/*
 * This file is part of the Colobot: Gold Edition source code
 * Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam
 * http://epsitec.ch; http://colobot.info; http://github.com/colobot
 *
 * 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 3 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://gnu.org/licenses
 */


#include "object/auto/autovault.h"

#include "graphics/engine/engine.h"

#include "level/robotmain.h"

#include "level/parser/parserline.h"
#include "level/parser/parserparam.h"

#include "math/geometry.h"

#include "object/object_manager.h"
#include "object/old_object.h"

#include "object/interface/transportable_object.h"

#include "sound/sound.h"

#include "ui/controls/interface.h"
#include "ui/controls/window.h"


const float OPEN_DELAY  = 8.0f; // duration of opening


// Object's constructor.

CAutoVault::CAutoVault(COldObject* object) : CAuto(object)
{
    for (int i = 0; i < 4; i++)
    {
        m_bKey[i] = false;
        m_keyParti[i] = -1;
    }

    m_bLock = false;
    m_lastParticle = 0.0f;
    m_channelSound = -1;
    Init();
}

// Object's destructor.

CAutoVault::~CAutoVault()
{
}


// Destroys the object.

void CAutoVault::DeleteObject(bool bAll)
{
    CObject* obj = SearchVehicle();
    if ( obj != nullptr )
    {
        CObjectManager::GetInstancePointer()->DeleteObject(obj);
    }

    if ( m_channelSound != -1 )
    {
        m_sound->FlushEnvelope(m_channelSound);
        m_sound->AddEnvelope(m_channelSound, 0.0f, 1.0f, 1.0f, SOPER_STOP);
        m_channelSound = -1;
    }

    CAuto::DeleteObject(bAll);
}


// Initialize the object.

void CAutoVault::Init()
{
    m_time = 0.0f;
    m_timeVirus = 0.0f;
    m_lastParticle = 0.0f;

    m_countKeys   = 0;
    m_actualAngle = 0.0f;
    m_finalAngle  = 0.0f;

    m_phase    = ASAP_WAIT;  // waiting ...
    m_progress = 0.0f;
    m_speed    = 1.0f/1.0f;

    CAuto::Init();
}


// Management of an event.

bool CAutoVault::EventProcess(const Event &event)
{
    CObject*    pObj;
    glm::vec3    pos, speed;
    glm::vec2     dim;
    int         i, count;

    CAuto::EventProcess(event);

    if ( m_engine->GetPause() )  return true;
    if ( event.type != EVENT_FRAME )  return true;

    m_progress += event.rTime*m_speed;
    m_timeVirus -= event.rTime;

    if ( m_object->GetVirusMode() )  // contaminated by a virus?
    {
        if ( m_timeVirus <= 0.0f )
        {
            m_timeVirus = 0.1f+Math::Rand()*0.3f;
        }
        return true;
    }

    EventProgress(event.rTime);

    if ( !m_bLock && CRobotMain::GetInstancePointer()->GetGameTime() < 1.0f )
    {
        pObj = SearchVehicle();
        if ( pObj != nullptr )
        {
            pObj->SetLock(true);  // object not yet usable
            m_main->CreateShortcuts();
            m_bLock = true;
        }
    }

    if ( m_phase == ASAP_WAIT )
    {
        if ( m_progress >= 1.0f )
        {
            count = CountKeys();  // count these key
            if ( count != m_countKeys )
            {
                m_countKeys = count;

                if ( count == 0 )  m_finalAngle =   0.0f*Math::PI/180.0f;
                if ( count == 1 )  m_finalAngle =   5.0f*Math::PI/180.0f;
                if ( count == 2 )  m_finalAngle =  10.0f*Math::PI/180.0f;
                if ( count == 3 )  m_finalAngle =  15.0f*Math::PI/180.0f;
                if ( count == 4 )  m_finalAngle = 120.0f*Math::PI/180.0f;

                if ( count == 4 )  // all the keys?
                {
                    LockKeys();

                    m_channelSound = m_sound->Play(SOUND_MANIP, m_object->GetPosition(), 1.0f, 0.25f, true);
                    m_sound->AddEnvelope(m_channelSound, 1.0f, 2.00f, OPEN_DELAY, SOPER_STOP);

