]> git.localhorst.tv Git - l2e.git/blobdiff - src/main.cpp
implemented modulo operation for scripts
[l2e.git] / src / main.cpp
index e6e8b0897ca2394f334e9400a9fc18720013bfbc..a8a722552e2d8126cd6c22e40f88a92720dbcc9f 100644 (file)
@@ -6,17 +6,22 @@
  */
 
 #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 "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"
 #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 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;
@@ -59,10 +77,17 @@ 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;
@@ -71,11 +96,18 @@ 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;
+
+       bool battle(false);
+
 //     std::srand(std::time(0));
 
        try {
@@ -99,104 +131,490 @@ int main(int argc, char **argv) {
                Sprite::CreateTypeDescription();
                Stats::CreateTypeDescription();
                common::TargetingMode::CreateTypeDescription();
+               Entity::CreateTypeDescription();
+
+               Arguments args;
+               args.Read(argc, argv);
 
                ParsedSource source;
-               Parser("test-data/test.l2s", source).Parse();
-               Parser("test-data/ikaris.l2s", source).Parse();
-               Parser("test-data/items.l2s", source).Parse();
-               Parser("test-data/spells.l2s", source).Parse();
-               Parser("test-data/constants.l2s", source).Parse();
+
+               for (vector<char *>::const_iterator i(args.Infiles().begin()), end(args.Infiles().end()); i != end; ++i) {
+                       Parser(*i, source).Parse();
+               }
+
+               switch (args.GetRunLevel()) {
+                       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::SOURCE_WIKI: {
+                               TypeDescription::WriteSourceWiki(std::cout);
+                               return 0;
+                       }
+                       case Arguments::BATTLE:
+                               battle = true;
+                               break;
+                       case Arguments::PLAY:
+                       case Arguments::MAP:
+                               break;
+               }
+
                Interpreter intp(source);
                intp.ReadSource();
 
