Initial commit
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commit
70df359ea3
1
.gitignore
vendored
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1
.gitignore
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build
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49
Makefile
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Makefile
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TARGET_EXEC := cppmud
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BUILD_DIR := ./build
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SRC_DIRS := ./src
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# Find all the C and C++ files we want to compile
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# Note the single quotes around the * expressions. The shell will incorrectly expand these otherwise, but we want to send the * directly to the find command.
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SRCS := $(shell find $(SRC_DIRS) -name '*.cpp' -or -name '*.c' -or -name '*.s')
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# Prepends BUILD_DIR and appends .o to every src file
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# As an example, ./your_dir/hello.cpp turns into ./build/./your_dir/hello.cpp.o
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OBJS := $(SRCS:%=$(BUILD_DIR)/%.o)
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# String substitution (suffix version without %).
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# As an example, ./build/hello.cpp.o turns into ./build/hello.cpp.d
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DEPS := $(OBJS:.o=.d)
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# Every folder in ./src will need to be passed to GCC so that it can find header files
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INC_DIRS := $(shell find $(SRC_DIRS) -type d)
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# Add a prefix to INC_DIRS. So moduleA would become -ImoduleA. GCC understands this -I flag
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INC_FLAGS := $(addprefix -I,$(INC_DIRS))
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# The -MMD and -MP flags together generate Makefiles for us!
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# These files will have .d instead of .o as the output.
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CPPFLAGS := $(INC_FLAGS) -MMD -MP
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# The final build step.
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$(BUILD_DIR)/$(TARGET_EXEC): $(OBJS)
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$(CXX) $(OBJS) -o $@ $(LDFLAGS)
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# Build step for C source
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$(BUILD_DIR)/%.c.o: %.c
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mkdir -p $(dir $@)
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$(CC) $(CPPFLAGS) $(CFLAGS) -c $< -o $@
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# Build step for C++ source
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$(BUILD_DIR)/%.cpp.o: %.cpp
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mkdir -p $(dir $@)
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$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c $< -o $@
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.PHONY: clean
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clean:
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rm -r $(BUILD_DIR)
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# Include the .d makefiles. The - at the front suppresses the errors of missing
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# Makefiles. Initially, all the .d files will be missing, and we don't want those
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# errors to show up.
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-include $(DEPS)
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106
src/include/player.hpp
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106
src/include/player.hpp
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/*
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* =====================================================================================
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*
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* Filename: player.hpp
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*
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* Description: Describing players
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*
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* Version: 1.0
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* Created: 01/26/2024 06:03:40 PM
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* Revision: none
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* Compiler: gcc
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*
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* Author: YOUR NAME (),
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* Organization:
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*
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* =====================================================================================
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*/
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/*
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* =====================================================================================
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* Class: GameObject
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* Description: Represents some thing in the game
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* =====================================================================================
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*/
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class GameObject
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{
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public:
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/* ==================== LIFECYCLE ======================================= */
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GameObject (); /* constructor */
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/* ==================== ACCESSORS ======================================= */
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/* ==================== MUTATORS ======================================= */
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/* ==================== OPERATORS ======================================= */
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protected:
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/* ==================== DATA MEMBERS ======================================= */
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std::string location;
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std::string name;
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private:
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/* ==================== DATA MEMBERS ======================================= */
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}; /* ----- end of class GameObject ----- */
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/*
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* =====================================================================================
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* Class: Entity
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* Description: Describes a "sentient" object in the game
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* =====================================================================================
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*/
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class Entity : public GameObject
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{
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public:
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/* ==================== LIFECYCLE ======================================= */
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Entity (); /* constructor */
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/* ==================== ACCESSORS ======================================= */
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/* ==================== MUTATORS ======================================= */
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/* ==================== OPERATORS ======================================= */
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protected:
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/* ==================== DATA MEMBERS ======================================= */
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int hp; /* hit points remaining */
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int level; /* level, affects scaling */
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private:
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/* ==================== DATA MEMBERS ======================================= */
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}; /* ----- end of class Player ----- */
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/*
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* =====================================================================================
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* Class: Item
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* Description: Represents a non-sentient object in the game
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* =====================================================================================
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*/
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class Item : public GameObject
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{
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public:
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/* ==================== LIFECYCLE ======================================= */
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Item (); /* constructor */
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/* ==================== ACCESSORS ======================================= */
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/* ==================== MUTATORS ======================================= */
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/* ==================== OPERATORS ======================================= */
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protected:
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/* ==================== DATA MEMBERS ======================================= */
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private:
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/* ==================== DATA MEMBERS ======================================= */
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}; /* ----- end of class Item ----- */
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7
src/main.cpp
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7
src/main.cpp
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#include <stdlib.h>
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#include <stdio.h>
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int main() {
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printf("Hello, world!\n");
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return 0;
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}
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