                    m_phase    = ASAP_OPEN;
                    m_progress = 0.0f;
                    m_speed    = 1.0f/OPEN_DELAY;
                    return true;
                }
                else
                {
                    m_channelSound = m_sound->Play(SOUND_MANIP, m_object->GetPosition(), 1.0f, 0.25f, true);
                    m_sound->AddEnvelope(m_channelSound, 1.0f, 0.35f, 0.5f, SOPER_STOP);
                }
            }

            m_phase    = ASAP_WAIT;
            m_progress = 0.0f;
            m_speed    = 1.0f/1.0f;
        }
    }

    if ( m_phase == ASAP_OPEN )
    {
        if ( m_progress < 1.0f )
        {
            DownKeys(m_progress);

            if ( m_lastParticle+m_engine->ParticleAdapt(0.05f) <= m_time )
            {
                m_lastParticle = m_time;

                for ( i=0 ; i<10 ; i++ )
                {
                    pos = m_object->GetPosition();
                    pos.x += (Math::Rand()-0.5f)*10.0f;
                    pos.z += (Math::Rand()-0.5f)*10.0f;
                    speed.x = (Math::Rand()-0.5f)*4.0f;
                    speed.z = (Math::Rand()-0.5f)*4.0f;
                    speed.y = Math::Rand()*15.0f;
                    dim.x = Math::Rand()*6.0f+4.0f;
                    dim.y = dim.x;
                    m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIBLUE, 1.0f, 0.0f, 0.0f);
                }

                pos = m_object->GetPosition();
                pos.x += (Math::Rand()-0.5f)*10.0f;
                pos.z += (Math::Rand()-0.5f)*10.0f;
                speed.x = (Math::Rand()-0.5f)*4.0f;
                speed.z = (Math::Rand()-0.5f)*4.0f;
                speed.y = Math::Rand()*10.0f;
                dim.x = Math::Rand()*3.0f+2.0f;
                dim.y = dim.x;
                m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIGLINT, 1.0f, 0.0f, 0.0f);

                for ( i=0 ; i<4 ; i++ )
                {
                    pos = m_keyPos[i];
                    speed.x = (Math::Rand()-0.5f)*2.0f;
                    speed.z = (Math::Rand()-0.5f)*2.0f;
                    speed.y = 1.0f+Math::Rand()*1.0f;
                    dim.x = Math::Rand()*1.5f+1.5f;
                    dim.y = dim.x;
                    m_particle->CreateParticle(pos, speed, dim, Gfx::PARTISMOKE3, 4.0f, 0.0f, 0.0f);
                }
            }
        }
        else
        {
            DeleteKeys();

            pObj = SearchVehicle();
            if ( pObj != nullptr )
            {
                pObj->SetLock(false);  // object usable
                m_main->CreateShortcuts();
            }

            m_object->DeleteAllCrashSpheres();
            m_object->SetCameraCollisionSphere(Math::Sphere(glm::vec3(0.0f, 0.0f, 0.0f), 0.0f));

            m_sound->Play(SOUND_FINDING, m_object->GetPosition());

            m_phase    = ASAP_FINISH;
            m_progress = 0.0f;
            m_speed    = 1.0f/100.0f;
        }
    }

    if ( m_phase == ASAP_FINISH )
    {
        if ( m_progress >= 1.0f )
        {
            m_phase    = ASAP_FINISH;
            m_progress = 0.0f;
            m_speed    = 1.0f/100.0f;
        }
    }

    // Opens or closes the doors.
    if ( m_actualAngle != m_finalAngle )
    {
        if ( m_actualAngle < m_finalAngle )
        {
            m_actualAngle += (105.0f*Math::PI/180.0f)*event.rTime/OPEN_DELAY;
            if ( m_actualAngle > m_finalAngle )  m_actualAngle = m_finalAngle;
        }
        else
        {
            m_actualAngle -= (105.0f*Math::PI/180.0f)*event.rTime/OPEN_DELAY;
            if ( m_actualAngle < m_finalAngle )  m_actualAngle = m_finalAngle;
        }
        m_object->SetPartRotationZ(1,  m_actualAngle);
        m_object->SetPartRotationZ(2, -m_actualAngle);
    }

