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

/*
==================
BotMatch_GetItem
==================
*/
void BotMatch_GetItem(bot_state_t *bs, bot_match_t *match) {
	char itemname[MAX_MESSAGE_SIZE];
	char netname[MAX_MESSAGE_SIZE];
	int client;

	if (!TeamPlayIsOn()) return;
	//if not addressed to this bot
	if (!BotAddressedToBot(bs, match)) return;
	//get the match variable
	trap_BotMatchVariable(match, ITEM, itemname, sizeof(itemname));
	//
	if (!BotGetMessageTeamGoal(bs, itemname, &bs->teamgoal)) {
		//BotAI_BotInitialChat(bs, "cannotfind", itemname, NULL);
		//trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
		return;
	}
	trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname));
	client = ClientOnSameTeamFromName(bs, netname);
	//
	bs->decisionmaker = client;
	bs->ordered = qtrue;
	bs->order_time = FloatTime();
	//set the time to send a message to the team mates
	bs->teammessage_time = FloatTime() + 2 * random();
	//set the ltg type
	bs->ltgtype = LTG_GETITEM;
	//set the team goal time
	bs->teamgoal_time = FloatTime() + TEAM_GETITEM_TIME;
	//
	BotSetTeamStatus(bs);
#ifdef DEBUG
	BotPrintTeamGoal(bs);
#endif //DEBUG
}
开发者ID:AHPlankton,项目名称:Quake-III-Arena,代码行数:39,代码来源:ai_cmd.c


示例2: BotVoiceChat_ReturnFlag

/*
==================
BotVoiceChat_ReturnFlag
==================
*/
void BotVoiceChat_ReturnFlag(bot_state_t *bs, int client, int mode) {
	
	/* LQ3A */
	UNREFERENCED_PARAMETER(mode);

	//if not in CTF mode
	if (
		gametype != GT_CTF
#ifdef MISSIONPACK
		&& gametype != GT_1FCTF
#endif
		) {
		return;
	}
	//
	bs->decisionmaker = client;
	bs->ordered = qtrue;
	bs->order_time = FloatTime();
	//set the time to send a message to the team mates
	bs->teammessage_time = FloatTime() + 2 * random();
	//set the ltg type
	bs->ltgtype = LTG_RETURNFLAG;
	//set the team goal time
	bs->teamgoal_time = FloatTime() + CTF_RETURNFLAG_TIME;
	bs->rushbaseaway_time = 0;
	BotSetTeamStatus(bs);
#ifdef DEBUG
	BotPrintTeamGoal(bs);
#endif //DEBUG
}
开发者ID:monoknot,项目名称:loaded-q3a,代码行数:35,代码来源:ai_vcmd.c


示例3: BotMatch_Patrol

/*
==================
BotMatch_Patrol
==================
*/
void BotMatch_Patrol(bot_state_t *bs, bot_match_t *match) {
	char netname[MAX_MESSAGE_SIZE];
	int client;

	if (!TeamPlayIsOn()) return;
	//if not addressed to this bot
	if (!BotAddressedToBot(bs, match)) return;
	//get the patrol waypoints
	if (!BotGetPatrolWaypoints(bs, match)) return;
	//
	trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname));
	//
	client = FindClientByName(netname);
	//
	bs->decisionmaker = client;
	bs->ordered = qtrue;
	bs->order_time = FloatTime();
	//set the time to send a message to the team mates
	bs->teammessage_time = FloatTime() + 2 * random();
	//set the ltg type
	bs->ltgtype = LTG_PATROL;
	//get the team goal time
	bs->teamgoal_time = BotGetTime(match);
	//set the team goal time if not set already
	if (!bs->teamgoal_time) bs->teamgoal_time = FloatTime() + TEAM_PATROL_TIME;
	//
	BotSetTeamStatus(bs);
	// remember last ordered task
	BotRememberLastOrderedTask(bs);
#ifdef DEBUG
	BotPrintTeamGoal(bs);
#endif //DEBUG
}
开发者ID:AHPlankton,项目名称:Quake-III-Arena,代码行数:38,代码来源:ai_cmd.c


