本文整理汇总了C++中item::is_armor方法的典型用法代码示例。如果您正苦于以下问题:C++ item::is_armor方法的具体用法?C++ item::is_armor怎么用?C++ item::is_armor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::is_armor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:
resistances::resistances( const item &armor, bool to_self )
{
// Armors protect, but all items can resist
if( to_self || armor.is_armor() ) {
for( int i = 0; i < NUM_DT; i++ ) {
damage_type dt = static_cast<damage_type>( i );
set_resist( dt, armor.damage_resist( dt, to_self ) );
}
}
}
示例2: 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3: handle_problematic_pickup
pickup_answer handle_problematic_pickup( const item &it, bool &offered_swap,
const std::string &explain )
{
if( offered_swap ) {
return CANCEL;
}
player &u = g->u;
uimenu amenu;
amenu.return_invalid = true;
amenu.selected = 0;
amenu.text = explain;
offered_swap = true;
// @todo Gray out if not enough hands
if( u.is_armed() ) {
amenu.addentry( WIELD, !u.weapon.has_flag( "NO_UNWIELD" ), 'w',
_( "Dispose of %s and wield %s" ), u.weapon.display_name().c_str(),
it.display_name().c_str() );
} else {
amenu.addentry( WIELD, true, 'w', _( "Wield %s" ), it.display_name().c_str() );
}
if( it.is_armor() ) {
amenu.addentry( WEAR, u.can_wear( it ), 'W', _( "Wear %s" ), it.display_name().c_str() );
}
if( it.is_bucket_nonempty() ) {
amenu.addentry( SPILL, u.can_pickVolume( it ), 's', _( "Spill %s, then pick up %s" ),
it.contents.front().tname().c_str(), it.display_name().c_str() );
}
amenu.query();
int choice = amenu.ret;
if( choice <= CANCEL || choice >= NUM_ANSWERS ) {
return CANCEL;
}
return static_cast<pickup_answer>( choice );
}
示例4: wear_if_wanted
bool npc::wear_if_wanted(item it)
{
if (!it.is_armor())
return false;
it_armor* armor = dynamic_cast<it_armor*>(it.type);
int max_encumb[num_bp] = {2, 3, 3, 4, 3, 3, 3, 2};
bool encumb_ok = true;
for (int i = 0; i < num_bp && encumb_ok; i++) {
if (armor->covers & mfb(i) && encumb(body_part(i)) + armor->encumber >
max_encumb[i])
encumb_ok = false;
}
if (encumb_ok) {
worn.push_back(it);
return true;
}
// Otherwise, maybe we should take off one or more items and replace them
std::vector<int> removal;
for (int i = 0; i < worn.size(); i++) {
for (int j = 0; j < num_bp; j++) {
if (armor->covers & mfb(j) &&
dynamic_cast<it_armor*>(worn[i].type)->covers & mfb(j)) {
removal.push_back(i);
j = num_bp;
}
}
}
for (int i = 0; i < removal.size(); i++) {
if (true) {
// if (worn[removal[i]].value_to(this) < it.value_to(this)) {
inv.push_back(worn[removal[i]]);
worn.push_back(it);
return true;
}
}
return false;
}
示例5: 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.........