414 lines
14 KiB
C++
414 lines
14 KiB
C++
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#include <iostream>
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#include <iomanip>
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#include <memory>
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#include <iterator>
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#include <vector>
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#include <forward_list>
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#include "Room.h"
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#include "wordwrap.h"
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#include "State.h"
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#include "strings.h"
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#include <map>
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#include "FoodObject.h"
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#include <fstream>
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#include <sstream>
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#include <time.h>
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using std::string;
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using std::unique_ptr;
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string commandBuffer;
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State *currentState;
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/**
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* Print out the command prompt then read a command into the provided string buffer.
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* @param buffer Pointer to the string buffer to use.
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*/
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void inputCommand(string *buffer) {
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buffer->clear();
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std::cout << "> ";
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std::getline(std::cin, *buffer);
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}
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bool LoadFromFile(const std::string& file) {
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std::ifstream ifs(file);
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if (!ifs.is_open()) {
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return false;
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}
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std::string str;
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ifs >> str;
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ifs.close();
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GameObject::game_object_map.clear();
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Room::room_map.clear();
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Packer packer;
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packer.FromHexStr(str);
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{
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size_t objects_size;
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packer.unpack(objects_size);
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for (int i = 0; i < objects_size; i++) {
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int type;
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int id;
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GameObject *obj = nullptr;
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packer.unpack(type);
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packer.unpack(id);
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obj = GameObject::CreateGameObject(static_cast<GameObject::Type>(type), false);
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packer.unpack(*obj);
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GameObject::AddGameObject(obj);
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}
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}
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{
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size_t rooms_size;
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packer.unpack(rooms_size);
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for (int i = 0; i < rooms_size; i++) {
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int id;
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Room *room = new Room();
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packer.unpack(id);
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packer.unpack(*room);
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Room::room_map.insert({id, room});
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}
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}
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packer.unpack(GameObject::game_object_id_counter)
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.unpack(Room::room_id_counter)
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.unpack(State::seed)
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.unpack(*currentState);
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return true;
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}
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bool SaveToFile(const std::string& file) {
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Packer packer;
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packer.pack(*currentState)
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.pack(State::seed)
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.pack(Room::room_id_counter)
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.pack(GameObject::game_object_id_counter);
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for (const auto& item : Room::room_map) {
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packer.pack(item.second);
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packer.pack(item.first);
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}
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packer.pack(Room::room_map.size());
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for (const auto& item : GameObject::game_object_map) {
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packer.pack(item.second);
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packer.pack(item.first);
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packer.pack(item.second->getObjectType());
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}
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packer.pack(GameObject::game_object_map.size());
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std::ofstream ofs(file, std::ios::trunc | std::ios::out);
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if (!ofs.is_open()) {
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return false;
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}
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ofs << packer.ToHexStr();
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ofs.flush();
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ofs.close();
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return true;
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}
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void CreateRandomGameObject(Room *room) {
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int cnt = (currentState->NextRandom() % 5) + 1;
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while (cnt--) {
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GameObject::Type type = static_cast<GameObject::Type>(rand() % GameObject::TYPE_MAX_COUNT);
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GameObject *obj = GameObject::CreateGameObject(type);
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GameObject::AddGameObject(obj);
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// use id as keyword
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obj->setKeyword(std::to_string(obj->getGameObjectId()));
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room->AddGameObject(obj->getGameObjectId());
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switch (type) {
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case GameObject::Food: {
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FoodObject *food = dynamic_cast<FoodObject *>(obj);
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food->setName("food");
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food->setEnergy((currentState->NextRandom() % 10 + 1));
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food->setDescription("This is a food. energy: " + std::to_string(food->getEnergy()) + ".");
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break;
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}
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case GameObject::Default: {
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obj->setName("object");
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obj->setDescription("This is an object.");
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break;
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}
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default:
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break;
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}
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}
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}
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/**
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* Sets up the map.
