//
//  gameSetup.m
//  hwengine
//
//  Created by Vittorio on 10/01/10.
//  Copyright 2010 __MyCompanyName__. All rights reserved.
//

#include <sys/types.h>
#include <sys/sysctl.h>

#import "GameSetup.h"
#import "SDL_uikitappdelegate.h"
#import "SDL_net.h"
#import "PascalImports.h"
#import "CommodityFunctions.h"

#define BUFFER_SIZE 256

@implementation GameSetup

@synthesize systemSettings, gameConfig;

-(id) init {
    if (self = [super init]) {
        ipcPort = randomPort();
        
        // should check they exist and throw and exection if not
        NSDictionary *dictSett = [[NSDictionary alloc] initWithContentsOfFile:SETTINGS_FILE()];
        self.systemSettings = dictSett;
        [dictSett release];
        
        NSDictionary *dictGame = [[NSDictionary alloc] initWithContentsOfFile:GAMECONFIG_FILE()];
        self.gameConfig = dictGame;
        [dictGame release];
    } 
    return self;
}

-(void) dealloc {
    [gameConfig release];
    [systemSettings release];
    [super dealloc];
}

#pragma mark -
#pragma mark Provider functions
// unpacks team data from the selected team.plist to a sequence of engine commands
-(void) provideTeamData:(NSString *)teamName forHogs:(NSInteger) numberOfPlayingHogs withHealth:(NSInteger) initialHealth ofColor:(NSNumber *)teamColor {
    /*
     addteam <32charsMD5hash> <color> <team name>
     addhh <level> <health> <hedgehog name>
     <level> is 0 for human, 1-5 for bots (5 is the most stupid)
    */
    
    NSString *teamFile = [[NSString alloc] initWithFormat:@"%@/%@", TEAMS_DIRECTORY(), teamName];
    NSDictionary *teamData = [[NSDictionary alloc] initWithContentsOfFile:teamFile];
    [teamFile release];
    
    NSString *teamHashColorAndName = [[NSString alloc] initWithFormat:@"eaddteam %@ %@ %@", 
                                      [teamData objectForKey:@"hash"], [teamColor stringValue], [teamData objectForKey:@"teamname"]];
    [self sendToEngine: teamHashColorAndName];
    [teamHashColorAndName release];
    
    NSString *grave = [[NSString alloc] initWithFormat:@"egrave %@", [teamData objectForKey:@"grave"]];
    [self sendToEngine: grave];
    [grave release];
    
    NSString *fort = [[NSString alloc] initWithFormat:@"efort %@", [teamData objectForKey:@"fort"]];
    [self sendToEngine: fort];
    [fort release];
    
    NSString *voicepack = [[NSString alloc] initWithFormat:@"evoicepack %@", [teamData objectForKey:@"voicepack"]];
    [self sendToEngine: voicepack];
    [voicepack release];
    
    NSString *flag = [[NSString alloc] initWithFormat:@"eflag %@", [teamData objectForKey:@"flag"]];
    [self sendToEngine: flag];
    [flag release];
    
    NSArray *hogs = [teamData objectForKey:@"hedgehogs"];
    for (int i = 0; i < numberOfPlayingHogs; i++) {
        NSDictionary *hog = [hogs objectAtIndex:i];
        
        NSString *hogLevelHealthAndName = [[NSString alloc] initWithFormat:@"eaddhh %@ %d %@", 
                                           [hog objectForKey:@"level"], initialHealth, [hog objectForKey:@"hogname"]];
        [self sendToEngine: hogLevelHealthAndName];
        [hogLevelHealthAndName release];
        
        NSString *hogHat = [[NSString alloc] initWithFormat:@"ehat %@", [hog objectForKey:@"hat"]];
        [self sendToEngine: hogHat];
        [hogHat release];
    }
    
