/*
 * Copyright (C) 2005-2009 MaNGOS 
 *
 * Copyright (C) 2008-2009 Trinity 
 *
 * 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
 */
#include "InstanceData.h"
#include "Database/DatabaseEnv.h"
#include "Map.h"
#include "Player.h"
#include "GameObject.h"
#include "Creature.h"
#include "CreatureAI.h"
void InstanceData::SaveToDB()
{
    std::string data = GetSaveData();
    if(data.empty())
        return;
    CharacterDatabase.escape_string(data);
    CharacterDatabase.PExecute("UPDATE instance SET data = '%s' WHERE id = '%d'", data.c_str(), instance->GetInstanceId());
}
void InstanceData::HandleGameObject(uint64 GUID, bool open, GameObject *go)
{
    if(!go)
        go = instance->GetGameObject(GUID);
    if(go)
        go->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
    else
        debug_log("TSCR: InstanceData: HandleGameObject failed");
}
bool InstanceData::IsEncounterInProgress() const
{
    for(std::vector::const_iterator itr = bosses.begin(); itr != bosses.end(); ++itr)
        if(itr->state == IN_PROGRESS)
            return true;
    return false;
}
void InstanceData::LoadMinionData(const MinionData *data)
{
    while(data->entry)
    {
        if(data->bossId < bosses.size())
            minions.insert(std::make_pair(data->entry, MinionInfo(&bosses[data->bossId])));
        ++data;
    }
    sLog.outDebug("InstanceData::LoadMinionData: %u minions loaded.", doors.size());
}
void InstanceData::LoadDoorData(const DoorData *data)
{
    while(data->entry)
    {
        if(data->bossId < bosses.size())
            doors.insert(std::make_pair(data->entry, DoorInfo(&bosses[data->bossId], data->type, BoundaryType(data->boundary))));
        ++data;
    }
    sLog.outDebug("InstanceData::LoadDoorData: %u doors loaded.", doors.size());
}
void InstanceData::UpdateMinionState(Creature *minion, EncounterState state)
{
    switch(state)
    {
        case NOT_STARTED:
            if(!minion->isAlive())
                minion->Respawn();
            else if(minion->isInCombat())
                minion->AI()->EnterEvadeMode();
            break;
        case IN_PROGRESS:
            if(!minion->isAlive())
                minion->Respawn();
            else if(!minion->getVictim())
                minion->AI()->DoZoneInCombat();
            break;
    }
}
void InstanceData::UpdateDoorState(GameObject *door)
{
    DoorInfoMap::iterator lower = doors.lower_bound(door->GetEntry());
    DoorInfoMap::iterator upper = doors.upper_bound(door->GetEntry());
    if(lower == upper)
        return;
    bool open = true;
    for(DoorInfoMap::iterator itr = lower; itr != upper; ++itr)
    {
        if(itr->second.type == DOOR_TYPE_ROOM)
        {
            if(itr->second.bossInfo->state == IN_PROGRESS)
            {
                open = false;
                break;
            }
        }
        else if(itr->second.type == DOOR_TYPE_PASSAGE)
        {
            if(itr->second.bossInfo->state != DONE)
            {
                open = false;
                break;
            }
        }
    }
    door->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
    //sLog.outError("Door %u is %s.", door->GetEntry(), open ? "opened" : "closed");
}
void InstanceData::AddDoor(GameObject *door, bool add)
{
    DoorInfoMap::iterator lower = doors.lower_bound(door->GetEntry());
    DoorInfoMap::iterator upper = doors.upper_bound(door->GetEntry());
    if(lower == upper)
        return;
    for(DoorInfoMap::iterator itr = lower; itr != upper; ++itr)
    {
        if(add)
        {
            itr->second.bossInfo->door[itr->second.type].insert(door);
            switch(itr->second.boundary)
            {
                default:
                case BOUNDARY_NONE:
                    break;
                case BOUNDARY_N:
                case BOUNDARY_S:
                    itr->second.bossInfo->boundary[itr->second.boundary] = door->GetPositionX();
                    break;
                case BOUNDARY_E:
                case BOUNDARY_W:
                    itr->second.bossInfo->boundary[itr->second.boundary] = door->GetPositionY();
                    break;
                case BOUNDARY_NW:
                case BOUNDARY_SE:
                    itr->second.bossInfo->boundary[itr->second.boundary] = door->GetPositionX() + door->GetPositionY();
