您当前的位置:首页 > IT编程 > C++
| C语言 | Java | VB | VC | python | Android | TensorFlow | C++ | oracle | 学术与代码 | cnn卷积神经网络 | gnn | 图像修复 | Keras | 数据集 | Neo4j | 自然语言处理 | 深度学习 | 医学CAD | 医学影像 | 超参数 | pointnet | pytorch | 异常检测 | Transformers | 情感分类 | 知识图谱 |

自学教程:C++ GetNumPlayers函数代码示例

51自学网 2021-06-01 21:11:38
  C++
这篇教程C++ GetNumPlayers函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中GetNumPlayers函数的典型用法代码示例。如果您正苦于以下问题:C++ GetNumPlayers函数的具体用法?C++ GetNumPlayers怎么用?C++ GetNumPlayers使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了GetNumPlayers函数的28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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: PlayerSelection

bool PlayerSelection(void){	PlayerSelectionData data;	memset(&data, 0, sizeof data);	data.IsOK = true;	GetDataFilePath(data.prefixes, "data/prefixes.txt");	GetDataFilePath(data.suffixes, "data/suffixes.txt");	GetDataFilePath(data.suffixnames, "data/suffixnames.txt");	NameGenInit(&data.g, data.prefixes, data.suffixes, data.suffixnames);	// Create selection menus for each local player	for (int i = 0, idx = 0; i < (int)gPlayerDatas.size; i++, idx++)	{		PlayerData *p = CArrayGet(&gPlayerDatas, i);		if (!p->IsLocal)		{			idx--;			continue;		}		PlayerSelectMenusCreate(			&data.menus[idx], GetNumPlayers(false, false, true), idx, i,			&gEventHandlers, &gGraphicsDevice, &data.g);	}	if (!gCampaign.IsClient)	{		NetServerOpen(&gNetServer);	}	GameLoopData gData = GameLoopDataNew(		&data, PlayerSelectionUpdate,		&data, PlayerSelectionDraw);	GameLoop(&gData);	if (data.IsOK)	{		for (int i = 0, idx = 0; i < (int)gPlayerDatas.size; i++, idx++)		{			PlayerData *p = CArrayGet(&gPlayerDatas, i);			if (!p->IsLocal)			{				idx--;				continue;			}			// For any player slots not picked, turn them into AIs			if (p->inputDevice == INPUT_DEVICE_UNSET)			{				PlayerSetInputDevice(p, INPUT_DEVICE_AI, 0);			}		}	}	for (int i = 0; i < GetNumPlayers(false, false, true); i++)	{		MenuSystemTerminate(&data.menus[i].ms);	}	NameGenTerminate(&data.g);	return data.IsOK;}
开发者ID:depoorterp,项目名称:cdogs-sdl,代码行数:59,


示例2: UE_LOG

void APuzzlePresetGameMode::PostLogin(APlayerController* NewPlayer){	if (GetNumPlayers() >= 2)	{		bStartPlayersAsSpectators = true;		NewPlayer->StartSpectatingOnly();	}	Super::PostLogin(NewPlayer);	UE_LOG(LogTemp, Warning, TEXT("Totally connected: %d"), GetNumPlayers());	UE_LOG(LogTemp, Warning, TEXT("Connected PC is spectating: %d"), NewPlayer->PlayerState->bIsSpectator);}
开发者ID:alkboda,项目名称:PuzzlePreset,代码行数:13,


示例3: Q_ASSERT

void CatanRoom::requestStartGame(){    CatanPlayer *player = qobject_cast<CatanPlayer*>(sender());    Q_ASSERT(player);    if( !player ) return;    if( player != host ) return; //only the host can begin the game    if( startTimer.isActive() ) return; //the game is already being started    if( GetNumPlayers() < CATAN_MIN_PLAYERS ) return; //cannot start with less than 4 players    //check to make sure everyone is ready.    for( int i = 0; i < GetMaxPlayers(); i++ )    {        CatanPlayer *occupant = players[i];        if( !occupant ) continue;        if( !readyPlayers[occupant->GetID()] )            return; //cannot start the game unless all players are ready.    }    startTimer.setSingleShot(true);    startTimer.start( CATAN_ROOM_START_TIME * 1000 );    net::Begin(NETWORK_COMMAND::SERVER_ROOM_STARTING);    net::Send(getPlayers());}
开发者ID:Sassafrass,项目名称:Qt-Settlers-of-Catan,代码行数:25,


