#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)
, width(0) {
}
+const Area &Map::AreaAt(const Vector<int> &offset) const {
+ 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());
+ if (areaIndex < numAreas) {
+ return areas[areaIndex];
+ }
+ }
+ throw std::out_of_range("area offset out of bounds");
+}
+
+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);
+}
+
+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());
+ for (Trigger *i(triggers); i != triggers + numTriggers; ++i) {
+ if (i->TilePosition() == tilePosition) {
+ return i;
+ }
+ }
+ return 0;
+}
+
+
void Map::Render(SDL_Surface *dest, const Vector<int> &inOffset) const {
// TODO: skip invisible areas
for (int i(0); i < numAreas; ++i) {