#include "Map.h"
#include "Area.h"
+#include "Tile.h"
#include "Trigger.h"
#include "../graphics/Sprite.h"
Map::Map()
: tileset(0)
+, battlebg(0)
, areas(0)
, numAreas(0)
, triggers(0)
}
+Area *Map::AreaAt(const Vector<int> &offset) {
+ 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 Area *Map::AreaAt(const Vector<int> &offset) const {
if (numAreas > 0) {
Vector<int> coords(TileCoordinates(offset));
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) {
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();
}