本文整理汇总了C++中NetworkSendCommand函数的典型用法代码示例。如果您正苦于以下问题:C++ NetworkSendCommand函数的具体用法?C++ NetworkSendCommand怎么用?C++ NetworkSendCommand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NetworkSendCommand函数的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: SendCommandStopUnit
/**
** Send command: Unit stop.
**
** @param unit pointer to unit.
*/
void SendCommandStopUnit(CUnit &unit)
{
if (!IsNetworkGame()) {
CommandLog("stop", &unit, FlushCommands, -1, -1, NoUnitP, NULL, -1);
CommandStopUnit(unit);
} else {
NetworkSendCommand(MessageCommandStop, unit, 0, 0, NoUnitP, 0, FlushCommands);
}
}
示例2: SendCommandUpgradeTo
/**
** Send command: Building starts upgrading to.
**
** @param unit pointer to unit.
** @param what pointer to unit-type of the unit upgrade.
** @param flush Flag flush all pending commands.
*/
void SendCommandUpgradeTo(CUnit &unit, CUnitType &what, int flush)
{
if (!IsNetworkGame()) {
CommandLog("upgrade-to", &unit, flush, -1, -1, NoUnitP, what.Ident.c_str(), -1);
CommandUpgradeTo(unit, what, flush);
} else {
NetworkSendCommand(MessageCommandUpgrade, unit, 0, 0, NoUnitP, &what, flush);
}
}
示例3: SendCommandResourceLoc
/**
** Send command: Unit harvests a location (wood for now).
**
** @param unit pointer to unit.
** @param pos map tile position where to harvest.
** @param flush Flag flush all pending commands.
*/
void SendCommandResourceLoc(CUnit &unit, const Vec2i &pos, int flush)
{
if (!IsNetworkGame()) {
CommandLog("resource-loc", &unit, flush, pos.x, pos.y, NoUnitP, NULL, -1);
CommandResourceLoc(unit, pos, flush);
} else {
NetworkSendCommand(MessageCommandResourceLoc, unit, pos.x, pos.y, NoUnitP, 0, flush);
}
}
示例4: SendCommandReturnGoods
/**
** Send command: Unit return goods.
**
** @param unit pointer to unit.
** @param goal pointer to destination of the goods. (NULL=search best)
** @param flush Flag flush all pending commands.
*/
void SendCommandReturnGoods(CUnit &unit, CUnit *goal, int flush)
{
if (!IsNetworkGame()) {
CommandLog("return", &unit, flush, -1, -1, goal, NULL, -1);
CommandReturnGoods(unit, goal, flush);
} else {
NetworkSendCommand(MessageCommandReturn, unit, 0, 0, goal, 0, flush);
}
}
示例5: SendCommandUnload
/**
** Send command: Unit unload unit.
**
** @param unit pointer to unit.
** @param pos map tile position of unload.
** @param what Passagier to be unloaded.
** @param flush Flag flush all pending commands.
*/
void SendCommandUnload(CUnit &unit, const Vec2i &pos, CUnit *what, int flush)
{
if (!IsNetworkGame()) {
CommandLog("unload", &unit, flush, pos.x, pos.y, what, NULL, -1);
CommandUnload(unit, pos, what, flush);
} else {
NetworkSendCommand(MessageCommandUnload, unit, pos.x, pos.y, what, 0, flush);
}
}
示例6: SendCommandBuildBuilding
/**
** Send command: Unit builds building at position.
**
** @param unit pointer to unit.
** @param pos map tile position of construction.
** @param what pointer to unit-type of the building.
** @param flush Flag flush all pending commands.
*/
void SendCommandBuildBuilding(CUnit &unit, const Vec2i &pos, CUnitType &what, int flush)
{
if (!IsNetworkGame()) {
CommandLog("build", &unit, flush, pos.x, pos.y, NoUnitP, what.Ident.c_str(), -1);
CommandBuildBuilding(unit, pos, what, flush);
} else {
NetworkSendCommand(MessageCommandBuild, unit, pos.x, pos.y, NoUnitP, &what, flush);
}
}
示例7: SendCommandPatrol
/**
** Send command: Unit patrol between current and position.
**
** @param unit pointer to unit.
** @param pos map tile position to patrol between.
** @param flush Flag flush all pending commands.
*/
void SendCommandPatrol(CUnit &unit, const Vec2i &pos, int flush)
{
if (!IsNetworkGame()) {
CommandLog("patrol", &unit, flush, pos.x, pos.y, NoUnitP, NULL, -1);
CommandPatrolUnit(unit, pos, flush);
} else {
NetworkSendCommand(MessageCommandPatrol, unit, pos.x, pos.y, NoUnitP, 0, flush);
