本文整理汇总了C++中idBitMsg::ReadBool方法的典型用法代码示例。如果您正苦于以下问题:C++ idBitMsg::ReadBool方法的具体用法?C++ idBitMsg::ReadBool怎么用?C++ idBitMsg::ReadBool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idBitMsg
的用法示例。
在下文中一共展示了idBitMsg::ReadBool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: ReadNetworkState
/*
================
sdProficiencyTable::ReadNetworkState
================
*/
void sdProficiencyTable::ReadNetworkState( const sdNetworkData& baseData, sdNetworkData& newData, const idBitMsg& msg ) const {
if ( msg.ReadBool() ) {
for ( int i = 0; i < points.Num(); i++ ) {
newData.points[ i ] = msg.ReadDeltaFloat( baseData.points[ i ] );
}
} else {
for ( int i = 0; i < points.Num(); i++ ) {
newData.points[ i ] = baseData.points[ i ];
}
}
if ( msg.ReadBool() ) {
for ( int i = 0; i < basePoints.Num(); i++ ) {
newData.basePoints[ i ] = msg.ReadDeltaFloat( baseData.basePoints[ i ] );
}
} else {
for ( int i = 0; i < basePoints.Num(); i++ ) {
newData.basePoints[ i ] = baseData.basePoints[ i ];
}
}
if ( msg.ReadBool() ) {
for ( int i = 0; i < points.Num(); i++ ) {
newData.spawnLevels[ i ] = msg.ReadDeltaLong( baseData.spawnLevels[ i ] );
}
} else {
for ( int i = 0; i < points.Num(); i++ ) {
newData.spawnLevels[ i ] = baseData.spawnLevels[ i ];
}
}
if ( !baseData.fixedRank ) {
newData.fixedRank = msg.ReadBool();
if ( newData.fixedRank ) {
newData.fixedRankIndex = msg.ReadLong();
} else {
newData.fixedRankIndex = -1;
}
} else {
newData.fixedRank = true;
newData.fixedRankIndex = baseData.fixedRankIndex;
}
}
示例2: HandleHeadsetStateChange
/*
========================
idLobby::HandleHeadsetStateChange
========================
*/
void idLobby::HandleHeadsetStateChange( int fromPeer, idBitMsg & msg ) {
int userCount = msg.ReadLong();
for ( int i = 0; i < userCount; ++i ) {
lobbyUserID_t lobbyUserID;
lobbyUserID.ReadFromMsg( msg );
bool state = msg.ReadBool();
int talkerIndex = sessionCB->GetVoiceChat()->FindTalkerByUserId( lobbyUserID, lobbyType );
sessionCB->GetVoiceChat()->SetHeadsetState( talkerIndex, state );
idLib::Printf( "User %d headset status: %d\n", talkerIndex, state );
// If we are the host, let the other clients know about the headset state of this peer
if ( IsHost() ) {
// We should not be receiving a message with a user count > 1 if we are the host
assert( userCount == 1 );
byte buffer[ idPacketProcessor::MAX_MSG_SIZE ];
idBitMsg outMsg( buffer, sizeof( buffer ) );
outMsg.WriteLong( 1 );
lobbyUserID.WriteToMsg( outMsg );
outMsg.WriteBool( state );
for ( int j = 0; j < peers.Num(); ++j ) {
// Don't send this to the player that we just received the message from
if ( !peers[ j ].IsConnected() || j == fromPeer ) {
continue;
}
QueueReliableMessage( j, RELIABLE_HEADSET_STATE, outMsg.GetReadData(), outMsg.GetSize() );
}
}
}
}
示例3: ServerProcessReliableMessage
/*
================
idGameLocal::ServerProcessReliableMessage
================
*/
void idGameLocal::ServerProcessReliableMessage( int clientNum, int type, const idBitMsg& msg )
{
if( clientNum < 0 )
{
return;
}
switch( type )
{
case GAME_RELIABLE_MESSAGE_CHAT:
case GAME_RELIABLE_MESSAGE_TCHAT:
{
char name[128];
char text[128];
msg.ReadString( name, sizeof( name ) );
msg.ReadString( text, sizeof( text ) );
