#include "battle/Monster.h"
#include "battle/PartyLayout.h"
#include "battle/Resources.h"
-#include "battle/Stats.h"
+#include "common/GameState.h"
+#include "common/Hero.h"
#include "common/Ikari.h"
#include "common/Inventory.h"
#include "common/Item.h"
#include "common/Spell.h"
+#include "common/Stats.h"
#include "geometry/Vector.h"
#include "graphics/ComplexAnimation.h"
#include "graphics/Font.h"
using app::Arguments;
using app::Input;
using battle::BattleState;
-using battle::Hero;
using battle::Monster;
using battle::PartyLayout;
-using battle::Stats;
+using common::GameState;
+using common::Hero;
using common::Ikari;
using common::Inventory;
using common::Item;
using common::Spell;
+using common::Stats;
using geometry::Vector;
using graphics::ComplexAnimation;
using graphics::Font;
Caster caster(intp);
+ GameState gameState;
+
+ gameState.heroes[0] = *caster.GetHero("maxim");
+ gameState.heroes[1] = *caster.GetHero("selan");
+ gameState.heroes[2] = *caster.GetHero("guy");
+ gameState.heroes[3] = *caster.GetHero("dekar");
+
+ gameState.party[0] = &gameState.heroes[0];
+ gameState.party[1] = &gameState.heroes[1];
+ gameState.party[2] = &gameState.heroes[2];
+ gameState.party[3] = &gameState.heroes[3];
+
// temporary test data
SDL_Surface *bg(IMG_Load("test-data/battle-bg.png"));
PartyLayout monstersLayout(*caster.GetPartyLayout("monstersLayout"));
PartyLayout heroesLayout(*caster.GetPartyLayout("heroesLayout"));
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(caster.GetBattleResources("battleResources"));
- maxim.AddSpell(caster.GetSpell("resetSpell"));
+ gameState.heroes[0].AddSpell(caster.GetSpell("resetSpell"));
Spell *strongSpell(caster.GetSpell("strongSpell"));
- maxim.AddSpell(strongSpell);
- selan.AddSpell(strongSpell);
+ gameState.heroes[0].AddSpell(strongSpell);
+ gameState.heroes[1].AddSpell(strongSpell);
Spell *strongerSpell(caster.GetSpell("strongerSpell"));
- maxim.AddSpell(strongerSpell);
- selan.AddSpell(strongerSpell);
+ gameState.heroes[0].AddSpell(strongerSpell);
+ gameState.heroes[1].AddSpell(strongerSpell);
Spell *championSpell(caster.GetSpell("championSpell"));
- maxim.AddSpell(championSpell);
- selan.AddSpell(championSpell);
+ gameState.heroes[0].AddSpell(championSpell);
+ gameState.heroes[1].AddSpell(championSpell);
Spell *rallySpell(caster.GetSpell("rallySpell"));
- maxim.AddSpell(rallySpell);
- selan.AddSpell(rallySpell);
- selan.AddSpell(caster.GetSpell("escapeSpell"));
+ gameState.heroes[0].AddSpell(rallySpell);
+ gameState.heroes[1].AddSpell(rallySpell);
+ gameState.heroes[1].AddSpell(caster.GetSpell("escapeSpell"));
Spell *valorSpell(caster.GetSpell("valorSpell"));
- maxim.AddSpell(valorSpell);
- selan.AddSpell(valorSpell);
+ gameState.heroes[0].AddSpell(valorSpell);
+ gameState.heroes[1].AddSpell(valorSpell);
Inventory inventory;
inventory.Add(caster.GetItem("antidoteItem"), 9);
inventory.Add(caster.GetItem("sleepBallItem"), 1);
battleRes->inventory = &inventory;
- 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"));
+ gameState.heroes[0].SetWeapon(caster.GetItem("zircoSwordItem"));
+ gameState.heroes[0].SetArmor(caster.GetItem("zirconArmorItem"));
+ gameState.heroes[0].SetShield(caster.GetItem("holyShieldItem"));
+ gameState.heroes[0].SetHelmet(caster.GetItem("legendHelmItem"));
+ gameState.heroes[0].SetRing(caster.GetItem("sProRingItem"));
+ gameState.heroes[0].SetJewel(caster.GetItem("evilJewelItem"));
+
+// gameState.heroes[1].SetWeapon(cst.GetItem("zircoWhipItem"));
+ gameState.heroes[1].SetArmor(caster.GetItem("zirconPlateItem"));
+ gameState.heroes[1].SetShield(caster.GetItem("zircoGlovesItem"));
