]> git.localhorst.tv Git - l2e.git/blobdiff - src/main.cpp
implemented modulo operation for scripts
[l2e.git] / src / main.cpp
index 20eb55b4adf4aa9f61dbd2cb9ea91da21579817a..a8a722552e2d8126cd6c22e40f88a92720dbcc9f 100644 (file)
 #include "battle/Monster.h"
 #include "battle/PartyLayout.h"
 #include "battle/Resources.h"
-#include "battle/Stats.h"
+#include "common/GameConfig.h"
+#include "common/GameState.h"
+#include "common/Hero.h"
 #include "common/Ikari.h"
 #include "common/Inventory.h"
 #include "common/Item.h"
+#include "common/Script.h"
 #include "common/Spell.h"
+#include "common/Stats.h"
 #include "geometry/Vector.h"
 #include "graphics/ComplexAnimation.h"
 #include "graphics/Font.h"
@@ -54,14 +58,17 @@ using app::Application;
 using app::Arguments;
 using app::Input;
 using battle::BattleState;
-using battle::Hero;
 using battle::Monster;
 using battle::PartyLayout;
-using battle::Stats;
+using common::GameConfig;
+using common::GameState;
+using common::Hero;
 using common::Ikari;
 using common::Inventory;
 using common::Item;
+using common::Script;
 using common::Spell;
+using common::Stats;
 using geometry::Vector;
 using graphics::ComplexAnimation;
 using graphics::Font;
@@ -99,7 +106,7 @@ int main(int argc, char **argv) {
        const int tileSize = 32;
        const float walkSpeed = 128.0f;
 
-       const bool battle(false);
+       bool battle(false);
 
 //     std::srand(std::time(0));
 
@@ -124,6 +131,7 @@ int main(int argc, char **argv) {
                Sprite::CreateTypeDescription();
                Stats::CreateTypeDescription();
                common::TargetingMode::CreateTypeDescription();
+               Entity::CreateTypeDescription();
 
                Arguments args;
                args.Read(argc, argv);
@@ -134,7 +142,7 @@ int main(int argc, char **argv) {
                        Parser(*i, source).Parse();
                }
 
-               switch (args.DetectRunLevel()) {
+               switch (args.GetRunLevel()) {
                        case Arguments::WRITE:
                        {
                                int length(std::strlen(args.OutfilePath()));
@@ -154,7 +162,15 @@ int main(int argc, char **argv) {
                                std::cout << source << std::endl;
                                return 0;
                        }
+                       case Arguments::SOURCE_WIKI: {
+                               TypeDescription::WriteSourceWiki(std::cout);
+                               return 0;
+                       }
+                       case Arguments::BATTLE:
+                               battle = true;
+                               break;
                        case Arguments::PLAY:
+                       case Arguments::MAP:
                                break;
                }
 
@@ -170,192 +186,431 @@ int main(int argc, char **argv) {
 
                Caster caster(intp);
 
