#ifndef GAME_MWWORLD_WORLDIMP_H
#define GAME_MWWORLD_WORLDIMP_H

#include "../mwrender/debugging.hpp"

#include "ptr.hpp"
#include "scene.hpp"
#include "esmstore.hpp"
#include "physicssystem.hpp"
#include "cells.hpp"
#include "localscripts.hpp"
#include "timestamp.hpp"
#include "fallback.hpp"

#include "../mwbase/world.hpp"

#include "contentloader.hpp"

namespace Ogre
{
    class Vector3;
}

namespace ESM
{
    struct Position;
}

namespace Files
{
    class Collections;
}

namespace Render
{
    class OgreRenderer;
}

namespace MWRender
{
    class SkyManager;
    class CellRender;
    class Animation;
}

struct ContentLoader;

namespace MWWorld
{
    class WeatherManager;
    class Player;

    /// \brief The game world and its visual representation

    class World : public MWBase::World
    {
            MWWorld::Fallback mFallback;
            MWRender::RenderingManager* mRendering;

            MWWorld::WeatherManager* mWeatherManager;

            MWWorld::Scene *mWorldScene;
            MWWorld::Player *mPlayer;
            std::vector<ESM::ESMReader> mEsm;
            MWWorld::ESMStore mStore;
            LocalScripts mLocalScripts;
            MWWorld::Globals *mGlobalVariables;
            MWWorld::PhysicsSystem *mPhysics;
            bool mSky;

            Cells mCells;

            OEngine::Physic::PhysicEngine* mPhysEngine;

            bool mGodMode;

            // not implemented
            World (const World&);
            World& operator= (const World&);

            Ptr getPtrViaHandle (const std::string& handle, Ptr::CellStore& cellStore);

            int mActivationDistanceOverride;
            std::string mFacedHandle;
            float mFacedDistance;

            std::map<MWWorld::Ptr, int> mDoorStates;
            ///< only holds doors that are currently moving. 0 means closing, 1 opening

            struct ProjectileState
            {
                // Id of spell or enchantment to apply when it hits
                std::string mId;

                // Actor who casted this projectile
                std::string mActorHandle;

                // Name of item to display as effect source in magic menu (in case we casted an enchantment)
                std::string mSourceName;

                ESM::EffectList mEffects;

                float mSpeed;

                bool mStack;
            };

            std::map<MWWorld::Ptr, ProjectileState> mProjectiles;
            void updateWeather(float duration);
            int getDaysPerMonth (int month) const;

            void rotateObjectImp (const Ptr& ptr, Ogre::Vector3 rot, bool adjust);

            bool moveObjectImp (const Ptr& ptr, float x, float y, float z);
            ///< @return true if the active cell (cell player is in) changed

            Ptr copyObjectToCell(const Ptr &ptr, CellStore &cell, const ESM::Position &pos, bool adjustPos=true);

            void updateWindowManager ();
            void performUpdateSceneQueries ();
            void updateFacedHandle ();

            float getMaxActivationDistance ();
            float getNpcActivationDistance ();
            float getObjectActivationDistance ();

            void removeContainerScripts(const Ptr& reference);
            void addContainerScripts(const Ptr& reference, Ptr::CellStore* cell);
            void PCDropped (const Ptr& item);

            void processDoors(float duration);
            ///< Run physics simulation and modify \a world accordingly.

            void moveProjectiles(float duration);

            void doPhysics(float duration);
            ///< Run physics simulation and modify \a world accordingly.

            void ensureNeededRecords();

            /**
             * @brief loadContentFiles - Loads content files (esm,esp,omwgame,omwaddon)
             * @param fileCollections- Container which holds content file names and their paths
             * @param content - Container which holds content file names
             * @param contentLoader -
             */
            void loadContentFiles(const Files::Collections& fileCollections,
                const std::vector<std::string>& content, ContentLoader& contentLoader);

            int mPlayIntro;

            bool mTeleportEnabled;
            bool mLevitationEnabled;
            bool mGoToJail;

