#pragma once

#include "Runtime/CScannableObjectInfo.hpp"
#include "Runtime/Audio/CSfxManager.hpp"
#include "Runtime/Collision/CCollisionResponseData.hpp"
#include "Runtime/Collision/CMaterialFilter.hpp"
#include "Runtime/Character/CActorLights.hpp"
#include "Runtime/Character/CModelData.hpp"
#include "Runtime/Graphics/CGraphics.hpp"
#include "Runtime/Graphics/CSimpleShadow.hpp"
#include "Runtime/Weapon/WeaponCommon.hpp"
#include "Runtime/World/CEntity.hpp"

#include <zeus/zeus.hpp>

namespace urde {

class CActorParameters;
class CWeaponMode;
class CHealthInfo;
class CDamageInfo;
class CDamageVulnerability;
class CLightParameters;
class CScriptWater;
class CSimpleShadow;

class CActor : public CEntity {
  friend class CStateManager;

protected:
  zeus::CTransform x34_transform;
  std::unique_ptr<CModelData> x64_modelData;
  CMaterialList x68_material;
  CMaterialFilter x70_materialFilter;
  s16 x88_sfxId = -1;
  CSfxHandle x8c_loopingSfxHandle;
  std::unique_ptr<CActorLights> x90_actorLights;
  std::unique_ptr<CSimpleShadow> x94_simpleShadow;
  TLockedToken<CScannableObjectInfo> x98_scanObjectInfo;
  zeus::CAABox x9c_renderBounds;
  CModelFlags xb4_drawFlags;
  float xbc_time = 0.f;
  float xc0_pitchBend = 0.f;
  TUniqueId xc4_fluidId = kInvalidUniqueId;
  TUniqueId xc6_nextDrawNode;
  int xc8_drawnToken = -1;
  int xcc_addedToken = -1;
  float xd0_damageMag;
  float xd4_maxVol = 1.f;
  rstl::reserved_vector<CSfxHandle, 2> xd8_nonLoopingSfxHandles;
  u8 xe4_24_nextNonLoopingSfxHandle : 3 = 0;
  bool xe4_27_notInSortedLists : 1 = true;
  bool xe4_28_transformDirty : 1 = true;
  bool xe4_29_actorLightsDirty : 1 = true;
  bool xe4_30_outOfFrustum : 1 = false;
  bool xe4_31_calculateLighting : 1 = true;
  bool xe5_24_shadowEnabled : 1 = false;
  bool xe5_25_shadowDirty : 1 = false;
  bool xe5_26_muted : 1 = false;
  bool xe5_27_useInSortedLists : 1 = true;
  bool xe5_28_callTouch : 1 = true;
  bool xe5_29_globalTimeProvider : 1;
  bool xe5_30_renderUnsorted : 1;
  bool xe5_31_pointGeneratorParticles : 1 = false;
  u8 xe6_24_fluidCounter : 3 = 0;
  u8 xe6_27_thermalVisorFlags : 2; // 1: thermal cold, 2: thermal hot
  bool xe6_29_renderParticleDBInside : 1 = true;
  bool xe6_30_enablePitchBend : 1 = false;
  u8 xe6_31_targetableVisorFlags : 4;
  bool xe7_27_enableRender : 1 = true;
  bool xe7_28_worldLightingDirty : 1 = false;
  bool xe7_29_drawEnabled : 1;
  bool xe7_30_doTargetDistanceTest : 1 = true;
  bool xe7_31_targetable : 1 = true;

  boo::ObjToken<boo::ITextureCubeR> m_reflectionCube;

  void _CreateShadow();
  void _CreateReflectionCube();
  void UpdateSfxEmitters();
  void DrawTouchBounds() const;
  void RenderInternal(const CStateManager& mgr) const;
  bool IsModelOpaque(const CStateManager& mgr) const;

public:
  enum class EFluidState { EnteredFluid, InFluid, LeftFluid };

  enum class EScanState {
    Start,
    Processing,
    Done,
  };

  CActor(TUniqueId uid, bool active, std::string_view name, const CEntityInfo& info, const zeus::CTransform&,
         CModelData&& mData, const CMaterialList& list, const CActorParameters& params, TUniqueId otherUid);

  void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
  void SetActive(bool active) override {
    xe4_27_notInSortedLists = true;
    xe4_28_transformDirty = true;
    xe4_29_actorLightsDirty = true;
    xe7_29_drawEnabled = active;
    CEntity::SetActive(active);
  }
  virtual void PreRender(CStateManager&, const zeus::CFrustum&);
  virtual void AddToRenderer(const zeus::CFrustum&, CStateManager&);
  virtual void Render(CStateManager&);
  virtual bool CanRenderUnsorted(const CStateManager&) const;
  virtual void CalculateRenderBounds();
  virtual CHealthInfo* HealthInfo(CStateManager&);
  virtual const CDamageVulnerability* GetDamageVulnerability() const;
  virtual const CDamageVulnerability* GetDamageVulnerability(const zeus::CVector3f&, const zeus::CVector3f&,
                                                             const CDamageInfo&) const;
  virtual std::optional<zeus::CAABox> GetTouchBounds() const;
  virtual void Touch(CActor&, CStateManager&);
  virtual zeus::CVector3f GetOrbitPosition(const CStateManager&) const;
  virtual zeus::CVector3f GetAimPosition(const CStateManager&, float) const;
  virtual zeus::CVector3f GetHomingPosition(const CStateManager&, float) const;
  virtual zeus::CVector3f GetScanObjectIndicatorPosition(const CStateManager&) const;
  virtual EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f&, const zeus::CVector3f&,
                                                                 const CWeaponMode&, EProjectileAttrib) const;
  virtual void FluidFXThink(EFluidState, CScriptWater&, CStateManager&);
  virtual void OnScanStateChanged(EScanState, CStateManager&);
  virtual zeus::CAABox GetSortingBounds(const CStateManager&) const;
  virtual void DoUserAnimEvent(CStateManager&, const CInt32POINode&, EUserEventType, float dt);