示例4: PrintStats

static void PrintStats(FILE *stream, wbstartstruct_t *stats){    int leveltime, partime;    int i;    PrintLevelName(stream, stats->epsd, stats->last);    fprintf(stream, "/n");    leveltime = stats->plyr[0].stime / TICRATE;    partime = stats->partime / TICRATE;    fprintf(stream, "Time: %i:%02i", leveltime / 60, leveltime % 60);    fprintf(stream, " (par: %i:%02i)/n", partime / 60, partime % 60);    fprintf(stream, "/n");    for (i=0; i<MAXPLAYERS; ++i)    {        if (stats->plyr[i].in)        {            PrintPlayerStats(stream, stats, i);        }    }    if (GetNumPlayers(stats) >= 2)    {        PrintFragsTable(stream, stats);    }    fprintf(stream, "/n");}
开发者ID:DooMJunkie,项目名称:wii-doom,代码行数:29,


示例5: GetNode

Visibility GameWorldBase::CalcVisiblityWithAllies(const MapPoint pt, const unsigned char player) const{    const MapNode& node = GetNode(pt);    Visibility best_visibility = node.fow[player].visibility;    if(best_visibility == VIS_VISIBLE)        return best_visibility;    /// Teamsicht aktiviert?    if(GetGGS().teamView)    {        const GamePlayer& curPlayer = GetPlayer(player);        // Dann prüfen, ob Teammitglieder evtl. eine bessere Sicht auf diesen Punkt haben        for(unsigned i = 0; i < GetNumPlayers(); ++i)        {            if(i != player && curPlayer.IsAlly(i))            {                if(node.fow[i].visibility > best_visibility)                    best_visibility = node.fow[i].visibility;            }        }    }    return best_visibility;}
开发者ID:Return-To-The-Roots,项目名称:s25client,代码行数:25,


示例6: data

void Channel::LeaveNotify(ObjectGuid guid){    WorldPacket data(SMSG_USERLIST_REMOVE, 8 + 1 + 4 + GetName().size() + 1);    data << ObjectGuid(guid);    data << uint8(GetFlags());    data << uint32(GetNumPlayers());    data << GetName();    SendToAll(&data);}
开发者ID:BACKUPLIB,项目名称:Infinity_MaNGOS,代码行数:9,


示例7: PlayerEquipDraw

static void PlayerEquipDraw(void *data){	const PlayerEquipData *pData = data;	GraphicsBlitBkg(&gGraphicsDevice);	for (int i = 0; i < GetNumPlayers(false, false, true); i++)	{		MenuDisplay(&pData->menus[i].ms);	}}
开发者ID:depoorterp,项目名称:cdogs-sdl,代码行数:9,


示例8: disconnect

void CatanRoom::RemovePlayer( CatanPlayer *player ){    disconnect( player, SIGNAL(requestLeaveRoom()),                this, SLOT(onPlayerLeave()));    disconnect( player, SIGNAL(destroyed()),                this, SLOT(onPlayerDestroying()));    if( players[player->GetID()] != player ) return;    LOG_DEBUG("[Lobby " << GetID() << "] Removing player: " << player->GetName() << endl);    //remove the player    players[player->GetID()] = 0;    readyPlayers[player->GetID()] = false;    playerCount--;    cancelStartup(player);    emit removedPlayer(player);    //remove this room if it is empty    if( GetNumPlayers() == 0 )    {        player->deleteLater();        this->deleteLater();        return;    }    //get a list of all the players to send the message to    QVector<CatanPlayer*> playerList = getPlayers();    if( player == host ) //if this was the host    {        //remove the previous host        disconnect( player, SIGNAL(requestStartGame()),                    this,     SLOT(requestStartGame()));        disconnect( player, SIGNAL(requestChangeConfig(QDataStream&)),                    this,    SLOT(receivedChangeConfig(QDataStream&)));        host = 0;        //set the host to the next player in the list        LOG_INFO("The host disconnected from lobby [" << (quint16)GetID() << "]" << endl);        for( int i = 0; i < GetMaxPlayers(); i++ )        {            if( players[i] )            {                setHost(players[i]);                break;            }        }        if( host ) {            LOG_DEBUG("New lobby host: " << host->GetName() << endl);            net::Begin(NETWORK_COMMAND::SERVER_ROOM_NEW_HOST);                net::AddByte(host->GetID());            net::Send(playerList);        }    }
开发者ID:Sassafrass,项目名称:Qt-Settlers-of-Catan,代码行数:57,


