#ifndef __CBATTLEINTERFACE_H__
#define __CBATTLEINTERFACE_H__

#include "../global.h"
#include <list>
#include "GUIBase.h"
#include "../lib/CCreatureSet.h"
#include "CAnimation.h"

/*
 * CBattleInterface.h, part of VCMI engine
 *
 * Authors: listed in file AUTHORS in main folder
 *
 * License: GNU General Public License v2.0 or later
 * Full text of license available in license.txt file, in main folder
 *
 */

class CCreatureSet;
class CGHeroInstance;
class CDefHandler;
class CStack;
class CCallback;
class AdventureMapButton;
class CHighlightableButton;
class CHighlightableButtonsGroup;
struct BattleResult;
struct BattleSpellCast;
struct CObstacleInstance;
template <typename T> struct CondSh;
struct SetStackEffect;;
struct BattleAction;
class CGTownInstance;
struct CatapultAttack;
class CBattleInterface;
struct CatapultProjectileInfo;

/// Small struct which contains information about the id of the attacked stack, the damage dealt,...
struct SStackAttackedInfo
{
	const CStack * defender; //attacked stack
	int dmg; //damage dealt
	int amountKilled; //how many creatures in stack has been killed
	const CStack * attacker; //attacking stack
	bool byShooting; //if true, stack has been attacked by shooting
	bool killed; //if true, stack has been killed
};

/// Small struct which contains information about the position and the velocity of a projectile
struct SProjectileInfo
{
	int x, y; //position on the screen
	int dx, dy; //change in position in one step
	int step, lastStep; //to know when finish showing this projectile
	int creID; //ID of creature that shot this projectile
	int stackID; //ID of stack
	int frameNum; //frame to display form projectile animation
	bool spin; //if true, frameNum will be increased
	int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit)
	bool reverse; //if true, projectile will be flipped by vertical asix
	CatapultProjectileInfo *catapultInfo; // holds info about the parabolic trajectory of the cannon
};


/// Base class of battle animations
class CBattleAnimation
{
protected:
	CBattleInterface * owner;
public:
	virtual bool init()=0; //to be called - if returned false, call again until returns true
	virtual void nextFrame()=0; //call every new frame
	virtual void endAnim(); //to be called mostly internally; in this class it removes animation from pendingAnims list

	bool isEarliest(bool perStackConcurrency); //determines if this animation is earlies of all

	unsigned int ID; //unique identifier

	CBattleAnimation(CBattleInterface * _owner);
};

class CDummyAnim : public CBattleAnimation
{
private:
	int counter;
	int howMany;
public:
	bool init();
	void nextFrame();
	void endAnim();

	CDummyAnim(CBattleInterface * _owner, int howManyFrames);
};

/// This class manages a spell effect animation
class CSpellEffectAnim : public CBattleAnimation
{
private:
	ui32 effect;
	THex destTile;
	std::string customAnim;
	int x, y, dx, dy;
	bool Vflip;
public:
	bool init();
	void nextFrame();
	void endAnim();

	CSpellEffectAnim(CBattleInterface * _owner, ui32 _effect, THex _destTile, int _dx = 0, int _dy = 0, bool _Vflip = false);
	CSpellEffectAnim(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx = 0, int _dy = 0, bool _Vflip = false);
};

/// Sub-class which is responsible for managing the battle stack animation.
class CBattleStackAnimation : public CBattleAnimation
{
public:
	const CStack * stack; //id of stack whose animation it is

	CBattleStackAnimation(CBattleInterface * _owner, const CStack * _stack);
	static bool isToReverseHlp(THex hexFrom, THex hexTo, bool curDir); //helper for isToReverse
	static bool isToReverse(THex hexFrom, THex hexTo, bool curDir /*if true, creature is in attacker's direction*/, bool toDoubleWide, bool toDir); //determines if creature should be reversed (it stands on hexFrom and should 'see' hexTo)
};

