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2 Commits
Author SHA1 Message Date
Timothy O'Barr 66fd2b0951 Added several commands 2026-08-21 08:02:22 -05:00
Timothy O'Barr 9b72d1588e Implement basic rooms and navigation 2026-08-20 08:10:07 -05:00
14 changed files with 182 additions and 118 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>
+1 -1
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@@ -6,7 +6,7 @@ set(SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/src/room.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/game.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/player.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/scenery.cpp
src/CommandParser.cpp)
${CMAKE_CURRENT_SOURCE_DIR}/src/CommandParser.cpp)
add_library(Engine SHARED ${SOURCES})
-1
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@@ -11,7 +11,6 @@ static std::vector<std::string> Nouns{"Object", "Door", "North", "South", "East"
class CommandParser {
private:
// std::vector<std::string> commands;
std::map<std::string, FUNCTION> commands;
public:
+21 -11
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@@ -1,26 +1,36 @@
#pragma once
#include <iostream>
#include <iomanip>
#include <iostream>
#include <math.h>
#include <string>
#include <vector>
enum DmgType { SINGLE, MULTI };
struct Stat
{
struct Stat {
int statID;
std::string statName;
float stat;
};
class Creature
{
struct Stats {
float hp;
float speed;
float magic;
float defense;
};
struct RoomInfo {
int roomID;
int x, y;
};
class Creature {
protected:
int id;
int level;
std::vector<Stat> stats;
int id = -1;
int level = 0;
Stats stats = {};
// std::map<std::string, Stat> stats;
std::string name;
std::string description;
@@ -34,8 +44,8 @@ class Creature
bool IsAlive() { return GetHealth() > 0; }
void PrintDescription() { printf("%s\n", description); }
void PrintName() { printf("%s\n", name); }
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>
+18 -3
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@@ -9,13 +9,14 @@
#include "player.h"
#include "room.h"
static int curX, curY;
extern bool isActive;
#define MAP_HEIGHT 5
#define MAP_WIDTH 5
namespace fs = std::filesystem;
class Game {
private:
std::vector<std::vector<Room>> rooms;
@@ -26,6 +27,7 @@ private:
fs::path filePath = "Resources/Rooms.json";
std::ifstream stream;
// Likely need to make sure Player is ADDED to room
// We want player and objects to exist IN room
Room currentRoom;
@@ -34,10 +36,23 @@ public:
Game();
static bool GetIsActive() { return isActive; }
bool Init();
void ChangeRoom(Direction dir);
void Run();
bool Save();
Room GetCurrentRoom() { return currentRoom; }
static void SetIsActive(const bool active) { isActive = active; }
static Game &instance() {
static Game *game_;
if (game_ == nullptr) {
game_ = new Game();
}
return *game_;
}
};
static int Exit(std::string n);
// Commands
static int Quit(std::string n);
static int Move(std::string c);
static int Look(std::string c);
+13 -10
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@@ -1,22 +1,25 @@
#pragma once
#include <iostream>
#include <string>
#include <math.h>
#include <string>
#include "creature.h"
class Player : Creature
{
class Player : Creature {
private:
// Inventory inventory;
public:
// Lets keep the room a loose reference to avoid to many hardcoded details and other info
int curRoomID = -1;
int prevRoomID = -1;
void Init();
void LevelUp();
void Die();
void TakeDamage(int damageType, float damage);
float GetHealth();
public:
void Init() override;
void LevelUp() override;
void Die() override;
void TakeDamage(int damageType, float damage) override;
float GetHealth() override;
void ChangeRoom(int roomID);
};
-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();
};
+7 -1
