本文整理汇总了C++中MessageQueue::chain方法的典型用法代码示例。如果您正苦于以下问题:C++ MessageQueue::chain方法的具体用法?C++ MessageQueue::chain怎么用?C++ MessageQueue::chain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MessageQueue
的用法示例。
在下文中一共展示了MessageQueue::chain方法的6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: sceneHandler29_animBearded
void sceneHandler29_animBearded() {
MessageQueue *mq;
for (uint i = 0; i < g_vars->scene29_bearders.size(); i++) {
StaticANIObject *ani = g_vars->scene29_bearders[i]->ani;
if (g_vars->scene29_bearders[i]->wbflag) {
int x = ani->_ox;
int y = ani->_oy;
if (!ani->_movement && ani->_statics->_staticsId == (ST_BRDCMN_RIGHT | 0x4000)) {
x -= 4;
if (x - g_vars->scene29_manX < 100 || !g_vars->scene29_arcadeIsOn) {
mq = new MessageQueue(g_fp->_currentScene->getMessageQueueById(QU_SC29_BRDOUT1), 0, 1);
mq->replaceKeyCode(-1, ani->_okeyCode);
mq->chain(0);
g_vars->scene29_bearders[i]->wbflag = 0;
g_vars->scene29_bearders[i]->wbcounter = 0;
}
}
if (!ani->_movement && ani->_statics->_staticsId == ST_BRDCMN_GOR)
ani->startAnim(MV_BRDCMN_GOR, 0, -1);
if (ani->_movement) {
if (ani->_movement->_id == MV_BRDCMN_GOR) {
x -= 4;
if (g_vars->scene29_manX - x < 60 || x - g_vars->scene29_manX < -260 || !g_vars->scene29_arcadeIsOn) {
ani->changeStatics2(ST_BRDCMN_RIGHT);
mq = new MessageQueue(g_fp->_currentScene->getMessageQueueById(QU_SC29_BRDOUT2), 0, 1);
mq->replaceKeyCode(-1, ani->_okeyCode);
mq->chain(0);
g_vars->scene29_bearders[i]->wbflag = 0;
g_vars->scene29_bearders[i]->wbcounter = 0;
}
}
}
ani->setOXY(x, y);
continue;
}
if (g_vars->scene29_arcadeIsOn && g_vars->scene29_bearders[i]->wbcounter > 30) {
int newx;
if (g_fp->_rnd->getRandomNumber(1))
goto dostuff;
if (g_vars->scene29_manX <= 700) {
g_vars->scene29_bearders[i]->wbcounter++;
continue;
}
if (g_vars->scene29_manX >= 1100) {
dostuff:
if (g_vars->scene29_manX <= 700 || g_vars->scene29_manX >= 1350) {
g_vars->scene29_bearders[i]->wbcounter++;
continue;
}
mq = new MessageQueue(g_fp->_currentScene->getMessageQueueById(QU_SC29_BRD2), 0, 1);
newx = g_vars->scene29_manX - 200;
} else {
mq = new MessageQueue(g_fp->_currentScene->getMessageQueueById(QU_SC29_BRD1), 0, 1);
newx = g_vars->scene29_manX + 350;
}
mq->getExCommandByIndex(0)->_x = newx;
mq->replaceKeyCode(-1, ani->_okeyCode);
mq->chain(0);
g_vars->scene29_bearders[i]->wbflag = 1;
g_vars->scene29_bearders[i]->wbcounter = 0;
}
g_vars->scene29_bearders[i]->wbcounter++;
}
}
示例2: gotoScene
bool GameLoader::gotoScene(int sceneId, int entranceId) {
SceneTag *st;
int sc2idx = getSceneTagBySceneId(sceneId, &st);
if (sc2idx < 0)
return false;
if (!_sc2array[sc2idx]._isLoaded)
return false;
if (_sc2array[sc2idx]._entranceDataCount < 1) {
g_fp->_currentScene = st->_scene;
return true;
}
if (_sc2array[sc2idx]._entranceDataCount <= 0)
