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use scripts for map triggers
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1 /*
2  * main.cpp
3  *
4  *  Created on: Aug 1, 2012
5  *      Author: holy
6  */
7
8 #include "app/Application.h"
9 #include "app/Arguments.h"
10 #include "app/Input.h"
11 #include "battle/BattleState.h"
12 #include "battle/Hero.h"
13 #include "battle/Monster.h"
14 #include "battle/PartyLayout.h"
15 #include "battle/Resources.h"
16 #include "common/GameConfig.h"
17 #include "common/GameState.h"
18 #include "common/Hero.h"
19 #include "common/Ikari.h"
20 #include "common/Inventory.h"
21 #include "common/Item.h"
22 #include "common/Script.h"
23 #include "common/Spell.h"
24 #include "common/Stats.h"
25 #include "geometry/Vector.h"
26 #include "graphics/ComplexAnimation.h"
27 #include "graphics/Font.h"
28 #include "graphics/Frame.h"
29 #include "graphics/Gauge.h"
30 #include "graphics/Menu.h"
31 #include "graphics/SimpleAnimation.h"
32 #include "graphics/Sprite.h"
33 #include "loader/Caster.h"
34 #include "loader/Interpreter.h"
35 #include "loader/ParsedSource.h"
36 #include "loader/Parser.h"
37 #include "loader/TypeDescription.h"
38 #include "map/Area.h"
39 #include "map/Entity.h"
40 #include "map/Map.h"
41 #include "map/MapState.h"
42 #include "map/Tile.h"
43 #include "map/Trigger.h"
44 #include "sdl/InitImage.h"
45 #include "sdl/InitScreen.h"
46 #include "sdl/InitSDL.h"
47
48 #include <cstdlib>
49 #include <cstring>
50 #include <ctime>
51 #include <exception>
52 #include <iostream>
53 #include <string>
54 #include <SDL.h>
55 #include <SDL_image.h>
56
57 using app::Application;
58 using app::Arguments;
59 using app::Input;
60 using battle::BattleState;
61 using battle::Monster;
62 using battle::PartyLayout;
63 using common::GameConfig;
64 using common::GameState;
65 using common::Hero;
66 using common::Ikari;
67 using common::Inventory;
68 using common::Item;
69 using common::Script;
70 using common::Spell;
71 using common::Stats;
72 using geometry::Vector;
73 using graphics::ComplexAnimation;
74 using graphics::Font;
75 using graphics::Frame;
76 using graphics::Gauge;
77 using graphics::Menu;
78 using graphics::SimpleAnimation;
79 using graphics::Sprite;
80 using loader::Caster;
81 using loader::Interpreter;
82 using loader::ParsedSource;
83 using loader::Parser;
84 using loader::TypeDescription;
85 using map::Area;
86 using map::Entity;
87 using map::Map;
88 using map::MapState;
89 using map::Tile;
90 using map::Trigger;
91 using sdl::InitImage;
92 using sdl::InitScreen;
93 using sdl::InitSDL;
94
95 using std::cerr;
96 using std::cout;
97 using std::endl;
98 using std::exception;
99 using std::string;
100 using std::vector;
101
102 int main(int argc, char **argv) {
103         const int width = 800;
104         const int height = 480;
105
106         const int tileSize = 32;
107         const float walkSpeed = 128.0f;
108
109         bool battle(false);
110
111 //      std::srand(std::time(0));
112
113         try {
114                 InitSDL sdl;
115                 InitImage image(IMG_INIT_PNG);
116
117                 battle::Resources::CreateTypeDescription();
118                 ComplexAnimation::CreateTypeDescription();
119                 Font::CreateTypeDescription();
120                 Frame::CreateTypeDescription();
121                 Gauge::CreateTypeDescription();
122                 Hero::CreateTypeDescription();
123                 Ikari::CreateTypeDescription();
124                 Interpreter::CreateTypeDescriptions();
125                 Item::CreateTypeDescription();
126                 graphics::MenuProperties::CreateTypeDescription();
127                 Monster::CreateTypeDescription();
128                 PartyLayout::CreateTypeDescription();
129                 SimpleAnimation::CreateTypeDescription();
130                 Spell::CreateTypeDescription();
131                 Sprite::CreateTypeDescription();
132                 Stats::CreateTypeDescription();
133                 common::TargetingMode::CreateTypeDescription();
134                 Entity::CreateTypeDescription();
135
136                 Arguments args;
