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#include <memory>
#include "../GameController.h"
#include "../strings.h"
#include "backend/print.h"
#include "backend/GoldObject.h"
#include "backend/Location.h"
using namespace std;
FollowupAction GameController::cmd_get(string & target_name) {
Location & location = this->player.get_location();
unique_ptr<Object> target = nullptr;
for (Object * object : location.get_visible_objects()) {
if (str_lower(object->get_name().c_str()) != str_lower(target_name)) continue;
target = unique_ptr<Object>(object);
location.remove_visible_object(object);
break;
}
if (target == nullptr) {
lprtf("Object \"%s\" niet gevonden.\n", target_name.c_str());
return FollowupAction::NONE;
}
// gold objects are collected and (implicitly) destroyed
GoldObject * gold = dynamic_cast<GoldObject *>(target.get());
if (gold != nullptr) {
int count = gold->get_count();
this->player.gold += count;
lprtf("Je bent %d goudstuk%s rijker.\n", count, count == 1 ? "" : "ken");
return FollowupAction::NONE;
}
// other objects go in the inventory
lprtf("Je voegt %s toe aan je bezit.\n", target->get_name().c_str());
this->player.inventory.push_back(target.release());
return FollowupAction::NONE;
}
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