本文整理汇总了C++中player::add_msg_player_or_npc方法的典型用法代码示例。如果您正苦于以下问题:C++ player::add_msg_player_or_npc方法的具体用法?C++ player::add_msg_player_or_npc怎么用?C++ player::add_msg_player_or_npc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player
的用法示例。
在下文中一共展示了player::add_msg_player_or_npc方法的2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: put_into_vehicle
void put_into_vehicle( player &p, const std::list<item> &items, vehicle &veh, int part )
{
if( items.empty() ) {
return;
}
const tripoint where = veh.global_part_pos3( part );
const std::string ter_name = g->m.name( where );
int fallen_count = 0;
for( auto it : items ) { // cant use constant reference here because of the spill_contents()
if( it.is_bucket_nonempty() && !it.spill_contents( p ) ) {
p.add_msg_player_or_npc(
_( "To avoid spilling its contents, you set your %1$s on the %2$s." ),
_( "To avoid spilling its contents, <npcname> sets their %1$s on the %2$s." ),
it.display_name().c_str(), ter_name.c_str()
);
g->m.add_item_or_charges( where, it );
continue;
}
if( !veh.add_item( part, it ) ) {
if( it.count_by_charges() ) {
// Maybe we can add a few charges in the trunk and the rest on the ground.
it.mod_charges( -veh.add_charges( part, it ) );
}
g->m.add_item_or_charges( where, it );
++fallen_count;
}
}
const std::string part_name = veh.part_info( part ).name();
if( same_type( items ) ) {
const item &it = items.front();
const int dropcount = items.size() * ( it.count_by_charges() ? it.charges : 1 );
p.add_msg_player_or_npc(
ngettext( "You put your %1$s in the %2$s's %3$s.",
"You put your %1$s in the %2$s's %3$s.", dropcount ),
ngettext( "<npcname> puts their %1$s in the %2$s's %3$s.",
"<npcname> puts their %1$s in the %2$s's %3$s.", dropcount ),
it.tname( dropcount ).c_str(), veh.name.c_str(), part_name.c_str()
);
} else {
p.add_msg_player_or_npc(
_( "You put several items in the %1$s's %2$s." ),
_( "<npcname> puts several items in the %1$s's %2$s." ),
veh.name.c_str(), part_name.c_str()
);
}
if( fallen_count > 0 ) {
add_msg( m_warning, _( "The trunk is full, so some items fell to the %s." ), ter_name.c_str() );
}
}
示例2: drop_on_map
void drop_on_map( const player &p, const std::list<item> &items, const tripoint &where )
{
if( items.empty() ) {
return;
}
const std::string ter_name = g->m.name( where );
const bool can_move_there = g->m.passable( where );
if( same_type( items ) ) {
const item &it = items.front();
const int dropcount = items.size() * ( it.count_by_charges() ? it.charges : 1 );
const std::string it_name = it.tname( dropcount );
if( can_move_there ) {
p.add_msg_player_or_npc(
ngettext( "You drop your %1$s on the %2$s.",
"You drop your %1$s on the %2$s.", dropcount ),
ngettext( "<npcname> drops their %1$s on the %2$s.",
"<npcname> drops their %1$s on the %2$s.", dropcount ),
it_name.c_str(), ter_name.c_str()
);
} else {
p.add_msg_player_or_npc(
ngettext( "You put your %1$s in the %2$s.",
"You put your %1$s in the %2$s.", dropcount ),
ngettext( "<npcname> puts their %1$s in the %2$s.",
"<npcname> puts their %1$s in the %2$s.", dropcount ),
it_name.c_str(), ter_name.c_str()
);
}
} else {
if( can_move_there ) {
p.add_msg_player_or_npc(
_( "You drop several items on the %s." ),
_( "<npcname> drops several items on the %s." ),
ter_name.c_str()
);
} else {
p.add_msg_player_or_npc(
_( "You put several items in the %s." ),
_( "<npcname> puts several items in the %s." ),
ter_name.c_str()
);
}
}
for( const auto &it : items ) {
g->m.add_item_or_charges( where, it );
}
}