#include "Map.h"
#include "Area.h"
+#include "Trigger.h"
#include "../graphics/Sprite.h"
#include <stdexcept>
: 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());
+ Vector<int> coords(TileCoordinates(offset));
+ Vector<int> areaOffset(coords / areas[0].Size());
+ int areaIndex(areaOffset.Index(width));
if (areaIndex < numAreas) {
return areas[areaIndex];
}
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());
+ Vector<int> tileOffset(TileCoordinates(offset) % area.Size());
return area.TileAt(tileOffset);
}
+Trigger *Map::TriggerAt(const geometry::Vector<int> &offset) {
+ // TODO: add support for multiple triggers on a tile?
+ Vector<int> coords(TileCoordinates(offset));
+ for (Trigger *i(triggers); i != triggers + numTriggers; ++i) {
+ if (i->TilePosition() == coords) {
+ return i;
+ }
+ }
+ return 0;
+}
+
+Vector<int> Map::TileCoordinates(const Vector<int> &position) const {
+ return position / tileset->Size();
+}
+
void Map::Render(SDL_Surface *dest, const Vector<int> &inOffset) const {
// TODO: skip invisible areas
for (int i(0); i < numAreas; ++i) {
const Area &area(areas[i]);
- Vector<int> offset(
- inOffset.X() + (i % width) * area.Width() * tileset->Width(),
- inOffset.Y() + (i / width) * area.Height() * tileset->Height());
+ Vector<int> offset(inOffset + Vector<int>::FromIndex(i, width) * area.Size() * tileset->Size());
area.Render(dest, tileset, offset);
}
}