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/*
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+-------------------------------------------------------------+
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| OneLoneCoder RPG Game Engine |
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| "The Legend of WittyBit, Fantasy Quest VI" - javidx9 |
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+-------------------------------------------------------------+
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What is this?
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~~~~~~~~~~~~~
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This is the code I created as part of my
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"Code-It-Yourself! Role Playing Game" series on YouTube. This is
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NOT a game. The project will compile and demonstrate several
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systems developed as part of that series. My original intention
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was to develop a small yet complete RPG, alas real life got in
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the way. After several months, I've decided to just open the source
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"as is", so it will contain bugs, be confusing and all round not
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up to the usual "quality" I strive for.
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Part 1: https://youtu.be/xXXt3htgDok
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Part 2: https://youtu.be/AWY_ITpldRk
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Part 3: https://youtu.be/UcNSb-m4YQU
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Part 4: https://youtu.be/AnyoUfeNZ1Y
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2018, 2019 OneLoneCoder.com
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions
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are met:
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1. Redistributions or derivations of source code must retain the above
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copyright notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce
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the above copyright notice. This list of conditions and the following
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disclaimer must be reproduced in the documentation and/or other
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materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its
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contributors may be used to endorse or promote products derived
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from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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Links
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~~~~~
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YouTube: https://www.youtube.com/javidx9
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Discord: https://discord.gg/WhwHUMV
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Twitter: https://www.twitter.com/javidx9
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Twitch: https://www.twitch.tv/javidx9
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GitHub: https://www.github.com/onelonecoder
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Homepage: https://www.onelonecoder.com
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Patreon: https://www.patreon.com/javidx9
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Author
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~~~~~~
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David Barr, aka javidx9, <EFBFBD>OneLoneCoder 2018, 2019
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*/
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#pragma once
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#include "RPG_Assets.h"
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#include "olcConsoleGameEngineOOP.h"
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class RPG_Engine;
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class cItem;
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class cWeapon;
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class cDynamic
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{
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public:
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cDynamic(string n);
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~cDynamic();
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public:
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float px, py;
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float vx, vy;
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bool bSolidVsMap;
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bool bSolidVsDyn;
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bool bFriendly;
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bool bRedundant;
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bool bIsProjectile;
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bool bIsAttackable;
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string sName;
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public:
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virtual void DrawSelf(olcConsoleGameEngineOOP *gfx, float ox, float oy) {}
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virtual void Update(float fElapsedTime, cDynamic* player = nullptr) {}
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virtual void OnInteract(cDynamic* player = nullptr) {}
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static RPG_Engine* g_engine;
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};
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class cDynamic_Creature : public cDynamic
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{
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public:
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cDynamic_Creature(string n, olcSprite *sprite);
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protected:
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olcSprite *m_pSprite;
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float m_fTimer;
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int m_nGraphicCounter;
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enum { SOUTH = 0, WEST = 1, NORTH = 2, EAST = 3 } m_nFacingDirection;
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enum { STANDING, WALKING, CELEBRATING, DEAD } m_nGraphicState;
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public:
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int nHealth;
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int nHealthMax;
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int bControllable = true;
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public:
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void DrawSelf(olcConsoleGameEngineOOP *gfx, float ox, float oy) override;
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void Update(float fElapsedTime, cDynamic* player = nullptr) override;
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virtual void Behaviour(float fElapsedTime, cDynamic* player = nullptr);
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int GetFacingDirection() { return m_nFacingDirection; };
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virtual void PerformAttack() {};
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void KnockBack(float dx, float dy, float dist);
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cWeapon *pEquipedWeapon = nullptr;
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protected:
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float m_fStateTick;
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float m_fKnockBackTimer = 0.0f;
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float m_fKnockBackDX = 0.0f;
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float m_fKnockBackDY = 0.0f;
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};
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class cDynamic_Creature_Skelly : public cDynamic_Creature
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{
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public:
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cDynamic_Creature_Skelly();
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void Behaviour(float fElapsedTime, cDynamic* player = nullptr) override;
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void PerformAttack() override;
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};
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class cDynamic_Creature_Witty : public cDynamic_Creature
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{
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public:
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cDynamic_Creature_Witty();
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public:
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void PerformAttack() override;
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};
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class cDynamic_Teleport : public cDynamic
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{
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public:
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cDynamic_Teleport(float x, float y, string sMapName, float tx, float ty);
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void DrawSelf(olcConsoleGameEngineOOP *gfx, float ox, float oy) override;
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void Update(float fElapsedTime, cDynamic* player = nullptr) override;
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public:
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string sMapName;
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float fMapPosX;
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float fMapPosY;
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};
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class cDynamic_Item : public cDynamic
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{
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public:
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cDynamic_Item(float x, float y, cItem* item);
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void DrawSelf(olcConsoleGameEngineOOP *gfx, float ox, float oy) override;
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void OnInteract(cDynamic* player = nullptr) override;
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public:
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cItem * item;
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bool bCollected = false;
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};
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class cDynamic_Projectile : public cDynamic
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{
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public:
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cDynamic_Projectile(float ox, float oy, bool bFriend, float velx, float vely, float duration, olcSprite *sprite, float tx, float ty);
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void DrawSelf(olcConsoleGameEngineOOP *gfx, float ox, float oy) override;
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void Update(float fElapsedTime, cDynamic* player = nullptr) override;
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public:
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olcSprite * pSprite = nullptr;
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float fSpriteX;
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float fSpriteY;
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float fDuration;
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bool bOneHit = true;
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int nDamage = 0;
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};
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