const graphics::Sprite *Tileset() const { return tileset; }
const Area &AreaAt(const geometry::Vector<int> &) const;
const Tile &TileAt(const geometry::Vector<int> &) const;
+ Trigger *TriggerAt(const geometry::Vector<int> &);
void Render(SDL_Surface *dest, const geometry::Vector<int> &offset) const;
// temporary setters
public:
void SetTileset(const graphics::Sprite *t) { tileset = t; }
- void SetAreas(const Area *a, int num) { areas = a; numAreas = num; }
+ void SetAreas(Area *a, int num) { areas = a; numAreas = num; }
+ void SetTriggers(Trigger *t, int num) { triggers = t; numTriggers = num; }
void SetWidth(int w) { width = w; }
private:
const graphics::Sprite *tileset;
- const Area *areas;
+ Area *areas;
int numAreas;
+ Trigger *triggers;
+ int numTriggers;
int width;
};