/* 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 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, see <http://www.gnu.org/licenses/>.
 *
 */

#ifndef MADS_MADS_H
#define MADS_MADS_H

#include "common/scummsys.h"
#include "common/system.h"
#include "common/error.h"
#include "common/random.h"
#include "common/util.h"
#include "engines/engine.h"
#include "graphics/surface.h"
#include "mads/conversations.h"
#include "mads/debugger.h"
#include "mads/dialogs.h"
#include "mads/events.h"
#include "mads/font.h"
#include "mads/game.h"
#include "mads/screen.h"
#include "mads/msurface.h"
#include "mads/resources.h"
#include "mads/sound.h"
#include "mads/detection.h"

/**
 * This is the namespace of the MADS engine.
 *
 * Status of this engine: In Development
 *
 * Games using this engine:
 * - Rex Nebular and the Cosmic Gender Bender
 */
namespace MADS {

#define DEBUG_BASIC 1
#define DEBUG_INTERMEDIATE 2
#define DEBUG_DETAILED 3

enum MADSDebugChannels {
	kDebugPath      = 1 << 0,
	kDebugScripts	= 1 << 1,
	kDebugGraphics	= 1 << 2
};

enum ScreenFade {
	SCREEN_FADE_SMOOTH = 0,
	SCREEN_FADE_MEDIUM = 1,
	SCREEN_FADE_FAST = 2
};


class MADSEngine : public Engine {
private:
	const MADSGameDescription *_gameDescription;
	Common::RandomSource _randomSource;

	/**
	 * Handles basic initialisation
	 */
	void initialize();

	void loadOptions();
protected:
	// Engine APIs
	Common::Error run() override;
	bool hasFeature(EngineFeature f) const override;
public:
	Debugger *_debugger;
	Dialogs *_dialogs;
	EventsManager *_events;
	Font *_font;
	Game *_game;
	GameConversations * _gameConv;
	Palette *_palette;
	Resources *_resources;
	Screen *_screen;
	SoundManager *_sound;
	AudioPlayer *_audio;
	bool _easyMouse;
	bool _invObjectsAnimated;
	bool _textWindowStill;
	ScreenFade _screenFade;
	bool _musicFlag;
	bool _soundFlag;
	bool _dithering;
	bool _disableFastwalk;
public:
	MADSEngine(OSystem *syst, const MADSGameDescription *gameDesc);
	~MADSEngine() override;

	uint32 getFeatures() const;
	Common::Language getLanguage() const;
	Common::Platform getPlatform() const;
	uint16 getVersion() const;
	uint32 getGameID() const;
	uint32 getGameFeatures() const;
	bool isDemo() const;

	int getRandomNumber(int maxNumber);
	int getRandomNumber(int minNumber, int maxNumber);

	/**
	* Returns true if it is currently okay to restore a game
	*/
	bool canLoadGameStateCurrently() override;

	/**
	* Returns true if it is currently okay to save the game
	*/
	bool canSaveGameStateCurrently() override;

	/**
	 * Handles loading a game via the GMM
	 */
	Common::Error loadGameState(int slot) override;

	/**
	 * Handles saving the game via the GMM
	 */
	Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;

	/**
	 * Handles updating sound settings after they're changed in the GMM dialog
	 */
	void syncSoundSettings() override;

	void saveOptions();
};

} // End of namespace MADS

#endif /* MADS_MADS_H */
