Ejemplo n.º 1
0
void Player::useItemInvent(Item * pIt)
{
	bool cast = false;

	//Is consumable
	Consumable * cons = dynamic_cast<Consumable*>(pIt);
	if (cons != NULL)
	{
		cons->use(static_cast<Character*>(this));
		delete cons;
		cast = true;
	}

	//Is Equipment
	if (!cast)
	{
		Equipment * pEquip = dynamic_cast<Equipment*>(pIt);
		if (pEquip != NULL)
		{
			equip(pEquip);

			cast = true;
		}
	}
}
Ejemplo n.º 2
0
double Schematic::getProfitPercentage(bool perHour)
{
    double negative = 0;
    double positive= 0;

    int consumableQuatity;
    double buyPrice;
    double importCost;
    int productQuatity = product->getQuantity();
    double sellPrice = product->getComponent()->getSellPrice();
    double exportCost = product->getComponent()->getExportCost();

    if (0 == sellPrice) {
        return 0;
    }

    if (perHour) {
        productQuatity = cycleTime == 3600 ? productQuatity : productQuatity * 2;
    }

    positive = (productQuatity * sellPrice) - (productQuatity * exportCost);

    Consumable *consumable;

    for (auto it = consumables.begin(),
         end = consumables.end(); it != end; ++it)
    {
        consumable = it.value();
        consumableQuatity = consumable->getQuantity();
        buyPrice = consumable->getComponent()->getBuyPrice();
        importCost = consumable->getComponent()->getImportCost();

        if (perHour) {
            consumableQuatity = cycleTime == 3600 ? consumableQuatity : consumableQuatity * 2;
        }

        consumable = it.value();
        negative += (consumableQuatity * buyPrice) + (consumableQuatity * importCost);
    }

    if (0 == positive || 0 == negative) {
        return 0;
    }

    double profit = (positive - negative) * 100 / positive;

    if (cycleTime == 1800) {
        profit *= 2;
    }

    return profit;
}
Ejemplo n.º 3
0
void Player::use(Floor * fl)
{
	//Fetch the vector of items that is currently on the ground and attempt to use all of them
	vector<Item *> & items = fl->getMap()[getRow()][getCol()]->getItems();

	for (int i = 0; i < items.size(); i++)
	{
		bool cast = false;
		Item * pIt = items[i];

		//Is consumable
		Consumable * cons = dynamic_cast<Consumable*>(pIt);
		if (cons != NULL)
		{
			cons->use(static_cast<Character*>(this));
			fl->getMap()[getRow()][getCol()]->removeItem(i);
			cast = true;
		}

		//Is Equipment
		if (!cast)
		{
			Equipment * pEquip = dynamic_cast<Equipment*>(pIt);
			if (pEquip != NULL)
			{
				equip(pEquip);
				fl->getMap()[getRow()][getCol()]->removeItem(i);
				cast = true;
			}

			//Else add to inventory
			if (!cast)
			{
				if (pIt->getName() == "The Holy Grail")
				{
					cout << "You have found the mythical holy grail! You are truly the greatest explorer to grace our epoch!" << endl;
				}

				vInventory.push_back(pIt);
				fl->getMap()[getRow()][getCol()]->removeItem(i);
			}
		}
	}
}
Ejemplo n.º 4
0
void Player::initCommands() {
    std::function<void (std::vector<std::string> commandWords, std::function<bool(const std::vector<std::string> &)>)> addCommands = [this](std::vector<std::string> commandWords, std::function<bool(const std::vector<std::string> &)> operation){
        if(commandWords.size() < 1) {
            throw std::invalid_argument("You must at least have one word associated with the command");
        }
        uniqueCommands.push_back(commandWords.front());
        for(std::string word: commandWords){
            if(commands.find(word) != commands.end()) {
                throw std::invalid_argument("The word: " + word + " is associated with more than one command");
            }
            commands[word] = operation;
        }
        