示例9: GetPlayerCenter

// TODO: reimplement in cameraVec2i GetPlayerCenter(	GraphicsDevice *device, const Camera *camera,	const PlayerData *pData, const int playerIdx){	if (pData->ActorUID < 0)	{		// Player is dead		return Vec2iZero();	}	Vec2i center = Vec2iZero();	int w = device->cachedConfig.Res.x;	int h = device->cachedConfig.Res.y;	if (GetNumPlayers(PLAYER_ALIVE_OR_DYING, true, true) == 1 ||		GetNumPlayers(PLAYER_ALIVE_OR_DYING, false , true) == 1 ||		CameraIsSingleScreen())	{		const Vec2i pCenter = camera->lastPosition;		const Vec2i screenCenter =			Vec2iNew(w / 2, device->cachedConfig.Res.y / 2);		const TActor *actor = ActorGetByUID(pData->ActorUID);		const Vec2i p = Vec2iNew(actor->tileItem.x, actor->tileItem.y);		center = Vec2iAdd(Vec2iMinus(p, pCenter), screenCenter);	}	else	{		const int numLocalPlayers = GetNumPlayers(PLAYER_ANY, false, true);		if (numLocalPlayers == 2)		{			center.x = playerIdx == 0 ? w / 4 : w * 3 / 4;			center.y = h / 2;		}		else if (numLocalPlayers >= 3 && numLocalPlayers <= 4)		{			center.x = (playerIdx & 1) ? w * 3 / 4 : w / 4;			center.y = (playerIdx >= 2) ? h * 3 / 4 : h / 4;		}		else		{			CASSERT(false, "invalid number of players");		}	}	return center;}
开发者ID:ChunHungLiu,项目名称:cdogs-sdl,代码行数:45,


示例10: CameraInput

void CameraInput(Camera *camera, const int cmd, const int lastCmd){	// Control the camera	if (camera->spectateMode == SPECTATE_NONE)	{		return;	}	// Arrows: pan camera	// CMD1/2: choose next player to follow	if (CMD_HAS_DIRECTION(cmd))	{		camera->spectateMode = SPECTATE_FREE;		const int pan = PAN_SPEED;		if (cmd & CMD_LEFT)	camera->lastPosition.x -= pan;		else if (cmd & CMD_RIGHT)	camera->lastPosition.x += pan;		if (cmd & CMD_UP)		camera->lastPosition.y -= pan;		else if (cmd & CMD_DOWN)	camera->lastPosition.y += pan;	}	else if ((AnyButton(cmd) && !AnyButton(lastCmd)) ||		camera->FollowNextPlayer)	{		// Can't follow if there are no players		if (GetNumPlayers(PLAYER_ALIVE_OR_DYING, false, false) == 0)		{			return;		}		camera->spectateMode = SPECTATE_FOLLOW;		// Find index of player		int playerIndex = -1;		CA_FOREACH(const PlayerData, p, gPlayerDatas)			if (p->UID == camera->FollowPlayerUID)			{				playerIndex = _ca_index;				break;			}		CA_FOREACH_END()		// Get the next player by index that has an actor in the game		const int d = (cmd & CMD_BUTTON1) ? 1 : -1;		for (int i = playerIndex + d;; i += d)		{			i = CLAMP_OPPOSITE(i, 0, (int)gPlayerDatas.size - 1);			// Check if clamping made us hit the termination condition			if (i == playerIndex) break;			const PlayerData *p = CArrayGet(&gPlayerDatas, i);			if (IsPlayerAliveOrDying(p))			{				// Follow this player				camera->FollowPlayerUID = p->UID;				camera->FollowNextPlayer = false;				break;			}		}	}}
开发者ID:CrypticGator,项目名称:cdogs-sdl,代码行数:54,


示例11: PlayerEquipUpdate

static GameLoopResult PlayerEquipUpdate(void *data){	PlayerEquipData *pData = data;	// Check if anyone pressed escape	int cmds[MAX_LOCAL_PLAYERS];	memset(cmds, 0, sizeof cmds);	GetPlayerCmds(&gEventHandlers, &cmds);	if (EventIsEscape(&gEventHandlers, cmds, GetMenuCmd(&gEventHandlers)))	{		pData->IsOK = false;		return UPDATE_RESULT_EXIT;	}	// Update menus	int idx = 0;	for (int i = 0; i < (int)gPlayerDatas.size; i++, idx++)	{		const PlayerData *p = CArrayGet(&gPlayerDatas, i);		if (!p->IsLocal)		{			idx--;			continue;		}		if (!MenuIsExit(&pData->menus[idx].ms))		{			MenuProcessCmd(&pData->menus[idx].ms, cmds[idx]);		}		else if (p->weaponCount == 0)		{			// Check exit condition; must have selected at least one weapon			// Otherwise reset the current menu			pData->menus[idx].ms.current = pData->menus[idx].ms.root;		}	}	bool isDone = true;	for (int i = 0; i < GetNumPlayers(false, false, true); i++)	{		if (strcmp(pData->menus[i].ms.current->name, "(End)") != 0)		{			isDone = false;		}	}	if (isDone)	{		pData->IsOK = true;		return UPDATE_RESULT_EXIT;	}	return UPDATE_RESULT_DRAW;}
开发者ID:depoorterp,项目名称:cdogs-sdl,代码行数:52,


