*/
#include "app/Application.h"
+#include "app/Arguments.h"
#include "app/Input.h"
#include "battle/BattleState.h"
#include "battle/Hero.h"
#include "loader/Interpreter.h"
#include "loader/ParsedSource.h"
#include "loader/Parser.h"
+#include "loader/TypeDescription.h"
#include "sdl/InitImage.h"
#include "sdl/InitScreen.h"
#include "sdl/InitSDL.h"
#include <cstdlib>
+#include <cstring>
#include <ctime>
#include <exception>
#include <iostream>
+#include <string>
#include <SDL.h>
#include <SDL_image.h>
using app::Application;
+using app::Arguments;
using app::Input;
using battle::BattleState;
using battle::Hero;
using loader::Interpreter;
using loader::ParsedSource;
using loader::Parser;
+using loader::TypeDescription;
using sdl::InitImage;
using sdl::InitScreen;
using sdl::InitSDL;
using std::cout;
using std::endl;
using std::exception;
+using std::string;
+using std::vector;
int main(int argc, char **argv) {
const int width = 800;
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();
+ common::TargetingMode::CreateTypeDescription();
+
+ Arguments args;
+ args.Read(argc, argv);
+
ParsedSource source;
- Parser("test-data/test.l2s", source).Parse();
- Parser("test-data/ikaris.l2s", source).Parse();
- Parser("test-data/items.l2s", source).Parse();
- Parser("test-data/spells.l2s", source).Parse();
+
+ for (vector<char *>::const_iterator i(args.Infiles().begin()), end(args.Infiles().end()); i != end; ++i) {
+ Parser(*i, source).Parse();
+ }
+
+ switch (args.DetectRunLevel()) {
+ case Arguments::WRITE:
+ {
+ int length(std::strlen(args.OutfilePath()));
+ switch (args.OutfilePath()[length - 1]) {
+ case 'h': {
+ std::ofstream outstream(args.OutfilePath());
+ source.WriteHeader(outstream);
+ break;
+ }
+ default: {
+ throw std::runtime_error(string("don't know how to write file ") + args.OutfilePath());
+ }
+ }
+ return 0;
+ }
+ case Arguments::DUMP: {
+ std::cout << source << std::endl;
+ return 0;
+ }
+ case Arguments::PLAY:
+ break;
+ }
+
Interpreter intp(source);
intp.ReadSource();
- InitScreen screen(width, height);
+ int battleResId(TypeDescription::GetTypeId("BattleResources"));
+ int heroId(TypeDescription::GetTypeId("Hero"));
+ int itemId(TypeDescription::GetTypeId("Item"));
+ int monsterId(TypeDescription::GetTypeId("Monster"));
+ int partyLayoutId(TypeDescription::GetTypeId("PartyLayout"));
+ int spellId(TypeDescription::GetTypeId("Spell"));
// temporary test data
SDL_Surface *bg(IMG_Load("test-data/battle-bg.png"));
- PartyLayout monstersLayout(*intp.GetPartyLayout("monstersLayout"));
- PartyLayout heroesLayout(*intp.GetPartyLayout("heroesLayout"));
+ PartyLayout monstersLayout(*reinterpret_cast<PartyLayout *>(intp.GetObject(partyLayoutId, "monstersLayout")));
+ PartyLayout heroesLayout(*reinterpret_cast<PartyLayout *>(intp.GetObject(partyLayoutId, "heroesLayout")));
- Monster monster(*intp.GetMonster("lizard"));
- Hero maxim(*intp.GetHero("maxim"));
- Hero selan(*intp.GetHero("selan"));
- Hero guy(*intp.GetHero("guy"));
- Hero dekar(*intp.GetHero("dekar"));
