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C++ IsTeamplay函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

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



在下文中一共展示了IsTeamplay函数的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1:

const char *CHL2MPRules::GetGameDescription( void )
{ 
	if ( IsTeamplay() )
		return "Team Deathmatch"; 

	return "Deathmatch"; 
} 
开发者ID:Asunaya,项目名称:game,代码行数:7,代码来源:hl2mp_gamerules.cpp


示例2: CheckTeamBalance

bool IGameController::CheckTeamBalance()
{
	if(!IsTeamplay() || !g_Config.m_SvTeambalanceTime)
		return true;

	int aT[2] = {0, 0};
	for(int i = 0; i < MAX_CLIENTS; i++)
	{
		CPlayer *pP = GameServer()->m_apPlayers[i];
		if(pP && pP->GetTeam() != TEAM_SPECTATORS)
			aT[pP->GetTeam()]++;
	}

	char aBuf[256];
	if(absolute(aT[0]-aT[1]) >= 2)
	{
		str_format(aBuf, sizeof(aBuf), "Teams are NOT balanced (red=%d blue=%d)", aT[0], aT[1]);
		GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
		if(GameServer()->m_pController->m_UnbalancedTick == -1)
			GameServer()->m_pController->m_UnbalancedTick = Server()->Tick();
		return false;
	}
	else
	{
		str_format(aBuf, sizeof(aBuf), "Teams are balanced (red=%d blue=%d)", aT[0], aT[1]);
		GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
		GameServer()->m_pController->m_UnbalancedTick = -1;
		return true;
	}
}
开发者ID:Crises,项目名称:teeworlds,代码行数:30,代码来源:gamecontroller.cpp


示例3: CanChangeTeam

bool IGameController::CanChangeTeam(CPlayer *pPlayer, int JoinTeam)
{
	int aT[2] = {0, 0};

	if (!IsTeamplay() || JoinTeam == TEAM_SPECTATORS || !g_Config.m_SvTeambalanceTime)
		return true;

	for(int i = 0; i < MAX_CLIENTS; i++)
	{
		CPlayer *pP = GameServer()->m_apPlayers[i];
		if(pP && pP->GetTeam() != TEAM_SPECTATORS)
			aT[pP->GetTeam()]++;
	}

	// simulate what would happen if changed team
	aT[JoinTeam]++;
	if (pPlayer->GetTeam() != TEAM_SPECTATORS)
		aT[JoinTeam^1]--;

	// there is a player-difference of at least 2
	if(absolute(aT[0]-aT[1]) >= 2)
	{
		// player wants to join team with less players
		if ((aT[0] < aT[1] && JoinTeam == TEAM_RED) || (aT[0] > aT[1] && JoinTeam == TEAM_BLUE))
			return true;
		else
			return false;
	}
	else
		return true;
}
开发者ID:Crises,项目名称:teeworlds,代码行数:31,代码来源:gamecontroller.cpp


示例4: CanSpawn

bool IGameController::CanSpawn(CPlayer *pPlayer, vec2 *pOutPos)
{
	CSpawnEval Eval;
	
	// spectators can't spawn
	if(pPlayer->GetTeam() == -1)
		return false;
	
	if(IsTeamplay())
	{
		Eval.m_FriendlyTeam = pPlayer->GetTeam();
		
		// try first try own team spawn, then normal spawn and then enemy
		EvaluateSpawnType(&Eval, 1+(pPlayer->GetTeam()&1));
		if(!Eval.m_Got)
		{
			EvaluateSpawnType(&Eval, 0);
			if(!Eval.m_Got)
				EvaluateSpawnType(&Eval, 1+((pPlayer->GetTeam()+1)&1));
		}
	}
	else
	{
		EvaluateSpawnType(&Eval, 0);
		EvaluateSpawnType(&Eval, 1);
		EvaluateSpawnType(&Eval, 2);
	}
	
	*pOutPos = Eval.m_Pos;
	return Eval.m_Got;
}
开发者ID:EdgeCrusher,项目名称:teeworlds,代码行数:31,代码来源:gamecontroller.cpp