mpGame.ProcessChatMessage( clientNum, type == GAME_RELIABLE_MESSAGE_TCHAT, name, text, NULL );
break;
}
case GAME_RELIABLE_MESSAGE_VCHAT:
{
int index = msg.ReadLong();
bool team = msg.ReadBits( 1 ) != 0;
mpGame.ProcessVoiceChat( clientNum, team, index );
break;
}
case GAME_RELIABLE_MESSAGE_DROPWEAPON:
{
mpGame.DropWeapon( clientNum );
break;
}
case GAME_RELIABLE_MESSAGE_EVENT:
{
// allocate new event
entityNetEvent_t* event = eventQueue.Alloc();
eventQueue.Enqueue( event, idEventQueue::OUTOFORDER_DROP );
event->spawnId = msg.ReadBits( 32 );
event->event = msg.ReadByte();
event->time = msg.ReadLong();
event->paramsSize = msg.ReadBits( idMath::BitsForInteger( MAX_EVENT_PARAM_SIZE ) );
if( event->paramsSize )
{
if( event->paramsSize > MAX_EVENT_PARAM_SIZE )
{
NetworkEventWarning( event, "invalid param size" );
return;
}
msg.ReadByteAlign();
msg.ReadData( event->paramsBuf, event->paramsSize );
}
break;
}
case GAME_RELIABLE_MESSAGE_SPECTATE:
{
bool spec = msg.ReadBool();
idPlayer* player = GetClientByNum( clientNum );
if( serverInfo.GetBool( "si_spectators" ) )
{
// never let spectators go back to game while sudden death is on
if( mpGame.GetGameState() == idMultiplayerGame::SUDDENDEATH && !spec && player->wantSpectate )
{
// Don't allow the change
}
else
{
if( player->wantSpectate && !spec )
{
player->forceRespawn = true;
}
player->wantSpectate = spec;
}
}
else
{
// If the server turned off si_spectators while a player is spectating, then any spectate message forces the player out of spectate mode
if( player->wantSpectate )
{
player->forceRespawn = true;
}
player->wantSpectate = false;
}
break;
}
case GAME_RELIABLE_MESSAGE_CLIENT_HITSCAN_HIT:
{
const int attackerNum = msg.ReadShort();
const int victimNum = msg.ReadShort();
idVec3 dir;
msg.ReadVectorFloat( dir );
const int damageDefIndex = msg.ReadLong();
const float damageScale = msg.ReadFloat();
const int location = msg.ReadLong();
//.........这里部分代码省略.........
示例4: HandleQueryAck
/*
========================
idDedicatedServerSearch::Clear
========================
*/
void idDedicatedServerSearch::HandleQueryAck( lobbyAddress_t& addr, idBitMsg& msg )
{
bool found = false;
// Find the server this ack belongs to
for( int i = 0; i < list.Num(); i++ )
{
serverInfoDedicated_t& query = list[i];
if( query.addr.Compare( addr ) )
{
// Found the server
found = true;
bool canJoin = msg.ReadBool();
if( !canJoin )
{
// If we can't join this server, then remove it
list.RemoveIndex( i-- );
break;
}
query.serverInfo.Read( msg );
query.connectedPlayers.Clear();
for( int i = 0; i < query.serverInfo.numPlayers; i++ )
{
idStr user;
msg.ReadString( user );
query.connectedPlayers.Append( user );
}
break;
}
}
if( !found )
{
bool canJoin = msg.ReadBool();
if( canJoin )
{
serverInfoDedicated_t newServer;
newServer.addr = addr;
newServer.serverInfo.Read( msg );
if( newServer.serverInfo.serverName.IsEmpty() )
{
newServer.serverInfo.serverName = addr.ToString();
}
newServer.connectedPlayers.Clear();
for( int i = 0; i < newServer.serverInfo.numPlayers; i++ )
{
idStr user;
msg.ReadString( user );
newServer.connectedPlayers.Append( user );
}
list.Append( newServer );
}
}
if( callback != NULL )
{
callback->Call();
}
}