#include "battle/Monster.h"
#include "battle/PartyLayout.h"
#include "battle/Resources.h"
+#include "common/GameConfig.h"
#include "common/GameState.h"
#include "common/Hero.h"
#include "common/Ikari.h"
#include "common/Inventory.h"
#include "common/Item.h"
+#include "common/Script.h"
#include "common/Spell.h"
#include "common/Stats.h"
#include "geometry/Vector.h"
#include "graphics/Menu.h"
#include "graphics/SimpleAnimation.h"
#include "graphics/Sprite.h"
+#include "graphics/Texture.h"
#include "loader/Caster.h"
#include "loader/Interpreter.h"
#include "loader/ParsedSource.h"
#include "map/MapState.h"
#include "map/Tile.h"
#include "map/Trigger.h"
+#include "menu/Resources.h"
#include "sdl/InitImage.h"
#include "sdl/InitScreen.h"
#include "sdl/InitSDL.h"
using battle::BattleState;
using battle::Monster;
using battle::PartyLayout;
+using common::GameConfig;
using common::GameState;
-using common::Hero;
-using common::Ikari;
-using common::Inventory;
-using common::Item;
using common::Spell;
-using common::Stats;
using geometry::Vector;
-using graphics::ComplexAnimation;
-using graphics::Font;
-using graphics::Frame;
-using graphics::Gauge;
-using graphics::Menu;
-using graphics::SimpleAnimation;
-using graphics::Sprite;
+using graphics::Texture;
using loader::Caster;
using loader::Interpreter;
using loader::ParsedSource;
using loader::Parser;
using loader::TypeDescription;
-using map::Area;
using map::Entity;
-using map::Map;
using map::MapState;
-using map::Tile;
-using map::Trigger;
using sdl::InitImage;
using sdl::InitScreen;
using sdl::InitSDL;
using std::vector;
int main(int argc, char **argv) {
- const int width = 800;
- const int height = 480;
+ const int width = 512;
+ const int height = 448;
- const int tileSize = 32;
const float walkSpeed = 128.0f;
- const bool battle(false);
+ bool battle(false);
// std::srand(std::time(0));
InitSDL sdl;
InitImage image(IMG_INIT_PNG);
- battle::Resources::CreateTypeDescription();
- ComplexAnimation::CreateTypeDescription();
- Font::CreateTypeDescription();
- Frame::CreateTypeDescription();
- Gauge::CreateTypeDescription();
- Hero::CreateTypeDescription();
- Ikari::CreateTypeDescription();
Interpreter::CreateTypeDescriptions();
- Item::CreateTypeDescription();
- graphics::MenuProperties::CreateTypeDescription();
- Monster::CreateTypeDescription();
- PartyLayout::CreateTypeDescription();
- SimpleAnimation::CreateTypeDescription();
- Spell::CreateTypeDescription();
- Sprite::CreateTypeDescription();
- Stats::CreateTypeDescription();
+
+ battle::Resources::CreateTypeDescription();
+ battle::Monster::CreateTypeDescription();
+ battle::PartyLayout::CreateTypeDescription();
+
+ common::Hero::CreateTypeDescription();
+ common::Ikari::CreateTypeDescription();
+ common::Item::CreateTypeDescription();
+ common::Stats::CreateTypeDescription();
+ common::Spell::CreateTypeDescription();
common::TargetingMode::CreateTypeDescription();
+ graphics::Animation::CreateTypeDescription();
+ graphics::ComplexAnimation::CreateTypeDescription();
+ graphics::Font::CreateTypeDescription();
+ graphics::Frame::CreateTypeDescription();
+ graphics::Gauge::CreateTypeDescription();
+ graphics::MenuProperties::CreateTypeDescription();
+ graphics::SimpleAnimation::CreateTypeDescription();
+ graphics::Sprite::CreateTypeDescription();
+
+ map::Area::CreateTypeDescription();
+ map::Entity::CreateTypeDescription();
+ map::Map::CreateTypeDescription();
+ map::Tile::CreateTypeDescription();
+ map::Trigger::CreateTypeDescription();
