Добавлена система NPC, а также боевая система.
This commit is contained in:
@@ -127,13 +127,16 @@
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<ClCompile Include="src\location.cpp" />
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<ClCompile Include="src\game.cpp" />
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<ClCompile Include="src\main.cpp" />
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<ClCompile Include="src\npc.cpp" />
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<ClCompile Include="src\player.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="include\game.h" />
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<ClInclude Include="include\inventory.h" />
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<ClInclude Include="include\npc.h" />
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<ClInclude Include="include\player.h" />
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<ClInclude Include="include\location.h" />
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<ClInclude Include="include\point.h" />
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<ClInclude Include="item.h" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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@@ -30,6 +30,9 @@
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<ClCompile Include="src\inventory.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="src\npc.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="include\location.h">
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@@ -47,5 +50,11 @@
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<ClInclude Include="include\inventory.h">
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<Filter>Файлы заголовков</Filter>
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</ClInclude>
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<ClInclude Include="include\npc.h">
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<Filter>Файлы заголовков</Filter>
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</ClInclude>
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<ClInclude Include="include\point.h">
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<Filter>Файлы заголовков</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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@@ -14,7 +14,7 @@ RIDDLE_ANSWER=hole
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MAP_BEGIN
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##########
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#@.......#
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#....C...#
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#..N.C...#
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#........#
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#......D.#
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##########
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@@ -14,7 +14,7 @@ RIDDLE_ANSWER=magic
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MAP_BEGIN
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##########
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#@.......#
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#..E.....#
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#..N..C..#
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#........#
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#......D.#
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##########
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@@ -16,6 +16,6 @@ MAP_BEGIN
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#@.......#
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#....N...#
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#........#
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#......D.#
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#...C..D.#
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##########
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MAP_END
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@@ -15,7 +15,7 @@ MAP_BEGIN
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##########
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#@.......#
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#....C...#
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#..E.....#
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#..N.....#
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#......D.#
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##########
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MAP_END
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@@ -14,7 +14,7 @@ RIDDLE_ANSWER=keyboard
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MAP_BEGIN
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##########
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#@.......#
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#....E...#
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#....N...#
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#....C...#
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#......D.#
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##########
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23
data/npcs/npc_1.txt
Normal file
23
data/npcs/npc_1.txt
Normal file
@@ -0,0 +1,23 @@
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ID=1
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NAME=Old Guard
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STATE=FRIENDLY
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HP=60
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DAMAGE=8
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DIALOG_TEXT=The guard looks tired. He asks: "What do you seek here?"
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OPTION_1=I seek knowledge.
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RESULT_1=GIVE_ITEM
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VALUE_1=101
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MESSAGE_1=The guard gives you a small healing potion.
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OPTION_2=Move away, old man.
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RESULT_2=BECOME_HOSTILE
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VALUE_2=0
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MESSAGE_2=The guard becomes angry and attacks you.
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OPTION_3=Can you open the next door?
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RESULT_3=OPEN_LOCATION
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VALUE_3=1
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MESSAGE_3=The guard unlocks the next location.
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END
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13
data/npcs/npc_2.txt
Normal file
13
data/npcs/npc_2.txt
Normal file
@@ -0,0 +1,13 @@
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ID=2
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NAME=Dungeon Bandit
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STATE=HOSTILE
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HP=45
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DAMAGE=12
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DIALOG_TEXT=The bandit blocks your path.
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OPTION_1=Fight.
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RESULT_1=FIGHT
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VALUE_1=0
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MESSAGE_1=The fight begins.
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END
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23
data/npcs/npc_3.txt
Normal file
23
data/npcs/npc_3.txt
Normal file
@@ -0,0 +1,23 @@
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ID=3
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NAME=Archivist
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STATE=FRIENDLY
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HP=50
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DAMAGE=6
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DIALOG_TEXT=The archivist whispers: "Only those who understand patterns may pass."
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OPTION_1=Ask about the sequence.
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RESULT_1=OPEN_LOCATION
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VALUE_1=3
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MESSAGE_1=The archivist nods and unlocks the door.
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OPTION_2=Demand his notes.
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RESULT_2=BECOME_HOSTILE
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VALUE_2=0
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MESSAGE_2=The archivist becomes hostile.
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OPTION_3=Ask for help.