示例4: BotAIRegularUpdate

/*
==============
BotAIRegularUpdate
==============
*/
void BotAIRegularUpdate(void)
{
    if (regularupdate_time < FloatTime()) {
        trap_BotUpdateEntityItems();
        regularupdate_time = FloatTime() + 0.3;
    }
}
开发者ID:zturtleman,项目名称:reaction,代码行数:12,代码来源:ai_main.c


示例5: BotMatch_Kill

/*
==================
BotMatch_Kill
==================
*/
void BotMatch_Kill(bot_state_t *bs, bot_match_t *match) {
	char enemy[MAX_MESSAGE_SIZE];
	char netname[MAX_MESSAGE_SIZE];
	int client;

	if (!TeamPlayIsOn()) return;
	//if not addressed to this bot
	if (!BotAddressedToBot(bs, match)) return;

	trap_BotMatchVariable(match, ENEMY, enemy, sizeof(enemy));
	//
	client = FindEnemyByName(bs, enemy);
	if (client < 0) {
		BotAI_BotInitialChat(bs, "whois", enemy, NULL);
		trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname));
		client = ClientFromName(netname);
		trap_BotEnterChat(bs->cs, client, CHAT_TELL);
		return;
	}
	bs->teamgoal.entitynum = client;
	//set the time to send a message to the team mates
	bs->teammessage_time = FloatTime() + 2 * random();
	//set the ltg type
	bs->ltgtype = LTG_KILL;
	//set the team goal time
	bs->teamgoal_time = FloatTime() + TEAM_KILL_SOMEONE;
	//
	BotSetTeamStatus(bs);
#ifdef DEBUG
	BotPrintTeamGoal(bs);
#endif //DEBUG
}
开发者ID:AHPlankton,项目名称:Quake-III-Arena,代码行数:37,代码来源:ai_cmd.c


示例6: BotChat_StartLevel

/*
==================
BotChat_StartLevel
==================
*/
int BotChat_StartLevel(bot_state_t *bs) {
	char name[32];
	float rnd;

	if (bot_nochat.integer) return qfalse;
	if (BotIsObserver(bs)) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	//don't chat in teamplay
	if (TeamPlayIsOn()) {
#ifdef MISSIONPACK
	    trap_EA_Command(bs->client, "vtaunt");
#endif
	    return qfalse;
	}
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_STARTENDLEVEL, 0, 1);
	if (!bot_fastchat.integer) {
		if (random() > rnd) return qfalse;
	}
	if (BotNumActivePlayers() <= 1) return qfalse;
	BotAI_BotInitialChat(bs, "level_start",
				EasyClientName(bs->client, name, 32),	// 0
				NULL);
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
开发者ID:MAN-AT-ARMS,项目名称:ioq3,代码行数:33,代码来源:ai_chat.c


示例7: BotMatch_ReturnFlag

/*
==================
BotMatch_ReturnFlag
==================
*/
void BotMatch_ReturnFlag(bot_state_t *bs, bot_match_t *match) {
	char netname[MAX_MESSAGE_SIZE];
	int playernum;

	//if not in CTF mode
	if (
		gametype != GT_CTF
#ifdef MISSIONPACK
		&& gametype != GT_1FCTF
#endif
		)
		return;
	//if not addressed to this bot
	if (!BotAddressedToBot(bs, match))
		return;
	//
	BotMatchVariable(match, NETNAME, netname, sizeof(netname));
	//
	playernum = FindPlayerByName(netname);
	//
	bs->decisionmaker = playernum;
	bs->ordered = qtrue;
	bs->order_time = FloatTime();
	//set the time to send a message to the team mates
	bs->teammessage_time = FloatTime() + 2 * random();
	//set the ltg type
	bs->ltgtype = LTG_RETURNFLAG;
	//set the team goal time
	bs->teamgoal_time = FloatTime() + CTF_RETURNFLAG_TIME;
	bs->rushbaseaway_time = 0;
	//
	BotSetTeamStatus(bs);
	BotPrintTeamGoal(bs);
}
开发者ID:coltongit,项目名称:mint-arena,代码行数:39,代码来源:ai_cmd.c


