/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2012 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 ACTORSPRITEMANAGER_H
#define ACTORSPRITEMANAGER_H
#include "actorsprite.h"
#include "being.h"
#include "flooritem.h"
#include "gui/widgets/textfield.h"
class LocalPlayer;
class Map;
using ActorSprites = std::set<ActorSprite *>;
class ActorSpriteManager
{
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, int subtype);
/**
* Create a FloorItem and add it to the list of ActorSprites.
*
* @param id the unique ID of this item instance
* @param itemId the item ID
* @param position the position in pixels
*/
FloorItem *createItem(int id, int itemId, const Vector &position);
/**
* Immediately destroys the given \a actor.
*/
void destroyActor(ActorSprite *actor);
/**
* Destroys the given ActorSprite at the end of
* ActorSpriteManager::logic.
*/
void scheduleDelete(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) const;
/**
* Returns a specific FloorItem, by id.
*/
FloorItem *findItem(int id) const;
/**
* Returns a FloorItem at specific coordinates.
*/
FloorItem *findItem(int x, int y, int maxDist = 0) 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.
* @param excluded The being to exclude from the search.
*/
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;
/**
* 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 someActor the ActorSprite to search for
*/
bool hasActorSprite(ActorSprite *someActor) const;
/**
* Performs ActorSprite logic and deletes ActorSprite scheduled to be
* deleted.
*/
void logic();
/**
* Destroys all ActorSprites except the local player
*/
void clear();
AutoCompleteLister *getPlayerNameLister() const;
AutoCompleteLister *getPlayerNPCNameLister() const;
void updatePlayerNames();
protected:
friend class PlayerNamesLister;
friend class PlayerNPCNamesLister;
AutoCompleteLister *mPlayerNames;
AutoCompleteLister *mPlayerNPCNames;
ActorSprites mActors;
ActorSprites mDeleteActors;
Map *mMap;
};
extern ActorSpriteManager *actorSpriteManager;
#endif // ACTORSPRITEMANAGER_H