/*
 * Portions of this file are copyright Rebirth contributors and licensed as
 * described in COPYING.txt.
 * Portions of this file are copyright Parallax Software and licensed
 * according to the Parallax license below.
 * See COPYING.txt for license details.

THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
*/

/*
 *
 * Prototypes for functions for game sequencing.
 *
 */

#pragma once

#include <cstddef>
#include "fwd-inferno.h"
#include "fwd-player.h"
#include "fwd-object.h"
#include "fwd-robot.h"
#include "fwd-vclip.h"
#include "fwd-window.h"
#include "powerup.h"

#ifdef dsx

namespace dcx {
template <std::size_t>
struct PHYSFSX_gets_line_t;

constexpr std::integral_constant<unsigned, 36> LEVEL_NAME_LEN{};       //make sure this is multiple of 4!

// Current_level_num starts at 1 for the first level
// -1,-2,-3 are secret levels
// 0 used to mean not a real level loaded (i.e. editor generated level), but this hack has been removed
extern int Current_level_num;
extern PHYSFSX_gets_line_t<LEVEL_NAME_LEN> Current_level_name;
extern per_player_array<obj_position> Player_init;

// This is the highest level the player has ever reached
extern int Player_highest_level;
}

//
// New game sequencing functions
//

// starts a new game on the given level
namespace dsx {

enum class next_level_request_secret_flag : bool
{
	only_normal_level,
#if defined(DXX_BUILD_DESCENT_I)
	use_secret,
#endif
};

void StartNewGame(int start_level);

// starts the next level
window_event_result StartNewLevel(int level_num);

}
void InitPlayerObject();            //make sure player's object set up
namespace dsx {
void init_player_stats_game(playernum_t pnum);      //clear all stats

// called when the player has finished a level
// if secret flag is true, advance to secret level, else next normal level
window_event_result PlayerFinishedLevel(
#if defined(DXX_BUILD_DESCENT_I)
	next_level_request_secret_flag secret_flag
#endif
	);

// called when the player has died
window_event_result DoPlayerDead(void);

#if defined(DXX_BUILD_DESCENT_I)
#define gameseq_remove_unused_players(Robot_info)	gameseq_remove_unused_players()
#undef PlayerFinishedLevel
#elif defined(DXX_BUILD_DESCENT_II)
#undef gameseq_remove_unused_players
#define PlayerFinishedLevel(secret_flag)	((void)secret_flag,PlayerFinishedLevel())
// load just the hxm file
void load_level_robots(int level_num);
void load_level_robots(const d_fname &level_name);
extern int	First_secret_visit;
window_event_result ExitSecretLevel();
#endif

// load a level off disk. level numbers start at 1.
// Secret levels are -1,-2,-3
void LoadLevel(int level_num, int page_in_textures);

}
#endif
extern void update_player_stats();

// from scores.c

extern void show_high_scores(int place);
extern void draw_high_scores(int place);
extern int add_player_to_high_scores(player *pp);
extern void input_name (int place);
extern int reset_high_scores();

void open_message_window(void);
void close_message_window(void);

// create flash for player appearance
#ifdef dsx
namespace dsx {
void create_player_appearance_effect(const d_vclip_array &Vclip, const object_base &player_obj);
void bash_to_shield(const d_powerup_info_array &Powerup_info, const d_vclip_array &Vclip, object_base &i);
}

// Show endlevel bonus scores
namespace dcx {
// stuff for multiplayer
extern unsigned NumNetPlayerPositions;
extern fix StartingShields;
extern int	Do_appearance_effect;
}


namespace dsx {
#if defined(DXX_BUILD_DESCENT_II)
int p_secret_level_destroyed();
void do_cloak_invul_secret_stuff(fix64 old_gametime, player_info &player_info);
#endif
void EnterSecretLevel(void);
void init_player_stats_new_ship(playernum_t pnum);
void copy_defaults_to_robot(const d_robot_info_array &Robot_info, object_base &objp);
void gameseq_remove_unused_players(const d_robot_info_array &Robot_info);
}
#endif