    };
    
    std::function<bool (const std::vector<std::string> & commands, const std::string & helpText, const std::string & usageCommands)> isHelp = [](const std::vector<std::string> & commands, const std::string & helpText, const std::string & usageCommands){
        if(commands.size() != 2){ return false; };
        if(commands[1] != "help"){ return false; };
        
        std::cout << TEXT_DIVIDER << " HELP: " << commands[0] << " " << TEXT_DIVIDER << std::endl;
        if(helpText != "") {
            std::cout << helpText << std::endl;
        }
        std::cout << "Usage: " << commands[0] << " " << usageCommands << std::endl;
        return true;
    };
    
    addCommands({"go", "move", "goto"}, [this, isHelp](const std::vector<std::string> & commands) -> bool {
        if(isHelp(commands, "Used for navigating through the world.", "LOCATION")) { return false; }
            
        if(commands.size() != 2) {
            std::cout << "You forgot to write where you wanna go." << std::endl;
            return false;
        }
        
        
        int num = -1; 
        try {
            num = atoi(commands[1].c_str()) - 1;
        } catch(int) {
            std::cout << "That is not an option. Write one of the numbers given as option." << std::endl;
            return false;
        }
        
        auto dirs = getEnvironment()->getDirections();
        
        if(num >= dirs.size()) {
            std::cout << "That is not an option. Write one of the numbers given as option." << std::endl;
            return false;
        }
        
        if(!this->move(dirs[num])) {
                std::cout << "That is not an option. Write one of the numbers given as option." << std::endl;
                return false;
            }
        
        return true;
    });
    
    addCommands({"look"}, [this, isHelp](const std::vector<std::string> & commands) -> bool {
        if(isHelp(commands, "Look for example at different characters or on items to get more information. You can look at almost anything in the world.", "[CONTAINER] [OBJECT]")) { return false;}
        Environment * env = getEnvironment();
        if(commands.size() == 1) {
            printUpdateInfo();
        } else if(commands.size() == 2) {
            if(isCommandInventory(commands[1])) {
                std::cout << getInventory()->getDescription() << std::endl;
                return false;
            }
            if(isCommandEquipment(commands[1])) {
                std::cout << getEquipment()->getDescription() << std::endl;
                return false;
            }
            PhysicalObject * physicalObject = env->find(commands[1]);
            if(physicalObject == NULL) {
                std::cout << "Found no item named: " << commands[1] << std::endl;
            } else {
                std::cout << physicalObject->getDescription() << std::endl;
            }
            
            
        } else if(commands.size() == 3) {
            Item * item = NULL;
            if(isCommandInventory(commands[1])) {
                Inventory * inv = getInventory();
                item = inv->find(commands[2]);
                if(item == NULL) {
                    std::cout << "Found no item named: " << commands[2] << " in your inventory." << std::endl;
                    return false;
                }
            } else if(isCommandEquipment(commands[1])) {
                Equipment * eq = getEquipment();
                item = eq->find(commands[2]);
                if(item == NULL) {
                    std::cout << "Found no item named: " << commands[2] << " in your equipment." << std::endl;
                    return false;
                }
            } else {
                Container * con = env->find<Container>(OBJECT_TYPE_CONTAINER, commands[2]);
                if(con == NULL) {
                    std::cout << "Found no container named: " <<commands[1] << std::endl;
                    return false;
                } else {
                    item = con->find(commands[2]);
                    if(item == NULL) {
                        std::cout << "Found no item named: " << commands[2] << " in container: " << con->getName() << std::endl;
                        return false;
                    }
                }
            }
            std::cout << item->getDescription() << std::endl;
        }
        
        return false;
    });
    
    addCommands({"stats"}, [this, isHelp](const std::vector<std::string> & commands) -> bool {
        if(isHelp(commands,"Get information about you.",  "")) { return false;}
        std::cout << getDescription() << std::endl;
        return false;
    });
    
    addCommands({"inventory", "backpack", "inv"}, [this, isHelp](const std::vector<std::string> & commands) -> bool {
        if(isHelp(commands, "Get information about your inventory that contains items.", "")) { return false;}
        Inventory * inv = getInventory();
        std::cout << inv->getDescription() << std::endl;
        return false;
    });
    
    addCommands({"equipment"}, [this, isHelp](const std::vector<std::string> & commands) -> bool {
        if(isHelp(commands, "Get information about your current equipment.", "")) { return false;}
        Equipment * eq = getEquipment();
        std::cout << eq->getDescription() << std::endl;
        return false;
    });
    
    addCommands({"pick"}, [this, isHelp](const std::vector<std::string> & commands) -> bool {
        if(isHelp(commands,"Pick up items from the ground or from containers like for example Chests.", "[CONTAINER] ITEM")) { return false;}
        if(commands.size() < 2) {
            std::cout << "You forgot to write what you wanted to pick up." << std::endl;
            return false;
        }
        
