/*!
 * \file
 * \ingroup stats_window
 * \brief Attributes und statistics handling
 */
#ifndef __STATS_H__
#define __STATS_H__

#include <SDL_types.h>

#ifdef __cplusplus
extern "C" {
#endif

#define FLOATINGMESSAGE_NORTH 	1
#define FLOATINGMESSAGE_EAST  	2
#define FLOATINGMESSAGE_SOUTH 	3
#define FLOATINGMESSAGE_WEST  	4
#define FLOATINGMESSAGE_MIDDLE  5

/*!
 * \name Windows handlers
 */
/*! @{ */
extern int	stats_win; /*!< handle for the stats window */
/*! @} */

/*!
 * The names structure is used for all sort of attributes, skill, nexi to give them a long and a short name.
 */
typedef struct
{
	unsigned char name[21]; /*!< the common, long name */
#ifdef WRITE_XML
	int saved_name;
#endif
	unsigned char shortname[7]; /*!< a short-name for the given name */
#ifdef WRITE_XML
	int saved_shortname;
#endif
} names;

/*!
 * The attrib_16 structure is used to store the base and the current value of an attribute.
 */
typedef struct
{
	Sint16 base; /*!< the base value of the attribute */
	Sint16 cur; /*!< the current value of the attribute. This might be modified by blessings, for example. */
} attrib_16;

/*!
 * The attrib_16f structure stores two function pointers, that are used to calculate the base and current value of a cross attribute.
 */
typedef struct
{
	Sint16 (*base)(void); /*!< function pointer to aquire the base value of a cross attribute. */
	Sint16 (*cur)(void); /*!< funtion pointer to aquire the current value of a cross attribute */
} attrib_16f;

/*!
 * attributes_struct stores all the names and short names of all the attributes, cross attributes, nexi, skills, food level, pickpoints, material and ethereal points and carry capacity.
 */
struct attributes_struct
{
	unsigned char base[30]; /*!< buffer to store the \see names of a base attribute */
	
	names phy; /*!< name and short name of physic base attribute */
	names coo; /*!< name and short name of coordination base attribute */

	names rea; /*!< name and short name of reasoning base attribute */
	names wil; /*!< name and short name of will base attribute */
	
	names ins; /*!< name and short name of instinct base attribute */
	names vit; /*!< name and short name of vitality base attribute */
	
	unsigned char cross[30]; /*!< buffer to store the \see names of a cross attribute */
	names might; /*!< name and short name of might cross attribute */
	names matter; /*!< name and short name of matter cross attribute */
	names tough; /*!< name and short name of toughness cross attribute */
	names react; /*!< name and short name of reaction cross attribute */
	names charm; /*!< name and short name of charm cross attribute */
	names perc; /*!< name and short name of perception cross attribute */
	names ration; /*!< name and short name of rationality cross attribute */
	names dext; /*!< name and short name of dexterity cross attribute */
	names eth; /*!< name and short name of ethereality cross attribute */
	
	unsigned char nexus[30]; /*!< buffer to store the \see names of a nexus */
	names human_nex; /*!< name and short name of human nexus */
	names animal_nex; /*!< name and short name of animal nexus */
	names vegetal_nex; /*!< name and short name of vegetal nexus */
	names inorganic_nex; /*!< name and short name of inorganic nexus */
	names artificial_nex; /*!< name and short name of artificial nexus */
	names magic_nex; /*!< name and short name of magic nexus */
	
	unsigned char skills[30]; /*!< buffer to store the \see names of a skill */
	names manufacturing_skill; /*!< name and short name of manufacturing skill */
	names harvesting_skill; /*!< name and short name of harvesting skill */
	names alchemy_skill; /*!< name and short name of alchemy skill */
	names overall_skill; /*!< name and short name of overall skill */
	names attack_skill; /*!< name and short name of attack skill */
	names defense_skill; /*!< name and short name of defense skill */
	names magic_skill; /*!< name and short name of magic skill */
	names potion_skill; /*!< name and short name of potion skill */
	names summoning_skill; /*!< name and short name of summoning skill */
	names crafting_skill; /*!< name and short name of crafting skill */
	names engineering_skill; /*!< name and short name of engineering skill */
	names tailoring_skill; /*!< name and short name of tailoring skill */
	names ranging_skill; /*!< name and short name of ranging skill */
	