示例12: data

void Channel::LeaveNotify(uint64 guid){    WorldPacket data(SMSG_USERLIST_REMOVE, 8+1+4+GetName().size()+1);    data << uint64(guid);    data << uint8(GetFlags());    data << uint32(GetNumPlayers());    data << GetName();    if (IsConstant())        SendToAllButOne(&data, guid);    else        SendToAll(&data);}
开发者ID:Alluring,项目名称:TrinityCore,代码行数:13,


示例13: IsEveryoneReady

bool IBattle::IsEveryoneReady() const{	for ( unsigned int i = 0; i < GetNumPlayers(); i++ ) {		User& usr = GetUser( i );		UserBattleStatus& status = usr.BattleStatus();		if ( status.IsBot() ) continue;		if ( status.spectator ) continue;		if ( &usr == &GetMe() ) continue;		if ( !status.ready ) return false;		if ( !status.sync ) return false;	}	return true;}
开发者ID:cleanrock,项目名称:springlobby,代码行数:13,


示例14: data

void Channel::JoinNotify(uint64 guid){    WorldPacket data(IsConstant() ? SMSG_USERLIST_ADD : SMSG_USERLIST_UPDATE, 8 + 1 + 1 + 4 + GetName().size());    data << uint64(guid);    data << uint8(GetPlayerFlags(guid));    data << uint8(GetFlags());    data << uint32(GetNumPlayers());    data << GetName();    if (IsConstant())        SendToAllButOne(&data, guid);    else        SendToAll(&data);}
开发者ID:Ayik0,项目名称:DeathCore_5.4.8,代码行数:14,


示例15: PlayerSelectionDraw

static void PlayerSelectionDraw(void *data){	const PlayerSelectionData *pData = data;	GraphicsBlitBkg(&gGraphicsDevice);	const int w = gGraphicsDevice.cachedConfig.Res.x;	const int h = gGraphicsDevice.cachedConfig.Res.y;	int idx = 0;	for (int i = 0; i < (int)gPlayerDatas.size; i++, idx++)	{		const PlayerData *p = CArrayGet(&gPlayerDatas, i);		if (!p->IsLocal)		{			idx--;			continue;		}		if (p->inputDevice != INPUT_DEVICE_UNSET)		{			MenuDisplay(&pData->menus[idx].ms);		}		else		{			Vec2i center = Vec2iZero();			const char *prompt = "Press Fire to join...";			const Vec2i offset = Vec2iScaleDiv(FontStrSize(prompt), -2);			switch (GetNumPlayers(false, false, true))			{			case 1:				// Center of screen				center = Vec2iNew(w / 2, h / 2);				break;			case 2:				// Side by side				center = Vec2iNew(idx * w / 2 + w / 4, h / 2);				break;			case 3:			case 4:				// Four corners				center = Vec2iNew(					(idx & 1) * w / 2 + w / 4, (idx / 2) * h / 2 + h / 4);				break;			default:				CASSERT(false, "not implemented");				break;			}			FontStr(prompt, Vec2iAdd(center, offset));		}	}}
开发者ID:depoorterp,项目名称:cdogs-sdl,代码行数:49,


示例16: data

void Channel::LeaveNotify(Player* p){    if (_channelRights.flags & CHANNEL_RIGHT_CANT_SPEAK)        return;    if (!AccountMgr::IsPlayerAccount(p->GetSession()->GetSecurity()))        return;    WorldPacket data(SMSG_USERLIST_REMOVE, 8 + 1 + 4 + GetName().size());    data << uint64(p->GetGUID());    data << uint8(GetFlags());    data << uint32(GetNumPlayers());    data << GetName();    SendToAllWatching(&data);}
开发者ID:Keader,项目名称:Sunwell,代码行数:15,


示例17: GetName

void Channel::JoinNotify(ObjectGuid guid){    WorldPacket data;    if (IsConstant())        data.Initialize(SMSG_USERLIST_ADD, 8 + 1 + 1 + 4 + GetName().size() + 1);    else        data.Initialize(SMSG_USERLIST_UPDATE, 8 + 1 + 1 + 4 + GetName().size() + 1);    data << ObjectGuid(guid);    data << uint8(GetPlayerFlags(guid));    data << uint8(GetFlags());    data << uint32(GetNumPlayers());    data << GetName();    SendToAll(&data);}
开发者ID:BACKUPLIB,项目名称:Infinity_MaNGOS,代码行数:16,


