/*
 * Copyright (C) 2008-2016 TrinityCore 
 * Copyright (C) 2005-2009 MaNGOS 
 *
 * 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, see .
 */
#include "MapManager.h"
#include "InstanceSaveMgr.h"
#include "DatabaseEnv.h"
#include "Log.h"
#include "ObjectAccessor.h"
#include "Transport.h"
#include "GridDefines.h"
#include "MapInstanced.h"
#include "InstanceScript.h"
#include "Config.h"
#include "World.h"
#include "Corpse.h"
#include "ObjectMgr.h"
#include "Language.h"
#include "WorldPacket.h"
#include "Group.h"
#include "Player.h"
#include "WorldSession.h"
#include "Opcodes.h"
#include "AchievementMgr.h"
MapManager::MapManager()
{
    i_gridCleanUpDelay = sWorld->getIntConfig(CONFIG_INTERVAL_GRIDCLEAN);
    i_timer.SetInterval(sWorld->getIntConfig(CONFIG_INTERVAL_MAPUPDATE));
    _nextInstanceId = 0;
}
MapManager::~MapManager() { }
void MapManager::Initialize()
{
    Map::InitStateMachine();
    int num_threads(sWorld->getIntConfig(CONFIG_NUMTHREADS));
    // Start mtmaps if needed.
    if (num_threads > 0)
        m_updater.activate(num_threads);
}
void MapManager::InitializeVisibilityDistanceInfo()
{
    for (MapMapType::iterator iter=i_maps.begin(); iter != i_maps.end(); ++iter)
        (*iter).second->InitVisibilityDistance();
}
MapManager* MapManager::instance()
{
    static MapManager instance;
    return &instance;
}
Map* MapManager::CreateBaseMap(uint32 id)
{
    Map* map = FindBaseMap(id);
    if (map == NULL)
    {
        std::lock_guard lock(_mapsLock);
        MapEntry const* entry = sMapStore.LookupEntry(id);
        ASSERT(entry);
        if (entry->Instanceable())
            map = new MapInstanced(id, i_gridCleanUpDelay);
        else
        {
            map = new Map(id, i_gridCleanUpDelay, 0, REGULAR_DIFFICULTY);
            map->LoadRespawnTimes();
            map->LoadCorpseData();
        }
        i_maps[id] = map;
    }
    ASSERT(map);
    return map;
}
Map* MapManager::FindBaseNonInstanceMap(uint32 mapId) const
{
    Map* map = FindBaseMap(mapId);
    if (map && map->Instanceable())
        return NULL;
    return map;
}
Map* MapManager::CreateMap(uint32 id, Player* player, uint32 loginInstanceId)
{
    Map* m = CreateBaseMap(id);
    if (m && m->Instanceable())
        m = ((MapInstanced*)m)->CreateInstanceForPlayer(id, player, loginInstanceId);
    return m;
}
Map* MapManager::FindMap(uint32 mapid, uint32 instanceId) const
{
    Map* map = FindBaseMap(mapid);
    if (!map)
        return NULL;
    if (!map->Instanceable())
        return instanceId == 0 ? map : NULL;
    return ((MapInstanced*)map)->FindInstanceMap(instanceId);
}
Map::EnterState MapManager::PlayerCannotEnter(uint32 mapid, Player* player, bool loginCheck)
{
    MapEntry const* entry = sMapStore.LookupEntry(mapid);
    if (!entry)
        return Map::CANNOT_ENTER_NO_ENTRY;
    if (!entry->IsDungeon())
        return Map::CAN_ENTER;
    InstanceTemplate const* instance = sObjectMgr->GetInstanceTemplate(mapid);
    if (!instance)
        return Map::CANNOT_ENTER_UNINSTANCED_DUNGEON;
    Difficulty targetDifficulty, requestedDifficulty;
    targetDifficulty = requestedDifficulty = player->GetDifficulty(entry->IsRaid());
    // Get the highest available difficulty if current setting is higher than the instance allows
    MapDifficulty const* mapDiff = GetDownscaledMapDifficultyData(entry->MapID, targetDifficulty);
    if (!mapDiff)
        return Map::CANNOT_ENTER_DIFFICULTY_UNAVAILABLE;
    //Bypass checks for GMs
    if (player->IsGameMaster())
        return Map::CAN_ENTER;
    char const* mapName = entry->name[player->GetSession()->GetSessionDbcLocale()];
