/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#ifndef PLAYER_HEADER
#define PLAYER_HEADER

#include "irrlichttypes_bloated.h"
#include "inventory.h"
#include "constants.h" // BS
#include <list>

#define PLAYERNAME_SIZE 20

#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"

struct PlayerControl
{
	PlayerControl()
	{
		up = false;
		down = false;
		left = false;
		right = false;
		jump = false;
		aux1 = false;
		sneak = false;
		LMB = false;
		RMB = false;
		pitch = 0;
		yaw = 0;
	}
	PlayerControl(
		bool a_up,
		bool a_down,
		bool a_left,
		bool a_right,
		bool a_jump,
		bool a_aux1,
		bool a_sneak,
		bool a_LMB,
		bool a_RMB,
		float a_pitch,
		float a_yaw
	)
	{
		up = a_up;
		down = a_down;
		left = a_left;
		right = a_right;
		jump = a_jump;
		aux1 = a_aux1;
		sneak = a_sneak;
		LMB = a_LMB;
		RMB = a_RMB;
		pitch = a_pitch;
		yaw = a_yaw;
	}
	bool up;
	bool down;
	bool left;
	bool right;
	bool jump;
	bool aux1;
	bool sneak;
	bool LMB;
	bool RMB;
	float pitch;
	float yaw;
};

class Map;
class IGameDef;
struct CollisionInfo;
class PlayerSAO;
struct HudElement;
class Environment;

class Player
{
public:

	Player(IGameDef *gamedef);
	virtual ~Player() = 0;

	virtual void move(f32 dtime, Environment *env, f32 pos_max_d)
	{}
	virtual void move(f32 dtime, Environment *env, f32 pos_max_d,
			std::list<CollisionInfo> *collision_info)
	{}

	v3f getSpeed()
	{
		return m_speed;
	}

	void setSpeed(v3f speed)
	{
		m_speed = speed;
	}
	
	void accelerateHorizontal(v3f target_speed, f32 max_increase);
	void accelerateVertical(v3f target_speed, f32 max_increase);

	v3f getPosition()
	{
		return m_position;
	}

	v3s16 getLightPosition() const;

	v3f getEyeOffset()
	{
		// This is at the height of the eyes of the current figure
		// return v3f(0, BS*1.5, 0);
		// This is more like in minecraft
		if(camera_barely_in_ceiling)
			return v3f(0,BS*1.5,0);
		else
			return v3f(0,BS*1.625,0);
	}

	v3f getEyePosition()
	{
		return m_position + getEyeOffset();
	}

	virtual void setPosition(const v3f &position)
	{
		m_position = position;
	}

	void setPitch(f32 pitch)
	{
		m_pitch = pitch;
	}

	virtual void setYaw(f32 yaw)
	{
		m_yaw = yaw;
	}

	f32 getPitch()
	{
		return m_pitch;
	}

	f32 getYaw()
	{
		return m_yaw;
	}

	u16 getBreath()
	{
		return m_breath;
	}

	virtual void setBreath(u16 breath)
	{
		m_breath = breath;
	}

	f32 getRadPitch()
	{
		return -1.0 * m_pitch * core::DEGTORAD;
	}

	f32 getRadYaw()
	{
		return (m_yaw + 90.) * core::DEGTORAD;
	}

	void updateName(const char *name)
	{
		snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
	}

	const char * getName() const
	{
		return m_name;
	}

	core::aabbox3d<f32> getCollisionbox() {
		return m_collisionbox;
	}

	u32 getFreeHudID() const {
		size_t size = hud.size();
		for (size_t i = 0; i != size; i++) {
			if (!hud[i])
				return i;
		}
		return size;
	}

	virtual bool isLocal() const
	{ return false; }
	virtual PlayerSAO *getPlayerSAO()
	{ return NULL; }
	virtual void setPlayerSAO(PlayerSAO *sao)
	{ assert(0); }

	/*
		serialize() writes a bunch of text that can contain
		any characters except a '\0', and such an ending that
		deSerialize stops reading exactly at the right point.
	*/
	void serialize(std::ostream &os);
	void deSerialize(std::istream &is, std::string playername);

	bool checkModified()
	{
		if(m_last_hp != hp || m_last_pitch != m_pitch ||
				m_last_pos != m_position || m_last_yaw != m_yaw ||
				!(inventory == m_last_inventory))
		{
			m_last_hp = hp;
			m_last_pitch = m_pitch;
			m_last_pos = m_position;
			m_last_yaw = m_yaw;
			m_last_inventory = inventory;
			return true;
		} else {
			return false;
		}
	}

	bool touching_ground;
	// This oscillates so that the player jumps a bit above the surface
	bool in_liquid;
	// This is more stable and defines the maximum speed of the player
	bool in_liquid_stable;
	// Gets the viscosity of water to calculate friction
	u8 liquid_viscosity;
	bool is_climbing;
	bool swimming_vertical;
	bool camera_barely_in_ceiling;
	
	u8 light;

	Inventory inventory;

	f32 movement_acceleration_default;
	f32 movement_acceleration_air;
	f32 movement_acceleration_fast;
	f32 movement_speed_walk;
	f32 movement_speed_crouch;
	f32 movement_speed_fast;
	f32 movement_speed_climb;
	f32 movement_speed_jump;
	f32 movement_liquid_fluidity;
	f32 movement_liquid_fluidity_smooth;
	f32 movement_liquid_sink;
	f32 movement_gravity;

	float physics_override_speed;
	float physics_override_jump;
	float physics_override_gravity;
	bool physics_override_sneak;
	bool physics_override_sneak_glitch;

	v2s32 local_animations[4];
	float local_animation_speed;

	u16 hp;

	float hurt_tilt_timer;
	float hurt_tilt_strength;

	u16 peer_id;

	std::string inventory_formspec;
	
	PlayerControl control;
	PlayerControl getPlayerControl()
	{
		return control;
	}
	
	u32 keyPressed;
	

	HudElement* getHud(u32 id);
	u32         addHud(HudElement* hud);
	HudElement* removeHud(u32 id);
	void        clearHud();
	u32         maxHudId() {
		return hud.size();
	}

	u32 hud_flags;
	s32 hud_hotbar_itemcount;
protected:
	IGameDef *m_gamedef;

	char m_name[PLAYERNAME_SIZE];
	u16 m_breath;
	f32 m_pitch;
	f32 m_yaw;
	v3f m_speed;
	v3f m_position;
	core::aabbox3d<f32> m_collisionbox;

	f32 m_last_pitch;
	f32 m_last_yaw;
	v3f m_last_pos;
	u16 m_last_hp;
	Inventory m_last_inventory;

	std::vector<HudElement *> hud;
};


/*
	Player on the server
*/
class RemotePlayer : public Player
{
public:
	RemotePlayer(IGameDef *gamedef): Player(gamedef), m_sao(0) {}
	virtual ~RemotePlayer() {}

	PlayerSAO *getPlayerSAO()
	{ return m_sao; }
	void setPlayerSAO(PlayerSAO *sao)
	{ m_sao = sao; }
	void setPosition(const v3f &position);
	
private:
	PlayerSAO *m_sao;
};

#endif