/*
 *  The ManaPlus Client
 *  Copyright (C) 2004-2009  The Mana World Development Team
 *  Copyright (C) 2009-2010  The Mana Developers
 *  Copyright (C) 2011  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/tmwa/beinghandler.h"

#include "actorspritemanager.h"
#include "being.h"
#include "client.h"
#include "effectmanager.h"
#include "guild.h"
#include "keyboardconfig.h"
#include "localplayer.h"
#include "log.h"
#include "party.h"
#include "playerrelations.h"
#include "configuration.h"

#include "gui/botcheckerwindow.h"
#include "gui/outfitwindow.h"
#include "gui/socialwindow.h"
#include "gui/killstats.h"

#include "utils/gettext.h"
#include "utils/stringutils.h"

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

#include "net/tmwa/protocol.h"

#include "resources/colordb.h"

#include <iostream>

#include "debug.h"

extern Net::BeingHandler *beingHandler;

namespace TmwAthena
{

BeingHandler::BeingHandler(bool enableSync):
    Ea::BeingHandler(enableSync)
{
    static const Uint16 _messages[] =
    {
        SMSG_BEING_VISIBLE,
        SMSG_BEING_MOVE,
        SMSG_BEING_MOVE2,
        SMSG_BEING_REMOVE,
        SMSG_SKILL_DAMAGE,
        SMSG_BEING_ACTION,
        SMSG_BEING_SELFEFFECT,
        SMSG_BEING_EMOTION,
        SMSG_BEING_CHANGE_LOOKS,
        SMSG_BEING_CHANGE_LOOKS2,
        SMSG_BEING_NAME_RESPONSE,
        SMSG_BEING_NAME_RESPONSE2,
        SMSG_PLAYER_GUILD_PARTY_INFO,
        SMSG_BEING_CHANGE_DIRECTION,
        SMSG_PLAYER_UPDATE_1,
        SMSG_PLAYER_UPDATE_2,
        SMSG_PLAYER_MOVE,
        SMSG_PLAYER_STOP,
        SMSG_PLAYER_MOVE_TO_ATTACK,
        SMSG_PLAYER_STATUS_CHANGE,
        SMSG_BEING_STATUS_CHANGE,
        SMSG_BEING_RESURRECT,
        SMSG_SOLVE_CHAR_NAME,
        SMSG_BEING_SPAWN,
        SMSG_SKILL_CASTING,
        SMSG_SKILL_CAST_CANCEL,
        SMSG_SKILL_NO_DAMAGE,
        SMSG_BEING_IP_RESPONSE,
        SMSG_PVP_MAP_MODE,
        SMSG_PVP_SET,
        0
    };
    handledMessages = _messages;
    beingHandler = this;
}

void BeingHandler::requestNameById(int id)
{
    MessageOut outMsg(0x0094);
    outMsg.writeInt32(id); //readLong(2));
}

void BeingHandler::handleMessage(Net::MessageIn &msg)
{
    switch (msg.getId())
    {
        case SMSG_BEING_VISIBLE:
        case SMSG_BEING_MOVE:
            processBeingVisibleOrMove(msg, msg.getId() == SMSG_BEING_VISIBLE);
            break;

        case SMSG_BEING_MOVE2:
            processBeingMove2(msg);
            break;

        case SMSG_BEING_SPAWN:
            processBeingSpawn(msg);
            break;

        case SMSG_BEING_REMOVE:
            processBeingRemove(msg);
            break;

        case SMSG_BEING_RESURRECT:
            processBeingResurrect(msg);
            break;

        case SMSG_SKILL_DAMAGE:
        {
            processSkillDamage(msg);
            break;
        }
        case SMSG_BEING_ACTION:
        {
            processBeingAction(msg);
            break;
        }
        case SMSG_BEING_SELFEFFECT:
        {
            processBeingSelfEffect(msg);
            break;
        }

        case SMSG_BEING_EMOTION:
            processBeingEmotion(msg);
            break;

