/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 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 <http://www.gnu.org/licenses/>.
*/
#ifndef ACTORSPRITEMANAGER_H
#define ACTORSPRITEMANAGER_H
#include "actorsprite.h"
#include "being.h"
#include "configlistener.h"
#include "flooritem.h"
#include "utils/stringvector.h"
class LocalPlayer;
class Map;
typedef std::set<ActorSprite*> ActorSprites;
typedef ActorSprites::iterator ActorSpritesIterator;
typedef ActorSprites::const_iterator ActorSpritesConstIterator;
class ActorSpriteManager: public ConfigListener
{
public:
ActorSpriteManager();
~ActorSpriteManager();
/**
* Sets the map on which ActorSprites are created.
*/
void setMap(Map *map);
/**
* Sets the current player.
*/
void setPlayer(LocalPlayer *player);
/**
* Create a Being and add it to the list of ActorSprites.
*/
Being *createBeing(int id, ActorSprite::Type type, uint16_t subtype);
/**
* Create a FloorItem and add it to the list of ActorSprites.
*/
FloorItem *createItem(int id, int itemId, int x, int y,
int amount, unsigned char color,
int subX, int subY);
/**
* Destroys the given ActorSprite at the end of
* ActorSpriteManager::logic.
*/
void destroy(ActorSprite *actor);
void erase(ActorSprite *actor);
void undelete(ActorSprite *actor);
/**
* Returns a specific Being, by id;
*/
Being *findBeing(int id) const;
/**
* Returns a being at specific coordinates.
*/
Being *findBeing(int x, int y,
ActorSprite::Type type = ActorSprite::UNKNOWN) const;
/**
* Returns a being at the specific pixel.
*/
Being *findBeingByPixel(int x, int y, bool allPlayers = false) const;
/**
* Returns a beings at the specific pixel.
*/
void findBeingsByPixel(std::vector<ActorSprite*> &beings, int x, int y,
bool allPlayers) const;
/**
* Returns a portal at the specific tile.
*/
Being *findPortalByTile(int x, int y) const;
/**
* Returns a specific FloorItem, by id.
*/
FloorItem *findItem(int id) const;
/**
* Returns a FloorItem at specific coordinates.
*/
FloorItem *findItem(int x, int y) const;
/**
* Returns a being nearest to specific coordinates.
*
* @param x X coordinate in pixels.
* @param y Y coordinate in pixels.
* @param maxTileDist Maximal distance in tiles. If minimal distance is
* larger, no being is returned.
* @param type The type of being to look for.
*/
Being *findNearestLivingBeing(int x, int y, int maxTileDist,
ActorSprite::Type type = Being::UNKNOWN,
Being *excluded = nullptr) const;
/**
* Returns a being nearest to another being.
*
* @param aroundBeing The being to search around.
* @param maxTileDist Maximal distance in tiles. If minimal distance is
* larger, no being is returned.
* @param type The type of being to look for.
*/
Being *findNearestLivingBeing(Being *aroundBeing, int maxTileDist,
ActorSprite::Type type = Being::UNKNOWN
) const;
/**
* Finds a being by name and (optionally) by type.
*/
Being *findBeingByName(const std::string &name,
ActorSprite::Type type = Being::UNKNOWN) const;
/**
* Finds a nearest being by name and (optionally) by type.
*/
Being *findNearestByName(const std::string &name,
Being::Type type = Being::UNKNOWN) const;
/**
* Heal all players in distance.
*
* \param maxdist maximal distance. If minimal distance is larger,
* no being is returned
*/
// void HealAllTargets(Being *aroundBeing, int maxdist,
// Being::Type type) const;
void healTarget();
void heal(Being* target);
void itenplz();
/**
* Returns the whole list of beings.
*/
const ActorSprites &getAll() const;
/**
* Returns true if the given ActorSprite is in the manager's list,
* false otherwise.
*
* \param actor the ActorSprite to search for
*/
bool hasActorSprite(ActorSprite *actor) const;
/**
* Performs ActorSprite logic and deletes ActorSprite scheduled to be
* deleted.
