    break;
                }
            }
            else
                itr->second -= uiDiff;
        }

        DoMeleeAttackIfReady();
    }
开发者ID:Shutok,项目名称:StrawberryCore-501Beta,代码行数:35,代码来源:azshara.cpp


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