示例8: BotChat_Kill

/*
==================
BotChat_Kill
==================
*/
int BotChat_Kill(bot_state_t *bs) {
	char name[32];
	float rnd;

	if (bot_nochat.integer) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_KILL, 0, 1);
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	//if fast chat is off
	if (!bot_fastchat.integer) {
		if (random() > rnd) return qfalse;
	}
	if (bs->lastkilledplayer == bs->client) return qfalse;
	if (BotNumActivePlayers() <= 1) return qfalse;
	if (!BotValidChatPosition(bs)) return qfalse;
	//
	if (BotVisibleEnemies(bs)) return qfalse;
	//
	EasyClientName(bs->lastkilledplayer, name, 32);
	//
	bs->chatto = CHAT_ALL;
	if (TeamPlayIsOn() && BotSameTeam(bs, bs->lastkilledplayer)) {
		BotAI_BotInitialChat(bs, "kill_teammate", name, NULL);
		bs->chatto = CHAT_TEAM;
	}
	else
	{
		//don't chat in teamplay
		if (TeamPlayIsOn()) {
#ifdef MISSIONPACK
			trap_EA_Command(bs->client, "vtaunt");
#endif
			return qfalse;			// don't wait
		}
		//
		if (bs->enemydeathtype == MOD_GAUNTLET) {
			BotAI_BotInitialChat(bs, "kill_gauntlet", name, NULL);
		}
		else if (bs->enemydeathtype == MOD_RAILGUN) {
			BotAI_BotInitialChat(bs, "kill_rail", name, NULL);
		}
		else if (bs->enemydeathtype == MOD_TELEFRAG) {
			BotAI_BotInitialChat(bs, "kill_telefrag", name, NULL);
		}
#ifdef MISSIONPACK
		else if (bs->botdeathtype == MOD_KAMIKAZE && trap_BotNumInitialChats(bs->cs, "kill_kamikaze"))
			BotAI_BotInitialChat(bs, "kill_kamikaze", name, NULL);
#endif
		//choose between insult and praise
		else if (random() < trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_INSULT, 0, 1)) {
			BotAI_BotInitialChat(bs, "kill_insult", name, NULL);
		}
		else {
			BotAI_BotInitialChat(bs, "kill_praise", name, NULL);
		}
	}
	bs->lastchat_time = FloatTime();
	return qtrue;
}
开发者ID:MAN-AT-ARMS,项目名称:ioq3,代码行数:65,代码来源:ai_chat.c


示例9: BotMatch_CatchMe

void BotMatch_CatchMe(bot_state_t *bs, bot_match_t *match){
	char netname[MAX_MESSAGE_SIZE];
	int client;

	//if not addressed to this bot
	if ( !TeamPlayIsOn() || !BotAddressedToBot(bs, match) ) return;

	// who wants me to to come?
	trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname));
	client = ClientOnSameTeamFromName(bs, netname);

	bs->teammate = client;		
	bs->teammatevisible_time = FloatTime();		//last time the team mate was assumed visible

	bs->decisionmaker = client;
	// bs->ordered = qtrue;
	//bs->order_time = FloatTime();

	//set the time to send a message to the team mates
	bs->teammessage_time = FloatTime() + 2 * random();
	//set the ltg type
	bs->ltgtype = LTG_JOINMATE;
	//set the team goal time
	bs->teamgoal_time = FloatTime() + 300;	// 5 minutes
}
开发者ID:PadWorld-Entertainment,项目名称:wop-gamesource,代码行数:25,代码来源:ai_cmd.c


