本文整理汇总了C++中C4PlayerInfo::SetTeam方法的典型用法代码示例。如果您正苦于以下问题:C++ C4PlayerInfo::SetTeam方法的具体用法?C++ C4PlayerInfo::SetTeam怎么用?C++ C4PlayerInfo::SetTeam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类C4PlayerInfo
的用法示例。
在下文中一共展示了C4PlayerInfo::SetTeam方法的4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: GetID
void C4Team::AddPlayer(C4PlayerInfo &rInfo, bool fAdjustPlayer)
{
// must not happen!
assert(rInfo.GetID());
if (!rInfo.GetID()) return;
// add player; grow vector if necessary
if (iPlayerCount >= iPlayerCapacity)
{
int32_t *piNewPlayers = new int32_t[iPlayerCapacity = (iPlayerCount+4)&~3];
if (iPlayerCount) memcpy(piNewPlayers, piPlayers, iPlayerCount*sizeof(int32_t));
delete [] piPlayers; piPlayers = piNewPlayers;
}
// store new player
piPlayers[iPlayerCount++] = rInfo.GetID();
if (!fAdjustPlayer) return;
// set values in info
rInfo.SetTeam(GetID());
if (Game.Teams.IsTeamColors()) rInfo.SetColor(GetColor());
// and in actual player, if it is joined already
if (rInfo.IsJoined())
{
C4Player *pJoinedPlr = ::Players.GetByInfoID(rInfo.GetID());
assert(pJoinedPlr || (rInfo.GetType() == C4PT_Script));
if (pJoinedPlr)
{
pJoinedPlr->Team = GetID();
if (Game.Teams.IsTeamColors()) pJoinedPlr->SetPlayerColor(GetColor());
}
}
}
示例2:
void C4TeamList::ReassignAllTeams()
{
assert(::Control.isCtrlHost());
if (!::Control.isCtrlHost()) return;
// go through all player infos; reset team in them
int32_t idStart = -1; C4PlayerInfo *pNfo;
while ((pNfo = Game.PlayerInfos.GetNextPlayerInfoByID(idStart)))
{
idStart = pNfo->GetID();
if (pNfo->HasJoinIssued()) continue;
pNfo->SetTeam(0);
// mark changed info as updated
C4ClientPlayerInfos *pCltInfo = Game.PlayerInfos.GetClientInfoByPlayerID(idStart);
assert(pCltInfo);
if (pCltInfo)
{
pCltInfo->SetUpdated();
}
}
// clear players from team lists
RecheckPlayers();
EnsureTeamCount();
// reassign them
idStart = -1;
while ((pNfo = Game.PlayerInfos.GetNextPlayerInfoByID(idStart)))
{
idStart = pNfo->GetID();
if (pNfo->HasJoinIssued()) continue;
assert(!pNfo->GetTeam());
RecheckPlayerInfoTeams(*pNfo, true);
}
}
示例3:
void C4TeamList::ReassignAllTeams()
{
assert(::Control.isCtrlHost());
if (!::Control.isCtrlHost()) return;
// go through all player infos; reset team in them
int32_t idStart = -1; C4PlayerInfo *pNfo;
while ((pNfo = Game.PlayerInfos.GetNextPlayerInfoByID(idStart)))
{
idStart = pNfo->GetID();
if (pNfo->HasJoinIssued()) continue;
pNfo->SetTeam(0);
// mark changed info as updated
C4ClientPlayerInfos *pCltInfo = Game.PlayerInfos.GetClientInfoByPlayerID(idStart);
assert(pCltInfo);
if (pCltInfo)
{
pCltInfo->SetUpdated();
}
}
// clear players from team lists
RecheckPlayers();
// in random autogenerate mode, there must be exactly two teams
if (IsRandomTeam())
if (IsAutoGenerateTeams() && GetTeamCount() != 2)
{
ClearTeams();
GenerateDefaultTeams(2);
}
// reassign them
idStart = -1;
while ((pNfo = Game.PlayerInfos.GetNextPlayerInfoByID(idStart)))
{
idStart = pNfo->GetID();
if (pNfo->HasJoinIssued()) continue;
assert(!pNfo->GetTeam());
RecheckPlayerInfoTeams(*pNfo, true);
}
}
示例4: GetTeamByPlayerID
bool C4TeamList::RecheckPlayerInfoTeams(C4PlayerInfo &rNewJoin, bool fByHost)
{
// only if enabled
assert(IsMultiTeams());
if (!IsMultiTeams()) return false;
// check whether a new team is to be assigned first
C4Team *pCurrentTeam = GetTeamByPlayerID(rNewJoin.GetID());
int32_t idCurrentTeam = pCurrentTeam ? pCurrentTeam->GetID() : 0;
if (rNewJoin.GetTeam())
{
// was that team a change to the current team?
// no change anyway: OK, skip this info
if (idCurrentTeam == rNewJoin.GetTeam()) return true;
// the player had a different team assigned: Check if changes are allowed at all
if (eTeamDist == TEAMDIST_Free || (eTeamDist == TEAMDIST_Host && fByHost))
// also make sure that selecting this team is allowed, e.g. doesn't break the team limit
// this also checks whether the team number is a valid team - but it would accept TEAMID_New, which shouldn't be used in player infos!
if (rNewJoin.GetTeam() != TEAMID_New && IsJoin2TeamAllowed(rNewJoin.GetTeam()))
// okay; accept change
return true;
// Reject change by reassigning the current team
rNewJoin.SetTeam(idCurrentTeam);
// and determine a new team, if none has been assigned yet
if (idCurrentTeam) return true;
}
// new team assignment
// teams are always needed in the lobby, so there's a team preset to change
// for runtime joins, teams are needed if specified by teams.txt or if any teams have been created before (to avoid mixed team-noteam-scenarios)
// but only assign teams in runtime join if the player won't pick it himself
bool fWillHaveLobby = ::Network.isEnabled() && !::Network.Status.isPastLobby() && Game.fLobby;
bool fHasOrWillHaveLobby = ::Network.isLobbyActive() || fWillHaveLobby;
bool fCanPickTeamAtRuntime = !IsRandomTeam() && (rNewJoin.GetType() == C4PT_User) && IsRuntimeJoinTeamChoice();
bool fIsTeamNeeded = IsRuntimeJoinTeamChoice() || GetTeamCount();
if (!fHasOrWillHaveLobby && (!fIsTeamNeeded || fCanPickTeamAtRuntime)) return false;
// get least-used team
C4Team *pAssignTeam=NULL;
C4Team *pLowestTeam = GetRandomSmallestTeam();
// melee mode
if (IsAutoGenerateTeams() && !IsRandomTeam())
{
// reuse old team only if it's empty
if (pLowestTeam && !pLowestTeam->GetPlayerCount())
pAssignTeam = pLowestTeam;
else
{
// no empty team: generate new
GenerateDefaultTeams(iLastTeamID+1);
pAssignTeam = GetTeamByID(iLastTeamID);
}
}
else
{
if (!pLowestTeam)
{
// not enough teams defined in teamwork mode?
// then create two teams as default
if (!GetTeamByIndex(1))
GenerateDefaultTeams(2);
else
// otherwise, all defined teams are full. This is a scenario error, because MaxPlayer should have been adjusted
return false;
pLowestTeam = GetTeamByIndex(0);
}
pAssignTeam = pLowestTeam;
}
// assign it
if (!pAssignTeam) return false;
pAssignTeam->AddPlayer(rNewJoin, true);
return true;
}