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/*
 *  The ManaPlus Client
 *  Copyright (C) 2004-2009  The Mana World Development Team
 *  Copyright (C) 2009-2010  The Mana Developers
 *  Copyright (C) 2011-2016  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 ACTORMANAGER_H
#define ACTORMANAGER_H

#include "enums/being/actortype.h"

#include "enums/resources/itemtype.h"

#include "enums/simpletypes/allowsort.h"
#include "enums/simpletypes/allplayers.h"
#include "enums/simpletypes/beingid.h"
#include "enums/simpletypes/beingtypeid.h"
#include "enums/simpletypes/damaged.h"
#include "enums/simpletypes/identified.h"
#include "enums/simpletypes/itemcolor.h"
#include "enums/simpletypes/npcnames.h"

#include "listeners/configlistener.h"

#include "utils/stringmap.h"
#include "utils/stringvector.h"

#include <list>
#include <set>

#include "localconsts.h"

class ActorSprite;
class Being;
class FloorItem;
class LocalPlayer;
class Map;

struct ChatObject;

typedef std::set<ActorSprite*> ActorSprites;
typedef ActorSprites::iterator ActorSpritesIterator;
typedef ActorSprites::const_iterator ActorSpritesConstIterator;
typedef std::map<BeingId, ActorSprite*> ActorSpritesMap;
typedef ActorSpritesMap::iterator ActorSpritesMapIterator;
typedef ActorSpritesMap::const_iterator ActorSpritesMapConstIterator;

typedef std::map<BeingId, std::set<std::string> > IdNameMapping;
typedef IdNameMapping::const_iterator IdNameMappingCIter;

class ActorManager final: public ConfigListener
{
    public:
        ActorManager();

        A_DELETE_COPY(ActorManager)

        ~ActorManager();

        /**
         * Sets the map on which ActorSprites are created.
         */
        void setMap(Map *const map);

        /**
         * Sets the current player.
         */
        void setPlayer(LocalPlayer *const player) A_NONNULL(2);

        /**
         * Create a Being and add it to the list of ActorSprites.
         */
        Being *createBeing(const BeingId id,
                           const ActorTypeT type,
                           const BeingTypeId subtype) A_WARN_UNUSED;

        static Being *cloneBeing(const Being *const srcBeing,
                                 const int dx, const int dy,
                                 const int id);

        /**
         * Create a FloorItem and add it to the list of ActorSprites.
         */
        FloorItem *createItem(const BeingId id,
                              const int itemId,
                              const int x, const int y,
                              const ItemTypeT itemType,
                              const int amount,
                              const int refine,
                              const ItemColor color,
                              const Identified identified,
                              const Damaged damaged,
                              const int subX, const int subY,
                              const int *const cards);

        /**
         * Destroys the given ActorSprite at the end of
         * ActorManager::logic.
         */
        void destroy(ActorSprite *const actor);

        void erase(ActorSprite *const actor);

        void undelete(const ActorSprite *const actor);

        /**
         * Returns a specific Being, by id;
         */
        Being *findBeing(const BeingId id) const A_WARN_UNUSED;

        ActorSprite *findActor(const BeingId id) const A_WARN_UNUSED;

        /**
         * Returns a being at specific coordinates.
         */
        Being *findBeing(const int x, const int y, const ActorTypeT
                         type = ActorType::Unknown) const A_WARN_UNUSED;

        /**
         * Returns a being at the specific pixel.
         */
        Being *findBeingByPixel(const int x, const int y,
                                const AllPlayers allPlayers = AllPlayers_false)
                                const A_WARN_UNUSED;

        /**
         * Returns a beings at the specific pixel.
         */
        void findBeingsByPixel(std::vector<ActorSprite*> &beings,
                               const int x, const int y,
                               const AllPlayers allPlayers) const;

        /**
         * Returns a portal at the specific tile.
         */
        Being *findPortalByTile(const int x, const int y) const A_WARN_UNUSED;

        /**
         * Returns a specific FloorItem, by id.
         */
        FloorItem *findItem(const BeingId id) const A_WARN_UNUSED;

