]> git.localhorst.tv Git - l2e.git/blobdiff - src/main.cpp
added melee animation of monsters
[l2e.git] / src / main.cpp
index 807784300ae1c5fe416ea0c44f058e3c7596ca66..14a6336f014df0d2028d3124f2699ca9a2af64b1 100644 (file)
 #include "battle/Hero.h"
 #include "battle/Monster.h"
 #include "battle/PartyLayout.h"
+#include "battle/Resources.h"
+#include "battle/Stats.h"
+#include "common/Ikari.h"
+#include "common/Inventory.h"
+#include "common/Item.h"
+#include "common/Spell.h"
 #include "geometry/Point.h"
+#include "geometry/Vector.h"
+#include "graphics/ComplexAnimation.h"
+#include "graphics/Font.h"
+#include "graphics/Frame.h"
+#include "graphics/Gauge.h"
+#include "graphics/Menu.h"
+#include "graphics/SimpleAnimation.h"
 #include "graphics/Sprite.h"
 #include "sdl/InitImage.h"
 #include "sdl/InitScreen.h"
@@ -28,7 +41,19 @@ using battle::BattleState;
 using battle::Hero;
 using battle::Monster;
 using battle::PartyLayout;
+using battle::Stats;
+using common::Ikari;
+using common::Inventory;
+using common::Item;
+using common::Spell;
 using geometry::Point;
+using geometry::Vector;
+using graphics::ComplexAnimation;
+using graphics::Font;
+using graphics::Frame;
+using graphics::Gauge;
+using graphics::Menu;
+using graphics::SimpleAnimation;
 using graphics::Sprite;
 using sdl::InitImage;
 using sdl::InitScreen;
@@ -43,6 +68,8 @@ int main(int argc, char **argv) {
        const int width = 800;
        const int height = 480;
 
+       const int framerate = 33;
+
        try {
                InitSDL sdl;
                InitImage image(IMG_INIT_PNG);
@@ -51,47 +78,632 @@ int main(int argc, char **argv) {
                // temporary test data
                SDL_Surface *bg(IMG_Load("test-data/battle-bg.png"));
                PartyLayout monstersLayout;
-               monstersLayout.AddPosition(Point<Uint8>(50, 100));
-               monstersLayout.AddPosition(Point<Uint8>(100, 108));
-               monstersLayout.AddPosition(Point<Uint8>(150, 100));
-               monstersLayout.AddPosition(Point<Uint8>(200, 108));
+               monstersLayout.AddPosition(Point<Uint8>(88, 88));
+               monstersLayout.AddPosition(Point<Uint8>(128, 88));
+               monstersLayout.AddPosition(Point<Uint8>(168, 88));
+               monstersLayout.AddPosition(Point<Uint8>(208, 88));
                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));
+               heroesLayout.AddPosition(Point<Uint8>(48, 136));
+               heroesLayout.AddPosition(Point<Uint8>(128, 136));
+               heroesLayout.AddPosition(Point<Uint8>(80, 152));
+               heroesLayout.AddPosition(Point<Uint8>(160, 152));
 
                SDL_Surface *monsterImg(IMG_Load("test-data/monster.png"));
-               Sprite dummySprite(monsterImg, 96, 96);
+               Sprite monsterSprite(monsterImg, 64, 64);
                Monster monster;
-               monster.SetSprite(&dummySprite);
-
-               SDL_Surface *heroImg(IMG_Load("test-data/hero.png"));
-               Sprite heroSprite(heroImg, 96, 96);
-               Hero hero;
-               hero.SetName("Name");
-               hero.SetLevel(34);
-               hero.SetSprite(&heroSprite);
-               hero.SetMaxHealth(100);
-               hero.SetHealth(50);
-               hero.SetMaxMana(100);
-               hero.SetMana(66);
-               hero.SetIP(160);
-
-               SDL_Surface *attackIcons(IMG_Load("test-data/attack-type-icons.png"));
-               Sprite attackIconsSprite(attackIcons, 32, 32);
-               SDL_Surface *moveIcons(IMG_Load("test-data/move-icons.png"));
-               Sprite moveIconsSprite(moveIcons, 32, 32);
-
-               BattleState *battleState(new BattleState(bg, monstersLayout, heroesLayout, &attackIconsSprite, &moveIconsSprite));
+               monster.SetName("Lizard");
+               monster.SetSprite(&monsterSprite);
+               monster.SetLevel(1);
+               monster.SetMaxHealth(8);
+               monster.SetHealth(8);
+               monster.SetStats(Stats(14, 6, 6, 6, 6, 6, 6));
+               monster.SetReward(3, 5);
+               ComplexAnimation monsterAttackAnimation(&monsterSprite, 4 * framerate);
