#ifndef MAP_MAP_H_
#define MAP_MAP_H_
+#include "Entity.h"
#include "fwd.h"
#include "../geometry/Vector.h"
#include "../graphics/fwd.h"
public:
const graphics::Sprite *Tileset() const { return tileset; }
- const Area &AreaAt(const geometry::Vector<int> &) const;
- const Tile &TileAt(const geometry::Vector<int> &) const;
+ 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; }
+ Entity *EntitiesEnd() { return entities + numEntities; }
void Render(SDL_Surface *dest, const geometry::Vector<int> &offset) const;
+ void RenderDebug(SDL_Surface *dest, const geometry::Vector<int> &offset) const;
// 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; }
void SetWidth(int w) { width = w; }
private:
const graphics::Sprite *tileset;
+ SDL_Surface *battlebg;
Area *areas;
int numAreas;
Trigger *triggers;
int numTriggers;
+ Entity *entities;
+ int numEntities;
int width;
};