示例18: GetNumPlayers

int CTeam::GetAliveMembers( void ){	int iAlive = 0;	int iNumPlayers = GetNumPlayers();	for ( int i=0;i<iNumPlayers;i++ )	{		if ( GetPlayer(i) && GetPlayer(i)->IsAlive() )		{			iAlive++;		}	}	return iAlive;}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:16,


示例19: SoundPlay

GameLoopData *ScreenVictory(CampaignOptions *c){	SoundPlay(&gSoundDevice, StrSound("victory"));	VictoryData *data;	CMALLOC(data, sizeof *data);	data->Campaign = c;	const char *finalWordsSingle[] = {		"Ha, next time I'll use my good hand",		"Over already? I was just warming up...",		"There's just no good opposition to be found these days!",		"Well, maybe I'll just do my monthly reload then",		"Woof woof",		"I'll just bury the bones in the back yard, he-he",		"I just wish they'd let me try bare-handed",		"Rambo? Who's Rambo?",		"<in Austrian accent:> I'll be back",		"Gee, my trigger finger is sore",		"I need more practice. I think I missed a few shots at times"	};	const char *finalWordsMulti[] = {		"United we stand, divided we conquer",		"Nothing like good teamwork, is there?",		"Which way is the camera?",		"We eat bullets for breakfast and have grenades as dessert",		"We're so cool we have to wear mittens",	};	if (GetNumPlayers(PLAYER_ANY, false, true) == 1)	{		const int numWords = sizeof finalWordsSingle / sizeof(char *);		data->FinalWords = finalWordsSingle[rand() % numWords];	}	else	{		const int numWords = sizeof finalWordsMulti / sizeof(char *);		data->FinalWords = finalWordsMulti[rand() % numWords];	}	PlayerList *pl = PlayerListNew(		PlayerListUpdate, VictoryDraw, data, true, false);	pl->pos.y = 75;	pl->size.y -= pl->pos.y;	return PlayerListLoop(pl);}
开发者ID:cxong,项目名称:cdogs-sdl,代码行数:42,


示例20: Assert

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CTeam::AwardAchievement( int iAchievement ){	Assert( iAchievement >= 0 && iAchievement < 255 );	// must fit in short 	CRecipientFilter filter;	int iNumPlayers = GetNumPlayers();	for ( int i=0;i<iNumPlayers;i++ )	{		if ( GetPlayer(i) )		{			filter.AddRecipient( GetPlayer(i) );		}	}	UserMessageBegin( filter, "AchievementEvent" );		WRITE_SHORT( iAchievement );	MessageEnd();}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:23,


示例21: GetNumPlayers

unsigned int IBattle::GetNumActivePlayers() const{	return GetNumPlayers() - m_opts.spectators;}
开发者ID:cleanrock,项目名称:springlobby,代码行数:4,


示例22: getNextPID

bool CatanRoom::AddUser( CatanUser *user ){    if( GetNumPlayers() >= config->GetMaxPlayers() ) return false;    if( user->InGame() || user->InLobby() ) return false;    int id = getNextPID( players );    CatanPlayer* player = new CatanPlayer(id, user, this);    //set the host    if( !host )        setHost( player );    players[id] = player;    playerCount++;    LOG_DEBUG( "Lobby player count: " << GetNumPlayers() << endl );    player->SetState(PLAYER_STATE::IN_LOBBY);    //tell the current players in the room that this user has joined    for( int i = 0; i < GetMaxPlayers(); i++ )    {        CatanPlayer *occupant = players[i];        if( !occupant ) continue;        net::Begin(NETWORK_COMMAND::SERVER_ROOM_USER_JOINED);            net::AddShort(this->GetID());            net::AddByte(player->GetID());            net::AddString(player->GetName());        net::Send(occupant->GetUser());    }    //tell this user about the current players in the room    net::Begin(NETWORK_COMMAND::SERVER_ROOM_PLAYERS);        net::AddByte(GetNumPlayers()-1); //don't include the new player        //send the host first.        net::AddByte(host->GetID());        net::AddString(host->GetName());        net::AddBool(readyPlayers[host->GetID()]);        for( int i = 0; i < GetMaxPlayers(); i++ )        {            CatanPlayer *occupant = players[i];            if( !occupant ) continue;            if( occupant != host && occupant != player )            {                net::AddByte(occupant->GetID());                net::AddString(occupant->GetName());                net::AddBool(readyPlayers[occupant->GetID()]);            }        }    net::Send(user);    //send the game configuration    transmitConfigFull(user);    //if the user gets destroyed, remove him from the room    connect( player, SIGNAL(destroying()),             this, SLOT(onPlayerDestroying()));    connect( player, SIGNAL(requestLeaveRoom()),             this, SLOT(onPlayerLeave()));    connect( player, SIGNAL(readyUp(bool)),             this, SLOT(readyUp(bool)));    emit addedPlayer(player);    return true;}
开发者ID:Sassafrass,项目名称:Qt-Settlers-of-Catan,代码行数:67,


