/*
 *  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 <vector>

#ifdef __GNUC__
#define _UNUSED_  __attribute__ ((unused))
#else
#define _UNUSED_
#endif

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, Uint16 subtype);

        Being *createGhost(int id, Being::Type type, Uint16 subtype);

        /**
         * Create a FloorItem and add it to the list of ActorSprites.
         */
        FloorItem *createItem(int id, int itemId, int x, int y, int amount);

        /**
         * 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, bool allPlayers = false) 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.
         */
        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;

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

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

        void healTarget(LocalPlayer* player_node);

        void heal(LocalPlayer* player_node, Being* target);

        void itenplz();

        /**
         * 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();

        std::vector<Uint32> blockedBeings;

        void addBlock(Uint32 id);

        void deleteBlock(Uint32 id);

        bool isBlocked(Uint32 id);

        void printAllToChat() const;

        void printBeingsToChat(ActorSprites beings, std::string header) const;

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

        void getPlayerNames(std::vector<std::string> &names,
                            bool npcNames);

        void updatePlayerNames();

        void parseLevels(std::string levels);

        bool pickUpAll(int x1, int y1, int x2, int y2);
        bool pickUpNearest(int x, int y, int maxdist);

    protected:
        bool validateBeing(Being *aroundBeing, Being* being,
                           Being::Type type, Being* excluded = 0,
                           int maxCost = 20) const;

        Being *findNearestLivingBeing(Being *aroundBeing, int maxdist,
                                      Being::Type type, int x, int y,
                                      Being *excluded = 0) const;

        ActorSprites mActors;
        ActorSprites mDeleteActors;
        Map *mMap;
        std::string mSpellHeal1;
        std::string mSpellHeal2;
        std::string mSpellItenplz;
};

extern ActorSpriteManager *actorSpriteManager;

#endif // ACTORSPRITEMANAGER_H