        /**
         * Returns a FloorItem at specific coordinates.
         */
        FloorItem *findItem(const int x, const int y) const A_WARN_UNUSED;

        /**
         * 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(const int x, const int y,
                                      int maxTileDist,
                                      const ActorTypeT type,
                                      const Being *const excluded)
                                      const A_WARN_UNUSED;

        /**
         * 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(const Being *const aroundBeing,
                                      const int maxTileDist,
                                      const ActorTypeT type,
                                      const AllowSort allowSort)
                                      const A_WARN_UNUSED;

        /**
         * Finds a being by name and (optionally) by type.
         */
        Being *findBeingByName(const std::string &name,
                               const ActorTypeT
                               type = ActorType::Unknown)
                               const A_WARN_UNUSED;

       /**
        * Finds a nearest being by name and (optionally) by type.
        */
        Being *findNearestByName(const std::string &name,
                                 const ActorTypeT &type
                                 = ActorType::Unknown) const A_WARN_UNUSED;

       /**
        * Finds most damaged player, non-enemy and alive
        * \param maxTileDist maximal distance.
        */
        Being *findMostDamagedPlayer(const int maxTileDist)
                                     const A_WARN_UNUSED;

       /**
        * Finds the nearest player who has PVP on,
        * or just the nearest player if map pvp is on
        */
        Being *findNearestPvpPlayer() const A_WARN_UNUSED;

       /**
        * Heal all players in distance.
        *
        * \param maxdist maximal distance. If minimal distance is larger,
        *                no being is returned
        */
//        void HealAllTargets(Being *aroundBeing, int maxdist,
//                                            ActorTypeT type) const;

        void healTarget() const;

        void heal(const Being *const target) const;

        void itenplz() const;

        /**
         * Returns the whole list of beings.
         */
        const ActorSprites &getAll() const A_CONST;

        /**
         * Returns true if the given ActorSprite is in the manager's list,
         * false otherwise.
         *
         * \param actor the ActorSprite to search for
         */
        bool hasActorSprite(const ActorSprite *const actor)
                            const A_WARN_UNUSED;

        /**
         * Performs ActorSprite logic and deletes ActorSprite scheduled to be
         * deleted.
         */
        void logic();

        /**
         * Destroys all ActorSprites except the local player
         */
        void clear();

        void addBlock(const BeingId id);

        void deleteBlock(const BeingId id);

        bool isBlocked(const BeingId id) const;

        void printAllToChat();

        void printBeingsToChat(const std::string &header) const;

        static void printBeingsToChat(const std::vector<Being*> &beings,
                                      const std::string &header);

        void getPlayerNames(StringVect &names,
                            const NpcNames npcNames) const;

        void getMobNames(StringVect &names) const;

        void updatePlayerNames() const;

        void updatePlayerColors() const;

        void updatePlayerGuild() const;

#ifdef TMWA_SUPPORT
        void parseLevels(std::string levels) const;
#endif

        bool pickUpAll(const int x1,
                       const int y1,
                       const int x2,
                       const int y2,
                       const bool serverBuggy = false) const;

        bool pickUpNearest(const int x, const int y, int maxdist) const;

        void optionChanged(const std::string &name) override final;

        void removeAttackMob(const std::string &name);

        void removePickupItem(const std::string &name);

        void addPriorityAttackMob(const std::string &name);

        void addAttackMob(const std::string &name);

        void addIgnoreAttackMob(const std::string &name);

        void addPickupItem(const std::string &name);

        void addIgnorePickupItem(const std::string &name);

        void setPriorityAttackMobs(const std::list<std::string> &mobs)
        { mPriorityAttackMobs = mobs; }

        void setAttackMobs(const std::list<std::string> &mobs)
        { mAttackMobs = mobs; }

        int getPriorityAttackMobsSize() const A_WARN_UNUSED
        { return CAST_S32(mPriorityAttackMobs.size()); }

        int getAttackMobsSize() const A_WARN_UNUSED
        { return CAST_S32(mAttackMobs.size()); }

        int getPickupItemsSize() const A_WARN_UNUSED
        { return CAST_S32(mPickupItems.size()); }

