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zuul.cpp
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zuul.cpp
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#include <iostream>
#include "zuul.h"
//define used variables
#define MAX_BYTES 101
char g_input[MAX_BYTES];
bool Zuul::g_quit = false;
bool next_turn = false;
std::vector<std::string> Zuul::g_commands;
std::vector<Command*> Zuul::g_command_vector;
std::vector<NPC*> Zuul::g_npc_vector;
Player* Zuul::g_player;
Map * map;
//std::multimap<std::string, void (Zuul::*)(std::vector<std::string>)> Zuul::g_commad_map;
Zuul::Zuul(){ }
Zuul::~Zuul(){
delete g_player;
}
int Zuul::run(int argc, char** argv) {
init();
print_welcome_msg();
get_adventurer_name();
print_help_msg(g_commands);
print_valid_directions();
while(!g_quit) {
read_command();
exec_command();
if(is_end_of_game())
continue;
if(next_turn){
next_turn = false;
//std::cout<<"debugg starting npc action"<<std::endl;
npc_action();
//std::cout<<"debugg finished npc action"<<std::endl;
if(is_end_of_game())
continue;
look(g_commands);
}
}
print_end_msg();
return 1;
}
void Zuul::print_welcome_msg(void) const{
std::cout << "Welcome to the World of Zuul!" << std::endl << std::endl;
std::cout << "Your task is to destory the Skeleton King!" << std::endl << std::endl;
}
void Zuul::get_adventurer_name(void) {
std::cout << "Please enter the name of your adventurer!" << std::endl;
std::cin.getline (g_input, MAX_BYTES);
g_player = new Player(map->get_starting_position());
g_player->set_name(g_input);
}
void Zuul::print_help_msg(std::vector<std::string>& commands){
print_valid_commands();
}
void Zuul::print_map(std::vector<std::string>& commands) {
std::cout<<(*map);
}
void Zuul::print_valid_commands(void) const{
std::cout << "Available game commands: ";
bool first = true;
for (auto it = g_command_vector.begin(); it != g_command_vector.end();++it) {
if(first) {
//std::cout << (*it).first ;
std::cout << (*it)->get_name();
first = false;
}
else {
//std::cout << ", "<< (*it).first ;
std::cout << ", "<< (*it)->get_name();
}
}
std::cout << std::endl<< std::endl;
}
void Zuul::read_command(void) {
std::cin.getline (g_input, MAX_BYTES);
}
void Zuul::init(void) {
srand ( time(NULL) );
init_map();
init_npc();
init_program_commands();
}
void Zuul::init_map(void) {
map = new Map();
}
void Zuul::init_program_commands(void) {
std::string s = "go";
g_command_vector.push_back(new GameCommand<void (Zuul::*)(std::vector<std::string>& commands), Zuul*>(s, &Zuul::go, this));
s = "look";
g_command_vector.push_back(new GameCommand<void (Zuul::*)(std::vector<std::string>& commands), Zuul*>(s, &Zuul::look, this));
s = "attack";
g_command_vector.push_back(new GameCommand<void (Zuul::*)(std::vector<std::string>& commands), Zuul*>(s, &Zuul::attack, this));
s = "talk";
g_command_vector.push_back(new GameCommand<void (Zuul::*)(std::vector<std::string>& commands), Zuul*>(s, &Zuul::talk, this));
s = "quit";
//new GameCommand<void (Zuul::*)(std::vector<std::string> commands), Zuul*> command(s, &Zuul::quit, this);
//g_command_vector.push_back(new (Zuul::*)(std::vector<std::string> commands), Zuul*> (s, &Zuul::quit, this));
g_command_vector.push_back(new GameCommand<void (Zuul::*)(std::vector<std::string>& commands), Zuul*>(s, &Zuul::quit, this));
s = "help";
//g_command_vector.push_back(GameCommand<void (Zuul::*)(std::vector<std::string> commands)>(s, &Zuul::print_help_msg));
g_command_vector.push_back(new GameCommand<void (Zuul::*)(std::vector<std::string>& commands), Zuul*>(s, &Zuul::print_help_msg, this));