137                 args.Read(argc, argv);
138
139                 ParsedSource source;
140
141                 for (vector<char *>::const_iterator i(args.Infiles().begin()), end(args.Infiles().end()); i != end; ++i) {
142                         Parser(*i, source).Parse();
143                 }
144
145                 switch (args.GetRunLevel()) {
146                         case Arguments::WRITE:
147                         {
148                                 int length(std::strlen(args.OutfilePath()));
149                                 switch (args.OutfilePath()[length - 1]) {
150                                         case 'h': {
151                                                 std::ofstream outstream(args.OutfilePath());
152                                                 source.WriteHeader(outstream);
153                                                 break;
154                                         }
155                                         default: {
156                                                 throw std::runtime_error(string("don't know how to write file ") + args.OutfilePath());
157                                         }
158                                 }
159                                 return 0;
160                         }
161                         case Arguments::DUMP: {
162                                 std::cout << source << std::endl;
163                                 return 0;
164                         }
165                         case Arguments::SOURCE_WIKI: {
166                                 TypeDescription::WriteSourceWiki(std::cout);
167                                 return 0;
168                         }
169                         case Arguments::BATTLE:
170                                 battle = true;
171                                 break;
172                         case Arguments::PLAY:
173                         case Arguments::MAP:
174                                 break;
175                 }
176
177                 Interpreter intp(source);
178                 intp.ReadSource();
179
180                 if (intp.PostponedDefinitions().size() > 0) {
181                         for (vector<Interpreter::PostponedDefinition>::const_iterator i(intp.PostponedDefinitions().begin()), end(intp.PostponedDefinitions().end()); i != end; ++i) {
182                                 std::cerr << "missing definition of " << TypeDescription::Get(i->linkedType).TypeName() << " " << i->identifier << std::endl;
183                         }
184                         return 3;
185                 }
186
187                 Caster caster(intp);
188
189                 GameState gameState;
190
191                 gameState.heroes[0] = *caster.GetHero("maxim");
192                 gameState.heroes[1] = *caster.GetHero("selan");
193                 gameState.heroes[2] = *caster.GetHero("guy");
194                 gameState.heroes[3] = *caster.GetHero("dekar");
195
196                 gameState.party[0] = &gameState.heroes[0];
197                 gameState.party[1] = &gameState.heroes[1];
198                 gameState.party[2] = &gameState.heroes[2];
199                 gameState.party[3] = &gameState.heroes[3];
200
201                 GameConfig gameConfig;
202                 gameConfig.state = &gameState;
203                 gameConfig.heroesLayout = caster.GetPartyLayout("heroesLayout");
204                 gameConfig.battleResources = caster.GetBattleResources("battleResources");
205
206                 // temporary test data
207                 SDL_Surface *bg(IMG_Load("test-data/battle-bg.png"));
208                 PartyLayout monstersLayout(*caster.GetPartyLayout("monstersLayout"));
209
210                 Monster monster(*caster.GetMonster("lizard"));
211
212                 gameState.heroes[0].AddSpell(caster.GetSpell("resetSpell"));
213                 Spell *strongSpell(caster.GetSpell("strongSpell"));
214                 gameState.heroes[0].AddSpell(strongSpell);
215                 gameState.heroes[1].AddSpell(strongSpell);
216                 Spell *strongerSpell(caster.GetSpell("strongerSpell"));
217                 gameState.heroes[0].AddSpell(strongerSpell);
