/** @brief PlayerState - Holds per-player game state. */

#ifndef PlayerState_H
#define PlayerState_H

#include "SongPosition.h"
#include "Attack.h"
#include "ModsGroup.h"
#include "PlayerNumber.h"
#include "PlayerOptions.h"
#include "RageTimer.h"
#include "SampleHistory.h"
struct lua_State;

struct CacheDisplayedBeat {
	float beat;
	float displayedBeat;
	float velocity;
};

struct CacheNoteStat {
	float beat;
	int notesLower;
	int notesUpper;
};

/** @brief The player's indivdual state. */
class PlayerState
{
public:
	/** @brief Set up the PlayerState with initial values. */
	PlayerState();
	/** @brief Reset the PlayerState with the initial values. */
	void Reset();
	/** 
	 * @brief Update the PlayerState based on the present time.
	 * @param fDelta the current time. */
	void Update( float fDelta );

	/**
	 * @brief The PlayerNumber assigned to this Player: usually 1 or 2.
	 *
	 * TODO: Remove use of PlayerNumber.  All data about the player should live 
	 * in PlayerState and callers should not use PlayerNumber to index into 
	 * GameState. */
	PlayerNumber	m_PlayerNumber;
	/**
	 * @brief The MultiPlayer number assigned to this Player, typically 1-32.
	 *
	 * This is only used if GAMESTATE->m_bMultiplayer is true.
	 */
	MultiPlayer		m_mp;

	// Music statistics:
	SongPosition m_Position;
	
	const SongPosition &GetDisplayedPosition() const;
	const TimingData   &GetDisplayedTiming()   const;
	
	/**
	 * @brief Holds a vector sorted by real beat, the beat that would be displayed
	 *        in the NoteField (because they are affected by scroll segments), and
	 *        also the velocity.
	 *        This vector will be populated on Player::Load() be used a lot in
	 *        ArrowEffects to determine the target beat in O(log N).
	 */
	vector<CacheDisplayedBeat> m_CacheDisplayedBeat;

	/**
	 * @brief Holds a vector sorted by beat, the cumulative number of notes from
	 *        the start of the song. This will be used by [insert more description here]
	 */
	vector<CacheNoteStat> m_CacheNoteStat;

	/**
	 * @brief Change the PlayerOptions to their default.
	 * @param l the level of mods to reset.
	 */
	void ResetToDefaultPlayerOptions( ModsLevel l );
	/** @brief The PlayerOptions presently in use by the Player. */
	ModsGroup<PlayerOptions>	m_PlayerOptions;

	/**
	 * @brief Used to push note-changing modifiers back so that notes don't pop.
	 *
	 * This is used during gameplay and set by NoteField. */
	mutable float	m_fLastDrawnBeat;
	/** @brief The Player's HealthState in general terms. */
	HealthState		m_HealthState;

	/**
	 * @brief Set to the MusicSeconds of when the a strum button was pressed. 
	 *
	 * If -1, the strum window has passed. */
	float		m_fLastStrumMusicSeconds;
	/**
	 * @brief Set to the MusicSeconds of the last note successfully strummed or hammered in a hopochain.
	 *
	 * If -1, then there is no current hopo chain. */
	float		m_fLastHopoNoteMusicSeconds;
	/**
	 * @brief Set to the column in the current hopo chain.
	 *
	 * If -1, then there is no current hopo chain. */
	int			m_iLastHopoNoteCol;

	/** @brief Reset the hopo state to its default. */
	void ClearHopoState()
	{
		m_fLastHopoNoteMusicSeconds = -1;
		m_iLastHopoNoteCol = -1;
	}
	/** @brief The type of person/machine controlling the Player. */
	PlayerController	m_PlayerController;

	SampleHistory m_EffectHistory;

	// Used in Battle and Rave
	void LaunchAttack( const Attack& a );
	void RemoveActiveAttacks( AttackLevel al=NUM_ATTACK_LEVELS /*all*/ );
	void EndActiveAttacks();
	void RebuildPlayerOptionsFromActiveAttacks();
	int GetSumOfActiveAttackLevels() const;
	int		m_iCpuSkill;	// only used when m_PlayerController is PC_CPU
	// Attacks take a while to transition out of use.  Account for this in PlayerAI
	// by still penalizing it for 1 second after the player options are rebuilt.
	int		m_iLastPositiveSumOfAttackLevels;
	float	m_fSecondsUntilAttacksPhasedOut; // positive means PlayerAI is still affected
	bool	m_bAttackBeganThisUpdate;	// flag for other objects to watch (play sounds)
	bool	m_bAttackEndedThisUpdate;	// flag for other objects to watch (play sounds)

	AttackArray		m_ActiveAttacks;
	vector<Attack>	m_ModsToApply;

	// Haste
	int		m_iTapsHitSinceLastHasteUpdate;
	int		m_iTapsMissedSinceLastHasteUpdate;

	// Used in Rave
	float	m_fSuperMeter;	// between 0 and NUM_ATTACK_LEVELS
	float	m_fSuperMeterGrowthScale;
	// Used in Battle
	void RemoveAllInventory();
	Attack	m_Inventory[NUM_INVENTORY_SLOTS];

	// Lua
	void PushSelf( lua_State *L );
};

#endif

/**
 * @file
 * @author Chris Danford, Chris Gomez (c) 2001-2004
 * @section LICENSE
 * 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.
 */