示例10: BotChat_HitTalking

/*
==================
BotChat_HitTalking
==================
*/
int BotChat_HitTalking(bot_state_t *bs) {
	char name[32], *weap;
	int lasthurt_client;
	float rnd;

	if (bot_nochat.integer) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	if (BotNumActivePlayers() <= 1) return qfalse;
	lasthurt_client = g_entities[bs->client].client->lasthurt_client;
	if (!lasthurt_client) return qfalse;
	if (lasthurt_client == bs->client) return qfalse;
	//
	if (lasthurt_client < 0 || lasthurt_client >= MAX_CLIENTS) return qfalse;
	//
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_HITTALKING, 0, 1);
	//don't chat in teamplay
	if (TeamPlayIsOn()) return qfalse;
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	//if fast chat is off
	if (!bot_fastchat.integer) {
		if (random() > rnd * 0.5) return qfalse;
	}
	if (!BotValidChatPosition(bs)) return qfalse;
	//
	ClientName(g_entities[bs->client].client->lasthurt_client, name, sizeof(name));
	weap = BotWeaponNameForMeansOfDeath(g_entities[bs->client].client->lasthurt_mod);
	//
	BotAI_BotInitialChat(bs, "hit_talking", name, weap, NULL);
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
开发者ID:MAN-AT-ARMS,项目名称:ioq3,代码行数:38,代码来源:ai_chat.c


示例11: BotChat_EnemySuicide

/*
==================
BotChat_EnemySuicide
==================
*/
int BotChat_EnemySuicide(bot_state_t *bs) {
	char name[32];
	float rnd;

	if (bot_nochat.integer) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	if (BotNumActivePlayers() <= 1) return qfalse;
	//
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_ENEMYSUICIDE, 0, 1);
	//don't chat in teamplay
	if (TeamPlayIsOn()) return qfalse;
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	//if fast chat is off
	if (!bot_fastchat.integer) {
		if (random() > rnd) return qfalse;
	}
	if (!BotValidChatPosition(bs)) return qfalse;
	//
	if (BotVisibleEnemies(bs)) return qfalse;
	//
	if (bs->enemy >= 0) EasyClientName(bs->enemy, name, 32);
	else strcpy(name, "");
	BotAI_BotInitialChat(bs, "enemy_suicide", name, NULL);
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
开发者ID:MAN-AT-ARMS,项目名称:ioq3,代码行数:33,代码来源:ai_chat.c


示例12: BotChat_ExitGame

/*
==================
BotChat_ExitGame
==================
*/
int BotChat_ExitGame(bot_state_t *bs) {
	char name[32];
	float rnd;

	if (bot_nochat.integer) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	//don't chat in teamplay
	if (TeamPlayIsOn()) return qfalse;
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_ENTEREXITGAME, 0, 1);
	if (!bot_fastchat.integer) {
		if (random() > rnd) return qfalse;
	}
	if (BotNumActivePlayers() <= 1) return qfalse;
	//
	BotAI_BotInitialChat(bs, "game_exit",
				EasyClientName(bs->client, name, 32),	// 0
				BotRandomOpponentName(bs),				// 1
				"[invalid var]",						// 2
				"[invalid var]",						// 3
				BotMapTitle(),							// 4
				NULL);
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
开发者ID:MAN-AT-ARMS,项目名称:ioq3,代码行数:32,代码来源:ai_chat.c


示例13: BotChat_HitNoKill

/*
==================
BotChat_HitNoKill
==================
*/
int BotChat_HitNoKill(bot_state_t *bs) {
	char name[32], *weap;
	float rnd;
	aas_entityinfo_t entinfo;

	if (bot_nochat.integer) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	if (BotNumActivePlayers() <= 1) return qfalse;
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_HITNOKILL, 0, 1);
	//don't chat in teamplay
	if (TeamPlayIsOn()) return qfalse;
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	//if fast chat is off
	if (!bot_fastchat.integer) {
		if (random() > rnd * 0.5) return qfalse;
	}
	if (!BotValidChatPosition(bs)) return qfalse;
	//
	if (BotVisibleEnemies(bs)) return qfalse;
	//
	BotEntityInfo(bs->enemy, &entinfo);
	if (EntityIsShooting(&entinfo)) return qfalse;
	//
	ClientName(bs->enemy, name, sizeof(name));
	weap = BotWeaponNameForMeansOfDeath(g_entities[bs->enemy].client->lasthurt_mod);
	//
	BotAI_BotInitialChat(bs, "hit_nokill", name, weap, NULL);
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
开发者ID:MAN-AT-ARMS,项目名称:ioq3,代码行数:37,代码来源:ai_chat.c


