/**
 * @file
 * @brief Player ghost and random Pandemonium demon handling.
**/

#ifndef GHOST_H
#define GHOST_H

#include "enum.h"
#include "itemprop-enum.h"
#include "mon-enum.h"

class ghost_demon
{
public:
    string name;

    species_type species;
    job_type job;
    god_type religion;
    skill_type best_skill;
    short best_skill_level;
    short xl;

    short max_hp, ev, ac, damage, speed;
    bool see_invis;
    brand_type brand;
    attack_type att_type;
    attack_flavour att_flav;
    resists_t resists;

    bool spellcaster, cycle_colours;
    colour_t colour;
    flight_type fly;

    monster_spells spells;

    // For some chimera actions, lets us choose as specific part
    monster_type acting_part;

public:
    ghost_demon();
    bool has_spells() const;
    void reset();
    void init_random_demon();
    void init_player_ghost();
    void init_ugly_thing(bool very_ugly, bool only_mutate = false,
                         colour_t force_colour = BLACK);
    void init_dancing_weapon(const item_def& weapon, int power);
    void init_spectral_weapon(const item_def& weapon, int power, int wpn_skill);
    void init_chimera(monster* mon, monster_type parts[]);
    bool init_chimera_for_place(monster* mon, level_id place,
                                monster_type chimera_type, coord_def pos);

    void init_spellforged_servitor();
    bool populate_servitor_spells(spell_type* spells, bool primary, skill_type best_skill);

    void ugly_thing_to_very_ugly_thing();

public:
    static vector<ghost_demon> find_ghosts();

private:
    static int n_extra_ghosts();
    static void find_extra_ghosts(vector<ghost_demon> &ghosts, int n);
    static void find_transiting_ghosts(vector<ghost_demon> &gs, int n);
    static void announce_ghost(const ghost_demon &g);

private:
    void add_spells();
    spell_type translate_spell(spell_type playerspell) const;
    void ugly_thing_add_resistance(bool very_ugly,
                                   attack_flavour u_att_flav);

    void _apply_chimera_part(monster* mon, monster_type part, int partnum);
};

bool debug_check_ghosts();
int ghost_level_to_rank(const int xl);

extern vector<ghost_demon> ghosts;

#endif
