#ifndef __ActorManager_h__
#define __ActorManager_h__

/*
 *  ActorManager.h
 *  Nuvie
 *
 *  Created by Eric Fry on Thu Mar 20 2003.
 *  Copyright (c) 2003. All rights reserved.
 *
 * 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 (at your option) 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, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 */

#include <string>
#include <set>
#include "ObjManager.h"
#include "ActorList.h"

class Configuration;
class Actor;
class Map;
class TileManager;
class GameClock;
class MapCoord;



#define ACTORMANAGER_MAX_ACTORS 256

class ActorManager
{
 Configuration *config;
 TileManager *tile_manager;
 ObjManager *obj_manager;

 bool update; // ActorManager is not paused
 bool wait_for_player; // Player's turn; wait until updateActors() is called
 bool combat_movement; // Defines actor movement type (individual/party)
 bool should_clean_temp_actors; // If set, temp actors are cleaned when > 19 tiles from player.

 Map *map;
 Actor *actors[ACTORMANAGER_MAX_ACTORS];
 uint8 player_actor;
 uint8 temp_actor_offset;
 GameClock *clock;

 uint16 last_obj_blk_x, last_obj_blk_y;
 uint8 last_obj_blk_z;
 uint16 cur_x, cur_y;
 uint8 cur_z;
 MapCoord *cmp_actor_loc; // data for sort_distance() & cmp_distance_to_loc()

 public:

 ActorManager(Configuration *cfg, Map *m, TileManager *tm, ObjManager *om, GameClock *c);
 ~ActorManager();

 void init();
 void clean();

 bool load(NuvieIO *objlist);
 bool save(NuvieIO *objlist);
 // ActorList
 ActorList *get_actor_list(); // *returns a NEW list*
 ActorList *sort_nearest(ActorList *list, uint16 x, uint16 y, uint8 z); // ascending distance
 ActorList *filter_distance(ActorList *list, uint16 x, uint16 y, uint8 z, uint16 dist);
 ActorList *filter_alignment(ActorList *list, uint8 align);
 ActorList *filter_party(ActorList *list);

 Actor *get_actor(uint8 actor_num);
 Actor *get_actor(uint16 x, uint16 y, uint8 z,  bool inc_surrounding_objs=true, Actor *excluded_actor = NULL);
 Actor *get_actor_holding_obj(Obj *obj);

 Actor *get_avatar();

 Actor *get_player();
 void set_player(Actor *a);

 const char *look_actor(Actor *a, bool show_prefix = true);

 void set_update(bool u) { update = u; }
 bool get_update()       { return(update); }
 void set_combat_movement(bool c);

 void updateActors(uint16 x, uint16 y, uint8 z);
 void twitchActors();
 void moveActors();
 void startActors();
 void updateSchedules(bool teleport = false);

 void clear_actor(Actor *actor);
 bool resurrect_actor(Obj *actor_obj, MapCoord new_position);

 bool is_temp_actor(Actor *actor);
 bool is_temp_actor(uint8 id_n);
 bool create_temp_actor(uint16 obj_n, uint8 obj_status, uint16 x, uint16 y, uint8 z, uint8 alignment, uint8 worktype, Actor **new_actor = NULL);
 bool clone_actor(Actor *actor, Actor **new_actor, MapCoord new_location);
 bool toss_actor(Actor *actor, uint16 xrange, uint16 yrange);
 bool toss_actor_get_location(uint16 start_x, uint16 start_y, uint8 start_z, uint16 xrange, uint16 yrange, MapCoord *location);
 void print_actor(Actor *actor);
 bool can_put_actor(MapCoord location);
 void enable_temp_actor_cleaning(bool value) { should_clean_temp_actors = value; }

 protected:

 Actor *get_multi_tile_actor(uint16 x, uint16 y, uint8 z);

 bool loadActorSchedules();
 inline Actor *find_free_temp_actor();
 inline ActorList *filter_active_actors(ActorList *list, uint16 x, uint16 y, uint8 z);

 void update_temp_actors(uint16 x, uint16 y, uint8 z);
 void clean_temp_actors_from_level(uint8 level);
 void clean_temp_actors_from_area(uint16 x, uint16 y);

 inline void clean_temp_actor(Actor *actor);

 private:

 bool loadCustomTiles(nuvie_game_t game_type);
 void loadNPCTiles(std::string datadir);
 void loadAvatarTiles(std::string datadir);
 void loadCustomBaseTiles(std::string datadir);
 std::set<std::string> getCustomTileFilenames(std::string datadir, std::string filenamePrefix);
};

#endif /* __ActorManager_h__ */