+               GameState gameState;
+
+               gameState.heroes[0] = *caster.GetHero("maxim");
+               gameState.heroes[1] = *caster.GetHero("selan");
+               gameState.heroes[2] = *caster.GetHero("guy");
+               gameState.heroes[3] = *caster.GetHero("dekar");
+
+               gameState.party[0] = &gameState.heroes[0];
+               gameState.party[1] = &gameState.heroes[1];
+               gameState.party[2] = &gameState.heroes[2];
+               gameState.party[3] = &gameState.heroes[3];
+
+               GameConfig gameConfig;
+               gameConfig.state = &gameState;
+               gameConfig.heroesLayout = caster.GetPartyLayout("heroesLayout");
+               gameConfig.battleResources = caster.GetBattleResources("battleResources");
+
                // temporary test data
                SDL_Surface *bg(IMG_Load("test-data/battle-bg.png"));
                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"));
+               gameState.heroes[0].AddSpell(caster.GetSpell("resetSpell"));
                Spell *strongSpell(caster.GetSpell("strongSpell"));
-               maxim.AddSpell(strongSpell);
-               selan.AddSpell(strongSpell);
+               gameState.heroes[0].AddSpell(strongSpell);
+               gameState.heroes[1].AddSpell(strongSpell);
                Spell *strongerSpell(caster.GetSpell("strongerSpell"));
-               maxim.AddSpell(strongerSpell);
-               selan.AddSpell(strongerSpell);
+               gameState.heroes[0].AddSpell(strongerSpell);
+               gameState.heroes[1].AddSpell(strongerSpell);
                Spell *championSpell(caster.GetSpell("championSpell"));
-               maxim.AddSpell(championSpell);
-               selan.AddSpell(championSpell);
+               gameState.heroes[0].AddSpell(championSpell);
+               gameState.heroes[1].AddSpell(championSpell);
                Spell *rallySpell(caster.GetSpell("rallySpell"));
-               maxim.AddSpell(rallySpell);
-               selan.AddSpell(rallySpell);
-               selan.AddSpell(caster.GetSpell("escapeSpell"));
+               gameState.heroes[0].AddSpell(rallySpell);
+               gameState.heroes[1].AddSpell(rallySpell);
+               gameState.heroes[1].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"));
+               gameState.heroes[0].AddSpell(valorSpell);
+               gameState.heroes[1].AddSpell(valorSpell);
+
+               gameState.inventory.Add(caster.GetItem("antidoteItem"), 9);
+               gameState.inventory.Add(caster.GetItem("magicJarItem"), 4);
+               gameState.inventory.Add(caster.GetItem("hiPotionItem"), 4);
+               gameState.inventory.Add(caster.GetItem("powerPotionItem"), 4);
+               gameState.inventory.Add(caster.GetItem("escapeItem"), 2);
+               gameState.inventory.Add(caster.GetItem("sleepBallItem"), 1);
+
+               gameState.heroes[0].SetWeapon(caster.GetItem("zircoSwordItem"));
+               gameState.heroes[0].SetArmor(caster.GetItem("zirconArmorItem"));
+               gameState.heroes[0].SetShield(caster.GetItem("holyShieldItem"));
+               gameState.heroes[0].SetHelmet(caster.GetItem("legendHelmItem"));
+               gameState.heroes[0].SetRing(caster.GetItem("sProRingItem"));
+               gameState.heroes[0].SetJewel(caster.GetItem("evilJewelItem"));
+
+//             gameState.heroes[1].SetWeapon(cst.GetItem("zircoWhipItem"));
+               gameState.heroes[1].SetArmor(caster.GetItem("zirconPlateItem"));
+               gameState.heroes[1].SetShield(caster.GetItem("zircoGlovesItem"));
+               gameState.heroes[1].SetHelmet(caster.GetItem("holyCapItem"));
+               gameState.heroes[1].SetRing(caster.GetItem("ghostRingItem"));
+               gameState.heroes[1].SetJewel(caster.GetItem("eagleRockItem"));
+
+//             gameState.heroes[2].SetWeapon(cst.GetItem("zircoAxItem"));
+               gameState.heroes[2].SetArmor(caster.GetItem("zirconArmorItem"));
+               gameState.heroes[2].SetShield(caster.GetItem("megaShieldItem"));
+               gameState.heroes[2].SetHelmet(caster.GetItem("zircoHelmetItem"));
+               gameState.heroes[2].SetRing(caster.GetItem("powerRingItem"));
+               gameState.heroes[2].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 tiles[64];
-
-               tiles[ 0].SetOffset(Vector<int>(2, 1));
-               tiles[ 1].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_WEST);
-               tiles[ 2].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
-               tiles[ 3].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST);
-               tiles[ 4].SetOffset(Vector<int>(0, 1));
-               tiles[ 5].SetOffset(Vector<int>(2, 0));
-               tiles[ 6].SetOffset(Vector<int>(2, 0));
-               tiles[ 7].SetOffset(Vector<int>(2, 0));
-
-               tiles[ 8].SetOffset(Vector<int>(2, 1));
-               tiles[ 9].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
-               tiles[10].SetOffset(Vector<int>(3, 0));
-               tiles[11].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
-               tiles[12].SetOffset(Vector<int>(0, 2));
-               tiles[13].SetOffset(Vector<int>(1, 2));
-               tiles[14].SetOffset(Vector<int>(1, 2));
-               tiles[15].SetOffset(Vector<int>(1, 2));
-
-               tiles[16].SetOffset(Vector<int>(2, 1));
-               tiles[17].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
-               tiles[18].SetOffset(Vector<int>(3, 0));
-               tiles[19].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
-               tiles[20].SetOffset(Vector<int>(0, 3));
-               tiles[21].SetOffset(Vector<int>(1, 3));
-               tiles[22].SetOffset(Vector<int>(1, 3));
-               tiles[23].SetOffset(Vector<int>(2, 3));
-
-               tiles[24].SetOffset(Vector<int>(2, 1));
-               tiles[25].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
-               tiles[26].SetOffset(Vector<int>(3, 0));
-               tiles[27].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
-               tiles[28].SetOffset(Vector<int>(0, 4));
-               tiles[29].SetOffset(Vector<int>(1, 4));
-               tiles[30].SetOffset(Vector<int>(1, 4));
-               tiles[31].SetOffset(Vector<int>(2, 4));
-
-               tiles[32].SetOffset(Vector<int>(2, 1));
-               tiles[33].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
-               tiles[34].SetOffset(Vector<int>(3, 0));
-               tiles[35].SetOffset(Vector<int>(3, 0));
-               tiles[36].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
-               tiles[37].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
-               tiles[38].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
-               tiles[39].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST);
-
-               tiles[40].SetOffset(Vector<int>(2, 1));
-               tiles[41].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
-               tiles[42].SetOffset(Vector<int>(3, 0));
-               tiles[43].SetOffset(Vector<int>(3, 0));
-               tiles[44].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH);
-               tiles[45].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
-               tiles[46].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
-               tiles[47].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_EAST);
-
-               tiles[48].SetOffset(Vector<int>(2, 1));
-               tiles[49].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
-               tiles[50].SetOffset(Vector<int>(3, 0));
-               tiles[51].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
-               tiles[52].SetOffset(Vector<int>(0, 0));
-               tiles[53].SetOffset(Vector<int>(1, 0));
-               tiles[54].SetOffset(Vector<int>(1, 0));
-               tiles[55].SetOffset(Vector<int>(1, 0));
-
-               tiles[56].SetOffset(Vector<int>(2, 1));
-               tiles[57].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_WEST);
-               tiles[58].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH);
-               tiles[59].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_EAST);
-               tiles[60].SetOffset(Vector<int>(0, 1));
-               tiles[61].SetOffset(Vector<int>(1, 1));
-               tiles[62].SetOffset(Vector<int>(1, 1));
-               tiles[63].SetOffset(Vector<int>(1, 1));
-
-               Area areas[1];
-               areas[0].SetTiles(tiles, 64);
-               areas[0].SetWidth(8);
-
-               Trigger triggers[1];
-               triggers[0].SetTilePosition(Vector<int>(2, 0));
+//             gameState.heroes[3].SetWeapon(cst.GetItem("lizardBlowItem"));
+               gameState.heroes[3].SetArmor(caster.GetItem("holyRobeItem"));
+               gameState.heroes[3].SetShield(caster.GetItem("zircoGlovesItem"));
+               gameState.heroes[3].SetHelmet(caster.GetItem("holyCapItem"));
+               gameState.heroes[3].SetRing(caster.GetItem("rocketRingItem"));
+               gameState.heroes[3].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));
+               triggers1[0].SetType(Trigger::TYPE_NORTH);
 