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RESULT_3=GIVE_ITEM
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VALUE_3=102
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MESSAGE_3=The archivist gives you a big healing potion.
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END
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23
data/npcs/npc_4.txt
Normal file
23
data/npcs/npc_4.txt
Normal file
@@ -0,0 +1,23 @@
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ID=4
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NAME=Library Keeper
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STATE=FRIENDLY
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HP=70
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DAMAGE=10
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DIALOG_TEXT=The keeper stands near the shelves. "Knowledge has a price."
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OPTION_1=Respect the library.
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RESULT_1=OPEN_LOCATION
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VALUE_1=4
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MESSAGE_1=The keeper allows you to pass.
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OPTION_2=Steal a book.
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RESULT_2=BECOME_HOSTILE
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VALUE_2=0
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MESSAGE_2=The keeper attacks you for stealing.
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OPTION_3=Ask for supplies.
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RESULT_3=GIVE_ITEM
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VALUE_3=101
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MESSAGE_3=The keeper gives you a small healing potion.
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END
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23
data/npcs/npc_5.txt
Normal file
23
data/npcs/npc_5.txt
Normal file
@@ -0,0 +1,23 @@
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ID=5
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NAME=Gate Warden
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STATE=HOSTILE
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HP=100
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DAMAGE=16
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DIALOG_TEXT=The warden blocks the final gate.
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OPTION_1=Fight.
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RESULT_1=FIGHT
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VALUE_1=0
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MESSAGE_1=The final battle begins.
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OPTION_2=Try to negotiate.
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RESULT_2=NOTHING
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VALUE_2=0
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MESSAGE_2=The warden ignores your words.
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OPTION_3=Run away.
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RESULT_3=NOTHING
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VALUE_3=0
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MESSAGE_3=You step back from the gate.
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END
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@@ -2,6 +2,7 @@
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#include "player.h"
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#include "location.h"
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#include "item.h"
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#include "npc.h"
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#include <vector>
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#include <string>
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@@ -15,6 +16,7 @@ private:
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Player player;
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std::vector<Location> locations;
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std::vector<Item> itemDatabase;
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std::vector<NPC> npcs;
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void showMainMenu();
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@@ -25,6 +27,10 @@ private:
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Location* getCurrentLocation();
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void interactWithNPC(Location& location);
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void startCombat(NPC& npc);
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void applyDialogResult(NPC& npc, const DialogOption& option);
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void render();
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void processCommand();
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@@ -2,10 +2,8 @@
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#include <string>
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#include <vector>
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struct Point {
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int x = 0;
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int y = 0;
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};
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#include "Point.h"
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#include "NPC.h"
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struct Chest {
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Point pos;
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@@ -19,11 +17,6 @@ struct Enemy {
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int hp = 50;
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};
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struct NPC {
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Point pos;
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std::string name;
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};
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struct Riddle {
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int type = 0;
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std::string text;
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48
include/npc.h
Normal file
48
include/npc.h
Normal file
@@ -0,0 +1,48 @@
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#pragma once
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#include <string>
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#include <vector>
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#include "point.h"
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enum class NPCState {
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Friendly,
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Hostile
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};
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enum class DialogResultType {
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GiveItem,
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BecomeHostile,
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OpenLocation,
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Fight,
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Nothing
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};
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struct DialogOption {
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std::string text;
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DialogResultType result = DialogResultType::Nothing;
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int value = 0;
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std::string message;
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};
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class NPC {
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public:
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int id = 0;
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std::string name;
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NPCState state = NPCState::Friendly;
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int hp = 100;
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int damage = 10;
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Point position;
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std::string dialogText;
