-/*
- * Map.h
- *
- * Created on: Sep 29, 2012
- * Author: holy
- */
-
#ifndef MAP_MAP_H_
#define MAP_MAP_H_
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<int> &);
const Area *AreaAt(const geometry::Vector<int> &) const;
+ /// Returns the Tile at given pixel coordinates or 0 if off the map.
Tile *TileAt(const geometry::Vector<int> &);
const Tile *TileAt(const geometry::Vector<int> &) 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<int> &);
+ /// The battle background image for this map if neither the tile nor the
+ /// area has one specified.
SDL_Surface *BattleBackgroundAt(const geometry::Vector<int> &);
+ /// Convert coordinates pixel to tile.
geometry::Vector<int> TileCoordinates(const geometry::Vector<int> &) 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<int> &offset) const;
+ /// Render a debugging overlay that includes collision and trigger
+ /// information.
void RenderDebug(SDL_Surface *dest, const geometry::Vector<int> &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;