/*
 *  gamewin.h - X-windows Ultima7 map browser.
 *
 *  Copyright (C) 1998-1999  Jeffrey S. Freedman
 *  Copyright (C) 2000-2022  The Exult 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
 */

#ifndef GAMEWIN_H
#define GAMEWIN_H

#include "flags.h"
#include "iwin8.h"
#include "rect.h"
#include "shapeid.h"
#include "tiles.h"
#include "vgafile.h"

#include <array>
#include <memory>
#include <string>    // STL string
#include <vector>

#ifndef ATTR_PRINTF
#	ifdef __GNUC__
#		define ATTR_PRINTF(x, y) __attribute__((format(printf, (x), (y))))
#	else
#		define ATTR_PRINTF(x, y)
#	endif
#endif

class Actor;
class Barge_object;
class Map_chunk;
class Chunk_terrain;
class Egg_object;
class Font;
class Game_object;
class Game_clock;
class Time_sensitive;
class Gump;
class Gump_button;
class Ireg_game_object;
class Dead_body;
class Main_actor;
class Npc_actor;
class Npc_face_info;
class Npc_proximity_handler;
class Palette;
class Time_queue;
class Usecode_machine;
class Deleted_objects;
class Gump_manager;
struct SaveGame_Details;
struct SaveGame_Party;
class Map_patch_collection;
class Dragging_info;
class Game_map;
class Shape_manager;
class Party_manager;
class ShapeID;
class Shape_info;
class Game_render;
class Effects_manager;
using Actor_shared = std::shared_ptr<Actor>;

struct Position2d {
	int x;
	int y;
};

using Game_object_map_xy = std::map<Game_object*, Position2d>;

/*
 *  The main game window:
 */
class Game_window {
	static Game_window* game_window;    // There's just one.
	// Game component classes:
	Dragging_info*         dragging;     // Dragging info:
	Effects_manager*       effects;      // Manages special effects.
	Game_clock*            clock;        // Keeps track of time.
	std::vector<Game_map*> maps;         // Hold all terrain.
	Game_map*              map;          // The current map.
	Game_render*           render;       // Helps with rendering.
	Gump_manager*          gump_man;     // Open containers on screen.
	Party_manager*         party_man;    // Keeps party list.
	Image_window8*         win;          // Window to display into.
	Npc_proximity_handler* npc_prox;     // Handles nearby NPC's.
	Palette*               pal;
	Shape_manager*         shape_man;    // Manages shape file.
	Time_queue*            tqueue;       // Time-based queue.
	Time_sensitive*        background_noise;
	Usecode_machine*       usecode;    // Drives game plot.
	// Game state flags:
	bool combat;                // true if in combat.
	bool focus;                 // Do we have focus?
	bool ice_dungeon;           // true if inside ice dungeon
	bool painted;               // true if we updated image buffer.
	bool ambient_light;         // Permanent version of special_light.
	bool infravision_active;    // Infravision flag.
	// Game state values:
	int           skip_above_actor;      // Level above actor to skip rendering.
	unsigned int  in_dungeon;            // true if inside a dungeon.
	int           num_npcs1;             // Number of type1 NPC's.
	int           std_delay;             // Standard delay between frames.
	long          time_stopped;          // For 'stop time' spell.
	unsigned long special_light;         // Game minute when light spell ends.
	int           theft_warnings;        // # times warned in current chunk.
	short         theft_cx, theft_cy;    // Chunk where warnings occurred.
	// Gameplay objects:
	Barge_object* moving_barge;          // ->cart/ship that's moving, or 0.
	Main_actor*   main_actor;            // Main sprite to move around.
	Actor*        camera_actor;          // What to center view around.
	std::vector<Actor_shared> npcs;      // Array of NPC's + the Avatar.
	std::vector<Dead_body*>   bodies;    // Corresponding Dead_body's.
	// Rendering info:
	int      scrolltx, scrollty;    // Top-left tile of screen.
	TileRect scroll_bounds;         // Walking outside this scrolls.
	TileRect dirty;                 // Dirty rectangle.
	// Savegames:
	std::array<std::string, 10> save_names;    // Names of saved games.
	// Options:
	bool mouse3rd;    // use third (middle) mouse button
	bool fastmouse;
	bool double_click_closes_gumps;
	int  text_bg;                 // draw a dark background behind text
	int  step_tile_delta;         // multiplier for the delta in start_actor_alt
	int  allow_right_pathfind;    // If moving with right click is allowed
	bool scroll_with_mouse;       // scroll game view with mousewheel
	bool alternate_drop;    // don't split stacks, can be inverted with a CTRL
							// key modifier
	bool         allow_autonotes;
	bool         in_exult_menu;      // used for menu options
	uint8        use_shortcutbar;    // 0 = no, 1 = trans, 2 = yes
	Pixel_colors outline_color;
	bool         sb_hide_missing;
	bool         extended_intro;

