/*
* This file is part of the Pandaria 5.4.8 Project. See THANKS file for Copyright information
*
* 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 <http://www.gnu.org/licenses/>.
*/

#ifndef OUTDOOR_PVP_H_
#define OUTDOOR_PVP_H_

#include "Util.h"
#include "SharedDefines.h"
#include "WorldStateBuilder.h"
#include "ZoneScript.h"

class GameObject;

enum OutdoorPvPTypes
{
    OUTDOOR_PVP_HP = 1,
    OUTDOOR_PVP_NA = 2,
    OUTDOOR_PVP_TF = 3,
    OUTDOOR_PVP_ZM = 4,
    OUTDOOR_PVP_SI = 5
};

#define MAX_OUTDOORPVP_TYPES 6

enum ObjectiveStates
{
    OBJECTIVESTATE_NEUTRAL = 0,
    OBJECTIVESTATE_ALLIANCE,
    OBJECTIVESTATE_HORDE,
    OBJECTIVESTATE_NEUTRAL_ALLIANCE_CHALLENGE,
    OBJECTIVESTATE_NEUTRAL_HORDE_CHALLENGE,
    OBJECTIVESTATE_ALLIANCE_HORDE_CHALLENGE,
    OBJECTIVESTATE_HORDE_ALLIANCE_CHALLENGE
};

#define OTHER_TEAM(a) (a == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE)

// struct for go spawning
struct go_type
{
    uint32 entry;
    uint32 map;
    float x;
    float y;
    float z;
    float o;
    float rot0;
    float rot1;
    float rot2;
    float rot3;
};

// struct for creature spawning
struct creature_type
{
    uint32 entry;
    uint32 teamval;
    uint32 map;
    float x;
    float y;
    float z;
    float o;
};

// some class predefs
class Player;
class GameObject;
class WorldPacket;
class Creature;
class Unit;
struct GossipMenuItems;
class OutdoorPvP;

typedef std::set<uint64> PlayerSet;

class OPvPCapturePoint
{
    public:

        OPvPCapturePoint(OutdoorPvP* pvp);

        virtual ~OPvPCapturePoint() { }

        virtual void FillInitialWorldStates(WorldStateBuilder& /*builder*/) { }

        // send world state update to all players present
        void SendUpdateWorldState(uint32 field, uint32 value);

        // send kill notify to players in the controlling faction
        void SendObjectiveComplete(uint32 id, uint64 guid);

        // used when player is activated/inactivated in the area
        virtual bool HandlePlayerEnter(Player* player);
        virtual void HandlePlayerLeave(Player* player);

        // checks if player is in range of a capture credit marker
        bool IsInsideObjective(Player* player) const;

        virtual bool HandleCustomSpell(Player* player, uint32 spellId, GameObject* go);

        virtual int32 HandleOpenGo(Player* player, uint64 guid);

        // returns true if the state of the objective has changed, in this case, the OutdoorPvP must send a world state ui update.
        virtual bool Update(uint32 diff);

        virtual void ChangeState() = 0;

        virtual void ChangeTeam(TeamId /*oldTeam*/) { }

        virtual void SendChangePhase();

        virtual bool HandleGossipOption(Player* player, uint64 guid, uint32 gossipid);

        virtual bool CanTalkTo(Player* player, Creature* c, GossipMenuItems const& gso);

        virtual bool HandleDropFlag(Player* player, uint32 spellId);

        virtual void DeleteSpawns();

        uint32 m_capturePointGUID;

        GameObject* m_capturePoint;

        void AddGO(uint32 type, uint32 guid, uint32 entry = 0);
        void AddCre(uint32 type, uint32 guid, uint32 entry = 0);

        bool SetCapturePointData(uint32 entry, uint32 map, float x, float y, float z, float o = 0,
            float rotation0 = 0, float rotation1 = 0, float rotation2 = 0, float rotation3 = 0);

    protected:

        bool AddObject(uint32 type, uint32 entry, uint32 map, float x, float y, float z, float o,
            float rotation0, float rotation1, float rotation2, float rotation3);
        bool AddCreature(uint32 type, uint32 entry, uint32 teamval, uint32 map, float x, float y, float z, float o, uint32 spawntimedelay = 0);

        bool DelCreature(uint32 type);
        bool DelObject(uint32 type);

        bool DelCapturePoint();

    protected:

