#include "precompiled.h"

#include "ObjectEntry.h"
#include "ObjectManager.h"
#include "ObjectBase.h"
#include "Model.h"
#include "ModelDef.h"
#include "ps/CLogger.h"
#include "MaterialManager.h"
#include "MeshManager.h"
#include "SkeletonAnim.h"

#include "UnitManager.h"
#include "Unit.h"

#include "ps/XML/Xeromyces.h"
#include "ps/XML/XMLWriter.h"

#include "lib/res/file/vfs.h"
#include "lib/rand.h"

#include <sstream>

#define LOG_CATEGORY "graphics"

CObjectEntry::CObjectEntry(CObjectBase* base)
: m_Base(base), m_Color(1.0f, 1.0f, 1.0f, 1.0f),
  m_ProjectileModel(NULL), m_AmmunitionModel(NULL), m_AmmunitionPoint(NULL), m_Model(NULL)
{
}

template<typename T, typename S> static void delete_pair_2nd(std::pair<T,S> v) { delete v.second; }

CObjectEntry::~CObjectEntry()
{
    std::for_each(m_Animations.begin(), m_Animations.end(), delete_pair_2nd<CStr, CSkeletonAnim*>);

    delete m_Model;
}


bool CObjectEntry::BuildVariation(const std::vector<std::set<CStr> >& selections,
                                  const std::vector<u8>& variationKey,
                                  CObjectManager& objectManager)
{
    CObjectBase::Variation variation = m_Base->BuildVariation(variationKey);

    // Copy the chosen data onto this model:

    m_TextureName = variation.texture;
    m_ModelName = variation.model;

    if (! variation.color.empty())
    {
        std::stringstream str;
        str << variation.color;
        int r, g, b;
        if (! (str >> r >> g >> b)) // Any trailing data is ignored
            LOG(ERROR, LOG_CATEGORY, "Invalid RGB colour '%s'", variation.color.c_str());
        else
            m_Color = CColor(r/255.0f, g/255.0f, b/255.0f, 1.0f);
    }

    std::vector<CObjectBase::Prop> props;

    for (std::map<CStr, CObjectBase::Prop>::iterator it = variation.props.begin(); it != variation.props.end(); ++it)
        props.push_back(it->second);

    // Build the model:

/*
    // remember the old model so we can replace any models using it later on
    CModelDefPtr oldmodeldef = m_Model ? m_Model->GetModelDef() : CModelDefPtr();
*/

    // try and create a model
    CModelDefPtr modeldef (objectManager.GetMeshManager().GetMesh(m_ModelName));
    if (!modeldef)
    {
        LOG(ERROR, LOG_CATEGORY, "CObjectEntry::BuildModel(): Model %s failed to load", m_ModelName.c_str());
        return false;
    }

    // delete old model, create new 
    delete m_Model;
    m_Model = new CModel(objectManager.GetSkeletonAnimManager());
    m_Model->SetTexture((const char*) m_TextureName);
    m_Model->SetMaterial(g_MaterialManager.LoadMaterial(m_Base->m_Material));
    m_Model->InitModel(modeldef);
    m_Model->SetPlayerColor(m_Color);

    // calculate initial object space bounds, based on vertex positions
    m_Model->CalcObjectBounds();

    // load the animations
    for (std::multimap<CStr, CObjectBase::Anim>::iterator it = variation.anims.begin(); it != variation.anims.end(); ++it)
    {
        CStr name = it->first.LowerCase();

        // TODO: Use consistent names everywhere, then remove this translation section.
        // (It's just mapping the names used in actors onto the names used by code.)
        if (name == "attack") name = "melee";
        else if (name == "chop") name = "gather";
        else if (name == "decay") name = "corpse";

        if (! it->second.m_FileName.empty())
        {
            CSkeletonAnim* anim = m_Model->BuildAnimation(it->second.m_FileName, name, it->second.m_Speed, it->second.m_ActionPos, it->second.m_ActionPos2);
            if (anim)
                m_Animations.insert(std::make_pair(name, anim));
        }
    }

    // ensure there's always an idle animation
    if (m_Animations.find("idle") == m_Animations.end())
    {
        CSkeletonAnim* anim = new CSkeletonAnim();
        anim->m_Name = "idle";
        anim->m_AnimDef = NULL;
        anim->m_Speed = 0.f;
        anim->m_ActionPos = 0.f;
        anim->m_ActionPos2 = 0.f;
        m_Animations.insert(std::make_pair("idle", anim));

