/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * $URL$
 * $Id$
 *
 */

#ifndef GOB_SCENERY_H
#define GOB_SCENERY_H

namespace Gob {

class Scenery {
public:

#include "common/pack-start.h"	// START STRUCT PACKING

	struct PieceDesc {
		int16 left;
		int16 right;
		int16 top;
		int16 bottom;
	} PACKED_STRUCT;

	struct StaticPlane {
		uint8 pictIndex;
		uint8 pieceIndex;
		uint8 drawOrder;
		int16 destX;
		int16 destY;
		int8 transp;
	} PACKED_STRUCT;

	struct StaticLayer {
		int16 backResId;
		int16 planeCount;
		StaticPlane *planes;
	} PACKED_STRUCT;

	// Animations

	struct AnimFramePiece {
		byte pictIndex;
		byte pieceIndex;
		int8 destX;
		int8 destY;
		int8 notFinal;
	} PACKED_STRUCT;

	struct AnimLayer {
		int16 unknown0;
		int16 posX;
		int16 posY;
		int16 animDeltaX;
		int16 animDeltaY;
		int8 transp;
		int16 framesCount;
		AnimFramePiece *frames;
	} PACKED_STRUCT;

#include "common/pack-end.h"	// END STRUCT PACKING

	struct Static {
		int16 layersCount;
		StaticLayer *layers;
		PieceDesc **pieces;
		uint32 *piecesCount;
		Static() : layersCount(0), layers(0), pieces(0), piecesCount(0) {}
	};

	struct Animation {
		int16 layersCount;
		AnimLayer *layers;
		PieceDesc **pieces;
		uint32 *piecesCount;
		Animation() : layersCount(0), layers(0), pieces(0), piecesCount(0) {}
	};

	int16 _curStatic;
	int16 _curStaticLayer;

	int16 _toRedrawLeft;
	int16 _toRedrawRight;
	int16 _toRedrawTop;
	int16 _toRedrawBottom;

	int16 _animTop;
	int16 _animLeft;
	int16 _animBottom;
	int16 _animRight;

	int16 *_pCaptureCounter;

	void init();
	int16 loadStatic(char search);
	void freeStatic(int16 index);
	void renderStatic(int16 scenery, int16 layer);
	void updateStatic(int16 orderFrom);
	void freeAnim(int16 index);
	void updateAnim(int16 layer, int16 frame, int16 animation,
			int16 flags, int16 drawDeltaX, int16 drawDeltaY, char doDraw);

	void writeAnimLayerInfo(uint16 index, uint16 layer,
			int16 varDX, int16 varDY, int16 varUnk0, int16 varFrames);
	int16 getStaticLayersCount(uint16 index);
	int16 getAnimLayersCount(uint16 index);
	StaticLayer *getStaticLayer(uint16 index, uint16 layer);
	AnimLayer *getAnimLayer(uint16 index, uint16 layer);

	virtual int16 loadAnim(char search);

	Scenery(GobEngine *vm);
	virtual ~Scenery();

protected:
	char _spriteRefs[20];
	int16 _spriteResId[20];

	int16 _staticPictCount[10];
	int16 _staticResId[10];

	int16 _animPictCount[10];
	int16 _animResId[10];

	char _staticPictToSprite[70];
	char _animPictToSprite[70];

	Static _statics[10];
	Animation _animations[10];

	GobEngine *_vm;

	void loadPieces(int16 pictDescId, PieceDesc *&pieceDesc, uint32 &piecesCount);

	void updateStatic(int16 orderFrom, byte index, byte layer);
};

class Scenery_v1 : public Scenery {
public:
	virtual int16 loadAnim(char search);

	Scenery_v1(GobEngine *vm);
	virtual ~Scenery_v1() {}
};

class Scenery_v2 : public Scenery_v1 {
public:
	virtual int16 loadAnim(char search);

	Scenery_v2(GobEngine *vm);
	virtual ~Scenery_v2() {}
};

} // End of namespace Gob

#endif // GOB_SCENERY_H