+#include "keys.h"
#include "app/Application.h"
#include "app/Arguments.h"
#include "app/Input.h"
#include "common/Ikari.h"
#include "common/Inventory.h"
#include "common/Item.h"
+#include "common/LevelUp.h"
#include "common/Script.h"
#include "common/Spell.h"
#include "common/Stats.h"
-#include "geometry/Vector.h"
#include "graphics/CharSelect.h"
#include "graphics/ComplexAnimation.h"
#include "graphics/Font.h"
#include "graphics/Sprite.h"
#include "graphics/Texture.h"
#include "loader/Caster.h"
+#include "loader/Compiler.h"
#include "loader/Interpreter.h"
+#include "loader/Loader.h"
#include "loader/ParsedSource.h"
#include "loader/Parser.h"
#include "loader/TypeDescription.h"
#include "map/MapState.h"
#include "map/Tile.h"
#include "map/Trigger.h"
+#include "math/Fixed.h"
+#include "math/Vector.h"
#include "menu/Resources.h"
#include "sdl/InitImage.h"
#include "sdl/InitScreen.h"
using common::GameState;
using common::Hero;
using common::Spell;
-using geometry::Vector;
using graphics::Texture;
using loader::Caster;
+using loader::Compiler;
using loader::Interpreter;
+using loader::Loader;
using loader::ParsedSource;
using loader::Parser;
using loader::TypeDescription;
using map::Entity;
using map::MapState;
+using math::Fixed;
+using math::Vector;
using sdl::InitImage;
using sdl::InitScreen;
using sdl::InitSDL;
const int width = 512;
const int height = 448;
- const float walkSpeed = 128.0f;
+ const Fixed<8> walkSpeed = Fixed<8>(1, 8);
bool battle(false);
common::Hero::CreateTypeDescription();
common::Ikari::CreateTypeDescription();
common::Item::CreateTypeDescription();
+ common::LevelUp::CreateTypeDescription();
common::Stats::CreateTypeDescription();
common::Spell::CreateTypeDescription();
common::TargetingMode::CreateTypeDescription();
ParsedSource source;
+ Loader ld;
+
for (vector<char *>::const_iterator i(args.Infiles().begin()), end(args.Infiles().end()); i != end; ++i) {
- Parser(*i, source).Parse();
+ string filePath(*i);
+ switch (filePath[filePath.size() - 1]) {
+ case 'o':
+ ld.Load(filePath);
+ break;
+ case 's':
+ Parser(filePath, source).Parse();
+ break;
+ default:
+ throw std::runtime_error("don't know what to do with " + filePath);
+ }
}
+ Interpreter intp(source);
+ intp.ReadSource();
+
switch (args.GetRunLevel()) {
case Arguments::WRITE:
{
source.WriteHeader(outstream);
break;
}
+ case 'o': {
+ std::fstream outstream(args.OutfilePath(), std::ios_base::out|std::ios_base::trunc);
+ outstream.flush();
+ outstream.close();
+ outstream.open(args.OutfilePath());
+ outstream.exceptions(std::ios_base::badbit|std::ios_base::failbit);
+ Compiler(intp).Write(outstream);
+ break;
+ }
default: {
throw std::runtime_error(string("don't know how to write file ") + args.OutfilePath());
}
return 0;
}
case Arguments::DUMP: {
- std::cout << source << std::endl;
+ std::cout << source << ld << std::endl;
return 0;
}
case Arguments::SOURCE_WIKI: {
break;
}
- Interpreter intp(source);
- intp.ReadSource();
-
if (intp.PostponedDefinitions().size() > 0) {
for (vector<Interpreter::PostponedDefinition>::const_iterator i(intp.PostponedDefinitions().begin()), end(intp.PostponedDefinitions().end()); i != end; ++i) {
- std::cerr << "missing definition of " << TypeDescription::Get(i->linkedType).TypeName() << " " << i->identifier << std::endl;
