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#include <algorithm>
#include <memory>
#include "../GameController.h"
#include "../strings.h"
#include "../util.h"
#include "backend/Exception.h"
#include "backend/print.h"
#include "backend/GoldObject.h"
#include "backend/Location.h"
#include "backend/Dungeon.h"
using namespace std;
void GameController::cmd_get(string & target_name) {
Player & player = this->dungeon->get_player();
Location & location = player.get_location();
auto range = location.get_visible_objects();
auto it = find_if(range.begin(), range.end(), by_name_case_insensitive(target_name));
if (!it)
throw Exception("object \"%s\" niet gevonden", target_name.c_str());
auto object = unique_ptr<Object>(*it);
location.remove_visible_object(object.get());
// gold objects are collected and (implicitly) destroyed
GoldObject * gold = dynamic_cast<GoldObject *>(object.get());
if (gold != nullptr) {
int count = gold->get_count();
player.gold += count;
lprtf("Je bent %d goudstuk%s rijker.\n", count, count == 1 ? "" : "ken");
return;
}
// other objects go in the inventory
lprtf("Je voegt %s toe aan je bezit.\n", object->get_name().c_str());
player.inventory.push_back(object.release());
}
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