Wip: Working on room movements, player location in room, and data storage
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Generated
+1
@@ -1,6 +1,7 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="BackendCodeEditorSettings">
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<option name="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=BDF50448_002D2D09_002D587C_002DB381_002D254F4D0C7518_002Fd_003AEngine_002Fd_003Asrc_002Ff_003Aworld_002Ecpp/@EntryIndexedValue" value="ForceIncluded" type="string" />
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<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CommentTypo/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
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<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=ConstevalIfIsAlwaysConstant/@EntryIndexedValue" value="WARNING" type="string" />
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@@ -6,7 +6,8 @@ set(SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/src/room.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/game.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/player.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/scenery.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/CommandParser.cpp)
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${CMAKE_CURRENT_SOURCE_DIR}/src/CommandParser.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/world.cpp)
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add_library(Engine SHARED ${SOURCES})
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@@ -6,8 +6,8 @@
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typedef int (*FUNCTION)(const std::string &s);
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static std::vector<std::string> Verbs{"Quit", "Exit", "Go", "Move", "Look"};
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static std::vector<std::string> Nouns{"Object", "Door", "North", "South", "East",
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"West", "Up", "Down", "Left", "right"};
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static std::vector<std::string> Nouns{"Object", "Door", "North", "South", "East", "West",
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"Up", "Down", "Left", "Right", "To", "At"};
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class CommandParser {
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private:
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@@ -28,10 +28,8 @@ private:
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std::ifstream stream;
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bool isActive;
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inline static Game *game_;
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// Likely need to make sure Player is ADDED to room
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// We want player and objects to exist IN room
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Room currentRoom;
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@@ -44,7 +42,7 @@ public:
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void Run();
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bool Save();
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void ChangeRoom(Room r);
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void ChangeRoom(const Room &r);
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Room GetCurrentRoom() { return currentRoom; }
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inline bool operator!() const {
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@@ -64,9 +62,7 @@ public:
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return *game_;
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}
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static void SetGameInstance(Game * g) {
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game_ = g;
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}
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static void SetGameInstance(Game *g) { game_ = g; }
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~Game();
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};
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+3
-12
@@ -7,36 +7,27 @@
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class Player : Creature {
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private:
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private:
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// Inventory inventory;
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// Lets keep the room a loose reference to avoid to many hardcoded details and other info
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int curRoomID = -1;
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int prevRoomID = -1;
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public:
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Player();
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Player(Player &rhs);
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Player& operator=(Player& rhs);
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Player &operator=(Player &rhs);
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void Init() override;
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void LevelUp() override;
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void Die() override;
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void TakeDamage(int damageType, float damage) override;
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float GetHealth() override;
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void ChangeRoom(int roomID);
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inline friend void swap(Player& lhs, Player &rhs) noexcept
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{
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inline friend void swap(Player &lhs, Player &rhs) noexcept {
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using std::swap;
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swap(lhs.id, rhs.id);
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swap(lhs.name, rhs.name);
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swap(lhs.description, rhs.description);
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swap(lhs.stats, rhs.stats);
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swap(lhs.level, rhs.level);
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swap(lhs.prevRoomID, rhs.prevRoomID);
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swap(lhs.curRoomID, rhs.curRoomID);
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}
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~Player();
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+17
-1
@@ -4,6 +4,7 @@
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#include <string>
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#include <vector>
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#include "json.hpp"
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#include "player.h"
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#include "scenery.h"
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using json = nlohmann::json;
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@@ -26,14 +27,17 @@ private:
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int id;
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std::string name;
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std::string description;
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Player player;
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std::vector<Exit> exits;
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std::vector<Scenery> scenery;
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std::vector<Scenery> scenery; /// ToDo: Replace with entity component system
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public:
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Room();
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Room(int i, std::string n, std::string desc, std::vector<Exit> e, std::vector<Scenery> s);
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Room(const Room &r);
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void Enter(Player &p);
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void PrintAvalibleExits();
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void Print() const;
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int GetID() const { return id; }
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@@ -53,8 +57,20 @@ public:
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return false;
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}
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Room &operator=(Room rhs);
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~Room();
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friend void to_json(nlohmann::json &j, const Room &r);
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friend void from_json(const nlohmann::json &j, Room &r);
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inline friend void swap(Room &lhs, Room &rhs) noexcept {
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using std::swap;
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swap(lhs.id, rhs.id);
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swap(lhs.name, rhs.name);
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swap(lhs.description, rhs.description);
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swap(lhs.player, rhs.player);
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swap(lhs.exits, rhs.exits);
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swap(lhs.scenery, rhs.scenery);
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}
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};
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@@ -0,0 +1,10 @@
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#pragma once