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*/
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void initRooms() {
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// Create a map that associates rooms with their corresponding exit directions and adjacent rooms
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std::map<Room *, std::map<std::string, Room *>> roomConnections;
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// Helper function to create a room and add it to the list of rooms in the Room class
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auto createRoom = [&](Room *room, const string &name, const string &desc) {
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room = new Room(&name, &desc);
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Room::addRoom(room);
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// add random game object
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CreateRandomGameObject(room);
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return room;
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};
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Room *r1, *r2, *r3, *r4;
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// Create and initialize room objects
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r1 = createRoom(r1, r1name, r1desc);
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r2 = createRoom(r2, r2name, r2desc);
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r3 = createRoom(r3, r3name, r3desc);
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r4 = createRoom(r4, r4name, r4desc);
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// Associate rooms with adjacent rooms and their corresponding directions
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roomConnections[r1] = {{"north", r2}};
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roomConnections[r2] = {{"south", r1},
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{"east", r3}};
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roomConnections[r3] = {{"west", r2},
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{"south", r4}};
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roomConnections[r4] = {{"north", r3}};
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// Iterate through the map to set exits for each room
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for (const auto &entry: roomConnections) {
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Room *currentRoom = entry.first;
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const auto &exits = entry.second;
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for (const auto &exit: exits) {
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const string &direction = exit.first;
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Room *connectedRoom = exit.second;
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// Set the respective exit based on the direction
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if (direction == "north") currentRoom->setNorthId(connectedRoom->getRoomId());
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else if (direction == "east") currentRoom->setEastId(connectedRoom->getRoomId());
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else if (direction == "south") currentRoom->setSouthId(connectedRoom->getRoomId());
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else if (direction == "west") currentRoom->setWestId(connectedRoom->getRoomId());
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}
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}
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}
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/**
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* Sets up the game state.
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*/
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void initState() {
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currentState = new State(Room::room_map.begin()->first);
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}
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std::vector<std::string> split(const std::string &str) {
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std::vector<std::string> result;
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std::istringstream iss(str);
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for (std::string s; iss >> s;)
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result.push_back(s);
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return result;
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}
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/**
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* The main game loop.
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*/
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void gameLoop() {
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bool gameOver = false;
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auto prev_time = time(nullptr);
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while (!gameOver) {
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/* Ask for a command. */
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bool commandOk = false;
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inputCommand(&commandBuffer);
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auto now = time(nullptr);
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if (now - prev_time > 60) {
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int hp_offset = (now - prev_time) / 60;
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prev_time += hp_offset * 60;
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currentState->setHP(currentState->getHP() - hp_offset);
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}
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gameOver = gameOver || (currentState->getHP() <= 0);
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if (gameOver) {
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wrapOut("HP is 0, GameOver!!!");
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wrapEndPara();
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break;
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}
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wrapOut("Current HP: " + std::to_string(currentState->getHP()));
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wrapEndPara();
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/* The first word of a command would normally be the verb. The first word is the text before the first
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* space, or if there is no space, the whole string. */
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auto endOfVerb = static_cast<uint8_t>(commandBuffer.find(' '));
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/* We could copy the verb to another string but there's no reason to, we'll just compare it in place. */
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/* Command to go north. */
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if ((commandBuffer.compare(0, endOfVerb, "north") == 0) || (commandBuffer.compare(0, endOfVerb, "n") == 0)) {
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commandOk = true; /* Confirm command has been handled */
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/* See if there's a north exit */
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Room *northRoom = currentState->getCurrentRoom()->getNorth();
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if (northRoom == nullptr) { /* there isn't */
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wrapOut(&badExit); /* Output the "can't go there" message */
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wrapEndPara();
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} else { /* There is */
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currentState->goTo(northRoom); /* Update state to that room - this will also describe it */
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}
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}
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/* Command to go east. */
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if ((commandBuffer.compare(0, endOfVerb, "east") == 0) || (commandBuffer.compare(0, endOfVerb, "e") == 0)) {
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commandOk = true;
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Room *eastRoom = currentState->getCurrentRoom()->getEast();
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if (eastRoom == nullptr) {
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wrapOut(&badExit);
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wrapEndPara();
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} else {
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currentState->goTo(eastRoom);
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}
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}
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/* Command to go south. */
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if ((commandBuffer.compare(0, endOfVerb, "south") == 0) || (commandBuffer.compare(0, endOfVerb, "s") == 0)) {
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commandOk = true;
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Room *southRoom = currentState->getCurrentRoom()->getSouth();
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if (southRoom == nullptr) {
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wrapOut(&badExit);
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wrapEndPara();
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} else {
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currentState->goTo(southRoom);