218                 gameState.heroes[1].AddSpell(strongerSpell);
219                 Spell *championSpell(caster.GetSpell("championSpell"));
220                 gameState.heroes[0].AddSpell(championSpell);
221                 gameState.heroes[1].AddSpell(championSpell);
222                 Spell *rallySpell(caster.GetSpell("rallySpell"));
223                 gameState.heroes[0].AddSpell(rallySpell);
224                 gameState.heroes[1].AddSpell(rallySpell);
225                 gameState.heroes[1].AddSpell(caster.GetSpell("escapeSpell"));
226                 Spell *valorSpell(caster.GetSpell("valorSpell"));
227                 gameState.heroes[0].AddSpell(valorSpell);
228                 gameState.heroes[1].AddSpell(valorSpell);
229
230                 gameState.inventory.Add(caster.GetItem("antidoteItem"), 9);
231                 gameState.inventory.Add(caster.GetItem("magicJarItem"), 4);
232                 gameState.inventory.Add(caster.GetItem("hiPotionItem"), 4);
233                 gameState.inventory.Add(caster.GetItem("powerPotionItem"), 4);
234                 gameState.inventory.Add(caster.GetItem("escapeItem"), 2);
235                 gameState.inventory.Add(caster.GetItem("sleepBallItem"), 1);
236
237                 gameState.heroes[0].SetWeapon(caster.GetItem("zircoSwordItem"));
238                 gameState.heroes[0].SetArmor(caster.GetItem("zirconArmorItem"));
239                 gameState.heroes[0].SetShield(caster.GetItem("holyShieldItem"));
240                 gameState.heroes[0].SetHelmet(caster.GetItem("legendHelmItem"));
241                 gameState.heroes[0].SetRing(caster.GetItem("sProRingItem"));
242                 gameState.heroes[0].SetJewel(caster.GetItem("evilJewelItem"));
243
244 //              gameState.heroes[1].SetWeapon(cst.GetItem("zircoWhipItem"));
245                 gameState.heroes[1].SetArmor(caster.GetItem("zirconPlateItem"));
246                 gameState.heroes[1].SetShield(caster.GetItem("zircoGlovesItem"));
247                 gameState.heroes[1].SetHelmet(caster.GetItem("holyCapItem"));
248                 gameState.heroes[1].SetRing(caster.GetItem("ghostRingItem"));
249                 gameState.heroes[1].SetJewel(caster.GetItem("eagleRockItem"));
250
251 //              gameState.heroes[2].SetWeapon(cst.GetItem("zircoAxItem"));
252                 gameState.heroes[2].SetArmor(caster.GetItem("zirconArmorItem"));
253                 gameState.heroes[2].SetShield(caster.GetItem("megaShieldItem"));
254                 gameState.heroes[2].SetHelmet(caster.GetItem("zircoHelmetItem"));
255                 gameState.heroes[2].SetRing(caster.GetItem("powerRingItem"));
256                 gameState.heroes[2].SetJewel(caster.GetItem("evilJewelItem"));
257
258                 // NOTE: this is actually Artea equipment
259 //              gameState.heroes[3].SetWeapon(cst.GetItem("lizardBlowItem"));
260                 gameState.heroes[3].SetArmor(caster.GetItem("holyRobeItem"));
261                 gameState.heroes[3].SetShield(caster.GetItem("zircoGlovesItem"));
262                 gameState.heroes[3].SetHelmet(caster.GetItem("holyCapItem"));
263                 gameState.heroes[3].SetRing(caster.GetItem("rocketRingItem"));
264                 gameState.heroes[3].SetJewel(caster.GetItem("krakenRockItem"));
265
266                 Tile tiles1[64];
267
268                 tiles1[ 0].SetOffset(Vector<int>(2, 1));
269                 tiles1[ 1].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_WEST);
270                 tiles1[ 2].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
271                 tiles1[ 3].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST);
272                 tiles1[ 4].SetOffset(Vector<int>(0, 1));
273                 tiles1[ 5].SetOffset(Vector<int>(2, 0));
274                 tiles1[ 6].SetOffset(Vector<int>(2, 0));
275                 tiles1[ 7].SetOffset(Vector<int>(2, 0));
276
277                 tiles1[ 8].SetOffset(Vector<int>(2, 1));
278                 tiles1[ 9].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
279                 tiles1[10].SetOffset(Vector<int>(3, 0));