s = "map";
g_command_vector.push_back(new GameCommand<void (Zuul::*)(std::vector<std::string>& commands), Zuul*>(s, &Zuul::print_map, this));
s = "info";
g_command_vector.push_back(new GameCommand<void (Zuul::*)(std::vector<std::string>& commands), Zuul*>(s, &Zuul::info, this));
s = "equipped";
g_command_vector.push_back(new GameCommand<void (Zuul::*)(std::vector<std::string>& commands), Zuul*>(s, &Zuul::equipped, this));
s = "inventory";
g_command_vector.push_back(new GameCommand<void (Zuul::*)(std::vector<std::string>& commands), Zuul*>(s, &Zuul::inventory, this));
s = "use_consumable";
g_command_vector.push_back(new GameCommand<void (Zuul::*)(std::vector<std::string>& commands), Zuul*>(s, &Zuul::use_consumable, this));
/*g_commad_map.insert(std::pair<std::string, void (Zuul::*)(std::vector<std::string> commands)>("quit", &Zuul::quit));
g_commad_map.insert(std::pair<std::string,
void (Zuul::*)(std::vector<std::string> commands)>("help", &Zuul::print_help_msg));*/
}
void Zuul::print_valid_directions(void) const {
std::string dir;
g_player->get_current_tile().get_valid_directions(dir);
std::cout<<"Valid directions: "<<dir<<std::endl<<std::endl;
}
void Zuul::go(std::vector<std::string>& commands) {
if(commands.size() != 2){
print_input_error_msg();
return;
}
if(!g_player->move(commands[1])) {
std::cout<<'"'<<commands[1]<<'"'<<" is not a valid direction."<<std::endl;
}
else {
next_turn = true;
print_valid_directions();
}
}
void Zuul::look(std::vector<std::string>& commands) {
bool found_something = false;
auto it = g_npc_vector.begin();
while(it != g_npc_vector.end()) {
Tile temp_tile = (*it)->get_current_tile();
if(temp_tile == g_player->get_current_tile()){
std::cout<<"There is a "<<(*it)->get_name()<<" close to you."<<std::endl;
found_something = true;
}
++it;
}
if(!found_something)
std::cout<<"There is nothing special around you."<<std::endl;
}
void Zuul::attack(std::vector<std::string>& commands) {
bool attacked = false;
next_turn = true;
auto it = g_npc_vector.begin();
while(it != g_npc_vector.end()) {
Tile temp_tile = (*it)->get_current_tile();
if(temp_tile == g_player->get_current_tile()){
attacked = true;
if((*it)->get_attacked(*g_player)) {
NPC* npc_p = (*it);
std::cout<<"You have killed "<<npc_p->get_name()<<"!"<<std::endl;
g_npc_vector.erase(it);
if(npc_p->is_skeleton_king()) {
std::cout<<"You won the game!"<<std::endl;
quit(commands);
}
//std::cout<<"debugg1"<<std::endl;
delete npc_p;
//std::cout<<"debugg2"<<std::endl;
--it;
//std::cout<<"debugg3"<<std::endl;
Consumable * potion = new Consumable("Small health potion","CONSUMABLE_HP",2000);
std::cout << "You picked up a " << potion->get_name() << std::endl;
g_player->pickup_consumable(potion);
} else {
std::cout<<"You have injured "<<(*it)->get_name()<<"!"<<std::endl;
}
}
++it;
}
if(!attacked) {
std::cout<<"There was no one to attack!"<<std::endl;
}
}
void Zuul::info(std::vector<std::string>& commands) {
std::cout<<"Your health is "<<g_player->get_hp()<<" and you do "<< g_player->do_damage()<< " damage."<<std::endl;
}
void Zuul::equipped(std::vector<std::string>& commands) {
g_player->print_equipped();
}
void Zuul::inventory(std::vector<std::string>& commands) {
g_player->print_consumables();
}
void Zuul::use_consumable(std::vector<std::string>& commands) {
if(commands.size() == 2){
// int nr = atoi(commands[1].c_str());
std::istringstream iss(commands[1]);
int obj;
iss >> std::ws >> obj >> std::ws;
if(iss.eof()){
