/*
* 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 .
*/
#include "actorspritemanager.h"
#include "game.h"
#include "localplayer.h"
#include
class PlayerNamesLister : public AutoCompleteLister
{
void getAutoCompleteList(std::vector& names) const override
{
names.clear();
for (auto actor : actorSpriteManager->getAll()) {
if (actor->getType() != ActorSprite::PLAYER)
continue;
auto *being = static_cast(actor);
if (!being->getName().empty())
names.push_back(being->getName());
}
}
};
class PlayerNPCNamesLister : public AutoCompleteLister
{
void getAutoCompleteList(std::vector& names) const override
{
names.clear();
for (auto actor : actorSpriteManager->getAll())
{
if (actor->getType() == ActorSprite::FLOOR_ITEM)
continue;
auto *being = static_cast(actor);
if ((being->getType() == Being::PLAYER ||
being->getType() == Being::NPC) && !being->getName().empty())
names.push_back(being->getName());
}
}
};
ActorSpriteManager::ActorSpriteManager()
{
mPlayerNames = new PlayerNamesLister;
mPlayerNPCNames = new PlayerNPCNamesLister;
}
ActorSpriteManager::~ActorSpriteManager()
{
clear();
}
void ActorSpriteManager::setMap(Map *map)
{
mMap = map;
if (local_player)
local_player->setMap(map);
}
void ActorSpriteManager::setPlayer(LocalPlayer *player)
{
local_player = player;
mActors.insert(player);
}
Being *ActorSpriteManager::createBeing(int id, ActorSprite::Type type, int subtype)
{
auto *being = new Being(id, type, subtype, mMap);
mActors.insert(being);
return being;
}
FloorItem *ActorSpriteManager::createItem(int id, int itemId, const Vector &pos)
{
auto *floorItem = new FloorItem(id, itemId, pos, mMap);
mActors.insert(floorItem);
return floorItem;
}
void ActorSpriteManager::destroyActor(ActorSprite *actor)
{
mActors.erase(actor);
mDeleteActors.erase(actor);
delete actor;
}
void ActorSpriteManager::scheduleDelete(ActorSprite *actor)
{
if (!actor || actor == local_player)
return;
mDeleteActors.insert(actor);
}
Being *ActorSpriteManager::findBeing(int id) const
{
for (auto actor : mActors) {
if (actor->getId() == id && actor->getType() != ActorSprite::FLOOR_ITEM)
return static_cast(actor);
}
return nullptr;
}
Being *ActorSpriteManager::findBeing(int x, int y, ActorSprite::Type type) const
{
const Game *game = Game::instance();
if (!game)
return nullptr;
const int tileWidth = game->getCurrentTileWidth();
const int tileHeight = game->getCurrentTileHeight();
auto it = find_if(mActors.begin(), mActors.end(), [=] (ActorSprite *actor) {
const auto actorType = actor->getType();
if (actorType == ActorSprite::FLOOR_ITEM)
return false;
if (type != ActorSprite::UNKNOWN && actorType != type)
return false;
auto *b = static_cast(actor);
uint16_t other_y = y + (actorType == ActorSprite::NPC ? 1 : 0);
const Vector &pos = b->getPosition();
return ((int) pos.x / tileWidth == x &&
((int) pos.y / tileHeight == y
|| (int) pos.y / tileHeight == other_y) &&
b->isAlive());
});
return it == mActors.end() ? nullptr : static_cast(*it);
}
Being *ActorSpriteManager::findBeingByPixel(int x, int y) const
{
Map *map = Game::instance() ? Game::instance()->getCurrentMap() : nullptr;
if (!map)
return nullptr;
const int halfTileHeight = map->getTileHeight() / 2;
Being *closest = nullptr;
int closestDist = 0;
for (auto actor : mActors)
{
if (actor->getType() == ActorSprite::FLOOR_ITEM)
continue;
auto *being = static_cast(actor);
const int halfWidth = std::max(16, being->getWidth() / 2);
const int height = std::max(32, being->getHeight());
const int halfHeight = height / 2;
// Being sprites are drawn half a tile lower than they actually stand
const int bottom = being->getPixelY() + halfTileHeight;
const int dist = std::max(std::abs(bottom - halfHeight - y),
std::abs(being->getPixelX() - x));
if ((being->isAlive() && being != local_player &&
being->getPixelX() - halfWidth <= x &&
being->getPixelX() + halfWidth >= x && bottom - height <= y &&
bottom >= y) &&
(!closest || closestDist > dist)) {
closest = being;
closestDist = dist;
}
}
return closest;
}
FloorItem *ActorSpriteManager::findItem(int id) const
{
for (auto actor : mActors)
{
if (actor->getId() == id && actor->getType() == ActorSprite::FLOOR_ITEM)
return static_cast(actor);
}
return nullptr;
}
FloorItem *ActorSpriteManager::findItem(int x, int y, int maxDist) const
{
FloorItem *item = nullptr;
int smallestDist = 0;
for (auto actor : mActors)
{
int dist = std::max(std::abs(actor->getTileX() - x),
std::abs(actor->getTileY() - y));
if ((actor->getType() == ActorSprite::FLOOR_ITEM) &&
((!item && dist <= maxDist) || dist < smallestDist))
{
item = static_cast(actor);
smallestDist = dist;
}
}
return item;
}
Being *ActorSpriteManager::findBeingByName(const std::string &name,
ActorSprite::Type type) const
{
for (auto actor : mActors)
{
if (actor->getType() == ActorSprite::FLOOR_ITEM)
continue;
auto *being = static_cast(actor);
if (being->getName() == name &&
(type == ActorSprite::UNKNOWN || type == being->getType()))
return being;
}
return nullptr;
}
const ActorSprites &ActorSpriteManager::getAll() const
{
return mActors;
}
void ActorSpriteManager::logic()
{
for (auto actor : mActors)
actor->logic();
for (auto actor : mDeleteActors)
{
mActors.erase(actor);
delete actor;
}
mDeleteActors.clear();
}
void ActorSpriteManager::clear()
{
if (local_player)
mActors.erase(local_player);
for (auto actor : mActors)
delete actor;
mActors.clear();
mDeleteActors.clear();
if (local_player)
mActors.insert(local_player);
}
Being *ActorSpriteManager::findNearestLivingBeing(int x, int y,
int maxTileDist,
ActorSprite::Type type,
Being *excluded) const
{
Game *game = Game::instance();
if (!game)
return nullptr;
Being *closestBeing = nullptr;
int dist = 0;
const int maxDist = maxTileDist * game->getCurrentTileWidth();
for (auto actor : mActors)
{
if (actor->getType() == ActorSprite::FLOOR_ITEM)
continue;
auto *being = static_cast(actor);
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 : nullptr;
}
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 *someActor) const
{
return mActors.find(someActor) != mActors.end();
}
AutoCompleteLister *ActorSpriteManager::getPlayerNameLister() const
{
return mPlayerNames;
}
AutoCompleteLister *ActorSpriteManager::getPlayerNPCNameLister() const
{
return mPlayerNPCNames;
}
void ActorSpriteManager::updatePlayerNames()
{
for (auto actor : mActors)
{
if (actor->getType() != ActorSprite::PLAYER)
continue;
auto *being = static_cast(actor);
if (!being->getName().empty())
being->updateName();
}
}