280                 tiles1[11].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
281                 tiles1[12].SetOffset(Vector<int>(0, 2));
282                 tiles1[13].SetOffset(Vector<int>(1, 2));
283                 tiles1[14].SetOffset(Vector<int>(1, 2));
284                 tiles1[15].SetOffset(Vector<int>(1, 2));
285
286                 tiles1[16].SetOffset(Vector<int>(2, 1));
287                 tiles1[17].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
288                 tiles1[18].SetOffset(Vector<int>(3, 0));
289                 tiles1[19].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
290                 tiles1[20].SetOffset(Vector<int>(0, 3));
291                 tiles1[21].SetOffset(Vector<int>(1, 3));
292                 tiles1[22].SetOffset(Vector<int>(1, 3));
293                 tiles1[23].SetOffset(Vector<int>(2, 3));
294
295                 tiles1[24].SetOffset(Vector<int>(2, 1));
296                 tiles1[25].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
297                 tiles1[26].SetOffset(Vector<int>(3, 0));
298                 tiles1[27].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
299                 tiles1[28].SetOffset(Vector<int>(0, 4));
300                 tiles1[29].SetOffset(Vector<int>(1, 4));
301                 tiles1[30].SetOffset(Vector<int>(1, 4));
302                 tiles1[31].SetOffset(Vector<int>(2, 4));
303
304                 tiles1[32].SetOffset(Vector<int>(2, 1));
305                 tiles1[33].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
306                 tiles1[34].SetOffset(Vector<int>(3, 0));
307                 tiles1[35].SetOffset(Vector<int>(3, 0));
308                 tiles1[36].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
309                 tiles1[37].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
310                 tiles1[38].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
311                 tiles1[39].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
312
313                 tiles1[40].SetOffset(Vector<int>(2, 1));
314                 tiles1[41].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
315                 tiles1[42].SetOffset(Vector<int>(3, 0));
316                 tiles1[43].SetOffset(Vector<int>(3, 0));
317                 tiles1[44].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH);
318                 tiles1[45].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
319                 tiles1[46].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
320                 tiles1[47].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
321
322                 tiles1[48].SetOffset(Vector<int>(2, 1));
323                 tiles1[49].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
324                 tiles1[50].SetOffset(Vector<int>(3, 0));
325                 tiles1[51].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
326                 tiles1[52].SetOffset(Vector<int>(0, 0));
327                 tiles1[53].SetOffset(Vector<int>(1, 0));
328                 tiles1[54].SetOffset(Vector<int>(1, 0));
329                 tiles1[55].SetOffset(Vector<int>(1, 0));
330
331                 tiles1[56].SetOffset(Vector<int>(2, 1));
332                 tiles1[57].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_WEST);
333                 tiles1[58].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH);
334                 tiles1[59].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_EAST);
335                 tiles1[60].SetOffset(Vector<int>(0, 1));
336                 tiles1[61].SetOffset(Vector<int>(1, 1));
337                 tiles1[62].SetOffset(Vector<int>(1, 1));
338                 tiles1[63].SetOffset(Vector<int>(1, 1));
339
340                 Tile tiles2[64];
341
342                 tiles2[ 0].SetOffset(Vector<int>(2, 0));
343                 tiles2[ 1].SetOffset(Vector<int>(2, 0));
344                 tiles2[ 2].SetOffset(Vector<int>(2, 0));
345                 tiles2[ 3].SetOffset(Vector<int>(2, 0));
346                 tiles2[ 4].SetOffset(Vector<int>(2, 0));
347                 tiles2[ 5].SetOffset(Vector<int>(2, 0));
