+ const int width = 800;
+ const int height = 480;
+
+ try {
+ InitSDL sdl;
+ InitImage image(IMG_INIT_PNG);
+ InitScreen screen(width, height);
+
+ // temporary test data
+ SDL_Surface *bg(IMG_Load("test-data/battle-bg.png"));
+ PartyLayout monstersLayout;
+ monstersLayout.AddPosition(Point<Uint8>(88, 104));
+ monstersLayout.AddPosition(Point<Uint8>(128, 104));
+ monstersLayout.AddPosition(Point<Uint8>(168, 104));
+ monstersLayout.AddPosition(Point<Uint8>(208, 104));
+ PartyLayout heroesLayout;
+ heroesLayout.AddPosition(Point<Uint8>(27, 219));
+ heroesLayout.AddPosition(Point<Uint8>(104, 227));
+ heroesLayout.AddPosition(Point<Uint8>(66, 238));
+ heroesLayout.AddPosition(Point<Uint8>(143, 246));
+
+ SDL_Surface *monsterImg(IMG_Load("test-data/monster.png"));
+ Sprite dummySprite(monsterImg, 64, 64);
+ Monster monster;
+ monster.SetSprite(&dummySprite);
+
+ SDL_Surface *maximImg(IMG_Load("test-data/maxim.png"));
+ Sprite maximSprite(maximImg, 64, 64);
+ Hero maxim;
+ maxim.SetName("Maxim");
+ maxim.SetLevel(1);
+ maxim.SetSprite(&maximSprite);
+ maxim.SetMaxHealth(33);
+ maxim.SetHealth(33);
+ maxim.SetMaxMana(20);
+ maxim.SetMana(20);
+ maxim.SetIP(0);
+
+ SDL_Surface *selanImg(IMG_Load("test-data/selan.png"));
+ Sprite selanSprite(selanImg, 64, 64);
+ Hero selan;
+ selan.SetName("Selan");
+ selan.SetLevel(1);
+ selan.SetSprite(&selanSprite);
+ selan.SetMaxHealth(28);
+ selan.SetHealth(28);
+ selan.SetMaxMana(23);
+ selan.SetMana(23);
+ selan.SetIP(0);
+
+ SDL_Surface *guyImg(IMG_Load("test-data/guy.png"));
+ Sprite guySprite(guyImg, 64, 64);
+ Hero guy;
+ guy.SetName("Guy");
+ guy.SetLevel(1);
+ guy.SetSprite(&guySprite);
+ guy.SetMaxHealth(38);
+ guy.SetHealth(38);
+ guy.SetMaxMana(0);
+ guy.SetMana(0);
+ guy.SetIP(0);
+
+ SDL_Surface *dekarImg(IMG_Load("test-data/dekar.png"));
+ Sprite dekarSprite(dekarImg, 64, 64);
+ Hero dekar;
+ dekar.SetName("Dekar");
+ dekar.SetLevel(1);
+ dekar.SetSprite(&dekarSprite);
+ dekar.SetMaxHealth(38);
+ dekar.SetHealth(38);
+ dekar.SetMaxMana(0);
+ dekar.SetMana(0);
+ dekar.SetIP(0);
+
+ battle::Resources battleRes;
+
+ SDL_Surface *attackIconsImg(IMG_Load("test-data/attack-type-icons.png"));
+ Sprite attackIconsSprite(attackIconsImg, 32, 32);
+ battleRes.attackIcons = &attackIconsSprite;
+ SDL_Surface *moveIconsImg(IMG_Load("test-data/move-icons.png"));
+ Sprite moveIconsSprite(moveIconsImg, 32, 32);
+ battleRes.moveIcons = &moveIconsSprite;
+ SDL_Surface *heroTagImg(IMG_Load("test-data/hero-tag-sprites.png"));
+ Sprite heroTagSprite(heroTagImg, 32, 16);
+ battleRes.heroTagLabels = &heroTagSprite;
+ SDL_Surface *numbersImg(IMG_Load("test-data/numbers.png"));
+ Sprite numbersSprite(numbersImg, 16, 16);
+ Font heroTagFont(&numbersSprite);
+ battleRes.heroTagFont = &heroTagFont;
+ SDL_Surface *tagFramesImg(IMG_Load("test-data/tag-frames.png"));
+ Frame heroTagFrame(tagFramesImg, 16, 16, 1, 1, 0, 33);
+ battleRes.heroTagFrame = &heroTagFrame;
+ Frame activeHeroTagFrame(tagFramesImg, 16, 16);
+ battleRes.activeHeroTagFrame = &activeHeroTagFrame;
+
+ SDL_Surface *gauges(IMG_Load("test-data/gauges.png"));
+ Gauge healthGauge(gauges, 0, 16, 0, 0, 16, 6, 1, 6);
+ battleRes.healthGauge = &healthGauge;
+ Gauge manaGauge(gauges, 0, 32, 0, 0, 16, 6, 1, 6);
+ battleRes.manaGauge = &manaGauge;
+ Gauge ikariGauge(gauges, 0, 48, 0, 0, 16, 6, 1, 6);
+ battleRes.ikariGauge = &ikariGauge;
+
+ SDL_Surface *selectFrameImg(IMG_Load("test-data/select-frame.png"));
+ Frame selectFrame(selectFrameImg, 16, 16);
+ battleRes.selectFrame = &selectFrame;
+
+ SDL_Surface *normalFontImg(IMG_Load("test-data/normal-font.png"));
+ Sprite normalFontSprite(normalFontImg, 16, 16);
+ Font normalFont(&normalFontSprite);
+ normalFont.MapRange('A', 'M', 0, 1);
+ normalFont.MapRange('N', 'Z', 0, 2);