示例23: CameraDraw

void CameraDraw(	Camera *camera, const input_device_e pausingDevice,	const bool controllerUnplugged){	Vec2i centerOffset = Vec2iZero();	const int numLocalPlayersAlive =		GetNumPlayers(PLAYER_ALIVE_OR_DYING, false, true);	const int numLocalPlayers = GetNumPlayers(PLAYER_ANY, false, true);	const int w = gGraphicsDevice.cachedConfig.Res.x;	const int h = gGraphicsDevice.cachedConfig.Res.y;	for (int i = 0; i < GraphicsGetScreenSize(&gGraphicsDevice.cachedConfig); i++)	{		gGraphicsDevice.buf[i] = COLOR2PIXEL(colorBlack);	}	const Vec2i noise = ScreenShakeGetDelta(camera->shake);	GraphicsResetBlitClip(&gGraphicsDevice);	if (numLocalPlayersAlive == 0)	{		// Count the number of local players with lives left		// If there are none, then try to spectate if there are remote players		int firstRemotePlayerUID = -1;		bool hasLocalPlayerLives = false;		CA_FOREACH(const PlayerData, p, gPlayerDatas)			if (p->Lives > 0)			{				if (p->IsLocal)				{					hasLocalPlayerLives = true;					break;				}				else				{					firstRemotePlayerUID = p->UID;				}			}		CA_FOREACH_END()		if (!hasLocalPlayerLives)		{			if (camera->spectateMode == SPECTATE_NONE)			{				// Enter spectator mode				// If there are remote players, follow them				if (firstRemotePlayerUID != -1)				{					camera->spectateMode = SPECTATE_FOLLOW;					camera->FollowPlayerUID = firstRemotePlayerUID;				}				else				{					// Free-look mode					camera->spectateMode = SPECTATE_FREE;				}			}		}		else		{			// Don't spectate			camera->spectateMode = SPECTATE_NONE;		}		if (camera->spectateMode == SPECTATE_FOLLOW)		{			FollowPlayer(&camera->lastPosition, camera->FollowPlayerUID);		}		DoBuffer(			&camera->Buffer,			camera->lastPosition,			X_TILES, noise, centerOffset);		SoundSetEars(camera->lastPosition);	}
开发者ID:CrypticGator,项目名称:cdogs-sdl,代码行数:72,


示例24: SortPlayers

void CTeam::SortPlayers(int nSortKey, int nDir){	// Sanity checks...	if (nSortKey == TM_KEY_SCORE) return;	if (GetNumPlayers() <= 1) return;	// Remove each player from our list, and insert it, sorted, into a temp list...	CTeamPlayerList lsTemp;	CTeamPlayer* pCurPlr = GetFirstPlayer();	while (pCurPlr)	{		CTeamPlayer* pNextPlr = GetNextPlayer(pCurPlr);		m_lsPlayers.Delete(pCurPlr);		// Insert the player from our main list, sorted, into our temp list...		CTeamPlayer* pTmpPlr = lsTemp.GetFirst();		if (!pTmpPlr)		{			lsTemp.Insert(pCurPlr);		}		else		{			while (pTmpPlr)			{				if (nDir == TM_SORT_DESCENDING && IsGreater(pCurPlr, pTmpPlr, nSortKey))				{					lsTemp.InsertBefore(pTmpPlr, pCurPlr);					pTmpPlr = NULL;				}				else if (nDir == TM_SORT_ASCENDING && IsLess(pCurPlr, pTmpPlr, nSortKey))				{					lsTemp.InsertBefore(pTmpPlr, pCurPlr);					pTmpPlr = NULL;				}				else				{					pTmpPlr = pTmpPlr->GetNext();					if (!pTmpPlr)					{						lsTemp.InsertLast(pCurPlr);					}				}			}		}		pCurPlr = pNextPlr;	}	// Re-insert all items into our main list...	CTeamPlayer* pPlr = lsTemp.GetFirst();	while (pPlr)	{		CTeamPlayer* pNextPlr = pPlr->GetNext();		m_lsPlayers.InsertLast(pPlr);		pPlr = pNextPlr;	}}
开发者ID:Arc0re,项目名称:lithtech,代码行数:69,