+
Arguments args;
args.Read(argc, argv);
Parser(*i, source).Parse();
}
- switch (args.DetectRunLevel()) {
+ switch (args.GetRunLevel()) {
case Arguments::WRITE:
{
int length(std::strlen(args.OutfilePath()));
std::cout << source << std::endl;
return 0;
}
+ case Arguments::SOURCE_WIKI: {
+ TypeDescription::WriteSourceWiki(std::cout);
+ return 0;
+ }
+ case Arguments::BATTLE:
+ battle = true;
+ break;
case Arguments::PLAY:
+ case Arguments::MAP:
break;
}
gameState.party[1] = &gameState.heroes[1];
gameState.party[2] = &gameState.heroes[2];
gameState.party[3] = &gameState.heroes[3];
+ gameState.partySize = 4;
+
+ GameConfig gameConfig;
+ gameConfig.state = &gameState;
+ gameConfig.heroesLayout = caster.GetPartyLayout("heroesLayout");
+ gameConfig.battleResources = caster.GetBattleResources("battleResources");
// temporary test data
SDL_Surface *bg(IMG_Load("test-data/battle-bg.png"));
PartyLayout monstersLayout(*caster.GetPartyLayout("monstersLayout"));
- PartyLayout heroesLayout(*caster.GetPartyLayout("heroesLayout"));
Monster monster(*caster.GetMonster("lizard"));
- battle::Resources *battleRes(caster.GetBattleResources("battleResources"));
-
gameState.heroes[0].AddSpell(caster.GetSpell("resetSpell"));
Spell *strongSpell(caster.GetSpell("strongSpell"));
gameState.heroes[0].AddSpell(strongSpell);
gameState.heroes[0].AddSpell(valorSpell);
gameState.heroes[1].AddSpell(valorSpell);
- Inventory inventory;
- inventory.Add(caster.GetItem("antidoteItem"), 9);
- inventory.Add(caster.GetItem("magicJarItem"), 4);
- inventory.Add(caster.GetItem("hiPotionItem"), 4);
- inventory.Add(caster.GetItem("powerPotionItem"), 4);
- inventory.Add(caster.GetItem("escapeItem"), 2);
- inventory.Add(caster.GetItem("sleepBallItem"), 1);
- battleRes->inventory = &inventory;
+ gameState.inventory.Add(caster.GetItem("zirconPlateItem"));
+ gameState.inventory.Add(caster.GetItem("antidoteItem"), 9);
+ gameState.inventory.Add(caster.GetItem("powerRingItem"));
+ gameState.inventory.Add(caster.GetItem("magicJarItem"), 4);
+ gameState.inventory.Add(caster.GetItem("sProRingItem"));
+ gameState.inventory.Add(caster.GetItem("hiPotionItem"), 4);
+ gameState.inventory.Add(caster.GetItem("powerRingItem"));
+ gameState.inventory.Add(caster.GetItem("powerPotionItem"), 4);
+ gameState.inventory.Add(caster.GetItem("zircoSwordItem"));
+ gameState.inventory.Add(caster.GetItem("escapeItem"), 2);
+ gameState.inventory.Add(caster.GetItem("zircoHelmetItem"));
+ gameState.inventory.Add(caster.GetItem("sleepBallItem"), 1);
+ gameState.inventory.Add(caster.GetItem("zirconPlateItem"));
gameState.heroes[0].SetWeapon(caster.GetItem("zircoSwordItem"));
gameState.heroes[0].SetArmor(caster.GetItem("zirconArmorItem"));
gameState.heroes[3].SetRing(caster.GetItem("rocketRingItem"));
gameState.heroes[3].SetJewel(caster.GetItem("krakenRockItem"));
- Tile tiles1[64];
-
- tiles1[ 0].SetOffset(Vector<int>(2, 1));
- tiles1[ 1].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_WEST);
- tiles1[ 2].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
- tiles1[ 3].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST);
- tiles1[ 4].SetOffset(Vector<int>(0, 1));
- tiles1[ 5].SetOffset(Vector<int>(2, 0));
- tiles1[ 6].SetOffset(Vector<int>(2, 0));
- tiles1[ 7].SetOffset(Vector<int>(2, 0));
-
- tiles1[ 8].SetOffset(Vector<int>(2, 1));
- tiles1[ 9].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
- tiles1[10].SetOffset(Vector<int>(3, 0));
- tiles1[11].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
