#include "graphics/Menu.h"
#include "graphics/SimpleAnimation.h"
#include "graphics/Sprite.h"
+#include "loader/Caster.h"
#include "loader/Interpreter.h"
#include "loader/ParsedSource.h"
#include "loader/Parser.h"
#include "loader/TypeDescription.h"
+#include "map/Area.h"
+#include "map/Entity.h"
+#include "map/Map.h"
+#include "map/MapState.h"
+#include "map/Tile.h"
#include "sdl/InitImage.h"
#include "sdl/InitScreen.h"
#include "sdl/InitSDL.h"
using graphics::Menu;
using graphics::SimpleAnimation;
using graphics::Sprite;
+using loader::Caster;
using loader::Interpreter;
using loader::ParsedSource;
using loader::Parser;
using loader::TypeDescription;
+using map::Area;
+using map::Entity;
+using map::Map;
+using map::MapState;
+using map::Tile;
using sdl::InitImage;
using sdl::InitScreen;
using sdl::InitSDL;
const int width = 800;
const int height = 480;
+ const bool battle(false);
+
// std::srand(std::time(0));
try {
return 3;
}
- 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"));
+ Caster caster(intp);
// temporary test data
SDL_Surface *bg(IMG_Load("test-data/battle-bg.png"));
- PartyLayout monstersLayout(*reinterpret_cast<PartyLayout *>(intp.GetObject(partyLayoutId, "monstersLayout")));
- PartyLayout heroesLayout(*reinterpret_cast<PartyLayout *>(intp.GetObject(partyLayoutId, "heroesLayout")));
+ PartyLayout monstersLayout(*caster.GetPartyLayout("monstersLayout"));
+ PartyLayout heroesLayout(*caster.GetPartyLayout("heroesLayout"));
- 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")));
+ Monster monster(*caster.GetMonster("lizard"));
+ Hero maxim(*caster.GetHero("maxim"));
+ Hero selan(*caster.GetHero("selan"));
+ Hero guy(*caster.GetHero("guy"));
+ Hero dekar(*caster.GetHero("dekar"));
- battle::Resources *battleRes(reinterpret_cast<battle::Resources *>(intp.GetObject(battleResId, "battleResources")));
+ battle::Resources *battleRes(caster.GetBattleResources("battleResources"));
- maxim.AddSpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "resetSpell")));
- Spell *strongSpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "strongSpell")));
+ maxim.AddSpell(caster.GetSpell("resetSpell"));
+ Spell *strongSpell(caster.GetSpell("strongSpell"));
maxim.AddSpell(strongSpell);
selan.AddSpell(strongSpell);
- Spell *strongerSpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "strongerSpell")));
+ Spell *strongerSpell(caster.GetSpell("strongerSpell"));
maxim.AddSpell(strongerSpell);
selan.AddSpell(strongerSpell);
- Spell *championSpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "championSpell")));
+ Spell *championSpell(caster.GetSpell("championSpell"));
maxim.AddSpell(championSpell);
selan.AddSpell(championSpell);
- Spell *rallySpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "rallySpell")));
+ Spell *rallySpell(caster.GetSpell("rallySpell"));
maxim.AddSpell(rallySpell);
selan.AddSpell(rallySpell);
- selan.AddSpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "escapeSpell")));
- Spell *valorSpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "valorSpell")));
+ selan.AddSpell(caster.GetSpell("escapeSpell"));
+ Spell *valorSpell(caster.GetSpell("valorSpell"));
maxim.AddSpell(valorSpell);
selan.AddSpell(valorSpell);
Inventory inventory;
- 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);