348                 tiles2[ 6].SetOffset(Vector<int>(2, 0));
349                 tiles2[ 7].SetOffset(Vector<int>(2, 0));
350
351                 tiles2[ 8].SetOffset(Vector<int>(1, 2));
352                 tiles2[ 9].SetOffset(Vector<int>(1, 2));
353                 tiles2[10].SetOffset(Vector<int>(5, 3));
354                 tiles2[11].SetOffset(Vector<int>(2, 0));
355                 tiles2[12].SetOffset(Vector<int>(2, 0));
356                 tiles2[13].SetOffset(Vector<int>(2, 0));
357                 tiles2[14].SetOffset(Vector<int>(2, 0));
358                 tiles2[15].SetOffset(Vector<int>(2, 0));
359
360                 tiles2[16].SetOffset(Vector<int>(3, 3));
361                 tiles2[17].SetOffset(Vector<int>(0, 3));
362                 tiles2[18].SetOffset(Vector<int>(0, 1));
363                 tiles2[19].SetOffset(Vector<int>(2, 0));
364                 tiles2[20].SetOffset(Vector<int>(2, 0));
365                 tiles2[21].SetOffset(Vector<int>(2, 0));
366                 tiles2[22].SetOffset(Vector<int>(2, 0));
367                 tiles2[23].SetOffset(Vector<int>(2, 0));
368
369                 tiles2[24].SetOffset(Vector<int>(3, 4)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST | Tile::BLOCK_WEST);
370                 tiles2[25].SetOffset(Vector<int>(0, 4));
371                 tiles2[26].SetOffset(Vector<int>(0, 1));
372                 tiles2[27].SetOffset(Vector<int>(2, 0));
373                 tiles2[28].SetOffset(Vector<int>(2, 0));
374                 tiles2[29].SetOffset(Vector<int>(2, 0));
375                 tiles2[30].SetOffset(Vector<int>(2, 0));
376                 tiles2[31].SetOffset(Vector<int>(2, 0));
377
378                 tiles2[32].SetOffset(Vector<int>(5, 0));
379                 tiles2[33].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST);
380                 tiles2[34].SetOffset(Vector<int>(0, 1));
381                 tiles2[35].SetOffset(Vector<int>(2, 0));
382                 tiles2[36].SetOffset(Vector<int>(2, 0));
383                 tiles2[37].SetOffset(Vector<int>(2, 0));
384                 tiles2[38].SetOffset(Vector<int>(2, 0));
385                 tiles2[39].SetOffset(Vector<int>(2, 0));
386
387                 tiles2[40].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
388                 tiles2[41].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_EAST);
389                 tiles2[42].SetOffset(Vector<int>(0, 1));
390                 tiles2[43].SetOffset(Vector<int>(2, 0));
391                 tiles2[44].SetOffset(Vector<int>(2, 0));
392                 tiles2[45].SetOffset(Vector<int>(2, 0));
393                 tiles2[46].SetOffset(Vector<int>(2, 0));
394                 tiles2[47].SetOffset(Vector<int>(2, 0));
395
396                 tiles2[48].SetOffset(Vector<int>(1, 0));
397                 tiles2[49].SetOffset(Vector<int>(1, 0));
398                 tiles2[50].SetOffset(Vector<int>(5, 4));
399                 tiles2[51].SetOffset(Vector<int>(2, 0));
400                 tiles2[52].SetOffset(Vector<int>(2, 0));
401                 tiles2[53].SetOffset(Vector<int>(2, 0));
402                 tiles2[54].SetOffset(Vector<int>(2, 0));
403                 tiles2[55].SetOffset(Vector<int>(2, 0));
404
405                 tiles2[56].SetOffset(Vector<int>(2, 0));
406                 tiles2[57].SetOffset(Vector<int>(2, 0));
407                 tiles2[58].SetOffset(Vector<int>(2, 0));
408                 tiles2[59].SetOffset(Vector<int>(2, 0));
409                 tiles2[60].SetOffset(Vector<int>(2, 0));
410                 tiles2[61].SetOffset(Vector<int>(2, 0));
411                 tiles2[62].SetOffset(Vector<int>(2, 0));
412                 tiles2[63].SetOffset(Vector<int>(2, 0));
413
414                 Area areas1[2];
415                 areas1[0].SetTiles(tiles1, 64);
416                 areas1[0].SetWidth(8);
417                 areas1[1].SetTiles(tiles2, 64);
418                 areas1[1].SetWidth(8);
419
420                 Trigger triggers1[1];
421                 triggers1[0].SetTilePosition(Vector<int>(8, 3));
422                 triggers1[0].SetType(Trigger::TYPE_NORTH);
423
424                 SDL_Surface *tilesetImg(IMG_Load("test-data/tileset.png"));
