/*==LICENSE==*

CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011  Cyan Worlds, Inc.

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 <http://www.gnu.org/licenses/>.

You can contact Cyan Worlds, Inc. by email legal@cyan.com
 or by snail mail at:
      Cyan Worlds, Inc.
      14617 N Newport Hwy
      Mead, WA   99021

*==LICENSE==*/
#ifndef PL_AV_BRAIN_CRITTER_H
#define PL_AV_BRAIN_CRITTER_H

#include "plAvBrain.h"
#include "hsTemplates.h"
#include "../pnKeyedObject/plKey.h"

class plArmatureMod;
class plWalkingController;
class plAIMsg;

class plAvBrainCritter : public plArmatureBrain
{
public:
	enum CritterMode
	{
		kIdle = 0,
		kRun,
		kNumDefaultModes
		// anything >= kNumDefaultModes is user
	};

	enum Anims
	{
		kIdleAnim = 0,
		kRunAnim,
		kNumDefaultAnims
		// anything >= kNumDefaultAnims this is user
	};

	plAvBrainCritter();
	virtual ~plAvBrainCritter();

	CLASSNAME_REGISTER(plAvBrainCritter);
	GETINTERFACE_ANY(plAvBrainCritter, plArmatureBrain);

	hsBool Apply(double time, hsScalar elapsed);
	hsBool MsgReceive(plMessage* msg);

	virtual void Activate(plArmatureModBase* avMod);
	virtual void Deactivate();
	virtual void Suspend();
	virtual void Resume();

	void AddBehavior(const std::string& animationName, const std::string& behaviorName, bool loop = true, bool randomStartPos = true,
		float fadeInLen = 2.f, float fadeOutLen = 2.f);
	void StartBehavior(const std::string& behaviorName, bool fade = true);
	bool RunningBehavior(const std::string& behaviorName) const;
	
	void LocallyControlled(bool local) {fLocallyControlled = local;}
	bool LocallyControlled() const {return fLocallyControlled;}

	std::string BehaviorName(int behavior) const;
	std::string AnimationName(int behavior) const;
	int CurBehavior() const {return fCurMode;}
	int NextBehavior() const {return fNextMode;}

	std::string IdleBehaviorName() const;
	std::string RunBehaviorName() const;

	void GoToGoal(hsPoint3 newGoal, bool avoidingAvatars = false);
	hsPoint3 CurrentGoal() const {return fFinalGoalPos;}
	bool AvoidingAvatars() const {return fAvoidingAvatars;}
	bool AtGoal() const;

	void StopDistance(hsScalar stopDistance) {fStopDistance = stopDistance; fStopDistanceSquared = fStopDistance * fStopDistance;}
	hsScalar StopDistance() const {return fStopDistance;}

	void SightCone(hsScalar coneRad);
	hsScalar SightCone() const {return fSightConeAngle;}
	void SightDistance(hsScalar sightDis) {fSightDistance = sightDis; fSightDistanceSquared = fSightDistance * fSightDistance;}
	hsScalar SightDistance() const {return fSightDistance;}
	void HearingDistance(hsScalar hearDis);
	hsScalar HearingDistance() const {return fHearingDistance;}

	bool CanSeeAvatar(unsigned long id) const;
	bool CanHearAvatar(unsigned long id) const;

	std::vector<unsigned long> PlayersICanSee() const;
	std::vector<unsigned long> PlayersICanHear() const;

	hsVector3 VectorToPlayer(unsigned long id) const;

	void AddReceiver(const plKey key);
	void RemoveReceiver(const plKey key);

	virtual void DumpToDebugDisplay(int& x, int& y, int lineHeight, char* strBuf, plDebugText& debugTxt);

	plWalkingController* GetCallbackAction() {return fCallbackAction;}

	// For the console
	static bool fDrawDebug;

protected:
	virtual hsBool IInitBaseAnimations();

	int IPickBehavior(int behavior) const;
	int IPickBehavior(const std::string& behavior) const;

	void IFadeOutBehavior(); // fades out fCurMode
	void IStartBehavior(); // fades in and initializes fNextMode, then sets fCurMode
	void IProcessBehavior(double time, float elapsed); // processes fCurMode
	void IEvalGoal();
	hsScalar IGetTurnStrength(double time) const;

	std::vector<unsigned long> IGetAgePlayerIDList() const;

	bool ICanSeeAvatar(plArmatureMod* avatar) const;
	bool ICanHearAvatar(plArmatureMod* avatar) const;

	std::vector<plArmatureMod*> IAvatarsICanSee() const;
	std::vector<plArmatureMod*> IAvatarsICanHear() const;

	plWalkingController* fCallbackAction;
	int fCurMode; // current behavior we are running
	int fNextMode; // the next behavior to run (-1 if we aren't switching on next eval)
	bool fFadingNextBehavior; // is the next behavior supposed to blend?

	bool fLocallyControlled; // is our local AI script the one making all the choices?

	bool fAvoidingAvatars; // are we avoiding avatars to the best of our ability when pathfinding?
	hsPoint3 fFinalGoalPos; // the location we are pathfinding to
	hsPoint3 fImmediateGoalPos; // the location of the point we are immediately going towards (not necessarily our final goal)
	hsScalar fDotGoal; // dot product to our goal
	hsScalar fAngRight; // dot product of our local right-hand vector to our goal

	hsScalar fStopDistance; // how close we need to get to our goal before stopping
	hsScalar fStopDistanceSquared; // the above, squared, for faster calculation

	hsScalar fSightConeAngle; // in radians, the width of the cone we can see (/2 on each side of where we face, so 90deg cone is 45deg on each side)
	hsScalar fSightConeDotMin; // the minimum dot-product of the cone we can see (1 - straight ahead only, 0 - 90deg either side, -1 - 180 behind, or full 360)
	hsScalar fSightDistance; // how far away we can see (cone in front of us)
	hsScalar fSightDistanceSquared; // the above, squared, for faster calculation
	hsScalar fHearingDistance; // how far away we can hear (360 degrees)
	hsScalar fHearingDistanceSquared; // the above, squared, for faster calculation
	hsScalar fLoudHearingDistanceSquared; // how far away we can hear loud noises, squared, for faster calculation

	std::map<std::string, std::vector<int> > fUserBehaviors; // string is behavior name, internal vector is the list of behaviors that are randomly picked from

	std::vector<plKey> fReceivers; // list of people that want messages from us
};

#endif // PL_AV_BRAIN_CRITTER_H