return false;
int entranceIdx = 0;
if (sceneId != 726) // WORKAROUND
for (entranceIdx = 0; _sc2array[sc2idx]._entranceData[entranceIdx]->_field_4 != entranceId; entranceIdx++) {
if (entranceIdx >= _sc2array[sc2idx]._entranceDataCount)
return false;
}
GameVar *sg = _gameVar->getSubVarByName("OBJSTATES")->getSubVarByName("SAVEGAME");
if (sg || (sg = _gameVar->getSubVarByName("OBJSTATES")->addSubVarAsInt("SAVEGAME", 0)) != 0)
sg->setSubVarAsInt("Entrance", entranceId);
if (!g_fp->sceneSwitcher(_sc2array[sc2idx]._entranceData[entranceIdx]))
return false;
g_fp->_msgObjectId2 = 0;
g_fp->_msgY = -1;
g_fp->_msgX = -1;
g_fp->_currentScene = st->_scene;
MessageQueue *mq1 = g_fp->_currentScene->getMessageQueueById(_sc2array[sc2idx]._entranceData[entranceIdx]->_messageQueueId);
if (mq1) {
MessageQueue *mq = new MessageQueue(mq1, 0, 0);
StaticANIObject *stobj = g_fp->_currentScene->getStaticANIObject1ById(_field_FA, -1);
if (stobj) {
stobj->_flags &= 0x100;
ExCommand *ex = new ExCommand(stobj->_id, 34, 256, 0, 0, 0, 1, 0, 0, 0);
ex->_field_14 = 256;
ex->_messageNum = 0;
ex->_excFlags |= 3;
mq->addExCommandToEnd(ex);
}
mq->setFlags(mq->getFlags() | 1);
if (!mq->chain(0)) {
delete mq;
return false;
}
} else {
StaticANIObject *stobj = g_fp->_currentScene->getStaticANIObject1ById(_field_FA, -1);
if (stobj)
stobj->_flags &= 0xfeff;
}
return true;
}
示例3: sceneHandler06_mumsyBallTake
void sceneHandler06_mumsyBallTake() {
int momAni = 0;
switch (g_vars->scene06_mumsyNumBalls) {
case 1:
momAni = MV_MOM_TAKE1;
break;
case 2:
momAni = MV_MOM_TAKE2;
break;
case 3:
momAni = MV_MOM_TAKE3;
break;
case 4:
momAni = MV_MOM_TAKE4;
break;
case 5:
momAni = MV_MOM_TAKE5;
break;
}
MessageQueue *mq = new MessageQueue(g_fp->_globalMessageQueueList->compact());
ExCommand *ex = new ExCommand(ANI_MAMASHA, 2, 50, 0, 0, 0, 1, 0, 0, 0);
ex->_excFlags = 2u;
mq->addExCommandToEnd(ex);
if (g_vars->scene06_mumsyNumBalls >= 5) {
g_fp->setObjectState(sO_BigMumsy, g_fp->getObjectEnumState(sO_BigMumsy, sO_IsGone));
if (g_fp->getObjectState(sO_ClockAxis) == g_fp->getObjectEnumState(sO_ClockAxis, sO_IsNotAvailable))
g_fp->setObjectState(sO_ClockAxis, g_fp->getObjectEnumState(sO_ClockAxis, sO_WithoutHandle));
ex = new ExCommand(ANI_MAMASHA, 1, momAni, 0, 0, 0, 1, 0, 0, 0);
ex->_excFlags |= 2;
mq->addExCommandToEnd(ex);
if (g_vars->scene06_mumsyPos + 3 >= 0) {
ex = new ExCommand(ANI_MAMASHA, 1, MV_MOM_STARTBK, 0, 0, 0, 1, 0, 0, 0);
ex->_excFlags |= 2u;
mq->addExCommandToEnd(ex);
for (int i = 0; i < g_vars->scene06_mumsyPos + 3; i++) {
ex = new ExCommand(ANI_MAMASHA, 1, MV_MOM_CYCLEBK, 0, 0, 0, 1, 0, 0, 0);
ex->_excFlags |= 2;
mq->addExCommandToEnd(ex);
}
ex = new ExCommand(ANI_MAMASHA, 1, MV_MOM_STOPBK, 0, 0, 0, 1, 0, 0, 0);
ex->_excFlags |= 2;
