]> git.localhorst.tv Git - l2e.git/blobdiff - src/main.cpp
added 4 debug keys
[l2e.git] / src / main.cpp
index 8fa1318f6e6d55dfd7554e066c893365da9430a3..4598f7012b6f2c7a0faa843339adbf3102c1b048 100644 (file)
@@ -36,6 +36,7 @@
 #include "map/Map.h"
 #include "map/MapState.h"
 #include "map/Tile.h"
+#include "map/Trigger.h"
 #include "sdl/InitImage.h"
 #include "sdl/InitScreen.h"
 #include "sdl/InitSDL.h"
@@ -79,6 +80,7 @@ using map::Entity;
 using map::Map;
 using map::MapState;
 using map::Tile;
+using map::Trigger;
 using sdl::InitImage;
 using sdl::InitScreen;
 using sdl::InitSDL;
@@ -94,6 +96,7 @@ int main(int argc, char **argv) {
        const int width = 800;
        const int height = 480;
 
+       const int tileSize = 32;
        const float walkSpeed = 128.0f;
 
        const bool battle(false);
@@ -236,97 +239,217 @@ int main(int argc, char **argv) {
                dekar.SetRing(caster.GetItem("rocketRingItem"));
                dekar.SetJewel(caster.GetItem("krakenRockItem"));
 
-               Tile tiles[64];
-
-               tiles[ 0].SetOffset(Vector<int>(2, 1));
-               tiles[ 1].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_WEST);
-               tiles[ 2].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
-               tiles[ 3].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST);
-               tiles[ 4].SetOffset(Vector<int>(0, 1));
-               tiles[ 5].SetOffset(Vector<int>(2, 0));
-               tiles[ 6].SetOffset(Vector<int>(2, 0));
-               tiles[ 7].SetOffset(Vector<int>(2, 0));
-
-               tiles[ 8].SetOffset(Vector<int>(2, 1));
-               tiles[ 9].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
-               tiles[10].SetOffset(Vector<int>(3, 0));
-               tiles[11].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
-               tiles[12].SetOffset(Vector<int>(0, 2));
-               tiles[13].SetOffset(Vector<int>(1, 2));
-               tiles[14].SetOffset(Vector<int>(1, 2));
-               tiles[15].SetOffset(Vector<int>(1, 2));
-
-               tiles[16].SetOffset(Vector<int>(2, 1));
-               tiles[17].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
-               tiles[18].SetOffset(Vector<int>(3, 0));
-               tiles[19].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
-               tiles[20].SetOffset(Vector<int>(0, 3));
-               tiles[21].SetOffset(Vector<int>(1, 3));
-               tiles[22].SetOffset(Vector<int>(1, 3));
-               tiles[23].SetOffset(Vector<int>(2, 3));
-
-               tiles[24].SetOffset(Vector<int>(2, 1));
-               tiles[25].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
-               tiles[26].SetOffset(Vector<int>(3, 0));
-               tiles[27].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
-               tiles[28].SetOffset(Vector<int>(0, 4));
-               tiles[29].SetOffset(Vector<int>(1, 4));
-               tiles[30].SetOffset(Vector<int>(1, 4));
-               tiles[31].SetOffset(Vector<int>(2, 4));
-
-               tiles[32].SetOffset(Vector<int>(2, 1));
-               tiles[33].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
-               tiles[34].SetOffset(Vector<int>(3, 0));
-               tiles[35].SetOffset(Vector<int>(3, 0));
-               tiles[36].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
-               tiles[37].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
-               tiles[38].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
-               tiles[39].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST);
-
-               tiles[40].SetOffset(Vector<int>(2, 1));
-               tiles[41].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
-               tiles[42].SetOffset(Vector<int>(3, 0));
-               tiles[43].SetOffset(Vector<int>(3, 0));
-               tiles[44].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH);
-               tiles[45].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
-               tiles[46].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
-               tiles[47].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_EAST);
-
-               tiles[48].SetOffset(Vector<int>(2, 1));
-               tiles[49].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
-               tiles[50].SetOffset(Vector<int>(3, 0));
-               tiles[51].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
-               tiles[52].SetOffset(Vector<int>(0, 0));
-               tiles[53].SetOffset(Vector<int>(1, 0));
-               tiles[54].SetOffset(Vector<int>(1, 0));
-               tiles[55].SetOffset(Vector<int>(1, 0));
-
-               tiles[56].SetOffset(Vector<int>(2, 1));
-               tiles[57].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_WEST);
-               tiles[58].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH);
-               tiles[59].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_EAST);
-               tiles[60].SetOffset(Vector<int>(0, 1));
-               tiles[61].SetOffset(Vector<int>(1, 1));
-               tiles[62].SetOffset(Vector<int>(1, 1));
-               tiles[63].SetOffset(Vector<int>(1, 1));
-
-               Area area;
-               area.SetTiles(tiles, 64);
-               area.SetWidth(8);
+               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 areas[2];
+               areas[0].SetTiles(tiles1, 64);
+               areas[0].SetWidth(8);
+               areas[1].SetTiles(tiles2, 64);
+               areas[1].SetWidth(8);
+
+               Trigger triggers[1];
+               triggers[0].SetTilePosition(Vector<int>(2, 0));
 
