本文整理汇总了C++中item::is_container_empty方法的典型用法代码示例。如果您正苦于以下问题:C++ item::is_container_empty方法的具体用法?C++ item::is_container_empty怎么用?C++ item::is_container_empty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_container_empty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: handle_problematic_pickup
pickup_answer handle_problematic_pickup( const item &it, bool &offered_swap, const std::string &explain )
{
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
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() );
if( it.is_armor() ) {
amenu.addentry( WEAR, u.can_wear( it ), 'W', _("Wear %s"), it.display_name().c_str() );
}
if( !it.is_container_empty() && u.can_pickVolume( it.volume() ) ) {
amenu.addentry( SPILL, true, '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2: can_consume
bool player::can_consume( const item &it ) const
{
if( can_consume_as_is( it ) ) {
return true;
}
// checking NO_UNLOAD to prevent consumption of `battery` when contained in `battery_car` (#20012)
return !it.is_container_empty() && !it.has_flag( "NO_UNLOAD" ) &&
can_consume_as_is( it.contents.front() );
}
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 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.........