]> git.localhorst.tv Git - l2e.git/blobdiff - src/main.cpp
added test entity
[l2e.git] / src / main.cpp
index 965da00e56eb871bd7e5345dd101c40668cf81ad..f6a069c2331eb73a695de2a7f1a3a87c858b4243 100644 (file)
 #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"
@@ -69,6 +74,11 @@ 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;
@@ -84,6 +94,8 @@ int main(int argc, char **argv) {
        const int width = 800;
        const int height = 480;
 
+       const bool battle(false);
+
 //     std::srand(std::time(0));
 
        try {
@@ -222,18 +234,121 @@ int main(int argc, char **argv) {
                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));
+               tiles[ 2].SetOffset(Vector<int>(3, 0));
+               tiles[ 3].SetOffset(Vector<int>(3, 0));
+               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[10].SetOffset(Vector<int>(3, 0));
+               tiles[11].SetOffset(Vector<int>(3, 0));
+               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[18].SetOffset(Vector<int>(3, 0));
+               tiles[19].SetOffset(Vector<int>(3, 0));
+               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[26].SetOffset(Vector<int>(3, 0));
+               tiles[27].SetOffset(Vector<int>(3, 0));
+               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[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[40].SetOffset(Vector<int>(2, 1));
+               tiles[41].SetOffset(Vector<int>(4, 0));
+               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[48].SetOffset(Vector<int>(2, 1));
+               tiles[49].SetOffset(Vector<int>(4, 0));
+               tiles[50].SetOffset(Vector<int>(3, 0));
+               tiles[51].SetOffset(Vector<int>(3, 0));
+               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[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);