Esempio n. 1
0
void WeaponManager::enableWeapon(Weapon::WeaponType wt) {
    // First check if weapon is not already available
    for (unsigned i = 0; i != availableWeapons_.size(); ++i) {
        if (wt == availableWeapons_.get(i)->getWeaponType())
            return;
    }

    // Then get weapon
    Weapon *pWeapon = getWeapon(wt);

    // removes it from cache
    for (std::vector < Weapon * >::iterator it = preFetch_.begin();
         it != preFetch_.end(); it++) {
             if (pWeapon == *it) {
                preFetch_.erase(it);
                break;
             }
    }

    // make it available
    for (unsigned i = 0; i != availableWeapons_.size(); ++i) {
        if (pWeapon->getWeaponType() < availableWeapons_.get(i)->getWeaponType()) {
            // The new weapon is inserted in the order of the WeaponType constants
            availableWeapons_.insertAt(i, pWeapon);
            return;
        }
    }
    // If we're here, it's because the new weapon comes at the end of the list
    availableWeapons_.add(pWeapon);
}
Esempio n. 2
0
bool WeaponManager::saveToFile(PortableFile &file) {
    file.write32(availableWeapons_.size());

    for(unsigned int i=0; i<availableWeapons_.size(); i++) {
        Weapon *pWeapon = availableWeapons_.get(i);
        file.write32(pWeapon->getWeaponType());
    }

    return true;
}
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");
    }
}