/*
 * Copyright (C) 2002-2004, 2006-2009 by the Widelands Development Team
 *
 * 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 (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, write to the Free Software
 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
 *
 */

#include "editor_game_base.h"

#include "areawatcher.h"
#include "battle.h"
#include "building.h"
#include "economy/flag.h"
#include "findimmovable.h"
#include "font_handler.h"
#include "game.h"
#include "i18n.h"
#include "instances.h"
#include "wui/interactive_base.h"
#include "mapregion.h"
#include "player.h"
#include "tribe.h"
#include "ui_basic/progresswindow.h"
#include "upcast.h"
#include "wexception.h"
#include "worker.h"
#include "world.h"
#include "roadtype.h"


#include <set>
#include <algorithm>

namespace Widelands {

extern Map_Object_Descr g_road_descr;

// hard-coded playercolors
const uint8_t g_playercolors[MAX_PLAYERS][12] = {
	{ // blue
		2,     2,  74,
		2,     2, 112,
		2,     2, 149,
		2,     2, 198
	},
	{ // red
		119,  19,   0,
		166,  27,   0,
		209,  34,   0,
		255,  41,   0
	},
	{ // yellow
		112, 103,   0,
		164, 150,   0,
		209, 191,   0,
		255, 232,   0
	},
	{ // green
		26,   99,   1,
		37,  143,   2,
		48,  183,   3,
		59,  223,   3
	},
	{ // black/dark gray
		0,     0,   0,
		19,   19,  19,
		35,   35,  35,
		57,   57,  57
	},
	{ // orange
		119,  80,   0,
		162, 109,   0,
		209, 141,   0,
		255, 172,   0,
	},
	{ // purple
		91,    0,  93,
		139,   0, 141,
		176,   0, 179,
		215,   0, 218,
	},
	{ // white
		119, 119, 119,
		166, 166, 166,
		210, 210, 210,
		255, 255, 255
	}
};

/*
============
Editor_Game_Base::Editor_Game_Base()

initialization
============
*/
Editor_Game_Base::Editor_Game_Base() :
m_gametime          (0),
m_ibase             (0),
m_map               (0),
m_lasttrackserial   (0)
{
	memset(m_players, 0, sizeof(m_players));
}


Editor_Game_Base::~Editor_Game_Base() {
	const Player * const * const players_end = m_players + MAX_PLAYERS;
	for (Player * * p = m_players; p < players_end; ++p)
		delete *p;

	delete m_map;

	container_iterate_const(Tribe_Vector, m_tribes, i)
		delete *i.current;
}

void Editor_Game_Base::think()
{
	//TODO: Get rid of this; replace by a function that just advances gametime
	// by a given number of milliseconds
}

void Editor_Game_Base::receive(NoteImmovable const & note)
{
	note.pi->owner().receive(note);
}

void Editor_Game_Base::receive(NoteField const & note)
{
	get_player(note.fc.field->get_owned_by())->receive(note);
}


/*
===============
This unconquers a area. This is only possible, when there
is a building placed on this field
===============
*/
void Editor_Game_Base::unconquer_area
	(Player_Area<Area<FCoords> > player_area,
	 Player_Number         const destroying_player)
{
	assert(0 <= player_area.x);
	assert     (player_area.x < map().get_width());
	assert(0 <= player_area.y);
	assert     (player_area.y < map().get_height());
	assert(&map()[0] <= player_area.field);
	assert             (player_area.field < &map()[map().max_index()]);
	assert(0 < player_area.player_number);
	assert    (player_area.player_number <= map().get_nrplayers());

	//  Here must be a building.
	assert
		(dynamic_cast<const Building &>(*map().get_immovable(player_area))
		 .owner().player_number()
		 ==
		 player_area.player_number);

	//  step 1: unconquer area of this building
	do_conquer_area(player_area, false, destroying_player);

	// step 5: deal with player immovables in the lost area
	//  Players are not allowed to have their immovables on their borders.
	//  Therefore the area must be enlarged before calling
	//  cleanup_playerimmovables_area, so that those new border locations are
	//  covered.
	++player_area.radius;
	player_area.player_number = destroying_player;
	cleanup_playerimmovables_area(player_area);
}

/*
===============
This conquers a given area because of a new (military) building
that is set there.
===============
*/
void Editor_Game_Base::conquer_area(Player_Area<Area<FCoords> > player_area) {
	assert(0 <= player_area.x);
	assert     (player_area.x < map().get_width());
	assert(0 <= player_area.y);
	assert     (player_area.y < map().get_height());
	assert(&map()[0] <= player_area.field);
	assert             (player_area.field < &map()[map().max_index()]);
	assert(0 < player_area.player_number);
	assert    (player_area.player_number <= map().get_nrplayers());

	do_conquer_area(player_area, true);