示例5: CanSpawn

bool IGameController::CanSpawn(int Team, vec2 *pOutPos)
{
	CSpawnEval Eval;

	// spectators can't spawn
	if(Team == TEAM_SPECTATORS)
		return false;

	if(IsTeamplay())
	{
		Eval.m_FriendlyTeam = Team;

		// first try own team spawn, then normal spawn and then enemy
		EvaluateSpawnType(&Eval, 1+(Team&1));
		if(!Eval.m_Got)
		{
			EvaluateSpawnType(&Eval, 0);
			if(!Eval.m_Got)
				EvaluateSpawnType(&Eval, 1+((Team+1)&1));
		}
	}
	else
	{
		EvaluateSpawnType(&Eval, 0);
		EvaluateSpawnType(&Eval, 1);
		EvaluateSpawnType(&Eval, 2);
	}

	*pOutPos = Eval.m_Pos;
	return Eval.m_Got;
}
开发者ID:hardliner66,项目名称:zCatchP,代码行数:31,代码来源:gamecontroller.cpp


示例6: CheckTeamBalance

bool IGameController::CheckTeamBalance()
{
	if(!IsTeamplay() || !g_Config.m_SvTeambalanceTime)
		return true;
	
	int aT[2] = {0, 0};
	for(int i = 0; i < MAX_CLIENTS; i++)
	{
		CPlayer *pP = GameServer()->m_apPlayers[i];
		if(pP && pP->GetTeam() != -1)
			aT[pP->GetTeam()]++;
	}
	
	if(absolute(aT[0]-aT[1]) >= 2)
	{
		dbg_msg("game", "Team is NOT balanced (red=%d blue=%d)", aT[0], aT[1]);
		if(GameServer()->m_pController->m_UnbalancedTick == -1)
			GameServer()->m_pController->m_UnbalancedTick = Server()->Tick();
		return false;
	}
	else
	{
		dbg_msg("game", "Team is balanced (red=%d blue=%d)", aT[0], aT[1]);
		GameServer()->m_pController->m_UnbalancedTick = -1;
		return true;
	}
}
开发者ID:EdgeCrusher,项目名称:teeworlds,代码行数:27,代码来源:gamecontroller.cpp


示例7: sizeof

void IGameController::Snap(int SnappingClient)
{
	CNetObj_Game *pGameObj = (CNetObj_Game *)Server()->SnapNewItem(NETOBJTYPE_GAME, 0, sizeof(CNetObj_Game));
	pGameObj->m_Paused = GameServer()->m_World.m_Paused;
	pGameObj->m_GameOver = m_GameOverTick==-1?0:1;
	pGameObj->m_SuddenDeath = m_SuddenDeath;
	
	pGameObj->m_ScoreLimit = g_Config.m_SvScorelimit;
	pGameObj->m_TimeLimit = g_Config.m_SvTimelimit;
	pGameObj->m_RoundStartTick = m_RoundStartTick;
	pGameObj->m_Flags = m_GameFlags;
	
	pGameObj->m_Warmup = m_Warmup;
	
	pGameObj->m_RoundNum = (str_length(g_Config.m_SvMaprotation) && g_Config.m_SvRoundsPerMap) ? g_Config.m_SvRoundsPerMap : 0;
	pGameObj->m_RoundCurrent = m_RoundCount+1;
	
	
	if(SnappingClient == -1)
	{
		// we are recording a demo, just set the scores
		pGameObj->m_TeamscoreRed = m_aTeamscore[0];
		pGameObj->m_TeamscoreBlue = m_aTeamscore[1];
	}
	else
	{
		// TODO: this little hack should be removed
		pGameObj->m_TeamscoreRed = IsTeamplay() ? m_aTeamscore[0] : GameServer()->m_apPlayers[SnappingClient]->m_Score;
		pGameObj->m_TeamscoreBlue = m_aTeamscore[1];
	}
}
开发者ID:EdgeCrusher,项目名称:teeworlds,代码行数:31,代码来源:gamecontroller.cpp


