20 /// Represents a single map in the game.
21 /// Maps are made up of uniform areas of tiles.
22 /// The looks of a tile is defined by the Tileset() sprite with Tile::Offset()
23 /// as the column and row in the sprite.
24 /// Maps can be propulated with triggers and entities. Those are or use with
25 /// MapState and are not handled by the map itself.
26 /// Positions are expressed either as pixel or tile coordinates depending on
27 /// function purpose with (0|0) being the top left corner and positive values
28 /// extending to the right and down respectively.
32 static const int TYPE_ID = 602;
39 /// The sprite used as the tileset.
40 const graphics::Sprite *Tileset() const { return tileset; }
41 /// Returns the Area at given pixel coordinates or 0 if off the map.
42 Area *AreaAt(const math::Vector<int> &);
43 const Area *AreaAt(const math::Vector<int> &) const;
44 /// Returns the Tile at given pixel coordinates or 0 if off the map.
45 Tile *TileAt(const math::Vector<int> &);
46 const Tile *TileAt(const math::Vector<int> &) const;
47 /// Returns the Trigger at given pixel coordinates or 0 if off the map.
48 /// Multiple triggers are not supported. The first one found is returned.
49 Trigger *TriggerAt(const math::Vector<int> &);
50 /// The battle background image for this map if neither the tile nor the
51 /// area has one specified.
52 SDL_Surface *BattleBackgroundAt(const math::Vector<int> &);
53 /// Convert coordinates pixel to tile.
54 math::Vector<int> TileCoordinates(const math::Vector<int> &) const;
56 Entity *EntitiesBegin() { return entities; }
57 Entity *EntitiesEnd() { return entities + numEntities; }
60 /// Entities are not rendered by this function.
63 const math::Vector<int> &offset,
64 unsigned int frame) const;
65 /// Render a debugging overlay that includes collision and trigger
67 void RenderDebug(SDL_Surface *dest, const math::Vector<int> &offset) const;
69 static void CreateTypeDescription();
70 static void Construct(void *);
73 const graphics::Sprite *tileset;
74 SDL_Surface *battlebg;