/*
**	Command & Conquer Red Alert(tm)
**	Copyright 2025 Electronic Arts Inc.
**
**	This program 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.
**
**	This program 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/>.
*/

/* $Header: /CounterStrike/MAPEDIT.H 1     3/03/97 10:25a Joe_bostic $ */
/***********************************************************************************************
 ***              C O N F I D E N T I A L  ---  W E S T W O O D  S T U D I O S               ***
 ***********************************************************************************************
 *                                                                                             *
 *                 Project Name : Command & Conquer                                            *
 *                                                                                             *
 *                    File Name : MAPEDIT.H                                                    *
 *                                                                                             *
 *                   Programmer : Joe L. Bostic                                                *
 *                                                                                             *
 *                   Start Date : May 14, 1994                                                 *
 *                                                                                             *
 *                  Last Update : May 14, 1994   [JLB]                                         *
 *                                                                                             *
 *---------------------------------------------------------------------------------------------*
 *	This class is derived from the normal display map class. It exists 		                    *
 * only to allow editing and adding items to the map.								                    *
 *---------------------------------------------------------------------------------------------*
 * House-setting functions: The editor contains several house maintenance routines:				  *
 * Verify_House: tells if the given ObjectType can be owned by the given HousesType				  *
 * Cycle_House: Finds the next valid house for the given ObjectType; used when a new object	  *
 *              can't be owned by the current editor HousesType.										  *
 * Change_House: attempts to change the owner of the currently-selected object					  *
 * Toggle_House: cycles the HousesType of a pending placement object									  *
 * Set_House_Buttons: sets house buttons in accordance with the given HousesType					  *
 *---------------------------------------------------------------------------------------------*
 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */

#ifndef MAPEDIT_H
#define MAPEDIT_H

#include	"function.h"

/*
**	This is the maximum # of ObjectTypeClasses the editor has to deal with.
*/
enum MapEdit1Enum {
	MAX_EDIT_OBJECTS =				// max # of ObjectTypeClasses allowed
		(int)TEMPLATE_COUNT +
		(int)OVERLAY_COUNT +
		(int)SMUDGE_COUNT +
		(int)TERRAIN_COUNT +
		(int)UNIT_COUNT +
		(int)INFANTRY_COUNT +
		(int)VESSEL_COUNT +
		(int)STRUCT_COUNT,

	MAX_TEAM_CLASSES =				// max # ObjectTypeClasses for a team
		(int)UNIT_COUNT +
		(int)INFANTRY_COUNT +
		(int)AIRCRAFT_COUNT,

//	NUM_EDIT_MISSIONS = 6,			// # missions that can be assigned an object

	NUM_EDIT_CLASSES = 9,			// # different classes (templates, terrain, etc)