    [teamData release];
}

// unpacks ammostore data from the selected ammo.plist to a sequence of engine commands
-(void) provideAmmoData:(NSString *)ammostoreName forPlayingTeams:(NSInteger) numberOfTeams {
    NSString *weaponPath = [[NSString alloc] initWithFormat:@"%@/%@",WEAPONS_DIRECTORY(),ammostoreName];
    NSDictionary *ammoData = [[NSDictionary alloc] initWithContentsOfFile:weaponPath];
    [weaponPath release];
    
    NSString *ammloadt = [[NSString alloc] initWithFormat:@"eammloadt %@", [ammoData objectForKey:@"ammostore_initialqt"]];
    [self sendToEngine: ammloadt];
    [ammloadt release];
    
    NSString *ammprob = [[NSString alloc] initWithFormat:@"eammprob %@", [ammoData objectForKey:@"ammostore_probability"]];
    [self sendToEngine: ammprob];
    [ammprob release];
    
    NSString *ammdelay = [[NSString alloc] initWithFormat:@"eammdelay %@", [ammoData objectForKey:@"ammostore_delay"]];
    [self sendToEngine: ammdelay];
    [ammdelay release];
    
    NSString *ammreinf = [[NSString alloc] initWithFormat:@"eammreinf %@", [ammoData objectForKey:@"ammostore_crate"]];
    [self sendToEngine: ammreinf];
    [ammreinf release];
    
    // sent twice so it applies to both teams
    NSString *ammstore = [[NSString alloc] initWithString:@"eammstore"];
    for (int i = 0; i < numberOfTeams; i++)
        [self sendToEngine: ammstore];
    [ammstore release];
    
    [ammoData release];
}

// unpacks scheme data from the selected scheme.plist to a sequence of engine commands
-(NSInteger) provideScheme:(NSString *)schemeName {
    NSString *schemePath = [[NSString alloc] initWithFormat:@"%@/%@",SCHEMES_DIRECTORY(),schemeName];
    NSArray *scheme = [[NSArray alloc] initWithContentsOfFile:schemePath];
    [schemePath release];
    int result = 0;
    int i = 0;

    if ([[scheme objectAtIndex:i++] boolValue])
        result |= 0x01;
    if ([[scheme objectAtIndex:i++] boolValue])
        result |= 0x10;    
    if ([[scheme objectAtIndex:i++] boolValue])
        result |= 0x04;
    if ([[scheme objectAtIndex:i++] boolValue])
        result |= 0x08;    
    if ([[scheme objectAtIndex:i++] boolValue])
        result |= 0x20;
    if ([[scheme objectAtIndex:i++] boolValue])
        result |= 0x40;    
    if ([[scheme objectAtIndex:i++] boolValue])
        result |= 0x80;
    if ([[scheme objectAtIndex:i++] boolValue])
        result |= 0x100;    
    if ([[scheme objectAtIndex:i++] boolValue])
        result |= 0x200;
    if ([[scheme objectAtIndex:i++] boolValue])
        result |= 0x400;    
    if ([[scheme objectAtIndex:i++] boolValue])
        result |= 0x800;
    if ([[scheme objectAtIndex:i++] boolValue])
        result |= 0x2000;    
    if ([[scheme objectAtIndex:i++] boolValue])
        result |= 0x4000;
    if ([[scheme objectAtIndex:i++] boolValue])
        result |= 0x8000;    
    if ([[scheme objectAtIndex:i++] boolValue])
        result |= 0x10000;
    if ([[scheme objectAtIndex:i++] boolValue])
        result |= 0x20000;
    if ([[scheme objectAtIndex:i++] boolValue])
        result |= 0x80000;    

    NSString *flags = [[NSString alloc] initWithFormat:@"e$gmflags %d",result];
    [self sendToEngine:flags];
    [flags release];
    
    NSString *dmgMod = [[NSString alloc] initWithFormat:@"e$damagepct %d",[[scheme objectAtIndex:i++] intValue]];
    [self sendToEngine:dmgMod];
    [dmgMod release];
    
