本文整理汇总了C++中item::ammo_type方法的典型用法代码示例。如果您正苦于以下问题:C++ item::ammo_type方法的具体用法?C++ item::ammo_type怎么用?C++ item::ammo_type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item
的用法示例。
在下文中一共展示了item::ammo_type方法的5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: switch
/*static*/ bool inventory::has_category(const item& it, item_cat cat, const player& u) {
switch (cat)
{
case IC_COMESTIBLE: // food
if (it.is_food(&u) || it.is_food_container(&u))
{
return true;
}
break;
case IC_AMMO: // ammo
if (it.is_ammo() || it.is_ammo_container())
{
return true;
}
break;
case IC_ARMOR: // armour
if (it.is_armor())
{
return true;
}
break;
case IC_BOOK: // books
if (it.is_book())
{
return true;
}
break;
case IC_TOOL: // tools
if (it.is_tool())
{
return true;
}
break;
case IC_CONTAINER: // containers for liquid handling
if (it.is_tool() || it.is_gun())
{
if (it.ammo_type() == "gasoline")
{
return true;
}
}
else
{
if (it.is_container())
{
return true;
}
}
break;
}
return false;
}
示例2: modify
void Item_modifier::modify(item &new_item) const
{
if(new_item.is_null()) {
return;
}
new_item.damage = std::min( std::max( (int) rng( damage.first, damage.second ), MIN_ITEM_DAMAGE ), MAX_ITEM_DAMAGE );
long ch = (charges.first == charges.second) ? charges.first : rng(charges.first, charges.second);
if(ch != -1) {
if( new_item.count_by_charges() || new_item.made_of( LIQUID ) ) {
// food, ammo
// count_by_charges requires that charges is at least 1. It makes no sense to
// spawn a "water (0)" item.
new_item.charges = std::max( 1l, ch );
} else if( new_item.is_tool() ) {
const auto qty = std::min( ch, new_item.ammo_capacity() );
new_item.charges = qty;
if( new_item.ammo_type() != "NULL" && qty > 0 ) {
new_item.ammo_set( new_item.ammo_type(), qty );
}
} else if( !new_item.is_gun() ) {
//not gun, food, ammo or tool.
new_item.charges = ch;
}
}
if( new_item.is_gun() && ( ammo.get() != nullptr || ch > 0 ) ) {
if( ammo.get() == nullptr ) {
// In case there is no explicit ammo item defined, use the default ammo
if( new_item.ammo_type() != "NULL" ) {
new_item.charges = ch;
new_item.set_curammo( new_item.ammo_type() );
}
} else {
const item am = ammo->create_single( new_item.bday );
new_item.set_curammo( am );
// Prefer explicit charges of the gun, else take the charges of the ammo item,
// Gun charges are easier to define: {"item":"gun","charge":10,"ammo-item":"ammo"}
if( ch > 0 ) {
new_item.charges = ch;
} else {
new_item.charges = am.charges;
}
}
// Make sure the item is in valid state
if( new_item.ammo_data() && new_item.magazine_integral() ) {
new_item.charges = std::min( new_item.charges, new_item.ammo_capacity() );
} else {
new_item.charges = 0;
}
}
if(container.get() != NULL) {
item cont = container->create_single(new_item.bday);
if (!cont.is_null()) {
if (new_item.made_of(LIQUID)) {
long rc = cont.get_remaining_capacity_for_liquid(new_item);
if(rc > 0 && (new_item.charges > rc || ch == -1)) {
// make sure the container is not over-full.
// fill up the container (if using default charges)
new_item.charges = rc;
}
}
cont.put_in(new_item);
new_item = cont;
}
}
if (contents.get() != NULL) {
Item_spawn_data::ItemList contentitems = contents->create(new_item.bday);
new_item.contents.insert(new_item.contents.end(), contentitems.begin(), contentitems.end());
}
}
示例3: pick_one_up
void Pickup::pick_one_up( const tripoint &pickup_target, item &newit, vehicle *veh,
int cargo_part, int index, int quantity, bool &got_water,
bool &offered_swap, PickupMap &mapPickup, bool autopickup )
{
player &u = g->u;
int moves_taken = 100;
bool picked_up = false;
pickup_answer option = CANCEL;
item leftovers = newit;
if( newit.invlet != '\0' &&
u.invlet_to_position( newit.invlet ) != INT_MIN ) {
// Existing invlet is not re-usable, remove it and let the code in player.cpp/inventory.cpp
// add a new invlet, otherwise keep the (usable) invlet.
newit.invlet = '\0';
}
if( quantity != 0 && newit.count_by_charges() ) {
// Reinserting leftovers happens after item removal to avoid stacking issues.
