#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::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);
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);
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");
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<const common::Item *>(&normalFont, &disabledFont, &handCursorSprite, 15, 6, 8, 16, 1, 32);
+ 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);