- tiles1[12].SetOffset(Vector<int>(0, 2));
- tiles1[13].SetOffset(Vector<int>(1, 2));
- tiles1[14].SetOffset(Vector<int>(1, 2));
- tiles1[15].SetOffset(Vector<int>(1, 2));
-
- tiles1[16].SetOffset(Vector<int>(2, 1));
- tiles1[17].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
- tiles1[18].SetOffset(Vector<int>(3, 0));
- tiles1[19].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
- tiles1[20].SetOffset(Vector<int>(0, 3));
- tiles1[21].SetOffset(Vector<int>(1, 3));
- tiles1[22].SetOffset(Vector<int>(1, 3));
- tiles1[23].SetOffset(Vector<int>(2, 3));
-
- tiles1[24].SetOffset(Vector<int>(2, 1));
- tiles1[25].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
- tiles1[26].SetOffset(Vector<int>(3, 0));
- tiles1[27].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
- tiles1[28].SetOffset(Vector<int>(0, 4));
- tiles1[29].SetOffset(Vector<int>(1, 4));
- tiles1[30].SetOffset(Vector<int>(1, 4));
- tiles1[31].SetOffset(Vector<int>(2, 4));
-
- tiles1[32].SetOffset(Vector<int>(2, 1));
- tiles1[33].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
- tiles1[34].SetOffset(Vector<int>(3, 0));
- tiles1[35].SetOffset(Vector<int>(3, 0));
- tiles1[36].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
- tiles1[37].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
- tiles1[38].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
- tiles1[39].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
-
- tiles1[40].SetOffset(Vector<int>(2, 1));
- tiles1[41].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
- tiles1[42].SetOffset(Vector<int>(3, 0));
- tiles1[43].SetOffset(Vector<int>(3, 0));
- tiles1[44].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH);
- tiles1[45].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
- tiles1[46].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
- tiles1[47].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
-
- tiles1[48].SetOffset(Vector<int>(2, 1));
- tiles1[49].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
- tiles1[50].SetOffset(Vector<int>(3, 0));
- tiles1[51].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
- tiles1[52].SetOffset(Vector<int>(0, 0));
- tiles1[53].SetOffset(Vector<int>(1, 0));
- tiles1[54].SetOffset(Vector<int>(1, 0));
- tiles1[55].SetOffset(Vector<int>(1, 0));
-
- tiles1[56].SetOffset(Vector<int>(2, 1));
- tiles1[57].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_WEST);
- tiles1[58].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH);
- tiles1[59].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_EAST);
- tiles1[60].SetOffset(Vector<int>(0, 1));
- tiles1[61].SetOffset(Vector<int>(1, 1));
- tiles1[62].SetOffset(Vector<int>(1, 1));
- tiles1[63].SetOffset(Vector<int>(1, 1));
-
- Tile tiles2[64];
-
- tiles2[ 0].SetOffset(Vector<int>(2, 0));
- tiles2[ 1].SetOffset(Vector<int>(2, 0));
- tiles2[ 2].SetOffset(Vector<int>(2, 0));
- tiles2[ 3].SetOffset(Vector<int>(2, 0));
- tiles2[ 4].SetOffset(Vector<int>(2, 0));
- tiles2[ 5].SetOffset(Vector<int>(2, 0));
- tiles2[ 6].SetOffset(Vector<int>(2, 0));
- tiles2[ 7].SetOffset(Vector<int>(2, 0));
-
- tiles2[ 8].SetOffset(Vector<int>(1, 2));
- tiles2[ 9].SetOffset(Vector<int>(1, 2));
- tiles2[10].SetOffset(Vector<int>(5, 3));
- tiles2[11].SetOffset(Vector<int>(2, 0));
- tiles2[12].SetOffset(Vector<int>(2, 0));
- tiles2[13].SetOffset(Vector<int>(2, 0));
- tiles2[14].SetOffset(Vector<int>(2, 0));
- tiles2[15].SetOffset(Vector<int>(2, 0));
-
- tiles2[16].SetOffset(Vector<int>(3, 3));
