/*
 * Copyright (C) 2002,2003,2004,2005 Daniel Heck
 *
 * 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, write to the Free Software Foundation, Inc.,
 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 */
#ifndef PLAYER_HH_INCLUDED
#define PLAYER_HH_INCLUDED

/**
 * @file
 *
 * Player management.  Deals mostly with inventory management,
 * switching between players, respawning, etc.  Players are numbered
 * from 0..N-1, where N is the number of players in the current game
 * (currently always 1 or 2).
 */

#include "items.hh"
#include "actors.hh"

namespace enigma {
class Inventory;

namespace player {

/*! Start a new game for two virtual players. */
void NewGame();

/*! This is called whenever a new level is reached in a running
  game.  The inventories of all players are cleaned up, i.e., all
  items except for extra lifes are removed. */
void PrepareLevel();

/*! Add a yinyang item to all players' inventories. */
void AddYinYang();

/*! Called after the loading a level but before starting the
  game.  It initializes the inventory. */
void LevelLoaded(bool isRestart);

/*! Called as soon as the current level is finished; it removes
  the actors of all players from the level. */
void LevelFinished(int stage);

/* This function is only used by the YinYang items to exchange the
   two players. */
void SwapPlayers();

void RedrawInventory();
void RedrawInventory(Inventory *inv);

// set/remove respawn positions for all black or all white actors
// (used when it-flagwhite/black is dropped)
void SetRespawnPositions(enigma::GridPos pos, Value color);
void RemoveRespawnPositions(Value color);

int CurrentPlayer();
void SetCurrentPlayer(unsigned iplayer);
unsigned NumberOfRealPlayers();

Inventory *MayPickup(Actor *a, Item *it, bool allowFlying = false);
Inventory *GetInventory(int iplayer);
Inventory *GetInventory(Actor *a);
bool WieldedItemIs(Actor *a, const std::string &kind);

void Suicide();

void AddActor(unsigned iplayer, Actor *a);
void AddUnassignedActor(Actor *a);  // actors not assigned to a player
bool HasActor(unsigned iplayer, Actor *a);
Actor *ReplaceActor(unsigned iplayer, Actor *old, Actor *a);
Actor *GetMainActor(unsigned iplayer);

bool AllActorsDead();

void InhibitPickup(bool yesno);
void PickupItem(Actor *a, enigma::GridPos p);
bool PickupAsItem(Actor *a, GridObject *obj, std::string kind);
void RotateInventory(int dir = 1);

void ActivateFirstItem();
ItemAction ActivateItem(Item *it);

void Tick(double dtime);
void MessagePlayerPositionsToClient();
void CheckDeadActors();
void PlayerShutdown();

}  // namespace player
}  // namespace enigma
#endif
