这篇教程C++ ADD_MESSAGE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ADD_MESSAGE函数的典型用法代码示例。如果您正苦于以下问题:C++ ADD_MESSAGE函数的具体用法?C++ ADD_MESSAGE怎么用?C++ ADD_MESSAGE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ADD_MESSAGE函数的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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。 示例1: ADD_MESSAGEvoid valpurus::PrayGoodEffect(){ if(!game::PlayerIsGodChampion()) { ADD_MESSAGE("You hear a booming voice: /"I RECOGNIZETH THEE AS MINE OWN CHAMPION! " "JOURNEY FORTH WITH THESE ARMAMENTS TO DEFEAT MORTIFER AND ALL " "THE CHAOS HE HADST SOWN!/" A set of holy arms appear from nothing."); meleeweapon* Weapon = meleeweapon::Spawn(TWO_HANDED_SWORD); Weapon->InitMaterials(MAKE_MATERIAL(VALPURIUM), MAKE_MATERIAL(VALPURIUM), true); PLAYER->GetGiftStack()->AddItem(Weapon); shield* Shield = shield::Spawn(); Shield->InitMaterials(MAKE_MATERIAL(VALPURIUM)); PLAYER->GetGiftStack()->AddItem(Shield); game::MakePlayerGodChampion(); } else // Player already received championship gift, give holy handgrenade instead. { ADD_MESSAGE("You hear a booming voice: /"I GRANT THEE THIS HOLY HAND GRENADE " "THAT WITH IT THOU MAYEST BLOW THY ENEMIES TO TINY BITS, MY PALADIN!/""); PLAYER->GetGiftStack()->AddItem(holyhandgrenade::Spawn()); }}
开发者ID:Attnam,项目名称:ivan,代码行数:25,
示例2: ADD_MESSAGEvoid infuscor::PrayBadEffect(){ truth Success = false; if(GetRelation() < -200) { uint c; for(c = 1; c < uint(PLAYER->GetBodyParts()); ++c) // annoying :( { bodypart* BodyPart = PLAYER->GetBodyPart(c); if(BodyPart && BodyPart->IsDestroyable(PLAYER)) if(BodyPart->GetMainMaterial()) if(BodyPart->CanBeBurned() && (BodyPart->GetMainMaterial()->GetInteractionFlags() & CAN_BURN) && !BodyPart->IsBurning()) { if(BodyPart->TestActivationEnergy(50)) { Success = true; } } } if(Success) ADD_MESSAGE("/"I'm going to enjoy watching you burn, insolent mortal!/""); } ADD_MESSAGE("Vile and evil knowledge pumps into your brain. It's too much for you to handle; you faint."); PLAYER->LoseConsciousness(1000 + RAND_N(1000));}
开发者ID:AdrianGin,项目名称:ivan,代码行数:30,
示例3: ADD_MESSAGEtruth commandsystem::ForceVomit(character* Char){ if(Char->CanForceVomit()) { int Dir = game::DirectionQuestion(CONST_S("Where do you wish to vomit? [press a direction key]"), false, true); if(Dir != DIR_ERROR) { v2 VomitPos = Char->GetPos() + game::GetMoveVector(Dir); if(Char->GetArea()->IsValidPos(VomitPos)) { ccharacter* Other = Char->GetArea()->GetSquare(VomitPos)->GetCharacter(); if(Other && Other->GetTeam() != Char->GetTeam() && Other->GetRelation(Char) != HOSTILE && Other->CanBeSeenBy(Char) && !game::TruthQuestion("Do you really want to vomit at " + Other->GetObjectPronoun() + "? [y/N]")) return false; ADD_MESSAGE(Char->GetForceVomitMessage().CStr()); Char->Vomit(Char->GetPos() + game::GetMoveVector(Dir), 500 + RAND() % 500, false); Char->EditAP(-1000); return true; } } } else ADD_MESSAGE("You can't vomit."); return false;}
开发者ID:AlexMooney,项目名称:ivan,代码行数:32,
