#pragma once

#include "ctf.qh"
#include <common/items/item/pickup.qh>
#include <common/mutators/base.qh>
#include <common/gametypes/sv_rules.qh>

void ctf_Initialize();

int autocvar_captureleadlimit_override;
int autocvar_capturelimit_override;
IntrusiveList g_flags;

REGISTER_MUTATOR(ctf, false)
{
	MUTATOR_STATIC();
	MUTATOR_ONADD
	{
		GameRules_teams(true);
		GameRules_limit_score(autocvar_capturelimit_override);
		GameRules_limit_lead(autocvar_captureleadlimit_override);

		g_flags = IL_NEW();
		ctf_Initialize();
	}
	return 0;
}

// used in cheats.qc
void ctf_RespawnFlag(entity flag);

// score rule declarations
const int ST_CTF_CAPS = 1;

// flag constants // for most of these, there is just one question to be asked: WHYYYYY?

CLASS(Flag, Pickup)
	// bones_was_here: previously after several calculations (inc FL_ITEM expansion with sv_legacy_bbox_expand 1)
	// the old final bbox was '-28.44 -28.44 -32.08' '28.44 28.44 27.88' at FLAG_SCALE 0.6
	// and the model was noticeably too tall to fit.
	// The following values give '-30 -30 -32' '30 30 38' after vrint() at FLAG_SCALE 0.5625
	// which match the 60x60x70 size of megas and powerups,
	// keep the same origin.z height, and are a better fit for the model.
	ATTRIB(Flag, m_mins, vector, '-53 -53 -57');
	ATTRIB(Flag, m_maxs, vector, '53 53 68');
ENDCLASS(Flag)
Flag CTF_FLAG;

// bones_was_here: previous FLAG_SCALE was 0.6 but model scale is floored to a 1/16 increment
// so 9/16 was the real model scale. Applies to bbox too!
const float FLAG_SCALE = 0.5625;

const float FLAG_THINKRATE = 0.2;
const float FLAG_TOUCHRATE = 0.5;
const float WPFE_THINKRATE = 0.5;

const vector FLAG_DROP_OFFSET = ('0 0 32');
const vector FLAG_CARRY_OFFSET = ('-16 0 8');
#define FLAG_SPAWN_OFFSET ('0 0 1' * (PL_MAX_CONST.z - 13))
const vector FLAG_WAYPOINT_OFFSET = ('0 0 64');
const int FLAG_FLOAT_OFFSET_Z = 32;
const int FLAG_PASS_ARC_OFFSET_Z = -10;

const vector VEHICLE_FLAG_OFFSET = ('0 0 96');
const float VEHICLE_FLAG_SCALE = 1.0;

void ctf_FlagTouch(entity this, entity toucher) { ITEM_HANDLE(Pickup, CTF_FLAG, this, toucher); }

// waypoint colors
#define WPCOLOR_ENEMYFC(t) ((t) ? colormapPaletteColor(t - 1, false) * 0.75 : '1 1 1')
#define WPCOLOR_FLAGCARRIER(t) ((t) ? colormapPaletteColor(t - 1, false) * 0.75 : '1 1 1')
//#define WPCOLOR_FLAGCARRIER(t) (WP_FlagCarrier.m_color)
#define WPCOLOR_DROPPEDFLAG(t) ((t) ? ('0.25 0.25 0.25' + colormapPaletteColor(t - 1, false)) * 0.5 : '1 1 1')

// sounds
#define snd_flag_taken noise
#define snd_flag_returned noise1
#define snd_flag_capture noise2
#define snd_flag_respawn noise3
.string snd_flag_dropped;
.string snd_flag_touch;
.string snd_flag_pass;

// score fields
.float score_assist;
.float score_capture;
.float score_drop; // note: negated
.float score_pickup;
.float score_return;
.float score_team_capture; // shouldn't be too high

// property set on objects to point to the flag they're carrying (if any)
.entity flagcarried;

// effects
.string toucheffect;
.string passeffect;
.string capeffect;

// list of stale flags on the map
.entity ctf_staleflagnext;

// waypoint sprites
.entity wps_helpme;
.entity wps_flagbase;
.entity wps_flagcarrier;
.entity wps_flagdropped;
.entity wps_flagreturn;
.entity wps_enemyflagcarrier;
.float wps_helpme_time;
bool wpforenemy_announced;
float wpforenemy_nextthink;

// statuses
const int FLAG_BASE = 1;
const int FLAG_DROPPED = 2;
const int FLAG_CARRY = 3;
const int FLAG_PASSING = 4;

const int DROP_NORMAL = 1;
const int DROP_THROW = 2;
const int DROP_PASS = 3;
const int DROP_RESET = 4;

const int PICKUP_BASE = 1;
const int PICKUP_DROPPED = 2;

const int CAPTURE_NORMAL = 1;
const int CAPTURE_DROPPED = 2;

const int RETURN_TIMEOUT = 1;
const int RETURN_DROPPED = 2;
const int RETURN_DAMAGE = 3;
const int RETURN_SPEEDRUN = 4;
const int RETURN_NEEDKILL = 5;

bool ctf_Stalemate_Customize(entity this, entity client);

void ctf_Handle_Throw(entity player, entity receiver, float droptype);

// flag properties
#define ctf_spawnorigin dropped_origin
bool ctf_stalemate; // indicates that a stalemate is active
float ctf_captimerecord; // record time for capturing the flag
.float ctf_pickuptime;
.float ctf_droptime;
.float ctf_landtime;
.int ctf_status; // status of the flag (FLAG_BASE, FLAG_DROPPED, FLAG_CARRY declared globally)
.entity ctf_dropper; // don't allow spam of dropping the flag
.float next_take_time;
.bool ctf_flagdamaged_byworld;
.entity enemy; // when flag is back in the base, it remembers last player who carried/touched the flag, useful to bots

// passing/throwing properties
.float pass_distance;
.entity pass_sender;
.entity pass_target;
.float throw_antispam;
.float throw_prevtime;
.int throw_count;

// CaptureShield: If the player is too bad to be allowed to capture, shield them from taking the flag.
.bool ctf_captureshielded; // set to 1 if the player is too bad to be allowed to capture
float ctf_captureshield_min_negscore; // punish at -20 points
float ctf_captureshield_max_ratio; // punish at most 30% of each team
float ctf_captureshield_force; // push force of the shield

// 1 flag ctf
bool ctf_oneflag; // indicates whether or not a neutral flag has been found

// bot player logic
const int HAVOCBOT_CTF_ROLE_NONE = 0;
const int HAVOCBOT_CTF_ROLE_DEFENSE = 2;
const int HAVOCBOT_CTF_ROLE_MIDDLE = 4;
const int HAVOCBOT_CTF_ROLE_OFFENSE = 8;
const int HAVOCBOT_CTF_ROLE_CARRIER = 16;
const int HAVOCBOT_CTF_ROLE_RETRIEVER = 32;
const int HAVOCBOT_CTF_ROLE_ESCORT = 64;

.bool havocbot_cantfindflag;

void havocbot_role_ctf_setrole(entity bot, int role);

// team checking
#define CTF_SAMETEAM(a,b) ((autocvar_g_ctf_reverse || (ctf_oneflag && autocvar_g_ctf_oneflag_reverse)) ? DIFF_TEAM(a,b) : SAME_TEAM(a,b))
#define CTF_DIFFTEAM(a,b) ((autocvar_g_ctf_reverse || (ctf_oneflag && autocvar_g_ctf_oneflag_reverse)) ? SAME_TEAM(a,b) : DIFF_TEAM(a,b))