        case SMSG_BEING_CHANGE_LOOKS:
        case SMSG_BEING_CHANGE_LOOKS2:
            processBeingChangeLook(msg,
                msg.getId() == SMSG_BEING_CHANGE_LOOKS2);
            break;

        case SMSG_BEING_NAME_RESPONSE:
            processNameResponse(msg);
            break;

        case SMSG_BEING_NAME_RESPONSE2:
            processNameResponse2(msg);
            break;

        case SMSG_BEING_IP_RESPONSE:
            processIpResponse(msg);
            break;

        case SMSG_SOLVE_CHAR_NAME:
            break;

        case SMSG_PLAYER_GUILD_PARTY_INFO:
            processPlayerGuilPartyInfo(msg);
            break;

        case SMSG_BEING_CHANGE_DIRECTION:
            processBeingChangeDirection(msg);
            break;

        case SMSG_PLAYER_UPDATE_1:
        case SMSG_PLAYER_UPDATE_2:
        case SMSG_PLAYER_MOVE:
            int type;
            switch (msg.getId())
            {
                case SMSG_PLAYER_UPDATE_1:
                    type = 1;
                    break;
                case SMSG_PLAYER_UPDATE_2:
                    type = 2;
                    break;
                case SMSG_PLAYER_MOVE:
                    type = 3;
                    break;
                default:
                    return;
            }
            processPlayerMoveUpdate(msg, type);

            break;
        case SMSG_PLAYER_STOP:
            processPlayerStop(msg);
            break;

        case SMSG_PLAYER_MOVE_TO_ATTACK:
            processPlayerMoveToAttack(msg);
            break;

        case SMSG_PLAYER_STATUS_CHANGE:
            processPlaterStatusChange(msg);
            break;

        case SMSG_BEING_STATUS_CHANGE:
            processBeingStatusChange(msg);
            break;

        case SMSG_SKILL_CASTING:
            processSkilCasting(msg);
            break;

        case SMSG_SKILL_CAST_CANCEL:
            msg.readInt32();    // id
            break;

        case SMSG_SKILL_NO_DAMAGE:
            processSkillNoDamage(msg);
            break;

        case SMSG_PVP_MAP_MODE:
            processPvpMapMode(msg);
            break;

        case SMSG_PVP_SET:
            processPvpSet(msg);
            break;

        default:
            break;
    }
}

void BeingHandler::undress(Being *being)
{
    being->setSprite(SPRITE_BOTTOMCLOTHES, 0);
    being->setSprite(SPRITE_TOPCLOTHES, 0);
    being->setSprite(SPRITE_HAT, 0);
    being->setSprite(SPRITE_SHOE, 0);
    being->setSprite(SPRITE_GLOVES, 0);
//    being->setSprite(SPRITE_WEAPON, 0, "", true);
}

void BeingHandler::processBeingChangeLook(Net::MessageIn &msg, bool look2)
{
    if (!actorSpriteManager)
        return;

    Being *dstBeing;
    /*
      * SMSG_BEING_CHANGE_LOOKS (0x00c3) and
      * SMSG_BEING_CHANGE_LOOKS2 (0x01d7) do basically the same
      * thing.  The difference is that ...LOOKS carries a single
      * 8 bit value, where ...LOOKS2 carries two 16 bit values.
      *
      * If type = 2, then the first 16 bit value is the weapon ID,
      * and the second 16 bit value is the shield ID.  If no
      * shield is equipped, or type is not 2, then the second
      * 16 bit value will be 0.
      */

    if (!(dstBeing = actorSpriteManager->findBeing(msg.readInt32())))
        return;

    int type = msg.readInt8();
    int id = 0;
    int id2 = 0;
    std::string color;

    if (!look2)
    {
        id = msg.readInt8();
        id2 = 1;    // default color
    }
    else
    {        // SMSG_BEING_CHANGE_LOOKS2
        id = msg.readInt16();
        if (type == 2 || serverVersion > 0)
            id2 = msg.readInt16();
        else
            id2 = 1;
        color = "";
    }

    if (dstBeing->getType() == Being::PLAYER)
        dstBeing->setOtherTime();

