本文整理汇总了C++中SerializedGameData::PopFOWObject方法的典型用法代码示例。如果您正苦于以下问题:C++ SerializedGameData::PopFOWObject方法的具体用法?C++ SerializedGameData::PopFOWObject怎么用?C++ SerializedGameData::PopFOWObject使用的例子?那么恭喜您, 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SerializedGameData
的用法示例。
在下文中一共展示了SerializedGameData::PopFOWObject方法的2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: Deserialize
void MapNode::Deserialize(SerializedGameData& sgd, const unsigned numPlayers)
{
for(unsigned z = 0; z < roads.size(); ++z)
{
roads[z] = sgd.PopUnsignedChar();
RTTR_Assert(roads[z] < 4);
roads_real[z] = roads[z] != 0;
}
altitude = sgd.PopUnsignedChar();
shadow = sgd.PopUnsignedChar();
t1 = TerrainType(sgd.PopUnsignedChar());
RTTR_Assert(t1 < TT_COUNT);
t2 = TerrainType(sgd.PopUnsignedChar());
RTTR_Assert(t2 < TT_COUNT);
resources = sgd.PopUnsignedChar();
reserved = sgd.PopBool();
owner = sgd.PopUnsignedChar();
for(unsigned b = 0; b < boundary_stones.size(); ++b)
boundary_stones[b] = sgd.PopUnsignedChar();
bq = BuildingQuality(sgd.PopUnsignedChar());
bqVisual = BuildingQuality(sgd.PopUnsignedChar());
RTTR_Assert(numPlayers < fow.size());
for(unsigned z = 0; z < numPlayers; ++z)
{
MapNode::FoWData& curFoW = fow[z];
curFoW.visibility = Visibility(sgd.PopUnsignedChar());
// Only in FoW can be FoW objects
if(curFoW.visibility == VIS_FOW)
{
curFoW.last_update_time = sgd.PopUnsignedInt();
curFoW.object = sgd.PopFOWObject();
for(unsigned r = 0; r < curFoW.roads.size(); ++r)
curFoW.roads[r] = sgd.PopUnsignedChar();
curFoW.owner = sgd.PopUnsignedChar();
for(unsigned b = 0; b < curFoW.boundary_stones.size(); ++b)
curFoW.boundary_stones[b] = sgd.PopUnsignedChar();
}
else
{
curFoW.last_update_time = 0;
curFoW.object = NULL;
for(unsigned r = 0; r < curFoW.roads.size(); ++r)
curFoW.roads[r] = 0;
curFoW.owner = 0;
for(unsigned b = 0; b < curFoW.boundary_stones.size(); ++b)
curFoW.boundary_stones[b] = 0;
}
}
obj = sgd.PopObject<noBase>(GOT_UNKNOWN);
sgd.PopObjectContainer(figures, GOT_UNKNOWN);
sea_id = sgd.PopUnsignedShort();
harbor_id = sgd.PopUnsignedInt();
}
示例2: Deserialize
void GameWorld::Deserialize(SerializedGameData& sgd)
{
// Headinformationen
width_ = sgd.PopUnsignedShort();
height_ = sgd.PopUnsignedShort();
lt = LandscapeType(sgd.PopUnsignedChar());
// Initialisierungen
Init();
// Obj-ID-Counter setzen
GameObject::SetObjIDCounter(sgd.PopUnsignedInt());
// Trade graphs
// Only if trade is enabled
if(GAMECLIENT.GetGGS().isEnabled(ADDON_TRADE))
{
tgs.resize(sgd.PopUnsignedChar());
for(unsigned i = 0; i < tgs.size(); ++i)
tgs[i] = new TradeGraph(sgd, this);
}
// Alle Weltpunkte serialisieren
for(unsigned i = 0; i < map_size; ++i)
{
for(unsigned z = 0; z < 3; ++z)
{
nodes[i].roads[z] = sgd.PopUnsignedChar();
nodes[i].roads_real[z] = nodes[i].roads[z] ? true : false;
}
nodes[i].altitude = sgd.PopUnsignedChar();
nodes[i].shadow = sgd.PopUnsignedChar();
nodes[i].t1 = TerrainType(sgd.PopUnsignedChar());
nodes[i].t2 = TerrainType(sgd.PopUnsignedChar());
nodes[i].resources = sgd.PopUnsignedChar();
nodes[i].reserved = sgd.PopBool();
nodes[i].owner = sgd.PopUnsignedChar();
for(unsigned b = 0; b < 4; ++b)
nodes[i].boundary_stones[b] = sgd.PopUnsignedChar();
nodes[i].bq = BuildingQuality(sgd.PopUnsignedChar());
for(unsigned z = 0; z < GAMECLIENT.GetPlayerCount(); ++z)
{
MapNode::FoWData& fow = nodes[i].fow[z];
fow.visibility = Visibility(sgd.PopUnsignedChar());
// Nur im FoW können FOW-Objekte stehen
if(fow.visibility == VIS_FOW)
{
fow.last_update_time = sgd.PopUnsignedInt();
fow.object = sgd.PopFOWObject();
for(unsigned r = 0; r < 3; ++r)
fow.roads[r] = sgd.PopUnsignedChar();
fow.owner = sgd.PopUnsignedChar();
for(unsigned b = 0; b < 4; ++b)
fow.boundary_stones[b] = sgd.PopUnsignedChar();
}
else
{
fow.last_update_time = 0;
fow.object = NULL;
for(unsigned r = 0; r < 3; ++r)
fow.roads[r] = 0;
fow.owner = 0;
for(unsigned b = 0; b < 4; ++b)
fow.boundary_stones[b] = 0;
}
}
nodes[i].obj = sgd.PopObject<noBase>(GOT_UNKNOWN);
sgd.PopObjectContainer(nodes[i].figures, GOT_UNKNOWN);
nodes[i].sea_id = sgd.PopUnsignedShort();
nodes[i].harbor_id = sgd.PopUnsignedInt();
if (nodes[i].harbor_id)
{
GameWorldBase::HarborPos p(MapPoint((MapCoord) (i % width_), (MapCoord) (i / width_)));
harbor_pos.push_back(p);
}
}
// Katapultsteine deserialisieren
sgd.PopObjectContainer(catapult_stones, GOT_CATAPULTSTONE);
// Meeresinformationen deserialisieren
seas.resize(sgd.PopUnsignedInt());
for(unsigned i = 0; i < seas.size(); ++i)
{
seas[i].nodes_count = sgd.PopUnsignedInt();
}
// Hafenpositionen serialisieren
harbor_pos.resize(sgd.PopUnsignedInt());
for(unsigned i = 0; i < harbor_pos.size(); ++i)
{
harbor_pos[i].pos = sgd.PopMapPoint();
for(unsigned z = 0; z < 6; ++z)
harbor_pos[i].cps[z].sea_id = sgd.PopUnsignedShort();
for(unsigned z = 0; z < 6; ++z)
{
harbor_pos[i].neighbors[z].resize(sgd.PopUnsignedInt());
//.........这里部分代码省略.........