]> git.localhorst.tv Git - l2e.git/blobdiff - src/main.cpp
added temporary map transition implementation
[l2e.git] / src / main.cpp
index ab02016cff4d67511af6f986f595067c58dfd875..2a49ad585f50c09a8d5e487dc9bba6adf5b06079 100644 (file)
@@ -6,34 +6,81 @@
  */
 
 #include "app/Application.h"
+#include "app/Arguments.h"
 #include "app/Input.h"
 #include "battle/BattleState.h"
 #include "battle/Hero.h"
 #include "battle/Monster.h"
 #include "battle/PartyLayout.h"
-#include "geometry/Point.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/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 "loader/Caster.h"
+#include "loader/Interpreter.h"
+#include "loader/ParsedSource.h"
+#include "loader/Parser.h"
+#include "loader/TypeDescription.h"
+#include "map/Area.h"
+#include "map/Entity.h"
+#include "map/Map.h"
+#include "map/MapState.h"
+#include "map/Tile.h"
+#include "map/Trigger.h"
 #include "sdl/InitImage.h"
 #include "sdl/InitScreen.h"
 #include "sdl/InitSDL.h"
 
+#include <cstdlib>
+#include <cstring>
+#include <ctime>
 #include <exception>
 #include <iostream>
+#include <string>
 #include <SDL.h>
 #include <SDL_image.h>
 
 using app::Application;
+using app::Arguments;
 using app::Input;
 using battle::BattleState;
 using battle::Hero;
 using battle::Monster;
 using battle::PartyLayout;
-using geometry::Point;
+using battle::Stats;
+using common::Ikari;
+using common::Inventory;
+using common::Item;
+using common::Spell;
+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 loader::Caster;
+using loader::Interpreter;
+using loader::ParsedSource;
+using loader::Parser;
+using loader::TypeDescription;
+using map::Area;
+using map::Entity;
+using map::Map;
+using map::MapState;
+using map::Tile;
+using map::Trigger;
 using sdl::InitImage;
 using sdl::InitScreen;
 using sdl::InitSDL;
@@ -42,69 +89,494 @@ using std::cerr;
 using std::cout;
 using std::endl;
 using std::exception;
+using std::string;
+using std::vector;
 
 int main(int argc, char **argv) {
        const int width = 800;
        const int height = 480;
 
+       const int tileSize = 32;
+       const float walkSpeed = 128.0f;
+
+       const bool battle(false);
+
+//     std::srand(std::time(0));
+
        try {
                InitSDL sdl;
                InitImage image(IMG_INIT_PNG);
-               InitScreen screen(width, height);
+
+               battle::Resources::CreateTypeDescription();
+               ComplexAnimation::CreateTypeDescription();
+               Font::CreateTypeDescription();
+               Frame::CreateTypeDescription();
+               Gauge::CreateTypeDescription();
+               Hero::CreateTypeDescription();
+               Ikari::CreateTypeDescription();
+               Interpreter::CreateTypeDescriptions();
+               Item::CreateTypeDescription();
+               graphics::MenuProperties::CreateTypeDescription();
+               Monster::CreateTypeDescription();
+               PartyLayout::CreateTypeDescription();
+               SimpleAnimation::CreateTypeDescription();
+               Spell::CreateTypeDescription();
+               Sprite::CreateTypeDescription();
+               Stats::CreateTypeDescription();
+               common::TargetingMode::CreateTypeDescription();
+
+               Arguments args;
+               args.Read(argc, argv);
+
+               ParsedSource source;
+
+               for (vector<char *>::const_iterator i(args.Infiles().begin()), end(args.Infiles().end()); i != end; ++i) {
+                       Parser(*i, source).Parse();
+               }
+
+               switch (args.DetectRunLevel()) {
+                       case Arguments::WRITE:
+                       {
+                               int length(std::strlen(args.OutfilePath()));
+                               switch (args.OutfilePath()[length - 1]) {
+                                       case 'h': {
+                                               std::ofstream outstream(args.OutfilePath());
