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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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#include "RPG_Commands.h"
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#include "RPG_Engine.h"
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#include "RPG_Quests.h"
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RPG_Engine* cCommand::g_engine = nullptr;
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cScriptProcessor::cScriptProcessor()
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{
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bUserControlEnabled = true;
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}
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void cScriptProcessor::AddCommand(cCommand *cmd)
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{
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m_listCommands.push_back(cmd);
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}
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void cScriptProcessor::ProcessCommands(float fElapsedTime)
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{
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// If command are available, halt user control
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bUserControlEnabled = m_listCommands.empty();
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if (!m_listCommands.empty())
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{
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// A command is available
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if (!m_listCommands.front()->bCompleted)
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{
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// Command has not been started
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if (!m_listCommands.front()->bStarted)
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{
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m_listCommands.front()->Start();
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m_listCommands.front()->bStarted = true;
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}
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else // Command has been started so process it
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m_listCommands.front()->Update(fElapsedTime);
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}
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else
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{
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// Command has been completed
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delete m_listCommands.front();
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m_listCommands.pop_front();
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}
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}
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}
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// Marks currently active command as complete, from external source
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void cScriptProcessor::CompleteCommand()
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{
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if (!m_listCommands.empty())
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{
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m_listCommands.front()->bCompleted = true;
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}
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}
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cCommand_MoveTo::cCommand_MoveTo(cDynamic* object, float x, float y, float duration)
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{
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m_fTargetPosX = x;
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m_fTargetPosY = y;
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m_fTimeSoFar = 0.0f;
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m_fDuration = max(duration, 0.001f);
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m_pObject = object;
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}
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void cCommand_MoveTo::Start()
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{
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m_fStartPosX = m_pObject->px;
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m_fStartPosY = m_pObject->py;
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}
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void cCommand_MoveTo::Update(float fElapsedTime)
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{
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m_fTimeSoFar += fElapsedTime;
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float t = m_fTimeSoFar / m_fDuration;
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if (t > 1.0f) t = 1.0f;
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m_pObject->px = (m_fTargetPosX - m_fStartPosX) * t + m_fStartPosX;
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m_pObject->py = (m_fTargetPosY - m_fStartPosY) * t + m_fStartPosY;
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m_pObject->vx = (m_fTargetPosX - m_fStartPosX) / m_fDuration;
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m_pObject->vy = (m_fTargetPosY - m_fStartPosY) / m_fDuration;
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if (m_fTimeSoFar >= m_fDuration)
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{
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// Object has reached destination, so stop
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m_pObject->px = m_fTargetPosX;
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m_pObject->py = m_fTargetPosY;
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m_pObject->vx = 0.0f;
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m_pObject->vy = 0.0f;
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bCompleted = true;
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}
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}
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cCommand_ShowDialog::cCommand_ShowDialog(vector<string> line)
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{
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vecLines = line;
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}
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void cCommand_ShowDialog::Start()
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{
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g_engine->ShowDialog(vecLines);
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}
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cCommand_ChangeMap::cCommand_ChangeMap(string mapName, float mapPosX, float mapPosY)
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{
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m_sMapName = mapName;
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m_fMapPosX = mapPosX;
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m_fMapPosY = mapPosY;
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}
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void cCommand_ChangeMap::Start()
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{
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g_engine->ChangeMap(m_sMapName, m_fMapPosX, m_fMapPosY);
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bCompleted = true;
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}
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cCommand_AddQuest::cCommand_AddQuest(cQuest* quest)
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{
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m_quest = quest;
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}
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void cCommand_AddQuest::Start()
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{
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g_engine->AddQuest(m_quest);
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bCompleted = true;
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}
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