#ifndef PLAYER_OPTIONS_H
#define PLAYER_OPTIONS_H

class Course;
class Song;
class Steps;
class Trail;
struct lua_State;

#define ONE( arr ) { for( unsigned Z = 0; Z < ARRAYLEN(arr); ++Z ) arr[Z]=1.0f; }

#include "GameConstantsAndTypes.h"
#include "PlayerNumber.h"
/** @brief Per-player options that are not saved between sessions. */
class PlayerOptions
{
public:
	/**
	 * @brief Set up the PlayerOptions with some reasonable defaults.
	 *
	 * This code was taken from Init() to use proper initialization. */
	PlayerOptions(): m_bSetScrollSpeed(false),
		m_fTimeSpacing(0), m_SpeedfTimeSpacing(1.0f),
		m_fScrollSpeed(1.0f), m_SpeedfScrollSpeed(1.0f),
		m_fScrollBPM(200), m_SpeedfScrollBPM(1.0f),
		m_fDark(0), m_SpeedfDark(1.0f),
		m_fBlind(0), m_SpeedfBlind(1.0f),
		m_fCover(0), m_SpeedfCover(1.0f),
		m_fRandAttack(0), m_SpeedfRandAttack(1.0f),
		m_fNoAttack(0), m_SpeedfNoAttack(1.0f),
		m_fPlayerAutoPlay(0), m_SpeedfPlayerAutoPlay(1.0f),
		m_bSetTiltOrSkew(false),
		m_fPerspectiveTilt(0), m_SpeedfPerspectiveTilt(1.0f),
		m_fSkew(0), m_SpeedfSkew(1.0f),
		m_fPassmark(0), m_SpeedfPassmark(1.0f),
		m_fRandomSpeed(0), m_SpeedfRandomSpeed(1.0f),
		m_bMuteOnError(false), m_FailType(FAIL_IMMEDIATE)
	{
		m_sNoteSkin = "";
		ZERO( m_fAccels );	ONE( m_SpeedfAccels );
		ZERO( m_fEffects );	ONE( m_SpeedfEffects );
		ZERO( m_fAppearances );	ONE( m_SpeedfAppearances );
		ZERO( m_fScrolls );	ONE( m_SpeedfScrolls );
		ZERO( m_bTurns );	ZERO( m_bTransforms );
	};
	void Init();
	void Approach( const PlayerOptions& other, float fDeltaSeconds );
	RString GetString( bool bForceNoteSkin = false ) const;
	RString GetSavedPrefsString() const;	// only the basic options that players would want for every song
	enum ResetPrefsType
	{ 
		saved_prefs, 
		saved_prefs_invalid_for_course
	};
	void ResetPrefs( ResetPrefsType type );
	void ResetSavedPrefs() { ResetPrefs(saved_prefs); };
	void ResetSavedPrefsInvalidForCourse() { ResetPrefs(saved_prefs_invalid_for_course); }
	void GetMods( vector<RString> &AddTo, bool bForceNoteSkin = false ) const;
	void GetLocalizedMods( vector<RString> &AddTo ) const;
	void FromString( const RString &sMultipleMods );
	bool FromOneModString( const RString &sOneMod, RString &sErrorDetailOut );	// On error, return false and optionally set sErrorDetailOut
	void ChooseRandomModifiers();
	bool ContainsTransformOrTurn() const;

	// Lua
	void PushSelf( lua_State *L );

	bool operator==( const PlayerOptions &other ) const;
	bool operator!=( const PlayerOptions &other ) const { return !operator==(other); }

