/*
	Filename		:		pathai.h
	Author			:		Ray E. Bornert II
	Date			:		1992-MAR-15

	Copyright (C) 1993 HixoxiH Software
*/

#ifndef _PATHAI_H
#define _PATHAI_H
#include "isometric utils.h"

// WANNE: Please do not use ASTAR pathing,
// because it is a HUGH PERFORMANCE KILLER on big maps!!
//#define USE_ASTAR_PATHS

#ifdef USE_ASTAR_PATHS

namespace ASTAR {
#include "BinaryHeap.hpp"
#include <vector>

enum eAStar
{
	AStar_Init,
	AStar_Open,
	AStar_Closed
};

class AStar_Data
{
public:
	AStar_Data()
	{
		cost = directionFromPrev = 0;
		extraGCoverCost = -1;//-1 means we have not stopped at this node
		wasBackwards = false;
		status = AStar_Init;
		parent = -1;
	};
	// h is calculated on the fly
	INT16		cost;//G
	//int			f;//F is also calculated on the fly
	//int			APCost;//the APs spent to get here // Isn't this the same as "cost"?
	int			extraGCoverCost;//an extra cost that makes stopping in midpath at a node with little cover worse
	INT32		parent;
	eAStar		status;
	//int			prevCost;
	bool		wasBackwards;
	UINT8		directionFromPrev;
	int			numSteps;
};

class AStarPathfinder
{
public:
	AStarPathfinder			();
	static AStarPathfinder&	GetInstance();
	int				GetPath	(SOLDIERTYPE *s ,
							INT32 dest,
							INT8 ubLevel,
							INT16 usMovementMode,
							INT8 bCopy,
							UINT8 fFlags );

private:
	static	AStarPathfinder* pThis;
	CBinaryHeap<int, INT32>	OpenHeap;

	// The "closed list" is the AStarData array below which is also the path backtrace when a path is found.

	// For PythSpacesAway, we do not really need the distance, but rather something to compare against.
	// So I will eliminate the sqrt function from the result for the sake of speed.  This means that when comparing against
	// input distances, we should square them.  This is one of the variables that needs to hold the squared value.
	int		gubNPCDistLimitSq;

	UINT8	direction;//current direction
	UINT8	startDir;
	UINT8	endDir;
	UINT8	lastDir;
	bool	startingLoop;

	SOLDIERTYPE*	pSoldier;
	INT8	onRooftop;//aka ubLevel, not sure if this bool is logically reversed yet
	bool	fNonFenceJumper;
	bool	fNonSwimmer;
	bool	fPathingForPlayer;
	bool	fPathAroundPeople;
	bool	fGoingThroughDoor;
	INT16	bOKToAddStructID;
	int		bLoopState;
	bool	bWaterToWater;
	bool	fVisitSpotsOnlyOnce;
	bool	fCheckedBehind;
	bool	fTurnBased;
	bool	fCloseGoodEnough;
	bool	fContinuousTurnNeeded;
	bool	fConsiderPersonAtDestAsObstacle;
	bool	fCopyReachable;
	bool	fCopyPathCosts;
	bool	fFindClimbPoints;

	int		maxAPBudget;//the gubNPCAPBudget
	int		mercsMaxAPs;//the merc only has so many points to move with
	UINT16	movementMode;
	int		sClosePathLimitSq;

	int		travelcostDiag;
	int		travelcostOrth;
	INT16	PATHAI_VISIBLE_DEBUG_Counter;

	//vehicle defined in cpp
	//#ifdef VEHICLE
		BOOLEAN fMultiTile;
		STRUCTURE_FILE_REF * pStructureFileRef;
	//#endif

	// member variables to prevent passing them around
	INT32		StartNode;
	INT32		DestNode;
	INT32		CurrentNode;
	INT32		ParentNode;

	// WANNE - BMP: DONE!
	//AStar_Data	AStarData[WORLD_MAX];
	AStar_Data	AStarData[MAX_ALLOWED_WORLD_MAX];





	INT16	AStar	();

	void	ExecuteAStarLogic();

	void	ResetAStarList	();

	int		TerrainCostToAStarG(int const terrainCost);
	int		CalcG			(int* pPrevCost);
	INT16	CalcAP			(int const terrainCost, UINT8 const direction);
	int		CalcH			();
	int		CalcGCover		(int const NodeIndex,
							int const APCost);
	INT16	CalcStartingAP	();