+ Monster monster(*reinterpret_cast<Monster *>(intp.GetObject(monsterId, "lizard")));
+ Hero maxim(*reinterpret_cast<Hero *>(intp.GetObject(heroId, "maxim")));
+ Hero selan(*reinterpret_cast<Hero *>(intp.GetObject(heroId, "selan")));
+ Hero guy(*reinterpret_cast<Hero *>(intp.GetObject(heroId, "guy")));
+ Hero dekar(*reinterpret_cast<Hero *>(intp.GetObject(heroId, "dekar")));
- battle::Resources *battleRes(intp.GetBattleResources("battleResources"));
+ battle::Resources *battleRes(reinterpret_cast<battle::Resources *>(intp.GetObject(battleResId, "battleResources")));
- maxim.AddSpell(intp.GetSpell("resetSpell"));
- Spell *strongSpell(intp.GetSpell("strongSpell"));
+ maxim.AddSpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "resetSpell")));
+ Spell *strongSpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "strongSpell")));
maxim.AddSpell(strongSpell);
selan.AddSpell(strongSpell);
- Spell *strongerSpell(intp.GetSpell("strongerSpell"));
+ Spell *strongerSpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "strongerSpell")));
maxim.AddSpell(strongerSpell);
selan.AddSpell(strongerSpell);
- Spell *championSpell(intp.GetSpell("championSpell"));
+ Spell *championSpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "championSpell")));
maxim.AddSpell(championSpell);
selan.AddSpell(championSpell);
- Spell *rallySpell(intp.GetSpell("rallySpell"));
+ Spell *rallySpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "rallySpell")));
maxim.AddSpell(rallySpell);
selan.AddSpell(rallySpell);
- selan.AddSpell(intp.GetSpell("escapeSpell"));
- Spell *valorSpell(intp.GetSpell("valorSpell"));
+ selan.AddSpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "escapeSpell")));
+ Spell *valorSpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "valorSpell")));
maxim.AddSpell(valorSpell);
selan.AddSpell(valorSpell);
Inventory inventory;
- inventory.Add(intp.GetItem("antidoteItem"), 9);
- inventory.Add(intp.GetItem("magicJarItem"), 4);
- inventory.Add(intp.GetItem("hiPotionItem"), 4);
- inventory.Add(intp.GetItem("powerPotionItem"), 4);
- inventory.Add(intp.GetItem("escapeItem"), 2);
- inventory.Add(intp.GetItem("sleepBallItem"), 1);
+ inventory.Add(reinterpret_cast<Item *>(intp.GetObject(itemId, "antidoteItem")), 9);
+ inventory.Add(reinterpret_cast<Item *>(intp.GetObject(itemId, "magicJarItem")), 4);
+ inventory.Add(reinterpret_cast<Item *>(intp.GetObject(itemId, "hiPotionItem")), 4);
+ inventory.Add(reinterpret_cast<Item *>(intp.GetObject(itemId, "powerPotionItem")), 4);
+ inventory.Add(reinterpret_cast<Item *>(intp.GetObject(itemId, "escapeItem")), 2);
+ inventory.Add(reinterpret_cast<Item *>(intp.GetObject(itemId, "sleepBallItem")), 1);
battleRes->inventory = &inventory;
- maxim.SetWeapon(intp.GetItem("zircoSwordItem"));
- maxim.SetArmor(intp.GetItem("zirconArmorItem"));
- maxim.SetShield(intp.GetItem("holyShieldItem"));
- maxim.SetHelmet(intp.GetItem("legendHelmItem"));
- maxim.SetRing(intp.GetItem("sProRingItem"));
- maxim.SetJewel(intp.GetItem("evilJewelItem"));
-
-// selan.SetWeapon(intp.GetItem("zircoWhipItem"));
- selan.SetArmor(intp.GetItem("zirconPlateItem"));
