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C++ ClientBegin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ClientBegin函数的典型用法代码示例。如果您正苦于以下问题:C++ ClientBegin函数的具体用法?C++ ClientBegin怎么用?C++ ClientBegin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ClientBegin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: G_CheckBotSpawn

/*
===============
G_CheckBotSpawn
===============
*/
void G_CheckBotSpawn(void)
{
	int             n;
	char            userinfo[MAX_INFO_VALUE];

	G_CheckMinimumPlayers();

	for(n = 0; n < BOT_SPAWN_QUEUE_DEPTH; n++)
	{
		if(!botSpawnQueue[n].spawnTime)
		{
			continue;
		}
		if(botSpawnQueue[n].spawnTime > level.time)
		{
			continue;
		}
		ClientBegin(botSpawnQueue[n].clientNum);
		botSpawnQueue[n].spawnTime = 0;

		if(g_gametype.integer == GT_SINGLE_PLAYER)
		{
			trap_GetUserinfo(botSpawnQueue[n].clientNum, userinfo, sizeof(userinfo));
			PlayerIntroSound(Info_ValueForKey(userinfo, "model"));
		}
	}
}
开发者ID:otty,项目名称:cake3,代码行数:32,代码来源:g_bot.c


示例2: G_CheckBotSpawn

/*
===============
G_CheckBotSpawn
===============
*/
void G_CheckBotSpawn( void ) {
	int		n;

	// MJN - added check here
	if ( g_mAllowBotLimit.integer ){
		M_CheckMinimumBotPlayers();
	}
	else{
		G_CheckMinimumPlayers();
	}

	for( n = 0; n < BOT_SPAWN_QUEUE_DEPTH; n++ ) {
		if( !botSpawnQueue[n].spawnTime ) {
			continue;
		}
		if ( botSpawnQueue[n].spawnTime > level.time ) {
			continue;
		}
		ClientBegin( botSpawnQueue[n].clientNum, qfalse );
		botSpawnQueue[n].spawnTime = 0;

		/*
		if( g_gametype.integer == GT_SINGLE_PLAYER ) {
			trap_GetUserinfo( botSpawnQueue[n].clientNum, userinfo, sizeof(userinfo) );
			PlayerIntroSound( Info_ValueForKey (userinfo, "model") );
		}
		*/
	}
}
开发者ID:Mattman1153,项目名称:jedi-academy,代码行数:34,代码来源:g_bot.c


示例3: AddBotToSpawnQueue

/*
===============
AddBotToSpawnQueue
===============
*/
static void AddBotToSpawnQueue( int clientNum, int delay ) {
	int		n;

	for( n = 0; n < BOT_SPAWN_QUEUE_DEPTH; n++ ) {
		if( !botSpawnQueue[n].spawnTime ) {
			botSpawnQueue[n].spawnTime = level.time + delay;
			botSpawnQueue[n].clientNum = clientNum;
			return;
		}
	}
        G_Printf( S_COLOR_YELLOW "Unable to delay spawn\n" );
	ClientBegin( clientNum );
}
开发者ID:OpenArena,项目名称:leixperimental,代码行数:18,代码来源:g_bot.c


示例4: baseq3_qagame_vmMain

int baseq3_qagame_vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11  ) {
#else
int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11  ) {
#endif // IOS
	switch ( command ) {
	case GAME_INIT:
		G_InitGame( arg0, arg1, arg2 );
		return 0;
	case GAME_SHUTDOWN:
		G_ShutdownGame( arg0 );
		return 0;
	case GAME_CLIENT_CONNECT:
		return (int)ClientConnect( arg0, arg1, arg2 );
	case GAME_CLIENT_THINK:
		ClientThink( arg0 );
		return 0;
	case GAME_CLIENT_USERINFO_CHANGED:
		ClientUserinfoChanged( arg0 );
		return 0;
	case GAME_CLIENT_DISCONNECT:
		ClientDisconnect( arg0 );
		return 0;
	case GAME_CLIENT_BEGIN:
		ClientBegin( arg0 );
		return 0;
	case GAME_CLIENT_COMMAND:
		ClientCommand( arg0 );
		return 0;
	case GAME_RUN_FRAME:
		G_RunFrame( arg0 );
		return 0;
	case GAME_CONSOLE_COMMAND:
		return ConsoleCommand();
	case BOTAI_START_FRAME:
		return BotAIStartFrame( arg0 );
	}

	return -1;
}


void QDECL G_Printf( const char *fmt, ... ) {
	va_list		argptr;
	char		text[1024];

	va_start (argptr, fmt);
	vsprintf (text, fmt, argptr);
	va_end (argptr);

	trap_Printf( text );
}
开发者ID:he110world,项目名称:quake3-ios,代码行数:51,代码来源:g_main.c


示例5: Info_SetValueForKey

//----(SA) modified this for head separation
gentity_t *AICast_AddCastToGame( gentity_t *ent, char *castname, char *model, char *head, char *sex, char *color, char *handicap )
{
	int clientNum;
	gentity_t *bot;
	char	userinfo[MAX_INFO_STRING];
	usercmd_t		cmd;

	// create the bot's userinfo
	userinfo[0] = '\0';

	Info_SetValueForKey( userinfo, "name", castname );
	Info_SetValueForKey( userinfo, "rate", "25000" );
	Info_SetValueForKey( userinfo, "snaps", "20" );
	Info_SetValueForKey( userinfo, "handicap", handicap );
	Info_SetValueForKey( userinfo, "model", model );
	Info_SetValueForKey( userinfo, "head", head );
	Info_SetValueForKey( userinfo, "color", color );

