]> git.localhorst.tv Git - l2e.git/blobdiff - src/main.cpp
removed useless (and irritating) destructors of battle states
[l2e.git] / src / main.cpp
index 6bce28f0efe5d5e9eee4dbc044f0d6567c0139f9..c8668dca1145f8c3da24bca4d50691be768b9c02 100644 (file)
 #include "battle/Monster.h"
 #include "battle/PartyLayout.h"
 #include "geometry/Point.h"
+#include "graphics/Font.h"
+#include "graphics/Frame.h"
+#include "graphics/Gauge.h"
 #include "graphics/Sprite.h"
+#include "sdl/InitImage.h"
 #include "sdl/InitScreen.h"
 #include "sdl/InitSDL.h"
 
 #include <exception>
 #include <iostream>
+#include <SDL.h>
+#include <SDL_image.h>
 
 using app::Application;
 using app::Input;
@@ -26,7 +32,11 @@ using battle::Hero;
 using battle::Monster;
 using battle::PartyLayout;
 using geometry::Point;
+using graphics::Font;
+using graphics::Frame;
+using graphics::Gauge;
 using graphics::Sprite;
+using sdl::InitImage;
 using sdl::InitScreen;
 using sdl::InitSDL;
 
@@ -39,46 +49,104 @@ int main(int argc, char **argv) {
        const int width = 800;
        const int height = 480;
 
-       // temporary test data
-       SDL_Surface *bg(SDL_CreateRGBSurface(0, width, height, 32, 0xFF000000, 0xFF0000, 0xFF00, 0xFF));
-       SDL_FillRect(bg, 0, SDL_MapRGB(bg->format, 0xFF, 0xFF, 0xFF));
-       SDL_Rect r;
-       r.x = 1;
-       r.y = 1;
-       r.w = width - 2;
-       r.h = height - 2;
-       SDL_FillRect(bg, &r, SDL_MapRGB(bg->format, 0, 0, 0));
-       PartyLayout monstersLayout;
-       monstersLayout.AddPosition(Point<Uint8>(50, 100));
-       monstersLayout.AddPosition(Point<Uint8>(100, 100));
-       monstersLayout.AddPosition(Point<Uint8>(150, 100));
-       monstersLayout.AddPosition(Point<Uint8>(200, 100));
-       PartyLayout heroesLayout;
-       heroesLayout.AddPosition(Point<Uint8>(27, 219));
-       heroesLayout.AddPosition(Point<Uint8>(104, 227));
-       heroesLayout.AddPosition(Point<Uint8>(66, 238));
-       heroesLayout.AddPosition(Point<Uint8>(143, 246));
-       SDL_Surface *white96(SDL_CreateRGBSurface(0, 96, 96, 32, 0xFF000000, 0xFF0000, 0xFF00, 0xFF));
-       SDL_FillRect(white96, 0, SDL_MapRGB(bg->format, 0xFF, 0xFF, 0xFF));
-       Sprite dummySprite(white96, 96, 96);
-       Monster monster;
-       monster.SetSprite(&dummySprite);
-       Hero hero;
-       hero.SetSprite(&dummySprite);
-
        try {
                InitSDL sdl;
+               InitImage image(IMG_INIT_PNG);
                InitScreen screen(width, height);
 
-               BattleState *battleState(new BattleState(bg, monstersLayout, heroesLayout));
+               // temporary test data
+               SDL_Surface *bg(IMG_Load("test-data/battle-bg.png"));
+               PartyLayout monstersLayout;
+               monstersLayout.AddPosition(Point<Uint8>(88, 104));
+               monstersLayout.AddPosition(Point<Uint8>(128, 104));
+               monstersLayout.AddPosition(Point<Uint8>(168, 104));
+               monstersLayout.AddPosition(Point<Uint8>(208, 104));
+               PartyLayout heroesLayout;
+               heroesLayout.AddPosition(Point<Uint8>(27, 219));
+               heroesLayout.AddPosition(Point<Uint8>(104, 227));
+               heroesLayout.AddPosition(Point<Uint8>(66, 238));
+               heroesLayout.AddPosition(Point<Uint8>(143, 246));
+
+               SDL_Surface *monsterImg(IMG_Load("test-data/monster.png"));
+               Sprite dummySprite(monsterImg, 64, 64);
+               Monster monster;
+               monster.SetSprite(&dummySprite);
+
+               SDL_Surface *maximImg(IMG_Load("test-data/maxim.png"));
+               Sprite maximSprite(maximImg, 64, 64);
+               Hero maxim;
+               maxim.SetName("Maxim");
+               maxim.SetLevel(1);
+               maxim.SetSprite(&maximSprite);
+               maxim.SetMaxHealth(33);
+               maxim.SetHealth(33);
+               maxim.SetMaxMana(20);
+               maxim.SetMana(20);
+               maxim.SetIP(0);
+
+               SDL_Surface *selanImg(IMG_Load("test-data/selan.png"));
+               Sprite selanSprite(selanImg, 64, 64);
+               Hero selan;
+               selan.SetName("Selan");
+               selan.SetLevel(1);
+               selan.SetSprite(&selanSprite);
+               selan.SetMaxHealth(28);
+               selan.SetHealth(28);
+               selan.SetMaxMana(23);
+               selan.SetMana(23);
+               selan.SetIP(0);
+
+               SDL_Surface *guyImg(IMG_Load("test-data/guy.png"));
+               Sprite guySprite(guyImg, 64, 64);
+               Hero guy;
+               guy.SetName("Guy");
+               guy.SetLevel(1);
+               guy.SetSprite(&guySprite);
+               guy.SetMaxHealth(38);
+               guy.SetHealth(38);
+               guy.SetMaxMana(0);
+               guy.SetMana(0);
+               guy.SetIP(0);
+
+               SDL_Surface *dekarImg(IMG_Load("test-data/dekar.png"));
+               Sprite dekarSprite(dekarImg, 64, 64);
+               Hero dekar;
+               dekar.SetName("Dekar");
+               dekar.SetLevel(1);
+               dekar.SetSprite(&dekarSprite);
+               dekar.SetMaxHealth(38);
+               dekar.SetHealth(38);
+               dekar.SetMaxMana(0);
+               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);
+               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);
+
+               SDL_Surface *gauges(IMG_Load("test-data/gauges.png"));
+               Gauge healthGauge(gauges, 0, 16, 0, 0, 16, 6, 1, 6);
+               Gauge manaGauge(gauges, 0, 32, 0, 0, 16, 6, 1, 6);
+               Gauge ikariGauge(gauges, 0, 48, 0, 0, 16, 6, 1, 6);
+
+               BattleState *battleState(new BattleState(bg, monstersLayout, heroesLayout, &attackIconsSprite, &moveIconsSprite, &heroTagFrame, &activeHeroTagFrame, &healthGauge, &manaGauge, &ikariGauge, &heroTagSprite, &heroTagFont));
                battleState->AddMonster(monster);
                battleState->AddMonster(monster);
                battleState->AddMonster(monster);
                battleState->AddMonster(monster);
-               battleState->AddHero(hero);
-               battleState->AddHero(hero);
-               battleState->AddHero(hero);
-               battleState->AddHero(hero);
+               battleState->AddHero(maxim);
+               battleState->AddHero(selan);
+               battleState->AddHero(guy);
+               battleState->AddHero(dekar);
                Application app(&screen, battleState);
                app.Buttons().MapKey(SDLK_w, Input::PAD_UP);
                app.Buttons().MapKey(SDLK_d, Input::PAD_RIGHT);