            /// Called when \a object is moved to an inactive cell
            void objectLeftActiveCell (MWWorld::Ptr object, MWWorld::Ptr movedPtr);

            float feetToGameUnits(float feet);

        public:

            World (OEngine::Render::OgreRenderer& renderer,
                const Files::Collections& fileCollections,
                const std::vector<std::string>& contentFiles,
                const boost::filesystem::path& resDir, const boost::filesystem::path& cacheDir,
                ToUTF8::Utf8Encoder* encoder, const std::map<std::string,std::string>& fallbackMap, int mActivationDistanceOverride);

            virtual ~World();

            virtual void startNewGame();

            virtual OEngine::Render::Fader* getFader();
            ///< \ŧodo remove this function. Rendering details should not be exposed.

            virtual CellStore *getExterior (int x, int y);

            virtual CellStore *getInterior (const std::string& name);

            virtual void setWaterHeight(const float height);

            virtual void toggleWater();

            virtual void adjustSky();

            virtual void getTriangleBatchCount(unsigned int &triangles, unsigned int &batches);

            virtual const Fallback *getFallback() const;

            virtual Player& getPlayer();
            virtual MWWorld::Ptr getPlayerPtr();

            virtual const MWWorld::ESMStore& getStore() const;

            virtual std::vector<ESM::ESMReader>& getEsmReader();

            virtual LocalScripts& getLocalScripts();

            virtual bool hasCellChanged() const;
            ///< Has the player moved to a different cell, since the last frame?

            virtual bool isCellExterior() const;

            virtual bool isCellQuasiExterior() const;

            virtual Ogre::Vector2 getNorthVector (CellStore* cell);
            ///< get north vector (OGRE coordinates) for given interior cell

            virtual void getDoorMarkers (MWWorld::CellStore* cell, std::vector<DoorMarker>& out);
            ///< get a list of teleport door markers for a given cell, to be displayed on the local map

            virtual void getInteriorMapPosition (Ogre::Vector2 position, float& nX, float& nY, int &x, int& y);
            ///< see MWRender::LocalMap::getInteriorMapPosition

            virtual bool isPositionExplored (float nX, float nY, int x, int y, bool interior);
            ///< see MWRender::LocalMap::isPositionExplored

            virtual Globals::Data& getGlobalVariable (const std::string& name);

            virtual Globals::Data getGlobalVariable (const std::string& name) const;

            virtual char getGlobalVariableType (const std::string& name) const;
            ///< Return ' ', if there is no global variable with this name.

            virtual std::vector<std::string> getGlobals () const;

            virtual std::string getCurrentCellName () const;

            virtual void removeRefScript (MWWorld::RefData *ref);
            //< Remove the script attached to ref from mLocalScripts

            virtual Ptr getPtr (const std::string& name, bool activeOnly);
            ///< Return a pointer to a liveCellRef with the given name.
            /// \param activeOnly do non search inactive cells.

            virtual Ptr searchPtr (const std::string& name, bool activeOnly);
            ///< Return a pointer to a liveCellRef with the given name.
            /// \param activeOnly do non search inactive cells.

            virtual Ptr getPtrViaHandle (const std::string& handle);
            ///< Return a pointer to a liveCellRef with the given Ogre handle.

            virtual Ptr searchPtrViaHandle (const std::string& handle);
            ///< Return a pointer to a liveCellRef with the given Ogre handle or Ptr() if not found

            virtual void adjustPosition (const Ptr& ptr);
            ///< Adjust position after load to be on ground. Must be called after model load.

            virtual void enable (const Ptr& ptr);

            virtual void disable (const Ptr& ptr);

            virtual void advanceTime (double hours);
            ///< Advance in-game time.

            virtual void setHour (double hour);
            ///< Set in-game time hour.

            virtual void setMonth (int month);
            ///< Set in-game time month.