	MAX_MAIN_MENU_NUM = 8,
	MAX_MAIN_MENU_LEN = 20,

	MAX_AI_MENU_NUM = 6,
	MAX_AI_MENU_LEN = 20,

	POPUP_HOUSE_X=10,
	POPUP_HOUSE_Y=100,
	POPUP_HOUSE_W=60,
	POPUP_HOUSE_H=(190-100),

//	POPUP_GDI_W = 50,
//	POPUP_GDI_H = 9,
//	POPUP_GDI_X = 10,
//	POPUP_GDI_Y = 160,

//	POPUP_NOD_W = 50,
//	POPUP_NOD_H = 9,
//	POPUP_NOD_X = 10,
//	POPUP_NOD_Y = 169,

//	POPUP_NEUTRAL_W = 50,
//	POPUP_NEUTRAL_H = 9,
//	POPUP_NEUTRAL_X = 10,
//	POPUP_NEUTRAL_Y = 178,

//	POPUP_MULTI1_W = 25,
//	POPUP_MULTI1_H = 9,
//	POPUP_MULTI1_X = 10,
//	POPUP_MULTI1_Y = 160,

//	POPUP_MULTI2_W = 25,
//	POPUP_MULTI2_H = 9,
//	POPUP_MULTI2_X = 35,
//	POPUP_MULTI2_Y = 160,

//	POPUP_MULTI3_W = 25,
//	POPUP_MULTI3_H = 9,
//	POPUP_MULTI3_X = 10,
//	POPUP_MULTI3_Y = 169,

//	POPUP_MULTI4_W = 25,
//	POPUP_MULTI4_H = 9,
//	POPUP_MULTI4_X = 35,
//	POPUP_MULTI4_Y = 169,

	POPUP_MISSION_W = 80,
	POPUP_MISSION_H = 40,
	POPUP_MISSION_X = 70,
	POPUP_MISSION_Y = 150,

	POPUP_FACEBOX_W = 30,
	POPUP_FACEBOX_H = 30,
	POPUP_FACEBOX_X = 160,
	POPUP_FACEBOX_Y = 160,

	POPUP_HEALTH_W = 50,
	POPUP_HEALTH_H = 10,
	POPUP_HEALTH_X = 200,
	POPUP_HEALTH_Y = 170,

	POPUP_BASE_W = 50,
	POPUP_BASE_H = 8,
	POPUP_BASE_X = 300 - 50,
	POPUP_BASE_Y = 0
};

/*
**	These are the button ID's for the pop-up object-editing gizmos.
**	The house button ID's must be sequential, with a 1-to-1 correspondence to
**	the HousesType values.
*/
enum MapEditButtonIDEnum{
	POPUP_SPAIN=500,
	POPUP_FIRST=POPUP_SPAIN,
	POPUP_GREECE,
	POPUP_USSR,
	POPUP_ENGLAND,
	POPUP_ITALY,
	POPUP_GERMANY,
	POPUP_FRANCE,
	POPUP_TURKEY,
	POPUP_HOUSELIST,			// House selection list.
	POPUP_SELLABLE,			// Allowed to sell.
	POPUP_REBUILDABLE,		// Allowed to rebuild.
	POPUP_MISSIONLIST,		// list box for missions
	POPUP_HEALTHGAUGE,		// health of object
	POPUP_FACINGDIAL,			// object's facing
	POPUP_BASEPERCENT,		// Base's percent-built slider
	MAP_AREA,					// map as a click-able thingy
	BUTTON_FLAG=0x8000
};


class TeamTypeClass;

class MapEditClass : public MouseClass
{
	/*
	**	Public Interface
	*/
	public:

		/*
		**	mapedit.cpp
		*/
		MapEditClass(void);
		MapEditClass(NoInitClass const & x) : MouseClass(x) {};
		bool Get_Waypoint_Name(char wayptname[]);
		void Update_Waypoint(int waypt_index);

		virtual void One_Time(void);							// One-time init
		virtual void Init_IO(void);							// Inits button list
		virtual void AI(KeyNumType &input, int x, int y);
		virtual void Draw_It(bool forced = true);
		virtual bool Scroll_Map(DirType facing, int & distance, bool really=true);
		virtual void Read_INI(CCINIClass & ini);
		virtual void Write_INI(CCINIClass & ini);
		virtual void Detach(ObjectClass * object);
		void Detach(TARGET target, bool all=true) {MouseClass::Detach(target, all);}
		void Clear_List(void);
		bool Add_To_List(ObjectTypeClass const *object);
		void Main_Menu(void);
		void AI_Menu(void);
		bool Mouse_Moved(void);
		bool Verify_House(HousesType house, ObjectTypeClass const * objtype);
		HousesType Cycle_House(HousesType curhouse, ObjectTypeClass const * objtype);
//		int Trigger_Needs_Team(TriggerClass *trigger);
		void Fatal(int txt);

		/*
		**	mapeddlg.cpp
		*/
		int New_Scenario(void);
		int Load_Scenario(void);
		int Save_Scenario(void);
		int Pick_Scenario(char const * caption, int & scen_nump, ScenarioPlayerType & playerp, ScenarioDirType & dirp, ScenarioVarType & varp);
		int Size_Map(int x, int y, int w, int h);
		int Scenario_Dialog(void);
		void Handle_Triggers(void);
		int Select_Trigger(void);