	//  Players are not allowed to have their immovables on their borders.
	//  Therefore the area must be enlarged before calling
	//  cleanup_playerimmovables_area, so that those new border locations are
	//  covered.
	++player_area.radius;
	cleanup_playerimmovables_area(player_area);
}


void Editor_Game_Base::conquer_area_no_building
	(Player_Area<Area<FCoords> > player_area)
{
	assert(0 <= player_area.x);
	assert(player_area.x < map().get_width());
	assert(0 <= player_area.y);
	assert(player_area.y < map().get_height());
	Field const & first_field = map()[0];
	assert(&first_field <= player_area.field);
	assert(player_area.field < &first_field + map().max_index());
	assert(0 < player_area.player_number);
	assert    (player_area.player_number <= map().get_nrplayers());
	MapRegion<Area<FCoords> > mr(map(), player_area);
	do {
		Player_Number const owner = mr.location().field->get_owned_by();
		if (owner != player_area.player_number) {
			if (owner)
				receive(NoteField(mr.location(), LOSE));
			mr.location().field->set_owned_by(player_area.player_number);
			inform_players_about_ownership
				(mr.location().field - &first_field, player_area.player_number);
			receive (NoteField(mr.location(), GAIN));
		}
	} while (mr.advance(map()));

	//  This must reach one step beyond the conquered area to adjust the borders
	//  of neighbour players.
	++player_area.radius;
	map().recalc_for_field_area(player_area);
}


/**
===============
Conquers the given area for that player; does the actual work
Additionally, it updates the visible area for that player.
===============
*/
void Editor_Game_Base::do_conquer_area
	(Player_Area<Area<FCoords> > player_area,
	 bool          const conquer,
	 Player_Number const preferred_player,
	 bool          const neutral_when_no_influence,
	 bool          const neutral_when_competing_influence,
	 bool          const conquer_guarded_location_by_superior_influence)
{
	assert(0 <= player_area.x);
	assert(player_area.x < map().get_width());
	assert(0 <= player_area.y);
	assert(player_area.y < map().get_height());
	const Field & first_field = map()[0];
	assert(&first_field <= player_area.field);
	assert                (player_area.field < &first_field + map().max_index());
	assert(0 < player_area.player_number);
	assert    (player_area.player_number <= map().get_nrplayers());
	assert    (preferred_player          <= map().get_nrplayers());
	assert(preferred_player != player_area.player_number);
	assert(not conquer or not preferred_player);
	Player & conquering_player = player(player_area.player_number);
	MapRegion<Area<FCoords> > mr(map(), player_area);
	do {
		Map_Index const index = mr.location().field - &first_field;
		const Military_Influence influence =
			map().calc_influence
				(mr.location(), Area<>(player_area, player_area.radius));

		const Player_Number owner = mr.location().field->get_owned_by();
		if (conquer) {
			//  adds the influence
			Military_Influence new_influence_modified =
				conquering_player.military_influence(index) += influence;
			if (owner and not conquer_guarded_location_by_superior_influence)
				new_influence_modified = 1;
			if
				(not owner
				 or
				 player(owner).military_influence(index) < new_influence_modified)
			{
				if (owner)
					receive(NoteField(mr.location(), LOSE));
				mr.location().field->set_owned_by(player_area.player_number);
				inform_players_about_ownership(index, player_area.player_number);
				receive (NoteField(mr.location(), GAIN));
			}
		} else if
			(not (conquering_player.military_influence(index) -= influence)
			 and
			 owner == player_area.player_number)
		{
			//  The player completely lost influence over the location, which he
			//  owned. Now we must see if some other player has influence and if
			//  so, transfer the ownership to that player.
			Player_Number best_player;
			if
				(preferred_player
				 and
				 player(preferred_player).military_influence(index))
				best_player = preferred_player;
			else {
				best_player =
					neutral_when_no_influence ? 0 : player_area.player_number;
				Military_Influence highest_military_influence = 0;
				const Player_Number nr_players = map().get_nrplayers();
				iterate_players_existing_const(p, nr_players, *this, plr) {
					if
						(const Military_Influence value =
						 plr->military_influence(index))
					{
						if        (value >  highest_military_influence) {
							highest_military_influence = value;
							best_player = p;
						} else if (value == highest_military_influence) {
							const Coords c = map().get_fcoords(map()[index]);
							best_player = neutral_when_competing_influence ?
								0 : player_area.player_number;
						}
					}
				}
			}
			if (best_player != player_area.player_number) {
				receive (NoteField(mr.location(), LOSE));
				mr.location().field->set_owned_by (best_player);
				inform_players_about_ownership(index, best_player);
				if (best_player)
					receive (NoteField(mr.location(), GAIN));
			}
		}
	} while (mr.advance(map()));

