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#include "generate_dungeon.h"
#include "load_dungeon.h"
#include "rl.h"
#include "GameData.h"
#include "strings.h"
#include "GameController.h"
#include "backend/Exception.h"
#include "backend/print.h"
#include "backend/WeaponObject.h"
#include "backend/Dungeon.h"
using namespace std;
GameController::GameController() {
// Ensure DB is accessible
GameData::get_instance();
}
void GameController::cmdset_default() {
this->cmds.clear();
this->cmds["Kijk"] = &GameController::cmd_query;
this->cmds["Zoek"] = &GameController::cmd_search;
this->cmds["Ga"] = &GameController::cmd_go;
this->cmds["Pak"] = &GameController::cmd_get;
this->cmds["Leg"] = &GameController::cmd_put;
this->cmds["Bekijk"] = &GameController::cmd_view;
this->cmds["Sla"] = &GameController::cmd_hit;
this->cmds["Draag"] = &GameController::cmd_equip;
this->cmds["Wacht"] = &GameController::cmd_wait;
this->cmds["Consumeer"] = &GameController::cmd_use;
this->cmds["Help"] = &GameController::cmd_help;
this->cmds["Godmode"] = &GameController::cmd_cheat;
this->cmds["Quit"] = &GameController::cmd_quit;
}
void GameController::cmdset_death() {
this->cmds.clear();
this->cmds["Help"] = &GameController::cmd_help;
this->cmds["Quit"] = &GameController::cmd_quit;
this->cmds["Opnieuw"] = &GameController::cmd_restart;
}
void GameController::cmd(string & argv) {
if (argv.size() == 0) return;
string cmd = str_title(str_consume_arg(argv));
if (this->cmds.contains(cmd))
return (this->*cmds.at(cmd))(argv);
str_print(strings::UNKNOWN_CMD);
}
unique_ptr<Dungeon> GameController::make_dungeon() noexcept {
while (1) {
str_print(strings::INTRO);
string filename = rl();
try {
if (filename.size() == 0) {
return generate_dungeon();
} else {
return load_dungeon(filename);
}
} catch (Exception & e) {
lprtf("FOUT: %s\n", e.what());
}
}
}
void GameController::gameloop() {
this->dungeon = make_dungeon();
Player & player = this->dungeon->get_player();
GameData & gamedata = GameData::get_instance();
lprtf("Wat is de naam van je karakter?\n");
player.name = rl().c_str();
player.set_location(dungeon->get_start_location());
player.equip(static_cast<WeaponObject *>(gamedata.create_object("Dolk")));
cmdset_default();
bool is_dead = false, last_is_dead = false;
this->playing = true;
while (this->playing) {
string line = rl();
if (line.length() == 0) continue;
try {
this->cmd(line);
} catch (Exception & e) {
lprtf("FOUT: %s.\n", e.what());
}
last_is_dead = is_dead;
is_dead = player.is_dead();
bool just_died = last_is_dead == false && is_dead == true;
if (!just_died) continue;
cmdset_death();
gamedata.leaderbord_add(player.name.c_str(), player.gold);
str_print(strings::DEATH);
gamedata.leaderbord_print();
}
}
int GameController::main() {
while (!this->quit) {
this->gameloop();
}
return EXIT_SUCCESS;
}
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