#include "Map.h"
#include "Area.h"
+#include "Trigger.h"
#include "../graphics/Sprite.h"
+#include <stdexcept>
+
using geometry::Vector;
namespace map {
: tileset(0)
, areas(0)
, numAreas(0)
+, triggers(0)
+, numTriggers(0)
+, entities(0)
+, numEntities(0)
, width(0) {
}
+const Area *Map::AreaAt(const Vector<int> &offset) const {
+ if (numAreas > 0) {
+ Vector<int> coords(TileCoordinates(offset));
+ Vector<int> areaOffset(coords / areas[0].Size());
+ int areaIndex(areaOffset.Index(width));
+ if (areaIndex < numAreas) {
+ return areas + areaIndex;
+ }
+ }
+ return 0;
+}
+
+const Tile *Map::TileAt(const Vector<int> &offset) const {
+ const Area *area(AreaAt(offset));
+ if (area) {
+ Vector<int> tileOffset(TileCoordinates(offset) % area->Size());
+ return area->TileAt(tileOffset);
+ } else {
+ return 0;
+ }
+}
+
+Trigger *Map::TriggerAt(const geometry::Vector<int> &offset) {
+ // TODO: add support for multiple triggers on a tile?
+ Vector<int> coords(TileCoordinates(offset));
+ for (Trigger *i(triggers); i != triggers + numTriggers; ++i) {
+ if (i->TilePosition() == coords) {
+ return i;
+ }
+ }
+ return 0;
+}
+
+Vector<int> Map::TileCoordinates(const Vector<int> &position) const {
+ return position / tileset->Size();
+}
+
+
void Map::Render(SDL_Surface *dest, const Vector<int> &inOffset) const {
// TODO: skip invisible areas
for (int i(0); i < numAreas; ++i) {
const Area &area(areas[i]);
- Vector<int> offset(
- inOffset.X() + (i % width) * area.Width() * tileset->Width(),
- inOffset.Y() + (i / width) * area.Height() * tileset->Height());
+ Vector<int> offset(inOffset + Vector<int>::FromIndex(i, width) * area.Size() * tileset->Size());
area.Render(dest, tileset, offset);
}
}
+void Map::RenderDebug(SDL_Surface *dest, const Vector<int> &inOffset) const {
+ // TODO: skip invisible areas
+ for (int i(0); i < numAreas; ++i) {
+ const Area &area(areas[i]);
+ Vector<int> offset(inOffset + Vector<int>::FromIndex(i, width) * area.Size() * tileset->Size());
+ area.RenderDebug(dest, tileset, offset);
+ }
+ for (int i(0); i < numTriggers; ++i) {
+ Vector<int> offset((triggers[i].TilePosition() * tileset->Size()) + inOffset);
+ SDL_Rect destRect;
+ destRect.x = offset.X() + (tileset->Width() / 4);
+ destRect.y = offset.Y() + (tileset->Height() / 4);
+ destRect.w = tileset->Width() / 2;
+ destRect.h = tileset->Height() / 2;
+ SDL_FillRect(dest, &destRect, SDL_MapRGB(dest->format, 0x00, 0xFF, 0xFF));
+ }
+}
+
}