/*
** a_specialspot.cpp
** Handling for special spot actors
** like BrainTargets, MaceSpawners etc.
**
**---------------------------------------------------------------------------
** Copyright 2008 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
**    notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
**    notice, this list of conditions and the following disclaimer in the
**    documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
**    derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "a_specialspot.h"
#include "m_random.h"
#include "p_local.h"
#include "statnums.h"
#include "i_system.h"
#include "doomstat.h"
#include "serializer.h"
#include "a_pickups.h"

static FRandom pr_spot ("SpecialSpot");
static FRandom pr_spawnmace ("SpawnMace");

IMPLEMENT_CLASS(DSpotState, false, false)
IMPLEMENT_CLASS(ASpecialSpot, false, false)
TObjPtr<DSpotState> DSpotState::SpotState;

//----------------------------------------------------------------------------
//
// Spot list
//
//----------------------------------------------------------------------------

struct FSpotList
{
	PClassActor *Type;
	TArray<ASpecialSpot*> Spots;
	unsigned Index;
	int SkipCount;
	int numcalls;

	FSpotList()
	{
	}

	FSpotList(PClassActor *type)
	{
		Type = type;
		Index = 0;
		SkipCount = 0;
		numcalls = 0;
	}

	//----------------------------------------------------------------------------
	//
	// 
	//
	//----------------------------------------------------------------------------

	bool Add(ASpecialSpot *newspot)
	{
		for(unsigned i = 0; i < Spots.Size(); i++)
		{
			if (Spots[i] == newspot) return false;
		}
		Spots.Push(newspot);
		return true;
	}

	//----------------------------------------------------------------------------
	//
	// 
	//
	//----------------------------------------------------------------------------

	bool Remove(ASpecialSpot *spot)
	{
		for(unsigned i = 0; i < Spots.Size(); i++)
		{
			if (Spots[i] == spot) 
			{
				Spots.Delete(i);
				if (Index > i) Index--;
				return true;
			}
		}
		return false;
	}

	//----------------------------------------------------------------------------
	//
	// 
	//
	//----------------------------------------------------------------------------

	ASpecialSpot *GetNextInList(int skipcounter)
	{
		if (Spots.Size() > 0 && ++SkipCount > skipcounter)
		{
			SkipCount = 0;

			ASpecialSpot *spot = Spots[Index];
			if (++Index >= Spots.Size()) Index = 0;
			numcalls++;
			return spot;
		}
		return NULL;
	}

	//----------------------------------------------------------------------------
	//
	// 
	//
	//----------------------------------------------------------------------------

	ASpecialSpot *GetSpotWithMinMaxDistance(double x, double y, double mindist, double maxdist)
	{
		if (Spots.Size() == 0) return NULL;
		int i = pr_spot() % Spots.Size();
		int initial = i;

		double distance;

		while (true)
		{
			distance = Spots[i]->Distance2D(x, y);

			if ((distance >= mindist) && ((maxdist == 0) || (distance <= maxdist))) break;

			i = (i+1) % Spots.Size();
			if (i == initial) return NULL;
		}
		numcalls++;
		return Spots[i];
	}

	//----------------------------------------------------------------------------
	//
	// 
	//
	//----------------------------------------------------------------------------

	ASpecialSpot *GetRandomSpot(bool onlyfirst)
	{
		if (Spots.Size() && !numcalls)
		{
			int i = pr_spot() % Spots.Size();
			numcalls++;
			return Spots[i];
		}
		else return NULL;
	}
};

//----------------------------------------------------------------------------
//
// 
//
//----------------------------------------------------------------------------

FSerializer &Serialize(FSerializer &arc, const char *key, FSpotList &list, FSpotList *def)
{
	if (arc.BeginObject(key))
	{
		arc("type", list.Type)
			("spots", list.Spots)
			("index", list.Index)
			("skipcount", list.SkipCount)
			("numcalls", list.numcalls)
			.EndObject();
	}
	return arc;
}

//----------------------------------------------------------------------------
//
// 
//
//----------------------------------------------------------------------------

DSpotState::DSpotState ()
: DThinker (STAT_INFO)
{
	if (SpotState)
	{
		I_Error ("Only one SpotState is allowed to exist at a time.\nCheck your code.");
	}
	else
	{
		SpotState = this;
	}
}

//----------------------------------------------------------------------------
//
// 
//
//----------------------------------------------------------------------------

void DSpotState::Destroy ()
{
	SpotLists.Clear();
	SpotLists.ShrinkToFit();

	SpotState = NULL;
	Super::Destroy();
}

//----------------------------------------------------------------------------
//
// 
//
//----------------------------------------------------------------------------

void DSpotState::Tick () 
{
}

//----------------------------------------------------------------------------
//
// 
//
//----------------------------------------------------------------------------

DSpotState *DSpotState::GetSpotState(bool create)
{
	if (SpotState == NULL && create) SpotState = new DSpotState;
	return SpotState;
}

DEFINE_ACTION_FUNCTION(DSpotState, GetSpotState)
{
	PARAM_PROLOGUE;
	ACTION_RETURN_OBJECT(DSpotState::GetSpotState());
}

//----------------------------------------------------------------------------
//
// 
//
//----------------------------------------------------------------------------

