Renamed monster files to creatures
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+2
-2
@@ -1,5 +1,5 @@
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#include directories
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#include directories
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INCLUDES+=. accounts characters clients entities rooms triggers ../common/debugging ../common/gameplay ../common/map ../common/network ../common/network/packet_types ../common/utilities
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INCLUDES+=. accounts characters clients creatures entities rooms triggers ../common/debugging ../common/gameplay ../common/map ../common/network ../common/network/packet_types ../common/utilities
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#libraries
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#libraries
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#the order of the $(LIBS) is important, at least for MinGW
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#the order of the $(LIBS) is important, at least for MinGW
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@@ -32,8 +32,8 @@ all: $(OBJ) $(OUT)
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$(MAKE) -C accounts
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$(MAKE) -C accounts
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$(MAKE) -C characters
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$(MAKE) -C characters
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$(MAKE) -C clients
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$(MAKE) -C clients
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$(MAKE) -C creatures
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$(MAKE) -C entities
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$(MAKE) -C entities
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# $(MAKE) -C monsters
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$(MAKE) -C rooms
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$(MAKE) -C rooms
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$(MAKE) -C triggers
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$(MAKE) -C triggers
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$(CXX) $(CXXFLAGS) -o $(OUT) $(OBJ) $(LIBS)
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$(CXX) $(CXXFLAGS) -o $(OUT) $(OBJ) $(LIBS)
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@@ -31,6 +31,8 @@
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#include <list>
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#include <list>
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#include <string>
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#include <string>
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//DOCS: rooms are designed to collate all parts of the game that should be able to interact with each other
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class RoomData {
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class RoomData {
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public:
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public:
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RoomData() = default;
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RoomData() = default;
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@@ -177,6 +177,7 @@ void pumpAndChangeRooms(int characterIndex, int newRoomIndex) {
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pumpAndChangeRooms(character, newRoomIndex, characterIndex);
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pumpAndChangeRooms(character, newRoomIndex, characterIndex);
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}
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}
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//TODO: (0) refactor this
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void pumpAndChangeRooms(CharacterData* const characterData, int newRoomIndex, int characterIndex) {
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void pumpAndChangeRooms(CharacterData* const characterData, int newRoomIndex, int characterIndex) {
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//delete from the old room
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//delete from the old room
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CharacterPacket newPacket;
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CharacterPacket newPacket;
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@@ -47,6 +47,7 @@ public:
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int SetScriptReference(int i);
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int SetScriptReference(int i);
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int GetScriptReference();
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int GetScriptReference();
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//NOTE: exclusion list is currently used for entities that have already "fired" the trigger
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std::list<Entity*>* GetExclusionList();
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std::list<Entity*>* GetExclusionList();
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private:
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private:
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@@ -37,7 +37,7 @@ public:
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~TriggerManager();
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~TriggerManager();
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//common public methods
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//common public methods
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int Create(std::string handle);
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int Create(std::string handle); //TODO: return the Trigger itself?
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void Unload(int uid);
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void Unload(int uid);
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void UnloadAll();
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void UnloadAll();
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