//
//  SuperTuxKart - a fun racing game with go-kart
//  Copyright (C) 2004-2015 Steve Baker <sjbaker1@airmail.net>
//  Copyright (C) 2006-2015 Eduardo Hernandez Munoz
//  Copyright (C) 2010-2015 Joerg Henrichs
//
//  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 3
//  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 HEADER_END_CONTROLLER_HPP
#define HEADER_END_CONTROLLER_HPP

#include "karts/controller/ai_base_controller.hpp"

class Camera;
class LinearWorld;
class QuadGraph;
class Track;
class Vec3;

namespace irr
{
    namespace scene
    {
        class ISceneNode;
    }
}

/**
  * \ingroup controller
  */
class EndController : public AIBaseController
{
private:
    /** Stores the type of the previous controller. This is necessary so that
     *  after the end of race ths kart (and its results) can still be
     *  identified to be from a player kart. */
    bool  m_was_player_controller;

    int   m_min_steps; //Minimum number of steps to check. If 0, the AI doesn't
                       //even has check around the kart, if 1, it checks around
                       //the kart always, and more than that will check the
                       //remaining number of steps in front of the kart, always
    float m_max_handicap_accel; //The allowed maximum speed, in percentage,
                                //from 0.0 to 1.0. Used only when
                                //m_wait_for_players == true.
    
    /*General purpose variables*/
    //The crash percentage is how much of the time the AI has been crashing,
    //if the AI has been crashing for some time, use the rescue.
    float m_crash_time;

    float m_time_since_stuck;

    /** Stores a pointer to the original controller. */
    Controller *m_previous_controller;

    /** For debugging purpose: a sphere indicating where the AI
     *  is targeting at. */
    irr::scene::ISceneNode *m_debug_sphere;

    /*Functions called directly from update(). They all represent an action
     *that can be done, and end up setting their respective m_controls
     *variable.
     */
    void         handleSteering(float dt);
    void         handleRescue(const float DELTA);

    void         checkCrashes(const int STEPS, const Vec3& pos);
    void         findNonCrashingPoint(Vec3 *result);
    int          calcSteps();
public:
                 EndController(AbstractKart *kart,
                               StateManager::ActivePlayer* player,
                               Controller *prev_controller);
                ~EndController();
    virtual void update      (float delta) ;
    virtual void reset       ();
    /** Returns if the original controller of the kart was a player
     *  controller. This way e.g. highscores can still be assigned
     *  to the right player. */
    virtual bool isPlayerController () const {return m_player!=NULL;}
    virtual void  action             (PlayerAction action, int value);
    virtual void  newLap             (int lap);

};   // EndKart

#endif

/* EOF */