	//  This must reach one step beyond the conquered area to adjust the borders
	//  of neighbour players.
	++player_area.radius;
	map().recalc_for_field_area(player_area);
}


/*
===============
Make sure that buildings cannot exist outside their owner's territory.
===============
*/
void Editor_Game_Base::cleanup_playerimmovables_area
	(Player_Area<Area<FCoords> > const area)
{
	std::vector<ImmovableFound> immovables;
	std::vector<PlayerImmovable *> burnlist;
	Map & m = *m_map;

	// Find all immovables that need fixing
	m.find_immovables(area, &immovables, FindImmovablePlayerImmovable());

	container_iterate_const(std::vector<ImmovableFound>, immovables, i) {
		PlayerImmovable & imm =
			dynamic_cast<PlayerImmovable &>(*i.current->object);
		if
			(not
			 m[i.current->coords].is_interior(imm.owner().player_number()))
			if
				(std::find(burnlist.begin(), burnlist.end(), &imm)
				 ==
				 burnlist.end())
				burnlist.push_back(&imm);
	}

	// Fix all immovables
	if (upcast(Game, game, this))
		container_iterate_const(std::vector<PlayerImmovable *>, burnlist, i) {
			if (upcast(Building, building, *i.current))
				building->set_defeating_player(area.player_number);
			else if (upcast(Flag,     flag,     *i.current))
				if (Building * const flag_building = flag->get_building())
					flag_building->set_defeating_player(area.player_number);
			(*i.current)->schedule_destroy(*game);
		}
	else
		container_iterate_const(std::vector<PlayerImmovable *>, burnlist, i)
			(*i.current)->remove(*this);
}


void Editor_Game_Base::remove_player(const Player_Number plnum) {
	assert(1 <= plnum);
	assert     (plnum <= MAX_PLAYERS);

	Player * & p = m_players[plnum - 1];
	delete p;
	p = 0;
}


/*
===============
Create the player structure for the given plnum.
Note that AI player structures and the Interactive_Player are created when
the game starts. Similar for remote players.
===============
*/
Player * Editor_Game_Base::add_player
	(Player_Number       const player_number,
	 uint8_t             const initialization_index,
	 std::string const &       tribe,
	 std::string const &       name)
{
	assert(1 <= player_number);
	assert(player_number <= MAX_PLAYERS);

	Player * & p = m_players[player_number - 1];
	delete p;
	return
		p
		=
		new Player
			(*this,
			 player_number,
			 initialization_index,
			 manually_load_tribe(tribe),
			 name,
			 g_playercolors[player_number - 1]);
}

/*
 * Load the given tribe into structure
 */
const Tribe_Descr & Editor_Game_Base::manually_load_tribe
	(std::string const & tribe)
{
	container_iterate_const(Tribe_Vector, m_tribes, i)
		if ((*i.current)->name() == tribe)
			return **i.current;

	if (not map().get_world())
		map().load_world();
	assert(map().get_world());
	Tribe_Descr & result = *new Tribe_Descr(tribe, *this);
	m_tribes.push_back(&result);
	return result;
}

/*
 * Returns a tribe description from the internally loaded list
 */
const Tribe_Descr * Editor_Game_Base::get_tribe(const char * const tribe) const
{
	container_iterate_const(Tribe_Vector, m_tribes, i)
		if (not strcmp((*i.current)->name().c_str(), tribe))
			return *i.current;
	return 0;
}

void Editor_Game_Base::inform_players_about_ownership
	(Map_Index const i, Player_Number const new_owner)
{
	for (Player_Number plnum = 0; plnum < MAX_PLAYERS; ++plnum)
		if (Player * const p = m_players[plnum]) {
			Player::Field & player_field = p->m_fields[i];
			if (1 < player_field.vision)
				player_field.owner = new_owner;
		}
}
void Editor_Game_Base::inform_players_about_immovable
	(Map_Index const i, Map_Object_Descr const * const descr)
{
	if (descr != &g_road_descr)
		for (Player_Number plnum = 0; plnum < MAX_PLAYERS; ++plnum)
			if (Player * const p = m_players[plnum]) {
				Player::Field & player_field = p->m_fields[i];
				if (1 < player_field.vision)
					player_field.map_object_descr[TCoords<>::None] = descr;
			}
}

