X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmap%2FMap.h;h=06caadf231661b3727864ea55e8954f42ad5a9cb;hb=cc3d698b8c1ad09d7a3f9e3f28bc84e0ac1735ea;hp=40cce1c497259e31a719a4bcf3114c2ded2478b7;hpb=3d7e44003c4a2d555c753b078d7199736af4a939;p=l2e.git diff --git a/src/map/Map.h b/src/map/Map.h index 40cce1c..06caadf 100644 --- a/src/map/Map.h +++ b/src/map/Map.h @@ -1,10 +1,3 @@ -/* - * Map.h - * - * Created on: Sep 29, 2012 - * Author: holy - */ - #ifndef MAP_MAP_H_ #define MAP_MAP_H_ @@ -17,36 +10,54 @@ namespace map { +/// Represents a single map in the game. +/// Maps are made up of uniform areas of tiles. +/// The looks of a tile is defined by the Tileset() sprite with Tile::Offset() +/// as the column and row in the sprite. +/// Maps can be propulated with triggers and entities. Those are or use with +/// MapState and are not handled by the map itself. +/// Positions are expressed either as pixel or tile coordinates depending on +/// function purpose with (0|0) being the top left corner and positive values +/// extending to the right and down respectively. class Map { +public: + static const int TYPE_ID = 602; + public: Map(); ~Map() { } public: + /// The sprite used as the tileset. const graphics::Sprite *Tileset() const { return tileset; } + /// Returns the Area at given pixel coordinates or 0 if off the map. Area *AreaAt(const geometry::Vector &); const Area *AreaAt(const geometry::Vector &) const; + /// Returns the Tile at given pixel coordinates or 0 if off the map. Tile *TileAt(const geometry::Vector &); const Tile *TileAt(const geometry::Vector &) const; + /// Returns the Trigger at given pixel coordinates or 0 if off the map. + /// Multiple triggers are not supported. The first one found is returned. Trigger *TriggerAt(const geometry::Vector &); + /// The battle background image for this map if neither the tile nor the + /// area has one specified. SDL_Surface *BattleBackgroundAt(const geometry::Vector &); + /// Convert coordinates pixel to tile. geometry::Vector TileCoordinates(const geometry::Vector &) const; Entity *EntitiesBegin() { return entities; } Entity *EntitiesEnd() { return entities + numEntities; } + /// Render the map. + /// Entities are not rendered by this function. void Render(SDL_Surface *dest, const geometry::Vector &offset) const; + /// Render a debugging overlay that includes collision and trigger + /// information. void RenderDebug(SDL_Surface *dest, const geometry::Vector &offset) const; -// temporary setters -public: - void SetTileset(const graphics::Sprite *t) { tileset = t; } - void SetBattleBackground(SDL_Surface *bg) { battlebg = bg; } - void SetAreas(Area *a, int num) { areas = a; numAreas = num; } - void SetTriggers(Trigger *t, int num) { triggers = t; numTriggers = num; } - void SetEntities(Entity *e, int num) { entities = e; numEntities = num; } - void SetWidth(int w) { width = w; } + static void CreateTypeDescription(); + static void Construct(void *); private: const graphics::Sprite *tileset;