*/
void logic();
/**
* Destroys all ActorSprites except the local player
*/
void clear();
std::vector<uint32_t> blockedBeings;
void addBlock(uint32_t id);
void deleteBlock(uint32_t id);
bool isBlocked(uint32_t id);
void printAllToChat() const;
void printBeingsToChat(ActorSprites beings, std::string header) const;
void printBeingsToChat(std::vector<Being*> beings,
std::string header) const;
void getPlayerNames(StringVect &names,
bool npcNames);
void getMobNames(StringVect &names);
void updatePlayerNames();
void updatePlayerColors();
void updatePlayerGuild();
void parseLevels(std::string levels);
bool pickUpAll(int x1, int y1, int x2, int y2,
bool serverBuggy = false);
bool pickUpNearest(int x, int y, int maxdist);
void optionChanged(const std::string &name);
void removeAttackMob(const std::string &name);
void removePickupItem(const std::string &name);
void addPriorityAttackMob(std::string name);
void addAttackMob(std::string name);
void addIgnoreAttackMob(std::string name);
void addPickupItem(std::string name);
void addIgnorePickupItem(std::string name);
void setPriorityAttackMobs(std::list<std::string> mobs)
{ mPriorityAttackMobs = mobs; }
void setAttackMobs(std::list<std::string> mobs)
{ mAttackMobs = mobs; }
int getPriorityAttackMobsSize() const
{ return static_cast<int>(mPriorityAttackMobs.size()); }
int getAttackMobsSize() const
{ return static_cast<int>(mAttackMobs.size()); }
int getPickupItemsSize() const
{ return static_cast<int>(mPickupItems.size()); }
#define defList(list1, mob) \
bool isIn##list1##List(const std::string &name) const\
{ return m##list1##mob##Set.find(name) != m##list1##mob##Set.end(); }\
void rebuild##list1##mob();\
std::set<std::string> get##list1##mob##Set() const\
{ return m##list1##mob##Set; }\
std::list<std::string> get##list1##mob() const\
{ return m##list1##mob; }
defList(Attack, Mobs)
defList(PriorityAttack, Mobs)
defList(IgnoreAttack, Mobs)
defList(Pickup, Items)
defList(IgnorePickup, Items)
std::map<std::string, int> getAttackMobsMap() const
{ return mAttackMobsMap; }
std::map<std::string, int> getPriorityAttackMobsMap() const
{ return mPriorityAttackMobsMap; }
int getAttackMobIndex(std::string name);
int getPriorityAttackMobIndex(std::string name);
int getPickupItemIndex(std::string name);
int getIndexByName(std::string name, std::map<std::string, int> &map);
bool checkForPickup(const FloorItem *item);
protected:
bool validateBeing(Being *aroundBeing, Being* being,
Being::Type type, Being* excluded = nullptr,
int maxCost = 20) const;
Being *findNearestLivingBeing(Being *aroundBeing, int maxdist,
Being::Type type, int x, int y,
Being *excluded = nullptr) const;
void loadAttackList();
void storeAttackList();
ActorSprites mActors;
ActorSprites mDeleteActors;
Map *mMap;
std::string mSpellHeal1;
std::string mSpellHeal2;
std::string mSpellItenplz;
bool mTargetDeadPlayers;
bool mTargetOnlyReachable;
bool mCyclePlayers;
bool mCycleMonsters;
bool mCycleNPC;
bool mExtMouseTargeting;
#define defVarsP(mob) \
std::list<std::string> mPriority##mob;\
std::set<std::string> mPriority##mob##Set;\
std::map<std::string, int> mPriority##mob##Map;
#define defVars(mob) \
std::list<std::string> m##mob;\
std::set<std::string> m##mob##Set;\
std::map<std::string, int> m##mob##Map;\
std::list<std::string> mIgnore##mob;\
std::set<std::string> mIgnore##mob##Set;
defVarsP(AttackMobs)
defVars(AttackMobs)
defVars(PickupItems)
};
extern ActorSpriteManager *actorSpriteManager;
#endif // ACTORSPRITEMANAGER_H