	// Touch Options
	bool item_menu;
	int  dpad_location;
	bool touch_pathfind;

	// Private methods:
	void set_scrolls(Tile_coord cent);
	void clear_world(bool restoremapedit);    // Clear out world's contents.
	void read_save_names();                   // Read in saved-game names.
	long check_time_stopped();

	// Red plasma animation during game load
	uint32 load_palette_timer;
	int    plasma_start_color, plasma_cycle_range;

public:
	friend class Game_render;
	/*
	 *  Public flags and gameplay options:
	 */
	int skip_lift;    // Skip objects with lift >= this.  0
	//   means 'terrain-editing' mode.
	bool   paint_eggs;
	bool   armageddon;           // Spell was cast.
	bool   walk_in_formation;    // Use Party_manager for walking.
	int    debug;
	uint32 blits;    // For frame-counting.
	/*
	 *  Class maintenance:
	 */
	Game_window(
			int width, int height, bool fullscreen, int gwidth, int gheight,
			int scale = 1, int scaler = 0,
			Image_window::FillMode fillmode = Image_window::AspectCorrectCentre,
			unsigned int           fillsclr = 0);
	~Game_window();

	// Get the one game window.
	static Game_window* get_instance() {
		return game_window;
	}

	void abort(const char* msg, ...) ATTR_PRINTF(2, 3);    // Fatal error.
	/*
	 *  Display:
	 */
	void clear_screen(bool update = false);

	// int get_width() const
	//   { return win->get_width(); }
	// int get_height() const
	//   { return win->get_height(); }
	int get_width() const {
		return win->get_game_width();
	}

	int get_height() const {
		return win->get_game_height();
	}

	int get_game_width() const {
		return win->get_game_width();
	}

	int get_game_height() const {
		return win->get_game_height();
	}

	inline int get_scrolltx() const {    // Get window offsets in tiles.
		return scrolltx;
	}

	inline int get_scrollty() const {
		return scrollty;
	}

	inline TileRect get_game_rect() const    // Get window's rectangle.
	{
		return TileRect(0, 0, win->get_game_width(), win->get_game_height());
	}

	inline TileRect get_full_rect() const {    // Get window's rectangle.
		return TileRect(
				win->get_start_x(), win->get_start_y(), win->get_full_width(),
				win->get_full_height());
	}

	TileRect get_win_tile_rect() const {    // Get it in tiles, rounding up.
		return TileRect(
				get_scrolltx(), get_scrollty(),
				(win->get_game_width() + c_tilesize - 1) / c_tilesize,
				(win->get_game_height() + c_tilesize - 1) / c_tilesize);
	}

	// Clip rectangle to window's.
	TileRect clip_to_game(const TileRect& r) const {
		const TileRect wr = get_game_rect();
		return r.intersect(wr);
	}

	TileRect clip_to_win(const TileRect& r) const {
		const TileRect wr = get_full_rect();
		return r.intersect(wr);
	}