/// Class responsible for animation of stack chaning direction (left <-> right)
class CReverseAnim : public CBattleStackAnimation
{
private:
	int partOfAnim; //1 - first, 2 - second
	bool secondPartSetup;
	THex hex;
public:
	bool priority; //true - high, false - low
	bool init();
	void nextFrame();
	void endAnim();

	CReverseAnim(CBattleInterface * _owner, const CStack * stack, THex dest, bool _priority);
};

/// Animation of a defending unit
class CDefenceAnim : public CBattleStackAnimation
{
private:
	//std::vector<SStackAttackedInfo> attackedInfos;
	int dmg; //damage dealt
	int amountKilled; //how many creatures in stack has been killed
	const CStack * attacker; //attacking stack
	bool byShooting; //if true, stack has been attacked by shooting
	bool killed; //if true, stack has been killed
public:
	bool init();
	void nextFrame();
	void endAnim();

	CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner);
};

/// Move animation of a creature
class CBattleStackMoved : public CBattleStackAnimation
{
private:
	THex destHex; //destination
	bool endMoving; //if this is end of move
	int distance;
	float stepX, stepY; //how far stack is moved in one frame
	float posX, posY;
	int steps, whichStep;
	int curStackPos; //position of stack before move
public:
	bool init();
	void nextFrame();
	void endAnim();

	CBattleStackMoved(CBattleInterface * _owner, const CStack * _stack, THex _destHex, bool _endMoving, int _distance);
};

/// Move start animation of a creature
class CBattleMoveStart : public CBattleStackAnimation
{
public:
	bool init();
	void nextFrame();
	void endAnim();

	CBattleMoveStart(CBattleInterface * _owner, const CStack * _stack);
};

/// Move end animation of a creature
class CBattleMoveEnd : public CBattleStackAnimation
{
private:
	THex destinationTile;
public:
	bool init();
	void nextFrame();
	void endAnim();

	CBattleMoveEnd(CBattleInterface * _owner, const CStack * _stack, THex destTile);
};

/// This class is responsible for managing the battle attack animation
class CBattleAttack : public CBattleStackAnimation
{
protected:
	THex dest; //atacked hex
	bool shooting;
	CCreatureAnim::EAnimType group; //if shooting is true, print this animation group
	const CStack * attackedStack;
	const CStack * attackingStack;
	int attackingStackPosBeforeReturn; //for stacks with return_after_strike feature
public:
	void nextFrame();

	bool checkInitialConditions();


	CBattleAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * defender);
};

/// Hand-to-hand attack
class CMeleeAttack : public CBattleAttack
{
public:
	bool init();
	void nextFrame();
	void endAnim();

	CMeleeAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked);
};

/// Shooting attack
class CShootingAnim : public CBattleAttack
{
private:
	int catapultDamage;
	bool catapult;
public:
	bool init();
	void nextFrame();
	void endAnim();

	CShootingAnim(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked, bool _catapult = false, int _catapultDmg = 0); //last param only for catapult attacks
};

//end of battle animation handlers

/// Hero battle animation
class CBattleHero : public CIntObject
{
public:
	bool flip; //false if it's attacking hero, true otherwise
	CDefHandler * dh, *flag; //animation and flag
	const CGHeroInstance * myHero; //this animation's hero instance
	const CBattleInterface * myOwner; //battle interface to which this animation is assigned
	int phase; //stage of animation
	int nextPhase; //stage of animation to be set after current phase is fully displayed
	int image; //frame of animation
	unsigned char flagAnim, flagAnimCount; //for flag animation
	void show(SDL_Surface * to); //prints next frame of animation to to
	void activate();
	void deactivate();
	void setPhase(int newPhase); //sets phase of hero animation
	void clickLeft(tribool down, bool previousState); //call-in
	CBattleHero(const std::string & defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner); //c-tor
	~CBattleHero(); //d-tor
};

