public:
const graphics::Sprite *Tileset() const { return tileset; }
+ Area *AreaAt(const geometry::Vector<int> &);
const Area *AreaAt(const geometry::Vector<int> &) const;
+ Tile *TileAt(const geometry::Vector<int> &);
const Tile *TileAt(const geometry::Vector<int> &) const;
Trigger *TriggerAt(const geometry::Vector<int> &);
+ SDL_Surface *BattleBackgroundAt(const geometry::Vector<int> &);
geometry::Vector<int> TileCoordinates(const geometry::Vector<int> &) const;
Entity **EntitiesBegin() { return &entities; }
// 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; }
private:
const graphics::Sprite *tileset;
+ SDL_Surface *battlebg;
Area *areas;
int numAreas;
Trigger *triggers;