	// have the server allocate a client slot
	clientNum = trap_BotAllocateClient();
	if ( clientNum == -1 ) {
		G_Printf( S_COLOR_RED "BotAllocateClient failed\n" );
		return NULL;
	}
	bot = &g_entities[ clientNum ];
	bot->r.svFlags |= SVF_BOT;
	bot->r.svFlags |= SVF_CASTAI;		// flag it for special Cast AI behaviour

	// register the userinfo
	trap_SetUserinfo( bot->s.number, userinfo );

	// have it connect to the game as a normal client
//----(SA) ClientConnect requires a third 'isbot' parameter.  setting to qfalse and noting
	ClientConnect( bot->s.number, qtrue, qfalse );
//----(SA) end

	// copy the origin/angles across
	VectorCopy( ent->s.origin, bot->s.origin );
	VectorCopy( ent->s.angles, bot->s.angles );

	memset( &cmd, 0, sizeof( cmd ) );
	ClientBegin( bot->s.number );

	// set up the ai
	AICast_SetupClient( bot->s.number );

	return bot;
}
开发者ID:natelo,项目名称:rtcwPub,代码行数:49,代码来源:ai_cast.c


示例6: G_CheckBotSpawn

/*
===============
G_CheckBotSpawn
===============
*/
void G_CheckBotSpawn( void ) {
	int		n;

	G_CheckMinimumPlayers();

	for( n = 0; n < BOT_SPAWN_QUEUE_DEPTH; n++ ) {
		if( !botSpawnQueue[n].spawnTime ) {
			continue;
		}
		if ( botSpawnQueue[n].spawnTime > level.time ) {
			continue;
		}
		ClientBegin( botSpawnQueue[n].clientNum );
		botSpawnQueue[n].spawnTime = 0;
	}
}
开发者ID:eserozvataf,项目名称:q3now,代码行数:21,代码来源:g_bot.c


示例7: SpectatorClientEndFrame

/*
==================
SpectatorClientEndFrame

==================
*/
void SpectatorClientEndFrame( gentity_t *ent ) {
	gclient_t	*cl;

	// if we are doing a chase cam or a remote view, grab the latest info
	if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) {
		int		clientNum, flags;

		clientNum = ent->client->sess.spectatorClient;

		// team follow1 and team follow2 go to whatever clients are playing
		if ( clientNum == -1 ) {
			clientNum = level.follow1;
		} else if ( clientNum == -2 ) {
			clientNum = level.follow2;
		}
		if ( clientNum >= 0 ) {
			cl = &level.clients[ clientNum ];
			if ( cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR ) {
				flags = (cl->ps.eFlags & ~(EF_VOTED | EF_TEAMVOTED)) | (ent->client->ps.eFlags & (EF_VOTED | EF_TEAMVOTED));
				ent->client->ps = cl->ps;
				ent->client->ps.pm_flags |= PMF_FOLLOW;
				ent->client->ps.eFlags = flags;
				return;
			} else {
				// drop them to free spectators unless they are dedicated camera followers
				if ( ent->client->sess.spectatorClient >= 0 ) {
					ent->client->sess.spectatorState = SPECTATOR_FREE;
					ClientBegin( ent->client - level.clients, qtrue );
				}
			}
		}
	}

	if ( ent->client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
		ent->client->ps.pm_flags |= PMF_SCOREBOARD;
	} else {
		ent->client->ps.pm_flags &= ~PMF_SCOREBOARD;
	}
}
开发者ID:Boothand,项目名称:jk2mp,代码行数:45,代码来源:g_active.c


示例8: G_CheckBotSpawn

/*
===============
G_CheckBotSpawn
===============
*/
void G_CheckBotSpawn( void ) {
	int		n;

	G_CheckMinimumPlayers();

	for( n = 0; n < BOT_SPAWN_QUEUE_DEPTH; n++ ) {
		if( !botSpawnQueue[n].spawnTime ) {
			continue;
		}
		if ( botSpawnQueue[n].spawnTime > level.time ) {
			continue;
		}
		ClientBegin( botSpawnQueue[n].clientNum, qfalse );
		botSpawnQueue[n].spawnTime = 0;

		/*
		if( level.gametype == GT_SINGLE_PLAYER ) {
			trap->GetUserinfo( botSpawnQueue[n].clientNum, userinfo, sizeof(userinfo) );
			PlayerIntroSound( Info_ValueForKey (userinfo, "model") );
		}
		*/
	}
}
开发者ID:Rhamill7,项目名称:OpenJK,代码行数:28,代码来源:g_bot.c


示例9: vmMain

/*
================
vmMain

This is the only way control passes into the module.
This must be the very first function compiled into the .q3vm file
================
*/
Q_EXPORT intptr_t vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11  ) {
	switch ( command ) {
	case GAME_INIT:
		G_InitGame( arg0, arg1, arg2 );
		return 0;
	case GAME_SHUTDOWN:
		G_ShutdownGame( arg0 );
		return 0;
	case GAME_CLIENT_CONNECT:
		return (intptr_t)ClientConnect( arg0, arg1, arg2 );
	case GAME_CLIENT_THINK:
		ClientThink( arg0 );
		return 0;
	case GAME_CLIENT_USERINFO_CHANGED:
		ClientUserinfoChanged( arg0 );
		return 0;
	case GAME_CLIENT_DISCONNECT:
		ClientDisconnect( arg0 );
		return 0;
	case GAME_CLIENT_BEGIN:
		ClientBegin( arg0 );
		return 0;
	case GAME_CLIENT_COMMAND:
		ClientCommand( arg0 );
		return 0;
	case GAME_RUN_FRAME:
		G_RunFrame( arg0 );
		return 0;
	case GAME_CONSOLE_COMMAND:
		return ConsoleCommand();
	case BOTAI_START_FRAME:
		return BotAIStartFrame( arg0 );
	}

	return -1;
}
开发者ID:CarlGammaSagan,项目名称:Quake-3-Android-Port-QIII4A,代码行数:44,代码来源:g_main.c