                SDL_Surface *tilesetImg(IMG_Load("test-data/tileset.png"));
-               Sprite tileset(tilesetImg, 32, 32);
+               Sprite tileset(tilesetImg, tileSize, tileSize);
 
                Map map;
-               map.SetAreas(&area, 1);
+               map.SetAreas(areas, 2);
                map.SetTileset(&tileset);
-               map.SetWidth(1);
+               map.SetTriggers(triggers, 1);
+               map.SetWidth(2);
 
                SDL_Surface *mapMaximImg(IMG_Load("test-data/maxim-map.png"));
                Sprite mapMaximSprite(mapMaximImg, 32, 64);
+               SimpleAnimation mapMaximAnimation(&mapMaximSprite, (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
                Entity mapMaxim;
-               mapMaxim.SetSprite(&mapMaximSprite);
-               mapMaxim.Position() = Vector<float>(80, 160);
+               mapMaxim.SetAnimation(&mapMaximAnimation);
+               mapMaxim.Position() = Vector<float>(64, 128);
+               mapMaxim.SpriteOffset() = Vector<float>(0, -32);
+
+               SDL_Surface *mapSelanImg(IMG_Load("test-data/selan-map.png"));
+               Sprite mapSelanSprite(mapSelanImg, 32, 64);
+               SimpleAnimation mapSelanAnimation(&mapSelanSprite, (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);
+
+               SDL_Surface *mapGuyImg(IMG_Load("test-data/guy-map.png"));
+               Sprite mapGuySprite(mapGuyImg, 32, 64);
+               SimpleAnimation mapGuyAnimation(&mapGuySprite, (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);
+
+               SDL_Surface *mapDekarImg(IMG_Load("test-data/dekar-map.png"));
+               Sprite mapDekarSprite(mapDekarImg, 32, 64);
+               SimpleAnimation mapDekarAnimation(&mapDekarSprite, (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);
 
                InitScreen screen(width, height);
 
@@ -345,9 +468,18 @@ int main(int argc, char **argv) {
                        state = battleState;
                } else {
                        MapState *mapState(new MapState(&map));
+
                        mapState->AddEntity(&mapMaxim);
+                       mapState->AddEntity(&mapSelan);
+                       mapState->AddEntity(&mapGuy);
+                       mapState->AddEntity(&mapDekar);
+
                        mapState->ControlEntity(&mapMaxim);
                        mapState->SetWalkingSpeed(walkSpeed);
+
+                       mapState->AddEntity(&mapMonster);
+                       mapMonster.StartAnimation(*mapState);
+
                        state = mapState;
                }
 
@@ -364,6 +496,10 @@ int main(int argc, char **argv) {
                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);
                app.Run();
 
                return 0;