#include "Map.h"
#include "Area.h"
+#include "Tile.h"
#include "Trigger.h"
#include "../graphics/Sprite.h"
+#include "../loader/TypeDescription.h"
+#include "../sdl/utility.h"
#include <stdexcept>
using geometry::Vector;
+using loader::FieldDescription;
+using loader::TypeDescription;
namespace map {
Map::Map()
: tileset(0)
+, battlebg(0)
, areas(0)
, numAreas(0)
, triggers(0)
, numTriggers(0)
+, entities(0)
+, numEntities(0)
, width(0) {
}
-const Area &Map::AreaAt(const Vector<int> &offset) const {
+Area *Map::AreaAt(const Vector<int> &offset) {
if (numAreas > 0) {
- Vector<int> tileOffset(offset.X() / tileset->Width(), offset.Y() / tileset->Height());
- Vector<int> areaOffset(tileOffset.X() / areas[0].Width(), tileOffset.Y() / areas[0].Height());
- int areaIndex(areaOffset.Y() * width + areaOffset.X());
+ Vector<int> coords(TileCoordinates(offset));
+ Vector<int> areaOffset(coords / areas[0].Size());
+ int areaIndex(areaOffset.Index(width));
if (areaIndex < numAreas) {
- return areas[areaIndex];
+ return areas + areaIndex;
}
}
- throw std::out_of_range("area offset out of bounds");
+ return 0;
}
-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());
- return area.TileAt(tileOffset);
+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;
+}
+
+Tile *Map::TileAt(const Vector<int> &offset) {
+ Area *area(AreaAt(offset));
+ if (area) {
+ Vector<int> tileOffset(TileCoordinates(offset) % area->Size());
+ return area->TileAt(tileOffset);
+ } else {
+ 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> tilePosition(offset.X() / tileset->Width(), offset.Y() / tileset->Height());
+ Vector<int> coords(TileCoordinates(offset));
for (Trigger *i(triggers); i != triggers + numTriggers; ++i) {
- if (i->TilePosition() == tilePosition) {
+ if (i->TilePosition() == coords) {
return i;
}
}
return 0;
}
+SDL_Surface *Map::BattleBackgroundAt(const geometry::Vector<int> &position) {
+ Tile *tile(TileAt(position));
+ if (tile && tile->BattleBackground()) {
+ return tile->BattleBackground();
+ }
+ Area *area(AreaAt(position));
+ if (area && area->BattleBackground()) {
+ return area->BattleBackground();
+ }
+ return battlebg;
+}
+
+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);
+ switch (triggers[i].GetType()) {
+ case Trigger::TYPE_NORTH:
+ sdl::HorizontalLine(dest, offset + (tileset->Size() / 4), tileset->Width() / 2, SDL_MapRGB(dest->format, 0x00, 0xFF, 0xFF));
+ break;
+ case Trigger::TYPE_EAST:
+ sdl::VerticalLine(dest, offset + Vector<int>(tileset->Width() * 3 / 4, tileset->Height() / 4), tileset->Height() / 2, SDL_MapRGB(dest->format, 0x00, 0xFF, 0xFF));
+ break;
+ case Trigger::TYPE_SOUTH:
+ sdl::HorizontalLine(dest, offset + Vector<int>(tileset->Width() / 4, tileset->Height() * 3 / 4), tileset->Width() / 2, SDL_MapRGB(dest->format, 0x00, 0xFF, 0xFF));
+ break;
+ case Trigger::TYPE_WEST:
+ sdl::VerticalLine(dest, offset + (tileset->Size() / 4), tileset->Width() / 2, SDL_MapRGB(dest->format, 0x00, 0xFF, 0xFF));
+ break;
+ case Trigger::TYPE_CONTACT: {
+ 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));
+ }
+ break;
+ }
+ }
+}
+
+
+void Map::CreateTypeDescription() {
+ Map m;
+
+ int areaId(TypeDescription::GetTypeId("Area"));
+ int entityId(TypeDescription::GetTypeId("Entity"));
+ int imageId(TypeDescription::GetTypeId("Image"));
+ int numberId(TypeDescription::GetTypeId("Number"));
+ int spriteId(TypeDescription::GetTypeId("Sprite"));
+ int triggerId(TypeDescription::GetTypeId("Trigger"));
+
+ TypeDescription &td(TypeDescription::CreateOrGet("Map"));
+ td.SetConstructor(&Construct);
+ td.SetSize(sizeof(Map));
+
+ td.AddField("tileset", FieldDescription(((char *)&m.tileset) - ((char *)&m), spriteId).SetReferenced());
+ td.AddField("battlebg", FieldDescription(((char *)&m.battlebg) - ((char *)&m), imageId).SetReferenced());
+ td.AddField("areas", FieldDescription(((char *)&m.areas) - ((char *)&m), areaId).SetReferenced().SetAggregate());
+ td.AddField("triggers", FieldDescription(((char *)&m.triggers) - ((char *)&m), triggerId).SetReferenced().SetAggregate());
+ td.AddField("entities", FieldDescription(((char *)&m.entities) - ((char *)&m), entityId).SetReferenced().SetAggregate());
+ td.AddField("width", FieldDescription(((char *)&m.width) - ((char *)&m), numberId));
+}
+
+void Map::Construct(void *data) {
+ new (data) Map;
+}
+
}