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#include "room.h"
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class World {
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private:
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std::vector<std::vector<Room>> rooms;
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public:
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void Init();
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};
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@@ -61,11 +61,15 @@ int CommandParser::Parse() {
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nouns = Noun(c);
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for (const auto &verb: verbs) {
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if (!commands[verb]) {
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CommandUnrecognized();
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break;
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}
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for (const auto &n: nouns) {
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noun = n;
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}
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toRun = commands[verb];
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}
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+13
-10
@@ -59,15 +59,11 @@ void Game::Run() {
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bool Game::Save() { return false; }
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void Game::ChangeRoom(Room r) {
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void Game::ChangeRoom(const Room &r) {
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if (currentRoom != r) {
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currentRoom = r;
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player.ChangeRoom(currentRoom.GetID());
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currentRoom.Print();
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printf("\n");
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currentRoom.PrintAvalibleExits();
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currentRoom.Enter(player);
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}
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}
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@@ -141,7 +137,15 @@ int Move(const std::string &c) {
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break;
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};
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Game::Instance().ChangeRoom(rooms[curY][curX]);
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Room temp;
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try {
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temp = rooms.at(curY).at(curX);
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} catch (std::out_of_range) {
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printf("Error, Room Data non existent \n");
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return -1;
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}
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Game::Instance().ChangeRoom(temp);
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return 0;
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}
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@@ -153,8 +157,7 @@ int Look(const std::string &c) {
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return 0;
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}
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Game::~Game()
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{
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Game::~Game() {
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isActive = false;
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progress = 0;
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}
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}
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+4
-25
@@ -2,24 +2,17 @@
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#include <algorithm>
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#include <string>
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Player::Player()
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{
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Init();
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}
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Player::Player() { Init(); }
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Player::Player(Player &rhs)
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{
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Player::Player(Player &rhs) {
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id = rhs.id;
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level = rhs.level;
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stats = rhs.stats;
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name = rhs.name;
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description = rhs.description;
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curRoomID = rhs.curRoomID;
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prevRoomID = rhs.prevRoomID;
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}
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Player& Player::operator=(Player& rhs)
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{
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Player &Player::operator=(Player &rhs) {
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swap(*this, rhs);
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return *this;
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}
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@@ -42,24 +35,10 @@ void Player::TakeDamage(int damageType, float damage) {
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float Player::GetHealth() { return 0.0f; }
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void Player::ChangeRoom(int roomID) {
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if (prevRoomID == roomID) {
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curRoomID = prevRoomID;
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}
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else if (curRoomID != roomID) {
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prevRoomID = curRoomID;
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curRoomID = roomID;
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}
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}
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Player::~Player()
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{
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Player::~Player() {
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id = -1;
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level = -1;
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stats = {};
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name.erase();
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description.erase();
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curRoomID = -1;
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prevRoomID = -1;
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}
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@@ -33,6 +33,16 @@ Room::~Room() {
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exits.clear();
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}
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void Room::Enter(Player &p) {
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player = p;
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Print();
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}
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Room &Room::operator=(Room rhs) {
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swap(*this, rhs);
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return *this;
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}
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void Room::Print() const {
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printf("%s\n", name.c_str());
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printf("%s\n", description.c_str());
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@@ -0,0 +1,3 @@
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#include "world.h"
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void World::Init() { return; }
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@@ -1,8 +1,8 @@
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#include <chrono>
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#include "game.h"
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void EditRooms() {
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fs::path path("Resources/rooms.json");
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std::vector<std::vector<Room>> roomDat = {
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@@ -43,10 +43,13 @@ void EditRooms() {
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outFile.close();
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}
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int main(int argc, char *argv[]) {
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Game game; // Calls default constructor which Initializes GAME
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Game game;
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double delta;
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double t;
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// double current_time =
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if (!game) {
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game.Init();
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Game::SetGameInstance(&game);
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