X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmap%2FMap.cpp;h=20f2fa575585eebd8cc0fe070d4fafb50f2b1a00;hb=d7befe3a14be8f01d6d7288a6970358a4749368d;hp=2e05e8bf9025832bd810e20d8a0d1861574e8e95;hpb=3565d69c463c39b05b4612ca3d3557139d91e310;p=l2e.git diff --git a/src/map/Map.cpp b/src/map/Map.cpp index 2e05e8b..20f2fa5 100644 --- a/src/map/Map.cpp +++ b/src/map/Map.cpp @@ -8,6 +8,7 @@ #include "Map.h" #include "Area.h" +#include "Trigger.h" #include "../graphics/Sprite.h" #include @@ -20,6 +21,8 @@ Map::Map() : tileset(0) , areas(0) , numAreas(0) +, triggers(0) +, numTriggers(0) , width(0) { } @@ -27,9 +30,9 @@ Map::Map() const Area &Map::AreaAt(const Vector &offset) const { if (numAreas > 0) { - Vector tileOffset(offset.X() / tileset->Width(), offset.Y() / tileset->Height()); - Vector areaOffset(tileOffset.X() / areas[0].Width(), tileOffset.Y() / areas[0].Height()); - int areaIndex(areaOffset.Y() * width + areaOffset.X()); + Vector coords(TileCoordinates(offset)); + Vector areaOffset(coords / areas[0].Size()); + int areaIndex(areaOffset.Index(width)); if (areaIndex < numAreas) { return areas[areaIndex]; } @@ -39,18 +42,31 @@ const Area &Map::AreaAt(const Vector &offset) const { const Tile &Map::TileAt(const Vector &offset) const { const Area &area(AreaAt(offset)); - Vector tileOffset((offset.X() / tileset->Width()) % area.Width(), (offset.Y() / tileset->Height()) % area.Height()); + Vector tileOffset(TileCoordinates(offset) % area.Size()); return area.TileAt(tileOffset); } +Trigger *Map::TriggerAt(const geometry::Vector &offset) { + // TODO: add support for multiple triggers on a tile? + Vector coords(TileCoordinates(offset)); + for (Trigger *i(triggers); i != triggers + numTriggers; ++i) { + if (i->TilePosition() == coords) { + return i; + } + } + return 0; +} + +Vector Map::TileCoordinates(const Vector &position) const { + return position / tileset->Size(); +} + void Map::Render(SDL_Surface *dest, const Vector &inOffset) const { // TODO: skip invisible areas for (int i(0); i < numAreas; ++i) { const Area &area(areas[i]); - Vector offset( - inOffset.X() + (i % width) * area.Width() * tileset->Width(), - inOffset.Y() + (i / width) * area.Height() * tileset->Height()); + Vector offset(inOffset + Vector::FromIndex(i, width) * area.Size() * tileset->Size()); area.Render(dest, tileset, offset); } }