示例14: BotMatch_Harvest

/*
==================
BotMatch_Harvest
==================
*/
void BotMatch_Harvest(bot_state_t *bs, bot_match_t *match) {
	char netname[MAX_MESSAGE_SIZE];
	int playernum;

	if (gametype == GT_HARVESTER) {
		if (!neutralobelisk.areanum || !redobelisk.areanum || !blueobelisk.areanum)
			return;
	}
	else {
		return;
	}
	//if not addressed to this bot
	if (!BotAddressedToBot(bs, match)) return;
	//
	BotMatchVariable(match, NETNAME, netname, sizeof(netname));
	//
	playernum = FindPlayerByName(netname);
	//
	bs->decisionmaker = playernum;
	bs->ordered = qtrue;
	bs->order_time = FloatTime();
	//set the time to send a message to the team mates
	bs->teammessage_time = FloatTime() + 2 * random();
	//set the ltg type
	bs->ltgtype = LTG_HARVEST;
	//set the team goal time
	bs->teamgoal_time = FloatTime() + TEAM_HARVEST_TIME;
	bs->harvestaway_time = 0;
	//
	BotSetTeamStatus(bs);
	// remember last ordered task
	BotRememberLastOrderedTask(bs);
	BotPrintTeamGoal(bs);
}
开发者ID:coltongit,项目名称:mint-arena,代码行数:39,代码来源:ai_cmd.c


示例15: BotAIRegularUpdate

/*
==============
BotAIRegularUpdate
==============
*/
void BotAIRegularUpdate(void)
{
    if (regularupdate_time < FloatTime())
    {
        botlib_export->ai.BotUpdateEntityItems();
        regularupdate_time = FloatTime() + 0.3;
    }
}
开发者ID:zturtleman,项目名称:recoil,代码行数:13,代码来源:ai_main.c


示例16: BotVoiceChat_Defend

/*
==================
BotVoiceChat_Defend
==================
*/
void BotVoiceChat_Defend(bot_state_t *bs, int client, int mode) {
    Q_UNUSED(mode);
#ifdef MISSIONPACK
    if ( gametype == GT_OBELISK || gametype == GT_HARVESTER) {
        //
        switch(BotTeam(bs)) {
        case TEAM_RED:
            memcpy(&bs->teamgoal, &redobelisk, sizeof(bot_goal_t));
            break;
        case TEAM_BLUE:
            memcpy(&bs->teamgoal, &blueobelisk, sizeof(bot_goal_t));
            break;
        default:
            return;
        }
    }
    else
#endif
        if (gametype == GT_CTF
#ifdef MISSIONPACK
                || gametype == GT_1FCTF
#endif
           ) {
            //
            switch(BotTeam(bs)) {
            case TEAM_RED:
                memcpy(&bs->teamgoal, &ctf_redflag, sizeof(bot_goal_t));
                break;
            case TEAM_BLUE:
                memcpy(&bs->teamgoal, &ctf_blueflag, sizeof(bot_goal_t));
                break;
            default:
                return;
            }
        }
        else {
            return;
        }
    //
    bs->decisionmaker = client;
    bs->ordered = qtrue;
    bs->order_time = FloatTime();
    //set the time to send a message to the team mates
    bs->teammessage_time = FloatTime() + 2 * random();
    //set the ltg type
    bs->ltgtype = LTG_DEFENDKEYAREA;
    //get the team goal time
    bs->teamgoal_time = FloatTime() + TEAM_DEFENDKEYAREA_TIME;
    //away from defending
    bs->defendaway_time = 0;
    //
    BotSetTeamStatus(bs);
    // remember last ordered task
    BotRememberLastOrderedTask(bs);
#ifdef DEBUG
    BotPrintTeamGoal(bs);
#endif //DEBUG
}
开发者ID:UberGames,项目名称:EF2GameSource,代码行数:63,代码来源:ai_vcmd.cpp