- tiles2[17].SetOffset(Vector<int>(0, 3));
- tiles2[18].SetOffset(Vector<int>(0, 1));
- tiles2[19].SetOffset(Vector<int>(2, 0));
- tiles2[20].SetOffset(Vector<int>(2, 0));
- tiles2[21].SetOffset(Vector<int>(2, 0));
- tiles2[22].SetOffset(Vector<int>(2, 0));
- tiles2[23].SetOffset(Vector<int>(2, 0));
-
- tiles2[24].SetOffset(Vector<int>(3, 4)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST | Tile::BLOCK_WEST);
- tiles2[25].SetOffset(Vector<int>(0, 4));
- tiles2[26].SetOffset(Vector<int>(0, 1));
- tiles2[27].SetOffset(Vector<int>(2, 0));
- tiles2[28].SetOffset(Vector<int>(2, 0));
- tiles2[29].SetOffset(Vector<int>(2, 0));
- tiles2[30].SetOffset(Vector<int>(2, 0));
- tiles2[31].SetOffset(Vector<int>(2, 0));
-
- tiles2[32].SetOffset(Vector<int>(5, 0));
- tiles2[33].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST);
- tiles2[34].SetOffset(Vector<int>(0, 1));
- tiles2[35].SetOffset(Vector<int>(2, 0));
- tiles2[36].SetOffset(Vector<int>(2, 0));
- tiles2[37].SetOffset(Vector<int>(2, 0));
- tiles2[38].SetOffset(Vector<int>(2, 0));
- tiles2[39].SetOffset(Vector<int>(2, 0));
-
- tiles2[40].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
- tiles2[41].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_EAST);
- tiles2[42].SetOffset(Vector<int>(0, 1));
- tiles2[43].SetOffset(Vector<int>(2, 0));
- tiles2[44].SetOffset(Vector<int>(2, 0));
- tiles2[45].SetOffset(Vector<int>(2, 0));
- tiles2[46].SetOffset(Vector<int>(2, 0));
- tiles2[47].SetOffset(Vector<int>(2, 0));
-
- tiles2[48].SetOffset(Vector<int>(1, 0));
- tiles2[49].SetOffset(Vector<int>(1, 0));
- tiles2[50].SetOffset(Vector<int>(5, 4));
- tiles2[51].SetOffset(Vector<int>(2, 0));
- tiles2[52].SetOffset(Vector<int>(2, 0));
- tiles2[53].SetOffset(Vector<int>(2, 0));
- tiles2[54].SetOffset(Vector<int>(2, 0));
- tiles2[55].SetOffset(Vector<int>(2, 0));
-
- tiles2[56].SetOffset(Vector<int>(2, 0));
- tiles2[57].SetOffset(Vector<int>(2, 0));
- tiles2[58].SetOffset(Vector<int>(2, 0));
- tiles2[59].SetOffset(Vector<int>(2, 0));
- tiles2[60].SetOffset(Vector<int>(2, 0));
- tiles2[61].SetOffset(Vector<int>(2, 0));
- tiles2[62].SetOffset(Vector<int>(2, 0));
- tiles2[63].SetOffset(Vector<int>(2, 0));
-
- Area areas1[2];
- areas1[0].SetTiles(tiles1, 64);
- areas1[0].SetWidth(8);
- areas1[1].SetTiles(tiles2, 64);
- areas1[1].SetWidth(8);
-
- Trigger triggers1[1];
- triggers1[0].SetTilePosition(Vector<int>(8, 3));
-
- SDL_Surface *tilesetImg(IMG_Load("test-data/tileset.png"));
- Sprite tileset(tilesetImg, tileSize, tileSize);
-
- Map map1;
- map1.SetAreas(areas1, 2);
- map1.SetTileset(&tileset);
- map1.SetTriggers(triggers1, 1);
- map1.SetWidth(2);
-
- Tile tiles3[64];
-
- tiles3[ 0].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_WEST);
- tiles3[ 1].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
- tiles3[ 2].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
- tiles3[ 3].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
- tiles3[ 4].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
- tiles3[ 5].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
- tiles3[ 6].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
- tiles3[ 7].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST);
-
- tiles3[ 8].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_WEST);
- tiles3[ 9].SetOffset(Vector<int>(3, 0));
- tiles3[10].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH);
- tiles3[11].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