示例10: G_BotAdd

bool G_BotAdd( const char *name, team_t team, int skill, const char *behavior, bool filler )
{
	int clientNum;
	char userinfo[MAX_INFO_STRING];
	const char* s = 0;
	gentity_t *bot;
	bool autoname = false;
	bool okay;

	if ( !navMeshLoaded )
	{
		Log::Warn( "No Navigation Mesh file is available for this map" );
		return false;
	}

	// find what clientNum to use for bot
	clientNum = trap_BotAllocateClient();

	if ( clientNum < 0 )
	{
		Log::Warn( "no more slots for bot" );
		return false;
	}
	bot = &g_entities[ clientNum ];
	bot->r.svFlags |= SVF_BOT;
	bot->inuse = true;

	if ( !Q_stricmp( name, BOT_NAME_FROM_LIST ) )
	{
		name = G_BotSelectName( team );
		autoname = name != nullptr;
	}

	//default bot data
	okay = G_BotSetDefaults( clientNum, team, skill, behavior );

	// register user information
	userinfo[0] = '\0';
	Info_SetValueForKey( userinfo, "name", name ? name : "", false ); // allow defaulting
	Info_SetValueForKey( userinfo, "rate", "25000", false );
	Info_SetValueForKey( userinfo, "snaps", "20", false );
	if ( autoname )
	{
		Info_SetValueForKey( userinfo, "autoname", name, false );
	}

	//so we can connect if server is password protected
	if ( g_needpass.integer == 1 )
	{
		Info_SetValueForKey( userinfo, "password", g_password.string, false );
	}

	trap_SetUserinfo( clientNum, userinfo );

	// have it connect to the game as a normal client
	if ( ( s = ClientBotConnect( clientNum, true, team ) ) )
	{
		// won't let us join
		Log::Warn( s );
		okay = false;
	}

	if ( !okay )
	{
		G_BotDel( clientNum );
		return false;
	}

	if ( autoname )
	{
		G_BotNameUsed( team, name, true );
	}

	ClientBegin( clientNum );
	bot->pain = BotPain; // ClientBegin resets the pain function
	level.clients[clientNum].pers.isFillerBot = filler;
	G_ChangeTeam( bot, team );
	return true;
}
开发者ID:t4im,项目名称:Unvanquished,代码行数:79,代码来源:sg_bot.cpp


示例11: SpectatorClientEndFrame

/*
==================
SpectatorClientEndFrame

==================
*/
void SpectatorClientEndFrame(gentity_t *ent) {
	// OSP - specs periodically get score updates for useful demo playback info

	// if we are doing a chase cam or a remote view, grab the latest info
	if ((ent->client->sess.spectatorState == SPECTATOR_FOLLOW) || (ent->client->ps.pm_flags & PMF_LIMBO)) {
		int       clientNum;
		gclient_t *cl;

		if (ent->client->sess.sessionTeam == TEAM_AXIS || ent->client->sess.sessionTeam == TEAM_ALLIES) {
			reinforce(ent);
			return;
		}

		// Limbos aren't following while in MV
		if (ent->client->ps.pm_flags & PMF_LIMBO) {
			return;
		}

		clientNum = ent->client->sess.spectatorClient;

		// team follow1 and team follow2 go to whatever clients are playing
		if (clientNum == -1) {
			clientNum = level.follow1;
		} else if (clientNum == -2) {
			clientNum = level.follow2;
		}

		if (clientNum >= 0) {
			cl = &level.clients[clientNum];
			if (cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR) {
				int flags = (cl->ps.eFlags & ~(EF_VOTED)) | (ent->client->ps.eFlags & (EF_VOTED));
				int ping  = ent->client->ps.ping;

				if (ent->client->sess.sessionTeam != TEAM_SPECTATOR && (ent->client->ps.pm_flags & PMF_LIMBO)) {
					int savedScore = ent->client->ps.persistant[PERS_SCORE];
					int savedClass = ent->client->ps.stats[STAT_PLAYER_CLASS];

					ent->client->ps                          = cl->ps;
					ent->client->ps.pm_flags                |= PMF_FOLLOW;
					ent->client->ps.pm_flags                |= PMF_LIMBO;
					ent->client->ps.persistant[PERS_SCORE]   = savedScore;          // put score back
					ent->client->ps.stats[STAT_PLAYER_CLASS] = savedClass;          // NERVE - SMF - put player class back
				} else {
					ent->client->ps           = cl->ps;
					ent->client->ps.pm_flags |= PMF_FOLLOW;
				}

				// DHM - Nerve :: carry flags over
				ent->client->ps.eFlags = flags;
				ent->client->ps.ping   = ping;

				return;
			}
			// drop them to free spectators unless they are dedicated camera followers
			if (ent->client->sess.spectatorClient >= 0) {
				ent->client->sess.spectatorState = SPECTATOR_FREE;
				ClientBegin(ent->client - level.clients);
			}
		}
	}
}
开发者ID:ETrun,项目名称:ETrun,代码行数:67,代码来源:g_active.c


示例12: G_AddBot


//.........这里部分代码省略.........
	char            *botinfo;
	char            *key;
	char            *s;
	char            *botname;
	char            *model;
	char userinfo[MAX_INFO_STRING];

