#ifndef _SPRITE_H_
#define _SPRITE_H_

#include <SDL/SDL.h>
#include <stdlib.h>
#include <math.h>

/* Sprites */
#define MAX_SPRITE 200

enum _priority {
	PR_BACK0=0,
	PR_GROUNDER,
	PR_BACK1,
	PR_BACK2,
	PR_ENEMY,
	PR_ENEMY_WEAPON,
	PR_TARGET,
	PR_BONUS,
	PR_PLAYER,
	PR_TEXT,
	PR_FRONT0,
	PR_FRONT1,
	PR_FRONT2
};

enum SPRITE_TYPE {
	SP_PLAYER=0x0100,		/* Unser Held */

	SP_PL_PLASMA=0x0200,		/* Waffen des Helden */
	SP_PL_FIREBALL,
	SP_PL_KILLRAY,
	SP_PL_BOMB,
	SP_PL_HOMING,
	SP_PL_SHIELD,
	SP_PL_HLASER,

	SP_EN_EYEFO=0x0400,		/* Die Boesen */
	SP_EN_XEV,
	SP_EN_CRUSHER,
	SP_EN_CUBE,
	SP_EN_DRAGER,
	SP_EN_HOMING,
	SP_EN_MINE,
	SP_EN_RWINGX,
	SP_EN_CIR,
	SP_EN_ZATAK,
	SP_EN_BADGUY,
	SP_EN_GROUNDER,
	SP_EN_BGPANEL,
	SP_EN_PROBALL,
	SP_EN_PLASMABALL,
	SP_EN_MING,
	SP_EN_GREETER,
	SP_EN_CURVER,
	SP_EN_BOSS01,
	SP_EN_BOSS02,
	SP_EN_BOSS03,

	SP_EN_BULLET=0x0800,		/* ... und ihre Waffen */
	SP_EN_LASER,
	SP_EN_BOSS02ICE,

	SP_BONUS_FIREPOWER=0x1000,	/* Bonusitems */
	SP_BONUS_ADDSPEED,
	SP_BONUS_COIN,
	SP_BONUS_BOMB,
	SP_BONUS_EXTRA,
	SP_BONUS_HEALTH,
	SP_BONUS_LAST,

	SP_MENUTEXT=0x2000,
	SP_ETC=0x4000,		/* diverses */
};

#define SP_SHOW_PLAYER		0x0100
#define SP_SHOW_PLAYER_WEAPONS	0x0200
#define SP_SHOW_ENEMYS		0x0400
#define SP_SHOW_ENEMY_WEAPONS	0x0800
#define SP_SHOW_BONUS		0x1000
#define SP_SHOW_MENUTEXT	0x2000
#define SP_SHOW_ETC		0x4000
#define SP_SHOW_ALL		0xff00
			
typedef struct _colmap_cache {
	SDL_Surface *src;	/* Zeiger auf Quell-Src in Pixmap cache (nur fuer Index, *NO* free!) */
	int frames;		/* Anzahl eintraege in dyn.Array **col */
	int refcount;		/* Wieviele Sprites nutzen diese Colmap? */
	Uint8 **col;		/* Dyn.Array mit Zeiger auf Colmaps */
	struct _colmap_cache *next;
} COLMAP_CACHE;
		
typedef struct _sprite {
	int id;				/* Eindeutige Sprite-ID */
	SDL_Surface *img;		/* Images */
	COLMAP_CACHE *cmap;		/* Zeiger auf Col-Map-Cache entry */
	int type;			/* Sprite-Typ, (siehe enum SPRITE_TYPE), -1=remove */
	Uint8 priority;			/* Prioritaet (0: unten, 9 oben) */
	Uint8 frames;			/* Anzahl Frames */
	Sint8 anim_speed;		/* Geschw. der Animation (negative Werte: Anim läuft rückwärts */
	// Sint8 anim_count;		/* intern: Zaehler f. anim_speed */
	Uint8 alpha;			/* 255: opak, -  0: durchsichtig */
	Uint8 flags;			/* siehe unten (SP_FLAG...) */
	int aktframe;			/* akt. Frame */
	double anim_count;
	int w,h;			/* Breite, Höhe */
	int ticks;			// number of ticks since creation
	double x,y;			/* akt. Position */
	void *data;			/* Zeiger auf Strukur mit zusätzlichen Daten */
	void (*mover)(struct _sprite *);/* Custom-Move-Routine */
	struct _sprite *next;
} SPRITE;

#define SP_FLAG_COLCHECK	0x01	/* Col-Check aktiv */
#define SP_FLAG_VISIBLE		0x02	/* Sprite sichtbar */
#define SP_FLAG_NOCACHE		0x04	/* Image nicht im Cache */
#define SP_FLAG_FREESURFACE	0x08	/* Surface loeschen */
#define SP_FLAG_CHEAPALPHA	0x10	/* "Cheapalpha", nur jedes 2te Pixel setzen */
#define SP_FLAG_PARANOIA	0x20	/* SIE sind hinter mir her */

typedef struct _cont {
	int max;			/* Anzahl Sprites in e[] */
	void *e;				/* Zeiger auf Array mit sprite-ids */
	void (*con)(struct _cont *);	/* Custum controller routine */
	struct _cont *next;		/* naechster controller oder NULL */
} CONTROLLER;

#include "support.h"

COLMAP_CACHE *sprite_add_colmap(SDL_Surface *img, int frames);
COLMAP_CACHE *sprite_get_colmap(SDL_Surface *img, int frames);
void sprite_remove_colmap(COLMAP_CACHE *c);
SPRITE *sprite_add_file(char *filename, int frames, Uint8 priority);
SPRITE *sprite_add(SDL_Surface *surface, int frames, Uint8 priority, int nocache);
SDL_Surface *sprite_getcurrimg(SPRITE *s);
void sprite_display(int type);
void sprite_remove(SPRITE *sr);
void sprite_remove_all(int type);
void sprite_remove_all_type(int type);
void sprite_animate(int type);
void sprite_move(int type);
void sprite_work(int type);
int sprite_count(int type);
SPRITE *sprite_colcheck(SPRITE *tocheck, int type);
int sprite_col_bounding(SPRITE *a, SPRITE *b);
int sprite_col_pixel(SPRITE *a, SPRITE *b);
Uint32 sprite_getpixel(SDL_Surface *surface, Sint16 x, Sint16 y);
int sprite_memand(Uint8 *s1, Uint8 *s2, int shift1, int shift2, int n);
void sprite_create_colmap(SDL_Surface *src, Uint8 *dst,int w, int f);
SPRITE *sprite_get_by_id(int id);
CONTROLLER *controller_add();
void controller_remove(CONTROLLER *c);
void controller_remove_all();
void controller_work();
#endif