示例17: BotVoiceChat_Camp

/*
==================
BotVoiceChat_Camp
==================
*/
void
BotVoiceChat_Camp(bot_state_t * bs, int client, int mode)
{
  int areanum;
  aas_entityinfo_t entinfo;
  char netname[MAX_NETNAME];

  //
  bs->teamgoal.entitynum = -1;
  BotEntityInfo(client, &entinfo);
  //if info is valid (in PVS)
  if (entinfo.valid)
  {
    areanum = BotPointAreaNum(entinfo.origin);
    if (areanum)
    {				// && trap_AAS_AreaReachability(areanum)) {
      //NOTE: just assume the bot knows where the person is
      //if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, client)) {
      bs->teamgoal.entitynum = client;
      bs->teamgoal.areanum = areanum;
      VectorCopy(entinfo.origin, bs->teamgoal.origin);
      VectorSet(bs->teamgoal.mins, -8, -8, -8);
      VectorSet(bs->teamgoal.maxs, 8, 8, 8);
      //}
    }
  }
  //if the other is not visible
  if (bs->teamgoal.entitynum < 0)
  {
    BotAI_BotInitialChat(bs, "whereareyou",
			 EasyClientName(client, netname,
					sizeof(netname)), NULL);
    trap_BotEnterChat(bs->cs, client, CHAT_TELL);
    return;
  }
  //
  bs->decisionmaker = client;
  bs->ordered = qtrue;
  bs->order_time = FloatTime();
  //set the time to send a message to the team mates
  bs->teammessage_time = FloatTime() + 2 * random();
  //set the ltg type
  bs->ltgtype = LTG_CAMPORDER;
  //get the team goal time
  bs->teamgoal_time = FloatTime() + TEAM_CAMP_TIME;
  //the teammate that requested the camping
  bs->teammate = client;
  //not arrived yet
  bs->arrive_time = 0;
  //
  BotSetTeamStatus(bs);
  // remember last ordered task
  BotRememberLastOrderedTask(bs);
#ifdef DEBUG
  BotPrintTeamGoal(bs);
#endif //DEBUG
}
开发者ID:lrq3000,项目名称:ioquake3-anti-cheat,代码行数:62,代码来源:ai_vcmd.c


示例18: BotChat_EndLevel

/*
==================
BotChat_EndLevel
==================
*/
int BotChat_EndLevel(bot_state_t *bs) {
	char name[32];
	float rnd;

	if (bot_nochat.integer) return qfalse;
	if (BotIsObserver(bs)) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	// teamplay
	if (TeamPlayIsOn()) 
	{
#ifdef MISSIONPACK
		if (BotIsFirstInRankings(bs)) {
			trap_EA_Command(bs->client, "vtaunt");
		}
#endif
		return qtrue;
	}
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_STARTENDLEVEL, 0, 1);
	if (!bot_fastchat.integer) {
		if (random() > rnd) return qfalse;
	}
	if (BotNumActivePlayers() <= 1) return qfalse;
	//
	if (BotIsFirstInRankings(bs)) {
		BotAI_BotInitialChat(bs, "level_end_victory",
				EasyClientName(bs->client, name, 32),	// 0
				BotRandomOpponentName(bs),				// 1
				"[invalid var]",						// 2
				BotLastClientInRankings(),				// 3
				BotMapTitle(),							// 4
				NULL);
	}
	else if (BotIsLastInRankings(bs)) {
		BotAI_BotInitialChat(bs, "level_end_lose",
				EasyClientName(bs->client, name, 32),	// 0
				BotRandomOpponentName(bs),				// 1
				BotFirstClientInRankings(),				// 2
				"[invalid var]",						// 3
				BotMapTitle(),							// 4
				NULL);
	}
	else {
		BotAI_BotInitialChat(bs, "level_end",
				EasyClientName(bs->client, name, 32),	// 0
				BotRandomOpponentName(bs),				// 1
				BotFirstClientInRankings(),				// 2
				BotLastClientInRankings(),				// 3
				BotMapTitle(),							// 4
				NULL);
	}
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
开发者ID:MAN-AT-ARMS,项目名称:ioq3,代码行数:61,代码来源:ai_chat.c