+                                               source.WriteHeader(outstream);
+                                               break;
+                                       }
+                                       default: {
+                                               throw std::runtime_error(string("don't know how to write file ") + args.OutfilePath());
+                                       }
+                               }
+                               return 0;
+                       }
+                       case Arguments::DUMP: {
+                               std::cout << source << std::endl;
+                               return 0;
+                       }
+                       case Arguments::PLAY:
+                               break;
+               }
+
+               Interpreter intp(source);
+               intp.ReadSource();
+
+               if (intp.PostponedDefinitions().size() > 0) {
+                       for (vector<Interpreter::PostponedDefinition>::const_iterator i(intp.PostponedDefinitions().begin()), end(intp.PostponedDefinitions().end()); i != end; ++i) {
+                               std::cerr << "missing definition of " << TypeDescription::Get(i->linkedType).TypeName() << " " << i->identifier << std::endl;
+                       }
+                       return 3;
+               }
+
+               Caster caster(intp);
 
                // temporary test data
                SDL_Surface *bg(IMG_Load("test-data/battle-bg.png"));
-               PartyLayout monstersLayout;
-               monstersLayout.AddPosition(Point<Uint8>(104, 109));
-               monstersLayout.AddPosition(Point<Uint8>(140, 118));
-               monstersLayout.AddPosition(Point<Uint8>(176, 109));
-               monstersLayout.AddPosition(Point<Uint8>(212, 118));
-               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 *heroImg(IMG_Load("test-data/hero.png"));
-               Sprite heroSprite(heroImg, 64, 64);
-               Hero hero;
-               hero.SetName("Name");
-               hero.SetLevel(34);
-               hero.SetSprite(&heroSprite);
-               hero.SetMaxHealth(100);
-               hero.SetHealth(50);
-               hero.SetMaxMana(100);
-               hero.SetMana(100);
-               hero.SetIP(255);
-
-               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);
-               SDL_Surface *tagFrames(IMG_Load("test-data/tag-frames.png"));
-               Frame heroTagFrame(tagFrames, 16, 16, 1, 1, 0, 33);
-               Frame activeHeroTagFrame(tagFrames, 16, 16);
-
-               SDL_Surface *gauges(IMG_Load("test-data/gauges.png"));
-               Gauge healthGauge(gauges, 0, 16, 0, 0, 16, 6, 1, 6);
-               Gauge manaGauge(gauges, 0, 32, 0, 0, 16, 6, 1, 6);
-               Gauge ikariGauge(gauges, 0, 48, 0, 0, 16, 6, 1, 6);
-
-               BattleState *battleState(new BattleState(bg, monstersLayout, heroesLayout, &attackIconsSprite, &moveIconsSprite, &heroTagFrame, &activeHeroTagFrame, &healthGauge, &manaGauge, &ikariGauge));
-               battleState->AddMonster(monster);
-               battleState->AddMonster(monster);
-               battleState->AddMonster(monster);
-               battleState->AddMonster(monster);
-               battleState->AddHero(hero);
-               battleState->AddHero(hero);
-               battleState->AddHero(hero);
-               battleState->AddHero(hero);
-               Application app(&screen, battleState);
+               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"));
+               Spell *strongSpell(caster.GetSpell("strongSpell"));
+               maxim.AddSpell(strongSpell);
+               selan.AddSpell(strongSpell);
+               Spell *strongerSpell(caster.GetSpell("strongerSpell"));
+               maxim.AddSpell(strongerSpell);
+               selan.AddSpell(strongerSpell);
+               Spell *championSpell(caster.GetSpell("championSpell"));
+               maxim.AddSpell(championSpell);