    // Blinks the keys.
    speed = glm::vec3(0.0f, 0.0f, 0.0f);
    dim.x = 2.0f;
    dim.y = dim.x;
    for ( i=0 ; i<4 ; i++ )
    {
        if ( m_phase != ASAP_WAIT || !m_bKey[i] || Math::Mod(m_time, 1.0f) < 0.4f )
        {
            if ( m_keyParti[i] != -1 )
            {
                m_particle->DeleteParticle(m_keyParti[i]);
                m_keyParti[i] = -1;
            }
        }
        else
        {
            if ( m_keyParti[i] == -1 )
            {
                pos = m_keyPos[i];
                pos.y += 2.2f;
                m_keyParti[i] = m_particle->CreateParticle(pos, speed, dim, Gfx::PARTISELY, 1.0f, 0.0f, 0.0f);
            }
        }
    }

    return true;
}


// Creates all the interface when the object is selected.

bool CAutoVault::CreateInterface(bool bSelect)
{
    Ui::CWindow*    pw;
    glm::vec2     pos, ddim;
    float       ox, oy, sx, sy;

    CAuto::CreateInterface(bSelect);

    if ( !bSelect )  return true;

    pw = static_cast< Ui::CWindow* >(m_interface->SearchControl(EVENT_WINDOW0));
    if ( pw == nullptr )  return false;

    ox = 3.0f/640.0f;
    oy = 3.0f/480.0f;
    sx = 33.0f/640.0f;
    sy = 33.0f/480.0f;

    pos.x = ox+sx*0.0f;
    pos.y = oy+sy*0;
    ddim.x = 66.0f/640.0f;
    ddim.y = 66.0f/480.0f;
    pw->CreateGroup(pos, ddim, 114, EVENT_OBJECT_TYPE);

    return true;
}


// Returns an error due the state of the automation.

Error CAutoVault::GetError()
{
    if ( m_object->GetVirusMode() )
    {
        return ERR_BAT_VIRUS;
    }
    return ERR_OK;
}


// Saves all parameters of the controller.

bool CAutoVault::Write(CLevelParserLine* line)
{
    if ( m_phase == ASAP_WAIT )  return false;

    line->AddParam("aExist", std::make_unique<CLevelParserParam>(true));
    CAuto::Write(line);
    line->AddParam("aPhase", std::make_unique<CLevelParserParam>(static_cast<int>(m_phase)));
    line->AddParam("aProgress", std::make_unique<CLevelParserParam>(m_progress));
    line->AddParam("aSpeed", std::make_unique<CLevelParserParam>(m_speed));

    return true;
}

// Restores all parameters of the controller.

bool CAutoVault::Read(CLevelParserLine* line)
{
    if ( !line->GetParam("aExist")->AsBool(false) )  return false;

    CAuto::Read(line);
    m_phase = static_cast< AutoVaultPhase >(line->GetParam("aPhase")->AsInt(ASAP_WAIT));
    m_progress = line->GetParam("aProgress")->AsFloat(0.0f);
    m_speed = line->GetParam("aSpeed")->AsFloat(1.0f);

    m_lastParticle = 0.0f;

    return true;
}


// Counts the number of keys

int CAutoVault::CountKeys()
{
    glm::vec3 cPos = m_object->GetPosition();
    float cAngle = m_object->GetRotationY();

    for (int index = 0; index < 4; index++)
    {
        m_bKey[index] = false;
        m_keyPos[index] = cPos;
    }

    for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
    {
        if (IsObjectBeingTransported(obj))  continue;

