+void Area::RenderDebug(SDL_Surface *dest, const graphics::Sprite *tileset, const Vector<int> &inOffset) const {
+ for (int i(0); i < numTiles; ++i) {
+ Vector<int> offset(
+ inOffset.X() + (i % width) * tileset->Width(),
+ inOffset.Y() + (i / width) * tileset->Height());
+ const Tile &tile(tiles[i]);
+
+ if (tile.BlocksNorth()) {
+ SDL_Rect destRect;
+ destRect.x = offset.X();
+ destRect.y = offset.Y();
+ destRect.w = tileset->Width();
+ destRect.h = 1;
+ SDL_FillRect(dest, &destRect, SDL_MapRGB(dest->format, 0xFF, 0x00, 0x00));
+ }
+
+ if (tile.BlocksEast()) {
+ SDL_Rect destRect;
+ destRect.x = offset.X() + tileset->Width() - 1;
+ destRect.y = offset.Y();
+ destRect.w = 1;
+ destRect.h = tileset->Height();
+ SDL_FillRect(dest, &destRect, SDL_MapRGB(dest->format, 0xFF, 0x00, 0x00));
+ }
+
+ if (tile.BlocksSouth()) {
+ SDL_Rect destRect;
+ destRect.x = offset.X();
+ destRect.y = offset.Y() + tileset->Height() - 1;
+ destRect.w = tileset->Width();
+ destRect.h = 1;
+ SDL_FillRect(dest, &destRect, SDL_MapRGB(dest->format, 0xFF, 0x00, 0x00));
+ }
+
+ if (tile.BlocksWest()) {
+ SDL_Rect destRect;
+ destRect.x = offset.X();
+ destRect.y = offset.Y();
+ destRect.w = 1;
+ destRect.h = tileset->Height();
+ SDL_FillRect(dest, &destRect, SDL_MapRGB(dest->format, 0xFF, 0x00, 0x00));
+ }
+ }
+}
+