+               selan.AddSpell(championSpell);
+               Spell *rallySpell(caster.GetSpell("rallySpell"));
+               maxim.AddSpell(rallySpell);
+               selan.AddSpell(rallySpell);
+               selan.AddSpell(caster.GetSpell("escapeSpell"));
+               Spell *valorSpell(caster.GetSpell("valorSpell"));
+               maxim.AddSpell(valorSpell);
+               selan.AddSpell(valorSpell);
+
+               Inventory inventory;
+               inventory.Add(caster.GetItem("antidoteItem"), 9);
+               inventory.Add(caster.GetItem("magicJarItem"), 4);
+               inventory.Add(caster.GetItem("hiPotionItem"), 4);
+               inventory.Add(caster.GetItem("powerPotionItem"), 4);
+               inventory.Add(caster.GetItem("escapeItem"), 2);
+               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"));
+
+               // 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"));
+
+               Tile tiles1[64];
+
+               tiles1[ 0].SetOffset(Vector<int>(2, 1));
+               tiles1[ 1].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_WEST);
+               tiles1[ 2].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+               tiles1[ 3].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST);
+               tiles1[ 4].SetOffset(Vector<int>(0, 1));
+               tiles1[ 5].SetOffset(Vector<int>(2, 0));
+               tiles1[ 6].SetOffset(Vector<int>(2, 0));
+               tiles1[ 7].SetOffset(Vector<int>(2, 0));
+
+               tiles1[ 8].SetOffset(Vector<int>(2, 1));
+               tiles1[ 9].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
+               tiles1[10].SetOffset(Vector<int>(3, 0));
+               tiles1[11].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
+               tiles1[12].SetOffset(Vector<int>(0, 2));
+               tiles1[13].SetOffset(Vector<int>(1, 2));
+               tiles1[14].SetOffset(Vector<int>(1, 2));
+               tiles1[15].SetOffset(Vector<int>(1, 2));
+
+               tiles1[16].SetOffset(Vector<int>(2, 1));
+               tiles1[17].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
+               tiles1[18].SetOffset(Vector<int>(3, 0));
+               tiles1[19].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
+               tiles1[20].SetOffset(Vector<int>(0, 3));
+               tiles1[21].SetOffset(Vector<int>(1, 3));
+               tiles1[22].SetOffset(Vector<int>(1, 3));
+               tiles1[23].SetOffset(Vector<int>(2, 3));
+
+               tiles1[24].SetOffset(Vector<int>(2, 1));
+               tiles1[25].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
+               tiles1[26].SetOffset(Vector<int>(3, 0));
+               tiles1[27].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
+               tiles1[28].SetOffset(Vector<int>(0, 4));
+               tiles1[29].SetOffset(Vector<int>(1, 4));
+               tiles1[30].SetOffset(Vector<int>(1, 4));
+               tiles1[31].SetOffset(Vector<int>(2, 4));
+
+               tiles1[32].SetOffset(Vector<int>(2, 1));
+               tiles1[33].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
+               tiles1[34].SetOffset(Vector<int>(3, 0));
+               tiles1[35].SetOffset(Vector<int>(3, 0));
+               tiles1[36].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+               tiles1[37].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+               tiles1[38].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+               tiles1[39].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+
+               tiles1[40].SetOffset(Vector<int>(2, 1));
+               tiles1[41].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
+               tiles1[42].SetOffset(Vector<int>(3, 0));
+               tiles1[43].SetOffset(Vector<int>(3, 0));
+               tiles1[44].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH);