		/*
		**	mapedplc.cpp
		*/
		int Placement_Dialog(void);
		void Start_Placement(void);
		int Place_Object(void);
		void Cancel_Placement(void);
		void Place_Next(void);
		void Place_Prev(void);
		void Place_Next_Category(void);
		void Place_Prev_Category(void);
		void Place_Home(void);
		void Toggle_House(void);
		void Set_House_Buttons(HousesType house, GadgetClass *btnlist, int base_id);
		void Start_Trigger_Placement(void);
		void Stop_Trigger_Placement(void);
		void Place_Trigger(void);
		void Start_Base_Building(void);
		void Cancel_Base_Building(void);
		void Build_Base_To(int percent);

		/*
		**	mapedsel.cpp
		*/
		int Select_Object(void);
		void Select_Next(void);
		void Popup_Controls(void);
		void Grab_Object(void);
		int Move_Grabbed_Object(void);
		bool Change_House(HousesType newhouse);

		/*
		**	mapedtm.cpp
		*/
		void Draw_Member(TechnoTypeClass const * ptr, int index, int quant, HousesType house);
		void Handle_Teams(char const * caption);
		int Select_Team(char const * caption);
		int Team_Members(HousesType house);

	/*
	**	Private Interface
	*/
	private:
		/*
		**	This is the last-requested variation of a loaded/saved/new scenario.
		*/
//		ScenarioVarType ScenVar;

		/*
		**	Array of all TypeClasses the user can add to the map; cleared by
		**	Clear_List(), added to by Add_To_List()
		*/
		ObjectTypeClass const * Objects[MAX_EDIT_OBJECTS];
		int ObjCount;							// # of objects in the Objects array

		/*
		**	Last-selected object to place, and last-selected house of object
		*/
		int LastChoice;						// index of item user picked last
		HousesType LastHouse;				// house of last item picked

		/*
		**	Variables for grabbing/moving objects
		*/
		ObjectClass * GrabbedObject;		// object "grabbed" with mouse
		CELL GrabOffset;						// offset to grabbed obj's upper-left
		unsigned long LastClickTime;		// time of last LMOUSE click

		/*
		**	Number of each type of object in Objects, so we can switch categories
		*/
		int NumType[NUM_EDIT_CLASSES];		// # of each type of class:
														// 0 = Template
														// 1 = Overlay
														// 2 = Smudge
														// 3 = Terrain
														// 4 = Unit
														// 5 = Infantry
														// 6 = Vessels
														// 7 = Building
														// 8 = Aircraft

		/*
		**	The offset of each type of object within the Objects[] array
		*/
		int TypeOffset[NUM_EDIT_CLASSES];	// offsets within Objects[]

		/*
		**	The "current" trigger for point-and-click trigger setting
		*/
		TriggerTypeClass * CurTrigger;				// current trigger

		/*
		**	The "current" team type for editing & associating with a trigger
		*/
		TeamTypeClass * CurTeam;				// current team

		/*
		**	Bitfields for flags & such
		*/
		unsigned Changed : 1;						// 1 = changes are unsaved
		unsigned LMouseDown : 1;					// 1 = left mouse is held down
		unsigned BaseBuilding : 1;				// 1 = we're in base-building mode

		/*
		**	Variables for pre-building a base
		*/
//		int BasePercent;						// Percentage the base will be built

		/*
		**	Variables for supporting the object-editing controls at screen bottom
		*/
		ListClass * HouseList;
		ListClass * MissionList;
		TriColorGaugeClass *HealthGauge;
		Dial8Class *FacingDial;
		ControlClass *MapArea;
		TextLabelClass *HealthText;
		TextButtonClass * Sellable;
		TextButtonClass * Rebuildable;
		static char HealthBuf[20];
		GaugeClass *BaseGauge;
		TextLabelClass *BaseLabel;
		static MissionType MapEditMissions[];
};

#endif