        Environment * env = getEnvironment();
        if(commands.size() == 2) {
            Item * item = env->find<Item>(OBJECT_TYPE_ITEM, commands[1]);
            if(item == NULL) {
                std::cout << "Found no item named: " << commands[1] << std::endl;
                return false;
            }
            
            if(!pickItem(item)) {
                std::cout << "You can't pick up item: " << commands[1] << std::endl;
                return false;
            }
            
            std::cout << "You picked up item: " << commands[1] << std::endl;
            
            return false;
        } else if(commands.size() == 3) {
            Container * container = env->find<Container>(OBJECT_TYPE_CONTAINER, commands[1]);
            if(container == NULL) {
                std::cout << "Found no container named: " <<commands[1] << std::endl;
                return false;
            }
            
            Item * item = container->find<Item>(OBJECT_TYPE_ITEM, commands[2]);
            if(item == NULL) {
                std::cout << "Found no item named: " << commands[2] << " in container: " << commands[1] << std::endl;
                return false;
            }
            
            if(!pickItem(item, container)) {
                std::cout << "You can't pick up item: " << commands[2] << " in container: " << commands[1] << std::endl;
                return false;
            }

            std::cout << "You picked up item: " << commands[2] << " from container: " << commands[1]<< std::endl;
            
            return false;
        }
        
        std::cout << "Invalid command syntax. Usage: pick [CONTAINER] ITEM" << std::endl;
        return false;
    });
    
    addCommands({"drop", "put"}, [this, isHelp](const std::vector<std::string> & commands) -> bool {
        if(isHelp(commands, "Drop items on the ground or drop them into containers.", "[CONTAINER] ITEM")) { return false;}
        if(commands.size() < 2) {
            std::cout << "You forgot to write what you wanted to drop." << std::endl;
            return false;
        }
        
        Inventory * inv = getInventory();
        if(commands.size() == 2) {
            Item * item = inv->find(commands[1]);
            if(item == NULL) {
                std::cout << "Found no item named: " << commands[1] << " in your inventory." << std::endl;
                return false;
            }
            
            if(!dropItem(item)) {
                std::cout << "You can't drop item: " << commands[1] << " from your inventory. " << std::endl;
                return false;
            }
            
            std::cout << "You dropped item: " << commands[1] << " from your inventory. " << std::endl;
            return false;
            
        } else if(commands.size() == 3) {
            Environment * env = getEnvironment();
            Container * container = env->find<Container>(OBJECT_TYPE_CONTAINER, commands[1]);
            if(container == NULL) {
                std::cout << "Found no container named: " <<commands[1] << std::endl;
                return false;
            }
            
            Item * item = inv->find(commands[2]);
            if(item == NULL) {
                std::cout << "Found no item named: " << commands[2] << " in your inventory." << std::endl;
                return false;
            }
            
            if(!putItem(item, container)) {
                std::cout << "You can't put item: " << commands[2] << " in container: " << commands[1] << std::endl;
                return false;
            }
            
            std::cout << "You put item: " << commands[2] << " in container: " << commands[1] << std::endl;

            return false;
        }
        
        std::cout << "Invalid command syntax. Usage: drop [CONTAINER] ITEM" << std::endl;
        return false;
    });
    
    addCommands({"open"}, [this, isHelp](const std::vector<std::string> & commands) -> bool {
        if(isHelp(commands,"The same as 'look CONTAINER'.", "CONTAINER")) { return false;}
        if(commands.size() != 2) {
            std::cout << "You forgot to write what you wanted to open." << std::endl;
            return false;
        }
        