	// have the server allocate a client slot
	clientNum = trap_BotAllocateClient();
	if ( clientNum == -1 ) {
		G_Printf( S_COLOR_RED "Unable to add bot. All player slots are in use.\n" );
		G_Printf( S_COLOR_RED "Start server with more 'open' slots (or check setting of sv_maxclients cvar).\n" );
		return;
	}

	// get the botinfo from bots.txt
	botinfo = G_GetBotInfoByName( name );
	if ( !botinfo ) {
		G_Printf( S_COLOR_RED "Error: Bot '%s' not defined\n", name );
		trap_BotFreeClient( clientNum );
		return;
	}

	// create the bot's userinfo
	userinfo[0] = '\0';

	botname = Info_ValueForKey( botinfo, "funname" );
	if ( !botname[0] ) {
		botname = Info_ValueForKey( botinfo, "name" );
	}
	Info_SetValueForKey( userinfo, "name", botname );
	Info_SetValueForKey( userinfo, "rate", "25000" );
	Info_SetValueForKey( userinfo, "snaps", "20" );
	Info_SetValueForKey( userinfo, "skill", va("%.2f", skill) );

	if ( skill == 1 ) {
		Info_SetValueForKey( userinfo, "handicap", "50" );
	} else if ( skill == 2 )   {
		Info_SetValueForKey( userinfo, "handicap", "70" );
	} else if ( skill == 3 )   {
		Info_SetValueForKey( userinfo, "handicap", "90" );
	}

	key = "model";
	model = Info_ValueForKey( botinfo, key );
	if ( !*model ) {
		model = "visor/default";
	}
	Info_SetValueForKey( userinfo, key, model );

	key = "gender";
	s = Info_ValueForKey( botinfo, key );
	if ( !*s ) {
		s = "male";
	}
	Info_SetValueForKey( userinfo, "sex", s );

	key = "color";
	s = Info_ValueForKey( botinfo, key );
	if ( !*s ) {
		s = "4";
	}
	Info_SetValueForKey( userinfo, key, s );

	s = Info_ValueForKey( botinfo, "aifile" );
	if ( !*s ) {
		trap_Print( S_COLOR_RED "Error: bot has no aifile specified\n" );
		trap_BotFreeClient( clientNum );
		return;
	}
	Info_SetValueForKey( userinfo, "characterfile", s );

	if ( !team || !*team ) {
		if ( g_gametype.integer == GT_TEAM || g_gametype.integer == GT_CTF ) {
			if ( PickTeam( clientNum ) == TEAM_RED ) {
				team = "red";
			} else {
				team = "blue";
			}
		} else {
			team = "red";
		}
	}
	Info_SetValueForKey( userinfo, "team", team );

	// register the userinfo
	trap_SetUserinfo( clientNum, userinfo );

	// have it connect to the game as a normal client
	if ( ClientConnect( clientNum, qtrue, qtrue ) ) {
		return;
	}

	if ( delay == 0 ) {
		ClientBegin( clientNum );
		return;
	}

	AddBotToSpawnQueue( clientNum, delay );
}
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:101,代码来源:g_bot.c


示例13: G_AddBot


//.........这里部分代码省略.........
		// Elder: changed to our default
		model = "reactionmale/default";
	}

	Info_SetValueForKey(userinfo, "model", model);

	Info_SetValueForKey(userinfo, "team_model", model);

	headmodel = Info_ValueForKey(botinfo, "headmodel");
	if (!*headmodel) {
		headmodel = model;
	}
	Info_SetValueForKey(userinfo, "headmodel", headmodel);

	Info_SetValueForKey(userinfo, "team_headmodel", headmodel);

	s = Info_ValueForKey(botinfo, "gender");
	if (!*s) {
		s = "male";
	}
	Info_SetValueForKey(userinfo, "sex", s);

	s = Info_ValueForKey(botinfo, "color1");
	if (!*s) {
		s = "4";
	}
	Info_SetValueForKey(userinfo, "color1", s);

	s = Info_ValueForKey(botinfo, "color2");
	if (!*s) {
		s = "5";
	}
	Info_SetValueForKey(userinfo, "color2", s);

	s = Info_ValueForKey(botinfo, "aifile");
	if (!*s) {
		trap_Printf(S_COLOR_RED "Error: bot has no aifile specified\n");
		return;
	}
	// have the server allocate a client slot
	clientNum = trap_BotAllocateClient();
	if (clientNum == -1) {
		G_Printf(S_COLOR_RED "Unable to add bot.  All player slots are in use.\n");
		G_Printf(S_COLOR_RED "Start server with more 'open' slots (or check setting of sv_maxclients cvar).\n");
		return;
	}
	// initialize the bot settings
	if (!team || !*team) {
		if (g_gametype.integer >= GT_TEAM) {
			if (PickTeam(clientNum) == TEAM_RED) {
				team = "red";
			} else {
				team = "blue";
			}
		} else {
			team = "red";
		}
	}
	Info_SetValueForKey(userinfo, "characterfile", Info_ValueForKey(botinfo, "aifile"));
	Info_SetValueForKey(userinfo, "skill", va("%5.2f", skill));
	Info_SetValueForKey(userinfo, "team", team);

	if (g_gametype.integer == GT_TEAMPLAY) {
		//Makro - load custom weapon/item from bot file
		tpWeapon = CharToWeapon(Info_ValueForKey(botinfo, "weapon"), WP_M4);
		tpItem = CharToItem(Info_ValueForKey(botinfo, "item"), HI_LASER);
	}
	Info_SetValueForKey(userinfo, "tpw", va("%i", tpWeapon - WP_NONE));
	Info_SetValueForKey(userinfo, "tpi", va("%i", tpItem - HI_NONE));

	bot = &g_entities[clientNum];
	bot->r.svFlags |= SVF_BOT;
	bot->inuse = qtrue;