+               tiles1[45].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
+               tiles1[46].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
+               tiles1[47].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
+
+               tiles1[48].SetOffset(Vector<int>(2, 1));
+               tiles1[49].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
+               tiles1[50].SetOffset(Vector<int>(3, 0));
+               tiles1[51].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
+               tiles1[52].SetOffset(Vector<int>(0, 0));
+               tiles1[53].SetOffset(Vector<int>(1, 0));
+               tiles1[54].SetOffset(Vector<int>(1, 0));
+               tiles1[55].SetOffset(Vector<int>(1, 0));
+
+               tiles1[56].SetOffset(Vector<int>(2, 1));
+               tiles1[57].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_WEST);
+               tiles1[58].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH);
+               tiles1[59].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_EAST);
+               tiles1[60].SetOffset(Vector<int>(0, 1));
+               tiles1[61].SetOffset(Vector<int>(1, 1));
+               tiles1[62].SetOffset(Vector<int>(1, 1));
+               tiles1[63].SetOffset(Vector<int>(1, 1));
+
+               Tile tiles2[64];
+
+               tiles2[ 0].SetOffset(Vector<int>(2, 0));
+               tiles2[ 1].SetOffset(Vector<int>(2, 0));
+               tiles2[ 2].SetOffset(Vector<int>(2, 0));
+               tiles2[ 3].SetOffset(Vector<int>(2, 0));
+               tiles2[ 4].SetOffset(Vector<int>(2, 0));
+               tiles2[ 5].SetOffset(Vector<int>(2, 0));
+               tiles2[ 6].SetOffset(Vector<int>(2, 0));
+               tiles2[ 7].SetOffset(Vector<int>(2, 0));
+
+               tiles2[ 8].SetOffset(Vector<int>(1, 2));
+               tiles2[ 9].SetOffset(Vector<int>(1, 2));
+               tiles2[10].SetOffset(Vector<int>(5, 3));
+               tiles2[11].SetOffset(Vector<int>(2, 0));
+               tiles2[12].SetOffset(Vector<int>(2, 0));
+               tiles2[13].SetOffset(Vector<int>(2, 0));
+               tiles2[14].SetOffset(Vector<int>(2, 0));
+               tiles2[15].SetOffset(Vector<int>(2, 0));
+
+               tiles2[16].SetOffset(Vector<int>(3, 3));
+               tiles2[17].SetOffset(Vector<int>(0, 3));
+               tiles2[18].SetOffset(Vector<int>(0, 1));
+               tiles2[19].SetOffset(Vector<int>(2, 0));
+               tiles2[20].SetOffset(Vector<int>(2, 0));
+               tiles2[21].SetOffset(Vector<int>(2, 0));
+               tiles2[22].SetOffset(Vector<int>(2, 0));
+               tiles2[23].SetOffset(Vector<int>(2, 0));
+
+               tiles2[24].SetOffset(Vector<int>(3, 4)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST | Tile::BLOCK_WEST);
+               tiles2[25].SetOffset(Vector<int>(0, 4));
+               tiles2[26].SetOffset(Vector<int>(0, 1));
+               tiles2[27].SetOffset(Vector<int>(2, 0));
+               tiles2[28].SetOffset(Vector<int>(2, 0));
+               tiles2[29].SetOffset(Vector<int>(2, 0));
+               tiles2[30].SetOffset(Vector<int>(2, 0));
+               tiles2[31].SetOffset(Vector<int>(2, 0));
+
+               tiles2[32].SetOffset(Vector<int>(5, 0));
+               tiles2[33].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST);
+               tiles2[34].SetOffset(Vector<int>(0, 1));
+               tiles2[35].SetOffset(Vector<int>(2, 0));
+               tiles2[36].SetOffset(Vector<int>(2, 0));
+               tiles2[37].SetOffset(Vector<int>(2, 0));
+               tiles2[38].SetOffset(Vector<int>(2, 0));
+               tiles2[39].SetOffset(Vector<int>(2, 0));
+
+               tiles2[40].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
+               tiles2[41].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_EAST);
+               tiles2[42].SetOffset(Vector<int>(0, 1));
+               tiles2[43].SetOffset(Vector<int>(2, 0));