#define defList(list1, mob) \
        bool isIn##list1##List(const std::string &name) const A_WARN_UNUSED\
        { 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 A_WARN_UNUSED\
        { return m##list1##mob##Set; }\
        std::list<std::string> get##list1##mob() const A_WARN_UNUSED\
        { return m##list1##mob; }

        defList(Attack, Mobs)
        defList(PriorityAttack, Mobs)
        defList(IgnoreAttack, Mobs)
        defList(Pickup, Items)
        defList(IgnorePickup, Items)

        const StringIntMap &getAttackMobsMap() const A_WARN_UNUSED
        { return mAttackMobsMap; }

        const StringIntMap &getPriorityAttackMobsMap() const A_WARN_UNUSED
        { return mPriorityAttackMobsMap; }

        int getAttackMobIndex(const std::string &name) const A_WARN_UNUSED;

        int getPriorityAttackMobIndex(const std::string &name)
                                      const A_WARN_UNUSED;

        int getPickupItemIndex(const std::string &name) const A_WARN_UNUSED;

        static int getIndexByName(const std::string &name,
                                  const StringIntMap &map)
                                  A_WARN_UNUSED;

        bool checkForPickup(const FloorItem *const item) const A_WARN_UNUSED;

        bool checkDefaultPickup() const A_WARN_UNUSED;

        void updateEffects(const std::map<BeingTypeId, int> &addEffects,
                           const std::set<BeingTypeId> &removeEffects) const;

        void updateBadges() const;

        void updateNameId(const std::string &name,
                          const BeingId beingId);

        void updateSeenPlayers(const std::set<std::string> &onlinePlayers);

        std::string getSeenPlayerById(const BeingId id) const;

        size_t size() const
        { return mActors.size(); }

        void removeRoom(const int chatId);

        void updateRoom(const ChatObject *const newChat);

        std::string findCharById(const int32_t id);

        void addChar(const int32_t id,
                     const std::string &name);

#ifndef UNITTESTS
    protected:
#endif
        bool validateBeing(const Being *const aroundBeing,
                           Being *const being,
                           const ActorTypeT &type,
                           const Being *const excluded = nullptr,
                           const int maxCost = 20) const A_WARN_UNUSED;

        Being *findNearestLivingBeing(const Being *const aroundBeing,
                                      const int maxdist,
                                      const ActorTypeT &type,
                                      const int x, const int y,
                                      const Being *const excluded,
                                      const AllowSort allowSort)
                                      const A_WARN_UNUSED;

        void loadAttackList();

        void storeAttackList() const;

        ActorSprites mActors;
        ActorSprites mDeleteActors;
        ActorSpritesMap mActorsIdMap;
        IdNameMapping mIdName;
        std::set<BeingId> mBlockedBeings;
        std::map<int32_t, std::string> mChars;
        Map *mMap;
        std::string mSpellHeal1;
        std::string mSpellHeal2;
        std::string mSpellItenplz;
        bool mTargetDeadPlayers;
        bool mTargetOnlyReachable;
        bool mCyclePlayers;
        bool mCycleMonsters;
        bool mCycleNPC;
        bool mExtMouseTargeting;
        bool mEnableIdCollecting;

#define defVarsP(mob) \
        std::list<std::string> mPriority##mob;\
        std::set<std::string> mPriority##mob##Set;\
        StringIntMap mPriority##mob##Map;

#define defVars(mob) \
        std::list<std::string> m##mob;\
        std::set<std::string> m##mob##Set;\
        StringIntMap m##mob##Map;\
        std::list<std::string> mIgnore##mob;\
        std::set<std::string> mIgnore##mob##Set;

        defVarsP(AttackMobs)
        defVars(AttackMobs)
        defVars(PickupItems)
};

extern ActorManager *actorManager;

#endif  // ACTORMANAGER_H