  void RemoveEmitter();
  void SetVolume(float vol);
  void SetMuted(bool);
  const zeus::CTransform& GetTransform() const { return x34_transform; }
  const zeus::CVector3f& GetTranslation() const { return x34_transform.origin; }
  zeus::CTransform GetScaledLocatorTransform(std::string_view segName) const;
  zeus::CTransform GetLocatorTransform(std::string_view segName) const;
  void RemoveMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&);
  void RemoveMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&);
  void RemoveMaterial(EMaterialTypes, EMaterialTypes, CStateManager&);
  void RemoveMaterial(EMaterialTypes, CStateManager&);
  void AddMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&);
  void AddMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&);
  void AddMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&);
  void AddMaterial(EMaterialTypes, EMaterialTypes, CStateManager&);
  void AddMaterial(EMaterialTypes, CStateManager&);
  void AddMaterial(const CMaterialList& l);

  void CreateShadow(bool);
  void SetCallTouch(bool callTouch);
  bool GetCallTouch() const;
  void SetUseInSortedLists(bool use);
  bool GetUseInSortedLists() const;
  const CMaterialFilter& GetMaterialFilter() const { return x70_materialFilter; }
  void SetMaterialFilter(const CMaterialFilter& filter) { x70_materialFilter = filter; }
  const CMaterialList& GetMaterialList() const { return x68_material; }
  void SetMaterialList(const CMaterialList& list) { x68_material = list; }
  void SetInFluid(bool in, TUniqueId uid);
  bool HasModelData() const;
  const CSfxHandle& GetSfxHandle() const { return x8c_loopingSfxHandle; }
  void SetSoundEventPitchBend(s32);
  void SetRotation(const zeus::CQuaternion& q);
  void SetTranslation(const zeus::CVector3f& tr);
  void SetTransform(const zeus::CTransform& tr);
  void SetAddedToken(u32 tok);
  float GetPitch() const;
  float GetYaw() const;
  const CModelData* GetModelData() const { return x64_modelData.get(); }
  CModelData* GetModelData() { return x64_modelData.get(); }
  void EnsureRendered(const CStateManager&);
  void EnsureRendered(const CStateManager&, const zeus::CVector3f&, const zeus::CAABox&);
  void ProcessSoundEvent(u32 sfxId, float weight, u32 flags, float falloff, float maxDist, float minVol, float maxVol,
                         const zeus::CVector3f& toListener, const zeus::CVector3f& position, TAreaId aid,
                         CStateManager& mgr, bool translateId);
  SAdvancementDeltas UpdateAnimation(float, CStateManager&, bool);
  void SetActorLights(std::unique_ptr<CActorLights>&& lights);
  const CActorLights* GetActorLights() const { return x90_actorLights.get(); }
  CActorLights* GetActorLights() { return x90_actorLights.get(); }
  bool CanDrawStatic() const;
  bool IsDrawEnabled() const { return xe7_29_drawEnabled; }
  void SetWorldLightingDirty(bool b) { xe7_28_worldLightingDirty = b; }
  const CScannableObjectInfo* GetScannableObjectInfo() const;
  const CHealthInfo* GetHealthInfo(const CStateManager& mgr) const {
    return const_cast<CActor*>(this)->HealthInfo(const_cast<CStateManager&>(mgr));
  }
  bool GetDoTargetDistanceTest() const { return xe7_30_doTargetDistanceTest; }
  void SetCalculateLighting(bool c);
  float GetAverageAnimVelocity(int anim) const;
  u8 GetTargetableVisorFlags() const { return xe6_31_targetableVisorFlags; }
  bool GetIsTargetable() const { return xe7_31_targetable; }
  const CModelFlags& GetDrawFlags() const { return xb4_drawFlags; }
  void SetDrawFlags(const CModelFlags& flags) { xb4_drawFlags = flags; }
  void SetModelData(std::unique_ptr<CModelData>&& mData);
  u8 GetFluidCounter() const { return xe6_24_fluidCounter; }
  TUniqueId GetFluidId() const { return xc4_fluidId; }
  bool GetPointGeneratorParticles() const { return xe5_31_pointGeneratorParticles; }
  void SetPointGeneratorParticles(bool s) { xe5_31_pointGeneratorParticles = s; }
  CSimpleShadow* Shadow() { return x94_simpleShadow.get(); }
  void MoveScannableObjectInfoToActor(CActor*, CStateManager&);
  const zeus::CAABox& GetRenderBounds() const { return x9c_renderBounds; }
};
} // namespace urde