/*
* The ManaPlus Client
* Copyright (C) 2010 The Mana Developers
* Copyright (C) 2011-2012 The ManaPlus Developers
*
* This file is part of The ManaPlus 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 .
*/
#ifndef ACTORSPRITE_H
#define ACTORSPRITE_H
#include "actor.h"
#include "compoundsprite.h"
#include "localconsts.h"
#include "map.h"
#include "particlecontainer.h"
#include
#include
#include
class SimpleAnimation;
class StatusEffect;
class ActorSpriteListener;
class ActorSprite : public CompoundSprite, public Actor
{
public:
enum Type
{
UNKNOWN = 0,
PLAYER,
NPC,
MONSTER,
FLOOR_ITEM,
PORTAL
};
enum TargetCursorSize
{
TC_SMALL = 0,
TC_MEDIUM,
TC_LARGE,
NUM_TC
};
enum TargetCursorType
{
TCT_NONE = -1,
TCT_NORMAL = 0,
TCT_IN_RANGE,
NUM_TCT
};
ActorSprite(const int id);
~ActorSprite();
int getId() const
{ return mId; }
void setId(const 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 override;
virtual bool drawSpriteAt(Graphics *const graphics,
const int x, const int y) const;
virtual void logic();
static void actorLogic();
void setMap(Map *const map) override;
/**
* 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 *const particle);
/**
* Returns the required size of a target cursor for this being.
*/
virtual TargetCursorSize getTargetCursorSize() const
{ return TC_MEDIUM; }
virtual int getTargetOffsetX() const
{ return 0; }
virtual int getTargetOffsetY() const
{ return 0; }
/**
* Sets the target animation for this actor.
*/
void setTargetType(const TargetCursorType type);
/**
* Untargets the actor.
*/
void untarget()
{ mUsedTargetCursor = nullptr; }
/**
* 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(const 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(const uint16_t stunMode)
{
if (mStunMode != stunMode)
updateStunMode(mStunMode, stunMode);
mStunMode = stunMode;
}
void setStatusEffect(const int index, const 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(const int offset, const uint16_t flags);
virtual void setAlpha(const float alpha) override
{ CompoundSprite::setAlpha(alpha); }
virtual float getAlpha() const override
{ return CompoundSprite::getAlpha(); }
virtual int getWidth() const override
{ return CompoundSprite::getWidth(); }
virtual int getHeight() const override
{ return CompoundSprite::getHeight(); }
static void load();
static void unload();
/**
* Add an ActorSprite listener.
*/
void addActorSpriteListener(ActorSpriteListener *const listener);
/**
* Remove an ActorSprite listener.
*/
void removeActorSpriteListener(ActorSpriteListener *const listener);
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(const int effectId, const bool sfx,
const bool gfx);
/**
* Notify self that the stun mode has been updated. Invoked by
* setStunMode if something changed.
*/
virtual void updateStunMode(const int oldMode, const int newMode);
/**
* Notify self that a status effect has flipped.
* The new flag is passed.
*/
virtual void updateStatusEffect(const int index, const 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 *const effect,
const int effectId);
void setupSpriteDisplay(const SpriteDisplay &display,
const bool forceDisplay = true,
const int imageType = 0,
std::string color = "");
int mId;
uint16_t mStunMode; /**< Stun mode; zero if not stunned */
std::set mStatusEffects; /**< set of active status effects */
ParticleList mStunParticleEffects;
ParticleVector mStatusParticleEffects;
ParticleList mChildParticleEffects;
private:
/** Reset particle status effects on next redraw? */
bool mMustResetParticles;
/** Load the target cursors into memory */
static void initTargetCursor();
/** Remove the target cursors from memory */
static void cleanupTargetCursors();
/**
* Helper function for loading target cursors
*/
static void loadTargetCursor(const std::string &filename,
const int width, const int height,
const int type, const int size);
/** Images of the target cursor. */
static ImageSet *targetCursorImages[NUM_TCT][NUM_TC];
/** Animated target cursors. */
static SimpleAnimation *targetCursor[NUM_TCT][NUM_TC];
static bool loaded;
/** Target cursor being used */
SimpleAnimation *mUsedTargetCursor;
typedef std::list ActorSpriteListeners;
typedef ActorSpriteListeners::iterator ActorSpriteListenerIterator;
ActorSpriteListeners mActorSpriteListeners;
};
#endif // ACTORSPRITE_H