/
usingItem.php
142 lines (97 loc) · 3.09 KB
/
usingItem.php
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<?php
include_once("statics.php");
include_once("class_definitions.php");
include_once("item_list.php");
include_once("inventory.php");
class UsingItem {
public $commands = [];
public function useItem($itemName, &$charData, &$mapData) {
$item = findItem($itemName);
if ( is_null($item) ) {
echo "ERROR: Bad item in inventory ($itemName)!\n";
exit(14);
}
list($wasUsed, $result) = $item->useItem($charData, $mapData);
if ( $wasUsed ) {
$inventory = $charData->inventory;
$inventory->removeItem($itemName);
}
// Combat special case.
if ( $wasUsed && $charData->previousState == GameStates::Combat ) {
// Enemy attacks back.
global $combat;
$room = $mapData->map->GetRoom($mapData->playerX, $mapData->playerY);
$monster = $room->occupant;
$dummyOutput = "";
list ($attackType, $damage) = $combat->monsterAttack($charData, $monster, $dummyOutput);
if ( $damage > 0 ) {
$result .= " The $monster->name attacks for $damage!\n";
}
else {
$result .= " It swings at you, but misses!\n";
}
}
echo $result;
// Only change state if we /use/ an item.
if ( $wasUsed ) {
if ( $charData->previousState == GameStates::Combat ) {
StateManager::ChangeState($charData, GameStates::Combat);
}
else {
StateManager::ChangeState($charData, GameStates::Adventuring);
}
}
}
private function deDupeItemFragments($itemName, &$dedupedNames) {
$existsAlready = false;
if ( !isset($dedupedNames[$itemName] ) ) {
$dedupedNames[$itemName] = true;
}
else {
$existsAlready = true;
}
return $existsAlready;
}
public function generateInputFragments(&$charData, $nonCombat = false) {
$inventory = lazyGetInventory($charData);
$inventoryItems = $inventory->items;
// We only want one InputFragment per item TYPE.
$dedupedNames = [];
foreach ( $inventoryItems as $itemName ) {
$item = findItem($itemName);
if ( is_null($item) ) {
echo "ERROR: Bad item in inventory ($itemName)!\n";
exit(14);
}
$useLocation = $item->useLocation;
if ( $nonCombat && $useLocation == ItemUse::CombatOnly ) {
continue;
}
if ( !$nonCombat && $useLocation == ItemUse::NonCombatOnly ) {
continue;
}
if ( $this->deDupeItemFragments($itemName, $dedupedNames) ) {
continue;
}
$this->commands[] = new InputFragment($itemName, function($charData, $mapData) use ($itemName, $nonCombat) {
global $usingItem;
return $usingItem->useItem($itemName, $charData, $mapData, $nonCombat);
});
}
$this->commands[] = new InputFragment("cancel", function($charData, $mapData) use ($nonCombat) {
echo $nonCombat . "\n\n";
if ( !$nonCombat ) {
echo "You close your bag, and go back to the fight.\n";
StateManager::ChangeState($charData, GameStates::Combat);
}
else {
echo "Deciding against using an item, you go back to Adventuring.\n";
StateManager::ChangeState($charData, GameStates::Adventuring);
}
});
// Add unique identifiers to commands.
$allocator = new UIDAllocator($this->commands);
$allocator->Allocate();
}
}
$usingItem = new UsingItem();