    NSString *turnTime = [[NSString alloc] initWithFormat:@"e$turntime %d",[[scheme objectAtIndex:i++] intValue] * 1000];
    [self sendToEngine:turnTime];
    [turnTime release];
    
    result = [[scheme objectAtIndex:i++] intValue]; // initial health
    
    NSString *sdTime = [[NSString alloc] initWithFormat:@"e$sd_turns %d",[[scheme objectAtIndex:i++] intValue]];
    [self sendToEngine:sdTime];
    [sdTime release];
    
    NSString *crateDrops = [[NSString alloc] initWithFormat:@"e$casefreq %d",[[scheme objectAtIndex:i++] intValue]];
    [self sendToEngine:crateDrops];
    [crateDrops release];
    
    NSString *minesTime = [[NSString alloc] initWithFormat:@"e$minestime %d",[[scheme objectAtIndex:i++] intValue] * 1000];
    [self sendToEngine:minesTime];
    [minesTime release];
    
    NSString *minesNumber = [[NSString alloc] initWithFormat:@"e$landadds %d",[[scheme objectAtIndex:i++] intValue]];
    [self sendToEngine:minesNumber];
    [minesNumber release];
    
    NSString *dudMines = [[NSString alloc] initWithFormat:@"e$minedudpct %d",[[scheme objectAtIndex:i++] intValue]];
    [self sendToEngine:dudMines];
    [dudMines release];
    
    NSString *explosives = [[NSString alloc] initWithFormat:@"e$explosives %d",[[scheme objectAtIndex:i++] intValue]];
    [self sendToEngine:explosives];
    [explosives release];
    
    [scheme release];
    return result;
}

#pragma mark -
#pragma mark Thread/Network relevant code
// select one of GameSetup method and execute it in a seprate thread
-(void) startThread: (NSString *) selector {
    SEL usage = NSSelectorFromString(selector);
    [NSThread detachNewThreadSelector:usage toTarget:self withObject:nil];
}

// wrapper that computes the length of the message and then sends the command string
-(int) sendToEngine: (NSString *)string {
    uint8_t length = [string length];
    
    SDLNet_TCP_Send(csd, &length , 1);
    return SDLNet_TCP_Send(csd, [string UTF8String], length);
}

// method that handles net setup with engine and keeps connection alive
-(void) engineProtocol {
    NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
    TCPsocket sd;
    IPaddress ip;
    int eProto;
    BOOL clientQuit;
    char buffer[BUFFER_SIZE];
    uint8_t msgSize;
    uint16_t gameTicks;
    
    clientQuit = NO;
    csd = NULL;

    if (SDLNet_Init() < 0) {
        DLog(@"SDLNet_Init: %s", SDLNet_GetError());
        clientQuit = YES;
    }
    
    // Resolving the host using NULL make network interface to listen
    if (SDLNet_ResolveHost(&ip, NULL, ipcPort) < 0 && !clientQuit) {
        DLog(@"SDLNet_ResolveHost: %s\n", SDLNet_GetError());
        clientQuit = YES;
    }
    
    // Open a connection with the IP provided (listen on the host's port) 
    if (!(sd = SDLNet_TCP_Open(&ip)) && !clientQuit) {
        DLog(@"SDLNet_TCP_Open: %s %\n", SDLNet_GetError(), ipcPort);
        clientQuit = YES;
    }
    
    DLog(@"Waiting for a client on port %d", ipcPort);
    while (csd == NULL) 
        csd = SDLNet_TCP_Accept(sd);
    SDLNet_TCP_Close(sd);
    
    while (!clientQuit) {
        msgSize = 0;
        memset(buffer, 0, BUFFER_SIZE);
        if (SDLNet_TCP_Recv(csd, &msgSize, sizeof(uint8_t)) <= 0)
            clientQuit = YES;
        if (SDLNet_TCP_Recv(csd, buffer, msgSize) <=0)
            clientQuit = YES;
        
        switch (buffer[0]) {
            case 'C':
                DLog(@"sending game config");
                
                // local game
                [self sendToEngine:@"TL"];
                
