本文整理汇总了C++中item::count_by_charges方法的典型用法代码示例。如果您正苦于以下问题:C++ item::count_by_charges方法的具体用法?C++ item::count_by_charges怎么用?C++ item::count_by_charges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::count_by_charges方法的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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: amount_can_fit
long item_stack::amount_can_fit( const item &it ) const
{
// Without stacking charges, would we violate the count limit?
const bool violates_count = size() >= ( size_t )count_limit();
const item *here = it.count_by_charges() ? stacks_with( it ) : nullptr;
if( violates_count && !here ) {
return 0l;
}
// Call max because a tile may have been overfilled to begin with (e.g. #14115)
long ret = std::max( 0l, it.charges_per_volume( free_volume() ) );
return it.count_by_charges() ? std::min( ret, it.charges ) : ret;
}
示例2: modify
void Item_modifier::modify(item &new_item) const
{
if(new_item.is_null()) {
return;
}
int dm = (damage.first == damage.second) ? damage.first : rng(damage.first, damage.second);
if(dm >= -1 && dm <= 4) {
new_item.damage = dm;
}
long ch = (charges.first == charges.second) ? charges.first : rng(charges.first, charges.second);
if(ch != -1) {
it_tool *t = dynamic_cast<it_tool *>(new_item.type);
it_gun *g = dynamic_cast<it_gun *>(new_item.type);
if(new_item.count_by_charges()) {
// food, ammo
new_item.charges = ch;
} else if(t != NULL) {
new_item.charges = std::min(ch, t->max_charges);
} else if(g != NULL && ammo.get() != NULL) {
item am = ammo->create_single(new_item.bday);
it_ammo *a = dynamic_cast<it_ammo *>(am.type);
if(!am.is_null() && a != NULL) {
new_item.curammo = a;
new_item.charges = std::min<long>(am.charges, new_item.clip_size());
}
}
}
if(container.get() != NULL) {
item cont = container->create_single(new_item.bday);
if (!cont.is_null()) {
if (new_item.made_of(LIQUID)) {
LIQUID_FILL_ERROR err;
int rc = cont.get_remaining_capacity_for_liquid(new_item, err);
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: result
std::vector<item> json_item_substitution::get_substitution( const item &it,
const std::vector<trait_id> &traits ) const
{
auto iter = substitutions.find( it.typeId() );
std::vector<item> ret;
if( iter == substitutions.end() ) {
for( const item &con : it.contents ) {
const auto sub = get_substitution( con, traits );
ret.insert( ret.end(), sub.begin(), sub.end() );
}
return ret;
}
const auto sub = std::find_if( iter->second.begin(),
iter->second.end(), [&traits]( const substitution & s ) {
return s.trait_reqs.meets_condition( traits );
} );
if( sub == iter->second.end() ) {
return ret;
}
const long old_amt = it.count_by_charges() ? it.charges : 1l;
for( const substitution::info &inf : sub->infos ) {
item result( inf.new_item );
const long new_amt = std::max( 1l, ( long )std::round( inf.ratio * old_amt ) );
if( !result.count_by_charges() ) {
for( long i = 0; i < new_amt; i++ ) {
ret.push_back( result.in_its_container() );
}
} else {
result.mod_charges( -result.charges + new_amt );
while( result.charges > 0 ) {
const item pushed = result.in_its_container();
ret.push_back( pushed );
result.mod_charges( pushed.contents.empty() ? -pushed.charges : -pushed.contents.back().charges );
}
}
}
return ret;
}
示例4: handle_quiver_insertion
//helper function for Pickup::pick_up
//return value is amount of ammo added to quiver
int Pickup::handle_quiver_insertion(item &here, bool inv_on_fail, int &moves_to_decrement,
bool &picked_up)
{
//add ammo to quiver
int quivered = here.add_ammo_to_quiver(&g->u, true);
if(quivered > 0) {
moves_to_decrement = 0; //moves already decremented in item::add_ammo_to_quiver()
picked_up = true;
return quivered;
} else if (inv_on_fail) {
//add to inventory instead
g->u.i_add(here);
picked_up = true;
//display output message
std::map<std::string, int> map_pickup;
int charges = (here.count_by_charges()) ? here.charges : 1;
map_pickup.insert(std::pair<std::string, int>(here.tname(), charges));
show_pickup_message(map_pickup);
}
return 0;
}
示例5: move_item
static void move_item( player &p, item &it, int quantity, const tripoint &src,
const tripoint &dest, vehicle *src_veh, int src_part )
{
item leftovers = it;
if( quantity != 0 && it.count_by_charges() ) {
// Reinserting leftovers happens after item removal to avoid stacking issues.
leftovers.charges = it.charges - quantity;
if( leftovers.charges > 0 ) {
it.charges = quantity;
}
} else {
leftovers.charges = 0;
}
// Check that we can pick it up.
