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C++ player::add_disease方法代码示例

本文整理汇总了C++中player::add_disease方法的典型用法代码示例。如果您正苦于以下问题:C++ player::add_disease方法的具体用法?C++ player::add_disease怎么用?C++ player::add_disease使用的例子?那么恭喜您, 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player的用法示例。


在下文中一共展示了player::add_disease方法的4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: hit_player


//.........这里部分代码省略.........
            if (p.has_active_bionic("bio_ods"))
            {
                if (u_see)
                {
                    g->add_msg("%s offensive defense system shocks it!", Your.c_str());
                }
                if (hurt(rng(10, 40)))
                    die(g);
            }
            if (p.encumb(bphit) == 0 &&(p.has_trait(PF_SPINES) || p.has_trait(PF_QUILLS)))
            {
                int spine = rng(1, (p.has_trait(PF_QUILLS) ? 20 : 8));
                g->add_msg("%s %s puncture it!", Your.c_str(),
                           (g->u.has_trait(PF_QUILLS) ? "quills" : "spines"));
                if (hurt(spine))
                    die(g);
            }

            if (dam + cut <= 0)
            {
                return; // Defensive technique canceled damage.
            }

            //Hurt the player
            dam = p.hit(g, bphit, side, dam, cut);

            //Monster effects
            if (dam > 0 && has_flag(MF_VENOM))
            {
                if (!is_npc)
                {
                    g->add_msg("You're poisoned!");
                }
                p.add_disease("poison", 30);
            }
            else if (dam > 0 && has_flag(MF_BADVENOM))
            {
                if (!is_npc)
                {
                    g->add_msg("You feel poison flood your body, wracking you with pain...");
                }
                p.add_disease("badpoison", 40);
            }
            if (has_flag(MF_BLEED) && dam > 6 && cut > 0)
            {
                if (!is_npc)
                {
                    g->add_msg("You're Bleeding!");
                }
                p.add_disease("bleed", 60);
            }

            //Same as monster's chance to not miss
            if (can_grab && has_flag(MF_GRABS) && (rng(0, 10000) > 11000 * exp(-.3 * type->melee_skill)))
            {
                if (!is_npc)
                {
                    g->add_msg("The %s grabs you!", name().c_str());
                }
                if (p.weapon.has_technique(TEC_BREAK, &p) &&
                    dice(p.dex_cur + p.skillLevel("melee"), 12) > dice(type->melee_dice, 10))
                {
                    if (!is_npc)
                    {
                        g->add_msg("You break the grab!");
                    }
开发者ID:Abalieno,项目名称:Cataclysm-DDA,代码行数:67,代码来源:monmove.cpp

示例2: hit_player

void monster::hit_player(game *g, player &p, bool can_grab)
{
 if (type->melee_dice == 0) // We don't attack, so just return
  return;
 add_effect(ME_HIT_BY_PLAYER, 3); // Make us a valid target for a few turns
 if (has_flag(MF_HIT_AND_RUN))
  add_effect(ME_RUN, 4);
 bool is_npc = p.is_npc();
 int  junk;
 bool u_see = (!is_npc || g->u_see(p.posx, p.posy, junk));
 std::string you  = (is_npc ? p.name : "you");
 std::string You  = (is_npc ? p.name : "You");
 std::string your = (is_npc ? p.name + "'s" : "your");
 std::string Your = (is_npc ? p.name + "'s" : "Your");
 body_part bphit;
 int side = rng(0, 1);
 int dam = hit(g, p, bphit), cut = type->melee_cut, stab = 0;
 technique_id tech = p.pick_defensive_technique(g, this, NULL);
 p.perform_defensive_technique(tech, g, this, NULL, bphit, side,
                               dam, cut, stab);
 if (dam == 0 && u_see)
  g->add_msg("The %s misses %s.", name().c_str(), you.c_str());
 else if (dam > 0) {
  if (u_see && tech != TEC_BLOCK)
   g->add_msg("The %s hits %s %s.", name().c_str(), your.c_str(),
              body_part_name(bphit, side).c_str());
// Attempt defensive moves

