#ifndef __STRUCTURE_INTERNAL_H
#define __STRUCTURE_INTERNAL_H

// 
// If you wish to use the structure database functions, include 
// structure_extern.h, not structure.h! 
//

#include "types.h"
#include "himage.h"

// A few words about the overall structure scheme:
//
// Large structures are split into multiple sections,
// one for each tile.
// 
// Each section is treated as a separate object,
// except that it does NOT record information about
// hit points, but instead stores a pointer to the
// base object (section).
//
// Each section has a line of sight profile.	These
// profiles are split into 5 in each horizontal direction
// and 4 vertically, forming 100 "cubes".	In real
// world terms, each section represents a volume
// with a height of 8 feet (and width and length
// of what?)
//
// It is important to note that the vertical
// position of each section is measured in individual
// cubes (rather than, as it were, groups of 4 vertical
// cubes)

#define PROFILE_X_SIZE 5
#define PROFILE_Y_SIZE 5
#define PROFILE_Z_SIZE 4

// these values should be compared for less than rather than less
// than or equal to
#define STRUCTURE_ON_GROUND 0
#define STRUCTURE_ON_ROOF PROFILE_Z_SIZE
#define STRUCTURE_ON_GROUND_MAX PROFILE_Z_SIZE
#define STRUCTURE_ON_ROOF_MAX PROFILE_Z_SIZE * 2

typedef UINT8 PROFILE[PROFILE_X_SIZE][PROFILE_Y_SIZE];

extern UINT8 AtHeight[PROFILE_Z_SIZE];

// MAP_ELEMENT may get later:
// PROFILE *		CombinedLOSProfile;
// PROFILE *		CombinedProtectionProfile;
//
// LEVELNODE gets a pointer to a STRUCTURE or
// a union between its soldier pointer and a
// STRUCTURE pointer

// if (fFlags & STRUCTURE_BASE_TILE)
// then the structure is the "base" of the object
// and its hitpoint value is the one for the object
//
//																 vv	generic flags for all structures
//																vvv		type flags
//

// how to handle explodable structures

// NOT used in DB structures!
#define STRUCTURE_BASE_TILE			0x00000001
#define STRUCTURE_OPEN					0x00000002
#define STRUCTURE_OPENABLE			0x00000004
// synonyms for STRUCTURE_OPENABLE
#define STRUCTURE_CLOSEABLE			0x00000004
#define STRUCTURE_SEARCHABLE		0x00000004
#define STRUCTURE_HIDDEN				0x00000008

#define STRUCTURE_MOBILE				0x00000010
// STRUCTURE_PASSABLE is set for each structure instance where
// the tile flag TILE_PASSABLE is set
#define STRUCTURE_PASSABLE			0x00000020
#define STRUCTURE_EXPLOSIVE			0x00000040
#define STRUCTURE_TRANSPARENT		0x00000080

#define STRUCTURE_GENERIC				0x00000100
#define STRUCTURE_TREE					0x00000200
#define STRUCTURE_FENCE					0x00000400
#define STRUCTURE_WIREFENCE			0x00000800

#define STRUCTURE_HASITEMONTOP	0x00001000			// ATE: HASITEM: struct has item on top of it
#define STRUCTURE_SPECIAL				0x00002000
#define STRUCTURE_LIGHTSOURCE		0x00004000
#define STRUCTURE_VEHICLE				0x00008000

#define STRUCTURE_WALL					0x00010000
#define STRUCTURE_WALLNWINDOW		0x00020000
#define STRUCTURE_SLIDINGDOOR		0x00040000
#define STRUCTURE_DOOR					0x00080000

// a "multi" structure (as opposed to multitiled) is composed of multiple graphics & structures
#define STRUCTURE_MULTI					0x00100000
#define STRUCTURE_CAVEWALL			0x00200000
#define STRUCTURE_DDOOR_LEFT		0x00400000
#define STRUCTURE_DDOOR_RIGHT		0x00800000

#define STRUCTURE_NORMAL_ROOF		0x01000000
#define STRUCTURE_SLANTED_ROOF	0x02000000
#define STRUCTURE_TALL_ROOF			0x04000000
#define STRUCTURE_SWITCH				0x08000000

#define STRUCTURE_ON_LEFT_WALL	0x10000000
#define STRUCTURE_ON_RIGHT_WALL	0x20000000
#define STRUCTURE_CORPSE				0x40000000
#define STRUCTURE_PERSON				0x80000000

