////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2011, 2026
//
//    This file is part of Scorched3D.
//
//    Scorched3D 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 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D 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, write to the Free Software Foundation, Inc.,
//    51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
////////////////////////////////////////////////////////////////////////////////

#ifndef __INCLUDE_MovementMap_hpp_INCLUDE__
#define __INCLUDE_MovementMap_hpp_INCLUDE__

#include <landscapemap/HeightMap.hpp>
#include <list>
#include <queue>

class WeaponMoveTank;
class Tanket;
class Target;
class ScorchedContext;

class MovementMap
{
public:
	enum MovementMapEntryType
	{
		eNotInitialized = 0,
		eNotSeen        = 1,
		eNoMovement     = 2,
		eMovement       = 3
	};

	struct MovementMapEntry
	{
		MovementMapEntry() {}

		MovementMapEntry( MovementMapEntryType t, fixed d, unsigned int s, unsigned int e )
			: type( t )
			, dist( d )
			, srcEntry( s )
			, epoc( e )
		{}

		MovementMapEntryType type;
		fixed                dist;
		unsigned int         srcEntry;
		unsigned int         epoc;
	};

	struct QueuePosition
	{
		fixed        distance;
		unsigned int square;

		bool operator<( const QueuePosition& rhs ) const;
	};

	MovementMap( Tanket* tanket, ScorchedContext& context );
	virtual ~MovementMap();

	bool              calculatePosition( FixedVector& position, fixed fuel );
	void              calculateAllPositions( fixed fuel );
	MovementMapEntry& getEntry( int w, int h );

	// Create landscape textures that show where the tank can move to
	void        movementTexture();
	static void limitTexture( FixedVector& center, int limit );
	fixed       getFuel( WeaponMoveTank* weapon );

	// Functions returns true if a tank can move into the give position,
	// false otherwise.  Shields and obstacles my prevent a tank moving.
	static bool inShield( Target* target, Tanket* tanket, FixedVector& position );
	static bool movementProof( ScorchedContext& context, Target* target, Tanket* tanket );
	static bool allowedPosition( ScorchedContext& context, Tanket* tanket, FixedVector& position );

protected:
	MovementMapEntry*    entries_;
	int                  landscapeWidth_, landscapeHeight_;
	int                  arenaX_, arenaY_;
	int                  arenaWidth_, arenaHeight_;
	fixed                minHeight_;
	Tanket*              tanket_;
	ScorchedContext&     context_;
	std::list< Target* > checkTargets_;

	unsigned int POINT_TO_UINT( unsigned int x, unsigned int y );

	void addPoint(
		unsigned int               x,
		unsigned int               y,
		fixed                      height,
		fixed                      dist,
		std::list< unsigned int >& edgeList,
		unsigned int               sourcePt,
		unsigned int               epoc
	);
	void addPoint(
		unsigned int x,
		unsigned int y,
		fixed        height,
		fixed        dist,

		std::priority_queue< QueuePosition, std::vector< QueuePosition >, std::less< QueuePosition > >& priorityQueue,

		unsigned int sourcePt,
		FixedVector& position
	);

	fixed             getWaterHeight();
	bool              tankBurried();
	MovementMapEntry& getAndCheckEntry( int w, int h );
};

#endif  // __INCLUDE_MovementMap_hpp_INCLUDE__