+ gameState.heroes[1].SetHelmet(caster.GetItem("holyCapItem"));
+ gameState.heroes[1].SetRing(caster.GetItem("ghostRingItem"));
+ gameState.heroes[1].SetJewel(caster.GetItem("eagleRockItem"));
+
+// gameState.heroes[2].SetWeapon(cst.GetItem("zircoAxItem"));
+ gameState.heroes[2].SetArmor(caster.GetItem("zirconArmorItem"));
+ gameState.heroes[2].SetShield(caster.GetItem("megaShieldItem"));
+ gameState.heroes[2].SetHelmet(caster.GetItem("zircoHelmetItem"));
+ gameState.heroes[2].SetRing(caster.GetItem("powerRingItem"));
+ gameState.heroes[2].SetJewel(caster.GetItem("evilJewelItem"));
// NOTE: this is actually Artea equipment
-// 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 areas[1];
- areas[0].SetTiles(tiles, 64);
- areas[0].SetWidth(8);
-
- Trigger triggers[1];
- triggers[0].SetTilePosition(Vector<int>(2, 0));
+// gameState.heroes[3].SetWeapon(cst.GetItem("lizardBlowItem"));
+ gameState.heroes[3].SetArmor(caster.GetItem("holyRobeItem"));
+ gameState.heroes[3].SetShield(caster.GetItem("zircoGlovesItem"));
+ gameState.heroes[3].SetHelmet(caster.GetItem("holyCapItem"));
+ gameState.heroes[3].SetRing(caster.GetItem("rocketRingItem"));
+ gameState.heroes[3].SetJewel(caster.GetItem("krakenRockItem"));
+
+ Tile tiles1[64];
+
+ tiles1[ 0].SetOffset(Vector<int>(2, 1));
+ tiles1[ 1].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_WEST);
+ tiles1[ 2].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+ tiles1[ 3].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST);
+ tiles1[ 4].SetOffset(Vector<int>(0, 1));
+ tiles1[ 5].SetOffset(Vector<int>(2, 0));
+ tiles1[ 6].SetOffset(Vector<int>(2, 0));
+ tiles1[ 7].SetOffset(Vector<int>(2, 0));
+
+ tiles1[ 8].SetOffset(Vector<int>(2, 1));
+ tiles1[ 9].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
+ tiles1[10].SetOffset(Vector<int>(3, 0));
+ tiles1[11].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
+ tiles1[12].SetOffset(Vector<int>(0, 2));
+ tiles1[13].SetOffset(Vector<int>(1, 2));
+ tiles1[14].SetOffset(Vector<int>(1, 2));
+ tiles1[15].SetOffset(Vector<int>(1, 2));
+
+ tiles1[16].SetOffset(Vector<int>(2, 1));
+ tiles1[17].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
+ tiles1[18].SetOffset(Vector<int>(3, 0));
+ tiles1[19].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
+ tiles1[20].SetOffset(Vector<int>(0, 3));
+ tiles1[21].SetOffset(Vector<int>(1, 3));
+ tiles1[22].SetOffset(Vector<int>(1, 3));
+ tiles1[23].SetOffset(Vector<int>(2, 3));
+
+ tiles1[24].SetOffset(Vector<int>(2, 1));
+ tiles1[25].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
+ tiles1[26].SetOffset(Vector<int>(3, 0));
+ tiles1[27].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
+ tiles1[28].SetOffset(Vector<int>(0, 4));
+ tiles1[29].SetOffset(Vector<int>(1, 4));
+ tiles1[30].SetOffset(Vector<int>(1, 4));
+ tiles1[31].SetOffset(Vector<int>(2, 4));
+
+ tiles1[32].SetOffset(Vector<int>(2, 1));
+ tiles1[33].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
+ tiles1[34].SetOffset(Vector<int>(3, 0));
+ tiles1[35].SetOffset(Vector<int>(3, 0));
+ tiles1[36].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+ tiles1[37].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+ tiles1[38].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+ tiles1[39].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+
+ tiles1[40].SetOffset(Vector<int>(2, 1));
+ tiles1[41].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
+ tiles1[42].SetOffset(Vector<int>(3, 0));
+ tiles1[43].SetOffset(Vector<int>(3, 0));
+ tiles1[44].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH);
+ tiles1[45].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