	names food; /*!< name and short name of food level */
	unsigned char pickpoints[30]; /*!< available pickpoints */
	names material_points; /*!< name and short name of material points */
	names ethereal_points; /*!< name and short name of ethereal points */

	names carry_capacity; /*!< name and short name of carry capacity */
};

extern struct attributes_struct attributes; /*!< global variable for an actors attributes */

/*!
 * The player_attribs structure takes care of all the attributes of a player.
 */
typedef struct
{
	unsigned char name[20]; /*!< name (of what? player? current selected attrib/skill/...?) */
	
	attrib_16 phy; /*!< base and current value of the physic base attribute */
	attrib_16 coo; /*!< base and current value of the coordination base attribute */

	attrib_16 rea; /*!< base and current value of the reasoning base attribute */
	attrib_16 wil; /*!< base and current value of the will base attribute */

	attrib_16 ins; /*!< base and current value of the instinct base attribute */
	attrib_16 vit; /*!< base and current value of the vitality base attribute */

	attrib_16f might; /*!< functions to get the base and current value of the might cross attribute */
	attrib_16f matter; /*!< functions to get the base and current value of the matter cross attribute */
	attrib_16f tough; /*!< functions to get the base and current value of the toughness cross attribute */
	attrib_16f charm; /*!< functions to get the base and current value of the charm cross attribute */
	attrib_16f react; /*!< functions to get the base and current value of the reaction cross attribute */
	attrib_16f perc; /*!< functions to get the base and current value of the perception cross attribute */
	attrib_16f ration; /*!< functions to get the base and current value of the rationality cross attribute */
	attrib_16f dext; /*!< functions to get the base and current value of the dexterity cross attribute */
	attrib_16f eth; /*!< functions to get the base and current value of the ethereality cross attribute */
	
	attrib_16 human_nex; /*!< base and current value of the human nexus */
	attrib_16 animal_nex; /*!< base and current value of the animal nexus */
	attrib_16 vegetal_nex; /*!< base and current value of the vegetal nexus */
	attrib_16 inorganic_nex; /*!< base and current value of the inorganic nexus */
	attrib_16 artificial_nex; /*!< base and current value of the artificial nexus */
	attrib_16 magic_nex; /*!< base and current value of the magic nexus */

	attrib_16 material_points; /*!< base and current value of the players material points */
	attrib_16 ethereal_points; /*!< base and current value of the players ethereal points */

	attrib_16 manufacturing_skill; /*!< base and current value of the manu skill */
	attrib_16 harvesting_skill; /*!< base and current value of the harvesting skill */
	attrib_16 alchemy_skill; /*!< base and current value of the alchemy skill */
	attrib_16 overall_skill; /*!< base and current value of the overall skill */
	attrib_16 attack_skill; /*!< base and current value of the attack skill */
	attrib_16 defense_skill; /*!< base and current value of the defense skill */
	attrib_16 magic_skill; /*!< base and current value of the magic skill */
	attrib_16 potion_skill; /*!< base and current value of the potion skill */
	attrib_16 summoning_skill; /*!< base and current value of the summoning skill */
	attrib_16 crafting_skill; /*!< base and current value of the crafting skill */
	attrib_16 engineering_skill; /*!< base and current value of the engineering skill */
	attrib_16 tailoring_skill; /*!< base and current value of the tailoring skill */
	attrib_16 ranging_skill; /*!< base and current value of the ranging skill */