+               monsterAttackAnimation.AddFrame(0, 1, Vector<int>(16, 0));
+               monsterAttackAnimation.AddFrame(0, 0, Vector<int>(16, 0));
+               monsterAttackAnimation.AddFrame(0, 1, Vector<int>(16, 0));
+               monster.SetAttackAnimation(&monsterAttackAnimation);
+               SDL_Surface *monsterMeleeImg(IMG_Load("test-data/attack-monster.png"));
+               Sprite monsterMeleeSprite(monsterMeleeImg, 96, 64);
+               SimpleAnimation monsterMeleeAnimation(&monsterMeleeSprite, framerate, 14);
+               monster.SetMeleeAnimation(&monsterMeleeAnimation);
+
+               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);
+               maxim.SetStats(Stats(28, 22, 28, 17, 14, 100, 10));
+               ComplexAnimation maximAttackAnimation(&maximSprite, framerate);
+               // TODO: cross check double frames; could be related to differences in framerates
+               maximAttackAnimation.AddFrames(1, 0, Vector<int>(0,  0), 7); // TODO: maybe this could also be a pause before the battle animation
+               maximAttackAnimation.AddFrames(1, 0, Vector<int>(4, -1), 2);
+               maximAttackAnimation.AddFrames(2, 0, Vector<int>(4, -2), 2);
+               maximAttackAnimation.AddFrames(2, 0, Vector<int>(6, -2), 2);
+               maximAttackAnimation.AddFrames(2, 1, Vector<int>(6, -1), 1);
+               maximAttackAnimation.AddFrames(2, 1, Vector<int>(3, -1), 2);
+               maximAttackAnimation.AddFrames(2, 1, Vector<int>(0,  0), 1);
+               maximAttackAnimation.AddFrames(2, 2, Vector<int>(0,  0), 2);
+               maximAttackAnimation.AddFrames(2, 2, Vector<int>(2,  0), 1);
+               maximAttackAnimation.AddFrames(1, 0, Vector<int>(0,  0), 7); // TODO: maybe this could also be a pause between two animations
+               maxim.SetAttackAnimation(&maximAttackAnimation);
+               ComplexAnimation maximSpellAnimation(&maximSprite, 5 * framerate);
+               maximSpellAnimation.AddFrames(3, 0, Vector<int>(), 2);
+               maximSpellAnimation.AddFrame(3, 1);
+               maxim.SetSpellAnimation(&maximSpellAnimation);
+               SDL_Surface *maximMeleeImg(IMG_Load("test-data/melee-maxim.png"));
+               Sprite maximMeleeSprite(maximMeleeImg, 96, 96);
+               SimpleAnimation maximMeleeAnimation(&maximMeleeSprite, 2 * framerate, 4);
+               maxim.SetMeleeAnimation(&maximMeleeAnimation);
+
+               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);
+               selan.SetStats(Stats(23, 21, 23, 19, 22, 80, 13));
+               ComplexAnimation selanAttackAnimation(&selanSprite, framerate);
+               selanAttackAnimation.AddFrames(1, 0, Vector<int>(4, 0), 2);
+               selanAttackAnimation.AddFrame(1, 0, Vector<int>(8, 2));
+               selanAttackAnimation.AddFrame(2, 0, Vector<int>(10, 4));
+               selanAttackAnimation.AddFrame(2, 0, Vector<int>(14, 4));
+               selanAttackAnimation.AddFrames(2, 0, Vector<int>(12, 2), 3);
+               selanAttackAnimation.AddFrames(2, 1, Vector<int>(14, 2), 2);
+               selanAttackAnimation.AddFrame(2, 1, Vector<int>(2, 0));
+               selanAttackAnimation.AddFrame(2, 2, Vector<int>(-2, -4));
+               selanAttackAnimation.AddFrame(2, 2, Vector<int>(-8, -8));
+               selanAttackAnimation.AddFrame(2, 2);
+               selan.SetAttackAnimation(&selanAttackAnimation);
+               ComplexAnimation selanSpellAnimation(&selanSprite, framerate);
+               selanSpellAnimation.AddFrames(2, 0, Vector<int>(), 3);
+               selanSpellAnimation.AddFrames(2, 1, Vector<int>(), 2);
+               selanSpellAnimation.AddFrames(2, 2, Vector<int>(), 3);
+               selanSpellAnimation.AddFrames(2, 3, Vector<int>(), 2);
+               selan.SetSpellAnimation(&selanSpellAnimation);
+               SDL_Surface *selanMeleeImg(IMG_Load("test-data/melee-selan.png"));
+               Sprite selanMeleeSprite(selanMeleeImg, 96, 96);
+               SimpleAnimation selanMeleeAnimation(&selanMeleeSprite, 2 * framerate, 4);
+               selan.SetMeleeAnimation(&selanMeleeAnimation);
+