+ tiles1[46].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
+ tiles1[47].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
+
+ tiles1[48].SetOffset(Vector<int>(2, 1));
+ tiles1[49].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
+ tiles1[50].SetOffset(Vector<int>(3, 0));
+ tiles1[51].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
+ tiles1[52].SetOffset(Vector<int>(0, 0));
+ tiles1[53].SetOffset(Vector<int>(1, 0));
+ tiles1[54].SetOffset(Vector<int>(1, 0));
+ tiles1[55].SetOffset(Vector<int>(1, 0));
+
+ tiles1[56].SetOffset(Vector<int>(2, 1));
+ tiles1[57].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_WEST);
+ tiles1[58].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH);
+ tiles1[59].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_EAST);
+ tiles1[60].SetOffset(Vector<int>(0, 1));
+ tiles1[61].SetOffset(Vector<int>(1, 1));
+ tiles1[62].SetOffset(Vector<int>(1, 1));
+ tiles1[63].SetOffset(Vector<int>(1, 1));
+
+ Tile tiles2[64];
+
+ tiles2[ 0].SetOffset(Vector<int>(2, 0));
+ tiles2[ 1].SetOffset(Vector<int>(2, 0));
+ tiles2[ 2].SetOffset(Vector<int>(2, 0));
+ tiles2[ 3].SetOffset(Vector<int>(2, 0));
+ tiles2[ 4].SetOffset(Vector<int>(2, 0));
+ tiles2[ 5].SetOffset(Vector<int>(2, 0));
+ tiles2[ 6].SetOffset(Vector<int>(2, 0));
+ tiles2[ 7].SetOffset(Vector<int>(2, 0));
+
+ tiles2[ 8].SetOffset(Vector<int>(1, 2));
+ tiles2[ 9].SetOffset(Vector<int>(1, 2));
+ tiles2[10].SetOffset(Vector<int>(5, 3));
+ tiles2[11].SetOffset(Vector<int>(2, 0));
+ tiles2[12].SetOffset(Vector<int>(2, 0));
+ tiles2[13].SetOffset(Vector<int>(2, 0));
+ tiles2[14].SetOffset(Vector<int>(2, 0));
+ tiles2[15].SetOffset(Vector<int>(2, 0));
+
+ tiles2[16].SetOffset(Vector<int>(3, 3));
+ tiles2[17].SetOffset(Vector<int>(0, 3));
+ tiles2[18].SetOffset(Vector<int>(0, 1));
+ tiles2[19].SetOffset(Vector<int>(2, 0));
+ tiles2[20].SetOffset(Vector<int>(2, 0));
+ tiles2[21].SetOffset(Vector<int>(2, 0));
+ tiles2[22].SetOffset(Vector<int>(2, 0));
+ tiles2[23].SetOffset(Vector<int>(2, 0));
+
+ tiles2[24].SetOffset(Vector<int>(3, 4)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST | Tile::BLOCK_WEST);
+ tiles2[25].SetOffset(Vector<int>(0, 4));
+ tiles2[26].SetOffset(Vector<int>(0, 1));
+ tiles2[27].SetOffset(Vector<int>(2, 0));
+ tiles2[28].SetOffset(Vector<int>(2, 0));
+ tiles2[29].SetOffset(Vector<int>(2, 0));
+ tiles2[30].SetOffset(Vector<int>(2, 0));
+ tiles2[31].SetOffset(Vector<int>(2, 0));
+
+ tiles2[32].SetOffset(Vector<int>(5, 0));
+ tiles2[33].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST);
+ tiles2[34].SetOffset(Vector<int>(0, 1));
+ tiles2[35].SetOffset(Vector<int>(2, 0));
+ tiles2[36].SetOffset(Vector<int>(2, 0));
+ tiles2[37].SetOffset(Vector<int>(2, 0));
+ tiles2[38].SetOffset(Vector<int>(2, 0));
+ tiles2[39].SetOffset(Vector<int>(2, 0));
+
+ tiles2[40].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
+ tiles2[41].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_EAST);
+ tiles2[42].SetOffset(Vector<int>(0, 1));
+ tiles2[43].SetOffset(Vector<int>(2, 0));
+ tiles2[44].SetOffset(Vector<int>(2, 0));
+ tiles2[45].SetOffset(Vector<int>(2, 0));
+ tiles2[46].SetOffset(Vector<int>(2, 0));
+ tiles2[47].SetOffset(Vector<int>(2, 0));
+
+ tiles2[48].SetOffset(Vector<int>(1, 0));
+ tiles2[49].SetOffset(Vector<int>(1, 0));
+ tiles2[50].SetOffset(Vector<int>(5, 4));
+ tiles2[51].SetOffset(Vector<int>(2, 0));
+ tiles2[52].SetOffset(Vector<int>(2, 0));
+ tiles2[53].SetOffset(Vector<int>(2, 0));
+ tiles2[54].SetOffset(Vector<int>(2, 0));
+ tiles2[55].SetOffset(Vector<int>(2, 0));
+
+ tiles2[56].SetOffset(Vector<int>(2, 0));
+ tiles2[57].SetOffset(Vector<int>(2, 0));
