#include "esmstore.hpp"

#include <set>
#include <iostream>

#include <boost/filesystem/operations.hpp>

#include <components/loadinglistener/loadinglistener.hpp>

namespace MWWorld
{

static bool isCacheableRecord(int id)
{
    if (id == ESM::REC_ACTI || id == ESM::REC_ALCH || id == ESM::REC_APPA || id == ESM::REC_ARMO ||
        id == ESM::REC_BOOK || id == ESM::REC_CLOT || id == ESM::REC_CONT || id == ESM::REC_CREA ||
        id == ESM::REC_DOOR || id == ESM::REC_INGR || id == ESM::REC_LEVC || id == ESM::REC_LEVI ||
        id == ESM::REC_LIGH || id == ESM::REC_LOCK || id == ESM::REC_MISC || id == ESM::REC_NPC_ ||
        id == ESM::REC_PROB || id == ESM::REC_REPA || id == ESM::REC_STAT || id == ESM::REC_WEAP)
    {
        return true;
    }
    return false;
}

void ESMStore::load(ESM::ESMReader &esm, Loading::Listener* listener)
{
    listener->setProgressRange(1000);

    std::set<std::string> missing;

    ESM::Dialogue *dialogue = 0;

    /// \todo Move this to somewhere else. ESMReader?
    // Cache parent esX files by tracking their indices in the global list of
    //  all files/readers used by the engine. This will greaty accelerate
    //  refnumber mangling, as required for handling moved references.
    int index = ~0;
    const std::vector<ESM::Header::MasterData> &masters = esm.getGameFiles();
    std::vector<ESM::ESMReader> *allPlugins = esm.getGlobalReaderList();
    for (size_t j = 0; j < masters.size(); j++) {
        ESM::Header::MasterData &mast = const_cast<ESM::Header::MasterData&>(masters[j]);
        std::string fname = mast.name;
        for (int i = 0; i < esm.getIndex(); i++) {
            const std::string &candidate = allPlugins->at(i).getContext().filename;
            std::string fnamecandidate = boost::filesystem::path(candidate).filename().string();
            if (fname == fnamecandidate) {
                index = i;
                break;
            }
        }
        if (index == (int)~0) {
            // Tried to load a parent file that has not been loaded yet. This is bad,
            //  the launcher should have taken care of this.
            std::string fstring = "File " + esm.getName() + " asks for parent file " + masters[j].name
                + ", but it has not been loaded yet. Please check your load order.";
            esm.fail(fstring);
        }
        mast.index = index;
    }

    // Loop through all records
    while(esm.hasMoreRecs())
    {
        ESM::NAME n = esm.getRecName();
        esm.getRecHeader();

        // Look up the record type.
        std::map<int, StoreBase *>::iterator it = mStores.find(n.val);

        if (it == mStores.end()) {
            if (n.val == ESM::REC_INFO) {
                std::string id = esm.getHNOString("INAM");
                if (dialogue) {
                    dialogue->mInfo.push_back(ESM::DialInfo());
                    dialogue->mInfo.back().mId = id;
                    dialogue->mInfo.back().load(esm);
                } else {
                    std::cerr << "error: info record without dialog" << std::endl;
                    esm.skipRecord();
                }
            } else if (n.val == ESM::REC_MGEF) {
                mMagicEffects.load (esm);
            } else if (n.val == ESM::REC_SKIL) {
                mSkills.load (esm);
            } else {
                // Not found (this would be an error later)
                esm.skipRecord();
                missing.insert(n.toString());
            }
        } else {
            // Load it
            std::string id = esm.getHNOString("NAME");
            // ... unless it got deleted! This means that the following record
            //  has been deleted, and trying to load it using standard assumptions
            //  on the structure will (probably) fail.
            if (esm.isNextSub("DELE")) {
              esm.skipRecord();
              it->second->eraseStatic(id);
              continue;
            }
            it->second->load(esm, id);

            if (n.val==ESM::REC_DIAL) {
                dialogue = const_cast<ESM::Dialogue*>(mDialogs.find(id));
            } else {
                dialogue = 0;
            }
            // Insert the reference into the global lookup
            if (!id.empty() && isCacheableRecord(n.val)) {
                mIds[Misc::StringUtils::lowerCase (id)] = n.val;
            }
        }
        listener->setProgress(esm.getFileOffset() / (float)esm.getFileSize() * 1000);
    }

  /* This information isn't needed on screen. But keep the code around
     for debugging purposes later.

  cout << "\n" << mStores.size() << " record types:\n";
  for(RecListList::iterator it = mStores.begin(); it != mStores.end(); it++)
    cout << "  " << toStr(it->first) << ": " << it->second->getSize() << endl;
  cout << "\nNot implemented yet: ";
  for(set<string>::iterator it = missing.begin();
      it != missing.end(); it++ )
    cout << *it << " ";
  cout << endl;
  */
}

void ESMStore::setUp()
{
    std::map<int, StoreBase *>::iterator it = mStores.begin();
    for (; it != mStores.end(); ++it) {
        it->second->setUp();
    }
    mSkills.setUp();
    mMagicEffects.setUp();
    mAttributes.setUp();
}

    int ESMStore::countSavedGameRecords() const
    {
        return
            mPotions.getDynamicSize()
            +mArmors.getDynamicSize()
            +mBooks.getDynamicSize()
            +mClasses.getDynamicSize()
            +mClothes.getDynamicSize()
            +mEnchants.getDynamicSize()
            +mNpcs.getDynamicSize()
            +mSpells.getDynamicSize()
            +mWeapons.getDynamicSize();
    }

    void ESMStore::write (ESM::ESMWriter& writer) const
    {
        mPotions.write (writer);
        mArmors.write (writer);
        mBooks.write (writer);
        mClasses.write (writer);
        mClothes.write (writer);
        mEnchants.write (writer);
        mSpells.write (writer);
        mWeapons.write (writer);
        mNpcs.write (writer);
    }

    bool ESMStore::readRecord (ESM::ESMReader& reader, int32_t type)
    {
        switch (type)
        {
            case ESM::REC_ALCH:
            case ESM::REC_ARMO:
            case ESM::REC_BOOK:
            case ESM::REC_CLAS:
            case ESM::REC_CLOT:
            case ESM::REC_ENCH:
            case ESM::REC_SPEL:
            case ESM::REC_WEAP:
            case ESM::REC_NPC_:

                mStores[type]->read (reader);

                if (type==ESM::REC_NPC_)
                {
                    // NPC record will always be last and we know that there can be only one
                    // dynamic NPC record (player) -> We are done here with dynamic record laoding
                    setUp();

                    const ESM::NPC *player = mNpcs.find ("player");

                    if (!mRaces.find (player->mRace) ||
                        !mClasses.find (player->mClass))
                        throw std::runtime_error ("Invalid player record (race or class unavilable");
                }

                return true;

            default:

                return false;
        }
    }

} // end namespace