}
}
示例8: SendCommandAttackGround
/**
** Send command: Unit attack ground.
**
** @param unit pointer to unit.
** @param pos map tile position to fire on.
** @param flush Flag flush all pending commands.
*/
void SendCommandAttackGround(CUnit &unit, const Vec2i &pos, int flush)
{
if (!IsNetworkGame()) {
CommandLog("attack-ground", &unit, flush, pos.x, pos.y, NoUnitP, NULL, -1);
CommandAttackGround(unit, pos, flush);
} else {
NetworkSendCommand(MessageCommandGround, unit, pos.x, pos.y, NoUnitP, 0, flush);
}
}
示例9: SendCommandAttack
/**
** Send command: Unit attack unit or at position.
**
** @param unit pointer to unit.
** @param pos map tile position to attack.
** @param attack or !=NoUnitP unit to be attacked.
** @param flush Flag flush all pending commands.
*/
void SendCommandAttack(CUnit &unit, const Vec2i &pos, CUnit *attack, int flush)
{
if (!IsNetworkGame()) {
CommandLog("attack", &unit, flush, pos.x, pos.y, attack, NULL, -1);
CommandAttack(unit, pos, attack, flush);
} else {
NetworkSendCommand(MessageCommandAttack, unit, pos.x, pos.y, attack, 0, flush);
}
}
示例10: SendCommandTransformInto
/**
** Send command: Building starts upgrading to.
**
** @param unit pointer to unit.
** @param what pointer to unit-type of the unit upgrade.
** @param flush Flag flush all pending commands.
*/
void SendCommandTransformInto(CUnit &unit, CUnitType &what, int flush)
{
if (!IsNetworkGame()) {
CommandLog("transform-into", &unit, flush, -1, -1, NoUnitP, what.Ident.c_str(), -1);
CommandTransformIntoType(unit, what);
} else {
NetworkSendCommand(MessageCommandTransform, unit, 0, 0, NoUnitP, &what, flush);
}
}
示例11: SendCommandStandGround
/**
** Send command: Unit stand ground.
**
** @param unit pointer to unit.
** @param flush Flag flush all pending commands.
*/
void SendCommandStandGround(CUnit &unit, int flush)
{
if (!IsNetworkGame()) {
CommandLog("stand-ground", &unit, flush, -1, -1, NoUnitP, NULL, -1);
CommandStandGround(unit, flush);
} else {
NetworkSendCommand(MessageCommandStand, unit, 0, 0, NoUnitP, 0, flush);
}
}
示例12: SendCommandResource
/**
** Send command: Unit harvest resources
**
** @param unit pointer to unit.
** @param dest pointer to destination (oil-platform,gold mine).
** @param flush Flag flush all pending commands.
*/
void SendCommandResource(CUnit &unit, CUnit &dest, int flush)
{
if (!IsNetworkGame()) {
CommandLog("resource", &unit, flush, -1, -1, &dest, NULL, -1);
CommandResource(unit, dest, flush);
} else {
NetworkSendCommand(MessageCommandResource, unit, 0, 0, &dest, 0, flush);
}
}
示例13: SendCommandBoard
/**
** Send command: Unit board unit.
**
** @param unit pointer to unit.
** @param dest Destination to be boarded.
** @param flush Flag flush all pending commands.
*/
void SendCommandBoard(CUnit &unit, CUnit &dest, int flush)
{
if (!IsNetworkGame()) {
CommandLog("board", &unit, flush, -1, -1, &dest, NULL, -1);
CommandBoard(unit, dest, flush);
} else {
NetworkSendCommand(MessageCommandBoard, unit, -1, -1, &dest, 0, flush);
}
}
示例14: SendCommandPickUp
/**
** Send command: Pick up item.
**
** @param unit pointer to unit.
** @param dest pick up this item.
** @param flush Flag flush all pending commands.
*/
void SendCommandPickUp(CUnit &unit, CUnit &dest, int flush)
{
if (!IsNetworkGame()) {
CommandLog("pick-up", &unit, flush, -1, -1, &dest, NULL, -1);
CommandPickUp(unit, dest, flush);
} else {
NetworkSendCommand(MessageCommandPickUp, unit, 0, 0, &dest, 0, flush);
}
}
示例15: SendCommandAutoRepair
/**
** Send command: Unit auto repair.
**
** @param unit pointer to unit.
** @param on 1 for auto repair on, 0 for off.
*/
void SendCommandAutoRepair(CUnit &unit, int on)
{
if (!IsNetworkGame()) {
CommandLog("auto-repair", &unit, FlushCommands, on, -1, NoUnitP, NULL, 0);
CommandAutoRepair(unit, on);
} else {
NetworkSendCommand(MessageCommandAutoRepair, unit, on, -1, NoUnitP, NULL, FlushCommands);
}
}