#ifndef GAME_SERVER_SAVE_H
#define GAME_SERVER_SAVE_H

#include <base/vmath.h>

#include <engine/shared/protocol.h>
#include <game/generated/protocol.h>

class IGameController;
class CGameContext;
class CGameWorld;
class CCharacter;
class CSaveTeam;

enum
{
	RESCUEMODE_AUTO = 0,
	RESCUEMODE_MANUAL,
	NUM_RESCUEMODES
};

enum class ESaveResult
{
	SUCCESS,
	TEAM_FLOCK,
	TEAM_NOT_FOUND,
	CHAR_NOT_FOUND,
	NOT_STARTED,
	TEAM_0_MODE,
	DRAGGER_ACTIVE
};

class CSaveTee
{
public:
	CSaveTee();
	~CSaveTee() = default;
	void Save(CCharacter *pchr, bool AddPenalty = true);
	bool Load(CCharacter *pchr, int Team, bool IsSwap = false);
	char *GetString(const CSaveTeam *pTeam);
	int FromString(const char *pString);
	void LoadHookedPlayer(const CSaveTeam *pTeam);
	bool IsHooking() const;
	vec2 GetPos() const { return m_Pos; }
	const char *GetName() const { return m_aName; }
	int GetClientId() const { return m_ClientId; }
	void SetClientId(int ClientId) { m_ClientId = ClientId; }

	enum
	{
		HIT_ALL = 0,
		HAMMER_HIT_DISABLED = 1,
		SHOTGUN_HIT_DISABLED = 2,
		GRENADE_HIT_DISABLED = 4,
		LASER_HIT_DISABLED = 8
	};

private:
	int m_ClientId;

	char m_aString[2048];
	char m_aName[16];

	int m_Alive;
	int m_Paused;
	int m_NeededFaketuning;

	// Teamstuff
	int m_TeeStarted;
	int m_TeeFinished;
	int m_IsSolo;

	struct WeaponStat
	{
		int m_AmmoRegenStart;
		int m_Ammo;
		int m_Ammocost;
		int m_Got;
	} m_aWeapons[NUM_WEAPONS];

	// ninja
	struct
	{
		vec2 m_ActivationDir;
		int m_ActivationTick;
		int m_CurrentMoveTime;
		int m_OldVelAmount;
	} m_Ninja;

	int m_LastWeapon;
	int m_QueuedWeapon;

	int m_EndlessJump;
	int m_Jetpack;
	int m_NinjaJetpack;
	int m_FreezeTime;
	int m_FreezeStart;
	int m_DeepFrozen;
	int m_LiveFrozen;
	int m_EndlessHook;
	int m_DDRaceState;

	int m_HitDisabledFlags;
	int m_CollisionEnabled;
	int m_TuneZone;
	int m_TuneZoneOld;
	int m_HookHitEnabled;
	int m_Time;
	vec2 m_Pos;
	vec2 m_PrevPos;
	int m_TeleCheckpoint;
	int m_LastPenalty;

	int m_TimeCpBroadcastEndTime;
	int m_LastTimeCp;
	int m_LastTimeCpBroadcasted;
	float m_aCurrentTimeCp[MAX_CHECKPOINTS];

	int m_NotEligibleForFinish;

	int m_HasTelegunGun;
	int m_HasTelegunGrenade;
	int m_HasTelegunLaser;

	// Core
	vec2 m_CorePos;
	vec2 m_Vel;
	int m_ActiveWeapon;
	int m_Jumped;
	int m_JumpedTotal;
	int m_Jumps;
	vec2 m_HookPos;
	vec2 m_HookDir;
	vec2 m_HookTeleBase;
	int m_HookTick;
	int m_HookState;
	int m_HookedPlayer;
	int m_NewHook;

	// player input
	int m_InputDirection;
	int m_InputJump;
	int m_InputFire;
	int m_InputHook;

	int m_ReloadTimer;

	char m_aGameUuid[UUID_MAXSTRSIZE];
};

class CSaveTeam
{
public:
	CSaveTeam();
	~CSaveTeam();
	char *GetString();
	int GetMembersCount() const { return m_MembersCount; }
	// MatchPlayers has to be called afterwards
	int FromString(const char *pString);
	// returns true if a team can load, otherwise writes a nice error Message in pMessage
	bool MatchPlayers(const char (*paNames)[MAX_NAME_LENGTH], const int *pClientId, int NumPlayer, char *pMessage, int MessageLen) const;
	ESaveResult Save(CGameContext *pGameServer, int Team, bool Dry = false, bool Force = false);
	bool Load(CGameContext *pGameServer, int Team, bool KeepCurrentWeakStrong, bool IgnorePlayers = false);

	CSaveTee *m_pSavedTees = nullptr;

	// returns true if an error occurred
	static bool HandleSaveError(ESaveResult Result, int ClientId, CGameContext *pGameContext);

private:
	CCharacter *MatchCharacter(CGameContext *pGameServer, int ClientId, int SaveId, bool KeepCurrentCharacter) const;

	char m_aString[65536];

	struct SSimpleSwitchers
	{
		int m_Status;
		int m_EndTime;
		int m_Type;
	};
	SSimpleSwitchers *m_pSwitchers = nullptr;

	int m_TeamState = 0;
	int m_MembersCount = 0;
	int m_HighestSwitchNumber = 0;
	int m_TeamLocked = 0;
	int m_Practice = 0;
};

#endif // GAME_SERVER_SAVE_H