        Environment * env = getEnvironment();
        Container * container = env->find<Container>(OBJECT_TYPE_CONTAINER, commands[1]);
        if(container == NULL) {
            std::cout << "Found no container named: " <<commands[1] << std::endl;
            return false;
        }
        
        int takenSpace = container->getTakenSpace();
        std::string takenSpaceText = unsignedValToString(takenSpace);
        
        std::cout << container->getDescription() << std::endl;
        
        return false;
    });
    
    addCommands({"unlock"}, [this, isHelp](const std::vector<std::string> & commands) -> bool {
        if(isHelp(commands, "Unlock containers or items using this command.", "[CONTAINER] LOCKED_OBJECT KEY")) { return false;}
        Environment * env = getEnvironment();
        Inventory * inv = getInventory();
        if(commands.size() < 3 || commands.size() > 4) {
            std::cout << "Invalid command syntax. Usage: unlock [CONTAINER] LOCKED_OBJECT KEY" << std::endl;
            return false;
        }
        KeyLock * lock = NULL;
        std::string containerString;
        std::string lockString;
        std::string keyString;
        if(commands.size() == 4) {
            lockString = commands[2];
            keyString = commands[3];
            Container * con;
            if(isCommandInventory(commands[1])) {
                con = inv;
            } else {
                con = env->find<Container>(OBJECT_TYPE_CONTAINER, commands[1]);
            }
            if(con == NULL) {
                std::cout << "Found no container named: " << commands[1] << std::endl;
                return false;
            }
            lock = dynamic_cast<KeyLock *>(con->find(commands[1]));
            
            containerString = " in container named: " + con->getName();

        } else if(commands.size() == 3) {
            containerString = "";
            lockString = commands[1];
            keyString = commands[2];
            lock = dynamic_cast<KeyLock *>(env->find(commands[1]));
        }
        if(lock == NULL) {
            std::cout << "Found no lockable object named: " << lockString << containerString << std::endl;
            return false;
        }
        Key * key = inv->find<Key>(OBJECT_TYPE_ITEM, ITEM_TYPE_KEY, keyString);
        if(key == NULL) {
            std::cout << "Found no key named: " << keyString  << " in your inventory."<< std::endl;
            return false;
        }
        std::string keyName = key->getName();
        PhysicalObject * test = dynamic_cast<PhysicalObject*>(lock); // Needed because not strictly
        if(test == nullptr) {
            throw std::runtime_error("The lockable item was not a PhysicalObject. Should not be possible.");
        }
        std::string lockName = test->getName();
        if(lock->unlock(key, *inv)) {
            std::cout << "You unlocked: " << lockName << containerString << " using key: " << keyName << std::endl;
            return false;
        } else {
            std::cout << "You can't unlock: " << lockName << containerString << " using key: " << keyName << std::endl;
            return false;
        }
    });
    
    addCommands({"eat", "drink"}, [this, isHelp](const std::vector<std::string> & commands) -> bool {
        if(isHelp(commands,"Use this command to consume items. Tip: Write 'drink' so you don't accidentally chew liquids.", "ITEM")) { return false;}
        if(commands.size() != 2) {
            std::cout << "Invalid command syntax. Usage: eat FOOD" << std::endl;
            return false;
        }
        
        Consumable * cItem = getInventory()->find<Consumable>(OBJECT_TYPE_ITEM, ITEM_TYPE_CONSUMABLE, commands[1]);
        if(cItem == NULL) {
            std::cout << "Found no consumable item named: " << commands[1]  << " in your inventory."<< std::endl;
            return false;
        }
        
        std::string consumableName = cItem->getName();
        std::string response = cItem->consume(this);
        std::cout << "You digested " << consumableName  << " and " << response << std::endl;
        return false;
    });
    
    addCommands({"equip", "eq"}, [this, isHelp](const std::vector<std::string> & commands) -> bool {
        if(isHelp(commands, "Used for equipping items. You can only equip one of each type of equippable item.", "[ITEM]")) { return false;}
        if(commands.size() != 2) {
            std::cout << "Invalid command syntax. Usage: equip ITEM" << std::endl;
            return false;
        }
        