+               tiles2[44].SetOffset(Vector<int>(2, 0));
+               tiles2[45].SetOffset(Vector<int>(2, 0));
+               tiles2[46].SetOffset(Vector<int>(2, 0));
+               tiles2[47].SetOffset(Vector<int>(2, 0));
+
+               tiles2[48].SetOffset(Vector<int>(1, 0));
+               tiles2[49].SetOffset(Vector<int>(1, 0));
+               tiles2[50].SetOffset(Vector<int>(5, 4));
+               tiles2[51].SetOffset(Vector<int>(2, 0));
+               tiles2[52].SetOffset(Vector<int>(2, 0));
+               tiles2[53].SetOffset(Vector<int>(2, 0));
+               tiles2[54].SetOffset(Vector<int>(2, 0));
+               tiles2[55].SetOffset(Vector<int>(2, 0));
+
+               tiles2[56].SetOffset(Vector<int>(2, 0));
+               tiles2[57].SetOffset(Vector<int>(2, 0));
+               tiles2[58].SetOffset(Vector<int>(2, 0));
+               tiles2[59].SetOffset(Vector<int>(2, 0));
+               tiles2[60].SetOffset(Vector<int>(2, 0));
+               tiles2[61].SetOffset(Vector<int>(2, 0));
+               tiles2[62].SetOffset(Vector<int>(2, 0));
+               tiles2[63].SetOffset(Vector<int>(2, 0));
+
+               Area areas1[2];
+               areas1[0].SetTiles(tiles1, 64);
+               areas1[0].SetWidth(8);
+               areas1[1].SetTiles(tiles2, 64);
+               areas1[1].SetWidth(8);
+
+               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 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);
+
+               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);
+
+               SDL_Surface *mapMonsterImg(IMG_Load("test-data/monster-map.png"));
+               Sprite mapMonsterSprite(mapMonsterImg, 32, 32);
+               SimpleAnimation mapMonsterAnimation(&mapMonsterSprite, 500, 2, 0, 0, true);
+               Entity mapMonster;
+               mapMonster.SetAnimation(&mapMonsterAnimation);
+               mapMonster.Position() = Vector<float>(64, 32);
+               mapMonster.SetOrientation(Entity::ORIENTATION_SOUTH);
+
+               InitScreen screen(width, height);
+
+               app::State *state(0);
+
+               if (battle) {
+                       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);
+                       state = battleState;
+               } else {
+                       MapState *mapState(new MapState(&map1));
+
+                       mapState->AddEntity(&mapMaxim);
+                       mapState->AddEntity(&mapSelan);
+                       mapState->AddEntity(&mapGuy);
+                       mapState->AddEntity(&mapDekar);
+
+                       mapState->ControlEntity(&mapMaxim);
+                       mapState->SetWalkingSpeed(walkSpeed);
+
+                       mapState->AddEntity(&mapMonster);
+                       mapMonster.StartAnimation(*mapState);
+
+                       state = mapState;
+               }
+
+               Application app(&screen, state);
                app.Buttons().MapKey(SDLK_w, Input::PAD_UP);
                app.Buttons().MapKey(SDLK_d, Input::PAD_RIGHT);
                app.Buttons().MapKey(SDLK_s, Input::PAD_DOWN);
@@ -117,9 +589,16 @@ int main(int argc, char **argv) {
                app.Buttons().MapKey(SDLK_SPACE, Input::SELECT);
                app.Buttons().MapKey(SDLK_RSHIFT, Input::SHOULDER_RIGHT);
                app.Buttons().MapKey(SDLK_LSHIFT, Input::SHOULDER_LEFT);
+               app.Buttons().MapKey(SDLK_1, Input::DEBUG_1);
+               app.Buttons().MapKey(SDLK_2, Input::DEBUG_2);
+               app.Buttons().MapKey(SDLK_3, Input::DEBUG_3);
+               app.Buttons().MapKey(SDLK_4, Input::DEBUG_4);
                app.Run();
 
                return 0;
+       } catch (Parser::Error &e) {
+               cerr << "parsing exception in file " << e.File() << " on line " << e.Line() << ": " << e.what() << endl;
+               return 2;
        } catch (exception &e) {
                cerr << "exception in main(): " << e.what() << endl;
                return 1;