			//including THREATTYPE was a pain, so pass by value
	int		CalcCoverValue	(INT32 sMyGridNo, INT32 iMyThreat, INT32 iMyAPsLeft,
							INT32 myThreatsiOrigRange, INT32 myThreatssGridNo, SOLDIERTYPE* myThreatspOpponent,
							INT32 myThreatsiValue, INT32 myThreatsiAPs, INT32 myThreatsiCertainty);

	eAStar	GetAStarStatus	(const INT32 node) const {return AStarData[node].status;};
	INT32	GetAStarParent	(const INT32 node) const {return AStarData[node].parent;};
	INT16	GetAStarG		(INT32 node) const {return AStarData[node].cost;};
	int		GetExtraGCover	(const INT32 node) const {return AStarData[node].extraGCoverCost;};
	//int		GetAStarF		(const INT16 node) const {return AStarData[node].f;};
	//int		GetActionPoints	(const INT16 node) const {return AStarData[node].APCost;};
	bool	GetLoopState	(const INT32 node) const {return AStarData[node].wasBackwards;};
	//int		GetPrevCost		(const INT16 node) const {return AStarData[node].prevCost;};
	UINT8	GetDirection	(const INT32 node) const {return AStarData[node].directionFromPrev;};
	int		GetNumSteps		(const INT32 node) const {return AStarData[node].numSteps;};

	void	SetAStarStatus	(const INT32 node, const eAStar status) {AStarData[node].status = status;};
	void	SetAStarParent	(const INT32 node, const INT32 parent) {AStarData[node].parent = parent;};
	void	SetAStarG		(const INT32 node, const INT16 cost) {AStarData[node].cost = cost;};
	void	SetExtraGCover	(const INT32 node, const int extraGCoverCost) {AStarData[node].extraGCoverCost = extraGCoverCost;};
	//void	SetAStarF		(const INT16 node, const int f) {AStarData[node].f = f;};
	//void	SetActionPoints	(const INT16 node, const int APCost) {AStarData[node].APCost = APCost;};
	void	SetLoopState	(const INT32 node, const int loopState);
	//void	SetPrevCost		(const INT16 node, const int prevCost) {AStarData[node].prevCost = prevCost;};
	void	SetDirection	(const INT32 node, const UINT8 direction) {AStarData[node].directionFromPrev = direction;};
	void	SetNumSteps		(const INT32 node, const int steps) {AStarData[node].numSteps = steps;};

	int		PythSpacesAway	(const INT32 node1,
							const INT32 node2);
	INT16	SpacesAway		(const INT32 node1,
							const INT32 node2);
	//bool	IsDiagonal		(const INT16 node1,
	//						const INT16 node2) {return (abs(node1.x - node2.x) && abs(node1.y - node2.y));};
	bool	IsDiagonal		(int const direction) {return (direction & 1);};
	void	InitVehicle		();
	int		VehicleObstacleCheck();
	bool	WantToTraverse	(); // Renamed this because it doesn't mean "can we traverse" but rather, if it is profitable to.
	bool	IsSomeoneInTheWay();
	void	IncrementLoop	();
	void	InitLoop		();
	bool	ContinueLoop	();
};

};//end namespace ASTAR

#endif// USE_ASTAR_PATHS


BOOLEAN InitPathAI( void );
void ShutDownPathAI( void );
INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPlot, INT8 bStayOn, UINT16 usMovementMode, INT8 bStealth, INT8 bReverse , INT16 sAPBudget);
INT32 UIPlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPlot, INT8 bStayOn, UINT16 usMovementMode, INT8 bStealth, INT8 bReverse , INT16 sAPBudget);
INT32 EstimatePlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPlot, INT8 bStayOn, UINT16 usMovementMode, INT8 bStealth, INT8 bReverse , INT16 sAPBudget);

void ErasePath(char bEraseOldOne);
INT32 FindBestPath(SOLDIERTYPE *s , INT32 sDestination, INT8 ubLevel, INT16 usMovementMode, INT8 bCopy, UINT8 fFlags );
void GlobalReachableTest( INT32 sStartGridNo );
void GlobalItemsReachableTest( INT32 sStartGridNo1, INT32 sStartGridNo2 );
void RoofReachableTest( INT32 sStartGridNo, UINT8 ubBuildingID );
void LocalReachableTest( INT32 sStartGridNo, INT8 bRadius );

UINT8 DoorTravelCost( SOLDIERTYPE * pSoldier, INT32 iGridNo, UINT8 ubMovementCost, BOOLEAN fReturnPerceivedValue, INT32 * piDoorGridNo );
UINT8 InternalDoorTravelCost( SOLDIERTYPE * pSoldier, INT32 iGridNo, UINT8 ubMovementCost, BOOLEAN fReturnPerceivedValue, INT32 * piDoorGridNo, BOOLEAN fReturnDoorCost );

INT16 RecalculatePathCost( SOLDIERTYPE *pSoldier, UINT16 usMovementMode );

//dnl ch50 071009
// ABSOLUTE maximums
#define ABSMAX_SKIPLIST_LEVEL 10				// was 5
#define ABSMAX_TRAIL_TREE (WORLD_MAX)			// was 16384
#define ABSMAX_PATHQ (ABSMAX_TRAIL_TREE/16)		// was 512
// STANDARD maximums... configurable!
#define MAX_SKIPLIST_LEVEL ABSMAX_SKIPLIST_LEVEL// was 5
#define MAX_TRAIL_TREE ABSMAX_TRAIL_TREE		// was 16384
#define MAX_PATHQ ABSMAX_PATHQ					// was 512
// Lesh: setup max length of path
#define MAX_PATH_DATA_LENGTH MAX_PATHQ			// was 512

