#ifndef GAME_SERVER_GAMECONTROLLER_H
#define GAME_SERVER_GAMECONTROLLER_H

#include <base/vmath.h>

/*
	Class: Game Controller
		Controls the main game logic. Keeping track of team and player score,
		winning conditions and specific game logic.
*/
class IGameController
{
	vec2 m_aaSpawnPoints[3][64];
	int m_aNumSpawnPoints[3];
	
	class CGameContext *m_pGameServer;
	class IServer *m_pServer;
	
protected:
	CGameContext *GameServer() const { return m_pGameServer; }
	IServer *Server() const { return m_pServer; }

	struct CSpawnEval
	{
		CSpawnEval()
		{
			m_Got = false;
			m_FriendlyTeam = -1;
			m_Pos = vec2(100,100);
		}
			
		vec2 m_Pos;
		bool m_Got;
		int m_FriendlyTeam;
		float m_Score;
	};

	float EvaluateSpawnPos(CSpawnEval *pEval, vec2 Pos);
	void EvaluateSpawnType(CSpawnEval *pEval, int Type);
	bool EvaluateSpawn(class CPlayer *pP, vec2 *pPos);

	void CycleMap();
	void ResetGame();
	
	char m_aMapWish[128];

	
	int m_RoundStartTick;
	int m_GameOverTick;
	int m_SuddenDeath;
	
	int m_aTeamscore[2];
	
	int m_Warmup;
	int m_RoundCount;
	
	int m_GameFlags;
	int m_UnbalancedTick;
	bool m_ForceBalanced;
	
public:
	const char *m_pGameType;

	bool IsTeamplay() const;
	
	IGameController(class CGameContext *pGameServer);
	virtual ~IGameController();

	void DoTeamScoreWincheck();
	void DoPlayerScoreWincheck();
	
	void DoWarmup(int Seconds);
	
	void StartRound();
	void EndRound();
	void ChangeMap(const char *pToMap);
	
	bool IsFriendlyFire(int Cid1, int Cid2);
	
	bool IsForceBalanced();

	/*
	
	*/	
	virtual bool CanBeMovedOnBalance(int Cid);

	virtual void Tick();
	
	virtual void Snap(int SnappingClient);
	
	/*
		Function: on_entity
			Called when the map is loaded to process an entity
			in the map.
			
		Arguments:
			index - Entity index.
			pos - Where the entity is located in the world.
			
		Returns:
			bool?
	*/
	virtual bool OnEntity(int Index, vec2 Pos);
	
	/*
		Function: on_CCharacter_spawn
			Called when a CCharacter spawns into the game world.
			
		Arguments:
			chr - The CCharacter that was spawned.
	*/
	virtual void OnCharacterSpawn(class CCharacter *pChr);
	
	/*
		Function: on_CCharacter_death
			Called when a CCharacter in the world dies.
			
		Arguments:
			victim - The CCharacter that died.
			killer - The player that killed it.
			weapon - What weapon that killed it. Can be -1 for undefined
				weapon when switching team or player suicides.
	*/
	virtual int OnCharacterDeath(class CCharacter *pVictim, class CPlayer *pKiller, int Weapon);


	virtual void OnPlayerInfoChange(class CPlayer *pP);

	//
	virtual bool CanSpawn(class CPlayer *pP, vec2 *pPos);

	/*
	
	*/	
	virtual const char *GetTeamName(int Team);
	virtual int GetAutoTeam(int NotThisId);
	virtual bool CanJoinTeam(int Team, int NotThisId);
	bool CheckTeamBalance();
	bool CanChangeTeam(CPlayer *pPplayer, int JoinTeam);
	int ClampTeam(int Team);

	virtual void PostReset();
};

#endif
