/*
 * 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, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */
#include "PoolMgr.h"
#include "ObjectMgr.h"
#include "ProgressBar.h"
#include "Log.h"
#include "MapManager.h"
////////////////////////////////////////////////////////////
// template class SpawnedPoolData
// Method that tell amount spawned objects/subpools
uint32 SpawnedPoolData::GetSpawnedObjects(uint32 pool_id) const
{
    SpawnedPoolPools::const_iterator itr = mSpawnedPools.find(pool_id);
    return itr != mSpawnedPools.end() ? itr->second : 0;
}
// Method that tell if a creature is spawned currently
template<>
bool SpawnedPoolData::IsSpawnedObject(uint32 db_guid) const
{
    return mSpawnedCreatures.find(db_guid) != mSpawnedCreatures.end();
}
// Method that tell if a gameobject is spawned currently
template<>
bool SpawnedPoolData::IsSpawnedObject(uint32 db_guid) const
{
    return mSpawnedGameobjects.find(db_guid) != mSpawnedGameobjects.end();
}
// Method that tell if a pool is spawned currently
template<>
bool SpawnedPoolData::IsSpawnedObject(uint32 sub_pool_id) const
{
    return mSpawnedPools.find(sub_pool_id) != mSpawnedPools.end();
}
template<>
void SpawnedPoolData::AddSpawn(uint32 db_guid, uint32 pool_id)
{
    mSpawnedCreatures.insert(db_guid);
    ++mSpawnedPools[pool_id];
}
template<>
void SpawnedPoolData::AddSpawn(uint32 db_guid, uint32 pool_id)
{
    mSpawnedGameobjects.insert(db_guid);
    ++mSpawnedPools[pool_id];
}
template<>
void SpawnedPoolData::AddSpawn(uint32 sub_pool_id, uint32 pool_id)
{
    mSpawnedPools[sub_pool_id] = 0;
    ++mSpawnedPools[pool_id];
}
template<>
void SpawnedPoolData::RemoveSpawn(uint32 db_guid, uint32 pool_id)
{
    mSpawnedCreatures.erase(db_guid);
    uint32& val = mSpawnedPools[pool_id];
    if (val > 0)
        --val;
}
template<>
void SpawnedPoolData::RemoveSpawn(uint32 db_guid, uint32 pool_id)
{
    mSpawnedGameobjects.erase(db_guid);
    uint32& val = mSpawnedPools[pool_id];
    if (val > 0)
        --val;
}
template<>
void SpawnedPoolData::RemoveSpawn(uint32 sub_pool_id, uint32 pool_id)
{
    mSpawnedPools.erase(sub_pool_id);
    uint32& val = mSpawnedPools[pool_id];
    if (val > 0)
        --val;
}
////////////////////////////////////////////////////////////
// Methods of template class PoolGroup
// Method to add a gameobject/creature guid to the proper list depending on pool type and chance value
template 
void PoolGroup::AddEntry(PoolObject& poolitem, uint32 maxentries)
{
    if (poolitem.chance != 0 && maxentries == 1)
        ExplicitlyChanced.push_back(poolitem);
    else
        EqualChanced.push_back(poolitem);
}
// Method to check the chances are proper in this object pool
template 
bool PoolGroup::CheckPool() const
{
    if (!EqualChanced.size())
    {
        float chance = 0;
        for (uint32 i = 0; i < ExplicitlyChanced.size(); ++i)
            chance += ExplicitlyChanced[i].chance;
        if (chance != 100 && chance != 0)
            return false;
    }
    return true;
}
template 
PoolObject* PoolGroup::RollOne(SpawnedPoolData& spawns, uint32 triggerFrom)
{
    if (!ExplicitlyChanced.empty())
    {
        float roll = (float)rand_chance();
        for (uint32 i=0; i(ExplicitlyChanced[i].guid)))
               return &ExplicitlyChanced[i];
        }
    }
    if (!EqualChanced.empty())
    {
        int32 index = irand(0, EqualChanced.size()-1);
        // Triggering object is marked as spawned at this time and can be also rolled (respawn case)
        // so this need explicit check for this case
        if (EqualChanced[index].guid == triggerFrom || !spawns.IsSpawnedObject(EqualChanced[index].guid))
           return &EqualChanced[index];
    }
    return NULL;
}
// Main method to despawn a creature or gameobject in a pool
// If no guid is passed, the pool is just removed (event end case)
