//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code 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.

// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed 
// in the hope that it will be useful, but with permitted additional restrictions 
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT 
// distributed with this program. You should have received a copy of the 
// GNU General Public License along with permitted additional restrictions 
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection

/* $Header: /CounterStrike/DRIVE.H 1     3/03/97 10:24a 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 : DRIVE.H                                                      *
 *                                                                                             *
 *                   Programmer : Joe L. Bostic                                                *
 *                                                                                             *
 *                   Start Date : April 14, 1994                                               *
 *                                                                                             *
 *                  Last Update : April 14, 1994   [JLB]                                       *
 *                                                                                             *
 *---------------------------------------------------------------------------------------------*
 * Functions:                                                                                  *
 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */

#ifndef DRIVE_H
#define DRIVE_H

#include	"foot.h"

/****************************************************************************
**	Movable objects are handled by this class definition. Moveable objects
**	cover everything except buildings.
*/
class DriveClass : public FootClass
{
	public:
		/*
		**	If this unit performing harvesting action, then this flag is true. The flag
		**	is located here because the other bit flags here give it a free place to
		**	reside.
		*/
		unsigned IsHarvesting:1;

		/*
		** This flag controls whether the unit has been moebius'd into a
		** different location, and whether the MoebiusCountDown timer should be
		** used to take him back where he belongs.
		*/
		unsigned IsMoebius:1;

		/*
		** This controls how long a unit can exist in its alternate location
		** before being pulled back by the chronosphere into its normal location.
		*/
		CDTimerClass<FrameTimerClass> MoebiusCountDown;

		/*
		** This is the coord the unit will be taken back to once its moebius
		** effect wears off.
		*/
		CELL MoebiusCell;

		/*
		**	Some units must have their turret locked down to face their body direction.
		**	When this flag is set, this condition is in effect. This flag is a more
		**	accurate check than examining the TrackNumber since the turret may be
		**	rotating into position so that a pending track may start. During this process
		**	the track number does not indicate anything.
		*/
		unsigned IsTurretLockedDown:1;

		/*
		**	This vehicle could be processing a "short track". A short track is one that
		**	doesn't actually go anywhere. Kind of like turning in place.
		*/
		unsigned IsOnShortTrack:1;

		/*---------------------------------------------------------------------
		**	Constructors, Destructors, and overloaded operators.
		*/
		DriveClass(RTTIType rtti, int id, HousesType house);
		DriveClass(NoInitClass const & x) : FootClass(x), MoebiusCountDown(x) {};
		virtual ~DriveClass(void) {};

		/*---------------------------------------------------------------------
		**	Member function prototypes.
		*/
		bool Teleport_To(CELL cell);
		virtual void Response_Select(void);
		virtual void Response_Move(void);
		virtual void Response_Attack(void);
		virtual void Scatter(COORDINATE threat, bool forced=false, bool nokidding=false);
		virtual bool Limbo(void);
		void Do_Turn(DirType dir);
		virtual void Overrun_Square(CELL , bool =true) {};
		virtual void Assign_Destination(TARGET target);
		virtual void Per_Cell_Process(PCPType why);
		virtual bool Ok_To_Move(DirType ) const;
		virtual void AI(void);
		#ifdef CHEAT_KEYS
		virtual void Debug_Dump(MonoClass *mono) const;
		#endif
		void Force_Track(int track, COORDINATE coord);
		virtual bool Stop_Driver(void);

		void Mark_Track(COORDINATE headto, MarkType type);

		/**********************************************************************
		**	These enumerations are used as working constants that exist only
		**	in the DriveClass namespace.
		*/
		enum DriveClassEnum {
			BACKUP_INTO_REFINERY=64,		// Track to backup into refinery.
			OUT_OF_REFINERY,					// Track to leave refinery.
			OUT_OF_WEAPON_FACTORY			// Track to leave weapons factory.
		};

		/****************************************************************************
		**	Smooth turning tracks are controlled by this structure and these
		**	processing bits.
		*/
		typedef enum TrackControlType : unsigned char		{
			F_=0x00,		// No translation necessary?
			F_T=0x01,	// Transpose X and Y components?
			F_X=0x02,	// Reverse X component sign?
			F_Y=0x04,	// Reverse Y component sign?
			F_D=0x08		// Two cell consumption?
		} TrackControlType;

	private:

		typedef struct {
			char					Track;		// Which track to use.
			char					StartTrack;	// Track when starting from stand-still.
			DirType				Facing;		// Facing when track has been completed.
			DriveClass::TrackControlType	Flag;			// List processing flag bits.
		} TurnTrackType;

		typedef struct {
			COORDINATE		Offset;		// Offset to origin coordinate.
			DirType	Facing;		// Facing (primary track).
		} TrackType;

		typedef struct {
			TrackType const * Track;	// Pointer to track list.
			int	Jump;		// Index where track jumping is allowed.
			int	Entry;	// Entry point if jumping to this track.
			int	Cell;		// Per cell process should occur at this index.
		} RawTrackType;

		/*
		**	These speed values are used to accumulate movement and then
		**	convert them into pixel "steps" that are then translated through
		**	the currently running track so that the unit will move.
		*/
		int SpeedAccum;

		/*
		**	This the track control logic (used for ground vehicles only). The 'Track'
		**	variable holds the track being followed (0 == not following track). The
		**	'TrackIndex' variable holds the current index into the specified track
		**	(starts at 0).
		*/
		int TrackNumber;
		int TrackIndex;

		/*---------------------------------------------------------------------
		**	Member function prototypes.
		*/
		virtual void Fixup_Path(PathType *path);
		bool While_Moving(void);
		bool Start_Of_Move(void);
		void Lay_Track(void);
		COORDINATE Smooth_Turn(COORDINATE adj, DirType & dir);

		static TurnTrackType const TrackControl[67];
		static RawTrackType const RawTracks[13];
		static TrackType const Track13[];
		static TrackType const Track12[];
		static TrackType const Track11[];
		static TrackType const Track10[];
		static TrackType const Track9[];
		static TrackType const Track8[];
		static TrackType const Track7[];
		static TrackType const Track6[];
		static TrackType const Track5[];
		static TrackType const Track4[];
		static TrackType const Track3[];
		static TrackType const Track2[];
		static TrackType const Track1[24];
};

//PG inline DriveClass::TrackControlType operator |(DriveClass::TrackControlType, DriveClass::TrackControlType);
//PG inline DriveClass::TrackControlType operator &(DriveClass::TrackControlType, DriveClass::TrackControlType);
//PG inline DriveClass::TrackControlType operator ~(DriveClass::TrackControlType);


#endif