示例25: switch

void CTO2GameServerShell::Update(LTFLOAT timeElapsed){	// Update the main server first	CGameServerShell::Update(timeElapsed);	m_VersionMgr.Update();	if (!GetServerDir())		return;	//if we're hosting LANOnly game, don't publish the server	if( m_ServerGameOptions.m_bLANOnly )		return;	// Are we still waiting?	static std::string status;	switch (GetServerDir()->GetCurStatus())	{		case IServerDirectory::eStatus_Processing : 			status ="";			break;		case IServerDirectory::eStatus_Waiting : 			if (status.empty())				status = GetServerDir()->GetLastRequestResultString();			break;		case IServerDirectory::eStatus_Error : 			{								IServerDirectory::ERequest eErrorRequest = GetServerDir()->GetLastErrorRequest();				status = GetServerDir()->GetLastRequestResultString();				GetServerDir()->ProcessRequestList();			}			break;	};	// Publish the server if we've waited long enough since the last directory update	uint32 nCurTime = (uint32)GetTickCount();	if ((m_nLastPublishTime == 0) || 		((nCurTime - m_nLastPublishTime) > k_nRepublishDelay))	{		status = "";		m_nLastPublishTime = nCurTime;		uint32 nMax = 0;		g_pLTServer->GetMaxConnections(nMax);		// If not run by a dedicated server, we need to add one connection		// for the local host.		if( !m_ServerGameOptions.m_bDedicated )			nMax++;		GetServerDir()->SetActivePeer(0);		CAutoMessage cMsg;		// Update the summary info		cMsg.WriteString(GetHostName());		GetServerDir()->SetActivePeerInfo(IServerDirectory::ePeerInfo_Name, *cMsg.Read());		char fname[_MAX_FNAME] = "";		_splitpath( GetCurLevel(), NULL, NULL, fname, NULL );		// Update the summary info		cMsg.WriteString(g_pVersionMgr->GetBuild());		cMsg.WriteString( fname );		cMsg.Writeuint8(GetNumPlayers());		cMsg.Writeuint8(nMax);		cMsg.Writebool(m_ServerGameOptions.m_bUsePassword);		cMsg.Writeuint8((uint8)GetGameType());		cMsg.WriteString( m_ServerGameOptions.m_sModName.c_str() );		GetServerDir()->SetActivePeerInfo(IServerDirectory::ePeerInfo_Summary, *cMsg.Read());		// Update the details		ServerMissionSettings sms = g_pServerMissionMgr->GetServerSettings();		cMsg.Writebool(sms.m_bUseSkills);		cMsg.Writebool(sms.m_bFriendlyFire);		cMsg.Writeuint8(sms.m_nMPDifficulty);		cMsg.Writefloat(sms.m_fPlayerDiffFactor);		CPlayerObj* pPlayer = GetFirstNetPlayer();	    while (pPlayer)		{			//has player info			cMsg.Writebool(true);			cMsg.WriteString(pPlayer->GetNetUniqueName());			cMsg.Writeuint16( Min( GetPlayerPing(pPlayer), ( uint32 )65535 ));			pPlayer = GetNextNetPlayer();		};		//end of player info		cMsg.Writebool(false);			cMsg.Writeuint8(sms.m_nRunSpeed);		cMsg.Writeuint8(sms.m_nScoreLimit);		cMsg.Writeuint8(sms.m_nTimeLimit);//.........这里部分代码省略.........
开发者ID:Arc0re,项目名称:lithtech,代码行数:101,


