/*
 *  The ManaPlus Client
 *  Copyright (C) 2010  The Mana Developers
 *  Copyright (C) 2011-2019  The ManaPlus Developers
 *  Copyright (C) 2019-2021  Andrei Karas
 *
 *  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 BEING_ACTOR_H
#define BEING_ACTOR_H

#include "utils/cast.h"

#include "resources/vector.h"

#include <list>

#include "localconsts.h"

class Actor;
class Graphics;
class Map;

typedef std::list<Actor*> Actors;
typedef Actors::const_iterator ActorsCIter;

class Actor notfinal
{
    public:
        A_DELETE_COPY(Actor)

        virtual ~Actor();

        /**
         * Draws the Actor to the given graphics context.
         *
         * Note: this function could be simplified if the graphics context
         * would support setting a translation offset. It already does this
         * partly with the clipping rectangle support.
         */
        virtual void draw(Graphics *const graphics,
                          const int offsetX,
                          const int offsetY) const A_NONNULL(2) = 0;

        /**
         * Returns the horizontal size of the actors graphical representation
         * in pixels or 0 when it is undefined.
         */
        virtual int getWidth() const A_WARN_UNUSED
        { return 0; }

        /**
         * Returns the vertical size of the actors graphical representation
         * in pixels or 0 when it is undefined.
         */
        virtual int getHeight() const A_WARN_UNUSED
        { return 0; }

        /**
         * Returns the pixel position of this actor.
         */
        const Vector &getPixelPositionF() const noexcept2 A_WARN_UNUSED
        { return mPos; }

        /**
         * Sets the pixel position of this actor.
         */
        virtual void setPixelPositionF(const Vector &restrict pos) restrict2;

        /**
         * Returns the pixels X coordinate of the actor.
         */
        int getPixelX() const noexcept2 A_WARN_UNUSED
        { return CAST_S32(mPos.x); }

        /**
         * Returns the pixel Y coordinate of the actor.
         */
        virtual int getPixelY() const A_WARN_UNUSED
        { return CAST_S32(mPos.y); }

        /**
         * Returns the pixel Y coordinate of the actor for sorting only.
         */
        virtual int getSortPixelY() const A_WARN_UNUSED
        { return CAST_S32(mPos.y) - mYDiff; }

        /**
         * Returns the x coordinate in tiles of the actor.
         */
        virtual int getTileX() const A_WARN_UNUSED;

        /**
         * Returns the y coordinate in tiles of the actor.
         */
        virtual int getTileY() const A_WARN_UNUSED;

        /**
         * Returns the number of Image layers used to draw the actor.
         */
        virtual int getNumberOfLayers() const A_WARN_UNUSED
        { return 0; }

        /**
         * Returns the current alpha value used to draw the actor.
         */
        virtual float getAlpha() const A_WARN_UNUSED = 0;

        /**
         * Sets the alpha value used to draw the actor.
         */
        virtual void setAlpha(float alpha) = 0;

        virtual void setMap(Map *const map);

        const Map* getMap() const noexcept2 A_WARN_UNUSED
        { return mMap; }

        int mPixelX;
        int mPixelY;

    protected:
        Actor();

        Map *mMap;
        Vector mPos;                /**< Position in pixels relative to map. */
        int mYDiff;

    private:
        Actors::iterator mMapActor;
};

#endif  // BEING_ACTOR_H