    if (!player_node)
        return;

    switch (type)
    {
        case 0:     // change race
            dstBeing->setSubtype(static_cast<Uint16>(id));
            break;
        case 1:     // eAthena LOOK_HAIR
            dstBeing->setSpriteID(SPRITE_HAIR, id *-1);
            break;
        case 2:     // Weapon ID in id, Shield ID in id2
            dstBeing->setSprite(SPRITE_WEAPON, id, "", 1, true);
            if (!config.getBoolValue("hideShield"))
                dstBeing->setSprite(SPRITE_SHIELD, id2);
            player_node->imitateOutfit(dstBeing, SPRITE_SHIELD);
            break;
        case 3:     // Change lower headgear for eAthena, pants for us
            dstBeing->setSprite(SPRITE_BOTTOMCLOTHES, id, color,
                static_cast<unsigned char>(id2));
            player_node->imitateOutfit(dstBeing, SPRITE_BOTTOMCLOTHES);
            break;
        case 4:     // Change upper headgear for eAthena, hat for us
            dstBeing->setSprite(SPRITE_HAT, id, color,
                static_cast<unsigned char>(id2));
            player_node->imitateOutfit(dstBeing, SPRITE_HAT);
            break;
        case 5:     // Change middle headgear for eathena, armor for us
            dstBeing->setSprite(SPRITE_TOPCLOTHES, id, color,
                static_cast<unsigned char>(id2));
            player_node->imitateOutfit(dstBeing, SPRITE_TOPCLOTHES);
            break;
        case 6:     // eAthena LOOK_HAIR_COLOR
            dstBeing->setSpriteColor(SPRITE_HAIR,
                ColorDB::getHairColor(id));
            break;
        case 8:     // eAthena LOOK_SHIELD
            if (!config.getBoolValue("hideShield"))
            {
                dstBeing->setSprite(SPRITE_SHIELD, id, color,
                    static_cast<unsigned char>(id2));
            }
            player_node->imitateOutfit(dstBeing, SPRITE_SHIELD);
            break;
        case 9:     // eAthena LOOK_SHOES
            dstBeing->setSprite(SPRITE_SHOE, id, color,
                static_cast<unsigned char>(id2));
            player_node->imitateOutfit(dstBeing, SPRITE_SHOE);
            break;
        case 10:   // LOOK_GLOVES
            dstBeing->setSprite(SPRITE_GLOVES, id, color,
                static_cast<unsigned char>(id2));
            player_node->imitateOutfit(dstBeing, SPRITE_GLOVES);
            break;
        case 11:  // LOOK_CAPE
            dstBeing->setSprite(SPRITE_CAPE, id, color,
                static_cast<unsigned char>(id2));
            player_node->imitateOutfit(dstBeing, SPRITE_CAPE);
            break;
        case 12:
            dstBeing->setSprite(SPRITE_MISC1, id, color,
                static_cast<unsigned char>(id2));
            player_node->imitateOutfit(dstBeing, SPRITE_MISC1);
            break;
        case 13:
            dstBeing->setSprite(SPRITE_MISC2, id, color,
                static_cast<unsigned char>(id2));
            player_node->imitateOutfit(dstBeing, SPRITE_MISC2);
            break;
        case 14:
            dstBeing->setSprite(SPRITE_EVOL1, id, color,
                static_cast<unsigned char>(id2));
            player_node->imitateOutfit(dstBeing, SPRITE_EVOL1);
            break;
        case 15:
            dstBeing->setSprite(SPRITE_EVOL2, id, color,
                static_cast<unsigned char>(id2));
            player_node->imitateOutfit(dstBeing, SPRITE_EVOL2);
            break;
        default:
            logger->log("QQQ3 CHANGE_LOOKS: unsupported type: "
                    "%d, id: %d", type, id);
            if (dstBeing)
            {
                logger->log("ID: " + toString(dstBeing->getId()));
                logger->log("name: " + toString(dstBeing->getName()));
            }
            break;
    }
}

void BeingHandler::processNameResponse2(Net::MessageIn &msg)
{
    if (!actorSpriteManager || !player_node)
        return;