        ObjectType  oType = obj->GetType();
        if ( oType != OBJECT_KEYa &&
             oType != OBJECT_KEYb &&
             oType != OBJECT_KEYc &&
             oType != OBJECT_KEYd )  continue;

        glm::vec3 oPos = obj->GetPosition();
        float dist = Math::DistanceProjected(oPos, cPos);
        if ( dist > 20.0f )  continue;

        float limit = 0.0f;
        float oAngle = 0.0f;
        int index = 0;
        if ( oType == OBJECT_KEYa )
        {
            limit  = Math::PI*1.0f;
            oAngle = Math::PI*0.0f;
            index  = 0;
        }
        if ( oType == OBJECT_KEYb )
        {
            limit  = Math::PI*0.0f;
            oAngle = Math::PI*1.0f;
            index  = 1;
        }
        if ( oType == OBJECT_KEYc )
        {
            limit  = Math::PI*1.5f;
            oAngle = Math::PI*0.5f;
            index  = 2;
        }
        if ( oType == OBJECT_KEYd )
        {
            limit  = Math::PI*0.5f;
            oAngle = Math::PI*0.0f;
            index  = 3;
        }

        float angle = Math::RotateAngle(oPos.x-cPos.x, oPos.z-cPos.z)+cAngle;
        if ( !Math::TestAngle(angle, limit-8.0f*Math::PI/180.0f, limit+8.0f*Math::PI/180.0f) )  continue;

        // Key changes the shape of the base.
        glm::vec2 rot = Math::RotatePoint({ cPos.x, cPos.z }, limit - cAngle, { cPos.x + 16.0f, cPos.z });
        oPos.x = rot.x;
        oPos.z = rot.y;
        oPos.y = cPos.y+1.0f;
        obj->SetPosition(oPos);
        obj->SetRotationY(oAngle+cAngle);
        m_keyPos[index] = oPos;

        m_bKey[index] = true;
    }

    int i = 0;
    for (int index = 0; index < 4; index++)
    {
        if ( m_bKey[index] )  i++;
    }
    return i;
}

// Blocks all keys.

void CAutoVault::LockKeys()
{
    glm::vec3 cPos = m_object->GetPosition();

    for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
    {
        ObjectType oType = obj->GetType();
        if (IsObjectBeingTransported(obj))  continue;

        if ( oType != OBJECT_KEYa &&
             oType != OBJECT_KEYb &&
             oType != OBJECT_KEYc &&
             oType != OBJECT_KEYd )  continue;

        glm::vec3 oPos = obj->GetPosition();
        float dist = Math::DistanceProjected(oPos, cPos);
        if ( dist > 20.0f )  continue;

        obj->SetLock(true);
    }
}

// Sent down all the keys.

void CAutoVault::DownKeys(float progress)
{
    glm::vec3 cPos = m_object->GetPosition();

    for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
    {
        ObjectType oType = obj->GetType();
        if (IsObjectBeingTransported(obj))  continue;

        if ( oType != OBJECT_KEYa &&
             oType != OBJECT_KEYb &&
             oType != OBJECT_KEYc &&
             oType != OBJECT_KEYd )  continue;

        glm::vec3 oPos = obj->GetPosition();
        float dist = Math::DistanceProjected(oPos, cPos);
        if ( dist > 20.0f )  continue;

        oPos.y = cPos.y+1.0f-progress*2.2f;
        obj->SetPosition(oPos);
    }
}

// Delete all the keys.

void CAutoVault::DeleteKeys()
{
    glm::vec3 cPos = m_object->GetPosition();

    bool haveDeleted = false;
    do
    {
        haveDeleted = false;
        for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
        {
            ObjectType oType = obj->GetType();
            if (IsObjectBeingTransported(obj))  continue;

            if ( oType != OBJECT_KEYa &&
                 oType != OBJECT_KEYb &&
                 oType != OBJECT_KEYc &&
                 oType != OBJECT_KEYd )  continue;

            glm::vec3 oPos = obj->GetPosition();
            float dist = Math::DistanceProjected(oPos, cPos);
            if ( dist > 20.0f )  continue;

            CObjectManager::GetInstancePointer()->DeleteObject(obj);

            haveDeleted = true;
        }
    }
    while ( haveDeleted );
}

// Seeking a vehicle in the safe.

CObject* CAutoVault::SearchVehicle()
{
    glm::vec3 cPos = m_object->GetPosition();

    for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
    {
        if ( obj == m_object )  continue;
        if (IsObjectBeingTransported(obj))  continue;

        glm::vec3 oPos = obj->GetPosition();
        float dist = Math::DistanceProjected(oPos, cPos);
        if ( dist <= 4.0f )  return obj;
    }
    return nullptr;
}