+               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);
+               guy.SetStats(Stats(38, 25, 38, 13, 8, 90, 8));
+               ComplexAnimation guyAttackAnimation(&guySprite, framerate);
+               guyAttackAnimation.AddFrames(1, 0, Vector<int>(-4, 0), 2);
+               guyAttackAnimation.AddFrames(1, 0, Vector<int>(-8, 0), 2);
+               guyAttackAnimation.AddFrames(2, 0, Vector<int>(-8, 0), 2);
+               guyAttackAnimation.AddFrame(2, 0, Vector<int>(-4, 0));
+               guyAttackAnimation.AddFrames(2, 0, Vector<int>(), 2);
+               guyAttackAnimation.AddFrame(2, 1);
+               guyAttackAnimation.AddFrame(2, 1, Vector<int>(4, 0));
+               guyAttackAnimation.AddFrame(2, 1, Vector<int>(10, 0));
+               guyAttackAnimation.AddFrame(2, 2, Vector<int>(10, 0));
+               guyAttackAnimation.AddFrame(2, 2);
+               guy.SetAttackAnimation(&guyAttackAnimation);
+               SDL_Surface *guyMeleeImg(IMG_Load("test-data/melee-guy.png"));
+               Sprite guyMeleeSprite(guyMeleeImg, 96, 96);
+               SimpleAnimation guyMeleeAnimation(&guyMeleeSprite, 2 * framerate, 4);
+               guy.SetMeleeAnimation(&guyMeleeAnimation);
+
+               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);
+               dekar.SetStats(Stats(46, 29, 46, 13, 7, 100, 5));
+               ComplexAnimation dekarAttackAnimation(&dekarSprite, framerate);
+               dekarAttackAnimation.AddFrame(1, 0, Vector<int>(4, 0));
+               dekarAttackAnimation.AddFrame(1, 0, Vector<int>(8, 2));
+               dekarAttackAnimation.AddFrame(2, 0, Vector<int>(12, 4));
+               dekarAttackAnimation.AddFrame(2, 0, Vector<int>(16, 4));
+               dekarAttackAnimation.AddFrames(2, 0, Vector<int>(10, 2), 4);
+               dekarAttackAnimation.AddFrame(2, 1, Vector<int>(6, 2));
+               dekarAttackAnimation.AddFrame(2, 1, Vector<int>());
+               dekarAttackAnimation.AddFrame(2, 2, Vector<int>(-2, 0));
+               dekarAttackAnimation.AddFrames(2, 2, Vector<int>(0, 0), 3);
+               dekar.SetAttackAnimation(&dekarAttackAnimation);
+               ComplexAnimation dekarSpellAnimation(&dekarSprite, framerate);
+               dekarSpellAnimation.AddFrames(2, 0, Vector<int>(), 6);
+               dekarSpellAnimation.AddFrames(2, 1, Vector<int>(), 2);
+               dekarSpellAnimation.AddFrames(2, 2, Vector<int>(), 3);
+               dekar.SetSpellAnimation(&dekarSpellAnimation);
+               SDL_Surface *dekarMeleeImg(IMG_Load("test-data/melee-dekar.png"));
+               Sprite dekarMeleeSprite(dekarMeleeImg, 96, 96);
+               SimpleAnimation dekarMeleeAnimation(&dekarMeleeSprite, 2 * framerate, 4);
+               dekar.SetMeleeAnimation(&dekarMeleeAnimation);
+
+               battle::Resources battleRes;
+
+               SDL_Surface *swapCursorImg(IMG_Load("test-data/swap-cursor.png"));
+               Sprite swapCursorSprite(swapCursorImg, 32, 32);
+               battleRes.swapCursor = &swapCursorSprite;
+               SDL_Surface *attackIconsImg(IMG_Load("test-data/attack-type-icons.png"));
+               Sprite attackIconsSprite(attackIconsImg, 32, 32);
+               battleRes.attackIcons = &attackIconsSprite;
+               SDL_Surface *attackChoiceIconsImg(IMG_Load("test-data/attack-choice-icons.png"));
+               Sprite attackChoiceIconsSprite(attackChoiceIconsImg, 16, 16);
+               battleRes.attackChoiceIcons = &attackChoiceIconsSprite;
+               SDL_Surface *moveIconsImg(IMG_Load("test-data/move-icons.png"));
+               Sprite moveIconsSprite(moveIconsImg, 32, 32);
+               battleRes.moveIcons = &moveIconsSprite;
+
+               SDL_Surface *titleFrameImg(IMG_Load("test-data/title-frame.png"));
+               Frame titleFrame(titleFrameImg, 16, 16);
+               battleRes.titleFrame = &titleFrame;
+
+               SDL_Surface *largeFontImg(IMG_Load("test-data/large-font.png"));
+               Sprite largeFontSprite(largeFontImg, 16, 32);
+               Font largeFont(&largeFontSprite, 0, -2);
+               battleRes.titleFont = &largeFont;
+