- selan.SetShield(intp.GetItem("zircoGlovesItem"));
- selan.SetHelmet(intp.GetItem("holyCapItem"));
- selan.SetRing(intp.GetItem("ghostRingItem"));
- selan.SetJewel(intp.GetItem("eagleRockItem"));
-
-// guy.SetWeapon(intp.GetItem("zircoAxItem"));
- guy.SetArmor(intp.GetItem("zirconArmorItem"));
- guy.SetShield(intp.GetItem("megaShieldItem"));
- guy.SetHelmet(intp.GetItem("zircoHelmetItem"));
- guy.SetRing(intp.GetItem("powerRingItem"));
- guy.SetJewel(intp.GetItem("evilJewelItem"));
+ maxim.SetWeapon(reinterpret_cast<Item *>(intp.GetObject(itemId, "zircoSwordItem")));
+ maxim.SetArmor(reinterpret_cast<Item *>(intp.GetObject(itemId, "zirconArmorItem")));
+ maxim.SetShield(reinterpret_cast<Item *>(intp.GetObject(itemId, "holyShieldItem")));
+ maxim.SetHelmet(reinterpret_cast<Item *>(intp.GetObject(itemId, "legendHelmItem")));
+ maxim.SetRing(reinterpret_cast<Item *>(intp.GetObject(itemId, "sProRingItem")));
+ maxim.SetJewel(reinterpret_cast<Item *>(intp.GetObject(itemId, "evilJewelItem")));
+
+// selan.SetWeapon(reinterpret_cast<Item *>(intp.GetObject(itemId, "zircoWhipItem")));
+ selan.SetArmor(reinterpret_cast<Item *>(intp.GetObject(itemId, "zirconPlateItem")));
+ selan.SetShield(reinterpret_cast<Item *>(intp.GetObject(itemId, "zircoGlovesItem")));
+ selan.SetHelmet(reinterpret_cast<Item *>(intp.GetObject(itemId, "holyCapItem")));
+ selan.SetRing(reinterpret_cast<Item *>(intp.GetObject(itemId, "ghostRingItem")));
+ selan.SetJewel(reinterpret_cast<Item *>(intp.GetObject(itemId, "eagleRockItem")));
+
+// guy.SetWeapon(reinterpret_cast<Item *>(intp.GetObject(itemId, "zircoAxItem")));
+ guy.SetArmor(reinterpret_cast<Item *>(intp.GetObject(itemId, "zirconArmorItem")));
+ guy.SetShield(reinterpret_cast<Item *>(intp.GetObject(itemId, "megaShieldItem")));
+ guy.SetHelmet(reinterpret_cast<Item *>(intp.GetObject(itemId, "zircoHelmetItem")));
+ guy.SetRing(reinterpret_cast<Item *>(intp.GetObject(itemId, "powerRingItem")));
+ guy.SetJewel(reinterpret_cast<Item *>(intp.GetObject(itemId, "evilJewelItem")));
// NOTE: this is actually Artea equipment
-// dekar.SetWeapon(intp.GetItem("lizardBlowItem"));
- dekar.SetArmor(intp.GetItem("holyRobeItem"));
- dekar.SetShield(intp.GetItem("zircoGlovesItem"));
- dekar.SetHelmet(intp.GetItem("holyCapItem"));
- dekar.SetRing(intp.GetItem("rocketRingItem"));
- dekar.SetJewel(intp.GetItem("krakenRockItem"));
+// dekar.SetWeapon(reinterpret_cast<Item *>(intp.GetObject(itemId, "lizardBlowItem")));
+ dekar.SetArmor(reinterpret_cast<Item *>(intp.GetObject(itemId, "holyRobeItem")));
+ dekar.SetShield(reinterpret_cast<Item *>(intp.GetObject(itemId, "zircoGlovesItem")));
+ dekar.SetHelmet(reinterpret_cast<Item *>(intp.GetObject(itemId, "holyCapItem")));
+ dekar.SetRing(reinterpret_cast<Item *>(intp.GetObject(itemId, "rocketRingItem")));
+ dekar.SetJewel(reinterpret_cast<Item *>(intp.GetObject(itemId, "krakenRockItem")));
+
+ InitScreen screen(width, height);
BattleState *battleState(new BattleState(bg, monstersLayout, heroesLayout, battleRes));
battleState->AddMonster(monster);