	// Resize event occurred.
	void resized(
			unsigned int neww, unsigned int newh, bool newfs,
			unsigned int newgw, unsigned int newgh, unsigned int newsc,
			unsigned int newsclr, Image_window::FillMode newfill,
			unsigned int newfillsclr);

	void get_focus();    // Get/lose focus.
	void lose_focus();

	inline bool have_focus() const {
		return focus;
	}

	/*
	 *  Game options:
	 */
	bool get_mouse3rd() const {
		return mouse3rd;
	}

	void set_mouse3rd(bool m) {
		mouse3rd = m;
	}

	bool get_fastmouse(bool ignorefs = false) const {
		return (ignorefs || get_win()->is_fullscreen()) ? fastmouse : false;
	}

	void set_fastmouse(bool f) {
		fastmouse = f;
	}

	bool get_double_click_closes_gumps() const {
		return double_click_closes_gumps;
	}

	void set_double_click_closes_gumps(bool d) {
		double_click_closes_gumps = d;
	}

	int get_text_bg() const {
		return text_bg;
	}

	void set_text_bg(int t) {
		text_bg = t;
	}

	bool can_scroll_with_mouse() const {    // scroll game view with mousewheel
		return scroll_with_mouse;
	}

	void set_mouse_with_scroll(bool ms) {
		scroll_with_mouse = ms;
	}

	bool get_alternate_drop() const {
		return alternate_drop;
	}

	void set_alternate_drop(bool s) {
		alternate_drop = s;
	}

	bool get_allow_autonotes() const {
		return allow_autonotes;
	}

	void set_allow_autonotes(bool s) {
		allow_autonotes = s;
	}

	bool is_in_exult_menu() const {    // used for menu options
		return in_exult_menu;
	}

	void set_in_exult_menu(bool im) {
		in_exult_menu = im;
	}

	bool using_shortcutbar() const {
		return use_shortcutbar > 0;
	}

	void set_shortcutbar(uint8 s);

	uint8 get_shortcutbar_type() const {
		return use_shortcutbar;
	}

	Pixel_colors get_outline_color() const {
		return outline_color;
	}

	void set_outline_color(Pixel_colors s) {
		outline_color = s;
	}

	bool sb_hide_missing_items() const {
		return sb_hide_missing;
	}

	void set_sb_hide_missing_items(bool s) {
		sb_hide_missing = s;
	}

	bool get_extended_intro() const {
		return extended_intro;
	}

	void set_extended_intro(bool i) {
		extended_intro = i;
	}

	/*
	 * Touch options:
	 */
	bool get_item_menu() const {
		return item_menu;
	}

	void set_item_menu(bool s) {
		item_menu = s;
	}

	inline void set_dpad_location(int a) {
		dpad_location = a;
	}

	inline int get_dpad_location() const {
		return dpad_location;
	}

	bool get_touch_pathfind() const {
		return touch_pathfind;
	}

	void set_touch_pathfind(bool s) {
		touch_pathfind = s;
	}

	/*
	 *  Game components:
	 */
	inline Game_map* get_map() const {
		return map;
	}

	inline const std::vector<Game_map*>& get_maps() const {
		return maps;
	}

	inline Usecode_machine* get_usecode() const {
		return usecode;
	}

	inline Image_window8* get_win() const {
		return win;
	}

	inline Time_queue* get_tqueue() const {
		return tqueue;
	}

	inline Palette* get_pal() const {
		return pal;
	}

	inline Effects_manager* get_effects() const {
		return effects;
	}

	inline Gump_manager* get_gump_man() const {
		return gump_man;
	}

	inline Party_manager* get_party_man() const {
		return party_man;
	}

	inline Npc_proximity_handler* get_npc_prox() const {
		return npc_prox;
	}

	Game_clock* get_clock() const {
		return clock;
	}

	bool is_background_track(
			int num) const;        // ripped out of Background_noise
	Game_map* get_map(int num);    // Read in additional map.
	void      set_map(int num);    // Make map #num the current map.
	/*
	 *  ExultStudio support:
	 */
	Map_patch_collection& get_map_patches();
	// Locate shape (for EStudio).
	bool locate_shape(int shapenum, bool upwards, int frnum, int qual);
	void send_location();    // Send our location to EStudio.