示例19: BotVoiceChat_FollowMe

/*
==================
BotVoiceChat_FollowMe
==================
*/
void
BotVoiceChat_FollowMe(bot_state_t * bs, int client, int mode)
{
  int areanum;
  aas_entityinfo_t entinfo;
  char netname[MAX_NETNAME];

  bs->teamgoal.entitynum = -1;
  BotEntityInfo(client, &entinfo);
  //if info is valid (in PVS)
  if (entinfo.valid)
  {
    areanum = BotPointAreaNum(entinfo.origin);
    if (areanum)
    {				// && trap_AAS_AreaReachability(areanum)) {
      bs->teamgoal.entitynum = client;
      bs->teamgoal.areanum = areanum;
      VectorCopy(entinfo.origin, bs->teamgoal.origin);
      VectorSet(bs->teamgoal.mins, -8, -8, -8);
      VectorSet(bs->teamgoal.maxs, 8, 8, 8);
    }
  }
  //if the other is not visible
  if (bs->teamgoal.entitynum < 0)
  {
    BotAI_BotInitialChat(bs, "whereareyou",
			 EasyClientName(client, netname,
					sizeof(netname)), NULL);
    trap_BotEnterChat(bs->cs, client, CHAT_TELL);
    return;
  }
  //
  bs->decisionmaker = client;
  bs->ordered = qtrue;
  bs->order_time = FloatTime();
  //the team mate
  bs->teammate = client;
  //last time the team mate was assumed visible
  bs->teammatevisible_time = FloatTime();
  //set the time to send a message to the team mates
  bs->teammessage_time = FloatTime() + 2 * random();
  //get the team goal time
  bs->teamgoal_time = FloatTime() + TEAM_ACCOMPANY_TIME;
  //set the ltg type
  bs->ltgtype = LTG_TEAMACCOMPANY;
  bs->formation_dist = 3.5 * 32;	//3.5 meter
  bs->arrive_time = 0;
  //
  BotSetTeamStatus(bs);
  // remember last ordered task
  BotRememberLastOrderedTask(bs);
#ifdef DEBUG
  BotPrintTeamGoal(bs);
#endif //DEBUG
}
开发者ID:lrq3000,项目名称:ioquake3-anti-cheat,代码行数:60,代码来源:ai_vcmd.c


示例20: BotGetTime

/*
==================
BotGetTime
==================
*/
float BotGetTime(bot_match_t *match) {
	bot_match_t timematch;
	char timestring[MAX_MESSAGE_SIZE];
	float t;

	//if the matched string has a time
	if (match->subtype & ST_TIME) {
		//get the time string
		trap_BotMatchVariable(match, TIME, timestring, MAX_MESSAGE_SIZE);
		//match it to find out if the time is in seconds or minutes
		if (trap_BotFindMatch(timestring, &timematch, MTCONTEXT_TIME)) {
			if (timematch.type == MSG_FOREVER) {
				t = 99999999.0f;
			}
			else if (timematch.type == MSG_FORAWHILE) {
				t = 10 * 60; // 10 minutes
			}
			else if (timematch.type == MSG_FORALONGTIME) {
				t = 30 * 60; // 30 minutes
			}
			else {
				trap_BotMatchVariable(&timematch, TIME, timestring, MAX_MESSAGE_SIZE);
				if (timematch.type == MSG_MINUTES) t = atof(timestring) * 60;
				else if (timematch.type == MSG_SECONDS) t = atof(timestring);
				else t = 0;
			}
			//if there's a valid time
			if (t > 0) return FloatTime() + t;
		}
	}
	return 0;
}
开发者ID:AHPlankton,项目名称:Quake-III-Arena,代码行数:37,代码来源:ai_cmd.c



注:本文中的FloatTime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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