示例4: GetRemoveTrapModifiertruth web::TryToTearDown(character* Actor,int Modifier){ if(Modifier==-1) Modifier = GetRemoveTrapModifier(Actor); if(!RAND_N(Max(Modifier << 1, 2))) { //if(GetLSquareUnder()->GetPos()==Actor->GetPos())C->RemoveTrap(GetTrapID());else if(GetLSquareUnder()->GetCharacter()) GetLSquareUnder()->GetCharacter()->RemoveTrap(GetTrapID()); TrapData.VictimID = 0; GetLSquareUnder()->RemoveTrap(this); SendToHell(); if(Actor->IsPlayer()) ADD_MESSAGE("You tear the web down."); else if(Actor->CanBeSeenByPlayer()) ADD_MESSAGE("%s tears the web down.", Actor->CHAR_NAME(DEFINITE)); Actor->EditAP(-500); return true; } return false;}
开发者ID:Attnam,项目名称:ivan,代码行数:25,
示例5: GetActorvoid consume::Terminate(bool Finished){ if(Flags & TERMINATING) return; Flags |= TERMINATING; item* Consuming = game::SearchItem(ConsumingID); character* Actor = GetActor(); if(Actor->IsPlayer()) ADD_MESSAGE("You %s %s.", Finished ? "finish" : "stop", Description.CStr()); else if(Actor->CanBeSeenByPlayer()) ADD_MESSAGE("%s %s %s.", Actor->CHAR_NAME(DEFINITE), Finished ? "finishes" : "stops", Description.CStr()); if(Finished) { if(Consuming->Exists() && !game::IsInWilderness() && (!Actor->IsPlayer() || ivanconfig::GetAutoDropLeftOvers())) { Consuming->RemoveFromSlot(); Actor->GetStackUnder()->AddItem(Consuming); Actor->DexterityAction(2); } } else if(Consuming && Consuming->Exists()) { material* ConsumeMaterial = Consuming->GetConsumeMaterial(Actor); if(ConsumeMaterial) ConsumeMaterial->FinishConsuming(Actor); } action::Terminate(Finished);}
开发者ID:harmonise,项目名称:ivan-f,代码行数:33,
示例6: ADD_MESSAGEvoid atavus::PrayBadEffect(){ ADD_MESSAGE("You have not been good the whole year."); if(PLAYER->GetStack()->GetItems()) { int ToBeDeleted = RAND() % PLAYER->GetStack()->GetItems(); item* Disappearing = PLAYER->GetStack()->GetItem(ToBeDeleted); if(Disappearing->IsDestroyable(0)) { ADD_MESSAGE("Your %s disappears.", Disappearing->CHAR_NAME(UNARTICLED)); Disappearing->RemoveFromSlot(); Disappearing->SendToHell(); } else { ADD_MESSAGE("%s tries to remove your %s, but fails. You feel you are not so gifted anymore.", GetName(), Disappearing->CHAR_NAME(UNARTICLED)); PLAYER->EditAttribute(AGILITY, -1); PLAYER->EditAttribute(ARM_STRENGTH, -1); PLAYER->EditAttribute(ENDURANCE, -1); } } else { ADD_MESSAGE("You feel you are not so gifted anymore."); PLAYER->EditAttribute(AGILITY, -1); PLAYER->EditAttribute(ARM_STRENGTH, -1); PLAYER->EditAttribute(ENDURANCE, -1); }}
开发者ID:harmonise,项目名称:ivan-f,代码行数:31,
示例7: ADD_MESSAGEtruth olterrain::Enter(truth DirectionUp) const{ if(DirectionUp) ADD_MESSAGE("You can't go up."); else ADD_MESSAGE("You can't go down."); return false;}
开发者ID:AdrianGin,项目名称:ivan,代码行数:9,
示例8: ADD_MESSAGEvoid unconsciousness::Terminate(bool Finished){ if(Flags & TERMINATING) return; Flags |= TERMINATING; if(GetActor()->IsPlayer()) ADD_MESSAGE("You wake up."); else if(GetActor()->CanBeSeenByPlayer()) ADD_MESSAGE("%s wakes up.", GetActor()->CHAR_NAME(DEFINITE)); action::Terminate(Finished);}
开发者ID:harmonise,项目名称:ivan-f,代码行数:14,
