/*
	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
*/

#ifndef __INCLUDED_SRC_SCORES_H__
#define __INCLUDED_SRC_SCORES_H__

class WIDGET;

enum DATA_INDEX
{
	WD_UNITS_BUILT,
	WD_UNITS_KILLED,
	WD_UNITS_LOST,
	WD_STR_BUILT,
	WD_STR_KILLED,
	WD_STR_LOST,
	WD_ARTEFACTS_FOUND,
	WD_MISSION_STARTED,
	WD_SHOTS_ON_TARGET,
	WD_SHOTS_OFF_TARGET,
	WD_BARBARIANS_MOWED_DOWN
};

// --------------------------------------------------------------------
/* The mission results data */
struct MISSION_DATA
{
	uint32_t    unitsBuilt;		// How many units were built
	uint32_t    unitsKilled;	// How many enemy units you blew up
	uint32_t    unitsLost;		// How many units were lost
	uint32_t    strBuilt;		// How many structures we built
	uint32_t    strKilled;		// How many enemy structures you blew up
	uint32_t    strLost;		// How many structures were lost
	uint32_t    artefactsFound;	// How many artefacts were found
	uint32_t    missionStarted;	// When was the mission started
	uint32_t    shotsOnTarget;	// How many hits
	uint32_t    shotsOffTarget;	// How many misses
	uint32_t    babasMowedDown; // How many barbarians did we mow down?
};
extern MISSION_DATA	missionData;
// Could use widgets, but hey.....
struct STAT_BAR
{
	UDWORD	topX, topY;		// Obvious
	UDWORD	width, height;	// Height down screen and width _unfilled_
	UDWORD	percent;		// What percentage full is it?
	UDWORD	stringID;		// String resource name to stick next to it.
	UDWORD	queTime;		// How many game ticks before it's active?
	bool	bQueued;		// Already fired off?
	bool	bActive;		// Is this one active?
	UDWORD	number;			// %d string for the associated text string.
};

enum
{
	STAT_UNIT_LOST,
	STAT_UNIT_KILLED,
	STAT_STR_LOST,
	STAT_STR_BLOWN_UP,
	STAT_UNITS_BUILT,
	STAT_UNITS_NOW,
	STAT_STR_BUILT,
	STAT_STR_NOW,
	STAT_ROOKIE,
	STAT_GREEN,
	STAT_TRAINED,
	STAT_REGULAR,
	STAT_VETERAN,
	STAT_CRACK,
	STAT_ELITE,
	STAT_SPECIAL,
	STAT_ACE
};

#include "lib/ivis_opengl/textdraw.h"
struct ScoreDataToScreenCache {
	WzText wzLabelText_UnitLosses;
	WzText wzLabelText_StructureLosses;
	WzText wzLabelText_ForceInformation;

	std::vector<WzText> wzInfoBarText;

	WzText wzInfoText_ArtifactsFound;
	WzText wzInfoText_MissionTime;
	WzText wzInfoText_TotalGameTime;
	WzText wzInfoText_Cheated;
};

bool scoreInitSystem();
void scoreUpdateVar(DATA_INDEX var);
void scoreDataToConsole();
void scoreDataToScreen(WIDGET *psWidget, ScoreDataToScreenCache& cache);
void getAsciiTime(char *psText, unsigned time);
bool readScoreData(const char *fileName);
bool writeScoreData(const char *fileName);

#endif // __INCLUDED_SRC_SCORES_H__
