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);
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;
+
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);
antidote.SetName("Antidote");
antidote.SetMenuIcon(&potionIcon);
antidote.SetUsableInBattle();
+ antidote.SetTargettingMode(Item::TARGETTING_MODE_ALLY | Item::TARGETTING_MODE_ONE);
inventory.Add(&antidote, 9);
Item magicJar;
magicJar.SetName("Magic jar");
magicJar.SetMenuIcon(&potionIcon);
magicJar.SetUsableInBattle();
+ magicJar.SetTargettingMode(Item::TARGETTING_MODE_ALLY | Item::TARGETTING_MODE_ONE);
inventory.Add(&magicJar, 4);
Item hiPotion;
hiPotion.SetName("Hi-Potion");
hiPotion.SetMenuIcon(&potionIcon);
hiPotion.SetUsableInBattle();
+ hiPotion.SetTargettingMode(Item::TARGETTING_MODE_ALLY | Item::TARGETTING_MODE_ONE);
inventory.Add(&hiPotion, 4);
Item powerPotion;
powerPotion.SetName("Power potion");
sleepBall.SetName("Sleep ball");
sleepBall.SetMenuIcon(&ballIcon);
sleepBall.SetUsableInBattle();
+ sleepBall.SetTargettingMode(Item::TARGETTING_MODE_ENEMY | Item::TARGETTING_MODE_ONE);
inventory.Add(&sleepBall, 1);
+ Item multiBall;
+ multiBall.SetName("Multi-ball!");
+ multiBall.SetMenuIcon(&ballIcon);
+ multiBall.SetUsableInBattle();
+ multiBall.SetTargettingMode(Item::TARGETTING_MODE_ENEMY | Item::TARGETTING_MODE_MULTIPLE);
+ inventory.Add(&multiBall, 1);
Item figgoru;
figgoru.SetName("Figgoru");
figgoru.SetMenuIcon(&crankIcon);
+ figgoru.SetTargettingMode(Item::TARGETTING_MODE_ENEMY | Item::TARGETTING_MODE_ALL);
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);