+ tiles2[58].SetOffset(Vector<int>(2, 0));
+ tiles2[59].SetOffset(Vector<int>(2, 0));
+ tiles2[60].SetOffset(Vector<int>(2, 0));
+ tiles2[61].SetOffset(Vector<int>(2, 0));
+ tiles2[62].SetOffset(Vector<int>(2, 0));
+ tiles2[63].SetOffset(Vector<int>(2, 0));
+
+ Area areas1[2];
+ areas1[0].SetTiles(tiles1, 64);
+ areas1[0].SetWidth(8);
+ areas1[1].SetTiles(tiles2, 64);
+ areas1[1].SetWidth(8);
+
+ Trigger triggers1[1];
+ triggers1[0].SetTilePosition(Vector<int>(8, 3));
SDL_Surface *tilesetImg(IMG_Load("test-data/tileset.png"));
Sprite tileset(tilesetImg, tileSize, tileSize);
- Map map;
- 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);
+ Map map1;
+ map1.SetAreas(areas1, 2);
+ map1.SetTileset(&tileset);
+ map1.SetTriggers(triggers1, 1);
+ map1.SetWidth(2);
+
+ Tile tiles3[64];
+
+ tiles3[ 0].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_WEST);
+ tiles3[ 1].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+ tiles3[ 2].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+ tiles3[ 3].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+ tiles3[ 4].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+ tiles3[ 5].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+ tiles3[ 6].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+ tiles3[ 7].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST);
+
+ tiles3[ 8].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_WEST);
+ tiles3[ 9].SetOffset(Vector<int>(3, 0));
+ tiles3[10].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH);
+ tiles3[11].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
+ tiles3[12].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
+ tiles3[13].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
+ tiles3[14].SetOffset(Vector<int>(4, 0));
+ tiles3[15].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_EAST | Tile::BLOCK_SOUTH);
+
+ tiles3[16].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_WEST);
+ tiles3[17].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
+ tiles3[18].SetOffset(Vector<int>(0, 0));
+ tiles3[19].SetOffset(Vector<int>(1, 0));
+ tiles3[20].SetOffset(Vector<int>(1, 0));
+ tiles3[21].SetOffset(Vector<int>(3, 2));
+ tiles3[22].SetOffset(Vector<int>(4, 2)).SetFlags(Tile::BLOCK_EAST | Tile::BLOCK_SOUTH | Tile::BLOCK_WEST);
+ tiles3[23].SetOffset(Vector<int>(5, 2));
+
+ tiles3[24].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_WEST);
+ tiles3[25].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
+ tiles3[26].SetOffset(Vector<int>(0, 1));
+ tiles3[27].SetOffset(Vector<int>(2, 0));
+ tiles3[28].SetOffset(Vector<int>(2, 0));
+ tiles3[29].SetOffset(Vector<int>(1, 2));
+ tiles3[30].SetOffset(Vector<int>(1, 2));
+ tiles3[31].SetOffset(Vector<int>(1, 2));
+
+ tiles3[32].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_WEST);
+ tiles3[33].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
+ tiles3[34].SetOffset(Vector<int>(0, 1));
+ tiles3[35].SetOffset(Vector<int>(2, 0));
+ tiles3[36].SetOffset(Vector<int>(2, 0));
+ tiles3[37].SetOffset(Vector<int>(2, 3));
+ tiles3[38].SetOffset(Vector<int>(3, 3));
+ tiles3[39].SetOffset(Vector<int>(0, 3));
+
+ tiles3[40].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_WEST);
+ tiles3[41].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
+ tiles3[42].SetOffset(Vector<int>(0, 1));
+ tiles3[43].SetOffset(Vector<int>(2, 0));
+ tiles3[44].SetOffset(Vector<int>(2, 0));
+ tiles3[45].SetOffset(Vector<int>(2, 4));
+ tiles3[46].SetOffset(Vector<int>(3, 4));
+ tiles3[47].SetOffset(Vector<int>(0, 4));
+
+ tiles3[48].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_WEST);