/*
===============
Replaces the current map with the given one. Ownership of the map is transferred
to the Editor_Game_Base object.
===============
*/
void Editor_Game_Base::set_map(Map * const new_map, bool register_callback) {
	assert(new_map != m_map);
	delete m_map;

	m_map = new_map;

	if (register_callback)
		UI::g_fh->register_variable_callback(g_VariableCallback, m_map);
}


void Editor_Game_Base::allocate_player_maps() {
	for (Player_Number i = 0; i < MAX_PLAYERS; ++i)
		if (m_players[i])
			m_players[i]->allocate_map();
}


/*
===============
Load and prepare detailled game data.
This happens once just after the host has started the game and before the
graphics are loaded.
===============
*/
void Editor_Game_Base::postload()
{
	uint32_t id;
	int32_t pid;

	// Postload tribes
	id = 0;
	while (id < m_tribes.size()) {
		for (pid = 1; pid <= MAX_PLAYERS; ++pid)
			if (const Player * const plr = get_player(pid))
				if (&plr->tribe() == m_tribes[id])
					break;

		if
			(pid <= MAX_PLAYERS
			 or
			 not dynamic_cast<const Game *>(this))
		{ // if this is editor, load the tribe anyways
			// the tribe is used, postload it
			m_tribes[id]->postload(*this);
			++id;
		} else {
			delete m_tribes[id]; // the tribe is no longer used, remove it
			m_tribes.erase(m_tribes.begin() + id);
		}
	}

	// TODO: postload players? (maybe)
}


/*
===============
Load all graphics.
This function needs to be called once at startup when the graphics system
is ready.
If the graphics system is to be replaced at runtime, the function must be
called after that has happened.
===============
*/
void Editor_Game_Base::load_graphics(UI::ProgressWindow & loader_ui) {
	loader_ui.step(_("Loading world data"));
	m_map->load_graphics(); // especially loads world data

	container_iterate_const(Tribe_Vector, m_tribes, i) {
		loader_ui.stepf(_("Loading tribe: %s"), (*i.current)->name().c_str());
		(*i.current)->load_graphics();
	}

	// TODO: load player graphics? (maybe)

	g_gr->load_animations(loader_ui);
}

/*
===============
Instantly create a building at the given x/y location. There is no build time.

owner is the player number of the building's owner.
idx is the building type index.
===============
*/
Building & Editor_Game_Base::warp_building
	(Coords const c, Player_Number const owner, Building_Index const i)
{
	Player & plr = player(owner);
	return plr.tribe().get_building_descr(i)->create(*this, plr, c, false);
}


/*
===============
Create a building site at the given x/y location for the given building type.

if oldi != -1 this is a constructionsite coming from an enhancing action
===============
*/
Building & Editor_Game_Base::warp_constructionsite
	(Coords const c, Player_Number const owner,
	 Building_Index idx, Building_Index old_id)
{
	Player            & plr   = player(owner);
	Tribe_Descr const & tribe = plr.tribe();
	return
		tribe.get_building_descr(idx)->create
			(*this, plr, c,
			 true,
			 0, 0, 0,
			 old_id ? tribe.get_building_descr(old_id) : 0);
}


/*
===============
Instantly create a bob at the given x/y location.

idx is the bob type.
===============
*/
Bob & Editor_Game_Base::create_bob
	(Coords const c,
	 Bob::Descr::Index const idx, Tribe_Descr const * const tribe)
{
	Bob::Descr const & descr =
		*
		(tribe ?
		 tribe->get_bob_descr(idx)
		 :
		 m_map->get_world()->get_bob_descr(idx));

	//  The bob knows for itself whether it is a world or a tribe bob.
	return descr.create(*this, 0, c);
}


/*
===============
Create an immovable at the given location.
If tribe is not zero, create a immovable of a player (not a PlayerImmovable
but an immovable defined by the players tribe)
Does not perform any placability checks.
===============
*/
Immovable & Editor_Game_Base::create_immovable
	(Coords const c, int32_t const idx, Tribe_Descr const * const tribe)
{
	Immovable_Descr & descr =
		*
		(tribe ?
		 tribe->get_immovable_descr(idx)
		 :
		 m_map->world().get_immovable_descr(idx));
	inform_players_about_immovable
		(Map::get_index(c, map().get_width()), &descr);
	return descr.create(*this, c);
}

