/*
* The ManaPlus Client
* Copyright (C) 2010 The Mana Developers
* Copyright (C) 2011-2014 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 BEING_ACTORSPRITE_H
#define BEING_ACTORSPRITE_H
#include "localconsts.h"
#include "resources/map/blocktype.h"
#include "resources/map/mapconsts.h"
#include "being/actor.h"
#include "being/actortype.h"
#include "being/compoundsprite.h"
#include "being/targetcursorsize.h"
#include "being/targetcursortype.h"
#include "particle/particlecontainer.h"
#include "particle/particlelist.h"
#include "particle/particlevector.h"
#include
#include
#include "localconsts.h"
class AnimatedSprite;
class StatusEffect;
class ActorSpriteListener;
class ActorSprite : public CompoundSprite, public Actor
{
public:
explicit ActorSprite(const int id);
A_DELETE_COPY(ActorSprite)
virtual ~ActorSprite();
int getId() const A_WARN_UNUSED
{ return mId; }
void setId(const int id)
{ mId = id; }
/**
* Returns the type of the ActorSprite.
*/
virtual ActorType::Type getType() const A_WARN_UNUSED
{ return ActorType::UNKNOWN; }
void draw1(Graphics *const graphics,
const int offsetX,
const int offsetY) const;
virtual void logic();
static void actorLogic();
void setMap(Map *const map) override;
/**
* Gets the way the object blocks pathfinding for other objects
*/
virtual BlockType::BlockType getBlockType() const A_WARN_UNUSED
{ return 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::Size getTargetCursorSize() const A_WARN_UNUSED
{ return TargetCursorSize::MEDIUM; }
virtual int getTargetOffsetX() const A_WARN_UNUSED
{ return 0; }
virtual int getTargetOffsetY() const A_WARN_UNUSED
{ return 0; }
/**
* Sets the target animation for this actor.
*/
void setTargetType(const TargetCursorType::Type type);
/**
* Untargets the actor.
*/
void untarget()
{ mUsedTargetCursor = nullptr; }
/**
* 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 final
{ CompoundSprite::setAlpha(alpha); }
virtual float getAlpha() const override final A_WARN_UNUSED
{ return CompoundSprite::getAlpha(); }
virtual int getWidth() const override A_WARN_UNUSED
{ return CompoundSprite::getWidth(); }
virtual int getHeight() const override A_WARN_UNUSED
{ 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);
int getActorX() const A_WARN_UNUSED
{ return getPixelX() - mapTileSize / 2; }
int getActorY() const A_WARN_UNUSED
{ return getPixelY() - mapTileSize; }
void setPoison(const bool b)
{ mPoison = b; }
bool getPoison() const A_WARN_UNUSED
{ return mPoison; }
protected:
/**
* 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(const StatusEffect *const effect,
const int effectId);
void setupSpriteDisplay(const SpriteDisplay &display,
const bool forceDisplay = true,
const int imageType = 0,
const std::string &color = "");
std::set mStatusEffects; /**< set of active status effects */
ParticleList mStunParticleEffects;
ParticleVector mStatusParticleEffects;
ParticleList mChildParticleEffects;
int mId;
uint16_t mStunMode; /**< Stun mode; zero if not stunned */
private:
/** Load the target cursors into memory */
static void initTargetCursor();
/** Remove the target cursors from memory */
static void cleanupTargetCursors();
/** Animated target cursors. */
static AnimatedSprite *targetCursor[TargetCursorType::NUM_TCT]
[TargetCursorSize::NUM_TC];
static bool loaded;
/** Target cursor being used */
AnimatedSprite *mUsedTargetCursor;
typedef std::list ActorSpriteListeners;
typedef ActorSpriteListeners::iterator ActorSpriteListenerIterator;
ActorSpriteListeners mActorSpriteListeners;
int mCursorPaddingX;
int mCursorPaddingY;
/** Reset particle status effects on next redraw? */
bool mMustResetParticles;
bool mPoison;
};
#endif // BEING_ACTORSPRITE_H