/// Class which stands for a single hex field on a battlefield
class CBattleHex : public CIntObject
{
private:
	bool setAlterText; //if true, this hex has set alternative text in console and will clean it
public:
	unsigned int myNumber; //number of hex in commonly used format
	bool accessible; //if true, this hex is accessible for units
	//CStack * ourStack;
	bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
	CBattleInterface * myInterface; //interface that owns me
	static Point getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * creature, const CBattleInterface * cbi); //returns (x, y) of left top corner of animation
	//for user interactions
	void hover (bool on);
	void activate();
	void deactivate();
	void mouseMoved (const SDL_MouseMotionEvent & sEvent);
	void clickLeft(tribool down, bool previousState);
	void clickRight(tribool down, bool previousState);
	CBattleHex();
};

/// Class which manages the locked hex fields that are blocked e.g. by obstacles
class CBattleObstacle
{
	std::vector<int> lockedHexes;
};

/// Class which shows the console at the bottom of the battle screen and manages the text of the console
class CBattleConsole : public CIntObject
{
private:
	std::vector< std::string > texts; //a place where texts are stored
	int lastShown; //last shown line of text
public:
	std::string alterTxt; //if it's not empty, this text is displayed
	std::string ingcAlter; //alternative text set by in-game console - very important!
	int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
	CBattleConsole(); //c-tor
	~CBattleConsole(); //d-tor
	void show(SDL_Surface * to = 0);
	bool addText(const std::string & text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
	void eraseText(unsigned int pos); //erases added text at position pos
	void changeTextAt(const std::string & text, unsigned int pos); //if we have more than pos texts, pos-th is changed to given one
	void scrollUp(unsigned int by = 1); //scrolls console up by 'by' positions
	void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions
};

/// Class which is responsible for showing the battle result window
class CBattleResultWindow : public CIntObject
{
private:
	SDL_Surface * background;
	AdventureMapButton * exit;
	CBattleInterface * owner;
public:
	CBattleResultWindow(const BattleResult & br, const SDL_Rect & pos, CBattleInterface * _owner); //c-tor
	~CBattleResultWindow(); //d-tor

	void bExitf(); //exit button callback

	void activate();
	void deactivate();
	void show(SDL_Surface * to = 0);
};

/// Class which manages the battle options window
class CBattleOptionsWindow : public CIntObject
{
private:
	CBattleInterface * myInt;
	SDL_Surface * background;
	AdventureMapButton * setToDefault, * exit;
	CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
	CHighlightableButtonsGroup * animSpeeds;
public:
	CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor
	~CBattleOptionsWindow(); //d-tor

	void bDefaultf(); //dafault button callback
	void bExitf(); //exit button callback

	void activate();
	void deactivate();
	void show(SDL_Surface * to = 0);
};

/// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
struct SBattleEffect
{
	int x, y; //position on the screen
	int frame, maxFrame;
	CDefHandler * anim; //animation to display
	int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
};

/// Shows the stack queue
class CStackQueue : public CIntObject
{
	class StackBox : public CIntObject
	{
	public:
		const CStack *my;
		SDL_Surface *bg;

		void hover (bool on);
		void showAll(SDL_Surface *to);
		void setStack(const CStack *nStack);
		StackBox(SDL_Surface *BG);
		~StackBox();
	};

public:
	static const int QUEUE_SIZE = 10;
	const bool embedded;
	std::vector<const CStack *> stacksSorted;
	std::vector<StackBox *> stackBoxes;

	SDL_Surface *box;
	SDL_Surface *bg;
	CBattleInterface * owner;

	void showAll(SDL_Surface *to);
	CStackQueue(bool Embedded, CBattleInterface * _owner);
	~CStackQueue();
	void update();
	void blitBg( SDL_Surface * to );
	//void showAll(SDL_Surface *to);
};

/// Small struct which is needed for drawing the parabolic trajectory of the catapult cannon
struct CatapultProjectileInfo
{
	const double facA, facB, facC;
	const int fromX, toX;

