/*
 *  The ManaPlus Client
 *  Copyright (C) 2004-2009  The Mana World Development Team
 *  Copyright (C) 2009-2010  The Mana Developers
 *  Copyright (C) 2011-2012  The ManaPlus Developers
 *
 *  This file is part of The ManaPlus Client.
 *
 *  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 2 of the License, or
 *  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/>.
 */

#include "net/manaserv/beinghandler.h"

#include "actorspritemanager.h"
#include "being.h"
#include "client.h"
#include "game.h"
#include "localplayer.h"
#include "logger.h"
#include "particle.h"

#include "gui/okdialog.h"

#include "net/messagein.h"
#include "net/net.h"

#include "net/manaserv/playerhandler.h"
#include "net/manaserv/protocol.h"

#include "resources/colordb.h"

#include "utils/gettext.h"

extern Net::BeingHandler *beingHandler;

namespace ManaServ
{

BeingHandler::BeingHandler()
{
    static const Uint16 _messages[] =
    {
        GPMSG_BEING_ATTACK,
        GPMSG_BEING_ENTER,
        GPMSG_BEING_LEAVE,
        GPMSG_BEINGS_MOVE,
        GPMSG_BEINGS_DAMAGE,
        GPMSG_BEING_ACTION_CHANGE,
        GPMSG_BEING_LOOKS_CHANGE,
        GPMSG_BEING_DIR_CHANGE,
        0
    };
    handledMessages = _messages;
    beingHandler = this;
}

void BeingHandler::handleMessage(Net::MessageIn &msg)
{
    switch (msg.getId())
    {
        case GPMSG_BEING_ENTER:
            handleBeingEnterMessage(msg);
            break;
        case GPMSG_BEING_LEAVE:
            handleBeingLeaveMessage(msg);
            break;
        case GPMSG_BEINGS_MOVE:
            handleBeingsMoveMessage(msg);
            break;
        case GPMSG_BEING_ATTACK:
            handleBeingAttackMessage(msg);
            break;
        case GPMSG_BEINGS_DAMAGE:
            handleBeingsDamageMessage(msg);
            break;
        case GPMSG_BEING_ACTION_CHANGE:
            handleBeingActionChangeMessage(msg);
            break;
        case GPMSG_BEING_LOOKS_CHANGE:
            handleBeingLooksChangeMessage(msg);
            break;
        case GPMSG_BEING_DIR_CHANGE:
            handleBeingDirChangeMessage(msg);
            break;
        default:
            break;
    }
}

Vector BeingHandler::giveSpeedInPixelsPerTicks(float speedInTilesPerSeconds)
{
    Vector speedInTicks;
    Game *game = Game::instance();
    Map *map = 0;
    if (game)
    {
        map = game->getCurrentMap();
        if (map)
        {
            speedInTicks.x = speedInTilesPerSeconds
                * (float)map->getTileWidth()
                / 1000 * (float) MILLISECONDS_IN_A_TICK;
            speedInTicks.y = speedInTilesPerSeconds
                * (float)map->getTileHeight()
                / 1000 * (float) MILLISECONDS_IN_A_TICK;
        }
    }

    if (!game || !map)
    {
        speedInTicks.x = speedInTicks.y = 0;
        logger->log1("Manaserv::BeingHandler: Speed wasn't given back"
                    " because game/Map not initialized.");
    }
    // We don't use z for now.
    speedInTicks.z = 0;

    return speedInTicks;
}

static void handleLooks(Being *being, Net::MessageIn &msg)
{
    // Order of sent slots. Has to be in sync with the server code.
    static int const nb_slots = 4;
    static int const slots[nb_slots] =
    {
        SPRITE_WEAPON,
        SPRITE_HAT,
        SPRITE_TOPCLOTHES,
        SPRITE_BOTTOMCLOTHES
    };

    int mask = msg.readInt8();

    if (mask & (1 << 7))
    {
        // The equipment has to be cleared first.
        for (int i = 0; i < nb_slots; ++i)
            being->setSprite(slots[i], 0);
    }

    // Fill slots enumerated by the bitmask.
    for (int i = 0; i < nb_slots; ++i)
    {
        if (!(mask & (1 << i))) continue;
        int id = msg.readInt16();
        being->setSprite(slots[i], id, "", 1, (slots[i] == SPRITE_WEAPON));
    }
}

void BeingHandler::handleBeingEnterMessage(Net::MessageIn &msg)
{
    int type = msg.readInt8();
    int id = msg.readInt16();
    Being::Action action = (Being::Action)msg.readInt8();
    int px = msg.readInt16();
    int py = msg.readInt16();
    Being *being;

    switch (type)
    {
        case OBJECT_CHARACTER:
        {
            std::string name = msg.readString();
            if (player_node->getName() == name)
            {
                being = player_node;
                being->setId(id);
            }
            else
            {
                being = actorSpriteManager->createBeing(id,
                                                    ActorSprite::PLAYER, 0);
                being->setName(name);
            }
            int hs = msg.readInt8(), hc = msg.readInt8();
            being->setSprite(SPRITE_HAIR, hs * -1, ColorDB::getHairColor(hc));
            being->setGender(msg.readInt8() == GENDER_MALE ?
                             GENDER_MALE : GENDER_FEMALE);
            handleLooks(being, msg);
        } break;

        case OBJECT_MONSTER:
        case OBJECT_NPC:
        {
            int subtype = msg.readInt16();
            being = actorSpriteManager->createBeing(id, type == OBJECT_MONSTER
                           ? ActorSprite::MONSTER : ActorSprite::NPC, subtype);
            std::string name = msg.readString();
            if (name.length() > 0) being->setName(name);
        } break;

