#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) {
}
return area.TileAt(tileOffset);
}
+Trigger *Map::TriggerAt(const geometry::Vector<int> &offset) {
+ // TODO: add support for multiple triggers on a tile?
+ Vector<int> tilePosition(offset.X() / tileset->Width(), offset.Y() / tileset->Height());
+ for (Trigger *i(triggers); i != triggers + numTriggers; ++i) {
+ if (i->TilePosition() == tilePosition) {
+ return i;
+ }
+ }
+ return 0;
+}
+
void Map::Render(SDL_Surface *dest, const Vector<int> &inOffset) const {
// TODO: skip invisible areas