示例9: GetMastertruth shop::PickupItem(character* Customer, item* ForSale, int Amount){ if(!MasterIsActive() || Customer == GetMaster() || GetMaster()->GetRelation(Customer) == HOSTILE) return true; if(ForSale->IsLanternOnWall()) { ADD_MESSAGE("/"I'd appreciate it if you left my " "light sources alone, thank you!/""); return false; } long Price = ForSale->GetTruePrice(); if(Price) { Price = Amount * (Price * 100 / (100 + Customer->GetAttribute(CHARISMA)) + 1); if(GetMaster()->GetConfig() == NEW_ATTNAM) { if(ForSale->IsBanana()) Price = (Price >> 2) + 1; else if(ForSale->IsEatable(GetMaster())) Price <<= 2; else Price = 0; } }
开发者ID:Azba,项目名称:ivan,代码行数:30,
示例10: x_ipc_msgCreateMSG_PTR x_ipc_msgCreate(MSG_DATA_PTR msgData){ MSG_PTR msg; msg = NEW(MSG_TYPE); msg->direct = FALSE; msg->parsedFormats = FALSE; msg->msgData = msgData; msg->hndList = x_ipc_listCreate(); msg->tapList = NULL; msg->excepList = NULL; msg->directList = NULL; #ifdef NMP_IPC msg->priority = DEFAULT_PRIORITY; msg->limit = MAX_INT; msg->notifyHandlerChange = FALSE;#endif /* 11-Jun-91: fedor: Blah! storing the parse string should not be done here - but didnt want to mess with msgData for now ! */ msg->msgFormatStr = NULL; msg->resFormatStr = NULL; LOCK_CM_MUTEX; ADD_MESSAGE(msgData->name, msg); UNLOCK_CM_MUTEX; return msg;}
开发者ID:Evanglie,项目名称:libipc,代码行数:28,
示例11: Terminatevoid study::Handle(){ item* Literature = game::SearchItem(LiteratureID); if(!Literature || !Literature->Exists() || !Actor->IsOver(Literature)) { Terminate(false); return; } if(GetActor()->GetLSquareUnder()->IsDark() && !game::GetSeeWholeMapCheatMode()) { ADD_MESSAGE("It is too dark to read now."); Terminate(false); return; } if(game::CompareLightToInt(GetActor()->GetLSquareUnder()->GetLuminance(), 115) < 0) GetActor()->EditExperience(PERCEPTION, -50, 1 << 1); if(!Counter) { Terminate(true); return; } if(GetActor()->GetAttribute(INTELLIGENCE) >= Counter) Counter = 0; else Counter -= GetActor()->GetAttribute(INTELLIGENCE);}
开发者ID:harmonise,项目名称:ivan-f,代码行数:31,
示例12: GetRelationvoid atavus::PrayGoodEffect(){ item* Enchantable; item* PairEnchantable; int LowEnchant = 99; truth Pair = false; for(int c = 0; c < PLAYER->GetEquipments(); ++c) { item* Equipment = PLAYER->GetEquipment(c); if(Equipment && Equipment->CanBeEnchanted() && !Equipment->IsWeapon(PLAYER) && (Equipment->GetEnchantment() < LowEnchant)) { Enchantable = Equipment; LowEnchant = Enchantable->GetEnchantment(); Pair = false; continue; } if(Enchantable && Equipment && Equipment->HandleInPairs() && Equipment->CanBePiledWith(Enchantable, PLAYER)) { Pair = true; PairEnchantable = Equipment; } } if(LowEnchant < 99) { int EnchDiff = ((Enchantable->GetEnchantment()+2)*250 - GetRelation()) / 50; if(EnchDiff <= 1 || !RAND_N(EnchDiff)) { if(Pair) { ADD_MESSAGE("Your %s glow briefly blue. They feel very warm now.", Enchantable->CHAR_NAME(PLURAL)); Enchantable->EditEnchantment(1); PairEnchantable->EditEnchantment(1); } else { ADD_MESSAGE("Your %s glows briefly blue. It feels very warm now.", Enchantable->CHAR_NAME(UNARTICLED)); Enchantable->EditEnchantment(1); } return; } } ADD_MESSAGE("You feel that %s is watching your actions closely.", GetName());}
开发者ID:AdrianGin,项目名称:ivan,代码行数:47,
注:本文中的ADD_MESSAGE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++ ADD_POINTERS函数代码示例 C++ ADD_LATENT_AUTOMATION_COMMAND函数代码示例 |