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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_Maps.h"
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#include <fstream>
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cScriptProcessor* cMap::g_script = nullptr;
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#define X(n) g_script->AddCommand(new cCommand_ ## n)
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cMap::cMap()
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{
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pSprite = nullptr;
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nWidth = 0;
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nHeight = 0;
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m_solids = nullptr;
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m_indices = nullptr;
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}
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cMap::~cMap()
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{
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delete[] m_solids;
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delete[] m_indices;
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}
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int cMap::GetIndex(int x, int y)
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{
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if (x >= 0 && x < nWidth && y >= 0 && y < nHeight)
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return m_indices[y*nWidth + x];
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else
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return 0;
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}
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bool cMap::GetSolid(int x, int y)
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{
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if (x >= 0 && x < nWidth && y >= 0 && y < nHeight)
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return m_solids[y*nWidth + x];
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else
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return true;
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}
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bool cMap::Create(string fileData, olcSprite* sprite, string name)
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{
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sName = name;
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pSprite = sprite;
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ifstream data(fileData, ios::in | ios::binary);
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if (data.is_open())
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{
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data >> nWidth >> nHeight;
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m_solids = new bool[nWidth * nHeight];
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m_indices = new int[nWidth * nHeight];
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for (int i = 0; i < nWidth * nHeight; i++)
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{
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data >> m_indices[i];
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data >> m_solids[i];
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}
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return true;
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}
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return false;
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}
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cMap_Village1::cMap_Village1()
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{
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Create("rpgdata/map/village1.lvl", RPG_Assets::get().GetSprite("village"), "coder town");
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}
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bool cMap_Village1::PopulateDynamics(vector<cDynamic*> &vecDyns)
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{
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// Add Teleporters
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vecDyns.push_back(new cDynamic_Teleport(12.0f, 6.0f, "home", 5.0f, 12.0f));
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// Add Items
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vecDyns.push_back(new cDynamic_Item(10, 10, RPG_Assets::get().GetItem("Small Health")));
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vecDyns.push_back(new cDynamic_Item(12, 10, RPG_Assets::get().GetItem("Health Boost")));
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for (int i = 0; i < 3; i++)
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{
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cDynamic* g1 = new cDynamic_Creature_Skelly();
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vecDyns.push_back(g1);
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g1->px = rand() % 10 + 5.0f;
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g1->py = rand() % 10 + 5.0f;
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}
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return true;
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}
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bool cMap_Village1::OnInteraction(vector<cDynamic*> &vecDynobs, cDynamic *target, NATURE nature)
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{
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if (target->sName == "Teleport")
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g_script->AddCommand(new cCommand_ChangeMap(
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((cDynamic_Teleport*)target)->sMapName,
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((cDynamic_Teleport*)target)->fMapPosX,
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((cDynamic_Teleport*)target)->fMapPosY));
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return false;
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}
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cMap_Home1::cMap_Home1()
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{
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Create("rpgdata/map/home.lvl", RPG_Assets::get().GetSprite("hitech"), "home");
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}
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bool cMap_Home1::PopulateDynamics(vector<cDynamic*> &vecDyns)
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{
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// Front door
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vecDyns.push_back(new cDynamic_Teleport(5.0f, 13.0f, "coder town", 12.0f, 7.0f));
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vecDyns.push_back(new cDynamic_Teleport(4.0f, 13.0f, "coder town", 12.0f, 7.0f));
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/*cDynamic_Creature* c1 = new cDynamic_Creature("bob", RPG_Assets::get().GetSprite("skelly"));
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c1->px = 12.0f;
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c1->py = 4.0f;
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vecDyns.push_back(c1);*/
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return true;
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}
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bool cMap_Home1::OnInteraction(vector<cDynamic*> &vecDynobs, cDynamic *target, NATURE nature)
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{
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if (target->sName == "Teleport")
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g_script->AddCommand(new cCommand_ChangeMap(
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((cDynamic_Teleport*)target)->sMapName,
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((cDynamic_Teleport*)target)->fMapPosX,
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((cDynamic_Teleport*)target)->fMapPosY));
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/*if (target->sName == "bob")
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{
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X(ShowDialog({ "Hello!", "I'm Bob!" }));
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}*/
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return false;
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}
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