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std::vector<DialogOption> options;
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bool defeated = false;
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bool loadFromFile(const std::string& path);
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private:
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NPCState parseState(const std::string& value);
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DialogResultType parseDialogResult(const std::string& value);
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};
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6
include/point.h
Normal file
6
include/point.h
Normal file
@@ -0,0 +1,6 @@
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#pragma once
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struct Point {
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int x = 0;
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int y = 0;
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};
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126
src/game.cpp
126
src/game.cpp
@@ -182,7 +182,7 @@ void Game::handleTile(char tile) {
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std::cout << "Enemy encountered. Combat will be added later.\n";
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}
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else if (tile == 'N') {
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std::cout << "NPC: Hello, traveler.\n";
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interactWithNPC(*location);
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}
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else if (tile == 'D') {
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if (!location->riddle.isSolved) {
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@@ -315,3 +315,127 @@ void Game::openChest(Location& location) {
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std::cout << "Chest not found. Something went wrong.\n";
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}
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void Game::applyDialogResult(NPC& npc, const DialogOption& option) {
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if (option.result == DialogResultType::GiveItem) {
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player.inventory.addItem(option.value);
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std::cout << "Received item ID: " << option.value << "\n";
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}
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else if (option.result == DialogResultType::BecomeHostile) {
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npc.state = NPCState::Hostile;
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startCombat(npc);
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}
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else if (option.result == DialogResultType::OpenLocation) {
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for (auto& location : locations) {
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if (location.id == option.value) {
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location.riddle.isSolved = true;
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std::cout << "Location " << option.value << " has been unlocked.\n";
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return;
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}
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}
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std::cout << "Location " << option.value << " not found.\n";
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}
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else if (option.result == DialogResultType::Fight) {
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startCombat(npc);
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}
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else {
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std::cout << "Nothing happened.\n";
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}
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}
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void Game::startCombat(NPC& npc) {
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std::cout << "\nCombat started with " << npc.name << "!\n";
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while (player.hp > 0 && npc.hp > 0) {
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std::cout << "\nYour HP: " << player.hp << "\n";
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std::cout << npc.name << " HP: " << npc.hp << "\n";
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std::cout << "1. Attack\n";
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std::cout << "2. Use small potion 101\n";
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std::cout << "3. Run\n";
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std::cout << "> ";
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int choice;
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std::cin >> choice;
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if (choice == 1) {
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int damage = player.getDamage(itemDatabase);
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npc.hp -= damage;
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std::cout << "You dealt " << damage << " damage.\n";
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if (npc.hp <= 0) {
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npc.defeated = true;
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std::cout << "You defeated " << npc.name << ".\n";
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return;
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}
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}
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else if (choice == 2) {
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player.usePotion(101, itemDatabase);
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}
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else if (choice == 3) {
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std::cout << "You ran away.\n";
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return;
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}
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else {
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std::cout << "Invalid action.\n";
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continue;
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}
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player.hp -= npc.damage;
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std::cout << npc.name << " dealt " << npc.damage << " damage.\n";
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if (player.hp <= 0) {
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std::cout << "You died.\n";
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isRunning = false;
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return;
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}
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}
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}
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void Game::interactWithNPC(Location& location) {
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for (auto& npc : location.npcs) {
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if (npc.position.x == player.position.x && npc.position.y == player.position.y) {
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if (npc.defeated) {
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std::cout << "There is nobody useful here anymore.\n";
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return;
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}
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std::cout << "\n=== " << npc.name << " ===\n";
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if (npc.state == NPCState::Hostile) {
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std::cout << npc.name << " is hostile.\n";
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startCombat(npc);
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return;
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}
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std::cout << npc.dialogText << "\n";