	CatapultProjectileInfo() : facA(0), facB(0), facC(0), fromX(0), toX(0) { };
	CatapultProjectileInfo(double factorA, double factorB, double factorC, int fromXX, int toXX) : facA(factorA), facB(factorB), facC(factorC),
		fromX(fromXX), toX(toXX) { };

	int calculateY(int x);
};

/// Big class which handles the overall battle interface actions and it is also responsible for
/// drawing everything correctly.
class CBattleInterface : public CIntObject
{
private:
	SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
	AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
		* bWait, * bDefence, * bConsoleUp, * bConsoleDown, *btactNext, *btactEnd;
	CBattleConsole * console;
	CBattleHero * attackingHero, * defendingHero; //fighting heroes
	CStackQueue *queue;
	const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
	const CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
	std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
	std::map< int, CDefHandler * > idToProjectile; //projectiles of creatures (creatureID, defhandler)
	std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
	std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
	unsigned char animCount;
	const CStack * activeStack; //number of active stack; NULL - no one
	const CStack * stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; NULL of none
	void activateStack(); //sets activeStack to stackToActivate etc.
	int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
	std::vector<THex> occupyableHexes, //hexes available for active stack
		attackableHexes; //hexes attackable by active stack
	int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
	int currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
	float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
	std::map<int, int> standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves'

	CPlayerInterface *tacticianInterface; //used during tactics mode, points to the interface of player with higher tactics (can be either attacker or defender in hot-seat), valid onloy for human players
	bool tacticsMode;
	bool spellDestSelectMode; //if true, player is choosing destination for his spell
	int spellSelMode; //0 - any location, 1 - any friendly creature, 2 - any hostile creature, 3 - any creature,
		//4 - obstacle, 5 - teleport -1 - no location
	BattleAction * spellToCast; //spell for which player is choosing destination
	void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)

	void showAliveStack(const CStack *stack, SDL_Surface * to); //helper function for function show
	void showAliveStacks(std::vector<const CStack *> *aliveStacks, int hex, std::vector<const CStack *> *flyingStacks, SDL_Surface *to); // loops through all stacks at a given hex position
	void showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks); //helper function for show
	void showObstacles(std::multimap<THex, int> *hexToObstacle, std::vector<CObstacleInstance> &obstacles, int hex, SDL_Surface *to); // show all obstacles at a given hex position
	void redrawBackgroundWithHexes(const CStack * activeStack);
	void printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker);

	std::list<SProjectileInfo> projectiles; //projectiles flying on battlefield
	void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield
	void giveCommand(ui8 action, THex tile, ui32 stack, si32 additional=-1);
	bool isTileAttackable(const THex & number) const; //returns true if tile 'number' is neighboring any tile from active stack's range or is one of these tiles
	bool blockedByObstacle(THex hex) const;
	bool isCatapultAttackable(THex hex) const; //returns true if given tile can be attacked by catapult

	std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects

	/// Class which is responsible for drawing the wall of a siege during battle
	class SiegeHelper
	{
	private:
		static std::string townTypeInfixes[F_NUMBER]; //for internal use only - to build filenames
		SDL_Surface * walls[18];
		const CBattleInterface * owner;
	public:
		const CGTownInstance * town; //besieged town
		
		SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor
		~SiegeHelper(); //d-tor

		//filename getters
		std::string getSiegeName(ui16 what, ui16 additInfo = 1) const; //what: 0 - background, 1 - background wall, 2 - keep, 3 - bottom tower, 4 - bottom wall, 5 - below gate, 6 - over gate, 7 - upper wall, 8 - uppert tower, 9 - gate, 10 - gate arch, 11 - bottom static wall, 12 - upper static wall, 13 - moat, 14 - mlip, 15 - keep creature cover, 16 - bottom turret creature cover, 17 - upper turret creature cover; additInfo: 1 - intact, 2 - damaged, 3 - destroyed

		void printPartOfWall(SDL_Surface * to, int what);//what: 1 - background wall, 2 - keep, 3 - bottom tower, 4 - bottom wall, 5 - below gate, 6 - over gate, 7 - upper wall, 8 - uppert tower, 9 - gate, 10 - gate arch, 11 - bottom static wall, 12 - upper static wall, 15 - keep creature cover, 16 - bottom turret creature cover, 17 - upper turret creature cover

		friend class CBattleInterface;
	} * siegeH;