	/*
	 *  Gameplay data:
	 */
	inline Barge_object* get_moving_barge() const {
		return moving_barge;
	}

	void set_moving_barge(Barge_object* b);
	bool is_moving() const;    // Is Avatar (or barge) moving?

	inline Main_actor* get_main_actor() const {
		return main_actor;
	}

	bool is_main_actor_inside() const {
		return skip_above_actor < 31;
	}

	// Returns if skip_above_actor changed!
	bool set_above_main_actor(int lift) {
		if (skip_above_actor == lift) {
			return false;
		}
		skip_above_actor = lift;
		return true;
	}

	int get_render_skip_lift() const {    // Skip rendering here.
		return skip_above_actor < skip_lift ? skip_above_actor : skip_lift;
	}

	bool main_actor_dont_move() const;
	bool main_actor_can_act() const;
	bool main_actor_can_act_charmed() const;

	inline bool set_in_dungeon(unsigned int lift) {
		if (in_dungeon == lift) {
			return false;
		}
		in_dungeon = lift;
		return true;
	}

	inline void set_ice_dungeon(bool ice) {
		ice_dungeon = ice;
	}

	inline unsigned int is_in_dungeon() const {
		return in_dungeon;
	}

	bool in_infravision() const;

	void toggle_infravision(bool state) {
		infravision_active = state;
	}

	inline bool is_special_light() const {    // Light spell in effect?
		return ambient_light || special_light != 0;
	}

	// Light spell.
	void add_special_light(int units);

	void toggle_ambient_light(bool state) {
		ambient_light = state;
	}

	// Handle 'stop time' spell.
	void set_time_stopped(long delay);

	long is_time_stopped() {
		return !time_stopped ? 0 : check_time_stopped();
	}

	int get_std_delay() const {    // Get/set animation frame delay.
		return std_delay;
	}

	void set_std_delay(int msecs) {
		std_delay = msecs;
	}

	Actor* get_npc(long npc_num) const;
	void   locate_npc(int npc_num);

	void set_body(int npc_num, Dead_body* body) {
		if (npc_num >= static_cast<int>(bodies.size())) {
			bodies.resize(npc_num + 1);
		}
		bodies[npc_num] = body;
	}

	Dead_body* get_body(int npc_num) const {
		return bodies[npc_num];
	}

	int get_num_npcs() const {
		return npcs.size();
	}

	int  get_unused_npc();                // Find first unused NPC #.
	void add_npc(Actor* npc, int num);    // Add new one.

	inline bool in_combat() const {    // In combat mode?
		return combat;
	}

	void toggle_combat();

	inline bool get_frame_skipping() const {    // This needs doing
		return true;
	}

	// Get ->party members.
	int get_party(Actor** list, int avatar_too = 0);
	// Add npc to 'nearby' list.
	void add_nearby_npc(Npc_actor* npc);
	void remove_nearby_npc(Npc_actor* npc);
	// Get all nearby NPC's.
	void get_nearby_npcs(std::vector<Actor*>& list) const;
	// Update NPCs' schedules.
	void schedule_npcs(int hour, bool repaint = true);
	void mend_npcs();    // Restore HP's each hour.
	// Find witness to Avatar's 'crime'.
	Actor*     find_witness(Actor*& closest_npc, int align);
	void       theft();    // Handle thievery.
	static int get_guard_shape();
	void       call_guards(Actor* witness = nullptr, bool theft = false);
	void       stop_arresting();
	void       attack_avatar(int create_guards = 0, int align = 0);
	bool       is_hostile_nearby()
			const;    // detects if hostiles are nearby for movement speed
	bool failed_copy_protection();
	void got_bad_feeling(int odds);

	/*
	 *  Rendering:
	 */
	inline void set_painted() {    // Force blit.
		painted = true;
	}

	inline bool was_painted() const {
		return painted;
	}

	bool show(bool force = false) {    // Returns true if blit occurred.
		if (painted || force) {
			win->show();
			++blits;
			painted = false;
			return true;
		}
		return false;
	}

	void clear_dirty() {    // Clear dirty rectangle.
		dirty.w = 0;
	}

	bool is_dirty() const {
		return dirty.w > 0;
	}

	// Paint scene at given tile.
	void paint_map_at_tile(
			int x, int y, int w, int h, int toptx, int topty,
			int skip_above = 31);
	// Paint area of image.
	void paint(int x, int y, int w, int h);

	void paint(TileRect& r) {
		paint(r.x, r.y, r.w, r.h);
	}

	void paint();    // Paint whole image.
	// Paint 'dirty' rectangle.
	void paint_dirty();

	void set_all_dirty() {    // Whole window.
		dirty = TileRect(
				win->get_start_x(), win->get_start_y(), win->get_full_width(),
				win->get_full_height());
	}

	void add_dirty(const TileRect& r) {    // Add rectangle to dirty area.
		dirty = dirty.w > 0 ? dirty.add(r) : r;
	}