- tiles3[12].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
- tiles3[13].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
- tiles3[14].SetOffset(Vector<int>(4, 0));
- tiles3[15].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_EAST | Tile::BLOCK_SOUTH);
-
- tiles3[16].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_WEST);
- tiles3[17].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
- tiles3[18].SetOffset(Vector<int>(0, 0));
- tiles3[19].SetOffset(Vector<int>(1, 0));
- tiles3[20].SetOffset(Vector<int>(1, 0));
- tiles3[21].SetOffset(Vector<int>(3, 2));
- tiles3[22].SetOffset(Vector<int>(4, 2)).SetFlags(Tile::BLOCK_EAST | Tile::BLOCK_SOUTH | Tile::BLOCK_WEST);
- tiles3[23].SetOffset(Vector<int>(5, 2));
-
- tiles3[24].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_WEST);
- tiles3[25].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
- tiles3[26].SetOffset(Vector<int>(0, 1));
- tiles3[27].SetOffset(Vector<int>(2, 0));
- tiles3[28].SetOffset(Vector<int>(2, 0));
- tiles3[29].SetOffset(Vector<int>(1, 2));
- tiles3[30].SetOffset(Vector<int>(1, 2));
- tiles3[31].SetOffset(Vector<int>(1, 2));
-
- tiles3[32].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_WEST);
- tiles3[33].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
- tiles3[34].SetOffset(Vector<int>(0, 1));
- tiles3[35].SetOffset(Vector<int>(2, 0));
- tiles3[36].SetOffset(Vector<int>(2, 0));
- tiles3[37].SetOffset(Vector<int>(2, 3));
- tiles3[38].SetOffset(Vector<int>(3, 3));
- tiles3[39].SetOffset(Vector<int>(0, 3));
-
- tiles3[40].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_WEST);
- tiles3[41].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
- tiles3[42].SetOffset(Vector<int>(0, 1));
- tiles3[43].SetOffset(Vector<int>(2, 0));
- tiles3[44].SetOffset(Vector<int>(2, 0));
- tiles3[45].SetOffset(Vector<int>(2, 4));
- tiles3[46].SetOffset(Vector<int>(3, 4));
- tiles3[47].SetOffset(Vector<int>(0, 4));
-
- tiles3[48].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_WEST);
- tiles3[49].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
- tiles3[50].SetOffset(Vector<int>(0, 1));
- tiles3[51].SetOffset(Vector<int>(2, 0));
- tiles3[52].SetOffset(Vector<int>(2, 0));
- tiles3[53].SetOffset(Vector<int>(4, 1));
- tiles3[54].SetOffset(Vector<int>(5, 1));
- tiles3[55].SetOffset(Vector<int>(3, 1));
-
- tiles3[56].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_WEST);
- tiles3[57].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST | Tile::BLOCK_SOUTH);
- tiles3[58].SetOffset(Vector<int>(0, 1));
- tiles3[59].SetOffset(Vector<int>(2, 0));
- tiles3[60].SetOffset(Vector<int>(2, 0));
- tiles3[61].SetOffset(Vector<int>(2, 0));
- tiles3[62].SetOffset(Vector<int>(2, 0));
- tiles3[63].SetOffset(Vector<int>(2, 0));
-
- Area areas2[1];
- areas2[0].SetTiles(tiles3, 64);
- areas2[0].SetWidth(8);
-
- Trigger triggers2[1];
- triggers2[0].SetTilePosition(Vector<int>(6, 2));
-
- Map map2;
- map2.SetAreas(areas2, 1);
- map2.SetTileset(&tileset);
- map2.SetTriggers(triggers2, 1);
- map2.SetWidth(1);
-
- triggers1[0].map = &map2;
- triggers1[0].target = Vector<int>(6, 2);
-
- triggers2[0].map = &map1;
- triggers2[0].target = Vector<int>(8, 3);
-
- SimpleAnimation mapMaximAnimation(gameState.heroes[0].MapSprite(), (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
- Entity mapMaxim;
- mapMaxim.SetAnimation(&mapMaximAnimation);
- mapMaxim.Position() = Vector<float>(64, 128);
- mapMaxim.SpriteOffset() = Vector<float>(0, -32);
-