// COMBINATION FLAGS
#define STRUCTURE_ANYFENCE			0x00000C00
#define STRUCTURE_ANYDOOR				0x00CC0000
#define STRUCTURE_OBSTACLE			0x00008F00
#define STRUCTURE_WALLSTUFF			0x00CF0000
#define STRUCTURE_BLOCKSMOVES	0x00208F00
#define STRUCTURE_TYPE_DEFINED	0x8FEF8F00
#define STRUCTURE_ROOF			0x07000000

#define TILE_ON_ROOF						0x01
#define TILE_PASSABLE						0x02

typedef struct TAG_STRUCTURE_TILE
{
	INT16			sPosRelToBase;	// "single-axis"
	INT8			bXPosRelToBase;
	INT8			bYPosRelToBase;
	PROFILE		Shape;					// 25 bytes
	UINT8			fFlags;
	UINT8			ubVehicleHitLocation;
	BYTE			bUnused[1];
} DB_STRUCTURE_TILE; // 32 bytes

#define BASE_TILE 0

#define NO_PARTNER_STRUCTURE 0

typedef struct TAG_DB_STRUCTURE
{
	UINT8								ubArmour;
	UINT8								ubHitPoints;
	UINT8								ubDensity;
	UINT8								ubNumberOfTiles;
	UINT32							fFlags;
	UINT16							usStructureNumber;
	UINT8								ubWallOrientation;
	INT8								bDestructionPartner; // >0 = debris number (bDP - 1), <0 = partner graphic 
	INT8								bPartnerDelta; // opened/closed version, etc... 0 for unused
	INT8								bZTileOffsetX;
	INT8								bZTileOffsetY;
	BYTE								bUnused[1];
} DB_STRUCTURE; // 16 bytes

typedef struct TAG_DB_STRUCTURE_REF
{
	DB_STRUCTURE * 												pDBStructure;
	DB_STRUCTURE_TILE **									ppTile; // dynamic array
} DB_STRUCTURE_REF; 		// 8 bytes

//dnl ch46 031009
typedef struct TAG_STRUCTURE
{
	struct TAG_STRUCTURE* pPrev;
	struct TAG_STRUCTURE* pNext;
	DB_STRUCTURE_REF* pDBStructureRef;
	PROFILE* pShape;
	UINT32 fFlags;// need to have something to indicate base tile/not
	INT32 sGridNo;
	union
	{
		struct
		{
			UINT8 ubHitPoints;
			UINT8 ubLockStrength;
		};
		INT32 sBaseGridNo;
	};
	UINT16 usStructureID;
	INT16 sCubeOffset;// height of bottom of object in profile "cubes"
	UINT8 ubWallOrientation;
	UINT8 ubVehicleHitLocation;
	UINT8 ubStructureHeight;// if 0, then unset; otherwise stores height of structure when last calculated
	UINT8 ubUnused;
}STRUCTURE;// 36 bytes

typedef struct TAG_STRUCTURE_FILE_REF
{
	struct TAG_STRUCTURE_FILE_REF *		pPrev;
	struct TAG_STRUCTURE_FILE_REF *		pNext;
	AuxObjectData *										pAuxData;
	RelTileLoc *											pTileLocData;
	UINT8 *														pubStructureData;
	DB_STRUCTURE_REF *								pDBStructureRef; // dynamic array
	UINT16														usNumberOfStructures;
	UINT16														usNumberOfStructuresStored;
} STRUCTURE_FILE_REF; // 24 bytes

// IMPORTANT THING TO REMEMBER
//
// Although the number of structures and images about which information
// may be stored in a file, the two are stored very differently.
//
// The structure data stored amounts to a sparse array, with no data
// saved for any structures that are not defined.
//
// For image information, however, an array is stored with every entry
// filled regardless of whether there is non-zero data defined for
// that graphic!
typedef struct TAG_STRUCTURE_FILE_HEADER
{
	CHAR8		szId[4];
	union
	{
		//struct
		//{
			UINT16	usNumberOfStructures;
		//};
		//struct
		//{
			UINT16	usNumberOfImages;
		//};
	};
	UINT16	usNumberOfStructuresStored;
	UINT16	usStructureDataSize;
	UINT8		fFlags;
	UINT8		bUnused[3];
	UINT16	usNumberOfImageTileLocsStored;
} STRUCTURE_FILE_HEADER; // 16 bytes

// "J2SD" = Jagged 2 Structure Data
#define STRUCTURE_FILE_ID "J2SD"
#define STRUCTURE_FILE_ID_LEN 4

#define STRUCTURE_SCRIPT_FILE_EXTENSION "JSS"
#define STRUCTURE_FILE_EXTENSION "JSD"

#define STRUCTURE_FILE_CONTAINS_AUXIMAGEDATA		0x01
#define STRUCTURE_FILE_CONTAINS_STRUCTUREDATA		0x02

#endif