示例8: CanSpawn

// spawn
bool IGameController::CanSpawn(int Team, vec2 *pOutPos) const
{
	// spectators can't spawn
	if(Team == TEAM_SPECTATORS || GameServer()->m_World.m_Paused || GameServer()->m_World.m_ResetRequested)
		return false;

	CSpawnEval Eval;

	if(IsTeamplay())
	{
		Eval.m_FriendlyTeam = Team;

		// first try own team spawn, then normal spawn and then enemy
		EvaluateSpawnType(&Eval, 1+(Team&1));
		if(!Eval.m_Got)
		{
			EvaluateSpawnType(&Eval, 0);
			if(!Eval.m_Got)
				EvaluateSpawnType(&Eval, 1+((Team+1)&1));
		}
	}
	else
	{
		EvaluateSpawnType(&Eval, 0);
		EvaluateSpawnType(&Eval, 1);
		EvaluateSpawnType(&Eval, 2);
	}

	*pOutPos = Eval.m_Pos;
	return Eval.m_Got;
}
开发者ID:hellotanm,项目名称:teeworlds,代码行数:32,代码来源:gamecontroller.cpp


示例9: OnCharacterDeath

// event
int IGameController::OnCharacterDeath(CCharacter *pVictim, CPlayer *pKiller, int Weapon)
{
	// do scoreing
	if(!pKiller || Weapon == WEAPON_GAME)
		return 0;
	if(pKiller == pVictim->GetPlayer())
		pVictim->GetPlayer()->m_Score--; // suicide
	else
	{
		if(IsTeamplay() && pVictim->GetPlayer()->GetTeam() == pKiller->GetTeam())
			pKiller->m_Score--; // teamkill
		else
			pKiller->m_Score++; // normal kill
	}
	if(Weapon == WEAPON_SELF)
		pVictim->GetPlayer()->m_RespawnTick = Server()->Tick()+Server()->TickSpeed()*3.0f;


	// update spectator modes for dead players in survival
	if(m_GameFlags&GAMEFLAG_SURVIVAL)
	{
		for(int i = 0; i < MAX_CLIENTS; ++i)
			if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->m_DeadSpecMode)
				GameServer()->m_apPlayers[i]->UpdateDeadSpecMode();
	}

	return 0;
}
开发者ID:hellotanm,项目名称:teeworlds,代码行数:29,代码来源:gamecontroller.cpp


示例10: GetStartTeam

int IGameController::GetStartTeam()
{
	// this will force the auto balancer to work overtime aswell
	if(g_Config.m_DbgStress)
		return TEAM_RED;

	if(g_Config.m_SvTournamentMode)
		return TEAM_SPECTATORS;

	// determine new team
	int Team = TEAM_RED;
	if(IsTeamplay())
		Team = m_aTeamSize[TEAM_RED] > m_aTeamSize[TEAM_BLUE] ? TEAM_BLUE : TEAM_RED;

	// check if there're enough player slots left
	if(m_aTeamSize[TEAM_RED]+m_aTeamSize[TEAM_BLUE] < Server()->MaxClients()-g_Config.m_SvSpectatorSlots)
	{
		++m_aTeamSize[Team];
		m_UnbalancedTick = TBALANCE_CHECK;
		if(m_GameState == IGS_WARMUP_GAME && HasEnoughPlayers())
			SetGameState(IGS_WARMUP_GAME, 0);
		return Team;
	}
	return TEAM_SPECTATORS;
}
开发者ID:hellotanm,项目名称:teeworlds,代码行数:25,代码来源:gamecontroller.cpp


示例11: ClampTeam

int IGameController::ClampTeam(int Team)
{
	if(Team < 0)
		return TEAM_SPECTATORS;
	if(IsTeamplay())
		return Team&1;
	return 0;
}
开发者ID:vanyagod,项目名称:FNG-Sam-za-seb9,代码行数:8,代码来源:gamecontroller.cpp