FSpotList *DSpotState::FindSpotList(PClassActor *type)
{
	if (type == nullptr) return nullptr;
	for(unsigned i = 0; i < SpotLists.Size(); i++)
	{
		if (SpotLists[i].Type == type) return &SpotLists[i];
	}
	return &SpotLists[SpotLists.Push(FSpotList(type))];
}

//----------------------------------------------------------------------------
//
// 
//
//----------------------------------------------------------------------------

bool DSpotState::AddSpot(ASpecialSpot *spot)
{
	FSpotList *list = FindSpotList(spot->GetClass());
	if (list != NULL) return list->Add(spot);
	return false;
}

//----------------------------------------------------------------------------
//
// 
//
//----------------------------------------------------------------------------

bool DSpotState::RemoveSpot(ASpecialSpot *spot)
{
	FSpotList *list = FindSpotList(spot->GetClass());
	if (list != NULL) return list->Remove(spot);
	return false;
}

//----------------------------------------------------------------------------
//
// 
//
//----------------------------------------------------------------------------

void DSpotState::Serialize(FSerializer &arc)
{
	Super::Serialize(arc);
	arc("spots", SpotLists);
}

//----------------------------------------------------------------------------
//
// 
//
//----------------------------------------------------------------------------

ASpecialSpot *DSpotState::GetNextInList(PClassActor *type, int skipcounter)
{
	FSpotList *list = FindSpotList(type);
	if (list != NULL) return list->GetNextInList(skipcounter);
	return NULL;
}

DEFINE_ACTION_FUNCTION(DSpotState, GetNextInList)
{
	PARAM_SELF_PROLOGUE(DSpotState);
	PARAM_CLASS(type, AActor);
	PARAM_INT(skipcounter);
	ACTION_RETURN_OBJECT(self->GetNextInList(type, skipcounter));
}

//----------------------------------------------------------------------------
//
// 
//
//----------------------------------------------------------------------------

ASpecialSpot *DSpotState::GetSpotWithMinMaxDistance(PClassActor *type, double x, double y, double mindist, double maxdist)
{
	FSpotList *list = FindSpotList(type);
	if (list != NULL) return list->GetSpotWithMinMaxDistance(x, y, mindist, maxdist);
	return NULL;
}

DEFINE_ACTION_FUNCTION(DSpotState, GetSpotWithMinMaxDistance)
{
	PARAM_SELF_PROLOGUE(DSpotState);
	PARAM_CLASS(type, AActor);
	PARAM_FLOAT(x);
	PARAM_FLOAT(y);
	PARAM_FLOAT(mindist);
	PARAM_FLOAT(maxdist);
	ACTION_RETURN_OBJECT(self->GetSpotWithMinMaxDistance(type, x, y, mindist, maxdist));
}


//----------------------------------------------------------------------------
//
// 
//
//----------------------------------------------------------------------------

ASpecialSpot *DSpotState::GetRandomSpot(PClassActor *type, bool onlyonce)
{
	FSpotList *list = FindSpotList(type);
	if (list != NULL) return list->GetRandomSpot(onlyonce);
	return NULL;
}


//----------------------------------------------------------------------------
//
// 
//
//----------------------------------------------------------------------------

void ASpecialSpot::BeginPlay()
{
	DSpotState *state = DSpotState::GetSpotState();
	if (state != NULL) state->AddSpot(this);
}

//----------------------------------------------------------------------------
//
// 
//
//----------------------------------------------------------------------------

void ASpecialSpot::Destroy()
{
	DSpotState *state = DSpotState::GetSpotState(false);
	if (state != NULL) state->RemoveSpot(this);
	Super::Destroy();
}

// Mace spawn spot ----------------------------------------------------------

// Every mace spawn spot will execute this action. The first one
// will build a list of all mace spots in the level and spawn a
// mace. The rest of the spots will do nothing.

DEFINE_ACTION_FUNCTION(AActor, A_SpawnSingleItem)
{
	PARAM_SELF_PROLOGUE(AActor);
	PARAM_CLASS_NOT_NULL(cls, AActor);
	PARAM_INT_DEF	(fail_sp) 
	PARAM_INT_DEF	(fail_co) 
	PARAM_INT_DEF	(fail_dm) 

	AActor *spot = NULL;
	DSpotState *state = DSpotState::GetSpotState();

	if (state != NULL) spot = state->GetRandomSpot(self->GetClass(), true);
	if (spot == NULL) return 0;

	if (!multiplayer && pr_spawnmace() < fail_sp)
	{ // Sometimes doesn't show up if not in deathmatch
		return 0;
	}

	if (multiplayer && !deathmatch && pr_spawnmace() < fail_co)
	{
		return 0;
	}

	if (deathmatch && pr_spawnmace() < fail_dm)
	{
		return 0;
	}

	if (cls == NULL)
	{
		return 0;
	}

	AActor *spawned = Spawn(cls, self->Pos(), ALLOW_REPLACE);

	if (spawned)
	{
		spawned->SetOrigin (spot->Pos(), false);
		spawned->SetZ(spawned->floorz);
		// We want this to respawn.
		if (!(self->flags & MF_DROPPED)) 
		{
			spawned->flags &= ~MF_DROPPED;
		}
		if (spawned->IsKindOf(RUNTIME_CLASS(AInventory)))
		{
			static_cast<AInventory*>(spawned)->SpawnPointClass = self->GetClass();
		}
	}
	return 0;
}