#include "battle/Monster.h"
#include "battle/PartyLayout.h"
#include "battle/Resources.h"
+#include "common/Inventory.h"
+#include "common/Item.h"
+#include "common/Spell.h"
#include "geometry/Point.h"
#include "graphics/Font.h"
#include "graphics/Frame.h"
using battle::Hero;
using battle::Monster;
using battle::PartyLayout;
+using common::Inventory;
+using common::Item;
+using common::Spell;
using geometry::Point;
using graphics::Font;
using graphics::Frame;
Sprite dummySprite(monsterImg, 64, 64);
Monster monster;
monster.SetSprite(&dummySprite);
+ monster.SetMaxHealth(10);
+ monster.SetHealth(10);
SDL_Surface *maximImg(IMG_Load("test-data/maxim.png"));
Sprite maximSprite(maximImg, 64, 64);
SDL_Surface *attackIconsImg(IMG_Load("test-data/attack-type-icons.png"));
Sprite attackIconsSprite(attackIconsImg, 32, 32);
battleRes.attackIcons = &attackIconsSprite;
+ SDL_Surface *attackChoiceIconsImg(IMG_Load("test-data/attack-choice-icons.png"));
+ Sprite attackChoiceIconsSprite(attackChoiceIconsImg, 16, 16);
+ battleRes.attackChoiceIcons = &attackChoiceIconsSprite;
SDL_Surface *moveIconsImg(IMG_Load("test-data/move-icons.png"));
Sprite moveIconsSprite(moveIconsImg, 32, 32);
battleRes.moveIcons = &moveIconsSprite;
normalFont.MapRange('a', 'm', 0, 3);
normalFont.MapRange('n', 'z', 0, 4);
normalFont.MapChar(':', 10, 0);
- normalFont.MapChar('!', 10, 0);
- normalFont.MapChar('?', 10, 0);
+ normalFont.MapChar('!', 11, 0);
+ normalFont.MapChar('?', 12, 0);
// TODO: add '.' and '-' characters
battleRes.normalFont = &normalFont;
disabledFont.MapRange('a', 'm', 0, 3);
disabledFont.MapRange('n', 'z', 0, 4);
disabledFont.MapChar(':', 10, 0);
- disabledFont.MapChar('!', 10, 0);
- disabledFont.MapChar('?', 10, 0);
+ disabledFont.MapChar('!', 11, 0);
+ disabledFont.MapChar('?', 12, 0);
// TODO: add '.' and '-' characters
battleRes.disabledFont = &disabledFont;
Sprite handCursorSprite(handCursorImg, 32, 32);
battleRes.menuCursor = &handCursorSprite;
+ SDL_Surface *targetingIconsImg(IMG_Load("test-data/targeting-icons.png"));
+ Sprite weaponTargetCursor(targetingIconsImg, 32, 32);
+ Sprite itemTargetCursor(targetingIconsImg, 32, 32, 0, 64);
+ battleRes.weaponTargetCursor = &weaponTargetCursor;
+ // TODO: add image for magic targeting cursor
+ battleRes.magicTargetCursor = &weaponTargetCursor;
+ // TODO: add image for item targeting cursor
+ battleRes.itemTargetCursor = &itemTargetCursor;
+
+ Spell resetSpell;
+ resetSpell.SetName("Reset");
+ maxim.AddSpell(&resetSpell);
+ Spell strongSpell;
+ strongSpell.SetName("Strong");
+ strongSpell.SetCost(3);
+ strongSpell.SetUsableInBattle();
+ maxim.AddSpell(&strongSpell);
+ selan.AddSpell(&strongSpell);
+ Spell strongerSpell;
+ strongerSpell.SetName("Stronger");
+ strongerSpell.SetCost(8);
+ strongerSpell.SetUsableInBattle();
+ maxim.AddSpell(&strongerSpell);
+ selan.AddSpell(&strongerSpell);
+ Spell championSpell;
+ championSpell.SetName("Champion");
+ championSpell.SetCost(16);
+ championSpell.SetUsableInBattle();
+ maxim.AddSpell(&championSpell);
+ selan.AddSpell(&championSpell);
+ Spell rallySpell;
+ rallySpell.SetName("Rally");
+ rallySpell.SetCost(10);
+ rallySpell.SetUsableInBattle();
+ maxim.AddSpell(&rallySpell);
+ selan.AddSpell(&rallySpell);
+ Spell escapeSpell;
+ escapeSpell.SetName("Escape");
+ escapeSpell.SetCost(8);
+ selan.AddSpell(&escapeSpell);
+ Spell valorSpell;
+ valorSpell.SetName("Valor");
+ valorSpell.SetCost(30);
+ valorSpell.SetUsableInBattle();
+ maxim.AddSpell(&valorSpell);
+ selan.AddSpell(&valorSpell);
+
battleRes.spellMenuHeadline = "Please choose a spell.";
- battleRes.spellMenuPrototype = Menu</* Spell */ void *>(&normalFont, &disabledFont, &handCursorSprite, 12, 6, 8, 0, 2, 32);
- battleRes.spellMenuPrototype.Add("Reset : 0", 0, false);
- battleRes.spellMenuPrototype.Add("Strong : 3", 0);
- battleRes.spellMenuPrototype.Add("Stronger : 8", 0);
- battleRes.spellMenuPrototype.Add("Champion :16", 0);
- battleRes.spellMenuPrototype.Add("Rally :10", 0);
- battleRes.spellMenuPrototype.Add("Escape : 8", 0, false);
