////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2011, 2025, 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_OptionsTransient_hpp_INCLUDE__
#define __INCLUDE_OptionsTransient_hpp_INCLUDE__

#include <common/Vector.hpp>
#include <common/OptionsScorched.hpp>
#include <net/NetBuffer.hpp>

class TargetContainer;

class OptionsTransient
{
public:
	OptionsTransient( OptionsScorched& optionsGame );
	virtual ~OptionsTransient();

	unsigned int getLeastUsedTeam( TargetContainer& container );

	enum WallType
	{
		wallConcrete   = 0,
		wallBouncy     = 1,
		wallWrapAround = 2,
		wallNone       = 3
	};

	enum WallSide
	{
		LeftSide = 0,
		RightSide,
		TopSide,
		BotSide
	};

	void reset();
	void newGame();

	void startNewGame();

	// Walls
	WallType getWallType() { return (WallType)wallType_.getValue(); }

	Vector& getWallColor();

	// Rounds left
	// clang-format off
	// uncrustify off
	int  getCurrentRoundNo()            { return currentRoundNo_.getValue(); }
	void setCurrentRoundNo( int round ) { currentRoundNo_.setValue( round ); }

	int  getCurrentTurnNo()            { return currentTurnNo_.getValue(); }
	void setCurrentTurnNo( int round ) { currentTurnNo_.setValue( round ); }
	// uncrustify on
	// clang-format on

	// Arms Level
	int getArmsLevel();

	// Used to send this structure over coms
	bool writeToBuffer( NetBuffer& buffer );
	bool readFromBuffer( NetBufferReader& reader );

	std::list< OptionEntry* >& getOptions() { return options_; }

protected:
	bool newGame_;

	std::list< OptionEntry* > options_;
	OptionsScorched&          optionsGame_;
	OptionEntryInt            currentRoundNo_;
	OptionEntryInt            currentTurnNo_;
	OptionEntryInt            wallType_;

	void newGameWall();
};

#endif  // __INCLUDE_OptionsTransient_hpp_INCLUDE__