- SimpleAnimation mapSelanAnimation(gameState.heroes[1].MapSprite(), (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
- Entity mapSelan;
- mapSelan.SetAnimation(&mapSelanAnimation);
- mapSelan.Position() = Vector<float>(64, 128);
- mapSelan.SpriteOffset() = Vector<float>(0, -32);
- mapSelan.SetFlags(Entity::FLAG_NONBLOCKING);
- mapMaxim.AddFollower(&mapSelan);
-
- SimpleAnimation mapGuyAnimation(gameState.heroes[2].MapSprite(), (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
- Entity mapGuy;
- mapGuy.SetAnimation(&mapGuyAnimation);
- mapGuy.Position() = Vector<float>(64, 128);
- mapGuy.SpriteOffset() = Vector<float>(0, -32);
- mapGuy.SetFlags(Entity::FLAG_NONBLOCKING);
- mapSelan.AddFollower(&mapGuy);
-
- SimpleAnimation mapDekarAnimation(gameState.heroes[3].MapSprite(), (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
- Entity mapDekar;
- mapDekar.SetAnimation(&mapDekarAnimation);
- mapDekar.Position() = Vector<float>(64, 128);
- mapDekar.SpriteOffset() = Vector<float>(0, -32);
- mapDekar.SetFlags(Entity::FLAG_NONBLOCKING);
- mapGuy.AddFollower(&mapDekar);
-
- SDL_Surface *mapMonsterImg(IMG_Load("test-data/monster-map.png"));
- Sprite mapMonsterSprite(mapMonsterImg, 32, 32);
- SimpleAnimation mapMonsterAnimation(&mapMonsterSprite, 500, 2, 0, 0, true);
- Entity mapMonster;
- mapMonster.SetAnimation(&mapMonsterAnimation);
- mapMonster.Position() = Vector<float>(64, 32);
- mapMonster.SetOrientation(Entity::ORIENTATION_SOUTH);
- map1.SetEntities(&mapMonster, 1);
+ gameState.heroes[0].MapEntity().Position() = Vector<float>(64, 128);
+
+ gameState.heroes[1].MapEntity().Position() = Vector<float>(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().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().SetFlags(Entity::FLAG_NONBLOCKING);
+ gameState.heroes[2].MapEntity().AddFollower(&gameState.heroes[3].MapEntity());
+
+ menu::Resources menuResources;
+ gameConfig.menuResources = &menuResources;
+
+ Texture menubg;
+ menubg.SetSurface(IMG_Load("test-data/menubg.png"));
+ menubg.SetSize(Vector<int>(64, 64));
+ menuResources.menubg = &menubg;
+
+ menuResources.statusFont = gameConfig.battleResources->normalFont;
+
+ graphics::Sprite statusLabels(IMG_Load("test-data/status-labels.png"), 32, 16);
+ menuResources.statusLabels = &statusLabels;
+
+ graphics::Frame statusFrame(IMG_Load("test-data/status-frame.png"), 32, 32, 32, 32);
+ menuResources.statusFrame = &statusFrame;
+
+ graphics::Sprite menuFontSprite(IMG_Load("test-data/menu-font.png"), 16, 16);
+ graphics::Font menuFont(&menuFontSprite, 0, -2);
+
+ menuResources.normalFont = &menuFont;
+
+ graphics::Sprite menuCursor(IMG_Load("test-data/menu-cursor.png"), 32, 16);
+ menuResources.menuCursor = &menuCursor;
+ graphics::Sprite menuActiveCursor(IMG_Load("test-data/menu-cursor-active.png"), 32, 18);
+ menuResources.menuActiveCursor = &menuActiveCursor;
+
+ graphics::MenuProperties mainMenuProperties;
+ mainMenuProperties.cols = 2;
+ mainMenuProperties.rows = 4;
+ mainMenuProperties.charsPerEntry = 8;
+ mainMenuProperties.rowGap = 8;
+ mainMenuProperties.colGap = 32;
+ mainMenuProperties.cursor = &menuCursor;
+ mainMenuProperties.font = &menuFont;
+ mainMenuProperties.wrapX = true;
+ mainMenuProperties.wrapY = true;
+ menuResources.mainMenuProperties = &mainMenuProperties;
+
+ menuResources.mainMenuItemText = "ITEM";
+ menuResources.mainMenuSpellText = "SPELL";
+ menuResources.mainMenuCapsuleText = "CAPSULE";
+ menuResources.mainMenuEquipmentText = "EQUIP";
+ menuResources.mainMenuStatusText = "STATUS";
