/*
 * Copyright (C) 2006-2019 Christopho, Solarus - http://www.solarus-games.org
 *
 * Solarus 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.
 *
 * Solarus 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/>.
 */
#ifndef SOLARUS_CARRIED_OBJECT_H
#define SOLARUS_CARRIED_OBJECT_H

#include "solarus/core/Common.h"
#include "solarus/entities/Entity.h"
#include "solarus/entities/EntityPtr.h"
#include "solarus/entities/HeroPtr.h"
#include "solarus/graphics/SpritePtr.h"
#include <string>

namespace Solarus {

/**
 * \brief An item carried or thrown by the hero.
 *
 * Represents an item (pot, bush...) carried by the hero. He can throw it.
 * While the hero is carrying it, the item is attached to the hero, not to the map.
 * As soon as he throws it, the item becomes attached to the map and the hero
 * may lift another item.
 */
class CarriedObject: public Entity {

  public:

    static constexpr EntityType ThisType = EntityType::CARRIED_OBJECT;

    /**
     * Indicates what to do with a carried object.
     */
    enum class Behavior {
      THROW,       /**< Make the hero throw the object. */
      REMOVE,      /**< Destroy the object silently. */
      KEEP         /**< Let the hero continue to carry the object. */
    };

    CarriedObject(
        Hero& hero,
        const Entity& original_entity,
        const std::string& animation_set_id,
        const std::string& destruction_sound_id,
        int damage_on_enemies,
        uint32_t explosion_date
    );

    EntityType get_type() const override;
    bool is_ground_observer() const override;

    EntityPtr get_carrier() const;
    int get_damage_on_enemies() const;
    void set_damage_on_enemies(int damage_on_enemies);
    int get_object_height() const;
    void set_object_height(int height);
    const std::string& get_destruction_sound() const;
    void set_destruction_sound(const std::string& destruction_sound);
    const std::string& get_throwing_sound() const;
    void set_throwing_sound(const std::string& sound_id);
    const std::string& get_falling_sound() const;
    void set_falling_sound(const std::string& sound_id);
    const std::string& get_sinking_sound() const;
    void set_sinking_sound(const std::string& sound_id);
    const std::string& get_exploding_sound_id() const;
    void set_exploding_sound_id(const std::string& sound_id);

    void set_animation_stopped();
    void set_animation_walking();
    void throw_item(int direction);
    bool is_being_lifted() const;
    bool is_being_thrown() const;
    void break_item();
    void break_item_on_ground();
    bool is_broken() const;
    bool can_explode() const;
    void update_relative_movement();

    void set_suspended(bool suspended) override;
    void update() override;

    bool is_teletransporter_obstacle(Teletransporter& teletransporter) override;
    bool is_stream_obstacle(Stream& stream) override;
    bool is_stairs_obstacle(Stairs& stairs) override;
    bool is_low_wall_obstacle() const override;
    bool is_deep_water_obstacle() const override;
    bool is_hole_obstacle() const override;
    bool is_lava_obstacle() const override;
    bool is_prickle_obstacle() const override;
    bool is_ladder_obstacle() const override;
    bool is_switch_obstacle(Switch& sw) override;
    bool is_raised_block_obstacle(CrystalBlock& raised_block) override;
    bool is_crystal_obstacle(Crystal& crystal) override;
    bool is_sensor_obstacle(Sensor& sensor) override;
    bool is_npc_obstacle(Npc& npc) override;
    bool is_jumper_obstacle(Jumper& jumper, const Rectangle& candidate_position) override;
    bool is_enemy_obstacle(Enemy& enemy) override;
    void notify_obstacle_reached() override;
    void notify_collision_with_switch(Switch& sw, CollisionMode collision_mode) override;
    void notify_collision_with_crystal(Crystal& crystal, CollisionMode collision_mode) override;
    void notify_collision_with_stairs(Stairs& stairs, CollisionMode collision_mode) override;
    void notify_collision_with_enemy(
        Enemy& enemy,
        Sprite& this_sprite,
        Sprite& enemy_sprite
    ) override;
    void notify_attacked_enemy(
        EnemyAttack attack,
        Enemy& victim,
        Sprite* victim_sprite,
        const EnemyReaction::Reaction& result,
        bool killed
    ) override;

  private:
  
    bool will_explode_soon() const;

    // game data
    HeroPtr hero;                       /**< the hero, who is carrying or throwing this item */

    // state
    bool is_lifting;                    /**< indicates that the hero is lifting this item */
    bool is_throwing;                   /**< indicates that the item is being thrown */
    bool is_breaking;                   /**< indicates that the item is breaking */
    bool break_one_layer_above;         /**< indicates that the item has to get broken
                                         * now one layer above its current position */
    std::string destruction_sound_id;   /**< the sound played when the item breaks */
    std::string throwing_sound_id;      /**< the sound played when the item is thrown by the hero */
    std::string falling_sound_id;       /**< the sound played when the item is falling into a hole */
    std::string sinking_sound_id;       /**< the sound played when the item is sinking into deep water or lava */
    std::string exploding_sound_id;     /**< the sound played when the item is exploding */
    int damage_on_enemies;              /**< damage for an enemy that receives the item */

    // throwing the item
    SpritePtr main_sprite;              /**< main sprite of the destructible object */
    SpritePtr shadow_sprite;            /**< sprite of the shadow when the item is being thrown */
    int throwing_direction;             /**< direction where the item is thrown (0 to 3) */
    uint32_t next_down_date;            /**< when the item is thrown, date when it move one pixel downwards next time */
    int item_height;                    /**< current height where the item is drawn above its shadow */
    int y_increment;                    /**< next y change for item_height */

    // explosion of the item
    uint32_t explosion_date;            /**< date when the item explodes (0 if there is no explosion) */

    static const std::string
      lifting_trajectories[4];          /**< trajectory of the lifting movement for each direction */

};

template <>
struct SOLARUS_API EnumInfoTraits<CarriedObject::Behavior> {
  static const std::string pretty_name;
  static const EnumInfo<CarriedObject::Behavior>::names_type names;
};

}

#endif