	CPlayerInterface * attackerInt, * defenderInt; //because LOCPLINT is not enough in hotSeat
	const CGHeroInstance * getActiveHero(); //returns hero that can currently cast a spell
public:
	CPlayerInterface * curInt; //current player interface
	std::list<std::pair<CBattleAnimation *, bool> > pendingAnims; //currently displayed animations <anim, initialized>
	void addNewAnim(CBattleAnimation * anim); //adds new anim to pendingAnims
	unsigned int animIDhelper; //for giving IDs for animations
	static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims

	CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen); //c-tor
	~CBattleInterface(); //d-tor

	//std::vector<TimeInterested*> timeinterested; //animation handling
	void setPrintCellBorders(bool set); //if true, cell borders will be printed
	void setPrintStackRange(bool set); //if true,range of active stack will be printed
	void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
	void setAnimSpeed(int set); //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
	int getAnimSpeed() const; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest

	CBattleHex bfield[BFIELD_SIZE]; //11 lines, 17 hexes on each
	//std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
	SDL_Surface * cellBorder, * cellShade;
	CondSh<BattleAction *> *givenCommand; //data != NULL if we have i.e. moved current unit
	bool myTurn; //if true, interface is active (commands can be ordered
	CBattleResultWindow * resWindow; //window of end of battle

	bool moveStarted; //if true, the creature that is already moving is going to make its first step
	int moveSh;		  // sound handler used when moving a unit

	//button handle funcs:
	void bOptionsf();
	void bSurrenderf();
	void bFleef();
	void reallyFlee(); //performs fleeing without asking player
	void reallySurrender(); //performs surrendering without asking player
	void bAutofightf();
	void bSpellf();
	void bWaitf();
	void bDefencef();
	void bConsoleUpf();
	void bConsoleDownf();
	void bTacticNextStack();
	void bEndTacticPhase();
	//end of button handle funcs
	//napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
	void activate();
	void deactivate();
	void show(SDL_Surface * to);
	void keyPressed(const SDL_KeyboardEvent & key);
	void mouseMoved(const SDL_MouseMotionEvent &sEvent);
	void clickRight(tribool down, bool previousState);

	//call-ins
	void startAction(const BattleAction* action);
	void newStack(const CStack * stack); //new stack appeared on battlefield
	void stackRemoved(int stackID); //stack disappeared from batlefiled
	void stackActivated(const CStack * stack); //active stack has been changed
	void stackMoved(const CStack * stack, THex destHex, bool endMoving, int distance); //stack with id number moved to destHex
	void waitForAnims();
	void stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
	void stackAttacking(const CStack * attacker, THex dest, const CStack * attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
	void newRoundFirst( int round );
	void newRound(int number); //caled when round is ended; number is the number of round
	void hexLclicked(int whichOne); //hex only call-in
	void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
	void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
	const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
	void displayBattleFinished(); //displays battle result
	void spellCast(const BattleSpellCast * sc); //called when a hero casts a spell
	void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
	void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
	void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
	void endAction(const BattleAction* action);
	void hideQueue();
	void showQueue();
	friend class CBattleHex;
	friend class CBattleResultWindow;
	friend class CPlayerInterface;
	friend class AdventureMapButton;
	friend class CInGameConsole;
	friend class CReverseAnim;
	friend class CBattleAnimation;
	friend class CDefenceAnim;
	friend class CBattleStackMoved;
	friend class CBattleMoveStart;
	friend class CBattleMoveEnd;
	friend class CBattleAttack;
	friend class CMeleeAttack;
	friend class CShootingAnim;
	friend class CSpellEffectAnim;
	friend class CBattleHero;
};

#endif // __CBATTLEINTERFACE_H__