                SDL_Surface *tilesetImg(IMG_Load("test-data/tileset.png"));
                Sprite tileset(tilesetImg, tileSize, tileSize);
 
-               Map map;
-               map.SetAreas(areas, 1);
-               map.SetTileset(&tileset);
-               map.SetTriggers(triggers, 1);
-               map.SetWidth(1);
-
-               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>(80, 128);
+               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);
+
+               SDL_Surface *mapMonsterImg(IMG_Load("test-data/monster-map.png"));
+               Sprite mapMonsterSprite(mapMonsterImg, 32, 32);
+               SimpleAnimation mapMonsterAnimation(&mapMonsterSprite, 500, 2, 0, 0, true);
+               mapPopulation[0].SetAnimation(&mapMonsterAnimation);
+               mapPopulation[0].Position() = Vector<float>(64, 32);
+               mapPopulation[0].SetOrientation(Entity::ORIENTATION_SOUTH);
+               mapPopulation[0].SetPartyLayout(&monstersLayout);
+               mapPopulation[0].SetMonsters(&monster, 1);
+
+               Sprite blockSprite(tilesetImg, tileSize, tileSize, 3 * tileSize, 1 * tileSize);
+               mapPopulation[1].SetSprite(&blockSprite);
+               mapPopulation[1].Position() = Vector<float>(64, 160);
+               mapPopulation[1].SetFlags(Entity::FLAG_PUSHABLE | Entity::FLAG_FIXED_ORIENTATION);
 
                InitScreen screen(width, height);
 
                app::State *state(0);
 
                if (battle) {
-                       BattleState *battleState(new BattleState(bg, monstersLayout, heroesLayout, battleRes));
+                       BattleState *battleState(new BattleState(&gameConfig, bg, &monstersLayout));
                        battleState->AddMonster(monster);
                        battleState->AddMonster(monster);
                        battleState->AddMonster(monster);
                        battleState->AddMonster(monster);
-                       battleState->AddHero(maxim);
-                       battleState->AddHero(selan);
-                       battleState->AddHero(guy);
-                       battleState->AddHero(dekar);
+                       battleState->AddHero(gameState.heroes[0]);
+                       battleState->AddHero(gameState.heroes[1]);
+                       battleState->AddHero(gameState.heroes[2]);
+                       battleState->AddHero(gameState.heroes[3]);
                        state = battleState;
                } else {
-                       MapState *mapState(new MapState(&map));
-                       mapState->AddEntity(&mapMaxim);
-                       mapState->ControlEntity(&mapMaxim);
+                       MapState *mapState(new MapState(&gameConfig, &map1));
+
+                       mapState->ControlEntity(&gameState.heroes[0].MapEntity());
                        mapState->SetWalkingSpeed(walkSpeed);
+                       mapPopulation[0].StartAnimation(*mapState);
+
                        state = mapState;
                }
 
@@ -372,6 +627,10 @@ 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;