/*
	This file is part of Warzone 2100.
	Copyright (C) 1999-2004  Eidos Interactive
	Copyright (C) 2005-2019  Warzone 2100 Project

	Warzone 2100 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.

	Warzone 2100 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 Warzone 2100; if not, write to the Free Software
	Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/** @file
 *  structures required for research stats
 */

#ifndef __INCLUDED_SRC_RESEARCH_H__
#define __INCLUDED_SRC_RESEARCH_H__

#include "lib/framework/wzconfig.h"

#include "objectdef.h"

struct VIEWDATA;

#define NO_RESEARCH_ICON 0
//max 'research complete' console message length
#define MAX_RESEARCH_MSG_SIZE 200

//used for loading in the research stats into the appropriate list
enum
{
	REQ_LIST,
	RED_LIST,
	RES_LIST
};

enum
{
	RID_ROCKET,
	RID_CANNON,
	RID_HOVERCRAFT,
	RID_ECM,
	RID_PLASCRETE,
	RID_TRACKS,
	RID_DROIDTECH,
	RID_WEAPONTECH,
	RID_COMPUTERTECH,
	RID_POWERTECH,
	RID_SYSTEMTECH,
	RID_STRUCTURETECH,
	RID_CYBORGTECH,
	RID_DEFENCE,
	RID_QUESTIONMARK,
	RID_GRPACC,
	RID_GRPUPG,
	RID_GRPREP,
	RID_GRPROF,
	RID_GRPDAM,
	RID_MAXRID
};

/* The store for the research stats */
extern std::vector<RESEARCH> asResearch;

//List of pointers to arrays of PLAYER_RESEARCH[numResearch] for each player
extern std::vector<PLAYER_RESEARCH> asPlayerResList[MAX_PLAYERS];

//used for Callbacks to say which topic was last researched
extern RESEARCH				*psCBLastResearch;
extern STRUCTURE			*psCBLastResStructure;
extern SDWORD				CBResFacilityOwner;

/* Default level of sensor, repair and ECM */
extern UDWORD	aDefaultSensor[MAX_PLAYERS];
extern UDWORD	aDefaultECM[MAX_PLAYERS];
extern UDWORD	aDefaultRepair[MAX_PLAYERS];

bool loadResearch(WzConfig &ini);

/*function to check what can be researched for a particular player at any one
  instant. Returns the number to research*/
UWORD fillResearchList(UWORD *plist, UDWORD playerID, UWORD topic, UWORD limit);

/* process the results of a completed research topic */
void researchResult(UDWORD researchIndex, UBYTE player, bool bDisplay, STRUCTURE *psResearchFacility, bool bTrigger);

//this just inits all the research arrays
bool ResearchShutDown();
//this free the memory used for the research
void ResearchRelease();

/* For a given view data get the research this is related to */
RESEARCH *getResearch(const char *pName);

/* sets the status of the topic to cancelled and stores the current research
   points accquired */
void cancelResearch(STRUCTURE *psBuilding, QUEUE_MODE mode);

/* For a given view data get the research this is related to */
RESEARCH *getResearchForMsg(const VIEWDATA *pViewData);

/* Sets the 'possible' flag for a player's research so the topic will appear in
the research list next time the Research Facility is selected */
bool enableResearch(RESEARCH *psResearch, UDWORD player);

/*find the last research topic of importance that the losing player did and
'give' the results to the reward player*/
void researchReward(UBYTE losingPlayer, UBYTE rewardPlayer);

/*check to see if any research has been completed that enables self repair*/
bool selfRepairEnabled(UBYTE player);

SDWORD	mapRIDToIcon(UDWORD rid);
SDWORD	mapIconToRID(UDWORD iconID);

/*puts research facility on hold*/
void holdResearch(STRUCTURE *psBuilding, QUEUE_MODE mode);
/*release a research facility from hold*/
void releaseResearch(STRUCTURE *psBuilding, QUEUE_MODE mode);

/*checks the stat to see if its of type wall or defence*/
bool wallDefenceStruct(STRUCTURE_STATS *psStats);

void enableSelfRepair(UBYTE player);

void CancelAllResearch(UDWORD pl);

bool researchInitVars();

bool researchAvailable(int inc, int playerID, QUEUE_MODE mode);

struct AllyResearch
{
	unsigned player;
	int completion;
	int powerNeeded;
	int timeToResearch;
	bool active;
};
std::vector<AllyResearch> const &listAllyResearch(unsigned ref);

#endif // __INCLUDED_SRC_RESEARCH_H__
