/*
 *   ORXONOX - the hottest 3D action shooter ever to exist
 *                    > www.orxonox.net <
 *
 *
 *   License notice:
 *
 *   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.
 *
 *   Author:
 *      Michael Wirth
 *   Co-authors:
 *      ...
 *
 */

#ifndef _NewNewHumanController_H__
#define _NewNewHumanController_H__

#include "OrxonoxPrereqs.h"

#include "util/Math.h"

#include "core/ClassTreeMask.h"
#include "HumanController.h"

namespace orxonox
{
    class _OrxonoxExport NewHumanController : public HumanController
    {
        public:
            NewHumanController(BaseObject* creator);
            virtual ~NewHumanController();

            virtual void tick(float dt);

            virtual void frontback(const Vector2& value);
            virtual void yaw(const Vector2& value);
            virtual void pitch(const Vector2& value);

            static void accelerate();
            static void decelerate();

            virtual void doFire(unsigned int firemode);

            virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage);

            static void unfire();
            virtual void doUnfire();

            static void changeMode();

            virtual void changedControllableEntity();
            virtual void doPauseControl();
            virtual void doResumeControl();


        protected:
            void updateTarget();
            void alignArrows();
            void showOverlays();
            void hideOverlays();
            void hideArrows();

            unsigned int                controlMode_;
            static NewHumanController*  localController_s;

        private:
            float                       currentYaw_;
            float                       currentPitch_;
            OrxonoxOverlay*             crossHairOverlay_;
            OrxonoxOverlay*             centerOverlay_;

            OrxonoxOverlay*             damageOverlayTop_;
            OrxonoxOverlay*             damageOverlayRight_;
            OrxonoxOverlay*             damageOverlayBottom_;
            OrxonoxOverlay*             damageOverlayLeft_;
            float                       damageOverlayTime_;
            float                       damageOverlayTT_;
            float                       damageOverlayTR_;
            float                       damageOverlayTB_;
            float                       damageOverlayTL_;

            OrxonoxOverlay*             arrowsOverlay1_;
            OrxonoxOverlay*             arrowsOverlay2_;
            OrxonoxOverlay*             arrowsOverlay3_;
            OrxonoxOverlay*             arrowsOverlay4_;

            float                       overlaySize_;
            float                       arrowsSize_;
            bool                        accelerating_;
            float                       acceleration_;
            int                         firemode_;
            bool                        showArrows_;
            bool                        showDamageOverlay_;
            bool                        showOverlays_;
            ClassTreeMask               targetMask_;
    };
}

#endif /* _NewHumanController_H__ */
