]> git.localhorst.tv Git - l2e.git/blobdiff - src/main.cpp
added loading callback for type descriptions
[l2e.git] / src / main.cpp
index 4598f7012b6f2c7a0faa843339adbf3102c1b048..ff49b66bb578b11a9536fb476abcb7b868d6b75d 100644 (file)
 #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"
@@ -54,14 +56,15 @@ using app::Application;
 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;
@@ -170,36 +173,44 @@ int main(int argc, char **argv) {
 
                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);
@@ -210,34 +221,34 @@ int main(int argc, char **argv) {
                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"));
+//             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];
 
@@ -387,35 +398,124 @@ int main(int argc, char **argv) {
                tiles2[62].SetOffset(Vector<int>(2, 0));
                tiles2[63].SetOffset(Vector<int>(2, 0));
 
-               Area areas[2];
-               areas[0].SetTiles(tiles1, 64);
-               areas[0].SetWidth(8);
-               areas[1].SetTiles(tiles2, 64);
-               areas[1].SetWidth(8);
+               Area areas1[2];
+               areas1[0].SetTiles(tiles1, 64);
+               areas1[0].SetWidth(8);
+               areas1[1].SetTiles(tiles2, 64);
+               areas1[1].SetWidth(8);
 
-               Trigger triggers[1];
-               triggers[0].SetTilePosition(Vector<int>(2, 0));
+               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, 2);
-               map.SetTileset(&tileset);
-               map.SetTriggers(triggers, 1);
-               map.SetWidth(2);
-
-               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>(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);
@@ -423,9 +523,7 @@ int main(int argc, char **argv) {
                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);
@@ -433,9 +531,7 @@ int main(int argc, char **argv) {
                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);
@@ -450,6 +546,7 @@ int main(int argc, char **argv) {
                mapMonster.SetAnimation(&mapMonsterAnimation);
                mapMonster.Position() = Vector<float>(64, 32);
                mapMonster.SetOrientation(Entity::ORIENTATION_SOUTH);
+               map1.SetEntities(&mapMonster, 1);
 
                InitScreen screen(width, height);
 
@@ -461,23 +558,16 @@ int main(int argc, char **argv) {
                        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->AddEntity(&mapSelan);
-                       mapState->AddEntity(&mapGuy);
-                       mapState->AddEntity(&mapDekar);
+                       MapState *mapState(new MapState(&map1));
 
                        mapState->ControlEntity(&mapMaxim);
                        mapState->SetWalkingSpeed(walkSpeed);
-
-                       mapState->AddEntity(&mapMonster);
                        mapMonster.StartAnimation(*mapState);
 
                        state = mapState;