/*==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/>.

Additional permissions under GNU GPL version 3 section 7

If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.

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 plRandomCommandMod_inc
#define plRandomCommandMod_inc

#include "pnModifier/plSingleModifier.h"
#include "hsTemplates.h"

class plRandomCommandMod : public plSingleModifier
{
public:
    enum {
        kNormal             = 0x0,  // randomly select the next
        kNoRepeats          = 0x1,  // random, but no cmd twice in a row
        kCoverall           = 0x2,  // random, but no cmd played twice till all cmds played
        kOneCycle           = 0x4,  // after playing through all cmds, stop
        kOneCmd             = 0x8,  // after playing a random cmd, stop until started again.
        kDelayFromEnd       = 0x10,
        kSequential         = 0x20
    };

    enum {
        kStopped            = 0x1
    };
protected:

    // These are only lightly synched, the only synched state is whether
    // they are currently active.
    UInt8                           fState;

    hsBitVector                     fExcluded;
    Int8                            fCurrent;
    UInt8                           fMode; // static, if it becomes dynamic, move to SynchedValue
    hsTArray<double>                fEndTimes;

    hsScalar                        fMinDelay;
    hsScalar                        fMaxDelay;
    
    void            IStart();
    virtual void    IStop();
    hsBool          IStopped() const;
    void            IRetry(hsScalar secs);
    virtual void    IPlayNextIfMaster();

    void            IReset();
    
    hsScalar        IGetDelay(hsScalar len) const;      
    
    int             IExcludeSelections(int ncmds);
    hsBool          ISelectNext(int nAnim); // return false if we should stop, else set fCurrent to next index

    // Once fCurrent is set to the next animation index to play, 
    // IPlayNext() does whatever it takes to actually play it.
    virtual void        IPlayNext() = 0;

    // We only act in response to messages.
    virtual hsBool IEval(double secs, hsScalar del, UInt32 dirty) { return false; }

public:
    plRandomCommandMod();
    ~plRandomCommandMod();

    CLASSNAME_REGISTER( plRandomCommandMod );
    GETINTERFACE_ANY( plRandomCommandMod, plSingleModifier );

    virtual hsBool  MsgReceive(plMessage* pMsg);
    
    virtual void Read(hsStream* s, hsResMgr* mgr);
    virtual void Write(hsStream* s, hsResMgr* mgr);

    // Export only
    void    SetMode(UInt8 m) { fMode = m; }
    UInt8   GetMode() const { return fMode; }

    void    SetState(UInt8 s) { fState = s; }
    UInt8   GetState() const { return fState; }

    void        SetMinDelay(hsScalar f) { fMinDelay = f; }
    hsScalar    GetMinDelay() const { return fMinDelay; }

    void        SetMaxDelay(hsScalar f) { fMaxDelay = f; }
    hsScalar    GetMaxDelay() const { return fMaxDelay; }
};


#endif // plRandomCommandMod_inc