/*
* This file is part of the Pandaria 5.4.8 Project. See THANKS file for Copyright information
*
* 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 2 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/>.
*/

#ifndef SF_TRINITY_VEHICLE_H
#define SF_TRINITY_VEHICLE_H

#include "ObjectDefines.h"
#include "Object.h"
#include "VehicleDefines.h"
#include "Unit.h"
#include <list>

struct VehicleEntry;
class Unit;

typedef std::set<uint64> GuidSet;

class Vehicle : public TransportBase
{
    protected:
        friend bool Unit::CreateVehicleKit(uint32 id, uint32 creatureEntry, bool);
        Vehicle(Unit* unit, VehicleEntry const* vehInfo, uint32 creatureEntry);

        friend void Unit::RemoveVehicleKit(bool);

    public:
        ~Vehicle();

        void Install();
        void Uninstall();
        void Reset(bool evading = false);
        void InstallAllAccessories(bool evading);
        void ApplyAllImmunities();
        void InstallAccessory(uint32 entry, int8 seatId, bool minion, uint8 type, uint32 summonTime);   //! May be called from scripts

        Unit* GetBase() const { return _me; }
        VehicleEntry const* GetVehicleInfo() const { return _vehicleInfo; }
        uint32 GetCreatureEntry() const { return _creatureEntry; }

        bool HasEmptySeat(int8 seatId) const;
        Unit* GetPassenger(int8 seatId) const;
        int8 GetNextEmptySeat(int8 seatId, bool next) const;
        uint8 GetAvailableSeatCount() const;

        bool AddPassenger(Unit* passenger, int8 seatId = -1);
        Vehicle* RemovePassenger(Unit* passenger, Position* exitPosition = NULL);
        void RelocatePassengers();
        void RemoveAllPassengers();
        bool IsVehicleInUse() const;

        void SetLastShootPos(Position const& pos) { _lastShootPos.Relocate(pos); }
        Position const& GetLastShootPos() const { return _lastShootPos; }

        SeatMap Seats;                                      ///< The collection of all seats on the vehicle. Including vacant ones.

        VehicleSeatEntry const* GetSeatForPassenger(Unit const* passenger) const;

    protected:
        uint32 UsableSeatNum;                               ///< Number of seats that match VehicleSeatEntry::UsableByPlayer, used for proper display flags

    private:
        enum Status
        {
            STATUS_NONE,
            STATUS_INSTALLED,
            STATUS_UNINSTALLING,
        };

        SeatMap::iterator GetSeatIteratorForPassenger(Unit* passenger);
        void InitMovementInfoForBase();

        /// This method transforms supplied transport offsets into global coordinates
        void CalculatePassengerPosition(float& x, float& y, float& z, float* o /*= NULL*/) const
        {
            TransportBase::CalculatePassengerPosition(x, y, z, o,
                GetBase()->GetPositionX(), GetBase()->GetPositionY(),
                GetBase()->GetPositionZ(), GetBase()->GetOrientation());
        }

        /// This method transforms supplied global coordinates into local offsets
        void CalculatePassengerOffset(float& x, float& y, float& z, float* o /*= NULL*/) const
        {
            TransportBase::CalculatePassengerOffset(x, y, z, o,
                GetBase()->GetPositionX(), GetBase()->GetPositionY(),
                GetBase()->GetPositionZ(), GetBase()->GetOrientation());
        }

    private:
        Unit* _me;                                          ///< The underlying unit with the vehicle kit. Can be player or creature.
        VehicleEntry const* _vehicleInfo;                   ///< DBC data for vehicle
        GuidSet vehiclePlayers;

        uint32 _creatureEntry;                              ///< Can be different than the entry of _me in case of players
        Status _status;                                     ///< Internal variable for sanity checks
        Position _lastShootPos;
};

#endif