            virtual void setDay (int day);
            ///< Set in-game time day.

            virtual int getDay();
            virtual int getMonth();

            virtual TimeStamp getTimeStamp() const;
            ///< Return current in-game time stamp.

            virtual bool toggleSky();
            ///< \return Resulting mode

            virtual void changeWeather (const std::string& region, unsigned int id);

            virtual int getCurrentWeather() const;

            virtual int getMasserPhase() const;

            virtual int getSecundaPhase() const;

            virtual void setMoonColour (bool red);

            virtual void modRegion(const std::string &regionid, const std::vector<char> &chances);

            virtual float getTimeScaleFactor() const;

            virtual void changeToInteriorCell (const std::string& cellName,
                const ESM::Position& position);
            ///< Move to interior cell.

            virtual void changeToExteriorCell (const ESM::Position& position);
            ///< Move to exterior cell.

            virtual const ESM::Cell *getExterior (const std::string& cellName) const;
            ///< Return a cell matching the given name or a 0-pointer, if there is no such cell.

            virtual void markCellAsUnchanged();

            virtual MWWorld::Ptr getFacedObject();
            ///< Return pointer to the object the player is looking at, if it is within activation range

            /// Returns a pointer to the object the provided object would hit (if within the
            /// specified distance), and the point where the hit occurs. This will attempt to
            /// use the "Head" node as a basis.
            virtual std::pair<MWWorld::Ptr,Ogre::Vector3> getHitContact(const MWWorld::Ptr &ptr, float distance);

            virtual void deleteObject (const Ptr& ptr);

            virtual void moveObject (const Ptr& ptr, float x, float y, float z);
            virtual void moveObject (const Ptr& ptr, CellStore &newCell, float x, float y, float z);

            virtual void scaleObject (const Ptr& ptr, float scale);

            /// Rotates object, uses degrees
            /// \param adjust indicates rotation should be set or adjusted
            virtual void rotateObject (const Ptr& ptr,float x,float y,float z, bool adjust = false);

            virtual void localRotateObject (const Ptr& ptr, float x, float y, float z);

            virtual MWWorld::Ptr safePlaceObject(const MWWorld::Ptr& ptr,MWWorld::CellStore &Cell,ESM::Position pos);
            ///< place an object in a "safe" location (ie not in the void, etc). Makes a copy of the Ptr.

            virtual void indexToPosition (int cellX, int cellY, float &x, float &y, bool centre = false)
                const;
            ///< Convert cell numbers to position.

            virtual void positionToIndex (float x, float y, int &cellX, int &cellY) const;
            ///< Convert position to cell numbers

            virtual void queueMovement(const Ptr &ptr, const Ogre::Vector3 &velocity);
            ///< Queues movement for \a ptr (in local space), to be applied in the next call to
            /// doPhysics.

            virtual bool castRay (float x1, float y1, float z1, float x2, float y2, float z2);
            ///< cast a Ray and return true if there is an object in the ray path.

            virtual bool toggleCollisionMode();
            ///< Toggle collision mode for player. If disabled player object should ignore
            /// collisions and gravity.
            ///< \return Resulting mode

            virtual bool toggleRenderMode (RenderMode mode);
            ///< Toggle a render mode.
            ///< \return Resulting mode

            virtual const ESM::Potion *createRecord (const ESM::Potion& record);
            ///< Create a new record (of type potion) in the ESM store.
            /// \return pointer to created record

            virtual const ESM::Spell *createRecord (const ESM::Spell& record);
            ///< Create a new record (of type spell) in the ESM store.
            /// \return pointer to created record

            virtual const ESM::Class *createRecord (const ESM::Class& record);
            ///< Create a new record (of type class) in the ESM store.
            /// \return pointer to created record

            virtual const ESM::Cell *createRecord (const ESM::Cell& record);
            ///< Create a new record (of type cell) in the ESM store.
            /// \return pointer to created record