        Inventory * inv = getInventory();
        Item * item = inv->find(commands[1]);
        if(item == NULL) {
            std::cout << "Found no equipable item named: " << commands[1] << std::endl;
            return false;
        }
        
        BreakableItem * bItem = dynamic_cast<BreakableItem*>(item);
        if(bItem == nullptr) {
            std::cout << "The item: " << item->getName() << " is not equipable." << std::endl;
            return false;
        }
        
        if(equip(bItem)) {
            std::cout << "You equipeed item: " << bItem->getName() << std::endl;
            return false;
        } else {
            std::cout << "You failed to equip: " << bItem->getName() << std::endl;
            return false;
        }
    });
    
    addCommands({"unequip", "uneq", "ueq"}, [this, isHelp](const std::vector<std::string> & commands) -> bool {
        if(isHelp(commands,"Used for removing equipped items and putting them back to your inventory, if you have enough space.", "ITEM")) { return false;}
        if(commands.size() != 2) {
            std::cout << "Invalid command syntax. Usage: equip ITEM" << std::endl;
            return false;
        }
        
        Equipment * eq = getEquipment();
        BreakableItem * bItem = eq->find(commands[1]);
        if(bItem == NULL) {
            std::cout << "Found no equiped item named: " << commands[1] << std::endl;
            return false;
        }
        if(unEquip(bItem)) {
            std::cout << "You unequiped item: " << bItem->getName() << std::endl;
            return false;
        } else {
            std::cout << "You failed to unequip: " << bItem->getName() << std::endl;
            return false;
        }
    });
    
    addCommands({"attack", "att"}, [this, isHelp](const std::vector<std::string> & commands) -> bool {
        if(isHelp(commands, "KILL!", "CHARACTER")) { return false;}
        if(commands.size() != 2) {
            std::cout << "You forgot to write what you wanted to attack." << std::endl;
            return false;
        }
        
        Character * character = getEnvironment()->find<Character>(OBJECT_TYPE_CHARACTER, commands[1], {this});
        
        if(character == NULL) {
            std::cout << "There is no " + commands[1] << " in the area." << std::endl;
            return false;
        }
        
        if(!character->startInteraction(this)) {
            std::cout << "The " << character->getName() << " busy fighting already." << std::endl;
            return false;
        }
        
        std::cout << std::endl << "You are initiating a fight with " << character->getName() << "!" << std::endl;
        
        interact(character);
        
        character->endInteraction(this);
        endInteraction(character);
        
        
        return true;
    });
    
    addCommands({"pass", "wait", "skip"}, [isHelp](const std::vector<std::string> & commands) -> bool {
        if(isHelp(commands,"Wait a moment and let others take their turn.", "")) { return false;}
        return true;
    });
    
    addCommands({"exit"}, [this, isHelp](const std::vector<std::string> & commands) -> bool {
        if(isHelp(commands,"Exit the game. No turning back after this.", "")) { return false;}
        this->getEngine()->kill();
        return true;
    });
    
    addCommands({"help"}, [this, isHelp](const std::vector<std::string> & commands) -> bool {
        if(isHelp(commands,"Helpception?", "")) { return false;}
        std::cout << std::endl;
        std::cout << TEXT_DIVIDER << " HELP START " << TEXT_DIVIDER << std::endl;
        std::cout << "For more help on individual commands, write: COMMAND help" << std::endl;
        std::cout << "COMMANDS" << std::endl;
        std::cout << TEXT_DIVIDER << std::endl;
        
        for(auto command : getUniqueCommands()) {
            std::cout << command << std::endl;
        }
        