mq->addExCommandToEnd(ex);
}
ex = new ExCommand(0, 18, QU_MOM_TOLIFT, 0, 0, 0, 1, 0, 0, 0);
ex->_excFlags |= 3;
mq->addExCommandToEnd(ex);
} else {
if (momAni) {
ex = new ExCommand(ANI_MAMASHA, 1, momAni, 0, 0, 0, 1, 0, 0, 0);
ex->_excFlags |= 2;
mq->addExCommandToEnd(ex);
}
if (g_vars->scene06_mumsyPos < 0) {
for (int i = 0; i > g_vars->scene06_mumsyPos; i--) {
ex = new ExCommand(ANI_MAMASHA, 1, MV_MOM_JUMPFW, 0, 0, 0, 1, 0, 0, 0);
ex->_excFlags |= 2;
mq->addExCommandToEnd(ex);
}
} else if (g_vars->scene06_mumsyPos > 0) {
for (int i = 0; i < g_vars->scene06_mumsyPos; i++) {
ex = new ExCommand(ANI_MAMASHA, 1, MV_MOM_JUMPBK, 0, 0, 0, 1, 0, 0, 0);
ex->_excFlags |= 2;
mq->addExCommandToEnd(ex);
}
}
ex = new ExCommand(0, 18, QU_MOM_SITDOWN, 0, 0, 0, 1, 0, 0, 0);
ex->_excFlags |= 3u;
mq->addExCommandToEnd(ex);
}
mq->setFlags(mq->getFlags() | 1);
mq->chain(0);
g_vars->scene06_mumsyNumBalls = 0;
g_vars->scene06_arcadeEnabled = false;
g_fp->_aniMan2 = 0;
}
示例4: sceneHandler16_fillMug
void sceneHandler16_fillMug() {
if (g_vars->scene16_mug->_flags & 4) {
g_vars->scene16_jettie->_priority = 2;
g_vars->scene16_jettie->startAnim(MV_JTI_FLOWIN, 0, -1);
if (g_fp->_aniMan->_movement) {
if (g_fp->_aniMan->_movement->_id == MV_MAN16_TAKEMUG) {
g_fp->_aniMan->changeStatics2(ST_MAN_RIGHT);
g_vars->scene16_mug->show1(-1, -1, -1, 0);
g_fp->setObjectState(sO_Cup, g_fp->getObjectEnumState(sO_Cup, sO_DudeHas));
}
}
return;
}
MessageQueue *mq;
if (!(g_vars->scene16_boot->_flags & 4)) {
g_vars->scene16_jettie->_priority = 15;
g_vars->scene16_jettie->startAnim(MV_JTI_FLOWBY, 0, -1);
if (g_vars->scene16_walkingBoy) {
mq = new MessageQueue(g_fp->_currentScene->getMessageQueueById(QU_SC16_BOYOUT), 0, 1);
mq->replaceKeyCode(-1, g_vars->scene16_walkingBoy->_okeyCode);
if (mq->chain(g_vars->scene16_walkingBoy) || !mq)
return;
} else {
if (!g_vars->scene16_walkingGirl)
return;
mq = new MessageQueue(g_fp->_currentScene->getMessageQueueById(QU_SC16_GIRLOUT), 0, 1);
mq->replaceKeyCode(-1, g_vars->scene16_walkingGirl->_okeyCode);
if (mq->chain(g_vars->scene16_walkingGirl))
return;
}
delete mq;
return;
}
g_vars->scene16_jettie->_priority = 15;
g_vars->scene16_boot->startAnim(MV_BT16_FILL, 0, -1);
StaticANIObject *ani;
if (g_vars->scene16_walkingBoy) {
mq = new MessageQueue(g_fp->_currentScene->getMessageQueueById(QU_SC16_BOYOUT), 0, 1);
mq->replaceKeyCode(-1, g_vars->scene16_walkingBoy->_okeyCode);
ani = g_vars->scene16_walkingBoy;
} else {
if (!g_vars->scene16_walkingGirl)
return;
mq = new MessageQueue(g_fp->_currentScene->getMessageQueueById(QU_SC16_GIRLOUT), 0, 1);
mq->replaceKeyCode(-1, g_vars->scene16_walkingGirl->_okeyCode);
ani = g_vars->scene16_walkingGirl;
}
if (!mq->chain(ani))
delete mq;
}
示例5: handleInteraction
//.........这里部分代码省略.........
