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C++ idBitMsg::ReadLong方法代码示例

本文整理汇总了C++中idBitMsg::ReadLong方法的典型用法代码示例。如果您正苦于以下问题:C++ idBitMsg::ReadLong方法的具体用法?C++ idBitMsg::ReadLong怎么用?C++ idBitMsg::ReadLong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idBitMsg的用法示例。


在下文中一共展示了idBitMsg::ReadLong方法的12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: PopulateFromMessage

void rvInstance::PopulateFromMessage( const idBitMsg& msg ) {
	bool proto69 = ( gameLocal.GetCurrentDemoProtocol() == 69 );

	if ( proto69 ) {
		numMapEntities = msg.ReadShort();
	}
	initialSpawnCount = msg.ReadShort();

	delete[] mapEntityNumbers;
	mapEntityNumbers = NULL;

	if ( proto69 ) {
		RV_PUSH_SYS_HEAP_ID(RV_HEAP_ID_LEVEL);
		mapEntityNumbers = new unsigned short[ numMapEntities ];
		RV_POP_HEAP();
		memset( mapEntityNumbers, -1, sizeof( unsigned short ) * numMapEntities );

		for ( int i = 0; i < numMapEntities; i++ ) {
			mapEntityNumbers[ i ] = msg.ReadShort();
		}
		Populate();
	} else {
		int populateIndex = msg.ReadLong();
		gameLocal.ClientSetStartingIndex( populateIndex );
		//common->Printf( "pos: set firstFreeIndex to %d\n", populateIndex );
		int checksum = msg.ReadLong();
		Populate( checksum );
	}
}
开发者ID:ET-NiK,项目名称:amxxgroup,代码行数:29,代码来源:Instance.cpp

示例2: OnServerStatsRequestMessage

/*
================
sdStatsTracker::OnServerStatsRequestMessage
================
*/
void sdStatsTracker::OnServerStatsRequestMessage( const idBitMsg& msg ) {
	idStrPool* globalKeys;
	idStrPool* globalValues;
	idDict::GetGlobalPools( globalKeys, globalValues );

	char buffer[ 2048 ];

	sdNetStatKeyValList list;
	int numEntries = msg.ReadLong();
	for ( int i = 0; i < numEntries; i++ ) {
		msg.ReadString( buffer, sizeof( buffer ) );		

		sdNetStatKeyValue kv;
		kv.type = ( sdNetStatKeyValue::statValueType )msg.ReadByte();
		kv.key = globalKeys->AllocString( buffer );
		switch ( kv.type ) {
			case sdNetStatKeyValue::SVT_FLOAT:
			case sdNetStatKeyValue::SVT_FLOAT_MAX:
				kv.val.f = msg.ReadFloat();
				break;
			case sdNetStatKeyValue::SVT_INT:
			case sdNetStatKeyValue::SVT_INT_MAX:
				kv.val.i = msg.ReadLong();
				break;
		}

		list.Append( kv );
	}

	OnServerStatsRequestMessage( list );

	sdReliableClientMessage response( GAME_RELIABLE_CMESSAGE_ACKNOWLEDGESTATS );
	response.Send();
}
开发者ID:,项目名称:,代码行数:39,代码来源:

示例3: ClientReceiveEvent

/*
============
sdGeneralMover::ClientReceiveEvent
============
*/
bool sdGeneralMover::ClientReceiveEvent( int event, int time, const idBitMsg& msg ) {
	switch ( event ) {
		case EVENT_MOVE: {
			int startPos	= msg.ReadLong();
			int endPos		= msg.ReadLong();
			int moveTime	= msg.ReadLong();
			int startTime	= msg.ReadLong();

			StartTimedMove( startPos, endPos, moveTime, startTime );

			return true;
		}
	}

	return sdScriptEntity::ClientReceiveEvent( event, time, msg );
}
开发者ID:,项目名称:,代码行数:21,代码来源:

示例4: ListBans

/*
============
sdGUIDFile::ListBans
============
*/
void sdGUIDFile::ListBans( const idBitMsg& msg ) {
	while ( msg.GetSize() != msg.GetReadCount() ) {
		int index = msg.ReadLong();
		char buffer[ 128 ];
		msg.ReadString( buffer, sizeof( buffer ) );
		gameLocal.Printf( "%d: %s\n", index, buffer );
	}
}
开发者ID:,项目名称:,代码行数:13,代码来源:

示例5: ReadCampaignInfo

/*
================
sdGameRulesCampaign::ReadCampaignInfo
================
*/
void sdGameRulesCampaign::ReadCampaignInfo( const idBitMsg& msg ) {
	int campaignIndex = msg.ReadLong();

	const sdDeclCampaign* newCampaign = NULL;
	if ( campaignIndex != -1 ) {
		newCampaign = gameLocal.declCampaignType[ campaignIndex ];
	}