	// register the userinfo
	trap_SetUserinfo(clientNum, userinfo);

	// have it connect to the game as a normal client
	if (ClientConnect(clientNum, qtrue, qtrue)) {
		return;
	}

	if (delay == 0) {
		ClientBegin(clientNum);
		//Makro - load custom weapon/item from bot file
		if (g_gametype.integer == GT_TEAMPLAY) {
			bot->client->teamplayWeapon = tpWeapon;
			bot->client->teamplayItem = tpItem;
		}
		return;
	}

	AddBotToSpawnQueue(clientNum, delay);

	//Makro - load custom weapon/item from bot file
	if (g_gametype.integer == GT_TEAMPLAY) {
		bot->client->teamplayWeapon = tpWeapon;
		bot->client->teamplayItem = tpItem;
	}
}
开发者ID:titityy,项目名称:reaction,代码行数:101,代码来源:g_bot.c


示例14: G_AddBot


//.........这里部分代码省略.........
            if ( color ) {
                if ( strrchr( model, '/' ) ) {
                    // model is a skin already, append colorname to skin
                    // fatpad/fatty _red
                    model = va( "%s_%s", model, color );
                }
                else {
                    // model is a "basemodel", append skin
                    // fatpad /red
                    model = va( "%s/%s", model, color );
                }
            }
        }
    }

    Info_SetValueForKey( userinfo, key, model );
    key = "team_model";
    Info_SetValueForKey( userinfo, key, model );

    key = "headmodel";
    headmodel = Info_ValueForKey( botinfo, key );
    if ( !*headmodel ) {
        headmodel = model;
    }
    Info_SetValueForKey( userinfo, key, headmodel );
    key = "team_headmodel";
    Info_SetValueForKey( userinfo, key, headmodel );

    key = "gender";
    s = Info_ValueForKey( botinfo, key );
    if ( !*s ) {
        s = "male";
    }
    Info_SetValueForKey( userinfo, "sex", s );

    key = "color1";
    s = Info_ValueForKey( botinfo, key );
    if ( !*s ) {
        s = "4";
    }
    Info_SetValueForKey( userinfo, key, s );

    key = "color2";
    s = Info_ValueForKey( botinfo, key );
    if ( !*s ) {
        s = "5";
    }
    Info_SetValueForKey( userinfo, key, s );

    s = Info_ValueForKey(botinfo, "aifile");
    if (!*s ) {
        trap_Printf( S_COLOR_RED "Error: bot has no aifile specified\n" );
        return;
    }

    // have the server allocate a client slot
    clientNum = trap_BotAllocateClient();
    if ( clientNum == -1 ) {
        G_Printf( S_COLOR_RED "Unable to add bot.  All player slots are in use.\n" );
        G_Printf( S_COLOR_RED "Start server with more 'open' slots (or check setting of sv_maxclients cvar).\n" );
        return;
    }

    // initialize the bot settings
    if( !team || !*team ) {
        if( g_gametype.integer >= GT_TEAM ) {
            if( PickTeam(clientNum) == TEAM_RED) {
                team = "red";
            }
            else {
                team = "blue";
            }
        }
        else {
            team = "red";
        }
    }
    Info_SetValueForKey( userinfo, "characterfile", Info_ValueForKey( botinfo, "aifile" ) );
    Info_SetValueForKey( userinfo, "skill", va( "%5.2f", skill ) );
    Info_SetValueForKey( userinfo, "team", team );

    bot = &g_entities[ clientNum ];
    bot->r.svFlags |= SVF_BOT;
    bot->inuse = qtrue;

    // register the userinfo
    trap_SetUserinfo( clientNum, userinfo );

    // have it connect to the game as a normal client
    if ( ClientConnect( clientNum, qtrue, qtrue ) ) {
        return;
    }

    if( delay == 0 ) {
        ClientBegin( clientNum );
        return;
    }

    AddBotToSpawnQueue( clientNum, delay );
}
开发者ID:PadWorld-Entertainment,项目名称:wop-gamesource,代码行数:101,代码来源:g_bot.c


示例15: G_AddBot


//.........这里部分代码省略.........
	{
		if (team && Q_stricmp(team, "red") == 0)
		{
			bot->client->sess.sessionTeam = TEAM_RED;
		}
		else if (team && Q_stricmp(team, "blue") == 0)
		{
			bot->client->sess.sessionTeam = TEAM_BLUE;
		}
		else
		{
			bot->client->sess.sessionTeam = PickTeam( -1 );
		}
	}

	if (g_gametype.integer == GT_SIEGE)
	{
		bot->client->sess.siegeDesiredTeam = bot->client->sess.sessionTeam;
		bot->client->sess.sessionTeam = TEAM_SPECTATOR;
	}

	preTeam = bot->client->sess.sessionTeam;

	// have it connect to the game as a normal client
	if ( ClientConnect( clientNum, qtrue, qtrue ) ) {
		return;
	}

	if (bot->client->sess.sessionTeam != preTeam)
	{
		trap_GetUserinfo(clientNum, userinfo, MAX_INFO_STRING);

		if (bot->client->sess.sessionTeam == TEAM_SPECTATOR)
		{
			bot->client->sess.sessionTeam = preTeam;
		}

		if (bot->client->sess.sessionTeam == TEAM_RED)
		{
			team = "Red";
		}
		else
		{
			if (g_gametype.integer == GT_SIEGE)
			{
				if (bot->client->sess.sessionTeam == TEAM_BLUE)
				{
					team = "Blue";
				}
				else
				{
					team = "s";
				}
			}
			else
			{
				team = "Blue";
			}
		}

