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#pragma once
#include <unordered_map>
#include <string>
#include <memory>
#include <vector>
#include "backend/WeaponObject.h"
#include "backend/ArmorObject.h"
class Dungeon;
class Location;
enum FollowupAction {
NONE,
UPDATE,
EXIT,
RESTART,
};
class Player {
typedef FollowupAction Cmd(std::string &);
private:
std::string name;
unsigned int health_points = 20;
float attack_chance = 0.4;
unsigned int gold = 0;
std::unique_ptr<WeaponObject> weapon = nullptr;
std::unique_ptr<ArmorObject> armor = nullptr;
Location & location;
bool cheating = false;
std::vector<std::unique_ptr<Object>> inventory = {};
public:
Player(Dungeon & dungeon);
virtual ~Player() = default;
public:
FollowupAction cmd(std::string &);
public:
void take_damage(unsigned int dmg);
float get_attack() const;
unsigned get_health() const;
Location & get_location() const;
private:
void cmdset_default();
void cmdset_death();
private:
std::unordered_map<std::string, FollowupAction(Player::*)(std::string &)> cmds;
Cmd cmd_query;
Cmd cmd_search;
Cmd cmd_go;
Cmd cmd_get;
Cmd cmd_put;
Cmd cmd_view;
Cmd cmd_hit;
Cmd cmd_equip;
Cmd cmd_wait;
Cmd cmd_use;
Cmd cmd_help;
Cmd cmd_cheat;
Cmd cmd_quit;
Cmd cmd_restart;
private:
Dungeon & dungeon;
};
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