const Area &Map::AreaAt(const Vector<int> &offset) const {
if (numAreas > 0) {
Vector<int> coords(TileCoordinates(offset));
- Vector<int> areaOffset(coords.X() / areas[0].Width(), coords.Y() / areas[0].Height());
- int areaIndex(areaOffset.Y() * width + areaOffset.X());
+ Vector<int> areaOffset(coords / areas[0].Size());
+ int areaIndex(areaOffset.Index(width));
if (areaIndex < numAreas) {
return areas[areaIndex];
}
const Tile &Map::TileAt(const Vector<int> &offset) const {
const Area &area(AreaAt(offset));
- Vector<int> tileOffset((offset.X() / tileset->Width()) % area.Width(), (offset.Y() / tileset->Height()) % area.Height());
+ Vector<int> tileOffset(TileCoordinates(offset) % area.Size());
return area.TileAt(tileOffset);
}
}
Vector<int> Map::TileCoordinates(const Vector<int> &position) const {
- return Vector<int>(position.X() / tileset->Width(), position.Y() / tileset->Height());
+ return position / tileset->Size();
}
// 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);
}
}