425                 Sprite tileset(tilesetImg, tileSize, tileSize);
426
427                 Map map1;
428                 map1.SetAreas(areas1, 2);
429                 map1.SetTileset(&tileset);
430                 map1.SetTriggers(triggers1, 1);
431                 map1.SetWidth(2);
432                 map1.SetBattleBackground(bg);
433
434                 Tile tiles3[64];
435
436                 tiles3[ 0].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_WEST);
437                 tiles3[ 1].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
438                 tiles3[ 2].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
439                 tiles3[ 3].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
440                 tiles3[ 4].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
441                 tiles3[ 5].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
442                 tiles3[ 6].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
443                 tiles3[ 7].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST);
444
445                 tiles3[ 8].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_WEST);
446                 tiles3[ 9].SetOffset(Vector<int>(3, 0));
447                 tiles3[10].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH);
448                 tiles3[11].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
449                 tiles3[12].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
450                 tiles3[13].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
451                 tiles3[14].SetOffset(Vector<int>(4, 0));
452                 tiles3[15].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_EAST | Tile::BLOCK_SOUTH);
453
454                 tiles3[16].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_WEST);
455                 tiles3[17].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
456                 tiles3[18].SetOffset(Vector<int>(0, 0));
457                 tiles3[19].SetOffset(Vector<int>(1, 0));
458                 tiles3[20].SetOffset(Vector<int>(1, 0));
459                 tiles3[21].SetOffset(Vector<int>(3, 2));
460                 tiles3[22].SetOffset(Vector<int>(4, 2)).SetFlags(Tile::BLOCK_EAST | Tile::BLOCK_SOUTH | Tile::BLOCK_WEST);
461                 tiles3[23].SetOffset(Vector<int>(5, 2));
462
463                 tiles3[24].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_WEST);
464                 tiles3[25].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
465                 tiles3[26].SetOffset(Vector<int>(0, 1));
466                 tiles3[27].SetOffset(Vector<int>(2, 0));
467                 tiles3[28].SetOffset(Vector<int>(2, 0));
468                 tiles3[29].SetOffset(Vector<int>(1, 2));
469                 tiles3[30].SetOffset(Vector<int>(1, 2));
470                 tiles3[31].SetOffset(Vector<int>(1, 2));
471
472                 tiles3[32].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_WEST);
473                 tiles3[33].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
474                 tiles3[34].SetOffset(Vector<int>(0, 1));
475                 tiles3[35].SetOffset(Vector<int>(2, 0));
476                 tiles3[36].SetOffset(Vector<int>(2, 0));
477                 tiles3[37].SetOffset(Vector<int>(2, 3));
478                 tiles3[38].SetOffset(Vector<int>(3, 3));
479                 tiles3[39].SetOffset(Vector<int>(0, 3));
480
481                 tiles3[40].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_WEST);
482                 tiles3[41].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
483                 tiles3[42].SetOffset(Vector<int>(0, 1));
484                 tiles3[43].SetOffset(Vector<int>(2, 0));
485                 tiles3[44].SetOffset(Vector<int>(2, 0));
486                 tiles3[45].SetOffset(Vector<int>(2, 4));
487                 tiles3[46].SetOffset(Vector<int>(3, 4));
488                 tiles3[47].SetOffset(Vector<int>(0, 4));
489
490                 tiles3[48].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_WEST);
491                 tiles3[49].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