        std::cout << TEXT_DIVIDER << " HELP END " << TEXT_DIVIDER << std::endl;
        return false;
    });
}
Ejemplo n.º 5
0
void InventoryView::HandleItemSelection() {
	Player* p = DataManager::Instance()->GetPlayer();
	Inventory& inv = p->GetInventory();
	if(m_inInventoryArea) {
		if(inv.NumItems() > 0) {
			Item* toUse = inv.ItemAtIndex(m_selectIdx);
			Item* oldItem = NULL;
			if(!toUse->CanUse()) {
				stringstream s;
				s << toUse->GetDisplayName() << " requires level " << toUse->GetRequiredLevel();
				string toDisp = s.str();
				DataManager::Instance()->AppendStatusString(toDisp);
				return;
			}
			switch(toUse->GetClass()) {
				case E_HELM:
					inv.RemoveItem(toUse);
					oldItem = p->GetHeadItem();
					p->SetHeadItem((ArmorItem*)toUse);
					if(oldItem) {
						inv.AddItem(oldItem);
					}
					break;
				case E_BODY:
					inv.RemoveItem(toUse);
					oldItem = p->GetBodyItem();
					p->SetBodyItem((ArmorItem*)toUse);
					if(oldItem) {
						inv.AddItem(oldItem);
					}
					break;
				case E_LEGS:
					inv.RemoveItem(toUse);
					oldItem = p->GetLegsItem();
					p->SetLegsItem((ArmorItem*)toUse);
					if(oldItem) {
						inv.AddItem(oldItem);
					}
					break;
				case E_WEAPON:
					inv.RemoveItem(toUse);
					oldItem = p->GetWeaponItem();
					p->SetWeaponItem((Weapon*)toUse);
					if(oldItem) {
						inv.AddItem(oldItem);
					}
					break;
				case E_IMPLANT:
					inv.RemoveItem(toUse);
					oldItem = p->GetImplantItem();
					p->SetImplantItem((Implant*)toUse);
					if(oldItem) {
						inv.AddItem(oldItem);
					}
					break;
				case E_CONSUMABLE:
					if(toUse->CanStack()) {
						Consumable* c = (Consumable*)toUse;
						c->ApplyEffect();
						if(toUse->GetStackSize() < 1) {
							inv.RemoveItem(toUse);
						}
					}
					break;
				default:
					break;
			}
		}
	}
	else {
		switch(m_selectIdx) {
			case 0:
				p->ReturnHeadItemToInventory();
				break;
			case 1:
				p->ReturnBodyItemToInventory();
				break;
			case 2:
				p->ReturnLegsItemToInventory();
				break;
			case 3:
				p->ReturnWeaponItemToInventory();
				break;
			case 4:
				p->ReturnImplantItemToInventory();
				break;
		}
	}
}
Ejemplo n.º 6
0
void MenuInventory::getViewScreen() {
    DM::say("Gear:");
    Player *player = _game->getPlayer();
    Weapon *main = player->getMainWeapon();
    if (main) {
        int base = player->getStrength();
        string type = "";
        switch (main->getWeaponType()) {
        case WeaponType::SIMPLE:
            type = "Simple Weapon";
            break;
        case WeaponType::FINESSE:
            if (player->getDexterity() > player->getStrength()) {
                base = player->getDexterity();
            }
            type = "Finesse Weapon";
            break;
        case WeaponType::MARTIAL:
            type = "Martial Weapon";
            break;
        case WeaponType::HEAVY:
            type = "heavy Weapon";
            break;
        case WeaponType::SHIELD:
            type = "Shield";
            break;
        }

        DM::say("\t<Main> Weapon: " + main->getName() + " (" + to_string(main->getDiceAmount()) + "d" +
                to_string(main->getDiceSize()) + "+" + to_string(base) + " " + type + ")");
    } else {
        DM::say("\t<Main> Weapon: None");
    }

    Weapon *off = player->getOffHandWeapon();
    if (off) {
        int base = player->getStrength();
        string type = "";
        switch (off->getWeaponType()) {
        case WeaponType::SIMPLE:
            type = "Simple Weapon";
            break;
        case WeaponType::FINESSE:
            if (player->getDexterity() > player->getStrength()) {
                base = player->getDexterity();
            }
            type = "Finesse Weapon";
            break;
        case WeaponType::MARTIAL:
            type = "Martial Weapon";
            break;
        case WeaponType::HEAVY:
            type = "heavy Weapon";
            break;
        case WeaponType::SHIELD:
            type = "Shield (+2AC)";
            break;
        }