+               battleRes.numberAnimationPrototype = ComplexAnimation(0, framerate);
+               battleRes.numberAnimationPrototype.AddFrame(0, 0);
+               battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -26));
+               battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -42));
+               battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -48));
+               battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -42));
+               battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -26));
+               battleRes.numberAnimationPrototype.AddFrame(0, 0);
+               battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -12));
+               battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -20));
+               battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -24));
+               battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -20));
+               battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -12));
+               battleRes.numberAnimationPrototype.AddFrame(0, 0);
+               battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -6));
+               battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -10));
+               battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -12));
+               battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -10));
+               battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -6));
+               battleRes.numberAnimationPrototype.AddFrames(0, 0, Vector<int>(), 14);
+               battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -36));
+               battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -32));
+               battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -18));
+
+               SDL_Surface *bigNumbersImg(IMG_Load("test-data/big-numbers.png"));
+               Sprite bigNumbersSprite(bigNumbersImg, 16, 32);
+               battleRes.bigNumberSprite = &bigNumbersSprite;
+               SDL_Surface *bigGreenNumbersImg(IMG_Load("test-data/big-green-numbers.png"));
+               Sprite bigGreenNumbersSprite(bigGreenNumbersImg, 16, 32);
+               battleRes.greenNumberSprite = &bigGreenNumbersSprite;
+
+               SDL_Surface *heroTagImg(IMG_Load("test-data/hero-tag-sprites.png"));
+               Sprite heroTagSprite(heroTagImg, 32, 16);
+               battleRes.heroTagLabels = &heroTagSprite;
+               battleRes.levelLabelCol = 0;
+               battleRes.levelLabelRow = 0;
+               battleRes.healthLabelCol = 0;
+               battleRes.healthLabelRow = 1;
+               battleRes.manaLabelCol = 0;
+               battleRes.manaLabelRow = 2;
+               battleRes.moveLabelCol = 0;
+               battleRes.moveLabelRow = 3;
+               battleRes.ikariLabelCol = 0;
+               battleRes.ikariLabelRow = 4;
+
+               SDL_Surface *numbersImg(IMG_Load("test-data/numbers.png"));
+               Sprite numbersSprite(numbersImg, 16, 16);
+               Font heroTagFont(&numbersSprite, 0, -3);
+               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 *smallTagFrameImg(IMG_Load("test-data/small-tag-frame.png"));
+               Frame smallTagFrame(smallTagFrameImg, 8, 16);
+               battleRes.smallHeroTagFrame = &smallTagFrame;
+               Frame lastSmallTagFrame(smallTagFrameImg, 8, 16, 1, 1, 0, 33);
+               battleRes.lastSmallHeroTagFrame = &lastSmallTagFrame;
+               battleRes.heroesBgColor = SDL_MapRGB(screen.Screen()->format, 0x18, 0x28, 0x31);
+
+               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, 0, -2);
+               battleRes.normalFont = &normalFont;
+
+               SDL_Surface *disabledFontImg(IMG_Load("test-data/disabled-font.png"));
+               Sprite disabledFontSprite(disabledFontImg, 16, 16);
+               Font disabledFont(&disabledFontSprite, 0, -2);
+               battleRes.disabledFont = &disabledFont;
+
+               SDL_Surface *handCursorImg(IMG_Load("test-data/cursor-hand.png"));
+               Sprite handCursorSprite(handCursorImg, 32, 32);
+               battleRes.menuCursor = &handCursorSprite;
+