            virtual const ESM::NPC *createRecord(const ESM::NPC &record);
            ///< Create a new record (of type npc) in the ESM store.
            /// \return pointer to created record

            virtual const ESM::Armor *createRecord (const ESM::Armor& record);
            ///< Create a new record (of type armor) in the ESM store.
            /// \return pointer to created record

            virtual const ESM::Weapon *createRecord (const ESM::Weapon& record);
            ///< Create a new record (of type weapon) in the ESM store.
            /// \return pointer to created record

            virtual const ESM::Clothing *createRecord (const ESM::Clothing& record);
            ///< Create a new record (of type clothing) in the ESM store.
            /// \return pointer to created record

            virtual const ESM::Enchantment *createRecord (const ESM::Enchantment& record);
            ///< Create a new record (of type enchantment) in the ESM store.
            /// \return pointer to created record

            virtual const ESM::Book *createRecord (const ESM::Book& record);
            ///< Create a new record (of type book) in the ESM store.
            /// \return pointer to created record

            virtual void update (float duration, bool paused);

            virtual bool placeObject (const MWWorld::Ptr& object, float cursorX, float cursorY, int amount);
            ///< copy and place an object into the gameworld at the specified cursor position
            /// @param object
            /// @param cursor X (relative 0-1)
            /// @param cursor Y (relative 0-1)
            /// @param number of objects to place
            /// @return true if the object was placed, or false if it was rejected because the position is too far away

            virtual void dropObjectOnGround (const MWWorld::Ptr& actor, const MWWorld::Ptr& object, int amount);
            ///< copy and place an object into the gameworld at the given actor's position
            /// @param actor giving the dropped object position
            /// @param object
            /// @param number of objects to place

            virtual bool canPlaceObject(float cursorX, float cursorY);
            ///< @return true if it is possible to place on object at specified cursor location

            virtual void processChangedSettings(const Settings::CategorySettingVector& settings);

            virtual bool isFlying(const MWWorld::Ptr &ptr) const;
            virtual bool isSlowFalling(const MWWorld::Ptr &ptr) const;
            ///Is the head of the creature underwater?
            virtual bool isSubmerged(const MWWorld::Ptr &object) const;
            virtual bool isSwimming(const MWWorld::Ptr &object) const;
            virtual bool isUnderwater(const MWWorld::Ptr::CellStore* cell, const Ogre::Vector3 &pos) const;
            virtual bool isOnGround(const MWWorld::Ptr &ptr) const;

            virtual void togglePOV() {
                mRendering->togglePOV();
            }

            virtual void togglePreviewMode(bool enable) {
                mRendering->togglePreviewMode(enable);
            }

            virtual bool toggleVanityMode(bool enable) {
                return mRendering->toggleVanityMode(enable);
            }

            virtual void allowVanityMode(bool allow) {
                mRendering->allowVanityMode(allow);
            }

            virtual void togglePlayerLooking(bool enable) {
                mRendering->togglePlayerLooking(enable);
            }

            virtual void changeVanityModeScale(float factor) {
                mRendering->changeVanityModeScale(factor);
            }

            virtual bool vanityRotateCamera(float * rot);
            virtual void setCameraDistance(float dist, bool adjust = false, bool override = true);

            virtual void setupPlayer();
            virtual void renderPlayer();

            virtual bool getOpenOrCloseDoor(const MWWorld::Ptr& door);
            ///< if activated, should this door be opened or closed?
            virtual void activateDoor(const MWWorld::Ptr& door);
            ///< activate (open or close) an non-teleport door

            virtual bool getPlayerStandingOn (const MWWorld::Ptr& object); ///< @return true if the player is standing on \a object
            virtual bool getActorStandingOn (const MWWorld::Ptr& object); ///< @return true if any actor is standing on \a object
            virtual float getWindSpeed();

