/*
 * Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
 *
 * 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., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

#ifndef _PATH_GENERATOR_H
#define _PATH_GENERATOR_H

#include "SharedDefines.h"
#include "DetourNavMesh.h"
#include "DetourNavMeshQuery.h"
#include "MoveSplineInitArgs.h"

using Movement::Vector3;
using Movement::PointsArray;

class Unit;

// 74*4.0f=296y  number_of_points*interval = max_path_len
// this is way more than actual evade range
// I think we can safely cut those down even more
#define MAX_PATH_LENGTH         74
#define MAX_POINT_PATH_LENGTH   74

#define SMOOTH_PATH_STEP_SIZE   4.0f
#define SMOOTH_PATH_SLOP        0.3f

#define VERTEX_SIZE       3
#define INVALID_POLYREF   0

enum PathType
{
    PATHFIND_BLANK          = 0x00,   // path not built yet
    PATHFIND_NORMAL         = 0x01,   // normal path
    PATHFIND_SHORTCUT       = 0x02,   // travel through obstacles, terrain, air, etc (old behavior)
    PATHFIND_INCOMPLETE     = 0x04,   // we have partial path to follow - getting closer to target
    PATHFIND_NOPATH         = 0x08,   // no valid path at all or error in generating one
    PATHFIND_NOT_USING_PATH = 0x10,   // used when we are either flying/swiming or on map w/o mmaps
    PATHFIND_SHORT          = 0x20,   // path is longer or equal to its limited path length
};

class PathGenerator
{
    public:
        explicit PathGenerator(Unit const* owner);
        ~PathGenerator();

        // Calculate the path from owner to given destination
        // return: true if new path was calculated, false otherwise (no change needed)
        bool CalculatePath(float destX, float destY, float destZ, bool forceDest = false);

        // option setters - use optional
        void SetUseStraightPath(bool useStraightPath) { _useStraightPath = useStraightPath; };
        void SetPathLengthLimit(float distance) { _pointPathLimit = std::min<uint32>(uint32(distance/SMOOTH_PATH_STEP_SIZE), MAX_POINT_PATH_LENGTH); };

        // result getters
        Vector3 const& GetStartPosition()      const { return _startPosition; }
        Vector3 const& GetEndPosition()        const { return _endPosition; }
        Vector3 const& GetActualEndPosition()  const { return _actualEndPosition; }

        PointsArray const& GetPath() const { return _pathPoints; }
        PathType GetPathType() const { return _type; }

    private:

        dtPolyRef      _pathPolyRefs[MAX_PATH_LENGTH];   // array of detour polygon references
        uint32         _polyLength;                      // number of polygons in the path

        PointsArray    _pathPoints;       // our actual (x,y,z) path to the target
        PathType       _type;             // tells what kind of path this is

        bool           _useStraightPath;  // type of path will be generated
        bool           _forceDestination; // when set, we will always arrive at given point
        uint32         _pointPathLimit;   // limit point path size; min(this, MAX_POINT_PATH_LENGTH)

        Vector3        _startPosition;    // {x, y, z} of current location
        Vector3        _endPosition;      // {x, y, z} of the destination
        Vector3        _actualEndPosition;// {x, y, z} of the closest possible point to given destination

        Unit const* const       _sourceUnit;       // the unit that is moving
        dtNavMesh const*        _navMesh;          // the nav mesh
        dtNavMeshQuery const*   _navMeshQuery;     // the nav mesh query used to find the path

        dtQueryFilter _filter;                     // use single filter for all movements, update it when needed

        void SetStartPosition(Vector3 Point) { _startPosition = Point; }
        void SetEndPosition(Vector3 Point) { _actualEndPosition = Point; _endPosition = Point; }
        void SetActualEndPosition(Vector3 Point) { _actualEndPosition = Point; }
        void NormalizePath();

        void Clear()
        {
            _polyLength = 0;
            _pathPoints.clear();
        }

        bool InRange(Vector3 const& p1, Vector3 const& p2, float r, float h) const;
        float Dist3DSqr(Vector3 const& p1, Vector3 const& p2) const;
        bool InRangeYZX(float const* v1, float const* v2, float r, float h) const;

        dtPolyRef GetPathPolyByPosition(dtPolyRef const* polyPath, uint32 polyPathSize, float const* Point, float* Distance = NULL) const;
        dtPolyRef GetPolyByLocation(float const* Point, float* Distance) const;
        bool HaveTile(Vector3 const& p) const;

        void BuildPolyPath(Vector3 const& startPos, Vector3 const& endPos);
        void BuildPointPath(float const* startPoint, float const* endPoint);
        void BuildShortcut();

        NavTerrain GetNavTerrain(float x, float y, float z);
        void CreateFilter();
        void UpdateFilter();

        // smooth path aux functions
        uint32 FixupCorridor(dtPolyRef* path, uint32 npath, uint32 maxPath, dtPolyRef const* visited, uint32 nvisited);
        bool GetSteerTarget(float const* startPos, float const* endPos, float minTargetDist, dtPolyRef const* path, uint32 pathSize, float* steerPos,
                            unsigned char& steerPosFlag, dtPolyRef& steerPosRef);
        dtStatus FindSmoothPath(float const* startPos, float const* endPos,
                              dtPolyRef const* polyPath, uint32 polyPathSize,
                              float* smoothPath, int* smoothPathSize, uint32 smoothPathMaxSize);
};

#endif
