Implement basic rooms and navigation

This commit is contained in:
Timothy O'Barr
2026-08-20 08:10:07 -05:00
parent 707b88c736
commit 9b72d1588e
11 changed files with 125 additions and 115 deletions
Generated
+6
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@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" />
</component>
</project>
+35 -25
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@@ -1,41 +1,51 @@
#pragma once #pragma once
#include <iostream>
#include <iomanip> #include <iomanip>
#include <iostream>
#include <math.h> #include <math.h>
#include <string> #include <string>
#include <vector> #include <vector>
enum DmgType {SINGLE, MULTI}; enum DmgType { SINGLE, MULTI };
struct Stat struct Stat {
{ int statID;
int statID; float stat;
std::string statName;
float stat;
}; };
class Creature struct Stats {
{ float hp;
protected: float speed;
int id; float magic;
int level; float defense;
std::vector<Stat> stats; };
std::string name;
std::string description;
public: struct RoomInfo {
virtual void Init() = 0; int roomID;
virtual void LevelUp() = 0; int x, y;
virtual void Die() = 0; };
virtual void TakeDamage(int damageType, float damage) = 0;
virtual float GetHealth() = 0;
class Creature {
protected:
int id = -1;
int level = 0;
Stats stats = {};
// std::map<std::string, Stat> stats;
std::string name;
std::string description;
bool IsAlive() { return GetHealth() > 0; } public:
virtual void Init() = 0;
virtual void LevelUp() = 0;
virtual void Die() = 0;
virtual void TakeDamage(int damageType, float damage) = 0;
virtual float GetHealth() = 0;
void PrintDescription() { printf("%s\n", description); }
void PrintName() { printf("%s\n", name); }
virtual ~Creature() = default; bool IsAlive() { return GetHealth() > 0; }
void PrintDescription() { printf("%s\n", description.c_str()); }
void PrintName() { printf("%s\n", name.c_str()); }
virtual ~Creature() = default;
}; };
-6
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@@ -1,6 +0,0 @@
#pragma once
#include <iostream>
#include <iomanip>
#include <math.h>
#include <string>
+4 -1
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@@ -11,6 +11,9 @@
extern bool isActive; extern bool isActive;
extern int curX, curY;
#define MAP_HEIGHT 5 #define MAP_HEIGHT 5
#define MAP_WIDTH 5 #define MAP_WIDTH 5
@@ -40,4 +43,4 @@ public:
static void SetIsActive(const bool active) { isActive = active; } static void SetIsActive(const bool active) { isActive = active; }
}; };
static int Exit(std::string n); static int Quit(std::string n);
+14 -11
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@@ -1,22 +1,25 @@
#pragma once #pragma once
#include <iostream> #include <iostream>
#include <string>
#include <math.h> #include <math.h>
#include <string>
#include "creature.h" #include "creature.h"
class Player : Creature class Player : Creature {
{ private:
// Inventory inventory;
private: // Lets keep the room a loose reference to avoid to many hardcoded details and other info
// Inventory inventory; int curRoomID = -1;
int prevRoomID = -1;
public: public:
void Init() override;
void LevelUp() override;
void Die() override;
void TakeDamage(int damageType, float damage) override;
float GetHealth() override;
void Init(); void ChangeRoom(int roomID);
void LevelUp();
void Die();
void TakeDamage(int damageType, float damage);
float GetHealth();
}; };
-22
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@@ -1,22 +0,0 @@
#pragma once
#include <iostream>
#include <string>
#include <math.h>
#include "creature.h"
class Player : Creature
{
private:
// Inventory inventory;
public:
void Init();
void LevelUp();
void Die();
void TakeDamage();
};
+5 -1
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@@ -30,11 +30,15 @@ public:
Room(int id, std::string name, std::string desc, std::vector<Exit> e); Room(int id, std::string name, std::string desc, std::vector<Exit> e);
Room(const Room &r); Room(const Room &r);