+ normalFont.MapRange('a', 'm', 0, 3);
+ normalFont.MapRange('n', 'z', 0, 4);
+ normalFont.MapChar(':', 10, 0);
+ normalFont.MapChar('!', 10, 0);
+ normalFont.MapChar('?', 10, 0);
+ // TODO: add '.' character
+ battleRes.normalFont = &normalFont;
+
+ SDL_Surface *disabledFontImg(IMG_Load("test-data/disabled-font.png"));
+ Sprite disabledFontSprite(disabledFontImg, 16, 16);
+ Font disabledFont(&disabledFontSprite);
+ disabledFont.MapRange('A', 'M', 0, 1);
+ disabledFont.MapRange('N', 'Z', 0, 2);
+ disabledFont.MapRange('a', 'm', 0, 3);
+ disabledFont.MapRange('n', 'z', 0, 4);
+ disabledFont.MapChar(':', 10, 0);
+ disabledFont.MapChar('!', 10, 0);
+ disabledFont.MapChar('?', 10, 0);
+ // TODO: add '.' character
+ battleRes.disabledFont = &disabledFont;
+
+ SDL_Surface *handCursorImg(IMG_Load("test-data/cursor-hand.png"));
+ Sprite handCursorSprite(handCursorImg, 32, 32);
+ battleRes.menuCursor = &handCursorSprite;
+
+ battleRes.spellMenuHeadline = "Please choose a spell.";
+ battleRes.spellMenuPrototype = Menu</* Spell */ void *>(&normalFont, &disabledFont, &handCursorSprite, 12, 6, 8, 2, 32);
+ battleRes.spellMenuPrototype.Add("Reset : 0", 0, false);
+ battleRes.spellMenuPrototype.Add("Strong : 3", 0);
+ battleRes.spellMenuPrototype.Add("Stronger : 8", 0);
+ battleRes.spellMenuPrototype.Add("Champion :16", 0);
+ battleRes.spellMenuPrototype.Add("Rally :10", 0);
+ battleRes.spellMenuPrototype.Add("Escape : 8", 0, false);
+ battleRes.spellMenuPrototype.Add("Valor :30", 0);
+ battleRes.spellMenuPrototype.Add("Poison : 2", 0);
+ battleRes.spellMenuPrototype.Add("Warp : 8", 0, false);
+ battleRes.spellMenuPrototype.Add("Release : 2", 0);
+ battleRes.spellMenuPrototype.Add("Waken : 4", 0);
+ battleRes.spellMenuPrototype.Add("Light : 0", 0, false);
+ battleRes.spellMenuPrototype.Add("Fake : 4", 0);
+ battleRes.spellMenuPrototype.Add("Trick : 5", 0);
+ battleRes.spellMenuPrototype.Add("Flash : 5", 0);
+ battleRes.spellMenuPrototype.Add("Fireball : 6", 0);
+ battleRes.spellMenuPrototype.Add("Vortex : 7", 0);
+ battleRes.spellMenuPrototype.Add("Blizzard : 8", 0);
+ battleRes.spellMenuPrototype.Add("Spark : 3", 0);
+
+ battleRes.itemMenuHeadline = "Please choose an item.";
+ battleRes.itemMenuPrototype = Menu</* Item */ void *>(&normalFont, &disabledFont, &handCursorSprite, 15, 6, 8, 1, 32);
+ battleRes.itemMenuPrototype.Add("Antidote : 9", 0);
+ battleRes.itemMenuPrototype.Add("Magic jar : 4", 0);
+ battleRes.itemMenuPrototype.Add("Miracle : 4", 0);
+ battleRes.itemMenuPrototype.Add("Hi-Potion : 6", 0);
+ battleRes.itemMenuPrototype.Add("Hi-Magic : 7", 0);
+ battleRes.itemMenuPrototype.Add("Regain : 4", 0);
+ battleRes.itemMenuPrototype.Add("Power potion: 4", 0, false);
+ battleRes.itemMenuPrototype.Add("Life potion : 1", 0, false);
+ battleRes.itemMenuPrototype.Add("Escape : 2", 0, false);
+ battleRes.itemMenuPrototype.Add("Power gourd : 3", 0);
+ battleRes.itemMenuPrototype.Add("Mystery pin : 2", 0);
+
+ 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.Buttons().MapKey(SDLK_w, Input::PAD_UP);
+ app.Buttons().MapKey(SDLK_d, Input::PAD_RIGHT);
+ app.Buttons().MapKey(SDLK_s, Input::PAD_DOWN);
+ app.Buttons().MapKey(SDLK_a, Input::PAD_LEFT);
+ app.Buttons().MapKey(SDLK_RIGHT, Input::ACTION_A);
+ app.Buttons().MapKey(SDLK_DOWN, Input::ACTION_B);
+ app.Buttons().MapKey(SDLK_UP, Input::ACTION_X);
+ app.Buttons().MapKey(SDLK_LEFT, Input::ACTION_Y);
+ app.Buttons().MapKey(SDLK_RETURN, Input::START);
+ app.Buttons().MapKey(SDLK_SPACE, Input::SELECT);
+ app.Buttons().MapKey(SDLK_RSHIFT, Input::SHOULDER_RIGHT);
+ app.Buttons().MapKey(SDLK_LSHIFT, Input::SHOULDER_LEFT);
+ app.Run();
+
+ return 0;
+ } catch (exception &e) {
+ cerr << "exception in main(): " << e.what() << endl;
+ return 1;
+ }