+               SDL_Surface *targetingIconsImg(IMG_Load("test-data/targeting-icons.png"));
+               Sprite weaponTargetCursor(targetingIconsImg, 32, 32);
+               Sprite magicTargetCursor(targetingIconsImg, 32, 32, 0, 32);
+               Sprite itemTargetCursor(targetingIconsImg, 32, 32, 0, 64);
+               battleRes.weaponTargetCursor = &weaponTargetCursor;
+               // TODO: add image for magic targeting cursor
+               battleRes.magicTargetCursor = &magicTargetCursor;
+               // TODO: add image for item targeting cursor
+               battleRes.itemTargetCursor = &itemTargetCursor;
+
+               Spell resetSpell;
+               resetSpell.SetName("Reset");
+               maxim.AddSpell(&resetSpell);
+               Spell strongSpell;
+               strongSpell.SetName("Strong");
+               strongSpell.SetCost(3);
+               strongSpell.SetUsableInBattle();
+               strongSpell.GetTargetingMode().TargetMultipleAllies();
+               maxim.AddSpell(&strongSpell);
+               selan.AddSpell(&strongSpell);
+               Spell strongerSpell;
+               strongerSpell.SetName("Stronger");
+               strongerSpell.SetCost(8);
+               strongerSpell.SetUsableInBattle();
+               strongerSpell.GetTargetingMode().TargetMultipleAllies();
+               maxim.AddSpell(&strongerSpell);
+               selan.AddSpell(&strongerSpell);
+               Spell championSpell;
+               championSpell.SetName("Champion");
+               championSpell.SetCost(16);
+               championSpell.SetUsableInBattle();
+               championSpell.GetTargetingMode().TargetMultipleAllies();
+               maxim.AddSpell(&championSpell);
+               selan.AddSpell(&championSpell);
+               Spell rallySpell;
+               rallySpell.SetName("Rally");
+               rallySpell.SetCost(10);
+               rallySpell.SetUsableInBattle();
+               rallySpell.GetTargetingMode().TargetMultipleAllies();
+               maxim.AddSpell(&rallySpell);
+               selan.AddSpell(&rallySpell);
+               Spell escapeSpell;
+               escapeSpell.SetName("Escape");
+               escapeSpell.SetCost(8);
+               selan.AddSpell(&escapeSpell);
+               Spell valorSpell;
+               valorSpell.SetName("Valor");
+               valorSpell.SetCost(30);
+               valorSpell.SetUsableInBattle();
+               valorSpell.GetTargetingMode().TargetMultipleAllies();
+               maxim.AddSpell(&valorSpell);
+               selan.AddSpell(&valorSpell);
+
+               battleRes.spellMenuHeadline = "Please choose a spell.";
+               battleRes.spellMenuPrototype = Menu<const Spell *>(&normalFont, &disabledFont, &handCursorSprite, 9, 6, 8, 0, 2, 32, 2, ':');
+
+               SDL_Surface *itemIcons(IMG_Load("test-data/item-icons.png"));
+               Sprite potionIcon(itemIcons, 16, 16);
+               Sprite ballIcon(itemIcons, 16, 16, 0, 16);
+               Sprite crankIcon(itemIcons, 16, 16, 0, 32);
+               Sprite spearIcon(itemIcons, 16, 16, 0, 48);
+               Sprite swordIcon(itemIcons, 16, 16, 0, 64);
+               Sprite axIcon(itemIcons, 16, 16, 0, 80);
+               Sprite rodIcon(itemIcons, 16, 16, 0, 96);
+               Sprite armorIcon(itemIcons, 16, 16, 0, 112);
+               Sprite shieldIcon(itemIcons, 16, 16, 0, 128);
+               Sprite helmetIcon(itemIcons, 16, 16, 0, 144);
+               Sprite ringIcon(itemIcons, 16, 16, 0, 160);
+               Sprite jewelIcon(itemIcons, 16, 16, 0, 176);
+
+               battleRes.weaponMenuIcon = &swordIcon;
+               battleRes.armorMenuIcon = &armorIcon;
+               battleRes.shieldMenuIcon = &shieldIcon;
+               battleRes.helmetMenuIcon = &helmetIcon;
+               battleRes.ringMenuIcon = &ringIcon;
+               battleRes.jewelMenuIcon = &jewelIcon;
+
+               Inventory inventory;
+               Item antidote;
+               antidote.SetName("Antidote");
+               antidote.SetMenuIcon(&potionIcon);
+               antidote.SetUsableInBattle();
+               antidote.GetTargetingMode().TargetSingleAlly();