    Being *dstBeing;

    int len = msg.readInt16();
    int beingId = msg.readInt32();
    std::string str = msg.readString(len - 8);
    if ((dstBeing = actorSpriteManager->findBeing(beingId)))
    {
        if (beingId == player_node->getId())
        {
            player_node->pingResponse();
        }
        else
        {
            dstBeing->setName(str);
            dstBeing->updateGuild();
            dstBeing->addToCache();

            if (dstBeing->getType() == Being::PLAYER)
                dstBeing->updateColors();

            if (player_node)
            {
                Party *party = player_node->getParty();
                if (party && party->isMember(dstBeing->getId()))
                {
                    PartyMember *member = party->getMember(
                        dstBeing->getId());

                    if (member)
                        member->setName(dstBeing->getName());
                }
                player_node->checkNewName(dstBeing);
            }
        }
    }
}

void BeingHandler::processPlayerMoveUpdate(Net::MessageIn &msg, int msgType)
{
    if (!actorSpriteManager || !player_node)
        return;

    Uint16 headTop, headMid, headBottom;
    Uint16 weapon, shield;
    Uint16 gmstatus;
    int level;
    int guild;
    Being *dstBeing;
    int hairStyle, hairColor;
    unsigned char colors[9];
    Uint8 dir;

    // An update about a player, potentially including movement.
    int id = msg.readInt32();
    short speed = msg.readInt16();
    Uint16 stunMode = msg.readInt16(); // opt1; Aethyra use this as cape
    Uint32 statusEffects = msg.readInt16(); // opt2; Aethyra use this as misc1
    statusEffects |= (static_cast<Uint32>(msg.readInt16()))
        << 16; // status.options; Aethyra uses this as misc2
    short job = msg.readInt16();

    dstBeing = actorSpriteManager->findBeing(id);

    if (!dstBeing)
    {
        if (actorSpriteManager->isBlocked(id) == true)
            return;

        dstBeing = createBeing(id, job);

        if (!dstBeing)
            return;
    }

    dir = dstBeing->getDirectionDelayed();
    if (dir)
    {
        if (dir != dstBeing->getDirection())
            dstBeing->setDirection(dir);
    }

    if (Party *party = player_node->getParty())
    {
        if (party->isMember(id))
            dstBeing->setParty(party);
    }

    dstBeing->setWalkSpeed(Vector(speed, speed, 0));
    dstBeing->setSubtype(job);
    hairStyle = msg.readInt16();
    weapon = msg.readInt16();
    shield = msg.readInt16();
    headBottom = msg.readInt16();

    if (msgType == 3)
        msg.readInt32(); // server tick

    headTop = msg.readInt16();
    headMid = msg.readInt16();
    hairColor = msg.readInt16();

    colors[0] = msg.readInt8();
    colors[1] = msg.readInt8();
    colors[2] = msg.readInt8();

    msg.readInt8();     //unused
//            shoes = msg.readInt16();
//            gloves = msg.readInt16();       //sd->head_dir

    guild = msg.readInt32();  // guild

    if (guild == 0)
        dstBeing->clearGuilds();
    else
        dstBeing->setGuild(Guild::getGuild(static_cast<short>(guild)));

    msg.readInt16();  // emblem
    msg.readInt16();  // manner
    dstBeing->setStatusEffectBlock(32, msg.readInt16());  // opt3
    msg.readInt8();   // karma
    // reserving bit for future usage
    dstBeing->setGender(((msg.readInt8() & 1) == 0)
        ? GENDER_FEMALE : GENDER_MALE);