		Info_SetValueForKey( userinfo, "team", team );

		trap_SetUserinfo( clientNum, userinfo );

		bot->client->ps.persistant[ PERS_TEAM ] = bot->client->sess.sessionTeam;

		G_ReadSessionData( bot->client );
		ClientUserinfoChanged( clientNum );
	}

	if (g_gametype.integer == GT_DUEL ||
		g_gametype.integer == GT_POWERDUEL)
	{
		int loners = 0;
		int doubles = 0;

		bot->client->sess.duelTeam = 0;
		G_PowerDuelCount(&loners, &doubles, qtrue);

		if (!doubles || loners > (doubles/2))
		{
            bot->client->sess.duelTeam = DUELTEAM_DOUBLE;
		}
		else
		{
            bot->client->sess.duelTeam = DUELTEAM_LONE;
		}

		bot->client->sess.sessionTeam = TEAM_SPECTATOR;
		SetTeam(bot, "s");
	}
	else
	{
		if( delay == 0 ) {
			ClientBegin( clientNum, qfalse );
			return;
		}		
		AddBotToSpawnQueue( clientNum, delay );
	}
}
开发者ID:Mattman1153,项目名称:jedi-academy,代码行数:101,代码来源:g_bot.c


示例16: SpectatorClientEndFrame

/*
==================
SpectatorClientEndFrame

==================
*/
void SpectatorClientEndFrame(gentity_t * ent)
{
	gclient_t *cl;
	int savedPing, savedFlags, i;
	int savedPers[MAX_PERSISTANT];

	// if we are doing a chase cam or a remote view, grab the latest info
	if (ent->client->sess.spectatorState == SPECTATOR_FOLLOW) {
		int clientNum, flags;

		clientNum = ent->client->sess.spectatorClient;

		// team follow1 and team follow2 go to whatever clients are playing
		if (clientNum == -1) {
			clientNum = level.follow1;
		} else if (clientNum == -2) {
			clientNum = level.follow2;
		}
		if (clientNum >= 0) {
			cl = &level.clients[clientNum];
			if (cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR) {
				flags =
				    (cl->ps.eFlags & ~(EF_VOTED | EF_TEAMVOTED)) | (ent->client->ps.
										    eFlags & (EF_VOTED | EF_TEAMVOTED));
				// JBravo: saving score and ping to fix the scoreboard
				savedPing = ent->client->ps.ping;
				//Slicer saving pm_flags & pers
				savedFlags = ent->client->ps.pm_flags;
				for (i = 0; i < MAX_PERSISTANT; i++)
					savedPers[i] = ent->client->ps.persistant[i];
				//This will make the spectator get the client's stuff
				ent->client->ps = cl->ps;
				//Reposting score and ping.. 
				if (g_gametype.integer >= GT_TEAM) {
					for (i = 0; i < MAX_PERSISTANT; i++)
						ent->client->ps.persistant[i] = savedPers[i];

					ent->client->ps.ping = savedPing;
					//Slicer reposting pmflags
					ent->client->ps.pm_flags = savedFlags;
				}
				ent->client->ps.pm_flags |= PMF_FOLLOW;
				ent->client->ps.eFlags = flags;
				return;
			} else {
				// drop them to free spectators unless they are dedicated camera followers
				if (ent->client->sess.spectatorClient >= 0) {
					ent->client->sess.spectatorState = SPECTATOR_FREE;
// JBravo: saving spectatorState
					ent->client->specMode = SPECTATOR_FREE;
					ClientBegin(ent->client - level.clients);
				}
			}
		}
	}

	if (ent->client->sess.spectatorState == SPECTATOR_SCOREBOARD) {
		ent->client->ps.pm_flags |= PMF_SCOREBOARD;
	} else {
		ent->client->ps.pm_flags &= ~PMF_SCOREBOARD;
	}
}
开发者ID:Zekom,项目名称:reaction,代码行数:68,代码来源:g_active.c


示例17: G_AddBot


//.........这里部分代码省略.........
	if ( !team || !*team ) {
		if ( level.gametype >= GT_TEAM ) {
			if ( PickTeam( clientNum ) == TEAM_RED)
				team = "red";
			else
				team = "blue";
		}
		else
			team = "red";
	}
	Info_SetValueForKey( userinfo, "team", team );

	bot = &g_entities[ clientNum ];
//	bot->r.svFlags |= SVF_BOT;
//	bot->inuse = qtrue;

	// register the userinfo
	trap->SetUserinfo( clientNum, userinfo );

	if ( level.gametype >= GT_TEAM )
	{
		if ( team && !Q_stricmp( team, "red" ) )
			bot->client->sess.sessionTeam = TEAM_RED;
		else if ( team && !Q_stricmp( team, "blue" ) )
			bot->client->sess.sessionTeam = TEAM_BLUE;
		else
			bot->client->sess.sessionTeam = PickTeam( -1 );
	}

	if ( level.gametype == GT_SIEGE )
	{
		bot->client->sess.siegeDesiredTeam = bot->client->sess.sessionTeam;
		bot->client->sess.sessionTeam = TEAM_SPECTATOR;
	}

	preTeam = bot->client->sess.sessionTeam;

