/* 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/ultima4/game/object.h" #include "ultima/ultima4/map/map.h" #include "ultima/ultima4/gfx/screen.h" #include "ultima/ultima4/game/game.h" #include "common/algorithm.h" namespace Ultima { namespace Ultima4 { bool Object::setDirection(Direction d) { return _tile.setDirection(d); } void Object::setMap(class Map *m) { if (Common::find(_maps.begin(), _maps.end(), m) == _maps.end()) _maps.push_back(m); } Map *Object::getMap() { if (_maps.empty()) return nullptr; return _maps.back(); } void Object::remove() { uint size = _maps.size(); uint i = 0; for (auto *map : _maps) { if (i == size - 1) map->removeObject(this); else map->removeObject(this, false); i++; } } void Object::animateMovement() { //TODO abstract movement - also make screen.h and game.h not required g_screen->screenTileUpdate(&g_game->_mapArea, _prevCoords, false); if (g_screen->screenTileUpdate(&g_game->_mapArea, _coords, false)) g_screen->screenWait(1); } } // End of namespace Ultima4 } // End of namespace Ultima