/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* 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 3 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, see
*/
package com.shatteredpixel.shatteredpixeldungeon.actors;
import java.util.Arrays;
import java.util.HashSet;
import android.util.SparseArray;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.Statistics;
import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Blob;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.watabou.utils.Bundlable;
import com.watabou.utils.Bundle;
public abstract class Actor implements Bundlable {
public static final float TICK = 1f;
private float time;
private int id = 0;
protected abstract boolean act();
protected void spend( float time ) {
this.time += time;
}
protected void postpone( float time ) {
if (this.time < now + time) {
this.time = now + time;
}
}
protected float cooldown() {
return time - now;
}
protected void diactivate() {
time = Float.MAX_VALUE;
}
protected void onAdd() {}
protected void onRemove() {}
private static final String TIME = "time";
private static final String ID = "id";
@Override
public void storeInBundle( Bundle bundle ) {
bundle.put( TIME, time );
bundle.put( ID, id );
}
@Override
public void restoreFromBundle( Bundle bundle ) {
time = bundle.getFloat( TIME );
id = bundle.getInt( ID );
}
private static int nextID = 1;
public int id() {
if (id > 0) {
return id;
} else {
return (id = nextID++);
}
}
// **********************
// *** Static members ***
private static HashSet all = new HashSet();
private static Actor current;
private static SparseArray ids = new SparseArray();
private static float now = 0;
private static Char[] chars = new Char[Level.LENGTH];
public static void clear() {
now = 0;
Arrays.fill( chars, null );
all.clear();
ids.clear();
}
public static void fixTime() {
if (Dungeon.hero != null && all.contains( Dungeon.hero )) {
Statistics.duration += now;
}
float min = Float.MAX_VALUE;
for (Actor a : all) {
if (a.time < min) {
min = a.time;
}
}
for (Actor a : all) {
a.time -= min;
}
now = 0;
}
public static void init() {
addDelayed( Dungeon.hero, -Float.MIN_VALUE );
for (Mob mob : Dungeon.level.mobs) {
add( mob );
}
for (Blob blob : Dungeon.level.blobs.values()) {
add( blob );
}
current = null;
}
private static final String NEXTID = "nextid";
public static void storeNextID( Bundle bundle){
bundle.put( NEXTID, nextID );
}
public static void restoreNextID( Bundle bundle){
nextID = bundle.getInt( NEXTID );
}
public static void resetNextID(){
nextID = 1;
}
public static void occupyCell( Char ch ) {
chars[ch.pos] = ch;
}
public static void freeCell( int pos ) {
chars[pos] = null;
}
/*protected*/public void next() {
if (current == this) {
current = null;
}
}
public static void process() {
if (current != null) {
return;
}
boolean doNext;
do {
now = Float.MAX_VALUE;
current = null;
Arrays.fill( chars, null );
for (Actor actor : all) {
//Order of actions when time is equal:
//1. Hero
//2. Other Chars
//3. Other Actors (e.g. blobs)
if (actor.time < now || (actor instanceof Hero && actor.time == now)
|| (actor instanceof Char && actor.time == now && !(current instanceof Hero))) {
now = actor.time;
current = actor;
}
if (actor instanceof Char) {
Char ch = (Char)actor;
chars[ch.pos] = ch;
}
}
if (current != null) {
if (current instanceof Char && ((Char)current).sprite.isMoving) {
// If it's character's turn to act, but its sprite
// is moving, wait till the movement is over
current = null;
break;
}
doNext = current.act();
if (doNext && !Dungeon.hero.isAlive()) {
doNext = false;
current = null;
}
} else {
doNext = false;
}
} while (doNext);
}
public static void add( Actor actor ) {
add( actor, now );
}
public static void addDelayed( Actor actor, float delay ) {
add( actor, now + delay );
}
private static void add( Actor actor, float time ) {
if (all.contains( actor )) {
return;
}
ids.put( actor.id(), actor );
all.add( actor );
actor.time += time;
actor.onAdd();
if (actor instanceof Char) {
Char ch = (Char)actor;
chars[ch.pos] = ch;
for (Buff buff : ch.buffs()) {
all.add( buff );
buff.onAdd();
}
}
}
public static void remove( Actor actor ) {
if (actor != null) {
all.remove( actor );
actor.onRemove();
if (actor.id > 0) {
ids.remove( actor.id );
}
}
}
public static Char findChar( int pos ) {
return chars[pos];
}
public static Actor findById( int id ) {
return ids.get( id );
}
public static HashSet all() {
return all;
}
}