/* * The Mana Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 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 "utils/dtor.h" #include #define for_actors ActorSpritesConstIterator it, it_end; \ for (it = mActors.begin(), it_end = mActors.end() ; it != it_end; it++) class FindBeingFunctor { public: bool operator() (ActorSprite *actor) { if (actor->getType() == ActorSprite::FLOOR_ITEM) return false; Game *game = Game::instance(); if (!game) return false; Being* b = static_cast(actor); uint16_t other_y = y + ((b->getType() == ActorSprite::NPC) ? 1 : 0); const Vector &pos = b->getPosition(); return ((int) pos.x / game->getCurrentTileWidth() == x && ((int) pos.y / game->getCurrentTileHeight() == y || (int) pos.y / game->getCurrentTileHeight() == other_y) && b->isAlive() && (type == ActorSprite::UNKNOWN || b->getType() == type)); } uint16_t x, y; ActorSprite::Type type; } beingFinder; class PlayerNamesLister : public AutoCompleteLister { void getAutoCompleteList(std::vector& names) const { names.clear(); const ActorSprites &mActors = actorSpriteManager->getAll(); for_actors { if ((*it)->getType() == ActorSprite::FLOOR_ITEM) continue; Being *being = static_cast(*it); if (being->getType() == Being::PLAYER && being->getName() != "") names.push_back(being->getName()); } } }; class PlayerNPCNamesLister : public AutoCompleteLister { void getAutoCompleteList(std::vector& names) const { names.clear(); const ActorSprites &mActors = actorSpriteManager->getAll(); for_actors { if ((*it)->getType() == ActorSprite::FLOOR_ITEM) continue; Being *being = static_cast(*it); if ((being->getType() == Being::PLAYER || being->getType() == Being::NPC) && being->getName() != "") 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) { Being *being = new Being(id, type, subtype, mMap); mActors.insert(being); return being; } FloorItem *ActorSpriteManager::createItem(int id, int itemId, const Vector &pos) { FloorItem *floorItem = new FloorItem(id, itemId, pos, mMap); mActors.insert(floorItem); return floorItem; } void ActorSpriteManager::destroy(ActorSprite *actor) { if (!actor || actor == local_player) return; mDeleteActors.insert(actor); } Being *ActorSpriteManager::findBeing(int id) const { for_actors { ActorSprite *actor = *it; if (actor->getId() == id && actor->getType() != ActorSprite::FLOOR_ITEM) return static_cast(actor); } return NULL; } Being *ActorSpriteManager::findBeing(int x, int y, ActorSprite::Type type) const { beingFinder.x = x; beingFinder.y = y; beingFinder.type = type; ActorSpritesConstIterator it = find_if(mActors.begin(), mActors.end(), beingFinder); return (it == mActors.end()) ? NULL : static_cast(*it); } Being *ActorSpriteManager::findBeingByPixel(int x, int y) const { Map *map = Game::instance() ? Game::instance()->getCurrentMap() : 0; if (!map) return 0; const int halfTileHeight = map->getTileHeight() / 2; for_actors { if ((*it)->getType() == ActorSprite::FLOOR_ITEM) continue; Being *being = static_cast(*it); const int halfWidth = std::max(16, being->getWidth() / 2); const int height = std::max(32, being->getHeight()); // Being sprites are drawn half a tile lower than they actually stand const int bottom = being->getPixelY() + halfTileHeight; if (being->isAlive() && being != local_player && being->getPixelX() - halfWidth <= x && being->getPixelX() + halfWidth >= x && bottom - height <= y && bottom >= y) return being; } return NULL; } FloorItem *ActorSpriteManager::findItem(int id) const { for_actors { if ((*it)->getId() == id && (*it)->getType() == ActorSprite::FLOOR_ITEM) { return static_cast(*it); } } return NULL; } FloorItem *ActorSpriteManager::findItem(int x, int y) const { for_actors { if ((*it)->getTileX() == x && (*it)->getTileY() == y && (*it)->getType() == ActorSprite::FLOOR_ITEM) { return static_cast(*it); } } return NULL; } Being *ActorSpriteManager::findBeingByName(const std::string &name, ActorSprite::Type type) const { for_actors { if ((*it)->getType() == ActorSprite::FLOOR_ITEM) continue; Being *being = static_cast(*it); if (being->getName() == name && (type == ActorSprite::UNKNOWN || type == being->getType())) return being; } return NULL; } const ActorSprites &ActorSpriteManager::getAll() const { return mActors; } void ActorSpriteManager::logic() { for_actors (*it)->logic(); for (it = mDeleteActors.begin(), it_end = mDeleteActors.end(); it != it_end; ++it) { mActors.erase(*it); delete *it; } mDeleteActors.clear(); } void ActorSpriteManager::clear() { if (local_player) mActors.erase(local_player); for_actors delete *it; 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 0; Being *closestBeing = 0; int dist = 0; const int maxDist = maxTileDist * game->getCurrentTileWidth(); for_actors { if ((*it)->getType() == ActorSprite::FLOOR_ITEM) continue; Being *being = static_cast(*it); 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 : 0; } 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 *actor) const { for_actors { if (actor == *it) return true; } return false; } AutoCompleteLister *ActorSpriteManager::getPlayerNameLister() { return mPlayerNames; } AutoCompleteLister *ActorSpriteManager::getPlayerNPCNameLister() { return mPlayerNPCNames; } void ActorSpriteManager::updatePlayerNames() { for_actors { if ((*it)->getType() == ActorSprite::FLOOR_ITEM) continue; Being *being = static_cast(*it); if (being->getType() == ActorSprite::PLAYER && being->getName() != "") being->updateName(); } }