+ inventory.Add(caster.GetItem("antidoteItem"), 9);
+ inventory.Add(caster.GetItem("magicJarItem"), 4);
+ inventory.Add(caster.GetItem("hiPotionItem"), 4);
+ inventory.Add(caster.GetItem("powerPotionItem"), 4);
+ inventory.Add(caster.GetItem("escapeItem"), 2);
+ inventory.Add(caster.GetItem("sleepBallItem"), 1);
battleRes->inventory = &inventory;
- 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")));
+ maxim.SetWeapon(caster.GetItem("zircoSwordItem"));
+ maxim.SetArmor(caster.GetItem("zirconArmorItem"));
+ maxim.SetShield(caster.GetItem("holyShieldItem"));
+ maxim.SetHelmet(caster.GetItem("legendHelmItem"));
+ maxim.SetRing(caster.GetItem("sProRingItem"));
+ maxim.SetJewel(caster.GetItem("evilJewelItem"));
+
+// selan.SetWeapon(cst.GetItem("zircoWhipItem"));
+ selan.SetArmor(caster.GetItem("zirconPlateItem"));
+ selan.SetShield(caster.GetItem("zircoGlovesItem"));
+ selan.SetHelmet(caster.GetItem("holyCapItem"));
+ selan.SetRing(caster.GetItem("ghostRingItem"));
+ selan.SetJewel(caster.GetItem("eagleRockItem"));
+
+// guy.SetWeapon(cst.GetItem("zircoAxItem"));
+ guy.SetArmor(caster.GetItem("zirconArmorItem"));
+ guy.SetShield(caster.GetItem("megaShieldItem"));
+ guy.SetHelmet(caster.GetItem("zircoHelmetItem"));
+ guy.SetRing(caster.GetItem("powerRingItem"));
+ guy.SetJewel(caster.GetItem("evilJewelItem"));
// NOTE: this is actually Artea equipment
-// 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")));
+// dekar.SetWeapon(cst.GetItem("lizardBlowItem"));
+ dekar.SetArmor(caster.GetItem("holyRobeItem"));
+ dekar.SetShield(caster.GetItem("zircoGlovesItem"));
+ dekar.SetHelmet(caster.GetItem("holyCapItem"));
+ 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);
+
+ SDL_Surface *tilesetImg(IMG_Load("test-data/tileset.png"));
+ Sprite tileset(tilesetImg, 32, 32);
+
+ Map map;
+ map.SetAreas(&area, 1);
+ map.SetTileset(&tileset);
+ map.SetWidth(1);
+
+ SDL_Surface *mapMaximImg(IMG_Load("test-data/maxim-map.png"));
+ Sprite mapMaximSprite(mapMaximImg, 32, 64);
+ Entity mapMaxim;
+ mapMaxim.SetSprite(&mapMaximSprite);
+ mapMaxim.Position() = Vector<float>(80, 160);
InitScreen screen(width, height);
- BattleState *battleState(new BattleState(bg, monstersLayout, heroesLayout, battleRes));
- battleState->AddMonster(monster);
- battleState->AddMonster(monster);
- battleState->AddMonster(monster);
- battleState->AddMonster(monster);
- battleState->AddHero(maxim);
- battleState->AddHero(selan);
- battleState->AddHero(guy);
- battleState->AddHero(dekar);
- Application app(&screen, battleState);
+ app::State *state(0);
+
+ if (battle) {
+ BattleState *battleState(new BattleState(bg, monstersLayout, heroesLayout, battleRes));
+ battleState->AddMonster(monster);
+ battleState->AddMonster(monster);
+ battleState->AddMonster(monster);
+ battleState->AddMonster(monster);
+ battleState->AddHero(maxim);
+ battleState->AddHero(selan);
+ battleState->AddHero(guy);
+ battleState->AddHero(dekar);
+ state = battleState;
+ } else {
+ MapState *mapState(new MapState(&map));
+ mapState->AddEntity(&mapMaxim);
+ mapState->ControlEntity(&mapMaxim);
+ state = mapState;
+ }
+
+ Application app(&screen, state);
app.Buttons().MapKey(SDLK_w, Input::PAD_UP);
app.Buttons().MapKey(SDLK_d, Input::PAD_RIGHT);
app.Buttons().MapKey(SDLK_s, Input::PAD_DOWN);