#include "battle/Hero.h"
#include "battle/Monster.h"
#include "battle/PartyLayout.h"
+#include "battle/Resources.h"
#include "geometry/Point.h"
#include "graphics/Font.h"
#include "graphics/Frame.h"
#include "graphics/Gauge.h"
+#include "graphics/Menu.h"
#include "graphics/Sprite.h"
#include "sdl/InitImage.h"
#include "sdl/InitScreen.h"
using graphics::Font;
using graphics::Frame;
using graphics::Gauge;
+using graphics::Menu;
using graphics::Sprite;
using sdl::InitImage;
using sdl::InitScreen;
dekar.SetMana(0);
dekar.SetIP(0);
- SDL_Surface *attackIcons(IMG_Load("test-data/attack-type-icons.png"));
- Sprite attackIconsSprite(attackIcons, 32, 32);
- SDL_Surface *moveIcons(IMG_Load("test-data/move-icons.png"));
- Sprite moveIconsSprite(moveIcons, 32, 32);
- SDL_Surface *heroTagSprites(IMG_Load("test-data/hero-tag-sprites.png"));
- Sprite heroTagSprite(heroTagSprites, 32, 16);
- SDL_Surface *numbers(IMG_Load("test-data/numbers.png"));
- Sprite numbersSprite(numbers, 16, 16);
+ battle::Resources battleRes;
+
+ SDL_Surface *attackIconsImg(IMG_Load("test-data/attack-type-icons.png"));
+ Sprite attackIconsSprite(attackIconsImg, 32, 32);
+ battleRes.attackIcons = &attackIconsSprite;
+ SDL_Surface *moveIconsImg(IMG_Load("test-data/move-icons.png"));
+ Sprite moveIconsSprite(moveIconsImg, 32, 32);
+ battleRes.moveIcons = &moveIconsSprite;
+ SDL_Surface *heroTagImg(IMG_Load("test-data/hero-tag-sprites.png"));
+ Sprite heroTagSprite(heroTagImg, 32, 16);
+ battleRes.heroTagLabels = &heroTagSprite;
+ SDL_Surface *numbersImg(IMG_Load("test-data/numbers.png"));
+ Sprite numbersSprite(numbersImg, 16, 16);
Font heroTagFont(&numbersSprite);
- SDL_Surface *tagFrames(IMG_Load("test-data/tag-frames.png"));
- Frame heroTagFrame(tagFrames, 16, 16, 1, 1, 0, 33);
- Frame activeHeroTagFrame(tagFrames, 16, 16);
+ battleRes.heroTagFont = &heroTagFont;
+ SDL_Surface *tagFramesImg(IMG_Load("test-data/tag-frames.png"));
+ Frame heroTagFrame(tagFramesImg, 16, 16, 1, 1, 0, 33);
+ battleRes.heroTagFrame = &heroTagFrame;
+ Frame activeHeroTagFrame(tagFramesImg, 16, 16);
+ battleRes.activeHeroTagFrame = &activeHeroTagFrame;
SDL_Surface *gauges(IMG_Load("test-data/gauges.png"));
Gauge healthGauge(gauges, 0, 16, 0, 0, 16, 6, 1, 6);
+ battleRes.healthGauge = &healthGauge;
Gauge manaGauge(gauges, 0, 32, 0, 0, 16, 6, 1, 6);
+ battleRes.manaGauge = &manaGauge;
Gauge ikariGauge(gauges, 0, 48, 0, 0, 16, 6, 1, 6);
+ battleRes.ikariGauge = &ikariGauge;
SDL_Surface *selectFrameImg(IMG_Load("test-data/select-frame.png"));
Frame selectFrame(selectFrameImg, 16, 16);
-
- // TODO: create a container for all the battle resources
- BattleState *battleState(new BattleState(bg, monstersLayout, heroesLayout, &attackIconsSprite, &moveIconsSprite, &heroTagFrame, &activeHeroTagFrame, &healthGauge, &manaGauge, &ikariGauge, &heroTagSprite, &heroTagFont, &selectFrame));
+ battleRes.selectFrame = &selectFrame;
+
+ SDL_Surface *normalFontImg(IMG_Load("test-data/normal-font.png"));