示例12: ClampTeam

int IGameController::ClampTeam(int Team)
{
	if(Team < 0) // spectator
		return -1;
	if(IsTeamplay())
		return Team&1;
	return  0;
}
开发者ID:Danyl12,项目名称:teeworlds,代码行数:8,代码来源:gamecontroller.cpp


示例13: ClampTeam

int IGameController::ClampTeam(int Team) const
{
	if(Team < TEAM_RED)
		return TEAM_SPECTATORS;
	if(IsTeamplay())
		return Team&1;
	return TEAM_RED;
}
开发者ID:eguopt,项目名称:teeworlds,代码行数:8,代码来源:gamecontroller.cpp


示例14: DoTeamBalance

void IGameController::DoTeamBalance()
{
	if(!IsTeamplay() || !g_Config.m_SvTeambalanceTime || absolute(m_aTeamSize[TEAM_RED]-m_aTeamSize[TEAM_BLUE]) < NUM_TEAMS)
		return;

	GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", "Balancing teams");

	float aTeamScore[NUM_TEAMS] = {0};
	float aPlayerScore[MAX_CLIENTS] = {0.0f};

	// gather stats
	for(int i = 0; i < MAX_CLIENTS; i++)
	{
		if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS)
		{
			aPlayerScore[i] = GameServer()->m_apPlayers[i]->m_Score*Server()->TickSpeed()*60.0f/
				(Server()->Tick()-GameServer()->m_apPlayers[i]->m_ScoreStartTick);
			aTeamScore[GameServer()->m_apPlayers[i]->GetTeam()] += aPlayerScore[i];
		}
	}

	int BiggerTeam = (m_aTeamSize[TEAM_RED] > m_aTeamSize[TEAM_BLUE]) ? TEAM_RED : TEAM_BLUE;
	int NumBalance = absolute(m_aTeamSize[TEAM_RED]-m_aTeamSize[TEAM_BLUE]) / NUM_TEAMS;

	// balance teams
	do
	{
		CPlayer *pPlayer = 0;
		float ScoreDiff = aTeamScore[BiggerTeam];
		for(int i = 0; i < MAX_CLIENTS; i++)
		{
			if(!GameServer()->m_apPlayers[i] || !CanBeMovedOnBalance(i))
				continue;

			// remember the player whom would cause lowest score-difference
			if(GameServer()->m_apPlayers[i]->GetTeam() == BiggerTeam &&
				(!pPlayer || absolute((aTeamScore[BiggerTeam^1]+aPlayerScore[i]) - (aTeamScore[BiggerTeam]-aPlayerScore[i])) < ScoreDiff))
			{
				pPlayer = GameServer()->m_apPlayers[i];
				ScoreDiff = absolute((aTeamScore[BiggerTeam^1]+aPlayerScore[i]) - (aTeamScore[BiggerTeam]-aPlayerScore[i]));
			}
		}

		// move the player to the other team
		if(pPlayer)
		{
			int Temp = pPlayer->m_LastActionTick;
			DoTeamChange(pPlayer, BiggerTeam^1);
			pPlayer->m_LastActionTick = Temp;
			pPlayer->Respawn();
			GameServer()->SendGameMsg(GAMEMSG_TEAM_BALANCE_VICTIM, pPlayer->GetTeam(), pPlayer->GetCID());
		}
	}
	while(--NumBalance);

	m_UnbalancedTick = TBALANCE_OK;
	GameServer()->SendGameMsg(GAMEMSG_TEAM_BALANCE, -1);
}
开发者ID:teeworlds-modapi,项目名称:teeworlds,代码行数:58,代码来源:gamecontroller.cpp


示例15: OnPlayerInfoChange

void IGameController::OnPlayerInfoChange(class CPlayer *pP)
{
	const int aTeamColors[2] = {65387, 10223467};
	if(IsTeamplay())
	{
		if(pP->GetTeam() >= 0 || pP->GetTeam() <= 1)
		{
			pP->m_TeeInfos.m_UseCustomColor = 1;
			pP->m_TeeInfos.m_ColorBody = aTeamColors[pP->GetTeam()];
			pP->m_TeeInfos.m_ColorFeet = aTeamColors[pP->GetTeam()];
		}
	}
}
开发者ID:Danyl12,项目名称:teeworlds,代码行数:13,代码来源:gamecontroller.cpp