+ std::cerr << "missing definition of " << TypeDescription::Get(i->type).TypeName() << " " << i->identifier << std::endl;
}
return 3;
}
- Caster caster(intp);
+ Caster caster(ld, intp);
GameState gameState;
gameState.party[3] = &gameState.heroes[3];
gameState.partySize = 4;
- gameState.capsules[0] = *caster.GetCapsule("flash");
- gameState.capsule = gameState.capsules;
+ gameState.capsules[1] = *caster.GetCapsule("flash");
+ gameState.capsules[1].UpgradeClass();
+ gameState.capsules[1].UpgradeClass();
+ gameState.capsules[1].UpgradeClass();
+ gameState.capsules[1].UpgradeClass();
+ gameState.capsule = 1;
GameConfig gameConfig;
gameConfig.state = &gameState;
gameState.heroes[0].AddSpell(valorSpell);
gameState.heroes[1].AddSpell(valorSpell);
- gameState.inventory.Add(caster.GetItem("zirconPlateItem"));
+ gameState.inventory.Add(caster.GetItem("zirconPlateItem"), 32);
+ gameState.inventory.Add(caster.GetItem("holyFruitItem"));
+ gameState.inventory.Add(caster.GetItem("darkFruitItem"));
gameState.inventory.Add(caster.GetItem("antidoteItem"), 9);
gameState.inventory.Add(caster.GetItem("powerRingItem"));
gameState.inventory.Add(caster.GetItem("magicJarItem"), 4);
gameState.heroes[3].SetEquipment(Hero::EQUIP_RING, caster.GetItem("rocketRingItem"));
gameState.heroes[3].SetEquipment(Hero::EQUIP_JEWEL, caster.GetItem("krakenRockItem"));
- gameState.heroes[0].MapEntity().Position() = Vector<float>(64, 128);
+ gameState.heroes[0].MapEntity().Position() = Vector<Fixed<8> >(64, 128);
- gameState.heroes[1].MapEntity().Position() = Vector<float>(64, 128);
+ gameState.heroes[1].MapEntity().Position() = Vector<Fixed<8> >(64, 128);
gameState.heroes[1].MapEntity().SetFlags(Entity::FLAG_NONBLOCKING);
gameState.heroes[0].MapEntity().AddFollower(&gameState.heroes[1].MapEntity());
- gameState.heroes[2].MapEntity().Position() = Vector<float>(64, 128);
+ gameState.heroes[2].MapEntity().Position() = Vector<Fixed<8> >(64, 128);
gameState.heroes[2].MapEntity().SetFlags(Entity::FLAG_NONBLOCKING);
gameState.heroes[1].MapEntity().AddFollower(&gameState.heroes[2].MapEntity());
- gameState.heroes[3].MapEntity().Position() = Vector<float>(64, 128);
+ gameState.heroes[3].MapEntity().Position() = Vector<Fixed<8> >(64, 128);
gameState.heroes[3].MapEntity().SetFlags(Entity::FLAG_NONBLOCKING);
gameState.heroes[2].MapEntity().AddFollower(&gameState.heroes[3].MapEntity());
}
Application app(screen, state);
- app.Buttons().MapKey(SDLK_w, Input::PAD_UP);
- app.Buttons().MapKey(SDLK_d, Input::PAD_RIGHT);
- app.Buttons().MapKey(SDLK_s, Input::PAD_DOWN);
- app.Buttons().MapKey(SDLK_a, Input::PAD_LEFT);
- app.Buttons().MapKey(SDLK_RIGHT, Input::ACTION_A);
- app.Buttons().MapKey(SDLK_DOWN, Input::ACTION_B);
- app.Buttons().MapKey(SDLK_UP, Input::ACTION_X);
- app.Buttons().MapKey(SDLK_LEFT, Input::ACTION_Y);
- app.Buttons().MapKey(SDLK_RETURN, Input::START);
- app.Buttons().MapKey(SDLK_SPACE, Input::SELECT);
- app.Buttons().MapKey(SDLK_RSHIFT, Input::SHOULDER_RIGHT);
- app.Buttons().MapKey(SDLK_LSHIFT, Input::SHOULDER_LEFT);
- app.Buttons().MapKey(SDLK_1, Input::DEBUG_1);
- app.Buttons().MapKey(SDLK_2, Input::DEBUG_2);
- app.Buttons().MapKey(SDLK_3, Input::DEBUG_3);
- app.Buttons().MapKey(SDLK_4, Input::DEBUG_4);
+ MapKeys(app.Buttons());
app.Run();
return 0;