492                 tiles3[50].SetOffset(Vector<int>(0, 1));
493                 tiles3[51].SetOffset(Vector<int>(2, 0));
494                 tiles3[52].SetOffset(Vector<int>(2, 0));
495                 tiles3[53].SetOffset(Vector<int>(4, 1));
496                 tiles3[54].SetOffset(Vector<int>(5, 1));
497                 tiles3[55].SetOffset(Vector<int>(3, 1));
498
499                 tiles3[56].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_WEST);
500                 tiles3[57].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST | Tile::BLOCK_SOUTH);
501                 tiles3[58].SetOffset(Vector<int>(0, 1));
502                 tiles3[59].SetOffset(Vector<int>(2, 0));
503                 tiles3[60].SetOffset(Vector<int>(2, 0));
504                 tiles3[61].SetOffset(Vector<int>(2, 0));
505                 tiles3[62].SetOffset(Vector<int>(2, 0));
506                 tiles3[63].SetOffset(Vector<int>(2, 0));
507
508                 Area areas2[1];
509                 areas2[0].SetTiles(tiles3, 64);
510                 areas2[0].SetWidth(8);
511
512                 Trigger triggers2[1];
513                 triggers2[0].SetTilePosition(Vector<int>(6, 2));
514                 triggers2[0].SetType(Trigger::TYPE_SOUTH);
515
516                 Map map2;
517                 map2.SetAreas(areas2, 1);
518                 map2.SetTileset(&tileset);
519                 map2.SetTriggers(triggers2, 1);
520                 map2.SetWidth(1);
521                 map2.SetBattleBackground(bg);
522
523                 unsigned char transition1text[4 + sizeof(int) + sizeof(Map *) + sizeof(Vector<int>)];
524                 int i(0);
525                 transition1text[i++] = Script::CODE_MOVE_I0;
526                 *reinterpret_cast<int *>(transition1text + i) = 1;
527                 i += sizeof(int);
528                 transition1text[i++] = Script::CODE_MOVE_A0;
529                 *reinterpret_cast<Map **>(transition1text + i) = &map2;
530                 i += sizeof(Map *);
531                 transition1text[i++] = Script::CODE_MOVE_V0;
532                 *reinterpret_cast<Vector<int> *>(transition1text + i) = Vector<int>(6, 2);
533                 i += sizeof(Vector<int>);
534                 transition1text[i++] = Script::CODE_SYSCALL;
535
536                 Script transition1;
537                 transition1.text = transition1text;
538                 transition1.textlen = sizeof(transition1text);
539
540                 triggers1[0].SetScript(&transition1);
541
542                 unsigned char transition2text[4 + sizeof(int) + sizeof(Map *) + sizeof(Vector<int>)];
543                 i = 0;
544                 transition2text[i++] = Script::CODE_MOVE_I0;
545                 *reinterpret_cast<int *>(transition2text + i) = 1;
546                 i += sizeof(int);
547                 transition2text[i++] = Script::CODE_MOVE_A0;
548                 *reinterpret_cast<Map **>(transition2text + i) = &map1;
549                 i += sizeof(Map *);
550                 transition2text[i++] = Script::CODE_MOVE_V0;
551                 *reinterpret_cast<Vector<int> *>(transition2text + i) = Vector<int>(8, 3);
552                 i += sizeof(Vector<int>);
553                 transition2text[i++] = Script::CODE_SYSCALL;
554
555                 Script transition2;
556                 transition2.text = transition2text;
557                 transition2.textlen = sizeof(transition2text);
558
559                 triggers2[0].SetScript(&transition2);
560
561                 gameState.heroes[0].MapEntity().Position() = Vector<float>(64, 128);
562
563                 gameState.heroes[1].MapEntity().Position() = Vector<float>(64, 128);
564                 gameState.heroes[1].MapEntity().SetFlags(Entity::FLAG_NONBLOCKING);
565                 gameState.heroes[0].MapEntity().AddFollower(&gameState.heroes[1].MapEntity());
566
567                 gameState.heroes[2].MapEntity().Position() = Vector<float>(64, 128);
568                 gameState.heroes[2].MapEntity().SetFlags(Entity::FLAG_NONBLOCKING);
569                 gameState.heroes[1].MapEntity().AddFollower(&gameState.heroes[2].MapEntity());