        DM::say("\t<Off>hand Weapon: " + off->getName() + " (" + to_string(off->getDiceAmount()) + "d" +
                to_string(off->getDiceSize()) + "+" + to_string(base) + " " + type + ")");
    } else {
        DM::say("\t<Off>hand Weapon: None");
    }

    Armor *armor = player->getArmor();
    if (armor) {
        string extra = "";
        switch (armor->getArmorType()) {
        case ArmorType::LIGHT:
            extra = " + Dex ";
            break;
        case ArmorType::MEDIUM:
            extra = " + max 2 Dex ";
            break;
        case ArmorType::HEAVY:
            break;
        }

        DM::say("\t<Armor>: " + armor->getName() + " ( AC: " + to_string(armor->getBaseAC()) + extra + ")");
    } else {
        DM::say("\t<Armor>: None");
    }

    DM::say("\nInventory:");
    int i = 1;
    for (map<Item *, int>::iterator item = _inventory->begin(); item != _inventory->end(); ++item) {
        switch (item->first->getItemType()) {
        case ItemType::ARMOR: {
            Armor *armor = (Armor *) item->first;
            string extra = "";
            switch (armor->getArmorType()) {
            case ArmorType::LIGHT:
                extra = " + Dex ";
                break;
            case ArmorType::MEDIUM:
                extra = " + max 2 Dex ";
                break;
            case ArmorType::HEAVY:
                break;
            }
            DM::say("\t[" + to_string(i) + "]: " + item->first->getName() + " - AC: " +
                    to_string(armor->getBaseAC()) +
                    extra + "(" + to_string(item->second) + "x)");
            break;
        }
        case ItemType::WEAPON: {
            Weapon *weapon = (Weapon *) item->first;

            string type = "";
            switch (weapon->getWeaponType()) {
            case WeaponType::SIMPLE:
                type = "Simple Weapon";
                break;
            case WeaponType::FINESSE:
                type = "Finesse Weapon";
                break;
            case WeaponType::MARTIAL:
                type = "Martial Weapon";
                break;
            case WeaponType::HEAVY:
                type = "heavy Weapon";
                break;
            case WeaponType::SHIELD:
                type = "Shield (+2AC)";
                break;
            }

            DM::say("\t[" + to_string(i) + "]: " + item->first->getName() + " - " + type + " - " +
                    to_string(weapon->getDiceAmount()) +
                    "d" + to_string(weapon->getDiceSize()) + " dmg (" + to_string(item->second) + "x)");
            break;
        }
        case ItemType::CONSUMABLE: {
            Consumable *consumable = (Consumable *) item->first;

            string type = "";
            string effect = "";

            switch (consumable->getConsumableType()) {
            case ConsumableType::FOOD:
                type = "Food";
                effect = "hp max per rest";
                break;
            case ConsumableType::HEALING:
                type = "Healing item";
                effect = "hp max on use";
                break;
            case ConsumableType::ILLUMINATION:
                type = "Illumination";
                effect = "room(s) of light";
                break;
            case ConsumableType::BOMB:
                type = "Bomb";
                if (consumable->getDiceAmount() == 0) {
                    effect = "cave-in(s)";
                } else {
                    effect = "probable cave-in(s)";
                }
                break;
            case ConsumableType::TALISMAN:
                type = "Talisman";
                effect = "maximum distance to exit";
                break;
            }

