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NPC.cpp
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#include "NPC.h"
NPC::NPC(){}
NPC::NPC(string name, string script, vector<Item> commodity):GameCharacter(name,"NPC",1,1,1){
this->script = script;
for(int i = 0;i<commodity.size();i++){
this->commodity.push_back(commodity[i]);
}
}
void NPC::listCommodity(){
for(int i=0;i<commodity.size();i++){
cout << commodity[i].getName() << endl;
}
}
void NPC::setScript(string script){
this->script = script;
}
void NPC::setCommodity(vector<Item> commodity){
for(int i = 0;i<commodity.size();i++){
this->commodity.push_back(commodity[i]);
}
}
string NPC::getScript(){
return this->script;
}
vector<Item> NPC::getCommodity(){
return this->commodity;
}
void NPC::triggerEvent(Object* player,Object* npc){
Player* playerr = dynamic_cast<Player*>(player);
NPC* npcc = dynamic_cast<NPC*>(npc);
cout << npcc->getScript() << endl;
if(npcc->getName()=="trader"){
char c;
cout << "A.potion(top up your health to 100)" << endl;
cout << "B.No thanks" << endl;
cin >> c;
cout << endl;
switch(c){
case 'a': case 'A': cout << "You got a potion" << endl;
playerr->setCurrentHealth(100);
playerr->addItem(npcc->getCommodity()[0]);
break;
case 'b': case 'B': cout << "trader: Good bye" << endl;
break;
}
}
else if(npcc->getName()=="villager"){
if(playerr->getCrystal()>=3){
cout << "villager: Thanks a lot!" << endl;
cout << "You got the EX curry stick" << endl;
playerr->increaseStates(0,10000,0);
playerr->addItem(npcc->getCommodity()[0]);
}
}
}