570
571                 gameState.heroes[3].MapEntity().Position() = Vector<float>(64, 128);
572                 gameState.heroes[3].MapEntity().SetFlags(Entity::FLAG_NONBLOCKING);
573                 gameState.heroes[2].MapEntity().AddFollower(&gameState.heroes[3].MapEntity());
574
575                 Entity mapPopulation[2];
576                 map1.SetEntities(mapPopulation, 2);
577
578                 SDL_Surface *mapMonsterImg(IMG_Load("test-data/monster-map.png"));
579                 Sprite mapMonsterSprite(mapMonsterImg, 32, 32);
580                 SimpleAnimation mapMonsterAnimation(&mapMonsterSprite, 500, 2, 0, 0, true);
581                 mapPopulation[0].SetAnimation(&mapMonsterAnimation);
582                 mapPopulation[0].Position() = Vector<float>(64, 32);
583                 mapPopulation[0].SetOrientation(Entity::ORIENTATION_SOUTH);
584                 mapPopulation[0].SetPartyLayout(&monstersLayout);
585                 mapPopulation[0].SetMonsters(&monster, 1);
586
587                 Sprite blockSprite(tilesetImg, tileSize, tileSize, 3 * tileSize, 1 * tileSize);
588                 mapPopulation[1].SetSprite(&blockSprite);
589                 mapPopulation[1].Position() = Vector<float>(64, 160);
590                 mapPopulation[1].SetFlags(Entity::FLAG_PUSHABLE | Entity::FLAG_FIXED_ORIENTATION);
591
592                 InitScreen screen(width, height);
593
594                 app::State *state(0);
595
596                 if (battle) {
597                         BattleState *battleState(new BattleState(&gameConfig, bg, &monstersLayout));
598                         battleState->AddMonster(monster);
599                         battleState->AddMonster(monster);
600                         battleState->AddMonster(monster);
601                         battleState->AddMonster(monster);
602                         battleState->AddHero(gameState.heroes[0]);
603                         battleState->AddHero(gameState.heroes[1]);
604                         battleState->AddHero(gameState.heroes[2]);
605                         battleState->AddHero(gameState.heroes[3]);
606                         state = battleState;
607                 } else {
608                         MapState *mapState(new MapState(&gameConfig, &map1));
609
610                         mapState->ControlEntity(&gameState.heroes[0].MapEntity());
611                         mapState->SetWalkingSpeed(walkSpeed);
612                         mapPopulation[0].StartAnimation(*mapState);
613
614                         state = mapState;
615                 }
616
617                 Application app(&screen, state);
618                 app.Buttons().MapKey(SDLK_w, Input::PAD_UP);
619                 app.Buttons().MapKey(SDLK_d, Input::PAD_RIGHT);
620                 app.Buttons().MapKey(SDLK_s, Input::PAD_DOWN);
621                 app.Buttons().MapKey(SDLK_a, Input::PAD_LEFT);
622                 app.Buttons().MapKey(SDLK_RIGHT, Input::ACTION_A);
623                 app.Buttons().MapKey(SDLK_DOWN, Input::ACTION_B);
624                 app.Buttons().MapKey(SDLK_UP, Input::ACTION_X);
625                 app.Buttons().MapKey(SDLK_LEFT, Input::ACTION_Y);
626                 app.Buttons().MapKey(SDLK_RETURN, Input::START);
627                 app.Buttons().MapKey(SDLK_SPACE, Input::SELECT);
628                 app.Buttons().MapKey(SDLK_RSHIFT, Input::SHOULDER_RIGHT);
629                 app.Buttons().MapKey(SDLK_LSHIFT, Input::SHOULDER_LEFT);
630                 app.Buttons().MapKey(SDLK_1, Input::DEBUG_1);
631                 app.Buttons().MapKey(SDLK_2, Input::DEBUG_2);
632                 app.Buttons().MapKey(SDLK_3, Input::DEBUG_3);
633                 app.Buttons().MapKey(SDLK_4, Input::DEBUG_4);
634                 app.Run();
635
636                 return 0;
637         } catch (Parser::Error &e) {
638                 cerr << "parsing exception in file " << e.File() << " on line " << e.Line() << ": " << e.what() << endl;
639                 return 2;
640         } catch (exception &e) {
641                 cerr << "exception in main(): " << e.what() << endl;
642                 return 1;
643         }
644 }