    Group* group = player->GetGroup();
    if (entry->IsRaid()) // can only enter in a raid group
        if ((!group || !group->isRaidGroup()) && !sWorld->getBoolConfig(CONFIG_INSTANCE_IGNORE_RAID))
            return Map::CANNOT_ENTER_NOT_IN_RAID;
    if (!player->IsAlive())
    {
        if (player->HasCorpse())
        {
            // let enter in ghost mode in instance that connected to inner instance with corpse
            uint32 corpseMap = player->GetCorpseLocation().GetMapId();
            do
            {
                if (corpseMap == mapid)
                    break;
                InstanceTemplate const* corpseInstance = sObjectMgr->GetInstanceTemplate(corpseMap);
                corpseMap = corpseInstance ? corpseInstance->Parent : 0;
            } while (corpseMap);
            if (!corpseMap)
                return Map::CANNOT_ENTER_CORPSE_IN_DIFFERENT_INSTANCE;
            TC_LOG_DEBUG("maps", "MAP: Player '%s' has corpse in instance '%s' and can enter.", player->GetName().c_str(), mapName);
        }
        else
            TC_LOG_DEBUG("maps", "Map::CanPlayerEnter - player '%s' is dead but does not have a corpse!", player->GetName().c_str());
    }
    //Get instance where player's group is bound & its map
    if (!loginCheck && group)
    {
        InstanceGroupBind* boundInstance = group->GetBoundInstance(entry);
        if (boundInstance && boundInstance->save)
            if (Map* boundMap = sMapMgr->FindMap(mapid, boundInstance->save->GetInstanceId()))
                if (Map::EnterState denyReason = boundMap->CannotEnter(player))
                    return denyReason;
    }
    // players are only allowed to enter 5 instances per hour
    if (entry->IsDungeon() && (!player->GetGroup() || (player->GetGroup() && !player->GetGroup()->isLFGGroup())))
    {
        uint32 instanceIdToCheck = 0;
        if (InstanceSave* save = player->GetInstanceSave(mapid, entry->IsRaid()))
            instanceIdToCheck = save->GetInstanceId();
        // instanceId can never be 0 - will not be found
        if (!player->CheckInstanceCount(instanceIdToCheck) && !player->isDead())
            return Map::CANNOT_ENTER_TOO_MANY_INSTANCES;
    }
    //Other requirements
    if (player->Satisfy(sObjectMgr->GetAccessRequirement(mapid, targetDifficulty), mapid, true))
        return Map::CAN_ENTER;
    else
        return Map::CANNOT_ENTER_UNSPECIFIED_REASON;
}
void MapManager::Update(uint32 diff)
{
    i_timer.Update(diff);
    if (!i_timer.Passed())
        return;
    MapMapType::iterator iter = i_maps.begin();
    for (; iter != i_maps.end(); ++iter)
    {
        if (m_updater.activated())
            m_updater.schedule_update(*iter->second, uint32(i_timer.GetCurrent()));
        else
            iter->second->Update(uint32(i_timer.GetCurrent()));
    }
    if (m_updater.activated())
        m_updater.wait();
    for (iter = i_maps.begin(); iter != i_maps.end(); ++iter)
        iter->second->DelayedUpdate(uint32(i_timer.GetCurrent()));
    i_timer.SetCurrent(0);
}
void MapManager::DoDelayedMovesAndRemoves() { }
bool MapManager::ExistMapAndVMap(uint32 mapid, float x, float y)
{
    GridCoord p = Trinity::ComputeGridCoord(x, y);
    int gx = (MAX_NUMBER_OF_GRIDS - 1) - p.x_coord;
    int gy = (MAX_NUMBER_OF_GRIDS - 1) - p.y_coord;
    return Map::ExistMap(mapid, gx, gy) && Map::ExistVMap(mapid, gx, gy);
}
bool MapManager::IsValidMAP(uint32 mapid, bool startUp)
{
    MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
    if (startUp)
        return mEntry ? true : false;
    else