        default:
            return;
    }

    being->setPosition(px, py);
    being->setDestination(px, py);
    being->setAction(action);
}

void BeingHandler::handleBeingLeaveMessage(Net::MessageIn &msg)
{
    Being *being = actorSpriteManager->findBeing(msg.readInt16());
    if (!being)
        return;

    actorSpriteManager->destroy(being);
}

void BeingHandler::handleBeingsMoveMessage(Net::MessageIn &msg)
{
    while (msg.getUnreadLength())
    {
        int id = msg.readInt16();
        int flags = msg.readInt8();
        Being *being = actorSpriteManager->findBeing(id);
        int sx = 0;
        int sy = 0;
        int speed = 0;

        if (flags & MOVING_POSITION)
        {
            sx = msg.readInt16();
            sy = msg.readInt16();
            speed = msg.readInt8();
        }
        if (!being || !(flags & (MOVING_POSITION | MOVING_DESTINATION)))
        {
            continue;
        }
        if (speed)
        {
           /*
            * The being's speed is transfered in tiles per second * 10
            * to keep it transferable in a Byte.
            * We set it back to tiles per second and in a float.
            * Then, we translate it in pixels per ticks, to correspond
            * with the Being::logic() function calls
            * @see MILLISECONDS_IN_A_TICK
            */
            being->setWalkSpeed(
                               giveSpeedInPixelsPerTicks((float) speed / 10));
        }

        // Ignore messages from the server for the local player
        if (being == player_node)
            continue;

        if (flags & MOVING_POSITION)
        {
            being->setDestination(sx, sy);
        }
    }
}

void BeingHandler::handleBeingAttackMessage(Net::MessageIn &msg)
{
    Being *being = actorSpriteManager->findBeing(msg.readInt16());
    const int direction = msg.readInt8();
    const int attackType = msg.readInt8();

    if (!being)
        return;

    switch (direction)
    {
        case DIRECTION_UP: being->setDirection(Being::UP); break;
        case DIRECTION_DOWN: being->setDirection(Being::DOWN); break;
        case DIRECTION_LEFT: being->setDirection(Being::LEFT); break;
        case DIRECTION_RIGHT: being->setDirection(Being::RIGHT); break;
        default: break;
    }

    being->setAction(Being::ATTACK, attackType);
}

void BeingHandler::handleBeingsDamageMessage(Net::MessageIn &msg)
{
    while (msg.getUnreadLength())
    {
        Being *being = actorSpriteManager->findBeing(msg.readInt16());
        int damage = msg.readInt16();
        if (being)
        {
            being->takeDamage(0, damage, Being::HIT);
        }
    }
}

void BeingHandler::handleBeingActionChangeMessage(Net::MessageIn &msg)
{
    Being *being = actorSpriteManager->findBeing(msg.readInt16());
    Being::Action action = (Being::Action) msg.readInt8();
    if (!being)
        return;

    being->setAction(action);

    if (action == Being::DEAD && being == player_node)
    {
        static char const *const deadMsg[] =
        {
            _("You are dead."),
            _("We regret to inform you that your character was killed in "
              "battle."),
            _("You are not that alive anymore."),
            _("The cold hands of the grim reaper are grabbing for your soul."),
            _("Game Over!"),
            _("No, kids. Your character did not really die. It... err... "
              "went to a better place."),
            _("Your plan of breaking your enemies weapon by bashing it with "
              "your throat failed."),
            _("I guess this did not run too well."),
            _("Do you want your possessions identified?"), // Nethack reference
            _("Sadly, no trace of you was ever found..."), // Secret of Mana
                                                           // reference
            _("Annihilated."), // Final Fantasy VI reference
            _("Looks like you got your head handed to you."), // Earthbound
                                                              // reference
            _("You screwed up again, dump your body down the tubes and get "
              "you another one.") // Leisure Suit Larry 1 Reference

        };
        std::string message(deadMsg[rand() % 13]);
        message.append(std::string(" ") + _("Press OK to respawn."));
        OkDialog *dlg = new OkDialog(_("You Died"), message, false);
        dlg->addActionListener(&(ManaServ::respawnListener));
    }
}

void BeingHandler::handleBeingLooksChangeMessage(Net::MessageIn &msg)
{
    Being *being = actorSpriteManager->findBeing(msg.readInt16());
    if (!being || being->getType() != ActorSprite::PLAYER)
        return;
    handleLooks(being, msg);
    if (msg.getUnreadLength())
    {
        int style = msg.readInt16();
        int color = msg.readInt16();
        being->setSprite(SPRITE_HAIR, style * -1,
            ColorDB::getHairColor(color));
    }
}

void BeingHandler::handleBeingDirChangeMessage(Net::MessageIn &msg)
{
    Being *being = actorSpriteManager->findBeing(msg.readInt16());
    if (!being)
        return;
    int data = msg.readInt8();

    // The direction for the player's character is handled on client side.
    if (being != player_node)
    {
        switch (data)
        {
          case DIRECTION_UP: being->setDirection(Being::UP); break;
          case DIRECTION_DOWN: being->setDirection(Being::DOWN); break;
          case DIRECTION_LEFT: being->setDirection(Being::LEFT); break;
          case DIRECTION_RIGHT: being->setDirection(Being::RIGHT); break;
          default: break;
        }
    }
}

void BeingHandler::requestNameById(int id A_UNUSED)
{
}

void BeingHandler::undress(Being *being A_UNUSED)
{
}

} // namespace ManaServ