	/** @brief The various acceleration mods. */
	enum Accel {
		ACCEL_BOOST, /**< The arrows start slow, then zoom towards the targets. */
		ACCEL_BRAKE, /**< The arrows start fast, then slow down as they approach the targets. */
		ACCEL_WAVE,
		ACCEL_EXPAND,
		ACCEL_BOOMERANG, /**< The arrows start from above the targets, go down, then come back up. */
		NUM_ACCELS
	};
	enum Effect	{
		EFFECT_DRUNK,
		EFFECT_DIZZY,
		EFFECT_CONFUSION,
		EFFECT_MINI,
		EFFECT_TINY,
		EFFECT_FLIP,
		EFFECT_INVERT,
		EFFECT_TORNADO,
		EFFECT_TIPSY,
		EFFECT_BUMPY,
		EFFECT_BEAT,
		EFFECT_XMODE,
		EFFECT_TWIRL,
		EFFECT_ROLL,
		NUM_EFFECTS
	};
	/** @brief The various appearance mods. */
	enum Appearance {
		APPEARANCE_HIDDEN, /**< The arrows disappear partway up. */
		APPEARANCE_HIDDEN_OFFSET, /**< This determines when the arrows disappear. */
		APPEARANCE_SUDDEN, /**< The arrows appear partway up. */
		APPEARANCE_SUDDEN_OFFSET, /**< This determines when the arrows appear. */
		APPEARANCE_STEALTH, /**< The arrows are not shown at all. */
		APPEARANCE_BLINK, /**< The arrows blink constantly. */
		APPEARANCE_RANDOMVANISH, /**< The arrows disappear, and then reappear in a different column. */
		NUM_APPEARANCES
	};
	/** @brief The various turn mods. */
	enum Turn {
		TURN_NONE=0, /**< No turning of the arrows is performed. */
		TURN_MIRROR, /**< The arrows are mirrored from their normal position. */
		TURN_LEFT, /**< The arrows are turned 90 degrees to the left. */
		TURN_RIGHT, /**< The arrows are turned 90 degress to the right. */
		TURN_SHUFFLE, /**< Some of the arrow columns are changed throughout the whole song. */
		TURN_SOFT_SHUFFLE, /**< Only shuffle arrow columns on an axis of symmetry. */
		TURN_SUPER_SHUFFLE, /**< Every arrow is placed on a random column. */
		NUM_TURNS 
	};
	enum Transform {
		TRANSFORM_NOHOLDS,
		TRANSFORM_NOROLLS,
		TRANSFORM_NOMINES,
		TRANSFORM_LITTLE,
		TRANSFORM_WIDE,
		TRANSFORM_BIG,
		TRANSFORM_QUICK,
		TRANSFORM_BMRIZE,
		TRANSFORM_SKIPPY,
		TRANSFORM_MINES,
		TRANSFORM_ATTACKMINES,
		TRANSFORM_ECHO,
		TRANSFORM_STOMP,
		TRANSFORM_PLANTED,
		TRANSFORM_FLOORED,
		TRANSFORM_TWISTER,
		TRANSFORM_HOLDROLLS,
		TRANSFORM_NOJUMPS,
		TRANSFORM_NOHANDS,
		TRANSFORM_NOLIFTS,
		TRANSFORM_NOFAKES,
		TRANSFORM_NOQUADS,
		TRANSFORM_NOSTRETCH,
		NUM_TRANSFORMS
	};
	enum Scroll {
		SCROLL_REVERSE=0,
		SCROLL_SPLIT,
		SCROLL_ALTERNATE,
		SCROLL_CROSS,
		SCROLL_CENTERED,
		NUM_SCROLLS
	};

	float GetReversePercentForColumn( int iCol ) const; // accounts for all Directions