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}
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}
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/* Command to go west. */
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if ((commandBuffer.compare(0, endOfVerb, "west") == 0) || (commandBuffer.compare(0, endOfVerb, "w") == 0)) {
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commandOk = true;
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Room *westRoom = currentState->getCurrentRoom()->getWest();
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if (westRoom == nullptr) {
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wrapOut(&badExit);
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wrapEndPara();
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} else {
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currentState->goTo(westRoom);
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}
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}
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if (commandBuffer.compare(0, endOfVerb, "inventory") == 0) {
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commandOk = true;
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for (auto obj_id : currentState->getInventory()) {
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auto obj = GameObject::getGameObjectById(obj_id);
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wrapOut(obj->getKeyword() + ": " + obj->getName());
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wrapEndPara();
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}
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}
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// check get <keyword>, drop <keyword>, eat <keyword>
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if (!commandOk) {
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std::vector<std::string> words = split(commandBuffer);
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int id = words.size() >= 2 ? std::strtol(words[1].c_str(), nullptr, 10) : 0;
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if (words.size() >= 2 && words[0].compare("load") == 0) {
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commandOk = true;
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if (!LoadFromFile(words[1])) {
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wrapOut(&loadGameFail);
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} else {
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wrapOut(&loadGameSuccess);
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}
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wrapEndPara();
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}
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if (words.size() >= 2 && words[0].compare("save") == 0) {
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commandOk = true;
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if (!SaveToFile(words[1])) {
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wrapOut(&saveGameFail);
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} else {
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wrapOut(&saveGameSuccess);
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}
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wrapEndPara();
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}
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if (id > 0 && words[0].compare("get") == 0) {
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commandOk = true;
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if (currentState->IsInInventory(id)) {
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wrapOut(&itemInInventory);
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wrapEndPara();
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} else if (!currentState->getCurrentRoom()->IsInRoom(id)) {
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wrapOut(&itemNotFound);
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wrapEndPara();
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} else {
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currentState->getCurrentRoom()->RemoveGameObject(id);
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currentState->addToInventory(id);
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wrapOut(itemGot + GameObject::getGameObjectById(id)->getName());
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wrapEndPara();
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}
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}
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if (id > 0 && words[0].compare("drop") == 0) {
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commandOk = true;
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if (currentState->getCurrentRoom()->IsInRoom(id)) {
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wrapOut(&itemInRoom);
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wrapEndPara();
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} else if (!currentState->IsInInventory(id)) {
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wrapOut(&itemNotFound);
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wrapEndPara();
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} else {
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currentState->removeFromInventory(id);
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currentState->getCurrentRoom()->AddGameObject(id);
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wrapOut(itemDropped + GameObject::getGameObjectById(id)->getName());
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wrapEndPara();
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}
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}
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if (id > 0 && words[0].compare("eat") == 0) {
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commandOk = true;
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if (!currentState->IsInInventory(id)) {
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wrapOut(&itemNotFound);
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wrapEndPara();
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} else {
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GameObject *obj = GameObject::getGameObjectById(id);
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if (obj->getObjectType() != GameObject::Food) {
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wrapOut(&itemNotFound);
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wrapEndPara();
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} else {
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FoodObject *food = dynamic_cast<FoodObject *>(obj);
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currentState->setHP(currentState->getHP() + food->getEnergy());
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currentState->removeFromInventory(id);
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wrapOut(itemEaten + GameObject::getGameObjectById(id)->getName());
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wrapOut("Current HP: " + std::to_string(currentState->getHP()));
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wrapEndPara();
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}
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}
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}
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if (id > 0 && words[0].compare("examine") == 0) {
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commandOk = true;
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if (!currentState->IsInInventory(id) && !currentState->getCurrentRoom()->IsInRoom(id)) {
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wrapOut(&itemNotFound);
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wrapEndPara();
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} else {
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wrapOut(GameObject::getGameObjectById(id)->getDescription());
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wrapEndPara();
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}
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}
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}
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/* Quit command */
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if ((commandBuffer.compare(0, endOfVerb, "quit") == 0)) {
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commandOk = true;
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gameOver = true;
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}
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/* If commandOk hasn't been set, command wasn't understood, display error message */
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if (!commandOk) {
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wrapOut(&badCommand);
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wrapEndPara();
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}
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}
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}
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int main() {
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initWordWrap();
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initRooms();
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initState();
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currentState->announceLoc();
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gameLoop();
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return 0;
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}
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