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authorLoek Le Blansch <loek@pipeframe.xyz>2024-11-01 10:18:22 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-11-01 10:18:22 +0100
commit798948dbe6f012e194f053c4e862cf697f30b793 (patch)
tree32c71420d1188f98cfb41b6f0d9536c5fa4bf5a7 /frontend/cmd/equip.cpp
parentd7012045bb61f117fb7b9c51ddd03e4c54f25fe6 (diff)
more WIP (move some Player things to backend)
Diffstat (limited to 'frontend/cmd/equip.cpp')
-rw-r--r--frontend/cmd/equip.cpp61
1 files changed, 20 insertions, 41 deletions
diff --git a/frontend/cmd/equip.cpp b/frontend/cmd/equip.cpp
index 4c5fd86..25a375f 100644
--- a/frontend/cmd/equip.cpp
+++ b/frontend/cmd/equip.cpp
@@ -1,54 +1,33 @@
-#include <memory>
-#include <algorithm>
-
#include "backend/print.h"
+#include "backend/ListIterator.h"
-#include "../Player.h"
+#include "../GameController.h"
#include "../strings.h"
using namespace std;
-FollowupAction Player::cmd_equip(string & target_name) {
- auto el = find_if(this->inventory.begin(), this->inventory.end(), [target_name](const auto & object) -> bool {
- return str_lower(object->get_name().c_str()) == str_lower(target_name);
- });
- if (el == this->inventory.end()) {
- lprtf("Object \"%s\" niet gevonden.\n", target_name.c_str());
- return FollowupAction::NONE;
- }
-
- unique_ptr<WeaponObject> weapon {dynamic_cast<WeaponObject *>((*el).get())};
- unique_ptr<ArmorObject> armor {dynamic_cast<ArmorObject *>((*el).get())};
+FollowupAction GameController::cmd_equip(string & target_name) {
+ for (Object * object : this->player.inventory) {
+ if (str_lower(object->get_name().c_str()) != str_lower(target_name)) continue;
- if (weapon == nullptr && armor == nullptr) {
- lprtf("Object %s is niet draagbaar.\n", target_name.c_str());
- return FollowupAction::NONE;
- }
-
- // remove from inventory w/o free()'ing data
- (*el).release();
- this->inventory.erase(el);
-
- if (weapon != nullptr) {
- lprtf("Je ");
- if (this->weapon != nullptr) {
- lprtf("laat %s vallen en ", this->weapon->get_name().c_str());
- this->inventory.push_back(std::move(this->weapon));
+ WeaponObject * weapon = dynamic_cast<WeaponObject *>(object);
+ if (weapon != nullptr) {
+ this->player.inventory.remove(weapon);
+ this->player.equip(weapon);
+ return FollowupAction::UPDATE;
}
- this->weapon = std::move(weapon);
- lprtf("pakt %s vast.\n", this->weapon->get_name().c_str());
- }
- if (armor != nullptr) {
- lprtf("Je ");
- if (this->armor != nullptr) {
- lprtf("trekt %s uit en ", this->armor->get_name().c_str());
- this->inventory.push_back(std::move(this->armor));
+ ArmorObject * armor = dynamic_cast<ArmorObject *>(object);
+ if (armor != nullptr) {
+ this->player.inventory.remove(armor);
+ this->player.equip(armor);
+ return FollowupAction::UPDATE;
}
- this->armor = std::move(armor);
- lprtf("doet %s aan.\n", this->armor->get_name().c_str());
+
+ lprtf("Object %s is niet draagbaar.\n", target_name.c_str());
+ return FollowupAction::NONE;
}
-
- return FollowupAction::UPDATE;
+ lprtf("Object \"%s\" niet gevonden.\n", target_name.c_str());
+ return FollowupAction::NONE;
}