        // active players in the area of the objective, 0 - alliance, 1 - horde
        PlayerSet m_activePlayers[2];

        // total shift needed to capture the objective
        float m_maxValue;
        float m_minValue;

        // maximum speed of capture
        float m_maxSpeed;

        // the status of the objective
        float m_value;

        TeamId m_team;

        // objective states
        ObjectiveStates m_OldState;
        ObjectiveStates m_State;

        // neutral value on capture bar
        uint32 m_neutralValuePct;

        // pointer to the OutdoorPvP this objective belongs to
        OutdoorPvP* m_PvP;

        // map to store the various gameobjects and creatures spawned by the objective
        //        type, guid
        std::map<uint32, uint64> m_Objects;
        std::map<uint32, uint64> m_Creatures;
        std::map<uint64, uint32> m_ObjectTypes;
        std::map<uint64, uint32> m_CreatureTypes;
};

// base class for specific outdoor pvp handlers
class OutdoorPvP : public ZoneScript
{
    friend class OutdoorPvPMgr;

    public:

        // ctor
        OutdoorPvP();

        // dtor
        virtual ~OutdoorPvP();

        // deletes all gos/creatures spawned by the pvp
        void DeleteSpawns();

        typedef std::map<uint32/*lowguid*/, OPvPCapturePoint*> OPvPCapturePointMap;

        virtual void FillInitialWorldStates(WorldStateBuilder& /*builder*/) { }

        // called when a player triggers an areatrigger
        virtual bool HandleAreaTrigger(Player* player, uint32 trigger);

        // called on custom spell
        virtual bool HandleCustomSpell(Player* player, uint32 spellId, GameObject* go);

        // called on go use
        virtual bool HandleOpenGo(Player* player, uint64 guid);

        // setup stuff
        virtual bool SetupOutdoorPvP() {return true;}

        void OnGameObjectCreate(GameObject* go);
        void OnGameObjectRemove(GameObject* go);
        void OnCreatureCreate(Creature*) { }

        // send world state update to all players present
        void SendUpdateWorldState(uint32 field, uint32 value);

        // called by OutdoorPvPMgr, updates the objectives and if needed, sends new worldstateui information
        virtual bool Update(uint32 diff);

        // handle npc/player kill
        virtual void HandleKill(Player* killer, Unit* killed);
        virtual void HandleKillImpl(Player* /*killer*/, Unit* /*killed*/) { }

        // checks if player is in range of a capture credit marker
        bool IsInsideObjective(Player* player) const;

        // awards rewards for player kill
        virtual void AwardKillBonus(Player* /*player*/) { }

        uint32 GetTypeId() {return m_TypeId;}

        virtual bool HandleDropFlag(Player* player, uint32 spellId);

        virtual bool HandleGossipOption(Player* player, uint64 guid, uint32 gossipid);

        virtual bool CanTalkTo(Player* player, Creature* c, GossipMenuItems const& gso);

        void TeamApplyBuff(TeamId team, uint32 spellId, uint32 spellId2 = 0);

    protected:

        // the map of the objectives belonging to this outdoorpvp
        OPvPCapturePointMap m_capturePoints;

        PlayerSet m_players[2];

        uint32 m_TypeId;

        bool m_sendUpdate;

        // world state stuff
        virtual void SendRemoveWorldStates(Player* /*player*/) { }

        void BroadcastPacket(WorldPacket & data) const;

        virtual void HandlePlayerEnterZone(Player* player, uint32 zone);
        virtual void HandlePlayerLeaveZone(Player* player, uint32 zone);

        virtual void HandlePlayerResurrects(Player* player, uint32 zone);

        void AddCapturePoint(OPvPCapturePoint* cp)
        {
            m_capturePoints[cp->m_capturePointGUID] = cp;
        }

        OPvPCapturePoint * GetCapturePoint(uint32 lowguid) const
        {
            OutdoorPvP::OPvPCapturePointMap::const_iterator itr = m_capturePoints.find(lowguid);
            if (itr != m_capturePoints.end())
                return itr->second;
            return NULL;
        }

        void RegisterZone(uint32 zoneid);

        bool HasPlayer(Player const* player) const;

        void TeamCastSpell(TeamId team, int32 spellId);
};

#endif /*OUTDOOR_PVP_H_*/
