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engines/ultima/ultima4/game/object.cpp
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66
engines/ultima/ultima4/game/object.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "ultima/ultima4/game/object.h"
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#include "ultima/ultima4/map/map.h"
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#include "ultima/ultima4/gfx/screen.h"
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#include "ultima/ultima4/game/game.h"
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#include "common/algorithm.h"
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namespace Ultima {
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namespace Ultima4 {
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bool Object::setDirection(Direction d) {
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return _tile.setDirection(d);
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}
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void Object::setMap(class Map *m) {
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if (Common::find(_maps.begin(), _maps.end(), m) == _maps.end())
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_maps.push_back(m);
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}
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Map *Object::getMap() {
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if (_maps.empty())
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return nullptr;
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return _maps.back();
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}
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void Object::remove() {
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uint size = _maps.size();
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uint i = 0;
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for (auto *map : _maps) {
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if (i == size - 1)
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map->removeObject(this);
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else map->removeObject(this, false);
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i++;
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}
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}
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void Object::animateMovement() {
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//TODO abstract movement - also make screen.h and game.h not required
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g_screen->screenTileUpdate(&g_game->_mapArea, _prevCoords, false);
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if (g_screen->screenTileUpdate(&g_game->_mapArea, _coords, false))
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g_screen->screenWait(1);
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}
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} // End of namespace Ultima4
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} // End of namespace Ultima
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