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@@ -18,6 +18,9 @@ struct Exit {
friend void to_json(json &j, const Exit &e);
};
static std::map<char *, Direction> directions{{"N", N}, {"S", S}, {"E", E}, {"W", W}};
static std::map<Direction, const char *> directionChar{{N, "N"}, {S, "S"}, {E, "E"}, {W, "W"}};
class Room {
private:
int id;
@@ -30,8 +33,11 @@ public:
Room(int id, std::string name, std::string desc, std::vector<Exit> e);
Room(const Room &r);
int AvalibleExits() { return exits.size(); }
void PrintAvalibleExits();
void Print() const;
int GetID() const { return id; }
bool ValidDirection(Direction d);
~Room();
+6
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@@ -64,6 +64,12 @@ int CommandParser::Parse() {
nouns = Noun(c);
for (const auto &verb: verbs) {
if (!commands[verb]) {
printf("Sorry kid, can't understand ya! \n");
break;
}
commands[verb]("");
}
return 0;
+57 -7
View File
@@ -4,6 +4,8 @@
bool isActive;
Game::Game() {
curX = 0;
curY = 0;
progress = 0;
Init();
}
@@ -24,17 +26,17 @@ bool Game::Init() {
player.Init();
parser = CommandParser();
FUNCTION exit = Exit;
parser.AddCommand("Exit", Quit);
parser.AddCommand("Move", Move);
parser.AddCommand("Look", Look);
parser.AddCommand("Exit", exit);
// Initalize Objects
currentRoom = rooms[curY][curX];
player.ChangeRoom(currentRoom.GetID());
currentRoom.Print();
return true;
}
void Game::ChangeRoom(Direction dir) {}
void Game::Run() {
while (isActive) {
parser.Parse();
@@ -44,7 +46,55 @@ void Game::Run() {
bool Game::Save() { return false; }
int Exit(std::string n) {
int Quit(std::string n) {
isActive = false;
return 0;
}
int Move(std::string c) {
std::string dirInput;
printf("What Direction: ");
std::cin >> dirInput;
dirInput[0] = toupper(dirInput[0]);
Direction dir = directions[dirInput.data()];
if (!Game::instance().GetCurrentRoom().ValidDirection(dir)) {
printf("Sorry, can't move that direction kiddo \n");
return 0;
}
switch (dir) {
case N:
curY += 1;
break;
case S:
curY -= 1;
break;
case E:
curX += 1;
break;
case W:
curX -= 1;
break;
default:
printf("Incorrect direction \n");
return 0;
break;
};
return 0;
}
int Look(std::string c) {
Room cur = Game::instance().GetCurrentRoom();
cur.Print();
cur.PrintAvalibleExits();
return 0;
}
+17 -14
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@@ -1,28 +1,31 @@
#include "player.h"
void Player::Init()
{
// initalize stats, room location, inventory and item data
void Player::Init() {
// initialize 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()
{
void Player::Die() {
// Now. You must, die!
}
void Player::TakeDamage(int damageType, float damage)
{
void Player::TakeDamage(int damageType, float damage) {
// Ouch
}
float Player::GetHealth()
{
float Player::GetHealth() { return 0.0f; }
return 0.0f;
void Player::ChangeRoom(int roomID) {
if (prevRoomID == roomID) {
curRoomID = prevRoomID;
}
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
}
+17 -1
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@@ -1,5 +1,7 @@
#include "room.h"
#include "game.h"
Room::Room() {
id = -1;
name = "Nothing";
@@ -33,6 +35,21 @@ void Room::Print() const {
printf("%s\n", description.c_str());
}
void Room::PrintAvalibleExits() {
printf("Available exits are: \n");
for (const auto &exit: exits) {
printf(directionChar[exit.dir] + '\n');
}
}
bool Room::ValidDirection(Direction d) {
for (const auto &exit: exits) {
if (exit.dir == d) {
return true;
}
}
return false;
}
void from_json(const json &j, Exit &e) {
j.at("exitID").get_to(e.exitID);
@@ -50,7 +67,6 @@ void from_json(const json &j, Room &r) {
j.at("exits").get_to(r.exits);
}
void to_json(nlohmann::json &j, const Room &r) {
j = json{{"id", r.id}, {"name", r.name}, {"description", r.description}, {"exits", r.exits}};
}