The official distribution of olcConsoleGameEngine, a tool used in javidx9's YouTube videos and projects
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videos/olcRolePlayingGame/RPG_Commands.cpp

201 lines
5.6 KiB

/*
+-------------------------------------------------------------+
| OneLoneCoder RPG Game Engine |
| "The Legend of WittyBit, Fantasy Quest VI" - javidx9 |
+-------------------------------------------------------------+
What is this?
~~~~~~~~~~~~~
This is the code I created as part of my
"Code-It-Yourself! Role Playing Game" series on YouTube. This is
NOT a game. The project will compile and demonstrate several
systems developed as part of that series. My original intention
was to develop a small yet complete RPG, alas real life got in
the way. After several months, I've decided to just open the source
"as is", so it will contain bugs, be confusing and all round not
up to the usual "quality" I strive for.
Part 1: https://youtu.be/xXXt3htgDok
Part 2: https://youtu.be/AWY_ITpldRk
Part 3: https://youtu.be/UcNSb-m4YQU
Part 4: https://youtu.be/AnyoUfeNZ1Y
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018, 2019 OneLoneCoder.com
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions or derivations of source code must retain the above
copyright notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce
the above copyright notice. This list of conditions and the following
disclaimer must be reproduced in the documentation and/or other
materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Links
~~~~~
YouTube: https://www.youtube.com/javidx9
Discord: https://discord.gg/WhwHUMV
Twitter: https://www.twitter.com/javidx9
Twitch: https://www.twitch.tv/javidx9
GitHub: https://www.github.com/onelonecoder
Homepage: https://www.onelonecoder.com
Patreon: https://www.patreon.com/javidx9
Author
~~~~~~
David Barr, aka javidx9, <EFBFBD>OneLoneCoder 2018, 2019
*/
#include "RPG_Commands.h"
#include "RPG_Engine.h"
#include "RPG_Quests.h"
RPG_Engine* cCommand::g_engine = nullptr;
cScriptProcessor::cScriptProcessor()
{
bUserControlEnabled = true;
}
void cScriptProcessor::AddCommand(cCommand *cmd)
{
m_listCommands.push_back(cmd);
}
void cScriptProcessor::ProcessCommands(float fElapsedTime)
{
// If command are available, halt user control
bUserControlEnabled = m_listCommands.empty();
if (!m_listCommands.empty())
{
// A command is available
if (!m_listCommands.front()->bCompleted)
{
// Command has not been started
if (!m_listCommands.front()->bStarted)
{
m_listCommands.front()->Start();
m_listCommands.front()->bStarted = true;
}
else // Command has been started so process it
m_listCommands.front()->Update(fElapsedTime);
}
else
{
// Command has been completed
delete m_listCommands.front();
m_listCommands.pop_front();
}
}
}
// Marks currently active command as complete, from external source
void cScriptProcessor::CompleteCommand()
{
if (!m_listCommands.empty())
{
m_listCommands.front()->bCompleted = true;
}
}
cCommand_MoveTo::cCommand_MoveTo(cDynamic* object, float x, float y, float duration)
{
m_fTargetPosX = x;
m_fTargetPosY = y;
m_fTimeSoFar = 0.0f;
m_fDuration = max(duration, 0.001f);
m_pObject = object;
}
void cCommand_MoveTo::Start()
{
m_fStartPosX = m_pObject->px;
m_fStartPosY = m_pObject->py;
}
void cCommand_MoveTo::Update(float fElapsedTime)
{
m_fTimeSoFar += fElapsedTime;
float t = m_fTimeSoFar / m_fDuration;
if (t > 1.0f) t = 1.0f;
m_pObject->px = (m_fTargetPosX - m_fStartPosX) * t + m_fStartPosX;
m_pObject->py = (m_fTargetPosY - m_fStartPosY) * t + m_fStartPosY;
m_pObject->vx = (m_fTargetPosX - m_fStartPosX) / m_fDuration;
m_pObject->vy = (m_fTargetPosY - m_fStartPosY) / m_fDuration;
if (m_fTimeSoFar >= m_fDuration)
{
// Object has reached destination, so stop
m_pObject->px = m_fTargetPosX;
m_pObject->py = m_fTargetPosY;
m_pObject->vx = 0.0f;
m_pObject->vy = 0.0f;
bCompleted = true;
}
}
cCommand_ShowDialog::cCommand_ShowDialog(vector<string> line)
{
vecLines = line;
}
void cCommand_ShowDialog::Start()
{
g_engine->ShowDialog(vecLines);
}
cCommand_ChangeMap::cCommand_ChangeMap(string mapName, float mapPosX, float mapPosY)
{
m_sMapName = mapName;
m_fMapPosX = mapPosX;
m_fMapPosY = mapPosY;
}
void cCommand_ChangeMap::Start()
{
g_engine->ChangeMap(m_sMapName, m_fMapPosX, m_fMapPosY);
bCompleted = true;
}
cCommand_AddQuest::cCommand_AddQuest(cQuest* quest)
{
m_quest = quest;
}
void cCommand_AddQuest::Start()
{
g_engine->AddQuest(m_quest);
bCompleted = true;
}