	// have it connect to the game as a normal client
	if ( ClientConnect( clientNum, qtrue, qtrue ) )
		return;

	if ( bot->client->sess.sessionTeam != preTeam )
	{
		trap->GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );

		if ( bot->client->sess.sessionTeam == TEAM_SPECTATOR )
			bot->client->sess.sessionTeam = preTeam;

		if ( bot->client->sess.sessionTeam == TEAM_RED )
			team = "Red";
		else
		{
			if ( level.gametype == GT_SIEGE )
				team = (bot->client->sess.sessionTeam == TEAM_BLUE) ? "Blue" : "s";
			else
				team = "Blue";
		}

		Info_SetValueForKey( userinfo, "team", team );

		trap->SetUserinfo( clientNum, userinfo );

		bot->client->ps.persistant[ PERS_TEAM ] = bot->client->sess.sessionTeam;

		G_ReadSessionData( bot->client );
		if ( !ClientUserinfoChanged( clientNum ) )
			return;
	}

	if (level.gametype == GT_DUEL ||
		level.gametype == GT_POWERDUEL)
	{
		int loners = 0;
		int doubles = 0;

		bot->client->sess.duelTeam = 0;
		G_PowerDuelCount(&loners, &doubles, qtrue);

		if (!doubles || loners > (doubles/2))
		{
            bot->client->sess.duelTeam = DUELTEAM_DOUBLE;
		}
		else
		{
            bot->client->sess.duelTeam = DUELTEAM_LONE;
		}

		bot->client->sess.sessionTeam = TEAM_SPECTATOR;
		SetTeam(bot, "s");
	}
	else
	{
		if( delay == 0 ) {
			ClientBegin( clientNum, qfalse );
			return;
		}

		AddBotToSpawnQueue( clientNum, delay );
	}
}
开发者ID:Rhamill7,项目名称:OpenJK,代码行数:101,代码来源:g_bot.c


示例18: SpectatorClientEndFrame

/*
==================
SpectatorClientEndFrame

==================
*/
void SpectatorClientEndFrame( gentity_t *ent ) {
	gclient_t   *cl;
	int do_respawn = 0; // JPW NERVE
	int savedScore;     // DHM - Nerve
	int savedRespawns;  // DHM - Nerve
	int savedClass;     // NERVE - SMF
	int flags;
	int testtime;

	// if we are doing a chase cam or a remote view, grab the latest info
	if ( ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) || ( ent->client->ps.pm_flags & PMF_LIMBO ) ) { // JPW NERVE for limbo
		int clientNum;

		if ( ent->client->sess.sessionTeam == TEAM_RED ) {
			testtime = level.time % g_redlimbotime.integer;
			if ( testtime < ent->client->pers.lastReinforceTime ) {
				do_respawn = 1;
			}
			ent->client->pers.lastReinforceTime = testtime;
		} else if ( ent->client->sess.sessionTeam == TEAM_BLUE )     {
			testtime = level.time % g_bluelimbotime.integer;
			if ( testtime < ent->client->pers.lastReinforceTime ) {
				do_respawn = 1;
			}
			ent->client->pers.lastReinforceTime = testtime;
		}

		if ( ( g_maxlives.integer > 0 || g_alliedmaxlives.integer > 0 || g_axismaxlives.integer > 0 ) && ent->client->ps.persistant[PERS_RESPAWNS_LEFT] == 0 ) {
			do_respawn = 0;
		}

		if ( do_respawn ) {
			reinforce( ent );
			return;
		}

		clientNum = ent->client->sess.spectatorClient;

		// team follow1 and team follow2 go to whatever clients are playing
		if ( clientNum == -1 ) {
			clientNum = level.follow1;
		} else if ( clientNum == -2 ) {
			clientNum = level.follow2;
		}
		if ( clientNum >= 0 ) {
			cl = &level.clients[ clientNum ];
			if ( cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR ) {
				// DHM - Nerve :: carry flags over
				flags = ( cl->ps.eFlags & ~( EF_VOTED ) ) | ( ent->client->ps.eFlags & ( EF_VOTED ) );
				// JPW NERVE -- limbo latch
				if ( ent->client->sess.sessionTeam != TEAM_SPECTATOR && ent->client->ps.pm_flags & PMF_LIMBO ) {
					// abuse do_respawn var
					savedScore = ent->client->ps.persistant[PERS_SCORE];
					do_respawn = ent->client->ps.pm_time;
					savedRespawns = ent->client->ps.persistant[PERS_RESPAWNS_LEFT];
					savedClass = ent->client->ps.stats[STAT_PLAYER_CLASS];

					ent->client->ps = cl->ps;
					ent->client->ps.pm_flags |= PMF_FOLLOW;
					ent->client->ps.pm_flags |= PMF_LIMBO;

					ent->client->ps.persistant[PERS_RESPAWNS_LEFT] = savedRespawns;
					ent->client->ps.pm_time = do_respawn;                           // put pm_time back
					ent->client->ps.persistant[PERS_SCORE] = savedScore;            // put score back
					ent->client->ps.stats[STAT_PLAYER_CLASS] = savedClass;          // NERVE - SMF - put player class back
				} else {
					ent->client->ps = cl->ps;
					ent->client->ps.pm_flags |= PMF_FOLLOW;
				}
				// jpw
				// DHM - Nerve :: carry flags over
				ent->client->ps.eFlags = flags;
				return;
			} else {
				// drop them to free spectators unless they are dedicated camera followers
				if ( ent->client->sess.spectatorClient >= 0 ) {
					ent->client->sess.spectatorState = SPECTATOR_FREE;
					ClientBegin( ent->client - level.clients );
				}
			}
		}
	}

	if ( ent->client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
		ent->client->ps.pm_flags |= PMF_SCOREBOARD;
	} else {
		ent->client->ps.pm_flags &= ~PMF_SCOREBOARD;
	}
}
开发者ID:chegestar,项目名称:omni-bot,代码行数:95,代码来源:g_active.c


示例19: SetTeam


//.........这里部分代码省略.........