    // Set these after the gender, as the sprites may be gender-specific
    dstBeing->setSprite(SPRITE_WEAPON, weapon, "", 1, true);
    if (!config.getBoolValue("hideShield"))
        dstBeing->setSprite(SPRITE_SHIELD, shield);
    //dstBeing->setSprite(SPRITE_SHOE, shoes);
    if (serverVersion > 0)
    {
        dstBeing->setSprite(SPRITE_BOTTOMCLOTHES, headBottom,
            "", colors[0]);
        dstBeing->setSprite(SPRITE_TOPCLOTHES, headMid, "", colors[2]);
        dstBeing->setSprite(SPRITE_HAT, headTop, "", colors[1]);
    }
    else
    {
        dstBeing->setSprite(SPRITE_BOTTOMCLOTHES, headBottom);
        dstBeing->setSprite(SPRITE_TOPCLOTHES, headMid);
        dstBeing->setSprite(SPRITE_HAT, headTop);
    }
    //dstBeing->setSprite(SPRITE_GLOVES, gloves);
    //dstBeing->setSprite(SPRITE_CAPE, cape);
    //dstBeing->setSprite(SPRITE_MISC1, misc1);
    //dstBeing->setSprite(SPRITE_MISC2, misc2);
    dstBeing->setSprite(SPRITE_HAIR, hairStyle * -1,
                        ColorDB::getHairColor(hairColor));

    player_node->imitateOutfit(dstBeing);

    if (msgType == 3)
    {
        Uint16 srcX, srcY, dstX, dstY;
        msg.readCoordinatePair(srcX, srcY, dstX, dstY);

        player_node->followMoveTo(dstBeing, srcX, srcY, dstX, dstY);

        dstBeing->setTileCoords(srcX, srcY);
        dstBeing->setDestination(dstX, dstY);

        // because server dont send direction in move packet,
        // we fixing it

        if (srcX != dstX || srcY != dstY)
        {
            int dir = dstBeing->calcDirection(dstX, dstY);

            if (dir && dstBeing->getDirection() != dir)
                dstBeing->setDirectionDelayed(static_cast<Uint8>(dir));
        }

        if (player_node->getCurrentAction() != Being::STAND)
            player_node->imitateAction(dstBeing, Being::STAND);
        if (player_node->getDirection() != dstBeing->getDirection())
        {
            player_node->imitateDirection(dstBeing,
                dstBeing->getDirection());
        }
    }
    else
    {
        Uint8 dir;
        Uint16 x, y;
        msg.readCoordinates(x, y, dir);
        dstBeing->setTileCoords(x, y);
        dstBeing->setDirection(dir);

        player_node->imitateDirection(dstBeing, dir);
    }

    gmstatus = msg.readInt16();

    if (gmstatus & 0x80)
        dstBeing->setGM(true);

    if (msgType == 1)
    {
        int type = msg.readInt8();
        switch (type)
        {
            case 0:
                dstBeing->setAction(Being::STAND);
                player_node->imitateAction(dstBeing, Being::STAND);
                break;

            case 1:
                dstBeing->setAction(Being::DEAD);
                break;

            case 2:
                dstBeing->setAction(Being::SIT);
                player_node->imitateAction(dstBeing, Being::SIT);
                break;

            default:
                //need set stay state?
                logger->log("QQQ2 SMSG_PLAYER_UPDATE_1:"
                    + toString(id) + " " + toString(type));
                if (dstBeing)
                {
                    logger->log("dstBeing id:"
                        + toString(dstBeing->getId()));
                    logger->log("dstBeing name:"
                        + dstBeing->getName());
                }
                break;

        }
    }
    else if (msgType == 3)
    {
        msg.readInt8(); // unknown
    }

    level = msg.readInt8();   // Lv
    if (level)
        dstBeing->setLevel(level);

    msg.readInt8();   // unknown

    if (dstBeing->getType() != Being::PLAYER
        || msgType != 3)
    {
        dstBeing->setActionTime(tick_time);
//                dstBeing->reset();
    }

    dstBeing->setStunMode(stunMode);
    dstBeing->setStatusEffectBlock(0, static_cast<Uint16>(
        (statusEffects >> 16) & 0xffff));
    dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff);

    if (msgType == 3 && dstBeing->getType() == Being::PLAYER)
        dstBeing->setMoveTime();
}



} // namespace TmwAthena
