-/*
- * Map.h
- *
- * Created on: Sep 29, 2012
- * Author: holy
- */
-
#ifndef MAP_MAP_H_
#define MAP_MAP_H_
-#include "fwd.h"
-#include "../geometry/Vector.h"
-#include "../graphics/fwd.h"
+namespace map {
+ class Area;
+ class Tile;
+ class Trigger;
+}
+namespace math {
+ template<class>
+ class Vector;
+}
+
+#include "Entity.h"
#include <SDL.h>
namespace map {
+/// Represents a single map in the game.
+/// Maps are made up of uniform areas of tiles.
+/// The looks of a tile is defined by the Tileset() sprite with Tile::Offset()
+/// as the column and row in the sprite.
+/// Maps can be propulated with triggers and entities. Those are for use with
+/// a MapState and are not handled by the map itself.
+/// Positions are expressed either as pixel or tile coordinates depending on
+/// function purpose with (0|0) being the top left corner and positive values
+/// extending to the right and down respectively.
class Map {
+public:
+ static const int TYPE_ID = 602;
+
public:
Map();
~Map() { }
public:
+ /// The sprite used as the tileset.
const graphics::Sprite *Tileset() const { return tileset; }
- const Area &AreaAt(const geometry::Vector<int> &) const;
- const Tile &TileAt(const geometry::Vector<int> &) const;
- Trigger *TriggerAt(const geometry::Vector<int> &);
- geometry::Vector<int> TileCoordinates(const geometry::Vector<int> &) const;
+ /// Returns the Area at given pixel coordinates or 0 if off the map.
+ Area *AreaAt(const math::Vector<int> &);
+ const Area *AreaAt(const math::Vector<int> &) const;
+ /// Returns the Tile at given pixel coordinates or 0 if off the map.
+ Tile *TileAt(const math::Vector<int> &);
+ const Tile *TileAt(const math::Vector<int> &) const;
+ /// Returns the Trigger at given pixel coordinates or 0 if off the map.
+ /// Multiple triggers are not supported. The first one found is returned.
+ Trigger *TriggerAt(const math::Vector<int> &);
+ /// The battle background image for this map if neither the tile nor the
+ /// area has one specified.
+ SDL_Surface *BattleBackgroundAt(const math::Vector<int> &);
+ /// Convert coordinates from pixel to tile.
+ math::Vector<int> TileCoordinates(const math::Vector<int> &) const;
+ /// Convert coordinates from tile to pixel.
+ math::Vector<int> PixelCoordinates(const math::Vector<int> &) const;
- Entity **EntitiesBegin() { return &entities; }
- Entity **EntitiesEnd() { return (&entities) + numEntities; }
+ Entity *EntitiesBegin() { return entities; }
+ Entity *EntitiesEnd() { return entities + numEntities; }
- void Render(SDL_Surface *dest, const geometry::Vector<int> &offset) const;
- void RenderDebug(SDL_Surface *dest, const geometry::Vector<int> &offset) const;
+ /// Render the map.
+ /// Entities are not rendered by this function.
+ void Render(
+ SDL_Surface *dest,
+ const math::Vector<int> &offset,
+ unsigned int frame) const;
+ /// Render a debugging overlay that includes collision and trigger
+ /// information.
+ void RenderDebug(SDL_Surface *dest, const math::Vector<int> &offset) const;
-// temporary setters
-public:
- void SetTileset(const graphics::Sprite *t) { tileset = t; }
- void SetAreas(Area *a, int num) { areas = a; numAreas = num; }
- void SetTriggers(Trigger *t, int num) { triggers = t; numTriggers = num; }
- void SetEntities(Entity *e, int num) { entities = e; numEntities = num; }
- void SetWidth(int w) { width = w; }
+ static void CreateTypeDescription();
+ static void Construct(void *);
private:
const graphics::Sprite *tileset;
+ SDL_Surface *battlebg;
Area *areas;
int numAreas;
Trigger *triggers;
}
-#endif /* MAP_MAP_H_ */
+#endif