	// see what change is requested
	clientNum = ARRAY_INDEX( level.clients, client );

	if ( !Q_stricmp( s, "scoreboard" ) || !Q_stricmp( s, "score" ) ) {
		team = TEAM_SPECTATOR;
		specState = SPECTATOR_SCOREBOARD;
	}

	else if ( !Q_stricmp( s, "follow1" ) ) {
		team = TEAM_SPECTATOR;
		specState = SPECTATOR_FOLLOW;
		specClient = -1;
	}

	else if ( !Q_stricmp( s, "follow2" ) ) {
		team = TEAM_SPECTATOR;
		specState = SPECTATOR_FOLLOW;
		specClient = -2;
	}

	else if ( !Q_stricmp( s, "spectator" ) || !Q_stricmp( s, "s" ) ) {
		team = TEAM_SPECTATOR;
		specState = SPECTATOR_FREE;
	}

	// if running a team game, assign player to one of the teams
	else if ( level.gametype >= GT_TEAMBLOOD ) {
		specState = SPECTATOR_NOT;
		if ( !Q_stricmp( s, "red" ) || !Q_stricmp( s, "r" ) )
			team = TEAM_RED;
		else if ( !Q_stricmp( s, "blue" ) || !Q_stricmp( s, "b" ) )
			team = TEAM_BLUE;
		else
			team = PickTeam( clientNum ); // pick the team with the least number of players

		if ( g_teamForceBalance->integer  ) {
			int		counts[TEAM_NUM_TEAMS];

			counts[TEAM_BLUE] = TeamCount( clientNum, TEAM_BLUE );
			counts[TEAM_RED] = TeamCount( clientNum, TEAM_RED );

			// We allow a spread of two
			if ( team == TEAM_RED && counts[TEAM_RED] - counts[TEAM_BLUE] > 1 ) {
				trap->SV_GameSendServerCommand( clientNum, "cp \"Red team has too many players.\n\"" );
				return; // ignore the request
			}
			if ( team == TEAM_BLUE && counts[TEAM_BLUE] - counts[TEAM_RED] > 1 ) {
				trap->SV_GameSendServerCommand( clientNum, "cp \"Blue team has too many players.\n\"" );
				return; // ignore the request
			}

			// It's ok, the team we are switching to has less or same number of players
		}

	}
	else
		team = TEAM_FREE; // force them to spectators if there aren't any spots free

	// override decision if limiting the players
	if ( (level.gametype == GT_DUEL) && level.numNonSpectatorClients >= 2 )
		team = TEAM_SPECTATOR;
	else if ( g_maxGameClients->integer > 0 && level.numNonSpectatorClients >= g_maxGameClients->integer )
		team = TEAM_SPECTATOR;

	// decide if we will allow the change
	oldTeam = client->sess.sessionTeam;
	if ( team == oldTeam && team != TEAM_SPECTATOR )
		return;

	// if the player was dead leave the body
	if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
		CopyToBodyQue( ent );
	}

	// he starts at 'base'
	client->pers.teamState.state = TEAM_BEGIN;
	if ( oldTeam != TEAM_SPECTATOR ) {
		// Kill him (makes sure he loses flags, etc)
		ent->flags &= ~FL_GODMODE;
		ent->client->ps.stats[STAT_HEALTH] = ent->health = 0;
		player_die( ent, ent, ent, 100000, MOD_SUICIDE );

	}

	// they go to the end of the line for tournaments
	if ( team == TEAM_SPECTATOR && oldTeam != team )
		AddTournamentQueue( client );

	// exploit fix: with 3 (any odd amount?) players connected, one could /callvote map x followed by /team s to force the vote
	G_ClearVote( ent );

	client->sess.sessionTeam = team;
	client->sess.spectatorState = specState;
	client->sess.spectatorClient = specClient;

	BroadcastTeamChange( client, oldTeam );
	ClientUserinfoChanged( clientNum );
	ClientBegin( clientNum );
}
开发者ID:Razish,项目名称:QtZ,代码行数:101,代码来源:g_cmds.c


示例20: ClientBegin

/*
===========
ClientBegin

called when a client has finished connecting, and is ready
to be placed into the level.  This will happen every level load,
and on transition between teams, but doesn't happen on respawns
============
*/
void ClientBegin( int clientNum, qboolean allowTeamReset ) {
	gentity_t	*ent;
	gclient_t	*client;
	gentity_t	*tent;
	int			flags, i;
	char		userinfo[MAX_INFO_VALUE], *modelname;

	ent = g_entities + clientNum;

	if ((ent->r.svFlags & SVF_BOT) && g_gametype.integer >= GT_TEAM)
	{
		if (allowTeamReset)
		{
			const char *team = "Red";
			int preSess;

			//SetTeam(ent, "");
			ent->client->sess.sessionTeam = PickTeam(-1);
			trap_GetUserinfo(clientNum, userinfo, MAX_INFO_STRING);

			if (ent->client->sess.sessionTeam == TEAM_SPECTATOR)
			{
				ent->client->sess.sessionTeam = TEAM_RED;
			}

			if (ent->client->sess.sessionTeam == TEAM_RED)
			{
				team = "Red";
			}
			else
			{
				team = "Blue";
			}

			Info_SetValueForKey( userinfo, "team", team );

			trap_SetUserinfo( clientNum, userinfo );

			ent->client->ps.persistant[ P 

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C++ ClientConnect函数代码示例发布时间:2022-05-30
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C++ Client函数代码示例发布时间:2022-05-30
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