示例26: Campaign

static void Campaign(GraphicsDevice *graphics, CampaignOptions *co){	if (IsPasswordAllowed(co->Entry.Mode))	{		MissionSave m;		AutosaveLoadMission(			&gAutosave, &m, co->Entry.Path, co->Entry.BuiltinIndex);		co->MissionIndex = EnterPassword(graphics, &m);	}	else	{		co->MissionIndex = 0;	}	bool run = false;	bool gameOver = true;	do	{		CampaignAndMissionSetup(1, co, &gMission);		if (IsGameOptionsNeeded(gCampaign.Entry.Mode))		{			debug(D_NORMAL, ">> Game options/n");			if (!GameOptions(gCampaign.Entry.Mode))			{				run = false;				goto bail;			}			gCampaign.OptionsSet = true;		}		// Mission briefing		if (IsMissionBriefingNeeded(co->Entry.Mode))		{			if (!ScreenMissionBriefing(&gMission))			{				run = false;				goto bail;			}		}		// Equip guns		if (!PlayerEquip())		{			run = false;			goto bail;		}		// Initialise before waiting for game start;		// server will send us messages		GameEventsInit(&gGameEvents);		if (gCampaign.IsClient)		{			if (!ScreenWaitForGameStart())			{				run = false;				goto bail;			}		}		MapLoad(&gMap, &gMission, co);		// Seed random if PVP mode (otherwise players will always spawn in same		// position)		if (IsPVP(co->Entry.Mode))		{			srand((unsigned int)time(NULL));		}		if (!gCampaign.IsClient)		{			MapLoadDynamic(&gMap, &gMission, &co->Setting.characters);			// Note: place players first,			// as bad guys are placed away from players			StartPlayers(ModeMaxHealth(co->Entry.Mode), co->MissionIndex);			AddAndPlacePlayers();			if (!IsPVP(co->Entry.Mode))			{				InitializeBadGuys();				CreateEnemies();			}		}		MusicPlayGame(			&gSoundDevice, gCampaign.Entry.Path, gMission.missionData->Song);		run = RunGame(&gMission, &gMap);		// Don't quit if all players died, that's normal for PVP modes		if (IsPVP(co->Entry.Mode) && GetNumPlayers(true, false, false) == 0)		{			run = true;		}		GameEventsTerminate(&gGameEvents);		const int survivingPlayers = GetNumPlayers(true, false, false);		// In co-op (non-PVP) modes, at least one player must survive		if (!IsPVP(co->Entry.Mode))		{			gameOver = survivingPlayers == 0 ||				co->MissionIndex == (int)gCampaign.Setting.Missions.size - 1;		}//.........这里部分代码省略.........
开发者ID:gallegretti,项目名称:cdogs-sdl,代码行数:101,


示例27: PlayerEquip

bool PlayerEquip(void){	PlayerEquipData data;	memset(&data, 0, sizeof data);	data.IsOK = true;	for (int i = 0, idx = 0; i < (int)gPlayerDatas.size; i++, idx++)	{		PlayerData *p = CArrayGet(&gPlayerDatas, i);		if (!p->IsLocal)		{			idx--;			continue;		}		// Remove unavailable weapons from players inventories		RemoveUnavailableWeapons(p, &gMission.Weapons);		WeaponMenuCreate(			&data.menus[idx], GetNumPlayers(false, false, true), idx, i,			&gEventHandlers, &gGraphicsDevice);		// For AI players, pre-pick their weapons and go straight to menu end		if (p->inputDevice == INPUT_DEVICE_AI)		{			const int lastMenuIndex =				(int)data.menus[idx].ms.root->u.normal.subMenus.size - 1;			data.menus[idx].ms.current = CArrayGet(				&data.menus[idx].ms.root->u.normal.subMenus, lastMenuIndex);			AICoopSelectWeapons(p, idx, &gMission.Weapons);		}	}	GameLoopData gData = GameLoopDataNew(		&data, PlayerEquipUpdate, &data, PlayerEquipDraw);	GameLoop(&gData);	for (int i = 0, idx = 0; i < (int)gPlayerDatas.size; i++, idx++)	{		PlayerData *p = CArrayGet(&gPlayerDatas, i);		if (!p->IsLocal)		{			idx--;			continue;		}		const NetMsgPlayerData d = NetMsgMakePlayerData(p);		// Ready player definitions		p->IsUsed = true;		if (gCampaign.IsClient)		{			NetClientSendMsg(&gNetClient, MSG_PLAYER_DATA, &d);		}		else		{			NetServerBroadcastMsg(&gNetServer, MSG_PLAYER_DATA, &d);		}	}	for (int i = 0; i < GetNumPlayers(false, false, true); i++)	{		MenuSystemTerminate(&data.menus[i].ms);	}	return data.IsOK;}
开发者ID:depoorterp,项目名称:cdogs-sdl,代码行数:63,


示例28: RTTR_Assert

const GamePlayer& GameWorldBase::GetPlayer(const unsigned id) const{    RTTR_Assert(id < GetNumPlayers());    return players[id];}
开发者ID:Return-To-The-Roots,项目名称:s25client,代码行数:5,



注:本文中的GetNumPlayers函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


C++ GetNumTracks函数代码示例
C++ GetNextWayPoint函数代码示例
万事OK自学网:51自学网_软件自学网_CAD自学网自学excel、自学PS、自学CAD、自学C语言、自学css3实例,是一个通过网络自主学习工作技能的自学平台,网友喜欢的软件自学网站。