  if (!is_npc) {
   if (g->u.activity.type == ACT_RELOAD)
    g->add_msg("You stop reloading.");
   else if (g->u.activity.type == ACT_READ)
    g->add_msg("You stop reading.");
   else if (g->u.activity.type == ACT_CRAFT)
    g->add_msg("You stop crafting.");
   g->u.activity.type = ACT_NULL;
  }
  if (p.has_active_bionic(bio_ods)) {
   if (u_see)
    g->add_msg("%s offensive defense system shocks it!", Your.c_str());
   hurt(rng(10, 40));
  }
  if (p.encumb(bphit) == 0 &&
      (p.has_trait(PF_SPINES) || p.has_trait(PF_QUILLS))) {
   int spine = rng(1, (p.has_trait(PF_QUILLS) ? 20 : 8));
   g->add_msg("%s %s puncture it!", Your.c_str(),
              (g->u.has_trait(PF_QUILLS) ? "quills" : "spines"));
   hurt(spine);
  }

  if (dam + cut <= 0)
   return; // Defensive technique canceled damage.

  p.hit(g, bphit, side, dam, cut);
  if (has_flag(MF_VENOM)) {
   if (!is_npc)
    g->add_msg("You're poisoned!");
   p.add_disease(DI_POISON, 30, g);
  } else if (has_flag(MF_BADVENOM)) {
   if (!is_npc)
    g->add_msg("You feel poison flood your body, wracking you with pain...");
   p.add_disease(DI_BADPOISON, 40, g);
  }
  if (has_flag(MF_BLEED) && dam > 6 && cut > 0) {
   if (!is_npc)
    g->add_msg("You're Bleeding!");
   p.add_disease(DI_BLEED, 30, g);
  }
  if (can_grab && has_flag(MF_GRABS) &&
      dice(type->melee_dice, 10) > dice(p.dodge(g), 10)) {
   if (!is_npc)
    g->add_msg("The %s grabs you!", name().c_str());
   if (p.weapon.has_technique(TEC_BREAK, &p) &&
       dice(p.dex_cur + p.skillLevel("melee").level(), 12) > dice(type->melee_dice, 10)){
    if (!is_npc)
     g->add_msg("You break the grab!");
   } else
    hit_player(g, p, false);
  }

  if (tech == TEC_COUNTER && !is_npc) {
   g->add_msg("Counter-attack!");
   hurt( p.hit_mon(g, this) );
  }
 } // if dam > 0
 if (is_npc) {
  if (p.hp_cur[hp_head] <= 0 || p.hp_cur[hp_torso] <= 0) {
   npc* tmp = dynamic_cast<npc*>(&p);
   tmp->die(g);
   int index = g->npc_at(p.posx, p.posy);
   if (index != -1 && index < g->active_npc.size())
    g->active_npc.erase(g->active_npc.begin() + index);
   plans.clear();
  }
 }
// Adjust anger/morale of same-species monsters, if appropriate
 int anger_adjust = 0, morale_adjust = 0;
 for (unsigned int i = 0; i < type->anger.size(); i++) {
  if (type->anger[i] == MTRIG_FRIEND_ATTACKED)
   anger_adjust += 15;
//.........这里部分代码省略.........
开发者ID:AkrionXxarr,项目名称:Cataclysm-DDA,代码行数:101,代码来源:monmove.cpp

示例3: hit_player


//.........这里部分代码省略.........
                        if( u_see ) {
                            g->add_msg(_("%1$s's %2$s puncture it!"), p.name.c_str(),
                                       (g->u.has_trait("QUILLS") ? _("quills") : _("spines")));
                        }
                    } else {
                        g->add_msg(_("Your %s puncture it!"),
                                   (g->u.has_trait("QUILLS") ? _("quills") : _("spines")));
                    }
                    hurt(spine);
                }

                if (dam + cut <= 0)
                {
                    return; // Defensive technique canceled damage.
                }

                //Hallucinations don't actually hurt the player, but do produce the message
                if(is_hallucination()) {

                    //~14% chance of vanishing after hitting the player
                    if(one_in(7)) {
                      die(g);
                      return;
                    }

                } else {

                    //Hurt the player
                    dam = p.hit(g, bphit, side, dam, cut);