- battleRes.spellMenuPrototype.Add("Valor :30", 0);
+ battleRes.spellMenuPrototype = Menu<const Spell *>(&normalFont, &disabledFont, &handCursorSprite, 9, 6, 8, 0, 2, 32, 2, ':');
battleRes.spellMenuPrototype.Add("Poison : 2", 0);
battleRes.spellMenuPrototype.Add("Warp : 8", 0, false);
battleRes.spellMenuPrototype.Add("Release : 2", 0);
Sprite ringIcon(itemIcons, 16, 16, 0, 160);
Sprite stoneIcon(itemIcons, 16, 16, 0, 176);
+ Inventory inventory;
+ Item antidote;
+ antidote.SetName("Antidote");
+ antidote.SetMenuIcon(&potionIcon);
+ antidote.SetUsableInBattle();
+ antidote.GetTargetingMode().TargetSingleAlly();
+ inventory.Add(&antidote, 9);
+ Item magicJar;
+ magicJar.SetName("Magic jar");
+ magicJar.SetMenuIcon(&potionIcon);
+ magicJar.SetUsableInBattle();
+ antidote.GetTargetingMode().TargetSingleAlly();
+ inventory.Add(&magicJar, 4);
+ Item hiPotion;
+ hiPotion.SetName("Hi-Potion");
+ hiPotion.SetMenuIcon(&potionIcon);
+ hiPotion.SetUsableInBattle();
+ antidote.GetTargetingMode().TargetSingleAlly();
+ inventory.Add(&hiPotion, 4);
+ Item powerPotion;
+ powerPotion.SetName("Power potion");
+ powerPotion.SetMenuIcon(&potionIcon);
+ inventory.Add(&powerPotion, 4);
+ Item escape;
+ escape.SetName("Escape");
+ inventory.Add(&escape, 2);
+ Item sleepBall;
+ sleepBall.SetName("Sleep ball");
+ sleepBall.SetMenuIcon(&ballIcon);
+ sleepBall.SetUsableInBattle();
+ antidote.GetTargetingMode().TargetSingleEnemy();
+ inventory.Add(&sleepBall, 1);
+ Item multiBall;
+ multiBall.SetName("Multi-ball!");
+ multiBall.SetMenuIcon(&ballIcon);
+ multiBall.SetUsableInBattle();
+ antidote.GetTargetingMode().TargetMultipleEnemies();
+ inventory.Add(&multiBall, 1);
+ Item figgoru;
+ figgoru.SetName("Figgoru");
+ figgoru.SetMenuIcon(&crankIcon);
+ antidote.GetTargetingMode().TargetAllEnemies();
+ inventory.Add(&figgoru, 1);
+ battleRes.inventory = &inventory;
+
battleRes.itemMenuHeadline = "Please choose an item.";
- battleRes.itemMenuPrototype = Menu</* Item */ void *>(&normalFont, &disabledFont, &handCursorSprite, 15, 6, 8, 16, 1, 32);
- battleRes.itemMenuPrototype.Add("Antidote : 9", 0, true, &potionIcon);
- battleRes.itemMenuPrototype.Add("Magic jar : 4", 0, true, &potionIcon);
- battleRes.itemMenuPrototype.Add("Miracle : 4", 0, true, &potionIcon);
- battleRes.itemMenuPrototype.Add("Hi-Potion : 6", 0, true, &potionIcon);
- battleRes.itemMenuPrototype.Add("Hi-Magic : 7", 0, true, &potionIcon);
- battleRes.itemMenuPrototype.Add("Regain : 4", 0, true, &potionIcon);
- battleRes.itemMenuPrototype.Add("Power potion: 4", 0, false, &potionIcon);
- battleRes.itemMenuPrototype.Add("Life potion : 1", 0, false, &potionIcon);
- battleRes.itemMenuPrototype.Add("Escape : 2", 0, false);
- battleRes.itemMenuPrototype.Add("Power gourd : 3", 0, true, &potionIcon);
- battleRes.itemMenuPrototype.Add("Mystery pin : 2", 0, true, &potionIcon);
- battleRes.itemMenuPrototype.Add("Sleep ball : 1", 0, false, &ballIcon);
- battleRes.itemMenuPrototype.Add("Figgoru : 1", 0, false, &crankIcon);
- battleRes.itemMenuPrototype.Add("Spear : 1", 0, false, &spearIcon);
- battleRes.itemMenuPrototype.Add("Silvo rapier: 1", 0, false, &swordIcon);
- battleRes.itemMenuPrototype.Add("Rainy ax : 1", 0, false, &axIcon);
- battleRes.itemMenuPrototype.Add("Pounder rod : 2", 0, false, &rodIcon);
- battleRes.itemMenuPrototype.Add("Silver mail : 2", 0, false, &armorIcon);
- battleRes.itemMenuPrototype.Add("Slash shield: 2", 0, false, &shieldIcon);
- battleRes.itemMenuPrototype.Add("Golden helm : 1", 0, false, &helmetIcon);
- battleRes.itemMenuPrototype.Add("Protect ring: 1", 0, false, &ringIcon);
- battleRes.itemMenuPrototype.Add("Mysto jewel : 1", 0, false, &stoneIcon);
+ battleRes.itemMenuPrototype = Menu<const common::Item *>(&normalFont, &disabledFont, &handCursorSprite, 15, 6, 8, 16, 1, 32, 2, ':');
battleRes.ikariMenuHeadline = "Please choose equipment.";
battleRes.ikariMenuPrototype = Menu</* Item */ void *>(&normalFont, &disabledFont, &handCursorSprite, 26, 6, 8, 16, 1, 32);