示例16: CanChangeTeam

// team
bool IGameController::CanChangeTeam(CPlayer *pPlayer, int JoinTeam) const
{
	if(!IsTeamplay() || JoinTeam == TEAM_SPECTATORS || !g_Config.m_SvTeambalanceTime)
		return true;

	// simulate what would happen if the player changes team
	int aPlayerCount[NUM_TEAMS] = { m_aTeamSize[TEAM_RED], m_aTeamSize[TEAM_BLUE] };
	aPlayerCount[JoinTeam]++;
	if(pPlayer->GetTeam() != TEAM_SPECTATORS)
		aPlayerCount[JoinTeam^1]--;

	// check if the player-difference decreases or is smaller than 2
	return aPlayerCount[JoinTeam]-aPlayerCount[JoinTeam^1] < NUM_TEAMS;
}
开发者ID:eguopt,项目名称:teeworlds,代码行数:15,代码来源:gamecontroller.cpp


示例17: if

const char *IGameController::GetTeamName(int Team) const
{
	if(IsTeamplay())
	{
		if(Team == TEAM_RED)
			return "red team";
		else if(Team == TEAM_BLUE)
			return "blue team";
	}
	else if(Team == 0)
		return "game";

	return "spectators";
}
开发者ID:eguopt,项目名称:teeworlds,代码行数:14,代码来源:gamecontroller.cpp


示例18: PlayerRelationship

//-----------------------------------------------------------------------------
// Purpose: Find the relationship between players (teamplay vs. deathmatch)
//-----------------------------------------------------------------------------
int CSDKGameRules::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget )
{
#ifndef CLIENT_DLL
	// half life multiplay has a simple concept of Player Relationships.
	// you are either on another player's team, or you are not.
	if ( !pPlayer || !pTarget || !pTarget->IsPlayer() || IsTeamplay() == false )
		return GR_NOTTEAMMATE;

	if ( (*GetTeamID(pPlayer) != '\0') && (*GetTeamID(pTarget) != '\0') && !stricmp( GetTeamID(pPlayer), GetTeamID(pTarget) ) )
		return GR_TEAMMATE;

#endif

	return GR_NOTTEAMMATE;
}
开发者ID:paralin,项目名称:hl2sdk,代码行数:18,代码来源:sdk_gamerules.cpp


示例19: OnCharacterDeath

int IGameController::OnCharacterDeath(class CCharacter *pVictim, class CPlayer *pKiller, int Weapon)
{
	// do scoreing
	if(!pKiller || Weapon == WEAPON_GAME)
		return 0;
	if(pKiller == pVictim->GetPlayer())
		pVictim->GetPlayer()->m_Score--; // suicide
	else
	{
		if(IsTeamplay() && pVictim->GetPlayer()->GetTeam() == pKiller->GetTeam())
			pKiller->m_Score--; // teamkill
		else
			pKiller->m_Score++; // normal kill
	}
	return 0;
}
开发者ID:Danyl12,项目名称:teeworlds,代码行数:16,代码来源:gamecontroller.cpp


示例20: IsFriendlyFire

bool IGameController::IsFriendlyFire(int ClientID1, int ClientID2)
{
	if(ClientID1 == ClientID2)
		return false;

	if(IsTeamplay())
	{
		if(!GameServer()->m_apPlayers[ClientID1] || !GameServer()->m_apPlayers[ClientID2])
			return false;

		if(GameServer()->m_apPlayers[ClientID1]->GetTeam() == GameServer()->m_apPlayers[ClientID2]->GetTeam())
			return true;
	}

	return false;
}
开发者ID:vanyagod,项目名称:FNG-Sam-za-seb9,代码行数:16,代码来源:gamecontroller.cpp



注:本文中的IsTeamplay函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,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。


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