leftovers.charges = newit.charges - quantity;
if( leftovers.charges > 0 ) {
newit.charges = quantity;
}
} else {
leftovers.charges = 0;
}
if( newit.made_of( LIQUID ) ) {
got_water = true;
} else if( !u.can_pickWeight( newit, false ) ) {
add_msg( m_info, _( "The %s is too heavy!" ), newit.display_name().c_str() );
} else if( newit.is_ammo() && ( newit.ammo_type() == ammotype( "arrow" ) ||
newit.ammo_type() == ammotype( "bolt" ) ) ) {
// @todo Make quiver code generic so that ammo pouches can use it too
//add ammo to quiver
int quivered = handle_quiver_insertion( newit, moves_taken, picked_up );
if( quivered > 0 ) {
quantity = quivered;
//already picked up some for quiver so use special case handling
picked_up = true;
option = NUM_ANSWERS;
}
if( newit.charges > 0 ) {
if( !u.can_pickVolume( newit ) ) {
if( !autopickup ) {
// Silence some messaging if we're doing autopickup.
add_msg( m_info, ngettext( "There's no room in your inventory for the %s.",
"There's no room in your inventory for the %s.",
newit.charges ), newit.tname( newit.charges ).c_str() );
}
} else {
// Add to inventory instead
option = STASH;
}
}
if( option == NUM_ANSWERS ) {
//not picking up the rest so
//update the charges for the item that gets re-added to the game map
leftovers.charges = newit.charges;
}
} else if( newit.is_bucket() && !newit.is_container_empty() ) {
if( !autopickup ) {
const std::string &explain = string_format( _( "Can't stash %s while it's not empty" ),
newit.display_name().c_str() );
option = handle_problematic_pickup( newit, offered_swap, explain );
} else {
option = CANCEL;
}
} else if( !u.can_pickVolume( newit ) ) {
if( !autopickup ) {
const std::string &explain = string_format( _( "Not enough capacity to stash %s" ),
newit.display_name().c_str() );
option = handle_problematic_pickup( newit, offered_swap, explain );
} else {
option = CANCEL;
}
} else {
option = STASH;
}
switch( option ) {
case NUM_ANSWERS:
// Some other option
break;
case CANCEL:
picked_up = false;
break;
case WEAR:
picked_up = u.wear_item( newit );
break;
case WIELD:
picked_up = u.wield( newit );
if( !picked_up ) {
break;
}
if( u.weapon.invlet ) {
add_msg( m_info, _( "Wielding %c - %s" ), u.weapon.invlet,
u.weapon.display_name().c_str() );
//.........这里部分代码省略.........
示例4: pick_one_up
void Pickup::pick_one_up( const tripoint &pickup_target, item &newit, vehicle *veh,
int cargo_part, int index, int quantity, bool &got_water,
bool &offered_swap, PickupMap &mapPickup, bool autopickup )
{
int moves_taken = 100;
bool picked_up = false;
item leftovers = newit;
if( newit.invlet != '\0' &&
g->u.invlet_to_position( newit.invlet ) != INT_MIN ) {
// Existing invlet is not re-usable, remove it and let the code in player.cpp/inventory.cpp
// add a new invlet, otherwise keep the (usable) invlet.
newit.invlet = '\0';
}
if( quantity != 0 && newit.count_by_charges() ) {
// Reinserting leftovers happens after item removal to avoid stacking issues.
leftovers.charges = newit.charges - quantity;
if( leftovers.charges > 0 ) {
newit.charges = quantity;
}
} else {
leftovers.charges = 0;
}
if( newit.made_of(LIQUID) ) {
got_water = true;
} else if (!g->u.can_pickWeight(newit.weight(), false)) {
add_msg(m_info, _("The %s is too heavy!"), newit.display_name().c_str());
} else if( newit.is_ammo() && (newit.ammo_type() == "arrow" || newit.ammo_type() == "bolt")) {
//add ammo to quiver
int quivered = handle_quiver_insertion( newit, moves_taken, picked_up);
if( newit.charges > 0) {
if(!g->u.can_pickVolume( newit.volume())) {
if(quivered > 0) {
//update the charges for the item that gets re-added to the game map
quantity = quivered;
leftovers.charges = newit.charges;
}
if( !autopickup ) {
// Silence some messaging if we're doing autopickup.