        return mEntry && (!mEntry->IsDungeon() || sObjectMgr->GetInstanceTemplate(mapid));
    /// @todo add check for battleground template
}
void MapManager::UnloadAll()
{
    for (MapMapType::iterator iter = i_maps.begin(); iter != i_maps.end();)
    {
        iter->second->UnloadAll();
        delete iter->second;
        i_maps.erase(iter++);
    }
    if (m_updater.activated())
        m_updater.deactivate();
    Map::DeleteStateMachine();
}
uint32 MapManager::GetNumInstances()
{
    std::lock_guard lock(_mapsLock);
    uint32 ret = 0;
    for (MapMapType::iterator itr = i_maps.begin(); itr != i_maps.end(); ++itr)
    {
        Map* map = itr->second;
        if (!map->Instanceable())
            continue;
        MapInstanced::InstancedMaps &maps = ((MapInstanced*)map)->GetInstancedMaps();
        for (MapInstanced::InstancedMaps::iterator mitr = maps.begin(); mitr != maps.end(); ++mitr)
            if (mitr->second->IsDungeon()) ret++;
    }
    return ret;
}
uint32 MapManager::GetNumPlayersInInstances()
{
    std::lock_guard lock(_mapsLock);
    uint32 ret = 0;
    for (MapMapType::iterator itr = i_maps.begin(); itr != i_maps.end(); ++itr)
    {
        Map* map = itr->second;
        if (!map->Instanceable())
            continue;
        MapInstanced::InstancedMaps &maps = ((MapInstanced*)map)->GetInstancedMaps();
        for (MapInstanced::InstancedMaps::iterator mitr = maps.begin(); mitr != maps.end(); ++mitr)
            if (mitr->second->IsDungeon())
                ret += ((InstanceMap*)mitr->second)->GetPlayers().getSize();
    }
    return ret;
}
void MapManager::InitInstanceIds()
{
    _nextInstanceId = 1;
    QueryResult result = CharacterDatabase.Query("SELECT MAX(id) FROM instance");
    if (result)
    {
        uint32 maxId = (*result)[0].GetUInt32();
        // Resize to multiples of 32 (vector allocates memory the same way)
        _instanceIds.resize((maxId / 32) * 32 + (maxId % 32 > 0 ? 32 : 0));
    }
}
void MapManager::RegisterInstanceId(uint32 instanceId)
{
    // Allocation and sizing was done in InitInstanceIds()
    _instanceIds[instanceId] = true;
}
uint32 MapManager::GenerateInstanceId()
{
    uint32 newInstanceId = _nextInstanceId;
    // Find the lowest available id starting from the current NextInstanceId (which should be the lowest according to the logic in FreeInstanceId()
    for (uint32 i = ++_nextInstanceId; i < 0xFFFFFFFF; ++i)
    {
        if ((i < _instanceIds.size() && !_instanceIds[i]) || i >= _instanceIds.size())
        {
            _nextInstanceId = i;
            break;
        }
    }
    if (newInstanceId == _nextInstanceId)
    {
        TC_LOG_ERROR("maps", "Instance ID overflow!! Can't continue, shutting down server. ");
        World::StopNow(ERROR_EXIT_CODE);
    }
    // Allocate space if necessary
    if (newInstanceId >= uint32(_instanceIds.size()))
    {
        // Due to the odd memory allocation behavior of vector we match size to capacity before triggering a new allocation
        if (_instanceIds.size() < _instanceIds.capacity())
        {
            _instanceIds.resize(_instanceIds.capacity());
        }
        else
            _instanceIds.resize((newInstanceId / 32) * 32 + (newInstanceId % 32 > 0 ? 32 : 0));
    }
    _instanceIds[newInstanceId] = true;
    return newInstanceId;
}
void MapManager::FreeInstanceId(uint32 instanceId)
{
    // If freed instance id is lower than the next id available for new instances, use the freed one instead
    if (instanceId < _nextInstanceId)
        SetNextInstanceId(instanceId);
    _instanceIds[instanceId] = false;
    sAchievementMgr->OnInstanceDestroyed(instanceId);
}