            if (consumable->getDiceAmount() == 0) {
                DM::say("\t[" + to_string(i) + "]: " + consumable->getName() + " - " + type + " - " +
                        to_string(consumable->getBaseValue()) + " " + effect + " (" +
                        to_string(item->second) + "x)");
            } else {
                DM::say("\t[" + to_string(i) + "]: " + consumable->getName() + " - " + type + " - " +
                        to_string(consumable->getDiceAmount()) + "d" + to_string(consumable->getDiceSize()) +
                        "+" +
                        to_string(consumable->getBaseValue()) + " " + effect + " (" +
                        to_string(item->second) + "x)");
            }
            break;
        }
        }
        ++i;
    }
    if (i == 1) {
        DM::say("\tNo items");
    }
}
Ejemplo n.º 7
0
void MenuInventory::handleInput(std::string input) {
    if (regex_match(input, regex("b|back"))) {
        _game->changeState(GameState::ROAMING);
    } else if (regex_match(input, regex("(e|equip)"))) {
        DM::say("Equip what?");
        _state = InventoryState::EQUIP;
    } else if (regex_match(input, regex("(d|drop)"))) {
        DM::say("Drop what?");
        _state = InventoryState::DROP;
    } else if (regex_match(input, regex("(u|use)"))) {
        DM::say("Use what?");
        _state = InventoryState::USE;
    } else if (regex_match(input, regex("(unequip)"))) {
        DM::say("Unequip what?");
        _state = InventoryState::UNEQUIP;
    } else if (_state == InventoryState::UNEQUIP && regex_match(input, regex("^\\w+$"))) {
        if (regex_match(input, regex("(m|main|Main)"))) {
            _game->getPlayer()->unequip(_game->getPlayer()->getMainWeapon());
        } else if (regex_match(input, regex("(o|off|Off)"))) {
            _game->getPlayer()->unequip(_game->getPlayer()->getOffHandWeapon());
        } else if (regex_match(input, regex("(a|armor|Armor)"))) {
            _game->getPlayer()->unequip(_game->getPlayer()->getArmor());
        }
        _state = InventoryState::STANDBY;
    } else if (_state != InventoryState::STANDBY && _state != InventoryState::UNEQUIP &&
               regex_match(input, regex("^\\d+$"))) {
        int x = stoi(input);
        int i = 1;
        for (map<Item *, int>::iterator item = _inventory->begin(); item != _inventory->end(); item++) {
            bool done = false;
            if (x == i) {
                done = true;
                if (item->second > 0) {
                    switch (_state) {
                    case InventoryState::STANDBY:
                        DM::say("You want to put WHAT WHERE?!?!");
                        break;
                    case InventoryState::EQUIP:
                        if (item->first->getItemType() != ItemType::CONSUMABLE) {
                            Player *player = _game->getPlayer();
                            player->equip(item->first);
                            item->second -= 1;
                            if (item->second == 0) {
                                _inventory->erase(item->first);
                            }
                        } else {
                            DM::say("You want to put WHAT WHERE?!?!");
                        }
                        break;
                    case InventoryState::USE:
                        if (item->first->getItemType() == ItemType::CONSUMABLE) {
                            Consumable *consumable = (Consumable *) item->first;
                            if (consumable->getConsumableType() == ConsumableType::BOMB) {
                                if (_game->getCurrentRoom()->hasLivingMonsters()) {
                                    if (consumable->explode(_game->getCurrentFloor(),
                                                            _game->getPlayer()->getCurrentRoom())) {
                                        DM::say(_game->getPlayer()->getName() + " used a(n) " +
                                                consumable->getName() +
                                                ".");
                                        item->second -= 1;
                                        if (item->second == 0) {
                                            _inventory->erase(item->first);
                                        }
                                    } else {
                                        DM::say("This " + consumable->getName() +
                                                " may be a bit too much to handle with the current unstable state of the dungeon....");
                                    }
                                } else {
                                    DM::say("EY!! Don't go ruining my beautifull dungeon with a bomb without even a single monster to kill with it.");
                                }
                            } else {
                                consumable->use(_game->getPlayer());
                                item->second -= 1;
                                if (item->second == 0) {
                                    _inventory->erase(item->first);
                                }
                            }
                        } else {
                            DM::say("You want to put WHAT WHERE?!?!");
                        }
                        break;
                    case InventoryState::DROP:
                        DM::say("Dropped a(n) " + item->first->getName());
                        _game->getCurrentRoom()->addItemToLootList(item->first);
                        item->second -= 1;
                        if (item->second == 0) {
                            _inventory->erase(item->first);
                        }
                        break;
                    }
                } else {
                    DM::say("You seem to have nothing left of this.");
                }
            }
            if (done) {
                break;
            }
            ++i;
        }
        _state = InventoryState::STANDBY;
    } else {
        DM::say("You want to put WHAT WHERE?!?!");
    }
}