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path: root/frontend/GameData.cpp
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#include <memory>
#include <unordered_map>

#include "backend/Enemy.h"
#include "backend/EnemyFactory.h"
#include "backend/Object.h"
#include "backend/ObjectFactory.h"

#include "GameData.h"

using namespace std;

GameData & GameData::get_instance() {
	static GameData instance;
	return instance;
}

GameData::GameData() {
	this->db = make_unique<DB>("kerkersendraken.db");
}

Enemy * GameData::create_enemy(const string & name) {
	Enemy * enemy = EnemyFactory::create_enemy();
	return enemy;
}

static const unordered_map<string, ObjectType> type_map = {
	{ "teleportatiedrank", ObjectType::CONSUMABLE },
	{ "ervaringsdrank", ObjectType::CONSUMABLE },
	{ "levenselixer", ObjectType::CONSUMABLE },
	{ "wapenrusting", ObjectType::ARMOR },
	{ "wapen", ObjectType::WEAPON },
	{ "goudstukken", ObjectType::GOLD },
};

Object * GameData::create_object(const string & name) {
	DBStatement query = this->db->prepare("select type, omschrijving from Objecten where naam = ?");
	query.bind(name);
	
	try {
		auto row = query.row();
		string type = row.col<const char *>(0);
		const char * description = row.col<const char *>(1);
		if (!type_map.contains(type)) throw std::exception();
		return ObjectFactory::create_object(type_map.at(type), name.c_str(), description);
	} catch (...) {
		return ObjectFactory::create_object(name.c_str());
	}
}

void GameData::leaderbord_add(const string & name, unsigned int gold) {
	this->db->prepare("insert into Leaderboard (naam, goudstukken) values (?, ?)")
		.bind(name)
		.bind(gold)
		.execute();
}