/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #include "ultima/ultima1/u1gfx/viewport_map.h" #include "ultima/ultima1/u1gfx/sprites.h" #include "ultima/ultima1/game.h" namespace Ultima { namespace Ultima1 { namespace U1Gfx { BEGIN_MESSAGE_MAP(ViewportMap, Shared::ViewportMap) ON_MESSAGE(FrameMsg) END_MESSAGE_MAP() ViewportMap::ViewportMap(TreeItem *parent) : Shared::ViewportMap(parent), _mapType(Maps::MAP_OVERWORLD) { _sprites = new Sprites(this); } ViewportMap::~ViewportMap() { } void ViewportMap::draw() { Maps::Ultima1Map *map = static_cast(getGame()->getMap()); // If necessary, load the sprites for rendering the map if (_sprites->empty() || _mapType != map->_mapType) { _mapType = map->_mapType; Sprites *sprites = static_cast(_sprites); sprites->load(_mapType == Maps::MAP_OVERWORLD); } // Draw the map Shared::ViewportMap::draw(); } bool ViewportMap::FrameMsg(CFrameMsg *msg) { // To allow map to animate, on each frame mark the map as dirty again setDirty(true); return true; } } // End of namespace U1Gfx } // End of namespace Ultima1 } // End of namespace Ultima