if( !it.made_of_from_type( LIQUID ) ) {
p.mod_moves( -move_cost( it, src, dest ) );
put_into_vehicle_or_drop( p, item_drop_reason::deliberate, { it }, dest );
// Remove from map or vehicle.
if( src_veh ) {
src_veh->remove_item( src_part, &it );
} else {
g->m.i_rem( src, &it );
}
}
// If we didn't pick up a whole stack, put the remainder back where it came from.
if( leftovers.charges > 0 ) {
if( src_veh ) {
if( !src_veh->add_item( src_part, leftovers ) ) {
debugmsg( "SortLoot: Source vehicle failed to receive leftover charges." );
}
} else {
g->m.add_item_or_charges( src, leftovers );
}
}
}
示例6: 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7: 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8: 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9: pick_one_up
void 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_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() );
} else {
add_msg( m_info, _( "Wielding - %s" ), u.weapon.display_name().c_str() );
}
break;
case SPILL:
if( newit.is_container_empty() ) {
debugmsg( "Tried to spill contents from an empty container" );
break;
}
picked_up = newit.spill_contents( u );
if( !picked_up ) {
break;
}
// Intentional fallthrough
case STASH:
auto &entry = mapPickup[newit.tname()];
entry.second += newit.count_by_charges() ? newit.charges : 1;
entry.first = u.i_add( newit );
picked_up = true;
break;
}
if( picked_up ) {
remove_from_map_or_vehicle( pickup_target, veh, cargo_part, moves_taken, index );
}
if( leftovers.charges > 0 ) {
bool to_map = veh == nullptr;
if( !to_map ) {
to_map = !veh->add_item( cargo_part, leftovers );
//.........这里部分代码省略.........
示例10: 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);
const auto g = new_item.type->gun.get();
const auto t = dynamic_cast<const it_tool *>(new_item.type);
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(t != NULL) {
new_item.charges = std::min(ch, t->max_charges);
} else if (g == nullptr){
//not gun, food, ammo or tool.
new_item.charges = ch;
}
}
if( g != nullptr && ( ammo.get() != nullptr || ch > 0 ) ) {
if( ammo.get() == nullptr ) {
// In case there is no explicit ammo item defined, use the default ammo
const auto ammoid = default_ammo( g->ammo );
if ( !ammoid.empty() ) {
new_item.set_curammo( ammoid );
new_item.charges = ch;
}
} 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 a valid state curammo==0 <=> charges==0 and respect clip size
if( !new_item.has_curammo() ) {
new_item.charges = 0;
} else {
new_item.charges = std::min<long>( new_item.charges, new_item.clip_size() );
}
}
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11: 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 );
}
}
示例12: can_disassemble
bool player::can_disassemble( const item &obj, const inventory &inv, std::string *err ) const
{
const auto error = [&err]( const std::string & message ) {
if( err != nullptr ) {
*err = message;
}
return false;
};
const auto &r = recipe_dictionary::get_uncraft( obj.typeId() );
if( !r ) {
return error( string_format( _( "You cannot disassemble this." ) ) );
}
// check sufficient light
if( lighting_craft_speed_multiplier( r ) == 0.0f ) {
return error( _( "You can't see to craft!" ) );
}
// refuse to disassemble rotten items
if( obj.goes_bad() || ( obj.is_food_container() && obj.contents.front().goes_bad() ) ) {
if( obj.rotten() || ( obj.is_food_container() && obj.contents.front().rotten() ) ) {
return error( _( "It's rotten, I'm not taking that apart." ) );
}
}
if( obj.count_by_charges() && !r.has_flag( "UNCRAFT_SINGLE_CHARGE" ) ) {
// Create a new item to get the default charges
int qty = r.create_result().charges;
if( obj.charges < qty ) {
auto msg = ngettext( "You need at least %d charge of %s.",
"You need at least %d charges of %s.", qty );
return error( string_format( msg, qty, obj.tname().c_str() ) );
}
}
const auto &dis = r.disassembly_requirements();
for( const auto &opts : dis.get_qualities() ) {
for( const auto &qual : opts ) {
if( !qual.has( inv ) ) {
// Here should be no dot at the end of the string as 'to_string()' provides it.
return error( string_format( _( "You need %s" ), qual.to_string().c_str() ) );
}
}
}
for( const auto &opts : dis.get_tools() ) {
const bool found = std::any_of( opts.begin(), opts.end(),
[&]( const tool_comp & tool ) {
return ( tool.count <= 0 && inv.has_tools( tool.type, 1 ) ) ||
( tool.count > 0 && inv.has_charges( tool.type, tool.count ) );
} );
if( !found ) {
if( opts.front().count <= 0 ) {
return error( string_format( _( "You need %s." ),
item::nname( opts.front().type ).c_str() ) );
} else {
return error( string_format( ngettext( "You need a %s with %d charge.",
"You need a %s with %d charges.",
opts.front().count ),
item::nname( opts.front().type ).c_str(), opts.front().count ) );
}
}
}
return true;
}