-               int battleResId(TypeDescription::GetTypeId("BattleResources"));
-               int heroId(TypeDescription::GetTypeId("Hero"));
-               int itemId(TypeDescription::GetTypeId("Item"));
-               int monsterId(TypeDescription::GetTypeId("Monster"));
-               int partyLayoutId(TypeDescription::GetTypeId("PartyLayout"));
-               int spellId(TypeDescription::GetTypeId("Spell"));
+               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);
+
+               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(*reinterpret_cast<PartyLayout *>(intp.GetObject(partyLayoutId, "monstersLayout")));
-               PartyLayout heroesLayout(*reinterpret_cast<PartyLayout *>(intp.GetObject(partyLayoutId, "heroesLayout")));
-
-               Monster monster(*reinterpret_cast<Monster *>(intp.GetObject(monsterId, "lizard")));
-               Hero maxim(*reinterpret_cast<Hero *>(intp.GetObject(heroId, "maxim")));
-               Hero selan(*reinterpret_cast<Hero *>(intp.GetObject(heroId, "selan")));
-               Hero guy(*reinterpret_cast<Hero *>(intp.GetObject(heroId, "guy")));
-               Hero dekar(*reinterpret_cast<Hero *>(intp.GetObject(heroId, "dekar")));
-
-               battle::Resources *battleRes(reinterpret_cast<battle::Resources *>(intp.GetObject(battleResId, "battleResources")));
-
-               maxim.AddSpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "resetSpell")));
-               Spell *strongSpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "strongSpell")));
-               maxim.AddSpell(strongSpell);
-               selan.AddSpell(strongSpell);
-               Spell *strongerSpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "strongerSpell")));
-               maxim.AddSpell(strongerSpell);
-               selan.AddSpell(strongerSpell);
-               Spell *championSpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "championSpell")));
-               maxim.AddSpell(championSpell);
-               selan.AddSpell(championSpell);
-               Spell *rallySpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "rallySpell")));
-               maxim.AddSpell(rallySpell);
-               selan.AddSpell(rallySpell);
-               selan.AddSpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "escapeSpell")));
-               Spell *valorSpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "valorSpell")));
-               maxim.AddSpell(valorSpell);
-               selan.AddSpell(valorSpell);
-
-               Inventory inventory;
-               inventory.Add(reinterpret_cast<Item *>(intp.GetObject(itemId, "antidoteItem")), 9);
-               inventory.Add(reinterpret_cast<Item *>(intp.GetObject(itemId, "magicJarItem")), 4);
-               inventory.Add(reinterpret_cast<Item *>(intp.GetObject(itemId, "hiPotionItem")), 4);
-               inventory.Add(reinterpret_cast<Item *>(intp.GetObject(itemId, "powerPotionItem")), 4);
-               inventory.Add(reinterpret_cast<Item *>(intp.GetObject(itemId, "escapeItem")), 2);
-               inventory.Add(reinterpret_cast<Item *>(intp.GetObject(itemId, "sleepBallItem")), 1);
-               battleRes->inventory = &inventory;
-
-               maxim.SetWeapon(reinterpret_cast<Item *>(intp.GetObject(itemId, "zircoSwordItem")));
-               maxim.SetArmor(reinterpret_cast<Item *>(intp.GetObject(itemId, "zirconArmorItem")));
-               maxim.SetShield(reinterpret_cast<Item *>(intp.GetObject(itemId, "holyShieldItem")));
-               maxim.SetHelmet(reinterpret_cast<Item *>(intp.GetObject(itemId, "legendHelmItem")));
-               maxim.SetRing(reinterpret_cast<Item *>(intp.GetObject(itemId, "sProRingItem")));
-               maxim.SetJewel(reinterpret_cast<Item *>(intp.GetObject(itemId, "evilJewelItem")));
-
-//             selan.SetWeapon(reinterpret_cast<Item *>(intp.GetObject(itemId, "zircoWhipItem")));
-               selan.SetArmor(reinterpret_cast<Item *>(intp.GetObject(itemId, "zirconPlateItem")));
-               selan.SetShield(reinterpret_cast<Item *>(intp.GetObject(itemId, "zircoGlovesItem")));
-               selan.SetHelmet(reinterpret_cast<Item *>(intp.GetObject(itemId, "holyCapItem")));
-               selan.SetRing(reinterpret_cast<Item *>(intp.GetObject(itemId, "ghostRingItem")));
-               selan.SetJewel(reinterpret_cast<Item *>(intp.GetObject(itemId, "eagleRockItem")));
-
-//             guy.SetWeapon(reinterpret_cast<Item *>(intp.GetObject(itemId, "zircoAxItem")));
-               guy.SetArmor(reinterpret_cast<Item *>(intp.GetObject(itemId, "zirconArmorItem")));
-               guy.SetShield(reinterpret_cast<Item *>(intp.GetObject(itemId, "megaShieldItem")));
-               guy.SetHelmet(reinterpret_cast<Item *>(intp.GetObject(itemId, "zircoHelmetItem")));
-               guy.SetRing(reinterpret_cast<Item *>(intp.GetObject(itemId, "powerRingItem")));
-               guy.SetJewel(reinterpret_cast<Item *>(intp.GetObject(itemId, "evilJewelItem")));
+               PartyLayout monstersLayout(*caster.GetPartyLayout("monstersLayout"));
+
+               Monster monster(*caster.GetMonster("lizard"));
+
+               gameState.heroes[0].AddSpell(caster.GetSpell("resetSpell"));
+               Spell *strongSpell(caster.GetSpell("strongSpell"));
+               gameState.heroes[0].AddSpell(strongSpell);
+               gameState.heroes[1].AddSpell(strongSpell);
+               Spell *strongerSpell(caster.GetSpell("strongerSpell"));
+               gameState.heroes[0].AddSpell(strongerSpell);
+               gameState.heroes[1].AddSpell(strongerSpell);
+               Spell *championSpell(caster.GetSpell("championSpell"));
+               gameState.heroes[0].AddSpell(championSpell);
+               gameState.heroes[1].AddSpell(championSpell);
+               Spell *rallySpell(caster.GetSpell("rallySpell"));
+               gameState.heroes[0].AddSpell(rallySpell);
+               gameState.heroes[1].AddSpell(rallySpell);
+               gameState.heroes[1].AddSpell(caster.GetSpell("escapeSpell"));
+               Spell *valorSpell(caster.GetSpell("valorSpell"));
+               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(reinterpret_cast<Item *>(intp.GetObject(itemId, "lizardBlowItem")));
-               dekar.SetArmor(reinterpret_cast<Item *>(intp.GetObject(itemId, "holyRobeItem")));
-               dekar.SetShield(reinterpret_cast<Item *>(intp.GetObject(itemId, "zircoGlovesItem")));
-               dekar.SetHelmet(reinterpret_cast<Item *>(intp.GetObject(itemId, "holyCapItem")));
-               dekar.SetRing(reinterpret_cast<Item *>(intp.GetObject(itemId, "rocketRingItem")));
-               dekar.SetJewel(reinterpret_cast<Item *>(intp.GetObject(itemId, "krakenRockItem")));
+//             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 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);
 
-               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);
-               Application app(&screen, battleState);
+               app::State *state(0);
+
+               if (battle) {
+                       BattleState *battleState(new BattleState(&gameConfig, bg, &monstersLayout));
+                       battleState->AddMonster(monster);
+                       battleState->AddMonster(monster);
+                       battleState->AddMonster(monster);
+                       battleState->AddMonster(monster);
+                       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(&gameConfig, &map1));
+
+                       mapState->ControlEntity(&gameState.heroes[0].MapEntity());
+                       mapState->SetWalkingSpeed(walkSpeed);
+                       mapPopulation[0].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);
@@ -209,12 +627,16 @@ 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 1;
+               return 2;
        } catch (exception &e) {
                cerr << "exception in main(): " << e.what() << endl;
                return 1;