]> git.localhorst.tv Git - l2e.git/blobdiff - src/main.cpp
moved test trigger to door coordinates
[l2e.git] / src / main.cpp
index 964fce03e24671219a259fa460178808522ab516..f4f696568f7c09cfd0b41038758d9551031813d7 100644 (file)
 #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"
@@ -63,10 +70,17 @@ 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;
@@ -82,6 +96,11 @@ 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 {
@@ -149,94 +168,322 @@ int main(int argc, char **argv) {
                        return 3;
                }
 
-               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"));
+               Caster caster(intp);
 
                // 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")));
+               PartyLayout monstersLayout(*caster.GetPartyLayout("monstersLayout"));
+               PartyLayout heroesLayout(*caster.GetPartyLayout("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")));
+               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(reinterpret_cast<battle::Resources *>(intp.GetObject(battleResId, "battleResources")));
+               battle::Resources *battleRes(caster.GetBattleResources("battleResources"));
 
-               maxim.AddSpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "resetSpell")));
-               Spell *strongSpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "strongSpell")));
+               maxim.AddSpell(caster.GetSpell("resetSpell"));
+               Spell *strongSpell(caster.GetSpell("strongSpell"));
                maxim.AddSpell(strongSpell);
                selan.AddSpell(strongSpell);
-               Spell *strongerSpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "strongerSpell")));
+               Spell *strongerSpell(caster.GetSpell("strongerSpell"));
                maxim.AddSpell(strongerSpell);
                selan.AddSpell(strongerSpell);
-               Spell *championSpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "championSpell")));
+               Spell *championSpell(caster.GetSpell("championSpell"));
                maxim.AddSpell(championSpell);
                selan.AddSpell(championSpell);
-               Spell *rallySpell(reinterpret_cast<Spell *>(intp.GetObject(spellId, "rallySpell")));
+               Spell *rallySpell(caster.GetSpell("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")));
+               selan.AddSpell(caster.GetSpell("escapeSpell"));
+               Spell *valorSpell(caster.GetSpell("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);
+               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(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")));
+               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(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")));
+//             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 areas[2];
+               areas[0].SetTiles(tiles1, 64);
+               areas[0].SetWidth(8);
+               areas[1].SetTiles(tiles2, 64);
+               areas[1].SetWidth(8);
+
+               Trigger triggers[1];
+               triggers[0].SetTilePosition(Vector<int>(8, 3));
+
+               SDL_Surface *tilesetImg(IMG_Load("test-data/tileset.png"));
+               Sprite tileset(tilesetImg, tileSize, tileSize);
+
+               Map map;
+               map.SetAreas(areas, 2);
+               map.SetTileset(&tileset);
+               map.SetTriggers(triggers, 1);
+               map.SetWidth(2);
+
+               SDL_Surface *mapMaximImg(IMG_Load("test-data/maxim-map.png"));
+               Sprite mapMaximSprite(mapMaximImg, 32, 64);
+               SimpleAnimation mapMaximAnimation(&mapMaximSprite, (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
+               Entity mapMaxim;
+               mapMaxim.SetAnimation(&mapMaximAnimation);
+               mapMaxim.Position() = Vector<float>(64, 128);
+               mapMaxim.SpriteOffset() = Vector<float>(0, -32);
+
+               SDL_Surface *mapSelanImg(IMG_Load("test-data/selan-map.png"));
+               Sprite mapSelanSprite(mapSelanImg, 32, 64);
+               SimpleAnimation mapSelanAnimation(&mapSelanSprite, (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
+               Entity mapSelan;
+               mapSelan.SetAnimation(&mapSelanAnimation);
+               mapSelan.Position() = Vector<float>(64, 128);
+               mapSelan.SpriteOffset() = Vector<float>(0, -32);
+               mapSelan.SetFlags(Entity::FLAG_NONBLOCKING);
+               mapMaxim.AddFollower(&mapSelan);
+
+               SDL_Surface *mapGuyImg(IMG_Load("test-data/guy-map.png"));
+               Sprite mapGuySprite(mapGuyImg, 32, 64);
+               SimpleAnimation mapGuyAnimation(&mapGuySprite, (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
+               Entity mapGuy;
+               mapGuy.SetAnimation(&mapGuyAnimation);
+               mapGuy.Position() = Vector<float>(64, 128);
+               mapGuy.SpriteOffset() = Vector<float>(0, -32);
+               mapGuy.SetFlags(Entity::FLAG_NONBLOCKING);
+               mapSelan.AddFollower(&mapGuy);
+
+               SDL_Surface *mapDekarImg(IMG_Load("test-data/dekar-map.png"));
+               Sprite mapDekarSprite(mapDekarImg, 32, 64);
+               SimpleAnimation mapDekarAnimation(&mapDekarSprite, (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
+               Entity mapDekar;
+               mapDekar.SetAnimation(&mapDekarAnimation);
+               mapDekar.Position() = Vector<float>(64, 128);
+               mapDekar.SpriteOffset() = Vector<float>(0, -32);
+               mapDekar.SetFlags(Entity::FLAG_NONBLOCKING);
+               mapGuy.AddFollower(&mapDekar);
+
+               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);
 
-               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(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(&map));
+
+                       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);
@@ -249,6 +496,10 @@ 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;