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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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#ifndef UNICODE
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#error Please enable UNICODE for your compiler! VS: Project Properties -> General -> \
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Character Set -> Use Unicode. Thanks! - Javidx9
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#endif
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#include <iostream>
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#include <chrono>
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#include <vector>
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#include <list>
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#include <thread>
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#include <atomic>
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#include <condition_variable>
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using namespace std;
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#include <windows.h>
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enum COLOUR
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{
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FG_BLACK = 0x0000,
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FG_DARK_BLUE = 0x0001,
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FG_DARK_GREEN = 0x0002,
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FG_DARK_CYAN = 0x0003,
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FG_DARK_RED = 0x0004,
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FG_DARK_MAGENTA = 0x0005,
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FG_DARK_YELLOW = 0x0006,
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FG_GREY = 0x0007, // Thanks MS :-/
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FG_DARK_GREY = 0x0008,
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FG_BLUE = 0x0009,
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FG_GREEN = 0x000A,
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FG_CYAN = 0x000B,
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FG_RED = 0x000C,
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FG_MAGENTA = 0x000D,
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FG_YELLOW = 0x000E,
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FG_WHITE = 0x000F,
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BG_BLACK = 0x0000,
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BG_DARK_BLUE = 0x0010,
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BG_DARK_GREEN = 0x0020,
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BG_DARK_CYAN = 0x0030,
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BG_DARK_RED = 0x0040,
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BG_DARK_MAGENTA = 0x0050,
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BG_DARK_YELLOW = 0x0060,
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BG_GREY = 0x0070,
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BG_DARK_GREY = 0x0080,
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BG_BLUE = 0x0090,
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BG_GREEN = 0x00A0,
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BG_CYAN = 0x00B0,
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BG_RED = 0x00C0,
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BG_MAGENTA = 0x00D0,
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BG_YELLOW = 0x00E0,
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BG_WHITE = 0x00F0,
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};
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enum PIXEL_TYPE
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{
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PIXEL_SOLID = 0x2588,
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PIXEL_THREEQUARTERS = 0x2593,
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PIXEL_HALF = 0x2592,
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PIXEL_QUARTER = 0x2591,
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};
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class olcSprite
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{
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public:
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olcSprite()
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{
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}
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olcSprite(int w, int h)
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{
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Create(w, h);
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}
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olcSprite(wstring sFile)
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{
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if (!Load(sFile))
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Create(8, 8);
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}
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int nWidth = 0;
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int nHeight = 0;
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private:
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wchar_t *m_Glyphs = nullptr;
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short *m_Colours = nullptr;
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void Create(int w, int h)
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{
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nWidth = w;
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nHeight = h;
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m_Glyphs = new wchar_t[w*h];
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m_Colours = new short[w*h];
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for (int i = 0; i < w*h; i++)
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{
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m_Glyphs[i] = L' ';
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m_Colours[i] = FG_BLACK;
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}
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}
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public:
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void SetGlyph(int x, int y, wchar_t c)
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{
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if (x <0 || x >= nWidth || y < 0 || y >= nHeight)
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return;
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else
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m_Glyphs[y * nWidth + x] = c;
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}
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void SetColour(int x, int y, short c)
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{
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if (x <0 || x >= nWidth || y < 0 || y >= nHeight)
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return;
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else
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m_Colours[y * nWidth + x] = c;
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}
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wchar_t GetGlyph(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 L' ';
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else
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return m_Glyphs[y * nWidth + x];
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}
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short GetColour(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 FG_BLACK;
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else
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return m_Colours[y * nWidth + x];
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}
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wchar_t SampleGlyph(float x, float y)
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{
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int sx = (int)(x * (float)nWidth);
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int sy = (int)(y * (float)nHeight - 1.0f);
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if (sx <0 || sx >= nWidth || sy < 0 || sy >= nHeight)
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return L' ';
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else
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return m_Glyphs[sy * nWidth + sx];
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}
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short SampleColour(float x, float y)