int AvalibleExits() { return exits.size(); } int AvalibleExits() const { return exits.size(); }
void Print() const; void Print() const;
int GetID() const { return id; }
~Room(); ~Room();
friend void to_json(nlohmann::json &j, const Room &r); friend void to_json(nlohmann::json &j, const Room &r);
friend void from_json(const nlohmann::json &j, Room &r); friend void from_json(const nlohmann::json &j, Room &r);
}; };
static int Move(std::string c);
+8 -7
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@@ -3,6 +3,8 @@
bool isActive; bool isActive;
int curX, curY;
Game::Game() { Game::Game() {
progress = 0; progress = 0;
Init(); Init();
@@ -23,17 +25,16 @@ bool Game::Init() {
rooms = json.get<std::vector<std::vector<Room>>>(); rooms = json.get<std::vector<std::vector<Room>>>();
player.Init(); player.Init();
parser = CommandParser(); parser = CommandParser();
parser.AddCommand("Exit", Quit);
FUNCTION exit = Exit; currentRoom = rooms[0][0];
player.ChangeRoom(currentRoom.GetID());
parser.AddCommand("Exit", exit); currentRoom.Print();
// Initalize Objects
return true; return true;
} }
void Game::ChangeRoom(Direction dir) {} void Game::ChangeRoom(Direction dir) { currentRoom.Print(); }
void Game::Run() { void Game::Run() {
while (isActive) { while (isActive) {
@@ -44,7 +45,7 @@ void Game::Run() {
bool Game::Save() { return false; } bool Game::Save() { return false; }
int Exit(std::string n) { int Quit(std::string n) {
isActive = false; isActive = false;
return 0; return 0;
} }
+18 -15
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@@ -1,28 +1,31 @@
#include "player.h" #include "player.h"
void Player::Init() void Player::Init() {
{ // initialize stats, room location, inventory and item data
// initalize stats, room location, inventory and item data stats = Stats{100.0f, 50.00f, 150.00f, 50.00f};
name = "Player";
} }
void Player::LevelUp() void Player::LevelUp() {}
{
void Player::Die() {
// Now. You must, die!
} }
void Player::Die() void Player::TakeDamage(int damageType, float damage) {
{ // Ouch
// Now. You must, die!
} }
void Player::TakeDamage(int damageType, float damage) float Player::GetHealth() { return 0.0f; }
{
// Ouch
}
float Player::GetHealth() void Player::ChangeRoom(int roomID) {
{ if (prevRoomID == roomID) {
curRoomID = prevRoomID;
}
return 0.0f; else if (curRoomID != roomID) {
prevRoomID = curRoomID;
curRoomID = roomID;
}
} }
-22
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@@ -1,22 +0,0 @@
#include "player.h"
void Player::Init()
{
// initalize stats, room location, inventory and item data
}
void Player::LevelUp()
{
}
void Player::Die()
{
// Now. You must, die!
}
void Player::TakeDamage()
{
// Ouch
}
+32 -2
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@@ -1,5 +1,7 @@
#include "room.h" #include "room.h"
#include "game.h"
Room::Room() { Room::Room() {
id = -1; id = -1;
name = "Nothing"; name = "Nothing";
@@ -33,7 +35,6 @@ void Room::Print() const {
printf("%s\n", description.c_str()); printf("%s\n", description.c_str());
} }
void from_json(const json &j, Exit &e) { void from_json(const json &j, Exit &e) {
j.at("exitID").get_to(e.exitID); j.at("exitID").get_to(e.exitID);
j.at("dir").get_to(e.dir); j.at("dir").get_to(e.dir);
@@ -50,7 +51,36 @@ void from_json(const json &j, Room &r) {
j.at("exits").get_to(r.exits); j.at("exits").get_to(r.exits);
} }
void to_json(nlohmann::json &j, const Room &r) { void to_json(nlohmann::json &j, const Room &r) {
j = json{{"id", r.id}, {"name", r.name}, {"description", r.description}, {"exits", r.exits}}; j = json{{"id", r.id}, {"name", r.name}, {"description", r.description}, {"exits", r.exits}};
} }
int Move(std::string c) {
char dir;
printf("What Direction: ");
std::cin >> dir;
switch (dir) {
case 'N':
curY += 1;
break;
case 'S':
curY -= 1;
break;
case 'E':
curX += 1;
break;
case 'W':
curX -= 1;
break;
default:
return 0;
break;
};
return 0;
}