/*
 *  The ManaPlus Client
 *  Copyright (C) 2009  The Mana World Development Team
 *  Copyright (C) 2009-2010  The Mana Developers
 *  Copyright (C) 2011-2014  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/eathena/generalhandler.h"

#include "client.h"
#include "configuration.h"
#include "logger.h"

#include "gui/windows/inventorywindow.h"
#include "gui/windows/skilldialog.h"
#include "gui/windows/socialwindow.h"
#include "gui/windows/statuswindow.h"

#include "net/ea/guildhandler.h"

#include "net/ea/gui/guildtab.h"
#include "net/ea/gui/partytab.h"

#include "net/eathena/adminhandler.h"
#include "net/eathena/beinghandler.h"
#include "net/eathena/buysellhandler.h"
#include "net/eathena/chathandler.h"
#include "net/eathena/charserverhandler.h"
#include "net/eathena/gamehandler.h"
#include "net/eathena/guildhandler.h"
#include "net/eathena/inventoryhandler.h"
#include "net/eathena/itemhandler.h"
#include "net/eathena/loginhandler.h"
#include "net/eathena/network.h"
#include "net/eathena/npchandler.h"
#include "net/eathena/partyhandler.h"
#include "net/eathena/playerhandler.h"
#include "net/eathena/protocol.h"
#include "net/eathena/tradehandler.h"
#include "net/eathena/skillhandler.h"

#include "utils/gettext.h"

#include "debug.h"

extern Net::GeneralHandler *generalHandler;

namespace EAthena
{

ServerInfo charServer;
ServerInfo mapServer;

GeneralHandler::GeneralHandler() :
    MessageHandler(),
    mAdminHandler(new AdminHandler),
    mBeingHandler(new BeingHandler(config.getBoolValue("EnableSync"))),
    mBuySellHandler(new BuySellHandler),
    mCharServerHandler(new CharServerHandler),
    mChatHandler(new ChatHandler),
    mGameHandler(new GameHandler),
    mGuildHandler(new GuildHandler),
    mInventoryHandler(new InventoryHandler),
    mItemHandler(new ItemHandler),
    mLoginHandler(new LoginHandler),
    mNpcHandler(new NpcHandler),
    mPartyHandler(new PartyHandler),
    mPlayerHandler(new PlayerHandler),
    mSkillHandler(new SkillHandler),
    mTradeHandler(new TradeHandler)
{
    static const uint16_t _messages[] =
    {
        SMSG_CONNECTION_PROBLEM,
        0
    };
    handledMessages = _messages;
    generalHandler = this;

    std::vector<ItemDB::Stat> stats;
    stats.push_back(ItemDB::Stat("str", _("Strength %s")));
    stats.push_back(ItemDB::Stat("agi", _("Agility %s")));
    stats.push_back(ItemDB::Stat("vit", _("Vitality %s")));
    stats.push_back(ItemDB::Stat("int", _("Intelligence %s")));
    stats.push_back(ItemDB::Stat("dex", _("Dexterity %s")));
    stats.push_back(ItemDB::Stat("luck", _("Luck %s")));

    ItemDB::setStatsList(stats);
}

GeneralHandler::~GeneralHandler()
{
    delete mNetwork;
    mNetwork = nullptr;
}

void GeneralHandler::handleMessage(Net::MessageIn &msg)
{
    switch (msg.getId())
    {
        case SMSG_CONNECTION_PROBLEM:
        {
            const int code = msg.readInt8();
            logger->log("Connection problem: %i", code);

            switch (code)
            {
                case 0:
                    errorMessage = _("Authentication failed.");
                    break;
                case 1:
                    errorMessage = _("No servers available.");
                    break;
                case 2:
                    if (client->getState() == STATE_GAME)
                    {
                        errorMessage = _("Someone else is trying to use this "
                                         "account.");
                    }
                    else
                    {
                        errorMessage = _("This account is already logged in.");
                    }
                    break;
                case 3:
                    errorMessage = _("Speed hack detected.");
                    break;
                case 8:
                    errorMessage = _("Duplicated login.");
                    break;
                default:
                    errorMessage = _("Unknown connection error.");
                    break;
            }
            client->setState(STATE_ERROR);
            break;
        }

        default:
            break;
    }
}

void GeneralHandler::load()
{
    (new Network)->registerHandler(this);