	SetCampaign( newCampaign );
}
开发者ID:,项目名称:,代码行数:15,代码来源:

示例6: ClientReceiveEvent

/*
================
idExplodingBarrel::ClientReceiveEvent
================
*/
bool idExplodingBarrel::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {

	switch( event ) {
		case EVENT_EXPLODE:
			if ( gameLocal.realClientTime - msg.ReadLong() < spawnArgs.GetInt( "explode_lapse", "1000" ) ) {
				ExplodingEffects( );
			}
			return true;
		default:
			break;
	}

	return idBarrel::ClientReceiveEvent( event, time, msg );
}
开发者ID:alepulver,项目名称:dhewm3,代码行数:19,代码来源:Moveable.cpp

示例7: ReadFromSnapshot

/*
=================
idEntityFx::ReadFromSnapshot
=================
*/
void idEntityFx::ReadFromSnapshot( const idBitMsg &msg ) {
	int fx_index, start_time, max_lapse;

	GetPhysics()->ReadFromSnapshot( msg );
	ReadBindFromSnapshot( msg );
	fx_index = gameLocal.ClientRemapDecl( DECL_FX, msg.ReadLong() );
	start_time = msg.ReadLong();

	if ( fx_index != -1 && start_time > 0 && !fxEffect && started < 0 ) {
		spawnArgs.GetInt( "effect_lapse", "1000", max_lapse );
		if ( gameLocal.time - start_time > max_lapse ) {
			// too late, skip the effect completely
			started = 0;
			return;
		}
		const idDeclFX *fx = static_cast<const idDeclFX *>( declManager->DeclByIndex( DECL_FX, fx_index ) );
		if ( !fx ) {
			gameLocal.Error( "FX at index %d not found", fx_index );
		}
		fxEffect = fx;
		Setup( fx->GetName() );
		Start( start_time );
	}
}
开发者ID:469486139,项目名称:DOOM-3-BFG,代码行数:29,代码来源:Fx.cpp

示例8: ReadFromSnapshot

/*
================
idPhysics_Monster::ReadFromSnapshot
================
*/
void idPhysics_Monster::ReadFromSnapshot( const idBitMsg& msg )
{
	current.origin[0] = msg.ReadFloat();
	current.origin[1] = msg.ReadFloat();
	current.origin[2] = msg.ReadFloat();
	current.velocity[0] = msg.ReadFloat( MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
	current.velocity[1] = msg.ReadFloat( MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
	current.velocity[2] = msg.ReadFloat( MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
	current.localOrigin[0] = msg.ReadDeltaFloat( current.origin[0] );
	current.localOrigin[1] = msg.ReadDeltaFloat( current.origin[1] );
	current.localOrigin[2] = msg.ReadDeltaFloat( current.origin[2] );
	current.pushVelocity[0] = msg.ReadDeltaFloat( 0.0f, MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
	current.pushVelocity[1] = msg.ReadDeltaFloat( 0.0f, MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
	current.pushVelocity[2] = msg.ReadDeltaFloat( 0.0f, MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
	current.atRest = msg.ReadLong();
	current.onGround = msg.ReadBits( 1 ) != 0;
}
开发者ID:dcahrakos,项目名称:RBDOOM-3-BFG,代码行数:22,代码来源:Physics_Monster.cpp

示例9: 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;
	}
}
开发者ID:,项目名称:,代码行数:48,代码来源:

示例10: ReadMapStats

/*
================
sdGameRulesCampaign::ReadMapStats
================
*/
void sdGameRulesCampaign::ReadMapStats( const idBitMsg& msg ) {
	int index = msg.ReadLong();

	if ( index >= campaignMapData.Num() ) {
		gameLocal.Warning( "sdGameRulesCampaign::ReadStats Out of Bounds Map Stats Received" );
		return;
	}

	mapData_t& mapData = campaignMapData[ index ];

	mapData.winner = sdTeamManager::GetInstance().ReadTeamFromStream( msg );
	mapData.written = true;

	for ( int i = 0; i < mapData.teamData.Num(); i++ ) {
		teamMapData_t& teamData = mapData.teamData[ i ];

		for ( int j = 0; j < teamData.xp.Num(); j++ ) {
			teamData.xp[ j ] = msg.ReadFloat();
		}
	}
	OnMapStatsReceived( index );
}
开发者ID:,项目名称:,代码行数:27,代码来源:

示例11: 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() );
			}
		}
	}
}
开发者ID:469486139,项目名称:DOOM-3-BFG,代码行数:41,代码来源:sys_lobby_users.cpp

示例12: 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.........
开发者ID:Anthony-Gaudino,项目名称:OpenTechBFG,代码行数:101,代码来源:Game_network.cpp


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