        // Ignore errors, since they're probably saying this is a non-animated model
        m_Model->SetAnimation(anim);
    }
    else
    {
        // start up idling
        if (! m_Model->SetAnimation(GetRandomAnimation("idle")))
            LOG(ERROR, LOG_CATEGORY, "Failed to set idle animation in model \"%s\"", m_ModelName.c_str());
    }

    // build props - TODO, RC - need to fix up bounds here
    // TODO: Make sure random variations get handled correctly when a prop fails
    for (size_t p = 0; p < props.size(); p++)
    {
        const CObjectBase::Prop& prop = props[p];
    
        CObjectEntry* oe = objectManager.FindObjectVariation(prop.m_ModelName, selections);
        if (!oe)
        {
            LOG(ERROR, LOG_CATEGORY, "Failed to build prop model \"%s\" on actor \"%s\"", (const char*)prop.m_ModelName, (const char*)m_Base->m_ShortName);
            continue;
        }

        // Pluck out the special attachpoint 'projectile'
        if (prop.m_PropPointName == "projectile")
        {
            m_ProjectileModel = oe->m_Model;
        }
        // Also the other special attachpoint 'loaded-<proppoint>'
        else if (prop.m_PropPointName.length() > 7 && prop.m_PropPointName.Left(7) == "loaded-")
        {
            CStr ppn = prop.m_PropPointName.substr(7);
            m_AmmunitionModel = oe->m_Model;
            m_AmmunitionPoint = modeldef->FindPropPoint((const char*)ppn );
            if (! m_AmmunitionPoint)
                LOG(ERROR, LOG_CATEGORY, "Failed to find matching prop point called \"%s\" in model \"%s\" on actor \"%s\"", (const char*)ppn, (const char*)m_ModelName, (const char*)prop.m_ModelName);
        }
        else
        {
            SPropPoint* proppoint = modeldef->FindPropPoint((const char*) prop.m_PropPointName);
            if (proppoint)
            {
                CModel* propmodel = oe->m_Model->Clone();
                m_Model->AddProp(proppoint, propmodel, oe);
                propmodel->SetAnimation(oe->GetRandomAnimation("idle"));
            }
            else
                LOG(ERROR, LOG_CATEGORY, "Failed to find matching prop point called \"%s\" in model \"%s\" on actor \"%s\"", (const char*)prop.m_PropPointName, (const char*)m_ModelName, (const char*)prop.m_ModelName);
        }
    }

    // setup flags
    if (m_Base->m_Properties.m_CastShadows)
    {
        m_Model->SetFlags(m_Model->GetFlags()|MODELFLAG_CASTSHADOWS);
    }

    // replace any units using old model to now use new model; also reprop models, if necessary
    // FIXME, RC - ugh, doesn't recurse correctly through props
/*  
    // (PT: Removed this, since I'm not entirely sure what it's useful for, and it
    //  gets a bit confusing with randomised actors)

    const std::vector<CUnit*>& units = g_UnitMan.GetUnits();
    for (size_t i = 0; i < units.size(); ++i)
    {
        CModel* unitmodel=units[i]->GetModel();
        if (unitmodel->GetModelDef() == oldmodeldef)
        {
            unitmodel->InitModel(m_Model->GetModelDef());
            unitmodel->SetFlags(m_Model->GetFlags());

            const std::vector<CModel::Prop>& newprops = m_Model->GetProps();
            for (size_t j = 0; j < newprops.size(); j++)
                unitmodel->AddProp(newprops[j].m_Point, newprops[j].m_Model->Clone());
        }

        std::vector<CModel::Prop>& mdlprops = unitmodel->GetProps();
        for (size_t j = 0; j < mdlprops.size(); j++)
        {
            CModel::Prop& prop = mdlprops[j];
            if (prop.m_Model)
            {
                if (prop.m_Model->GetModelDef() == oldmodeldef)
                {
                    delete prop.m_Model;
                    prop.m_Model = m_Model->Clone();
                }
            }
        }
    }
*/
    return true;
}

CSkeletonAnim* CObjectEntry::GetRandomAnimation(const CStr& animationName)
{
    SkeletonAnimMap::iterator lower = m_Animations.lower_bound(animationName);
    SkeletonAnimMap::iterator upper = m_Animations.upper_bound(animationName);
    size_t count = std::distance(lower, upper);
    if (count == 0)
    {
//      LOG(WARNING, LOG_CATEGORY, "Failed to find animation '%s' for actor '%s'", animationName.c_str(), m_ModelName.c_str());
        return NULL;
    }
    else
    {
        // TODO: Do we care about network synchronisation of random animations?
        int id = rand(0, (int)count);
        std::advance(lower, id);
        return lower->second;
    }
}