	// Add dirty rect. for obj. Rets. false
	//   if not on screen.
	bool add_dirty(const Game_object* obj) {
		TileRect rect = get_shape_rect(obj);
		rect.enlarge(1 + c_tilesize / 2);
		rect = clip_to_win(rect);
		if (rect.w > 0 && rect.h > 0) {
			add_dirty(rect);
			return true;
		} else {
			return false;
		}
	}

	bool rotatecolours();

	// Set view (upper-left).
	void set_scrolls(int newscrolltx, int newscrollty);
	void center_view(const Tile_coord& t);    // Center view around t.
	void set_camera_actor(Actor* a);

	Actor* get_camera_actor() {
		return camera_actor;
	}

	// Scroll if necessary.
	bool scroll_if_needed(Tile_coord t);

	bool scroll_if_needed(const Actor* a, const Tile_coord& t) {
		if (a == camera_actor) {
			return scroll_if_needed(t);
		} else {
			return false;
		}
	}

	// Show abs. location of mouse.
	void show_game_location(int x, int y);

	// Get screen area of shape at pt.
	TileRect get_shape_rect(const Shape_frame* s, int x, int y) const {
		return TileRect(
				x - s->get_xleft(), y - s->get_yabove(), s->get_width(),
				s->get_height());
	}

	// Get screen area used by object.
	TileRect get_shape_rect(const Game_object* obj) const;
	// Get screen loc. of object.
	void get_shape_location(const Game_object* obj, int& x, int& y);
	void get_shape_location(const Tile_coord& t, int& x, int& y);
	void plasma(int w, int h, int x, int y, int startc, int endc);
	/*
	 *  Save/restore/startup:
	 */
	void write();                          // Write out to 'gamedat'.
	void read();                           // Read in 'gamedat'.
	void write_gwin();                     // Write gamedat/gamewin.dat.
	void read_gwin();                      // Read gamedat/gamewin.dat.
	bool was_map_modified();               // Was any map modified?
	void write_map();                      // Write map data to <PATCH> dir.
	void read_map();                       // Reread initial game map.
	void reload_usecode();                 // Reread (patched) usecode.
	void init_actors();                    // Place actors in the world.
	void init_files(bool cycle = true);    // Load all files

	// From Gamedat
	void get_saveinfo(
			std::unique_ptr<Shape_file>& map, SaveGame_Details*& details,
			SaveGame_Party*& party);
	// From Savegame
	bool get_saveinfo(
			int num, char*& name, std::unique_ptr<Shape_file>& map,
			SaveGame_Details*& details, SaveGame_Party*& party);
	void read_saveinfo(
			IDataSource* in, SaveGame_Details*& details,
			SaveGame_Party*& party);

private:
#ifdef HAVE_ZIP_SUPPORT
	bool get_saveinfo_zip(
			const char* fname, char*& name, std::unique_ptr<Shape_file>& map,
			SaveGame_Details*& details, SaveGame_Party*& party);
#endif
	void restore_flex_files(IDataSource& in, const char* basepath);

public:
	void write_saveinfo();    // Write the save info to gamedat

	// Get saved-game name.
	inline const std::string& get_save_name(size_t i) const {
		return save_names[i];
	}

