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自学教程:C++ ADD_MESSAGE函数代码示例

51自学网 2021-06-01 19:33:34
  C++
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_MESSAGE

void 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_MESSAGE

void 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_MESSAGE

truth 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: GetRemoveTrapModifier

truth 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: GetActor

void 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_MESSAGE

void 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_MESSAGE

truth 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_MESSAGE

void 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: GetMaster

truth 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_msgCreate

MSG_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: Terminate

void 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: GetRelation

void 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。


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