            virtual void getContainersOwnedBy (const MWWorld::Ptr& npc, std::vector<MWWorld::Ptr>& out);
            ///< get all containers in active cells owned by this Npc
            virtual void getItemsOwnedBy (const MWWorld::Ptr& npc, std::vector<MWWorld::Ptr>& out);
            ///< get all items in active cells owned by this Npc

            virtual bool getLOS(const MWWorld::Ptr& npc,const MWWorld::Ptr& targetNpc);
            ///< get Line of Sight (morrowind stupid implementation)

            virtual void enableActorCollision(const MWWorld::Ptr& actor, bool enable);

            virtual int canRest();
            ///< check if the player is allowed to rest \n
            /// 0 - yes \n
            /// 1 - only waiting \n
            /// 2 - player is underwater \n
            /// 3 - enemies are nearby (not implemented)

            /// \todo Probably shouldn't be here
            virtual MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr);

            /// \todo this does not belong here
            virtual void playVideo(const std::string& name, bool allowSkipping);
            virtual void stopVideo();
            virtual void frameStarted (float dt, bool paused);

            /// Find center of exterior cell above land surface
            /// \return false if exterior with given name not exists, true otherwise
            virtual bool findExteriorPosition(const std::string &name, ESM::Position &pos);

            /// Find position in interior cell near door entrance
            /// \return false if interior with given name not exists, true otherwise
            virtual bool findInteriorPosition(const std::string &name, ESM::Position &pos);

            /// Enables or disables use of teleport spell effects (recall, intervention, etc).
            virtual void enableTeleporting(bool enable);

            /// Returns true if teleport spell effects are allowed.
            virtual bool isTeleportingEnabled() const;

            /// Enables or disables use of levitation spell effect.
            virtual void enableLevitation(bool enable);

            /// Returns true if levitation spell effect is allowed.
            virtual bool isLevitationEnabled() const;

            virtual void setWerewolf(const MWWorld::Ptr& actor, bool werewolf);

            virtual void applyWerewolfAcrobatics(const MWWorld::Ptr& actor);

            virtual bool getGodModeState();

            virtual bool toggleGodMode();

            /**
             * @brief startSpellCast attempt to start casting a spell. Might fail immediately if conditions are not met.
             * @param actor
             * @return true if the spell can be casted (i.e. the animation should start)
             */
            virtual bool startSpellCast (const MWWorld::Ptr& actor);

            /**
             * @brief Cast the actual spell, should be called mid-animation
             * @param actor
             */
            virtual void castSpell (const MWWorld::Ptr& actor);

            virtual void launchProjectile (const std::string& id, bool stack, const ESM::EffectList& effects,
                                           const MWWorld::Ptr& actor, const std::string& sourceName);

            virtual void breakInvisibility (const MWWorld::Ptr& actor);
            // Are we in an exterior or pseudo-exterior cell and it's night?
            virtual bool isDark() const;

            virtual bool findInteriorPositionInWorldSpace(MWWorld::CellStore* cell, Ogre::Vector3& result);

            /// Teleports \a ptr to the closest reference of \a id (e.g. DivineMarker, PrisonMarker, TempleMarker)
            /// @note id must be lower case
            virtual void teleportToClosestMarker (const MWWorld::Ptr& ptr,
                                                  const std::string& id);

            /// List all references (filtered by \a type) detected by \a ptr. The range
            /// is determined by the current magnitude of the "Detect X" magic effect belonging to \a type.
            /// @note This also works for references in containers.
            virtual void listDetectedReferences (const MWWorld::Ptr& ptr, std::vector<MWWorld::Ptr>& out,
                                                  DetectionType type);

            /// Update the value of some globals according to the world state, which may be used by dialogue entries.
            /// This should be called when initiating a dialogue.
            virtual void updateDialogueGlobals();

            /// Moves all stolen items from \a ptr to the closest evidence chest.
            virtual void confiscateStolenItems(const MWWorld::Ptr& ptr);

            virtual void goToJail ();
    };
}

#endif