	void setup_game(bool map_editing);    // Prepare for game
	void read_npcs();                     // Read in npc's.
	void write_npcs();                    // Write them back.
	void read_schedules();                // Read npc's schedules.
	void write_schedules();               // Write npc's schedules.
	void revert_schedules(Actor*);        // Reset a npc's schedule.
	// Explode a savegame into "gamedat".
	void restore_gamedat(const char* fname);
	void restore_gamedat(int num);
	// Save "gamedat".
	void save_gamedat(const char* fname, const char* savename);
	void save_gamedat(int num, const char* savename);
	bool init_gamedat(bool create);    // Initialize gamedat directory
#ifdef HAVE_ZIP_SUPPORT
private:
	bool save_gamedat_zip(const char* fname, const char* savename);
	bool Restore_level2(void* uzf, const char* dirname, int dirlen);
	bool restore_gamedat_zip(const char* fname);

public:
#endif
	/*
	 *  Game control:
	 */
	void view_right();    // Move view 1 chunk to right.
	void view_left();     // Move view left by 1 chunk.
	void view_down();     // Move view down.
	void view_up();       // Move view up.
	// Start moving actor.
	void start_actor_alt(int winx, int winy, int speed);
	void start_actor(int winx, int winy, int speed = 125);
	void start_actor_along_path(int winx, int winy, int speed = 125);
	void stop_actor();    // Stop main actor.

	inline void set_step_tile_delta(int size) {
		step_tile_delta = size;
	}

	inline int get_step_tile_delta() const {
		return step_tile_delta;
	}

	inline void set_allow_right_pathfind(int a) {
		allow_right_pathfind = a;
	}

	inline int get_allow_right_pathfind() const {
		return allow_right_pathfind;
	}

	void teleport_party(
			const Tile_coord& t, bool skip_eggs = false, int newmap = -1,
			bool no_status_check = true);
	bool activate_item(
			int shnum, int frnum = c_any_framenum,
			int qual = c_any_qual);    // Activate item in party.
	// Find object (x, y) is in.
	Game_object* find_object(int x, int y);
	void         find_nearby_objects(
					Game_object_map_xy& mobjxy, int x, int y, Gump* gump = nullptr);

	// Show names of items clicked on.
	void show_items(int x, int y, bool ctrl = false);
	// Right-click while combat paused.
	void    paused_combat_select(int x, int y);
	ShapeID get_flat(int x, int y);    // Return terrain (x, y) is in.
	// Schedule object for deletion.
	// Handle a double-click in window.
	void double_clicked(int x, int y);
	bool start_dragging(int x, int y);
	bool drag(int x, int y);                        // During dragging.
	bool drop_dragged(int x, int y, bool moved);    // Done dragging.
	void stop_dragging();

	bool is_dragging() const {
		return dragging != nullptr;
	}

	int   drop_at_lift(Game_object* to_drop, int x, int y, int at_lift);
	Gump* get_dragging_gump();
	// Create a mini-screenshot (96x60)
	std::unique_ptr<Shape_file> create_mini_screenshot();
	/*
	 *  Chunk-caching:
	 */
	// Old Style Caching Emulation. Called if player has changed chunks
	void emulate_cache(Map_chunk* olist, Map_chunk* nlist);
	// Is a specific move by a monster or item allowed
	bool emulate_is_move_allowed(int tx, int ty);
	// Swapping a superchunk to disk emulation
	void emulate_swapout(int scx, int scy);

	void setup_load_palette();
	void cycle_load_palette();

private:
	//
	// Interpolated painting stuff, for smooth scrolling
	//

	// These are saved scroll positions
	int scrolltx_l, scrollty_l;
	int scrolltx_lp, scrollty_lp;
	// These are the pixel offset that needs to be subtracted from shape
	// positions due to smooth scrolling
	int scrolltx_lo, scrollty_lo;
	// Delta for camera actor position in pixels due to lerping of position
	int avposx_ld, avposy_ld;
	// Is lerping enabled
	int lerping_enabled;

public:
	// Reset (well update really) saved lerp scroll positions
	void lerp_reset();

	// (Re)paint the entire screen using a lerp factor 0-0x10000
	void paint_lerped(int factor);

	inline int get_scrolltx_lo() const {
		return scrolltx_lo;
	}

	inline int get_scrollty_lo() const {
		return scrollty_lo;
	}

	int is_lerping_enabled() const {
		return lerping_enabled;
	}

	void set_lerping_enabled(int e) {
		lerping_enabled = e;
	}
};

#endif