	attrib_16 carry_capacity; /*!< base and current value of the carry capacity */
	
	Sint8 food_level; /*!< current food level */

	Uint32 manufacturing_exp; /*!< current manu experience */
	Uint32 manufacturing_exp_next_lev; /*!< experience level to reach next manu level */
	Uint32 harvesting_exp; /*!< current harvesting experience */
	Uint32 harvesting_exp_next_lev; /*!< experience level to reach next harvesting level */
	Uint32 alchemy_exp; /*!< current alchemy experience */
	Uint32 alchemy_exp_next_lev; /*!< experience level to reach next alchemy level */
	Uint32 overall_exp; /*!< current overal experience */
	Uint32 overall_exp_next_lev; /*!< experience level to reach next overall level */
	Uint32 attack_exp; /*!< current attack experience */
	Uint32 attack_exp_next_lev; /*!< experience level to reach next attack level */
	Uint32 defense_exp; /*!< current defense experience */
	Uint32 defense_exp_next_lev; /*!< experience level to reach next defense level */
	Uint32 magic_exp; /*!< current magic experience */
	Uint32 magic_exp_next_lev; /*!< experience level to reach next magic level */
	Uint32 potion_exp; /*!< current potion experience */
	Uint32 potion_exp_next_lev; /*!< experience level to reach next potion level */
	Uint32 summoning_exp; /*!< current summoning level */
	Uint32 summoning_exp_next_lev; /*!< experience level to reach next summoning level */
	Uint32 crafting_exp; /*!< current crafting experience */
	Uint32 crafting_exp_next_lev; /*!< experience level to reach next crafting level */
	Uint32 engineering_exp; /*!< current engineering experience */
	Uint32 engineering_exp_next_lev; /*!< experience level to reach next engineering level */
	Uint32 tailoring_exp; /*!< current tailoring experience */
	Uint32 tailoring_exp_next_lev; /*!< experience level to reach next tailoring level */
	Uint32 ranging_exp; /*!< current ranging experience */
	Uint32 ranging_exp_next_lev; /*!< experience level to reach next ranging level */

	Uint16 researching; /*!< flag to indicate whether a player is currently researching anything or not */
	Uint16 research_completed; /*!< if a player is currently researching anything, this value will show how much pages are already read */
	Uint16 research_total; /*!< if a player is currently researching anything, this value show the total amount of pages to read, until the book is completely read. */
} player_attribs;

#define	NUM_WATCH_STAT	14	/*!< allow watching stats 0-13 */

extern int attrib_menu_x;
extern int attrib_menu_y;

extern int watch_this_stat; /*!< indicator to select the stat that get's displayed in the hud */

extern int have_stats; /*!< indicator for whether or not the stats have been send to us yet*/

extern player_attribs your_info; /*!< the players attributes */

/*!
 * \ingroup stats_window
 * \brief   Retrieves the statistics of the player.
 *
 *      Retrieves all the statistics of the player and stores them in the parameter stats.
 *
 * \param stats 
 *
 * \callgraph
 */
void get_the_stats(Sint16 *stats);

/*!
 * \ingroup stats_window
 * \brief   Gets the part of the stats that is specified by name.
 *
 *      Gets the part of the stats that is specified by name.
 *
 * \param name  The name of the stat to get. Can be an attribute, cross attribute, skill or nexus
 * \param value The value of the stat to get.
 */
void get_partial_stat(unsigned char name,Sint32 value);

/*!
 * \ingroup other
 * \brief   Initializes the callbacks used to calculate base and current value of the cross attributes.
 *
 *      Initializes the callbacks used to calculate base and current value of the cross attributes.
 *
 */
void init_attribf(void);

/*!
 * \ingroup stats_window
 * \brief Sets the window handler functions for the statistics window
 *
 *      Sets the window handler functions for the statistics window
 *
 * \callgraph
 */
void fill_stats_win ();

extern int floatingmessages_enabled;
void drawactor_floatingmessages(int actor_id, float healthbar_z);
void add_floating_message(int actor_id, char * str, int direction, float r, float g, float b, int active_time);

#ifdef __cplusplus
} // extern "C"
#endif

#endif