#define TRAILCELLTYPE UINT16 //Lalien: moved form pathai.cpp
// Exporting these global variables
extern UINT32* guiPathingData;
extern INT16 gubNPCAPBudget;
extern UINT16 gusNPCMovementMode;
extern UINT8 gubNPCDistLimit;
extern UINT8 gubNPCPathCount;
extern BOOLEAN gfPlotPathToExitGrid;
extern BOOLEAN gfNPCCircularDistLimit;
extern BOOLEAN gfEstimatePath;
extern BOOLEAN	gfPathAroundObstacles;
extern UINT8 gubGlobalPathFlags;
extern UINT8 gfPlotPathEndDirection;

// Ian's terrain values for travelling speed/pathing purposes
// Fixed by CJC March 4, 1998.	Please do not change these unless familiar
// with how this will affect the path code!

#define TRAVELCOST_NONE						0
#define TRAVELCOST_FLAT						10
#define TRAVELCOST_BUMPY					12
#define TRAVELCOST_GRASS					12
#define TRAVELCOST_THICK					16
#define TRAVELCOST_DEBRIS					20
#define TRAVELCOST_SHORE					30
#define TRAVELCOST_KNEEDEEP				36
#define TRAVELCOST_DEEPWATER			50
#define TRAVELCOST_FENCE					40

// these values are used to indicate "this is an obstacle
// if there is a door (perceived) open/closed in this tile
#define TRAVELCOST_DOOR_CLOSED_HERE	220
#define TRAVELCOST_DOOR_CLOSED_N		221
#define TRAVELCOST_DOOR_CLOSED_W		222
#define TRAVELCOST_DOOR_OPEN_HERE		223
#define TRAVELCOST_DOOR_OPEN_N			224
#define TRAVELCOST_DOOR_OPEN_NE			225
#define TRAVELCOST_DOOR_OPEN_E			226
#define TRAVELCOST_DOOR_OPEN_SE			227
#define TRAVELCOST_DOOR_OPEN_S			228
#define TRAVELCOST_DOOR_OPEN_SW			229
#define TRAVELCOST_DOOR_OPEN_W			230
#define TRAVELCOST_DOOR_OPEN_NW			231
#define TRAVELCOST_DOOR_OPEN_N_N		232
#define TRAVELCOST_DOOR_OPEN_NW_N		233
#define TRAVELCOST_DOOR_OPEN_NE_N		234
#define TRAVELCOST_DOOR_OPEN_W_W		235
#define TRAVELCOST_DOOR_OPEN_SW_W		236
#define TRAVELCOST_DOOR_OPEN_NW_W		237
#define TRAVELCOST_NOT_STANDING		248
#define TRAVELCOST_OFF_MAP				249
#define TRAVELCOST_CAVEWALL				250
#define TRAVELCOST_HIDDENOBSTACLE 251
#define TRAVELCOST_DOOR						252
#define TRAVELCOST_OBSTACLE				253
#define TRAVELCOST_WALL						254
#define TRAVELCOST_EXITGRID				255

///ddd { window
#define TRAVELCOST_JUMPABLEWINDOW		46
#define TRAVELCOST_JUMPABLEWINDOW_N		47
#define TRAVELCOST_JUMPABLEWINDOW_W		48
///ddd window }

#define TRAVELCOST_TRAINTRACKS		30
#define TRAVELCOST_DIRTROAD				9
#define TRAVELCOST_PAVEDROAD			9
#define TRAVELCOST_FLATFLOOR			10

#define TRAVELCOST_BLOCKED (TRAVELCOST_OFF_MAP)
#define IS_TRAVELCOST_DOOR( x ) (x >= TRAVELCOST_DOOR_CLOSED_HERE && x <= TRAVELCOST_DOOR_OPEN_NW_W)
#define IS_TRAVELCOST_CLOSED_DOOR( x ) (x >= TRAVELCOST_DOOR_CLOSED_HERE && x << TRAVELCOST_DOOR_CLOSED_W)

// ------------------------------------------
// PLOT PATH defines
#define NOT_STEALTH							0
#define	STEALTH									1

#define NO_PLOT									0
#define PLOT										1

#define TEMPORARY								0
#define PERMANENT								1

#define FORWARD									0
#define REVERSE									1

#define NO_COPYROUTE						0
#define COPYROUTE								1
#define COPYREACHABLE			2
#define COPYREACHABLE_AND_APS		3
#define FINDCLIMBPOINTS				4

#define PATH_THROUGH_PEOPLE					0x01
#define PATH_IGNORE_PERSON_AT_DEST	0x02
#define PATH_CLOSE_GOOD_ENOUGH			0x04


#define PATH_CLOSE_RADIUS 5
#define PATH_CLOSE_RADIUS_SQ 25

// ------------------------------------------

#endif