if (ani->_flags & 0x100)
return false;
if (!inter->_staticsId1 || !(inter->_flags & 1))
goto LABEL_38;
if (ani->_movement || ani->_statics == 0 || ani->_statics->_staticsId != inter->_staticsId1) {
mq = ani->changeStatics1(inter->_staticsId1);
if (!mq)
return false;
ex = new ExCommand((subj ? subj->_id : 0), 55, 0, 0, 0, 0, 1, 0, 0, 0);
ex->_x = obj->_id;
ex->_y = obj->_okeyCode;
ex->_keyCode = subj ? subj->_okeyCode : 0;
ex->_excFlags = 3;
ex->_field_14 = (obj->_objtype != kObjTypePictureObject);
ex->_field_20 = invId;
mq->addExCommandToEnd(ex);
if (mq->_isFinished) {
mq->_isFinished = 0;
ani->queueMessageQueue(mq);
}
} else {
if (ani->getMessageQueue())
ani->queueMessageQueue(0);
LABEL_38:
if (inter->_messageQueue) {
mq = new MessageQueue(inter->_messageQueue, 0, 1);
mq->changeParam28ForObjectId(ani->_id, -1, ani->_okeyCode);
if (!mq->chain(0))
return false;
}
}
return true;
}
if (obj && !subj)
return true;
if (!obj || inter->_objectId3 == obj->_id) {
if (subj) {
if (inter->_messageQueue) {
if (subj->isIdle()) {
mq = new MessageQueue(inter->_messageQueue, 0, 1);
if (!mq->chain(subj)) {
delete mq;
return false;
}
}
}
}
return true;
}
if (inter->isOverlapping(subj, obj)) {
if (obj->_objtype == kObjTypeStaticANIObject) {
StaticANIObject *ani = (StaticANIObject *)obj;
ani->queueMessageQueue(0);
示例6: sceneHandler28_trySecondaryPers
void sceneHandler28_trySecondaryPers() {
MessageQueue *mq;
int x;
if (g_vars->scene28_headBeardedFlipper) {
if (g_vars->scene28_beardedDirection) {
mq = new MessageQueue(g_fp->_currentScene->getMessageQueueById(QU_BRD28_GOR), 0, 1);
mq->getExCommandByIndex(0)->_x = g_fp->_sceneRect.left - 20;
mq->getExCommandByIndex(0)->_param = 1;
mq->setParamInt(-1, 1);
mq->chain(0);
mq = new MessageQueue(g_fp->_currentScene->getMessageQueueById(QU_BRD28_GOR), 0, 1);
mq->getExCommandByIndex(0)->_x = g_fp->_sceneRect.left - 40;
mq->getExCommandByIndex(0)->_y += 20;
mq->getExCommandByIndex(0)->_param = 2;
mq->setParamInt(-1, 2);
mq->chain(0);
mq = new MessageQueue(g_fp->_currentScene->getMessageQueueById(QU_BRD28_GOR), 0, 1);
x = g_fp->_sceneRect.left - 60;
} else {
mq = new MessageQueue(g_fp->_currentScene->getMessageQueueById(QU_BRD28_GOL), 0, 1);
mq->getExCommandByIndex(0)->_x = g_fp->_sceneRect.right + 20;
mq->getExCommandByIndex(0)->_param = 1;
mq->setParamInt(-1, 1);
mq->chain(0);
mq = new MessageQueue(g_fp->_currentScene->getMessageQueueById(QU_BRD28_GOL), 0, 1);
mq->getExCommandByIndex(0)->_x = g_fp->_sceneRect.right + 40;
mq->getExCommandByIndex(0)->_y += 20;
mq->getExCommandByIndex(0)->_param = 2;
mq->setParamInt(-1, 2);
mq->chain(0);
mq = new MessageQueue(g_fp->_currentScene->getMessageQueueById(QU_BRD28_GOL), 0, 1);
x = g_fp->_sceneRect.right + 60;
}
mq->getExCommandByIndex(0)->_x = x;
mq->getExCommandByIndex(0)->_y += 40;
mq->getExCommandByIndex(0)->_param = 3;
mq->setParamInt(-1, 3);
mq->chain( 0);
g_vars->scene28_beardedDirection = !g_vars->scene28_beardedDirection;
} else {
if (g_vars->scene28_headDirection) {
mq = new MessageQueue(g_fp->_currentScene->getMessageQueueById(QU_GLV28_GOR), 0, 1);
x = g_fp->_sceneRect.left - 40;
} else {
mq = new MessageQueue(g_fp->_currentScene->getMessageQueueById(QU_GLV28_GOL), 0, 1);
x = g_fp->_sceneRect.right + 40;
}
mq->getExCommandByIndex(0)->_x = x;
mq->chain(0);
g_vars->scene28_headDirection = !g_vars->scene28_headDirection;
}
g_vars->scene28_headBeardedFlipper = !g_vars->scene28_headBeardedFlipper;
}