/****************************************************************************
**
** Copyright (C) 1992-2008 Trolltech ASA. All rights reserved.
**
** This file is part of Qt Jambi.
**
** ** This file may be used under the terms of the GNU General Public
** License version 2.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.  Please review the following information to ensure GNU
** General Public Licensing requirements will be met:
** http://www.trolltech.com/products/qt/opensource.html
**
** If you are unsure which license is appropriate for your use, please
** review the following information:
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** sales department at sales@trolltech.com.

**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
****************************************************************************/

#ifndef GAMEOBJECT_H
#define GAMEOBJECT_H

#include "gamenamespace.h"
#include "point3d.h"
#include "gameanimation.h"
#include "abstractgameobject.h"

#include <QtCore/QHash>
#include <QtCore/QTime>

class GameScene ;

class GameObject: public QObject, public AbstractGameObject
{
    Q_OBJECT
public:
    enum { 
        Type = UserType + 1 
    };

    GameObject(GameScene *scene, const QString &name = QString());
    ~GameObject();

    int type() const 
    {
        return Type;
    }

    void setPosition(const Point3D &position);
    inline void setSizeInDepth(qreal size_in_depth) { m_size_in_depth = size_in_depth; }
    inline void setFlags(Game::ObjectFlags flags) { m_flags = flags; }
    inline void setScene(GameScene *scene) { m_scene = scene; }
    inline void setShape(const QPainterPath &path) { m_shape = path; }
    inline void setMovementFactor(qreal movement_factor) { m_movement_factor = movement_factor; }
    inline void setDescription(const QString &description) { m_description = description; }
    
    inline void setAnimation(GameAnimation *animation) 
    { 
        if (animation != 0 && animation->parent() == 0) { 
            animation->setParent(this);
            m_animations[animation->type()] = animation; 
        } else {
            qWarning("Attempted to add invalid animation to object '%s'", qPrintable(m_name));
        }
    }
    inline void setCurrentAnimation(Game::AnimationType type, bool looping = false) 
    {
        m_current_animation = type;
        GameAnimation *a = animation(type);
        if (a != 0) {
            a->setLooping(looping);
            a->setCurrentFrame(0);
        }
    }
    void addName(const QString &other_name);
    
    inline void setFlipped(bool on) 
    {
        if (on && !(m_flags & Game::Flipped)) {            
            m_flags |= Game::Flipped;
            scale(-1.0, 1.0);
        } else if (!on && (m_flags & Game::Flipped)) {            
            m_flags &= ~Game::Flipped;
            scale(-1.0, 1.0);
        }
    }

    

    inline Point3D &rposition() { return m_position; }

    inline QString description() const { return m_description; }        
    inline qreal sizeInDepth() const { return m_size_in_depth; }
    inline GameAnimation *animation(Game::AnimationType type) const { return m_animations.value(type, 0); }    
    inline GameScene *gameScene() const { return m_scene; }    
    inline qreal movementFactor() const { return m_movement_factor; }    
    inline Game::AnimationType currentAnimation() const { return m_current_animation; }    
    bool inProximityOfEgo() const;
    
    virtual QPainterPath shape() const;

    bool canMove(const Point3D &pos);
   
    void showDescription() const;

    virtual QRectF boundingRect() const;
    virtual void perform(Game::ActionType action, AbstractGameObject **args, int num_args);
    virtual void paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget);
    virtual Game::WalkingDirection direction() const;
    virtual QString name() const;
    virtual QStringList otherNames() const;
    virtual Point3D position() const;
    virtual void walk(Game::WalkingDirection direction);
    virtual Game::ObjectFlags objectFlags() const;

protected:
    virtual void timerEvent(QTimerEvent *);
      
signals:
    void usedWith(AbstractGameObject *other);
    void used();

private:
    QString m_name;
    QString m_description;
    Point3D m_position;
    Game::WalkingDirection m_direction;
    qreal m_size_in_depth;
    GameScene *m_scene;
    Game::AnimationType m_current_animation;
    qreal m_movement_factor;
    qreal m_old_factor;
    QHash<Game::AnimationType, GameAnimation *> m_animations;
    QStringList m_other_names;
    Game::ObjectFlags m_flags;
    QTime m_time;
    QPainterPath m_shape;
};

#endif