                    break;
                case BOUNDARY_NE:
                case BOUNDARY_SW:
                    itr->second.bossInfo->boundary[itr->second.boundary] = door->GetPositionX() - door->GetPositionY();
                    break;
            }
        }
        else
            itr->second.bossInfo->door[itr->second.type].erase(door);
    }
    if(add)
        UpdateDoorState(door);
}
void InstanceData::AddMinion(Creature *minion, bool add)
{
    MinionInfoMap::iterator itr = minions.find(minion->GetEntry());
    if(itr == minions.end())
        return;
    if(add)
        itr->second.bossInfo->minion.insert(minion);
    else
        itr->second.bossInfo->minion.erase(minion);
}
bool InstanceData::SetBossState(uint32 id, EncounterState state)
{
    if(id < bosses.size())
    {
        BossInfo *bossInfo = &bosses[id];
        if(bossInfo->state == TO_BE_DECIDED) // loading
        {
            bossInfo->state = state;
            //sLog.outError("Inialize boss %u state as %u.", id, (uint32)state);
            return false;
        }
        else
        {
            if(bossInfo->state == state)
                return false;
            if(state == DONE)
                for(MinionSet::iterator i = bossInfo->minion.begin(); i != bossInfo->minion.end(); ++i)
                    if((*i)->isWorldBoss() && (*i)->isAlive())
                        return false;
            bossInfo->state = state;
            SaveToDB();
        }
        
        for(uint32 type = 0; type < MAX_DOOR_TYPES; ++type)
            for(DoorSet::iterator i = bossInfo->door[type].begin(); i != bossInfo->door[type].end(); ++i)
                UpdateDoorState(*i);
        for(MinionSet::iterator i = bossInfo->minion.begin(); i != bossInfo->minion.end(); ++i)
            UpdateMinionState(*i, state);
        return true;
    }
    return false;
}
std::string InstanceData::LoadBossState(const char * data)
{
    if(!data) return NULL;
    std::istringstream loadStream(data);
    uint32 buff;
    uint32 bossId = 0;
    for(std::vector::iterator i = bosses.begin(); i != bosses.end(); ++i, ++bossId)
    {
        loadStream >> buff;
        if(buff < TO_BE_DECIDED)
            SetBossState(bossId, (EncounterState)buff);
    }
    return loadStream.str();
}
std::string InstanceData::GetBossSaveData()
{
    std::ostringstream saveStream;
    for(std::vector::iterator i = bosses.begin(); i != bosses.end(); ++i)
        saveStream << (uint32)i->state << " ";
    return saveStream.str();
}   
void InstanceData::DoUseDoorOrButton(uint64 uiGuid, uint32 uiWithRestoreTime, bool bUseAlternativeState)
{
    if (!uiGuid)
        return;
    GameObject* pGo = instance->GetGameObject(uiGuid);
    if (pGo)
    {
        if (pGo->GetGoType() == GAMEOBJECT_TYPE_DOOR || pGo->GetGoType() == GAMEOBJECT_TYPE_BUTTON)
        {
            if (pGo->getLootState() == GO_READY)
                pGo->UseDoorOrButton(uiWithRestoreTime,bUseAlternativeState);
            else if (pGo->getLootState() == GO_ACTIVATED)
                pGo->ResetDoorOrButton();
        }
        else
            error_log("SD2: Script call DoUseDoorOrButton, but gameobject entry %u is type %u.",pGo->GetEntry(),pGo->GetGoType());
    }
}
void InstanceData::DoRespawnGameObject(uint64 uiGuid, uint32 uiTimeToDespawn)
{
    if (GameObject* pGo = instance->GetGameObject(uiGuid))
    {
        //not expect any of these should ever be handled
        if (pGo->GetGoType()==GAMEOBJECT_TYPE_FISHINGNODE || pGo->GetGoType()==GAMEOBJECT_TYPE_DOOR ||
            pGo->GetGoType()==GAMEOBJECT_TYPE_BUTTON || pGo->GetGoType()==GAMEOBJECT_TYPE_TRAP)
            return;
        if (pGo->isSpawned())
            return;
        pGo->SetRespawnTime(uiTimeToDespawn);
    }
}
void InstanceData::DoUpdateWorldState(uint32 uiStateId, uint32 uiStateData)
{
    Map::PlayerList const& lPlayers = instance->GetPlayers();
    if (!lPlayers.isEmpty())
    {
        for(Map::PlayerList::const_iterator itr = lPlayers.begin(); itr != lPlayers.end(); ++itr)
        {
            if (Player* pPlayer = itr->getSource())
                pPlayer->SendUpdateWorldState(uiStateId, uiStateData);
        }
    }
    else
        debug_log("TSCR: DoUpdateWorldState attempt send data but no players in map.");
}