- 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);
- 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);
- Entity mapSelan;
- mapSelan.SetAnimation(&mapSelanAnimation);
- mapSelan.Position() = Vector<float>(64, 128);
- mapSelan.SpriteOffset() = Vector<float>(0, -32);
- mapSelan.SetFlags(Entity::FLAG_NONBLOCKING);
- mapMaxim.AddFollower(&mapSelan);
-
- SDL_Surface *mapGuyImg(IMG_Load("test-data/guy-map.png"));
- Sprite mapGuySprite(mapGuyImg, 32, 64);
- SimpleAnimation mapGuyAnimation(&mapGuySprite, (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
- Entity mapGuy;
- mapGuy.SetAnimation(&mapGuyAnimation);
- mapGuy.Position() = Vector<float>(64, 128);
- mapGuy.SpriteOffset() = Vector<float>(0, -32);
- mapGuy.SetFlags(Entity::FLAG_NONBLOCKING);
- mapSelan.AddFollower(&mapGuy);
-
- SDL_Surface *mapDekarImg(IMG_Load("test-data/dekar-map.png"));
- Sprite mapDekarSprite(mapDekarImg, 32, 64);
- SimpleAnimation mapDekarAnimation(&mapDekarSprite, (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
- Entity mapDekar;
- mapDekar.SetAnimation(&mapDekarAnimation);
- mapDekar.Position() = Vector<float>(64, 128);
- mapDekar.SpriteOffset() = Vector<float>(0, -32);
- mapDekar.SetFlags(Entity::FLAG_NONBLOCKING);
- mapGuy.AddFollower(&mapDekar);
+ Map map1;
+ map1.SetAreas(areas1, 2);
+ map1.SetTileset(&tileset);
+ map1.SetTriggers(triggers1, 1);
+ map1.SetWidth(2);
+ map1.SetBattleBackground(bg);
+
+ 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));
+ triggers2[0].SetType(Trigger::TYPE_SOUTH);
+
+ Map map2;
+ map2.SetAreas(areas2, 1);
+ map2.SetTileset(&tileset);
+ map2.SetTriggers(triggers2, 1);
+ map2.SetWidth(1);
+ map2.SetBattleBackground(bg);
+
+ unsigned char transition1text[4 + sizeof(int) + sizeof(Map *) + sizeof(Vector<int>)];
+ int i(0);
+ transition1text[i++] = Script::CODE_MOVE_I0;
+ *reinterpret_cast<int *>(transition1text + i) = 1;
+ i += sizeof(int);
+ transition1text[i++] = Script::CODE_MOVE_A0;
+ *reinterpret_cast<Map **>(transition1text + i) = &map2;
+ i += sizeof(Map *);
+ transition1text[i++] = Script::CODE_MOVE_V0;
+ *reinterpret_cast<Vector<int> *>(transition1text + i) = Vector<int>(6, 2);
+ i += sizeof(Vector<int>);
+ transition1text[i++] = Script::CODE_SYSCALL;
+
+ Script transition1;
+ transition1.text = transition1text;
+ transition1.textlen = sizeof(transition1text);
+
+ triggers1[0].SetScript(&transition1);
+
+ unsigned char transition2text[4 + sizeof(int) + sizeof(Map *) + sizeof(Vector<int>)];
+ i = 0;
+ transition2text[i++] = Script::CODE_MOVE_I0;
+ *reinterpret_cast<int *>(transition2text + i) = 1;
+ i += sizeof(int);
+ transition2text[i++] = Script::CODE_MOVE_A0;
+ *reinterpret_cast<Map **>(transition2text + i) = &map1;
+ i += sizeof(Map *);
+ transition2text[i++] = Script::CODE_MOVE_V0;
+ *reinterpret_cast<Vector<int> *>(transition2text + i) = Vector<int>(8, 3);
+ i += sizeof(Vector<int>);
+ transition2text[i++] = Script::CODE_SYSCALL;
+
+ Script transition2;
+ transition2.text = transition2text;
+ transition2.textlen = sizeof(transition2text);
+
+ triggers2[0].SetScript(&transition2);
+
+ gameState.heroes[0].MapEntity().Position() = Vector<float>(64, 128);
+
+ gameState.heroes[1].MapEntity().Position() = Vector<float>(64, 128);
+ gameState.heroes[1].MapEntity().SetFlags(Entity::FLAG_NONBLOCKING);
+ gameState.heroes[0].MapEntity().AddFollower(&gameState.heroes[1].MapEntity());
+
+ gameState.heroes[2].MapEntity().Position() = Vector<float>(64, 128);
+ gameState.heroes[2].MapEntity().SetFlags(Entity::FLAG_NONBLOCKING);
+ gameState.heroes[1].MapEntity().AddFollower(&gameState.heroes[2].MapEntity());
+
+ gameState.heroes[3].MapEntity().Position() = Vector<float>(64, 128);
+ gameState.heroes[3].MapEntity().SetFlags(Entity::FLAG_NONBLOCKING);
+ gameState.heroes[2].MapEntity().AddFollower(&gameState.heroes[3].MapEntity());
+
+ Entity mapPopulation[2];
+ map1.SetEntities(mapPopulation, 2);