// If guid is filled, cache will be used and no removal will occur, it just fill the cache
template
void PoolGroup::DespawnObject(SpawnedPoolData& spawns, uint32 guid)
{
    for (size_t i=0; i(EqualChanced[i].guid))
        {
            if (!guid || EqualChanced[i].guid == guid)
            {
                Despawn1Object(EqualChanced[i].guid);
                spawns.RemoveSpawn(EqualChanced[i].guid,poolId);
            }
        }
    }
    for (size_t i = 0; i < ExplicitlyChanced.size(); ++i)
    {
        // spawned
        if (spawns.IsSpawnedObject(ExplicitlyChanced[i].guid))
        {
            if (!guid || ExplicitlyChanced[i].guid == guid)
            {
                Despawn1Object(ExplicitlyChanced[i].guid);
                spawns.RemoveSpawn(ExplicitlyChanced[i].guid,poolId);
            }
        }
    }
}
// Method that is actualy doing the removal job on one creature
template<>
void PoolGroup::Despawn1Object(uint32 guid)
{
    if (CreatureData const* data = objmgr.GetCreatureData(guid))
    {
        objmgr.RemoveCreatureFromGrid(guid, data);
        if (Creature* pCreature = sObjectAccessor.GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_UNIT), (Creature*)NULL))
            pCreature->AddObjectToRemoveList();
    }
}
// Same on one gameobject
template<>
void PoolGroup::Despawn1Object(uint32 guid)
{
    if (GameObjectData const* data = objmgr.GetGOData(guid))
    {
        objmgr.RemoveGameobjectFromGrid(guid, data);
        if (GameObject* pGameobject = sObjectAccessor.GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_GAMEOBJECT), (GameObject*)NULL))
            pGameobject->AddObjectToRemoveList();
    }
}
// Same on one pool
template<>
void PoolGroup::Despawn1Object(uint32 child_pool_id)
{
    poolhandler.DespawnPool(child_pool_id);
}
// Method for a pool only to remove any found record causing a circular dependency loop
template<>
void PoolGroup::RemoveOneRelation(uint16 child_pool_id)
{
    for (PoolObjectList::iterator itr = ExplicitlyChanced.begin(); itr != ExplicitlyChanced.end(); ++itr)
    {
        if (itr->guid == child_pool_id)
        {
            ExplicitlyChanced.erase(itr);
            break;
        }
    }
    for (PoolObjectList::iterator itr = EqualChanced.begin(); itr != EqualChanced.end(); ++itr)
    {
        if (itr->guid == child_pool_id)
        {
            EqualChanced.erase(itr);
            break;
        }
    }
}
template 
void PoolGroup::SpawnObject(SpawnedPoolData& spawns, uint32 limit, uint32 triggerFrom)
{
    uint32 lastDespawned = 0;
    int count = limit - spawns.GetSpawnedObjects(poolId);
    // If triggered from some object respawn this object is still marked as spawned
    // and also counted into m_SpawnedPoolAmount so we need increase count to be
    // spawned by 1
    if (triggerFrom)
        ++count;
    // This will try to spawn the rest of pool, not guaranteed
    for (int i = 0; i < count; ++i)
    {
        PoolObject* obj = RollOne(spawns,triggerFrom);
        if (!obj)
            continue;
        if (obj->guid == lastDespawned)
            continue;
        if (obj->guid == triggerFrom)
        {
            ReSpawn1Object(obj);
            triggerFrom = 0;
            continue;
        }
        spawns.AddSpawn(obj->guid,poolId);
        Spawn1Object(obj);
        if (triggerFrom)
        {
            // One spawn one despawn no count increase
            DespawnObject(spawns, triggerFrom);
            lastDespawned = triggerFrom;
            triggerFrom = 0;
        }
    }
}
// Method that is actualy doing the spawn job on 1 creature
template <>
void PoolGroup::Spawn1Object(PoolObject* obj)
{
    if (CreatureData const* data = objmgr.GetCreatureData(obj->guid))
    {
        objmgr.AddCreatureToGrid(obj->guid, data);
        // Spawn if necessary (loaded grids only)
        Map* map = const_cast