本文整理汇总了C++中PlayerData::all_players方法的典型用法代码示例。如果您正苦于以下问题:C++ PlayerData::all_players方法的具体用法?C++ PlayerData::all_players怎么用?C++ PlayerData::all_players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PlayerData
的用法示例。
在下文中一共展示了PlayerData::all_players方法的6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: net_send_game_init_data
void net_send_game_init_data(GameNetConnection& net, PlayerData& pd, int seed) {
for (int n = 0; n < pd.all_players().size(); n++) {
int net_id = pd.all_players()[n].net_id;
if (net_id == 0) {
continue; // Don't send to self
}
// Send a version to each player detailing which player entry is theirs
// This is a necessary (slight) evil
SerializeBuffer& sb = net.grab_buffer(
GameNetConnection::PACKET_SERV2CLIENT_INITIALPLAYERDATA);
sb.write_int(seed);
// Send which index is local player to recipient:
sb.write_int(n);
std::vector<PlayerDataEntry>& plist = pd.all_players();
sb.write_int(plist.size());
for (int i = 0; i < plist.size(); i++) {
PlayerDataEntry& pde = plist[i];
sb.write(pde.player_name);
sb.write_int(pde.classtype);
sb.write_int(pde.net_id);
}
net.send_packet(sb, net_id);
}
}
示例2: net_recv_game_init_data
void net_recv_game_init_data(SerializeBuffer& sb, int sender,
GameStateInitData& init_data, PlayerData& pd) {
//Write seed
sb.read_int(init_data.seed);
init_data.seed_set_by_network_message = true;
//Read player data
int localidx;
sb.read_int(localidx);
pd.set_local_player_idx(localidx);
int playern;
sb.read_int(playern);
LANARTS_ASSERT(pd.all_players().empty());
for (int i = 0; i < playern; i++) {
std::string name;
class_id classtype;
int net_id;
sb.read(name);
sb.read_int(classtype);
sb.read_int(net_id);
pd.register_player(name, NULL, classtype, net_id);
}
printf("Received init packet: seed = 0x%X, localid = %d, nplayers = %d\n",
init_data.seed, localidx, playern);
}
示例3: net_recv_game_init_data
void net_recv_game_init_data(SerializeBuffer& sb, int sender,
GameStateInitData& init_data, PlayerData& pd) {
//Write seed
sb.read(init_data);
init_data.received_init_data = true;
//Read player data
int localidx;
sb.read_int(localidx);
int playern;
sb.read_int(playern);
LANARTS_ASSERT(pd.all_players().empty());
for (int i = 0; i < playern; i++) {
std::string name;
std::string classtype;
int net_id;
sb.read(name);
sb.read(classtype);
sb.read_int(net_id);
pd.register_player(name, NULL, classtype, LuaValue(), (i == localidx), net_id);
}
printf(
"Received init packet: seed = 0x%X, localid = %d, nplayers = %d, "
"frame_action_repeat = %d, regen_level_on_death = %d, network_debug_mode = %d, time_per_step = %f\n",
init_data.seed, localidx, playern, init_data.frame_action_repeat,
(int) init_data.regen_on_death,
(int) init_data.network_debug_mode, init_data.time_per_step);
}
示例4: net_recv_connection_affirm
// Only the server is concerned with this message
void net_recv_connection_affirm(SerializeBuffer& sb, int sender,
PlayerData& pd) {
std::string name;
class_id classtype;
sb.read(name);
sb.read_int(classtype);
printf("connection affirm read\n");
pd.register_player(name, NULL, classtype, sender);
printf("now there are %d players\n", (int)pd.all_players().size());
pd.set_local_player_idx(0);
}
示例5: net_recv_connection_affirm
// Only the server is concerned with this message
void net_recv_connection_affirm(SerializeBuffer& sb, int sender,
PlayerData& pd) {
printf("Recv conn with size=%d\n", sb.size());
std::string name;
std::string classtype;
sb.read(name);
sb.read(classtype);
printf("connection affirm read\n");
pd.register_player(name, NULL, classtype, LuaValue(), /* is local player */ false, sender);
printf("now there are %d players\n", (int) pd.all_players().size());
}
示例6: net_recv_player_actions
void net_recv_player_actions(SerializeBuffer& sb, int sender, PlayerData& pd) {
int frame, player_number;
sb.read_int(frame);
sb.read_int(player_number);
PlayerDataEntry& pde = pd.all_players().at(player_number);
ActionQueue actions;
sb.read_container(actions);
pde.action_queue.queue_actions_for_frame(actions, frame);
// printf("Receiving %d actions for player %d from %d \n", actions.size(),
// player_number, sender);
}