+               inventory.Add(&antidote, 9);
+               Item magicJar;
+               magicJar.SetName("Magic jar");
+               magicJar.SetMenuIcon(&potionIcon);
+               magicJar.SetUsableInBattle();
+               magicJar.GetTargetingMode().TargetSingleAlly();
+               inventory.Add(&magicJar, 4);
+               Item hiPotion;
+               hiPotion.SetName("Hi-Potion");
+               hiPotion.SetMenuIcon(&potionIcon);
+               hiPotion.SetUsableInBattle();
+               hiPotion.GetTargetingMode().TargetSingleAlly();
+               inventory.Add(&hiPotion, 4);
+               Item powerPotion;
+               powerPotion.SetName("Power potion");
+               powerPotion.SetMenuIcon(&potionIcon);
+               inventory.Add(&powerPotion, 4);
+               Item escape;
+               escape.SetName("Escape");
+               inventory.Add(&escape, 2);
+               Item sleepBall;
+               sleepBall.SetName("Sleep ball");
+               sleepBall.SetMenuIcon(&ballIcon);
+               sleepBall.SetUsableInBattle();
+               sleepBall.GetTargetingMode().TargetSingleEnemy();
+               inventory.Add(&sleepBall, 1);
+               Item multiBall;
+               multiBall.SetName("Multi-ball!");
+               multiBall.SetMenuIcon(&ballIcon);
+               multiBall.SetUsableInBattle();
+               multiBall.GetTargetingMode().TargetMultipleEnemies();
+               inventory.Add(&multiBall, 1);
+               Item figgoru;
+               figgoru.SetName("Figgoru");
+               figgoru.SetMenuIcon(&crankIcon);
+               figgoru.GetTargetingMode().TargetAllEnemies();
+               inventory.Add(&figgoru, 1);
+               battleRes.inventory = &inventory;
+
+               battleRes.itemMenuHeadline = "Please choose an item.";
+               battleRes.itemMenuPrototype = Menu<const common::Item *>(&normalFont, &disabledFont, &handCursorSprite, 15, 6, 8, 16, 1, 32, 2, ':');
+
+               SDL_Surface *swordAttackImg(IMG_Load("test-data/attack-sword.png"));
+               Sprite swordAttackSprite(swordAttackImg, 96, 96);
+               SimpleAnimation swordAttackAnimation(&swordAttackSprite, 2 * framerate, 4);
+
+               Item zircoSword;
+               zircoSword.SetName("Zirco sword");
+               zircoSword.SetMenuIcon(&swordIcon);
+               Ikari firestorm;
+               firestorm.SetName("Firestorm");
+               firestorm.SetCost(224);
+               firestorm.GetTargetingMode().TargetAllEnemies();
+               firestorm.SetPhysical();
+               zircoSword.SetIkari(&firestorm);
+               zircoSword.SetAttackAnimation(&swordAttackAnimation);
+               maxim.SetWeapon(&zircoSword);
+               Item zirconArmor;
+               zirconArmor.SetName("Zircon armor");
+               zirconArmor.SetMenuIcon(&armorIcon);
+               Ikari magicCure;
+               magicCure.SetName("Magic cure");
+               magicCure.SetCost(128);
+               magicCure.GetTargetingMode().TargetSingleAlly();
+               magicCure.SetMagical();
+               zirconArmor.SetIkari(&magicCure);
+               maxim.SetArmor(&zirconArmor);
+               Item holyShield;
+               holyShield.SetName("Holy shield");
+               holyShield.SetMenuIcon(&shieldIcon);
+               Ikari lightGuard;
+               lightGuard.SetName("Light guard");
+               lightGuard.SetCost(128);
+               lightGuard.GetTargetingMode().TargetAllAllies(); // FIXME: actually only targets self
+               lightGuard.SetMagical();
+               holyShield.SetIkari(&lightGuard);
+               maxim.SetShield(&holyShield);
+               Item legendHelm;
+               legendHelm.SetName("Legend helm");
+               legendHelm.SetMenuIcon(&helmetIcon);
+               Ikari boomerang;
+               boomerang.SetName("Boomerang");
+               boomerang.SetCost(164);
+               boomerang.GetTargetingMode().TargetAllAllies(); // FIXME: actually only targets self
+               boomerang.SetMagical();
+               legendHelm.SetIkari(&boomerang);