add_msg(m_info, ngettext("There's no room in your inventory for the %s.",
"There's no room in your inventory for the %s.",
newit.charges), newit.tname(newit.charges).c_str());
}
} else {
//add to inventory instead
item &it = g->u.i_add(newit);
picked_up = true;
//display output message
PickupMap map_pickup;
int charges = (newit.count_by_charges()) ? newit.charges : 1;
map_pickup.insert(std::pair<std::string, ItemCount>(newit.tname(), ItemCount(it, charges)));
show_pickup_message(map_pickup);
}
}
} else if (!g->u.can_pickVolume(newit.volume())) {
if( !autopickup ) {
// Armor can be instantly worn
if (newit.is_armor() &&
query_yn(_("Put on the %s?"),
newit.display_name().c_str())) {
if (g->u.wear_item(newit)) {
picked_up = true;
}
} else if (g->u.is_armed()) {
if (!g->u.weapon.has_flag("NO_UNWIELD")) {
if( !offered_swap ) {
offered_swap = true;
if ( g->u.weapon.type->id != newit.type->id &&
query_yn(_("No space for %1$s; wield instead? (drops %2$s)"),
newit.display_name().c_str(),
g->u.weapon.display_name().c_str()) ) {
picked_up = true;
g->m.add_item_or_charges( pickup_target,
g->u.remove_weapon(), 1 );
g->u.inv.assign_empty_invlet( newit, true ); // force getting an invlet.
g->u.wield( &( g->u.i_add(newit) ) );
if (newit.invlet) {
add_msg(m_info, _("Wielding %c - %s"), newit.invlet,
newit.display_name().c_str());
} else {
add_msg(m_info, _("Wielding - %s"), newit.display_name().c_str());
}
}
}
} else {
add_msg(m_info, _("There's no room in your inventory for the %s "
"and you can't unwield your %s."),
newit.display_name().c_str(),
g->u.weapon.display_name().c_str());
}
} else if( !g->u.is_armed() ) {
if (g->u.keep_hands_free) {
add_msg(m_info, _("There's no room in your inventory for the %s "
"and you have decided to keep your hands free."),
newit.display_name().c_str());
} else {
//.........这里部分代码省略.........
示例5: modify
void Item_modifier::modify( item &new_item ) const
{
if( new_item.is_null() ) {
return;
}
new_item.set_damage( rng( damage.first, damage.second ) );
long ch = ( charges.first == charges.second ) ? charges.first : rng( charges.first,
charges.second );
if( ch != -1 ) {
if( new_item.count_by_charges() || new_item.made_of( LIQUID ) ) {
// food, ammo
// count_by_charges requires that charges is at least 1. It makes no sense to
// spawn a "water (0)" item.
new_item.charges = std::max( 1l, ch );
} else if( new_item.is_tool() ) {
const auto qty = std::min( ch, new_item.ammo_capacity() );
new_item.charges = qty;
if( new_item.ammo_type() && qty > 0 ) {
new_item.ammo_set( new_item.ammo_type()->default_ammotype(), qty );
}
} else if( !new_item.is_gun() ) {
//not gun, food, ammo or tool.
new_item.charges = ch;
}
}
if( ch > 0 && ( new_item.is_gun() || new_item.is_magazine() ) ) {
if( ammo == nullptr ) {
// In case there is no explicit ammo item defined, use the default ammo
if( new_item.ammo_type() ) {
new_item.ammo_set( new_item.ammo_type()->default_ammotype(), ch );
}
} else {
const item am = ammo->create_single( new_item.birthday() );
new_item.ammo_set( am.typeId(), ch );
}
// Make sure the item is in valid state
if( new_item.ammo_data() && new_item.magazine_integral() ) {
new_item.charges = std::min( new_item.charges, new_item.ammo_capacity() );
} else {
new_item.charges = 0;
}
}
if( new_item.is_tool() || new_item.is_gun() || new_item.is_magazine() ) {
bool spawn_ammo = rng( 0, 99 ) < with_ammo && new_item.ammo_remaining() == 0 && ch == -1 &&
( !new_item.is_tool() || new_item.type->tool->rand_charges.empty() );
bool spawn_mag = rng( 0, 99 ) < with_magazine && !new_item.magazine_integral() &&
!new_item.magazine_current();
if( spawn_mag ) {
new_item.contents.emplace_back( new_item.magazine_default(), new_item.birthday() );
}
if( spawn_ammo ) {
if( ammo ) {
const item am = ammo->create_single( new_item.birthday() );
new_item.ammo_set( am.typeId() );
} else {
new_item.ammo_set( new_item.ammo_type()->default_ammotype() );
}
}
}
if( container != nullptr ) {
item cont = container->create_single( new_item.birthday() );
if( !cont.is_null() ) {
if( new_item.made_of( LIQUID ) ) {
long rc = cont.get_remaining_capacity_for_liquid( new_item );
if( rc > 0 && ( new_item.charges > rc || ch == -1 ) ) {
// make sure the container is not over-full.
// fill up the container (if using default charges)
new_item.charges = rc;
}
}
cont.put_in( new_item );
new_item = cont;
}
}
if( contents != nullptr ) {
Item_spawn_data::ItemList contentitems = contents->create( new_item.birthday() );
new_item.contents.insert( new_item.contents.end(), contentitems.begin(), contentitems.end() );
}
for( auto &flag : custom_flags ) {
new_item.set_flag( flag );
}
}