1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
|
/*
* 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 <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;
typedef std::set<ActorSprite*> ActorSprites;
typedef ActorSprites::iterator ActorSpritesIterator;
typedef ActorSprites::const_iterator ActorSpritesConstIterator;
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.
*/
FloorItem *createItem(int id, int itemId, int x, int y);
/**
* Destroys the given ActorSprite at the end of
* ActorSpriteManager::logic.
*/
void destroy(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) 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 = 0) 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 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();
AutoCompleteLister *getPlayerNameLister();
AutoCompleteLister *getPlayerNPCNameLister();
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
|