/* 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 ULTIMA4_CORE_CONFIG_H
#define ULTIMA4_CORE_CONFIG_H

#include "ultima/shared/conf/xml_tree.h"
#include "ultima/shared/conf/xml_node.h"
#include "ultima/shared/std/containers.h"

namespace Ultima {
namespace Ultima4 {

/* info for loading city data from *.ult and *.tlk */
#define CITY_HEIGHT 32
#define CITY_WIDTH 32
#define CITY_MAX_PERSONS 32

/* info for loading area data from *.con */
#define CON_HEIGHT 11
#define CON_WIDTH 11

/* info for loading dungeon map data from *.dng */
#define DNG_HEIGHT 8
#define DNG_WIDTH 8

/* info for loading image data from shapes.ega */
#define N_TILES 256
#define TILE_WIDTH (2 * CHAR_WIDTH)
#define TILE_HEIGHT (2 * CHAR_HEIGHT)

/* info for loading image data from charset.ega */
#define CHAR_WIDTH 8
#define CHAR_HEIGHT 8

/* some character defines */
#define CHARSET_ANKH '\0'
#define CHARSET_REDDOT '\01'
#define CHARSET_SDOOR '\02'
#define CHARSET_WALL '\03'
#define CHARSET_LADDER_UPDOWN '\04'
#define CHARSET_LADDER_DOWN '\05'
#define CHARSET_LADDER_UP '\06'
#define CHARSET_BULLET '\010'
#define CHARSET_COPYRIGHT '\011'
#define CHARSET_REGISTERED '\012'
#define CHARSET_MALE '\013'
#define CHARSET_FEMALE '\014'
#define CHARSET_HORIZBAR '\015'
#define CHARSET_ROOM '\016'
#define CHARSET_ORB '\017'
#define CHARSET_PROMPT '\020'
#define CHARSET_FLOOR '\022'

/* map viewport size (in tiles) */
#define VIEWPORT_W 11
#define VIEWPORT_H 11

/* screen border size (in pixels) */
#define BORDER_WIDTH 8
#define BORDER_HEIGHT 8

/* text area (in character units) */
#define TEXT_AREA_X 24
#define TEXT_AREA_Y 12
#define TEXT_AREA_W 16
#define TEXT_AREA_H 12

/* moons/moongates */
#define MOON_PHASES 24
#define MOON_SECONDS_PER_PHASE 4
#define MOON_CHAR 20

/* wind */
#define WIND_AREA_X 7
#define WIND_AREA_Y 23
#define WIND_AREA_W 10
#define WIND_AREA_H 1
#define WIND_SECONDS_PER_PHASE 1


class ConfigElement;

/**
 * Singleton class that manages the XML configuration tree.
 */
class Config {
private:
	static Config *_instance;
	Shared::XMLTree _doc;
public:
	static const Config *getInstance() {
		return _instance;
	}
public:
	Config();
	~Config();

	ConfigElement getElement(const Common::String &name) const;

	static Std::vector<Common::String> getGames();
	static void setGame(const Common::String &name);
};

/**
 * A single configuration element in the config tree.  Right now, a
 * thin wrapper around the XML DOM element.
 */
class ConfigElement {
private:
	const Shared::XMLNode *_node;
	Common::String _name;
public:
	ConfigElement(const Shared::XMLNode *xmlNode);
	ConfigElement(const ConfigElement &e);
	ConfigElement();
	~ConfigElement();

	ConfigElement &operator=(const ConfigElement &e);

	const Common::String getName() const {
		return _name;
	}

	bool exists(const Common::String &name) const;
	Common::String getString(const Common::String &name) const;
	int getInt(const Common::String &name, int defaultValue = 0) const;
	bool getBool(const Common::String &name) const;
	int getEnum(const Common::String &name, const char *enumValues[]) const;

	Std::vector<ConfigElement> getChildren() const;

	const Shared::XMLNode *getNode() const {
		return _node;
	}
};

} // End of namespace Ultima4
} // End of namespace Ultima

#endif