+               maxim.SetHelmet(&legendHelm);
+               Item sProRing;
+               sProRing.SetName("S-pro ring");
+               sProRing.SetMenuIcon(&ringIcon);
+               Ikari courage;
+               courage.SetName("Courage");
+               courage.SetCost(64);
+               courage.GetTargetingMode().TargetMultipleAllies();
+               courage.SetMagical();
+               sProRing.SetIkari(&courage);
+               maxim.SetRing(&sProRing);
+               Item evilJewel;
+               evilJewel.SetName("Evil jewel");
+               evilJewel.SetMenuIcon(&jewelIcon);
+               Ikari gloomy;
+               gloomy.SetName("Gloomy");
+               gloomy.SetCost(164);
+               gloomy.GetTargetingMode().TargetAllEnemies();
+               gloomy.SetMagical();
+               evilJewel.SetIkari(&gloomy);
+               maxim.SetJewel(&evilJewel);
+
+               Item zircoWhip;
+               zircoWhip.SetName("Zirco whip");
+               zircoWhip.SetMenuIcon(&rodIcon);
+               Ikari thundershriek;
+               thundershriek.SetName("Thundershriek");
+               thundershriek.SetCost(224);
+               thundershriek.GetTargetingMode().TargetAllEnemies();
+               thundershriek.SetPhysical();
+               zircoWhip.SetIkari(&thundershriek);
+//             selan.SetWeapon(&zircoWhip);
+               Item zirconPlate;
+               zirconPlate.SetName("Zircon plate");
+               zirconPlate.SetMenuIcon(&armorIcon);
+               Ikari suddenCure;
+               suddenCure.SetName("Sudden cure");
+               suddenCure.SetCost(96);
+               suddenCure.GetTargetingMode().TargetAllAllies();
+               suddenCure.SetMagical();
+               zirconPlate.SetIkari(&suddenCure);
+               selan.SetArmor(&zirconPlate);
+               Item zircoGloves;
+               zircoGloves.SetName("Zirco gloves");
+               zircoGloves.SetMenuIcon(&shieldIcon);
+               Ikari forcefield;
+               forcefield.SetName("Forcefield");
+               forcefield.SetCost(64);
+               forcefield.GetTargetingMode().TargetAllAllies();
+               forcefield.SetMagical();
+               zircoGloves.SetIkari(&forcefield);
+               selan.SetShield(&zircoGloves);
+               Item holyCap;
+               holyCap.SetName("Holy cap");
+               holyCap.SetMenuIcon(&helmetIcon);
+               Ikari vulnerable;
+               vulnerable.SetName("Vulnerable");
+               vulnerable.SetCost(196);
+               vulnerable.GetTargetingMode().TargetAllEnemies();
+               vulnerable.SetPhysical();
+               holyCap.SetIkari(&vulnerable);
+               selan.SetHelmet(&holyCap);
+               Item ghostRing;
+               ghostRing.SetName("Ghost ring");
+               ghostRing.SetMenuIcon(&ringIcon);
+               Ikari destroy;
+               destroy.SetName("Destroy");
+               destroy.SetCost(128);
+               destroy.GetTargetingMode().TargetMultipleEnemies();
+               destroy.SetMagical();
+               ghostRing.SetIkari(&destroy);
+               selan.SetRing(&ghostRing);
+               Item eagleRock;
+               eagleRock.SetName("Eagle rock");
+               eagleRock.SetMenuIcon(&jewelIcon);
+               Ikari dive;
+               dive.SetName("Dive");
+               dive.SetCost(128);
+               dive.GetTargetingMode().TargetSingleEnemy();
+               dive.SetPhysical();
+               eagleRock.SetIkari(&dive);
+               selan.SetJewel(&eagleRock);
+
+               Item zircoAx;
+               zircoAx.SetName("Zirco ax");
+               zircoAx.SetMenuIcon(&axIcon);
+               Ikari torrent;
+               torrent.SetName("Torrent");
+               torrent.SetCost(224);
+               torrent.GetTargetingMode().TargetAllEnemies();
+               torrent.SetPhysical();
+               zircoAx.SetIkari(&torrent);
+//             guy.SetWeapon(&zircoAx);
+               guy.SetArmor(&zirconArmor);
+               Item megaShield;
+               megaShield.SetName("Mega shield");
+               megaShield.SetMenuIcon(&shieldIcon);