+ Sprite normalFontSprite(normalFontImg, 16, 16);
+ Font normalFont(&normalFontSprite);
+ normalFont.MapRange('A', 'M', 0, 1);
+ normalFont.MapRange('N', 'Z', 0, 2);
+ normalFont.MapRange('a', 'm', 0, 3);
+ normalFont.MapRange('n', 'z', 0, 4);
+ normalFont.MapChar(':', 10, 0);
+ normalFont.MapChar('!', 10, 0);
+ normalFont.MapChar('?', 10, 0);
+ // TODO: add '.' character
+ battleRes.normalFont = &normalFont;
+
+ SDL_Surface *disabledFontImg(IMG_Load("test-data/disabled-font.png"));
+ Sprite disabledFontSprite(disabledFontImg, 16, 16);
+ Font disabledFont(&disabledFontSprite);
+ disabledFont.MapRange('A', 'M', 0, 1);
+ disabledFont.MapRange('N', 'Z', 0, 2);
+ disabledFont.MapRange('a', 'm', 0, 3);
+ disabledFont.MapRange('n', 'z', 0, 4);
+ disabledFont.MapChar(':', 10, 0);
+ disabledFont.MapChar('!', 10, 0);
+ disabledFont.MapChar('?', 10, 0);
+ // TODO: add '.' character
+ battleRes.disabledFont = &disabledFont;
+
+ SDL_Surface *handCursorImg(IMG_Load("test-data/cursor-hand.png"));
+ Sprite handCursorSprite(handCursorImg, 32, 32);
+ battleRes.menuCursor = &handCursorSprite;
+
+ battleRes.spellMenuHeadline = "Please choose a spell.";
+ battleRes.spellMenuPrototype = Menu</* Spell */ void *>(&normalFont, &disabledFont, &handCursorSprite, 12, 6, 8, 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.Add("Poison : 2", 0);
+ battleRes.spellMenuPrototype.Add("Warp : 8", 0, false);
+ battleRes.spellMenuPrototype.Add("Release : 2", 0);
+ battleRes.spellMenuPrototype.Add("Waken : 4", 0);
+ battleRes.spellMenuPrototype.Add("Light : 0", 0, false);
+ battleRes.spellMenuPrototype.Add("Fake : 4", 0);
+ battleRes.spellMenuPrototype.Add("Trick : 5", 0);
+ battleRes.spellMenuPrototype.Add("Flash : 5", 0);
+ battleRes.spellMenuPrototype.Add("Fireball : 6", 0);
+ battleRes.spellMenuPrototype.Add("Vortex : 7", 0);
+ battleRes.spellMenuPrototype.Add("Blizzard : 8", 0);
+ battleRes.spellMenuPrototype.Add("Spark : 3", 0);
+
+ battleRes.itemMenuHeadline = "Please choose an item.";
+ battleRes.itemMenuPrototype = Menu</* Item */ void *>(&normalFont, &disabledFont, &handCursorSprite, 15, 6, 8, 1, 32);
+ battleRes.itemMenuPrototype.Add("Antidote : 9", 0);
+ battleRes.itemMenuPrototype.Add("Magic jar : 4", 0);
+ battleRes.itemMenuPrototype.Add("Miracle : 4", 0);
+ battleRes.itemMenuPrototype.Add("Hi-Potion : 6", 0);
+ battleRes.itemMenuPrototype.Add("Hi-Magic : 7", 0);
+ battleRes.itemMenuPrototype.Add("Regain : 4", 0);
+ battleRes.itemMenuPrototype.Add("Power potion: 4", 0, false);
+ battleRes.itemMenuPrototype.Add("Life potion : 1", 0, false);
+ battleRes.itemMenuPrototype.Add("Escape : 2", 0, false);
+ battleRes.itemMenuPrototype.Add("Power gourd : 3", 0);
+ battleRes.itemMenuPrototype.Add("Mystery pin : 2", 0);
+
+ BattleState *battleState(new BattleState(bg, monstersLayout, heroesLayout, &battleRes));
battleState->AddMonster(monster);
battleState->AddMonster(monster);
battleState->AddMonster(monster);