    if (!mNetwork)
        return;

    mNetwork->registerHandler(mAdminHandler.get());
    mNetwork->registerHandler(mBeingHandler.get());
    mNetwork->registerHandler(mBuySellHandler.get());
    mNetwork->registerHandler(mChatHandler.get());
    mNetwork->registerHandler(mCharServerHandler.get());
    mNetwork->registerHandler(mGameHandler.get());
    mNetwork->registerHandler(mGuildHandler.get());
    mNetwork->registerHandler(mInventoryHandler.get());
    mNetwork->registerHandler(mItemHandler.get());
    mNetwork->registerHandler(mLoginHandler.get());
    mNetwork->registerHandler(mNpcHandler.get());
    mNetwork->registerHandler(mPlayerHandler.get());
    mNetwork->registerHandler(mSkillHandler.get());
    mNetwork->registerHandler(mTradeHandler.get());
    mNetwork->registerHandler(mPartyHandler.get());
}

void GeneralHandler::reload()
{
    if (mNetwork)
        mNetwork->disconnect();

    static_cast<LoginHandler*>(mLoginHandler.get())->clearWorlds();
    CharServerHandler *const charHandler = static_cast<CharServerHandler*>(
        mCharServerHandler.get());
    charHandler->setCharCreateDialog(nullptr);
    charHandler->setCharSelectDialog(nullptr);
    static_cast<PartyHandler*>(mPartyHandler.get())->reload();
}

void GeneralHandler::reloadPartially() const
{
    static_cast<PartyHandler*>(mPartyHandler.get())->reload();
}

void GeneralHandler::unload()
{
    clearHandlers();
}

void GeneralHandler::flushNetwork()
{
    if (!mNetwork)
        return;

    mNetwork->flush();
    mNetwork->dispatchMessages();

    if (mNetwork->getState() == Network::NET_ERROR)
    {
        if (!mNetwork->getError().empty())
            errorMessage = mNetwork->getError();
        else
            errorMessage = _("Got disconnected from server!");

        client->setState(STATE_ERROR);
    }
}

void GeneralHandler::clearHandlers()
{
    if (mNetwork)
        mNetwork->clearHandlers();
}

void GeneralHandler::gameStarted() const
{
    if (inventoryWindow)
        inventoryWindow->setSplitAllowed(false);
    if (skillDialog)
        skillDialog->loadSkills();

    if (!statusWindow)
        return;

    // protection against double addition attributes.
    statusWindow->clearAttributes();

    statusWindow->addAttribute(STR, _("Strength"), "str", true);
    statusWindow->addAttribute(AGI, _("Agility"), "agi", true);
    statusWindow->addAttribute(VIT, _("Vitality"), "vit", true);
    statusWindow->addAttribute(INT, _("Intelligence"), "int", true);
    statusWindow->addAttribute(DEX, _("Dexterity"), "dex", true);
    statusWindow->addAttribute(LUK, _("Luck"), "luk", true);

    statusWindow->addAttribute(ATK, _("Attack"));
    statusWindow->addAttribute(DEF, _("Defense"));
    statusWindow->addAttribute(MATK, _("M.Attack"));
    statusWindow->addAttribute(MDEF, _("M.Defense"));
    // xgettext:no-c-format
    statusWindow->addAttribute(HIT, _("% Accuracy"));
    // xgettext:no-c-format
    statusWindow->addAttribute(FLEE, _("% Evade"));
    // xgettext:no-c-format
    statusWindow->addAttribute(CRIT, _("% Critical"));
    statusWindow->addAttribute(PlayerInfo::ATTACK_DELAY, _("Attack Delay"));
    statusWindow->addAttribute(PlayerInfo::WALK_SPEED, _("Walk Delay"));
    statusWindow->addAttribute(PlayerInfo::ATTACK_RANGE, _("Attack Range"));
    statusWindow->addAttribute(PlayerInfo::ATTACK_SPEED, _("Damage per sec."));
}

void GeneralHandler::gameEnded() const
{
    if (socialWindow)
    {
        socialWindow->removeTab(Ea::taGuild);
        socialWindow->removeTab(Ea::taParty);
    }

    delete Ea::guildTab;
    Ea::guildTab = nullptr;

    delete Ea::partyTab;
    Ea::partyTab = nullptr;
}

}  // namespace EAthena