g_player->use_consumable(obj);
// g_player->use_consumable(obj);
}else{
std::cout << "Input was not a number" << std::endl;
}
}
}
void Zuul::talk(std::vector<std::string>& commands) {
std::string input_name;
bool first = true;
for(unsigned int i = 1 ;i<commands.size();++i, first = false) {
if(!first) {
input_name.append(" ");
}
input_name.append(commands[i]);
}
bool talked = false;
auto it = g_npc_vector.begin();
while(it != g_npc_vector.end()) {
Tile temp_tile = (*it)->get_current_tile();
if(temp_tile == g_player->get_current_tile()){
(*it)->talk(*g_player);
next_turn = true;
talked = true;
}
++it;
}
if(!talked) {
std::cout<<"There was no one to talk to!"<<std::endl;
}
}
void Zuul::quit(std::vector<std::string>& commands) {
g_quit = true;
}
void Zuul::exec_command(void) {
std::string input = g_input;
g_commands = split(g_input,' ');
if(g_commands.size()<1){
print_input_error_msg();
return;
}
//debugg commands
/*for(auto it = g_commands.begin();it !=g_commands.end();++it){
std::cout<< (*it)<<std::endl;
}*/
//auto it = g_commad_map.find(g_commands[0]);
Command value(g_commands[0]);
auto it = g_command_vector.begin();
auto last = g_command_vector.end();
for ( ;it!=last; it++) if ( *(*it)==value ) break;
if(it!=g_command_vector.end()) {
//g_commands.erase(g_commands.begin());
//std::cout << "exec command!";
(*(*it)).execute(g_commands);
//std::cout<<"debugg executed the command"<<std::endl;
//std::cout << "finished exec command!";
//(this->*it->second)(g_commands);
} else {
print_input_error_msg();
}
}
void Zuul::print_end_msg(void) const {
std::cout << "Thank you for playing World of Zuul!" << std::endl << std::endl;
}
std::vector<std::string> Zuul::split(const std::string& strValue, char separator) {
std::vector<std::string> vecstrResult;
if(strValue.size()<1){
return vecstrResult;
}
int startpos=0;
int endpos=0;
bool looking_for_text = true;
auto it = strValue.begin();
while(it != strValue.end()) {
if((*it) == separator){
if (looking_for_text) {
vecstrResult.push_back(strValue.substr(startpos, (endpos-startpos)));
startpos = endpos;
looking_for_text = false;
}
else {
startpos++;
}
} else {
if(!looking_for_text) {
startpos = endpos;
}
looking_for_text = true;
}
++it;
++endpos;
}
it = strValue.begin();
it += startpos;
if((*it) != separator)
vecstrResult.push_back(strValue.substr(startpos, endpos-startpos));
return vecstrResult;
}
void Zuul::print_input_error_msg(void) const {
std::cout <<'"'<< g_input <<'"' << ", was not a valid input!"<<std::endl;
}
void Zuul::npc_action(void) {
auto it = g_npc_vector.begin();
//std::cout<<"debugg looping over npc"<<std::endl;
while(it != g_npc_vector.end()) {
//debugg
//std::cout<<"debugg "<<(*it)->get_name()<<std::endl;
(*it)->action(*g_player);
it++;
}
}
bool Zuul::is_end_of_game(void) {
if(!g_player->is_alive()){
g_quit = true;
std::cout<<"You have died! And lost the game!"<<std::endl;
std::cout<<"Better luck next time."<<std::endl;
}
return g_quit;
}
void Zuul::init_npc(void) {
//paladin
g_npc_vector.push_back(new Paladin("Paladin Dicander", 2900, map->get_cathedral()));
//monsters
//trolls
g_npc_vector.push_back(new Troll("Troll Bert", 200, map->get_field()));
g_npc_vector.push_back(new Troll("Troll Bill", 200, map->get_field()));
g_npc_vector.push_back(new Troll("Troll Tom", 200, map->get_field()));
g_npc_vector.push_back(new SwampTroll("Swamp Troll Torog", 800, map->get_swamp_troll_start()));
g_npc_vector.push_back(new SkeletonKing("Skeleton King Baltatzis", 6000, (map->get_dungeon()+6)));
}