                    //Monster effects
                    if (dam > 0 && has_flag(MF_VENOM)) {
                        g->add_msg_if_player(&p, _("You're poisoned!"));
                        p.add_disease("poison", 30);
                    } else if (dam > 0 && has_flag(MF_BADVENOM)) {
                        g->add_msg_if_player(&p, _("You feel poison flood your body, wracking you with pain..."));
                        p.add_disease("badpoison", 40);
                    } else if (dam > 0 && has_flag(MF_PARALYZE)) {
                        g->add_msg_if_player(&p, _("You feel poison enter your body!"));
                        p.add_disease("paralyzepoison", 100, false, 1, 20, 100);
                    }

                    if (has_flag(MF_BLEED) && dam > 6 && cut > 0) {
                        g->add_msg_if_player(&p, _("You're Bleeding!"));
                        p.add_disease("bleed", 60, false, 1, 3, 120, 1, bphit, side, true);
                    }

                    //Same as monster's chance to not miss
                    if (can_grab && has_flag(MF_GRABS) &&
                        (rng(0, 10000) > 11000 * exp(-.3 * type->melee_skill)))
                    {
                        g->add_msg(_("The %s grabs you!"), name().c_str());
                        if (p.has_grab_break_tec() &&
                            dice(p.dex_cur + p.skillLevel("melee"), 12) > dice(type->melee_dice, 10))
                        {
                            g->add_msg_if_player(&p, _("You break the grab!"));
                        } else {
                            hit_player(g, p, false); //We grabed, so hit them again
                        }
                    }

                }
                // TODO: readd with counter mechanic
            }
        }
    }
开发者ID:StrangerState,项目名称:Cataclysm-DDA,代码行数:67,代码来源:monmove.cpp

示例4: hit_player

void monster::hit_player(game *g, player &p)
{
 if (type->melee_dice == 0) // We don't attack, so just return
  return;
 bool is_npc = p.is_npc();
 int  junk;
 bool u_see = (!is_npc || g->u_see(p.posx, p.posy, junk));
 std::string you  = (is_npc ? p.name : "you");
 std::string your = (is_npc ? p.name + "'s" : "your");
 std::string Your = (is_npc ? p.name + "'s" : "Your");
 body_part bphit;
 int side = rng(0, 1);
 int dam = hit(p, bphit);
 if (dam == 0 && u_see)
  g->add_msg("The %s misses %s.", name().c_str(), you.c_str());
 else if (dam > 0) {
  if (u_see)
   g->add_msg("The %s hits %s %s.", name().c_str(), your.c_str(),
              body_part_name(bphit, side).c_str());
  if (!is_npc) {
   if (g->u.activity.type == ACT_RELOAD)
    g->add_msg("You stop reloading.");
   else if (g->u.activity.type == ACT_READ)
    g->add_msg("You stop reading.");
   else if (g->u.activity.type == ACT_CRAFT)
    g->add_msg("You stop crafting.");
   g->u.activity.type = ACT_NULL;
  }
  if (p.has_active_bionic(bio_ods)) {
   if (u_see)
    g->add_msg("%s offensive defense system shocks it!", Your.c_str());
   hurt(rng(10, 40));
  }
  if (p.encumb(bphit) == 0 &&
      (p.has_trait(PF_SPINES) || p.has_trait(PF_QUILLS))) {
   int spine = rng(1, (p.has_trait(PF_QUILLS) ? 20 : 8));
   g->add_msg("%s %s puncture it!", Your.c_str(),
              (g->u.has_trait(PF_QUILLS) ? "quills" : "spines"));
   hurt(spine);
  }
  p.hit(g, bphit, side, dam, type->melee_cut);
  if (has_flag(MF_VENOM)) {
   if (!is_npc)
    g->add_msg("You're poisoned!");
   p.add_disease(DI_POISON, 30, g);
  } else if (has_flag(MF_BADVENOM)) {
   if (!is_npc)
    g->add_msg("You feel poison flood your body, wracking you with pain...");
   p.add_disease(DI_BADPOISON, 40, g);
  }
 }
 if (is_npc) {
  if (p.hp_cur[hp_head] <= 0 || p.hp_cur[hp_torso] <= 0) {
   npc* tmp = dynamic_cast<npc*>(&p);
   tmp->die(g);
   int index = g->npc_at(p.posx, p.posy);
   g->active_npc.erase(g->active_npc.begin() + index);
   plans.clear();
  }
 }
}
开发者ID:aposos,项目名称:Cataclysm,代码行数:61,代码来源:monmove.cpp


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