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{
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int sx = (int)(x * (float)nWidth);
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int sy = (int)(y * (float)nHeight - 1.0f);
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if (sx <0 || sx >= nWidth || sy < 0 || sy >= nHeight)
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return FG_BLACK;
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else
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return m_Colours[sy * nWidth + sx];
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}
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bool Save(wstring sFile)
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{
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FILE *f = nullptr;
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_wfopen_s(&f, sFile.c_str(), L"wb");
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if (f == nullptr)
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return false;
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fwrite(&nWidth, sizeof(int), 1, f);
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fwrite(&nHeight, sizeof(int), 1, f);
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fwrite(m_Colours, sizeof(short), nWidth * nHeight, f);
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fwrite(m_Glyphs, sizeof(wchar_t), nWidth * nHeight, f);
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fclose(f);
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return true;
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}
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bool Load(wstring sFile)
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{
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delete[] m_Glyphs;
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delete[] m_Colours;
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nWidth = 0;
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nHeight = 0;
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FILE *f = nullptr;
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_wfopen_s(&f, sFile.c_str(), L"rb");
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if (f == nullptr)
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return false;
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fread(&nWidth, sizeof(int), 1, f);
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fread(&nHeight, sizeof(int), 1, f);
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Create(nWidth, nHeight);
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fread(m_Colours, sizeof(short), nWidth * nHeight, f);
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fread(m_Glyphs, sizeof(wchar_t), nWidth * nHeight, f);
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fclose(f);
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return true;
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}
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};
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class olcConsoleGameEngineOOP
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{
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public:
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olcConsoleGameEngineOOP();
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~olcConsoleGameEngineOOP();
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public:
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int ConstructConsole(int width, int height, int fontw, int fonth);
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void Start();
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public:
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virtual void Draw(int x, int y, wchar_t c = 0x2588, short col = 0x000F);
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void Fill(int x1, int y1, int x2, int y2, wchar_t c = 0x2588, short col = 0x000F);
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void DrawString(int x, int y, wstring c, short col = 0x000F);
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void DrawStringAlpha(int x, int y, wstring c, short col = 0x000F);
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void Clip(int &x, int &y);
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void DrawLine(int x1, int y1, int x2, int y2, wchar_t c = 0x2588, short col = 0x000F);
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void DrawCircle(int xc, int yc, int r, wchar_t c = 0x2588, short col = 0x000F);
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void FillCircle(int xc, int yc, int r, wchar_t c = 0x2588, short col = 0x000F);
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void DrawSprite(int x, int y, olcSprite *sprite);
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void DrawPartialSprite(int x, int y, olcSprite *sprite, int ox, int oy, int w, int h);
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void DrawWireFrameModel(const vector<pair<float, float>> &vecModelCoordinates, float x, float y, float r = 0.0f, float s = 1.0f, short col = FG_WHITE);
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int ScreenWidth();
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int ScreenHeight();
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private:
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void GameThread();
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protected:
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// User MUST OVERRIDE THESE!!
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virtual bool OnUserCreate() = 0;
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virtual bool OnUserUpdate(float fElapsedTime) = 0;
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// Optional for clean up
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virtual bool OnUserDestroy();
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int Error(const wchar_t *msg);
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static BOOL CloseHandler(DWORD evt);
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protected:
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struct sKeyState
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{
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bool bPressed;
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bool bReleased;
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bool bHeld;
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} m_keys[256], m_mouse[5];
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int m_mousePosX;
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int m_mousePosY;
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public:
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sKeyState GetKey(int nKeyID) { return m_keys[nKeyID]; }
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int GetMouseX() { return m_mousePosX; }
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int GetMouseY() { return m_mousePosY; }
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sKeyState GetMouse(int nMouseButtonID) { return m_mouse[nMouseButtonID]; }
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bool IsFocused() { return m_bConsoleInFocus; }
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protected:
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int m_nScreenWidth;
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int m_nScreenHeight;
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CHAR_INFO *m_bufScreen;
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wstring m_sAppName;
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HANDLE m_hOriginalConsole;
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CONSOLE_SCREEN_BUFFER_INFO m_OriginalConsoleInfo;
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HANDLE m_hConsole;
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HANDLE m_hConsoleIn;
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SMALL_RECT m_rectWindow;
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short m_keyOldState[256] = { 0 };
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short m_keyNewState[256] = { 0 };
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bool m_mouseOldState[5] = { 0 };
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bool m_mouseNewState[5] = { 0 };
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bool m_bConsoleInFocus = true;
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static atomic<bool> m_bAtomActive;
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static condition_variable m_cvGameFinished;
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static mutex m_muxGame;
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};
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