+ menuResources.mainMenuChangeText = "CHANGE";
+ menuResources.mainMenuConfigText = "CONFIG";
+ menuResources.mainMenuScenarioText = "SCENARIO";
+
+ menuResources.mainMenuTimeText = "TIME";
+ menuResources.mainMenuGoldText = "GOLD";
+
+ graphics::Sprite heroCursor(IMG_Load("test-data/hero-cursor.png"), 64, 16);
+ menuResources.heroCursor = &heroCursor;
+ menuResources.heroCursorBlinkTime = 532;
+
+ menuResources.noEquipmentText = "No equip";
+
+ graphics::Sprite shoulderNav(IMG_Load("test-data/shoulder-nav.png"), 160, 16);
+ menuResources.shoulderNav = &shoulderNav;
+
+ menuResources.atpLabel = "ATP";
+ menuResources.dfpLabel = "DFP";
+ menuResources.strLabel = "STR";
+ menuResources.aglLabel = "AGL";
+ menuResources.intLabel = "INT";
+ menuResources.gutLabel = "GUT";
+ menuResources.mgrLabel = "MGR";
+
+ menuResources.ipLabel = "IP";
+ menuResources.experienceLabel = "NOW EXP";
+ menuResources.nextLevelLabel = "NEXT LEVEL";
+
+ graphics::MenuProperties statusMenuProperties;
+ statusMenuProperties.cols = 2;
+ statusMenuProperties.rows = 1;
+ statusMenuProperties.charsPerEntry = 6;
+ statusMenuProperties.rowGap = 0;
+ statusMenuProperties.colGap = 16;
+ statusMenuProperties.cursor = &menuCursor;
+ statusMenuProperties.font = &menuFont;
+ statusMenuProperties.wrapX = true;
+ menuResources.statusMenuProperties = &statusMenuProperties;
+
+ menuResources.nextLabel = "NEXT";
+ menuResources.returnLabel = "RETURN";
+
+ graphics::MenuProperties itemMenuProperties;
+ itemMenuProperties.cols = 3;
+ itemMenuProperties.rows = 1;
+ itemMenuProperties.charsPerEntry = 5;
+ itemMenuProperties.rowGap = 8;
+ itemMenuProperties.colGap = 16;
+ itemMenuProperties.cursor = &menuCursor;
+ itemMenuProperties.selectedCursor = &menuActiveCursor;
+ itemMenuProperties.font = &menuFont;
+ itemMenuProperties.wrapX = true;
+ itemMenuProperties.wrapY = true;
+ menuResources.itemMenuProperties = &itemMenuProperties;
+ menuResources.itemMenuUseText = "USE";
+ menuResources.itemMenuSortText = "SORT";
+ menuResources.itemMenuDropText = "DROP";
+
+ graphics::MenuProperties inventoryMenuProperties;
+ inventoryMenuProperties.cols = 1;
+ inventoryMenuProperties.rows = 6;
+ inventoryMenuProperties.charsPerEntry = 13;
+ inventoryMenuProperties.rowGap = 8;
+ inventoryMenuProperties.cursor = &menuCursor;
+ itemMenuProperties.selectedCursor = &menuActiveCursor;
+ inventoryMenuProperties.font = &menuFont;
+ // TODO: disabled font
+ inventoryMenuProperties.disabledFont = &menuFont;
+ inventoryMenuProperties.iconSpace = 16;
+ inventoryMenuProperties.charsPerNumber = 2;
+ inventoryMenuProperties.delimiter = ':';
+ menuResources.inventoryMenuProperties = &inventoryMenuProperties;
InitScreen screen(width, height);
app::State *state(0);
if (battle) {
- BattleState *battleState(new BattleState(bg, monstersLayout, heroesLayout, battleRes));
+ BattleState *battleState(new BattleState(&gameConfig, bg, &monstersLayout));
battleState->AddMonster(monster);
battleState->AddMonster(monster);
battleState->AddMonster(monster);
battleState->AddHero(gameState.heroes[3]);
state = battleState;
} else {
- MapState *mapState(new MapState(&map1));
+ MapState *mapState(new MapState(&gameConfig, caster.GetMap("map1")));
- mapState->ControlEntity(&mapMaxim);
+ mapState->ControlEntity(&gameState.heroes[0].MapEntity());
mapState->SetWalkingSpeed(walkSpeed);
- mapMonster.StartAnimation(*mapState);
state = mapState;
}
- Application app(&screen, state);
+ 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);