]> git.localhorst.tv Git - l2e.git/blobdiff - src/main.cpp
implemented followers
[l2e.git] / src / main.cpp
index f6a069c2331eb73a695de2a7f1a3a87c858b4243..d92e2940cc1dcb8b7b97fb477a5c17fccb044339 100644 (file)
@@ -36,6 +36,7 @@
 #include "map/Map.h"
 #include "map/MapState.h"
 #include "map/Tile.h"
+#include "map/Trigger.h"
 #include "sdl/InitImage.h"
 #include "sdl/InitScreen.h"
 #include "sdl/InitSDL.h"
@@ -79,6 +80,7 @@ using map::Entity;
 using map::Map;
 using map::MapState;
 using map::Tile;
+using map::Trigger;
 using sdl::InitImage;
 using sdl::InitScreen;
 using sdl::InitSDL;
@@ -94,6 +96,9 @@ int main(int argc, char **argv) {
        const int width = 800;
        const int height = 480;
 
+       const int tileSize = 32;
+       const float walkSpeed = 128.0f;
+
        const bool battle(false);
 
 //     std::srand(std::time(0));
@@ -237,94 +242,127 @@ int main(int argc, char **argv) {
                Tile tiles[64];
 
                tiles[ 0].SetOffset(Vector<int>(2, 1));
-               tiles[ 1].SetOffset(Vector<int>(4, 0));
-               tiles[ 2].SetOffset(Vector<int>(3, 0));
-               tiles[ 3].SetOffset(Vector<int>(3, 0));
+               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));
+               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));
+               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));
+               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));
+               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));
+               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));
+               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));
+               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));
-               tiles[37].SetOffset(Vector<int>(3, 0));
-               tiles[38].SetOffset(Vector<int>(3, 0));
-               tiles[39].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));
+               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));
-               tiles[45].SetOffset(Vector<int>(4, 0));
-               tiles[46].SetOffset(Vector<int>(4, 0));
-               tiles[47].SetOffset(Vector<int>(4, 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));
+               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));
+               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));
-               tiles[58].SetOffset(Vector<int>(3, 0));
-               tiles[59].SetOffset(Vector<int>(3, 0));
+               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);
+               Area areas[1];
+               areas[0].SetTiles(tiles, 64);
+               areas[0].SetWidth(8);
+
+               Trigger triggers[1];
+               triggers[0].SetTilePosition(Vector<int>(2, 0));
 
                SDL_Surface *tilesetImg(IMG_Load("test-data/tileset.png"));
-               Sprite tileset(tilesetImg, 32, 32);
+               Sprite tileset(tilesetImg, tileSize, tileSize);
 
                Map map;
-               map.SetAreas(&area, 1);
+               map.SetAreas(areas, 1);
                map.SetTileset(&tileset);
+               map.SetTriggers(triggers, 1);
                map.SetWidth(1);
 
                SDL_Surface *mapMaximImg(IMG_Load("test-data/maxim-map.png"));
                Sprite mapMaximSprite(mapMaximImg, 32, 64);
+               SimpleAnimation mapMaximAnimation(&mapMaximSprite, (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
                Entity mapMaxim;
-               mapMaxim.SetSprite(&mapMaximSprite);
-               mapMaxim.Position() = Vector<float>(80, 160);
+               mapMaxim.SetAnimation(&mapMaximAnimation);
+               mapMaxim.Position() = Vector<float>(64, 128);
+               mapMaxim.SpriteOffset() = Vector<float>(0, -32);
+
+               SDL_Surface *mapSelanImg(IMG_Load("test-data/selan-map.png"));
+               Sprite mapSelanSprite(mapSelanImg, 32, 64);
+               SimpleAnimation mapSelanAnimation(&mapSelanSprite, (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
+               Entity mapSelan;
+               mapSelan.SetAnimation(&mapSelanAnimation);
+               mapSelan.Position() = Vector<float>(64, 128);
+               mapSelan.SpriteOffset() = Vector<float>(0, -32);
+               mapMaxim.AddFollower(&mapSelan);
+
+               SDL_Surface *mapGuyImg(IMG_Load("test-data/guy-map.png"));
+               Sprite mapGuySprite(mapGuyImg, 32, 64);
+               SimpleAnimation mapGuyAnimation(&mapGuySprite, (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
+               Entity mapGuy;
+               mapGuy.SetAnimation(&mapGuyAnimation);
+               mapGuy.Position() = Vector<float>(64, 128);
+               mapGuy.SpriteOffset() = Vector<float>(0, -32);
+               mapSelan.AddFollower(&mapGuy);
+
+               SDL_Surface *mapDekarImg(IMG_Load("test-data/dekar-map.png"));
+               Sprite mapDekarSprite(mapDekarImg, 32, 64);
+               SimpleAnimation mapDekarAnimation(&mapDekarSprite, (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
+               Entity mapDekar;
+               mapDekar.SetAnimation(&mapDekarAnimation);
+               mapDekar.Position() = Vector<float>(64, 128);
+               mapDekar.SpriteOffset() = Vector<float>(0, -32);
+               mapGuy.AddFollower(&mapDekar);
 
                InitScreen screen(width, height);
 
@@ -344,7 +382,11 @@ int main(int argc, char **argv) {
                } else {
                        MapState *mapState(new MapState(&map));
                        mapState->AddEntity(&mapMaxim);
+                       mapState->AddEntity(&mapSelan);
+                       mapState->AddEntity(&mapGuy);
+                       mapState->AddEntity(&mapDekar);
                        mapState->ControlEntity(&mapMaxim);
+                       mapState->SetWalkingSpeed(walkSpeed);
                        state = mapState;
                }