+ tiles3[49].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
+ tiles3[50].SetOffset(Vector<int>(0, 1));
+ tiles3[51].SetOffset(Vector<int>(2, 0));
+ tiles3[52].SetOffset(Vector<int>(2, 0));
+ tiles3[53].SetOffset(Vector<int>(4, 1));
+ tiles3[54].SetOffset(Vector<int>(5, 1));
+ tiles3[55].SetOffset(Vector<int>(3, 1));
+
+ tiles3[56].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_WEST);
+ tiles3[57].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST | Tile::BLOCK_SOUTH);
+ tiles3[58].SetOffset(Vector<int>(0, 1));
+ tiles3[59].SetOffset(Vector<int>(2, 0));
+ tiles3[60].SetOffset(Vector<int>(2, 0));
+ tiles3[61].SetOffset(Vector<int>(2, 0));
+ tiles3[62].SetOffset(Vector<int>(2, 0));
+ tiles3[63].SetOffset(Vector<int>(2, 0));
+
+ Area areas2[1];
+ areas2[0].SetTiles(tiles3, 64);
+ areas2[0].SetWidth(8);
+
+ Trigger triggers2[1];
+ triggers2[0].SetTilePosition(Vector<int>(6, 2));
+
+ Map map2;
+ map2.SetAreas(areas2, 1);
+ map2.SetTileset(&tileset);
+ map2.SetTriggers(triggers2, 1);
+ map2.SetWidth(1);
+
+ triggers1[0].map = &map2;
+ triggers1[0].target = Vector<int>(6, 2);
+
+ triggers2[0].map = &map1;
+ triggers2[0].target = Vector<int>(8, 3);
+
+ SimpleAnimation mapMaximAnimation(gameState.heroes[0].MapSprite(), (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
Entity mapMaxim;
mapMaxim.SetAnimation(&mapMaximAnimation);
- mapMaxim.Position() = Vector<float>(80, 128);
+ 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);
+ SimpleAnimation mapSelanAnimation(gameState.heroes[1].MapSprite(), (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);
+ mapSelan.SetFlags(Entity::FLAG_NONBLOCKING);
+ 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);
+ SimpleAnimation mapGuyAnimation(gameState.heroes[2].MapSprite(), (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);
+ mapGuy.SetFlags(Entity::FLAG_NONBLOCKING);
+ 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);
+ SimpleAnimation mapDekarAnimation(gameState.heroes[3].MapSprite(), (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);
+ mapDekar.SetFlags(Entity::FLAG_NONBLOCKING);
+ mapGuy.AddFollower(&mapDekar);
+
+ SDL_Surface *mapMonsterImg(IMG_Load("test-data/monster-map.png"));
+ Sprite mapMonsterSprite(mapMonsterImg, 32, 32);
+ SimpleAnimation mapMonsterAnimation(&mapMonsterSprite, 500, 2, 0, 0, true);
+ Entity mapMonster;
+ mapMonster.SetAnimation(&mapMonsterAnimation);
+ mapMonster.Position() = Vector<float>(64, 32);
+ mapMonster.SetOrientation(Entity::ORIENTATION_SOUTH);
+ map1.SetEntities(&mapMonster, 1);
InitScreen screen(width, height);
battleState->AddMonster(monster);
battleState->AddMonster(monster);
battleState->AddMonster(monster);
- battleState->AddHero(maxim);
- battleState->AddHero(selan);
- battleState->AddHero(guy);
- battleState->AddHero(dekar);
+ battleState->AddHero(gameState.heroes[0]);
+ battleState->AddHero(gameState.heroes[1]);
+ battleState->AddHero(gameState.heroes[2]);
+ battleState->AddHero(gameState.heroes[3]);
state = battleState;
} else {
- MapState *mapState(new MapState(&map));
- mapState->AddEntity(&mapMaxim);
+ MapState *mapState(new MapState(&map1));
+
mapState->ControlEntity(&mapMaxim);
mapState->SetWalkingSpeed(walkSpeed);
+ mapMonster.StartAnimation(*mapState);
+
state = mapState;
}
app.Buttons().MapKey(SDLK_SPACE, Input::SELECT);
app.Buttons().MapKey(SDLK_RSHIFT, Input::SHOULDER_RIGHT);
app.Buttons().MapKey(SDLK_LSHIFT, Input::SHOULDER_LEFT);
+ app.Buttons().MapKey(SDLK_1, Input::DEBUG_1);
+ app.Buttons().MapKey(SDLK_2, Input::DEBUG_2);
+ app.Buttons().MapKey(SDLK_3, Input::DEBUG_3);
+ app.Buttons().MapKey(SDLK_4, Input::DEBUG_4);
app.Run();
return 0;