+               Ikari ironBarrier;
+               ironBarrier.SetName("Iron barrier");
+               ironBarrier.SetCost(255);
+               ironBarrier.GetTargetingMode().TargetAllAllies(); // FIXME: actually only targets self
+               ironBarrier.SetMagical();
+               megaShield.SetIkari(&ironBarrier);
+               guy.SetShield(&megaShield);
+               Item zircoHelmet;
+               zircoHelmet.SetName("Zirco helmet");
+               zircoHelmet.SetMenuIcon(&helmetIcon);
+               Ikari slow;
+               slow.SetName("Slow");
+               slow.SetCost(196);
+               slow.GetTargetingMode().TargetAllEnemies();
+               slow.SetPhysical();
+               zircoHelmet.SetIkari(&slow);
+               guy.SetHelmet(&zircoHelmet);
+               Item powerRing;
+               powerRing.SetName("Power ring");
+               powerRing.SetMenuIcon(&ringIcon);
+               Ikari trick;
+               trick.SetName("Trick");
+               trick.SetCost(32);
+               trick.GetTargetingMode().TargetAllEnemies();
+               trick.SetMagical();
+               zircoHelmet.SetIkari(&trick);
+               guy.SetRing(&powerRing);
+               guy.SetJewel(&evilJewel);
+
+               // NOTE: this is actually Artea equipment
+               Item lizardBlow;
+               lizardBlow.SetName("Lizard blow");
+               lizardBlow.SetMenuIcon(&swordIcon);
+               Ikari dragonRush;
+               dragonRush.SetName("Dragon rush");
+               dragonRush.SetCost(164);
+               dragonRush.GetTargetingMode().TargetSingleEnemy();
+               dragonRush.SetPhysical();
+               lizardBlow.SetIkari(&dragonRush);
+//             dekar.SetWeapon(&lizardBlow);
+               Item holyRobe;
+               holyRobe.SetName("Holy robe");
+               holyRobe.SetMenuIcon(&armorIcon);
+               Ikari crisisCure;
+               crisisCure.SetName("Crisis cure");
+               crisisCure.SetCost(164);
+               crisisCure.GetTargetingMode().TargetAllAllies();
+               crisisCure.SetMagical();
+               holyRobe.SetIkari(&crisisCure);
+               dekar.SetArmor(&holyRobe);
+               dekar.SetShield(&zircoGloves);
+               dekar.SetHelmet(&holyCap);
+               Item rocketRing;
+               rocketRing.SetName("Rocket ring");
+               rocketRing.SetMenuIcon(&ringIcon);
+               Ikari fake;
+               fake.SetName("Fake");
+               fake.SetCost(32);
+               fake.GetTargetingMode().TargetSingleAlly();
+               fake.SetMagical();
+               rocketRing.SetIkari(&fake);
+               dekar.SetRing(&rocketRing);
+               Item krakenRock;
+               krakenRock.SetName("Kraken rock");
+               krakenRock.SetMenuIcon(&jewelIcon);
+               Ikari tenLegger;
+               tenLegger.SetName("Ten-legger");
+               tenLegger.SetCost(164);
+               tenLegger.GetTargetingMode().TargetAllEnemies();
+               tenLegger.SetPhysical();
+               rocketRing.SetIkari(&tenLegger);
+               dekar.SetJewel(&krakenRock);
+
+               battleRes.ikariMenuHeadline = "Please choose equipment.";
+               battleRes.noEquipmentText = "No equip";
+               battleRes.ikariMenuPrototype = Menu<const Item *>(&normalFont, &disabledFont, &handCursorSprite, 12, 6, normalFont.CharHeight() / 2, normalFont.CharWidth(), 1, normalFont.CharWidth() * 2, 0, ':', 12, normalFont.CharWidth());
+
+               battleRes.escapeText = "Escapes.";
+
+               BattleState *battleState(new BattleState(bg, monstersLayout, heroesLayout, &battleRes));
                battleState->AddMonster(monster);
                battleState->AddMonster(monster);
                battleState->AddMonster(monster);
                battleState->AddMonster(monster);
-               battleState->AddHero(hero);
-               battleState->AddHero(hero);
-               battleState->AddHero(hero);
-               battleState->AddHero(hero);
+               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);