	/* All floats have a corresponding speed setting, which determines how fast
	 * PlayerOptions::Approach approaches. */
	bool	m_bSetScrollSpeed;				// true if the scroll speed was set by FromString
	float	m_fTimeSpacing,			m_SpeedfTimeSpacing;	// instead of Beat spacing (CMods, mMods)
	float	m_fMaxScrollBPM,		m_SpeedfMaxScrollBPM;
	float	m_fScrollSpeed,			m_SpeedfScrollSpeed;	// used if !m_bTimeSpacing (xMods)
	float	m_fScrollBPM,			m_SpeedfScrollBPM;		// used if m_bTimeSpacing (CMod)
	float	m_fAccels[NUM_ACCELS],		m_SpeedfAccels[NUM_ACCELS];
	float	m_fEffects[NUM_EFFECTS],	m_SpeedfEffects[NUM_EFFECTS];
	float	m_fAppearances[NUM_APPEARANCES],m_SpeedfAppearances[NUM_APPEARANCES];
	float	m_fScrolls[NUM_SCROLLS],	m_SpeedfScrolls[NUM_SCROLLS];
	float	m_fDark,			m_SpeedfDark;
	float	m_fBlind,			m_SpeedfBlind;
	float	m_fCover,			m_SpeedfCover;	// hide the background per-player--can't think of a good name
	float	m_fRandAttack,			m_SpeedfRandAttack;
	float	m_fNoAttack,			m_SpeedfNoAttack;
	float	m_fPlayerAutoPlay,		m_SpeedfPlayerAutoPlay;
	bool	m_bSetTiltOrSkew;				// true if the tilt or skew was set by FromString
	float	m_fPerspectiveTilt,		m_SpeedfPerspectiveTilt;		// -1 = near, 0 = overhead, +1 = space
	float	m_fSkew,			m_SpeedfSkew;		// 0 = vanish point is in center of player, 1 = vanish point is in center of screen

	/* If this is > 0, then the player must have life above this value at the end of
	 * the song to pass.  This is independent of SongOptions::m_FailType. */
	float		m_fPassmark,			m_SpeedfPassmark;

	float	m_fRandomSpeed,			m_SpeedfRandomSpeed;

	bool		m_bTurns[NUM_TURNS];
	bool		m_bTransforms[NUM_TRANSFORMS];
	bool		m_bMuteOnError;
	/** @brief How can the Player fail a song? */
	enum FailType {
		FAIL_IMMEDIATE=0,		/**< fail immediately when life touches 0 */
		FAIL_IMMEDIATE_CONTINUE,	/**< Same as above, but allow playing the rest of the song */
		FAIL_AT_END,			/**< fail if life is at 0 when the song ends */
		FAIL_OFF			/**< never fail */
	};
	/** @brief The method for which a player can fail a song. */
	FailType m_FailType;

	/**
	 * @brief The Noteskin to use.
	 *
	 * If an empty string, it means to not change from the default. */
	RString		m_sNoteSkin;

	void NextAccel();
	void NextEffect();
	void NextAppearance();
	void NextTurn();
	void NextTransform();
	void NextPerspective();
	void NextScroll();

	Accel GetFirstAccel();
	Effect GetFirstEffect();
	Appearance GetFirstAppearance();
	Scroll GetFirstScroll();

	void SetOneAccel( Accel a );
	void SetOneEffect( Effect e );
	void SetOneAppearance( Appearance a );
	void SetOneScroll( Scroll s );
	void ToggleOneTurn( Turn t );

	// return true if any mods being used will make the song(s) easier
	bool IsEasierForSongAndSteps( Song* pSong, Steps* pSteps, PlayerNumber pn ) const;
	bool IsEasierForCourseAndTrail( Course* pCourse, Trail* pTrail ) const;
};

#endif

/*
 * (c) 2001-2004 Chris Danford, Glenn Maynard
 * All rights reserved.
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the
 * "Software"), to deal in the Software without restriction, including
 * without limitation the rights to use, copy, modify, merge, publish,
 * distribute, and/or sell copies of the Software, and to permit persons to
 * whom the Software is furnished to do so, provided that the above
 * copyright notice(s) and this permission notice appear in all copies of
 * the Software and that both the above copyright notice(s) and this
 * permission notice appear in supporting documentation.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
 * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
 * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
 * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
 * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
 * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
 * PERFORMANCE OF THIS SOFTWARE.
 */