Immovable & Editor_Game_Base::create_immovable
	(Coords const c, std::string const & name, Tribe_Descr const * const tribe)
{
	const int32_t idx =
		tribe ?
		tribe->get_immovable_index(name.c_str())
		:
		m_map->get_world()->get_immovable_index(name.c_str());
	if (idx < 0)
		throw wexception
			("Editor_Game_Base::create_immovable(%i, %i): %s is not defined for "
			 "%s",
			 c.x, c.y, name.c_str(), tribe ? tribe->name().c_str() : "world");

	return create_immovable(c, idx, tribe);
}

/*
================
Returns the correct player, creates it
with the scenario data when he is not yet created
This should only happen in the editor.
In the game, this is the same as get_player(). If it returns
zero it means that this player is disabled in the game.
================
*/
Player * Editor_Game_Base::get_safe_player(Player_Number const n) {
	return get_player(n);
}

/*
===============
Add a registered pointer.
Returns the serial number that can be used to retrieve or remove the pointer.
===============
*/
uint32_t Editor_Game_Base::add_trackpointer(void * const ptr)
{
	++m_lasttrackserial;

	if (!m_lasttrackserial)
		throw wexception("Dude, you play too long. Track serials exceeded.");

	m_trackpointers[m_lasttrackserial] = ptr;
	return m_lasttrackserial;
}


/*
===============
Retrieve a previously stored pointer using the serial number.
Returns 0 if the pointer has been removed.
===============
*/
void * Editor_Game_Base::get_trackpointer(uint32_t const serial)
{
	std::map<uint32_t, void *>::iterator it = m_trackpointers.find(serial);

	if (it != m_trackpointers.end())
		return it->second;

	return 0;
}


/*
===============
Remove the registered track pointer. Subsequent calls to get_trackpointer()
using this serial number will return 0.
===============
*/
void Editor_Game_Base::remove_trackpointer(uint32_t serial)
{
	m_trackpointers.erase(serial);
}

/**
 * Cleanup for load
 *
 * make this object ready to load new data
 */
void Editor_Game_Base::cleanup_for_load
	(bool const flush_graphics, bool const flush_animations)
{
	cleanup_objects(); /// Clean all the stuff up, so we can load.

	//  We do not flush the animations in the editor since all tribes are loaded
	//  and animations can not change a lot, or?
	if (flush_animations)
		g_anim.flush();
	if (flush_graphics) {
		g_gr->flush_animations(); // flush all world animations
	}

	const Player * const * const players_end = m_players + MAX_PLAYERS;
	for (Player * * p = m_players; p < players_end; ++p) {
		delete *p;
		*p = 0;
	}

	if (m_map)
		m_map->cleanup();
}


void Editor_Game_Base::set_road
	(FCoords const f, uint8_t const direction, uint8_t const roadtype)
{
	const Map & m = map();
	const Field & first_field = m[0];
	assert(0 <= f.x);
	assert(f.x < m.get_width());
	assert(0 <= f.y);
	assert(f.y < m.get_height());
	assert(&first_field <= f.field);
	assert                (f.field < &first_field + m.max_index());
	assert
		(direction == Road_SouthWest or
		 direction == Road_SouthEast or
		 direction == Road_East);
	assert
		(roadtype == Road_None or roadtype == Road_Normal or
		 roadtype == Road_Busy or roadtype == Road_Water);

	if (f.field->get_road(direction) == roadtype)
		return;
	f.field->set_road(direction, roadtype);

	FCoords neighbour;
	uint8_t mask;
	switch (direction) {
	case Road_SouthWest:
		neighbour = m.bl_n(f);
		mask = Road_Mask << Road_SouthWest;
		break;
	case Road_SouthEast:
		neighbour = m.br_n(f);
		mask = Road_Mask << Road_SouthEast;
		break;
	case Road_East:
		neighbour = m. r_n(f);
		mask = Road_Mask << Road_East;
		break;
	default:
		assert(false);
	}
	uint8_t const road = f.field->get_roads() & mask;
	Map_Index const           i = f        .field - &first_field;
	Map_Index const neighbour_i = neighbour.field - &first_field;
	for (Player_Number plnum = 0; plnum < MAX_PLAYERS; ++plnum) {
		if (Player * const p = m_players[plnum]) {
			Player::Field & first_player_field = *p->m_fields;
			Player::Field & player_field = (&first_player_field)[i];
			if
				(1 < player_field                      .vision
				 or
				 1 < (&first_player_field)[neighbour_i].vision)
			{
				player_field.roads &= ~mask;
				player_field.roads |= road;
			}
		}
	}
}

};
