/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 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/>.
*/
#include "actorspritemanager.h"
#include "localplayer.h"
#include "utils/stringutils.h"
#include "utils/dtor.h"
#include <cassert>
#define for_actors ActorSpritesConstIterator it, it_end; \
for (it = mActors.begin(), it_end = mActors.end() ; it != it_end; it++)
class FindBeingFunctor
{
public:
bool operator() (ActorSprite *actor)
{
if (actor->getType() == ActorSprite::FLOOR_ITEM)
return false;
Being* b = static_cast<Being*>(actor);
Uint16 other_y = y + ((b->getType() == ActorSprite::NPC) ? 1 : 0);
const Vector &pos = b->getPosition();
return ((int) pos.x / 32 == x &&
((int) pos.y / 32 == y || (int) pos.y / 32 == other_y) &&
b->isAlive() &&
(type == ActorSprite::UNKNOWN || b->getType() == type));
}
Uint16 x, y;
ActorSprite::Type type;
} beingFinder;
ActorSpriteManager::ActorSpriteManager()
{
}
ActorSpriteManager::~ActorSpriteManager()
{
clear();
}
void ActorSpriteManager::setMap(Map *map)
{
mMap = map;
if (player_node)
player_node->setMap(map);
}
void ActorSpriteManager::setPlayer(LocalPlayer *player)
{
player_node = player;
mActors.insert(player);
}
Being *ActorSpriteManager::createBeing(int id, ActorSprite::Type type, int subtype)
{
Being *being = new Being(id, type, subtype, mMap);
mActors.insert(being);
return being;
}
FloorItem *ActorSpriteManager::createItem(int id, int itemId, int x, int y)
{
FloorItem *floorItem = new FloorItem(id, itemId, x, y, mMap);
mActors.insert(floorItem);
return floorItem;
}
void ActorSpriteManager::destroy(ActorSprite *actor)
{
if (!actor || actor == player_node)
return;
mDeleteActors.insert(actor);
}
Being *ActorSpriteManager::findBeing(int id) const
{
for_actors
{
ActorSprite *actor = *it;
if (actor->getId() == id &&
actor->getType() != ActorSprite::FLOOR_ITEM)
return static_cast<Being*>(actor);
}
return NULL;
}
Being *ActorSpriteManager::findBeing(int x, int y, ActorSprite::Type type) const
{
beingFinder.x = x;
beingFinder.y = y;
beingFinder.type = type;
ActorSpritesConstIterator it = find_if(mActors.begin(), mActors.end(),
beingFinder);
return (it == mActors.end()) ? NULL : static_cast<Being*>(*it);
}
Being *ActorSpriteManager::findBeingByPixel(int x, int y) const
{
for_actors
{
if ((*it)->getType() == ActorSprite::FLOOR_ITEM)
continue;
Being *being = static_cast<Being*>(*it);
int xtol = being->getWidth() / 2;
int uptol = being->getHeight();
if ((being->isAlive()) &&
(being != player_node) &&
(being->getPixelX() - xtol <= x) &&
(being->getPixelX() + xtol >= x) &&
(being->getPixelY() - uptol <= y) &&
(being->getPixelY() >= y))
return being;
}
return NULL;
}
FloorItem *ActorSpriteManager::findItem(int id) const
{
for_actors
{
if ((*it)->getId() == id &&
(*it)->getType() == ActorSprite::FLOOR_ITEM)
{
return static_cast<FloorItem*>(*it);
}
}
return NULL;
}
FloorItem *ActorSpriteManager::findItem(int x, int y) const
{
for_actors
{
if ((*it)->getTileX() == x && (*it)->getTileY() == y &&
(*it)->getType() == ActorSprite::FLOOR_ITEM)
{
return static_cast<FloorItem*>(*it);
}
}
return NULL;
}
Being *ActorSpriteManager::findBeingByName(const std::string &name,
ActorSprite::Type type) const
{
for_actors
{
if ((*it)->getType() == ActorSprite::FLOOR_ITEM)
continue;
Being *being = static_cast<Being*>(*it);
if (being->getName() == name &&
(type == ActorSprite::UNKNOWN || type == being->getType()))
return being;
}
return NULL;
}
const ActorSprites &ActorSpriteManager::getAll() const
{
return mActors;
}
void ActorSpriteManager::logic()
{
for_actors
(*it)->logic();
for (it = mDeleteActors.begin(), it_end = mDeleteActors.end();
it != it_end; ++it)
{
mActors.erase(*it);
delete *it;
}
mDeleteActors.clear();
}
void ActorSpriteManager::clear()
{
if (player_node)
mActors.erase(player_node);
for_actors
delete *it;
mActors.clear();
mDeleteActors.clear();
if (player_node)
mActors.insert(player_node);
}
Being *ActorSpriteManager::findNearestLivingBeing(int x, int y,
int maxTileDist,
ActorSprite::Type type,
Being *excluded) const
{
Being *closestBeing = 0;
int dist = 0;
const int maxDist = maxTileDist * 32;
for_actors
{
if ((*it)->getType() == ActorSprite::FLOOR_ITEM)
continue;
Being *being = static_cast<Being*>(*it);
const Vector &pos = being->getPosition();
int d = abs(((int) pos.x) - x) + abs(((int) pos.y) - y);
if ((being->getType() == type || type == ActorSprite::UNKNOWN)
&& (d < dist || !closestBeing) // it is closer
&& being->isAlive() // no dead beings
&& being != excluded)
{
dist = d;
closestBeing = being;
}
}
return (maxDist >= dist) ? closestBeing : 0;
}
Being *ActorSpriteManager::findNearestLivingBeing(Being *aroundBeing,
int maxDist,
ActorSprite::Type type) const
{
const Vector &pos = aroundBeing->getPosition();
return findNearestLivingBeing((int)pos.x, (int)pos.y, maxDist, type,
aroundBeing);
}
bool ActorSpriteManager::hasActorSprite(ActorSprite *actor) const
{
for_actors
{
if (actor == *it)
return true;
}
return false;
}
void ActorSpriteManager::getPlayerNames(std::vector<std::string> &names,
bool npcNames)
{
names.clear();
for_actors
{
if ((*it)->getType() == ActorSprite::FLOOR_ITEM)
continue;
Being *being = static_cast<Being*>(*it);
if ((being->getType() == ActorSprite::PLAYER
|| (being->getType() == ActorSprite::NPC && npcNames))
&& being->getName() != "")
{
names.push_back(being->getName());
}
}
}
void ActorSpriteManager::updatePlayerNames()
{
for_actors
{
if ((*it)->getType() == ActorSprite::FLOOR_ITEM)
continue;
Being *being = static_cast<Being*>(*it);
if (being->getType() == ActorSprite::PLAYER && being->getName() != "")
being->updateName();
}
}