/*
* The Mana Client
* Copyright (C) 2010 The Mana Developers
*
* This file is part of The Mana Client.
*
* 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 2 of the License, or
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef ACTORSPRITE_H
#define ACTORSPRITE_H
#include "actor.h"
#include "compoundsprite.h"
#include "map.h"
#include "particlecontainer.h"
#include <SDL_types.h>
#include <set>
class SimpleAnimation;
class StatusEffect;
class ActorSprite : public CompoundSprite, public Actor
{
public:
enum Type
{
UNKNOWN,
PLAYER,
NPC,
MONSTER,
FLOOR_ITEM
};
enum TargetCursorSize
{
TC_SMALL = 0,
TC_MEDIUM,
TC_LARGE,
NUM_TC
};
ActorSprite(int id);
~ActorSprite();
int getId() const
{ return mId; }
void setId(int id) { mId = id; }
/**
* Returns the type of the ActorSprite.
*/
virtual Type getType() const { return UNKNOWN; }
virtual bool draw(Graphics *graphics, int offsetX, int offsetY) const;
virtual bool drawSpriteAt(Graphics *graphics, int x, int y) const;
virtual void logic();
void setMap(Map* map);
/**
* Gets the way the object blocks pathfinding for other objects
*/
virtual Map::BlockType getBlockType() const
{ return Map::BLOCKTYPE_NONE; }
/**
* Take control of a particle.
*/
void controlParticle(Particle *particle);
/**
* Returns the required size of a target cursor for this being.
*/
virtual TargetCursorSize getTargetCursorSize() const
{ return TC_MEDIUM; }
/**
* Sets the target animation for this actor.
*/
void setTargetAnimation(SimpleAnimation *animation);
/**
* Untargets the actor.
*/
void untarget() { mUsedTargetCursor = NULL; }
/**
* Triggers a visual effect, such as `level up'. Only draws the visual
* effect, does not play sound effects.
*
* \param effectId ID of the effect to trigger
*/
virtual void triggerEffect(int effectId)
{
internalTriggerEffect(effectId, false, true);
}
/**
* Sets the actor's stun mode. If zero, the being is `normal', otherwise it
* is `stunned' in some fashion.
*/
void setStunMode(int stunMode)
{
if (mStunMode != stunMode)
updateStunMode(mStunMode, stunMode);
mStunMode = stunMode;
}
void setStatusEffect(int index, bool active);
/**
* A status effect block is a 16 bit mask of status effects. We assign each
* such flag a block ID of offset + bitnr.
*
* These are NOT the same as the status effect indices.
*/
void setStatusEffectBlock(int offset, Uint16 flags);
virtual void setAlpha(float alpha)
{ CompoundSprite::setAlpha(alpha); }
virtual float getAlpha() const
{ return CompoundSprite::getAlpha(); }
protected:
/**
* Trigger visual effect, with components
*
* \param effectId ID of the effect to trigger
* \param sfx Whether to trigger sound effects
* \param gfx Whether to trigger graphical effects
*/
void internalTriggerEffect(int effectId, bool sfx, bool gfx);
/**
* Notify self that the stun mode has been updated. Invoked by
* setStunMode if something changed.
*/
virtual void updateStunMode(int oldMode, int newMode);
/**
* Notify self that a status effect has flipped.
* The new flag is passed.
*/
virtual void updateStatusEffect(int index, bool newStatus);
/**
* Handle an update to a status or stun effect
*
* \param The StatusEffect to effect
* \param effectId -1 for stun, otherwise the effect index
*/
virtual void handleStatusEffect(StatusEffect *effect, int effectId);
void setupSpriteDisplay(const SpriteDisplay &display,
bool forceDisplay = true);
int mId;
Uint16 mStunMode; /**< Stun mode; zero if not stunned */
std::set<int> mStatusEffects; /**< set of active status effects */
ParticleList mStunParticleEffects;
ParticleVector mStatusParticleEffects;
ParticleList mChildParticleEffects;
private:
/** Reset particle status effects on next redraw? */
bool mMustResetParticles;
/** Target cursor being used */
SimpleAnimation *mUsedTargetCursor;
};
#endif // ACTORSPRITE_H