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for (int i = 0; i < npc.options.size(); i++) {
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std::cout << i + 1 << ". " << npc.options[i].text << "\n";
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}
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std::cout << "> ";
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int choice;
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std::cin >> choice;
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if (choice < 1 || choice > npc.options.size()) {
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std::cout << "Invalid dialog option.\n";
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return;
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}
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const DialogOption& option = npc.options[choice - 1];
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std::cout << option.message << "\n";
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applyDialogResult(npc, option);
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return;
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}
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}
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std::cout << "NPC not found.\n";
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}
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@@ -64,7 +64,23 @@ bool Location::loadFromFile(const std::string& path) {
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if (tile == 'C') {
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Chest chest;
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chest.pos = { x, y };
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chest.itemIds = { 101, 102 };
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if (id == 1) {
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chest.itemIds = { 101, 101 };
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}
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else if (id == 2) {
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chest.itemIds = { 101, 201 };
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}
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else if (id == 3) {
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chest.itemIds = { 102 };
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}
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else if (id == 4) {
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chest.itemIds = { 102, 202 };
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}
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else if (id == 5) {
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chest.itemIds = { 101, 102, 202 };
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}
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chests.push_back(chest);
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}
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else if (tile == 'E') {
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@@ -76,12 +92,29 @@ bool Location::loadFromFile(const std::string& path) {
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}
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else if (tile == 'N') {
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NPC npc;
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npc.pos = { x, y };
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npc.name = "Stranger";
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std::string npcPath;
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if (id == 1) {
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npcPath = "data/npcs/npc_1.txt";
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}
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else if (id == 2) {
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npcPath = "data/npcs/npc_2.txt";
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}
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else if (id == 3) {
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npcPath = "data/npcs/npc_3.txt";
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}
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else {
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npcPath = "data/npcs/npc_1.txt";
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}
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if (npc.loadFromFile(npcPath)) {
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npc.position = { x, y };
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npcs.push_back(npc);
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}
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}
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}
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}
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return true;
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}
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81
src/npc.cpp
Normal file
81
src/npc.cpp
Normal file
@@ -0,0 +1,81 @@
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#include "../include/NPC.h"
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#include <fstream>
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#include <iostream>
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||||
|
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NPCState NPC::parseState(const std::string& value) {
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if (value == "FRIENDLY") return NPCState::Friendly;
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||||
if (value == "HOSTILE") return NPCState::Hostile;
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||||
|
||||
return NPCState::Friendly;
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}
|
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DialogResultType NPC::parseDialogResult(const std::string& value) {
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if (value == "GIVE_ITEM") return DialogResultType::GiveItem;
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if (value == "BECOME_HOSTILE") return DialogResultType::BecomeHostile;
|
||||
if (value == "OPEN_LOCATION") return DialogResultType::OpenLocation;
|
||||
if (value == "FIGHT") return DialogResultType::Fight;
|
||||
|
||||
return DialogResultType::Nothing;
|
||||
}
|
||||
|
||||
bool NPC::loadFromFile(const std::string& path) {
|
||||
std::ifstream file(path);
|
||||
|
||||
if (!file.is_open()) {
|
||||
std::cout << "Cannot open NPC file: " << path << "\n";
|
||||
return false;
|
||||
}
|
||||
|
||||
std::string line;
|
||||
|
||||
DialogOption option1;
|
||||
DialogOption option2;
|
||||
DialogOption option3;
|
||||
|
||||
while (std::getline(file, line)) {
|
||||
if (line.empty()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (line == "END") {
|
||||
break;
|
||||
}
|
||||
|
||||
size_t pos = line.find('=');
|
||||
|
||||
if (pos == std::string::npos) {
|
||||
continue;
|
||||
}
|
||||
|
||||
std::string key = line.substr(0, pos);
|
||||
std::string value = line.substr(pos + 1);
|
||||
|
||||
if (key == "ID") id = std::stoi(value);
|
||||
else if (key == "NAME") name = value;
|
||||
else if (key == "STATE") state = parseState(value);
|
||||
else if (key == "HP") hp = std::stoi(value);
|
||||
else if (key == "DAMAGE") damage = std::stoi(value);
|
||||
else if (key == "DIALOG_TEXT") dialogText = value;
|
||||
|
||||
else if (key == "OPTION_1") option1.text = value;
|
||||
else if (key == "RESULT_1") option1.result = parseDialogResult(value);
|
||||
else if (key == "VALUE_1") option1.value = std::stoi(value);
|
||||
else if (key == "MESSAGE_1") option1.message = value;
|
||||
|
||||
else if (key == "OPTION_2") option2.text = value;
|
||||
else if (key == "RESULT_2") option2.result = parseDialogResult(value);
|
||||
else if (key == "VALUE_2") option2.value = std::stoi(value);
|
||||
else if (key == "MESSAGE_2") option2.message = value;
|
||||
|
||||
else if (key == "OPTION_3") option3.text = value;
|
||||
else if (key == "RESULT_3") option3.result = parseDialogResult(value);
|
||||
else if (key == "VALUE_3") option3.value = std::stoi(value);
|
||||
else if (key == "MESSAGE_3") option3.message = value;
|
||||
}
|
||||
|
||||
if (!option1.text.empty()) options.push_back(option1);
|
||||
if (!option2.text.empty()) options.push_back(option2);
|
||||
if (!option3.text.empty()) options.push_back(option3);
|
||||
|
||||
return true;
|
||||
}
|
||||
Reference in New Issue
Block a user