                // seed info
                [self sendToEngine:[self.gameConfig objectForKey:@"seed_command"]];
                
                // dimension of the map
                [self sendToEngine:[self.gameConfig objectForKey:@"templatefilter_command"]];
                [self sendToEngine:[self.gameConfig objectForKey:@"mapgen_command"]];
                [self sendToEngine:[self.gameConfig objectForKey:@"mazesize_command"]];
                
                // theme info
                [self sendToEngine:[self.gameConfig objectForKey:@"theme_command"]];
                
                // scheme (returns initial health)
                NSInteger health = [self provideScheme:[self.gameConfig objectForKey:@"scheme"]];
                
                NSArray *teamsConfig = [self.gameConfig objectForKey:@"teams_list"];
                for (NSDictionary *teamData in teamsConfig) {
                    [self provideTeamData:[teamData objectForKey:@"team"] 
                                  forHogs:[[teamData objectForKey:@"number"] intValue]
                               withHealth:health
                                  ofColor:[teamData objectForKey:@"color"]];
                }
                
                [self provideAmmoData:[self.gameConfig objectForKey:@"weapon"] forPlayingTeams:[teamsConfig count]];
                
                clientQuit = NO;
                break;
            case '?':
                // without this sleep sometimes frontend replies before engine has processed any flag (resulting in an error)
                [NSThread sleepForTimeInterval:0.6];
                DLog(@"Ping? Pong!");
                [self sendToEngine:@"!"];
                break;
            case 'E':
                DLog(@"ERROR - last console line: [%s]", &buffer[1]);
                clientQuit = YES;
                break;
            case 'e':
                sscanf(buffer, "%*s %d", &eProto);
                short int netProto = 0;
                char *versionStr;
                
                HW_versionInfo(&netProto, &versionStr);
                if (netProto == eProto) {
                    DLog(@"Setting protocol version %d (%s)", eProto, versionStr);
                } else {
                    DLog(@"ERROR - wrong protocol number: [%s] - expecting %d", &buffer[1], eProto);
                    clientQuit = YES;
                }
                
                break;
            case 'i':
                switch (buffer[1]) {
                    case 'r':
                        NSLog(@"Winning team: %s", &buffer[2]);
                        break;
                    case 'k':
                        NSLog(@"Best Hedgehog: %s", &buffer[2]);
                        break;
                }
                break;
            default:
                // empty packet or just statistics -- in either cases gameTicks is sent
                //gameTicks = SDLNet_Read16 (&buffer[msgSize - 2]);
                //DLog(@"engineProtocol - %d: received [%s]", gameTicks, buffer);
                break;
        }
    }
    DLog(@"Engine exited, closing server");
    // wait a little to let the client close cleanly
    [NSThread sleepForTimeInterval:2];
    // Close the client socket
    SDLNet_TCP_Close(csd);    
    SDLNet_Quit();
    
    [[NSFileManager defaultManager] removeItemAtPath:GAMECONFIG_FILE() error:NULL];
    
    [pool release];
    //Invoking this method should be avoided as it does not give your thread a chance to clean up any resources it allocated during its execution.
    //[NSThread exit];
}

#pragma mark -
#pragma mark Setting methods
// returns an array of c-strings that are read by engine at startup
-(const char **)getSettings {
    NSString *ipcString = [[NSString alloc] initWithFormat:@"%d", ipcPort];
    NSString *localeString = [[NSString alloc] initWithFormat:@"%@.txt", [[NSLocale currentLocale] objectForKey:NSLocaleLanguageCode]];
    CGRect screenBounds = [[UIScreen mainScreen] bounds];
    NSString *wSize = [[NSString alloc] initWithFormat:@"%d", (int) screenBounds.size.width];
    NSString *hSize = [[NSString alloc] initWithFormat:@"%d", (int) screenBounds.size.height];
    const char **gameArgs = (const char**) malloc(sizeof(char *) * 9);

    /*
    size_t size;
    // Set 'oldp' parameter to NULL to get the size of the data returned so we can allocate appropriate amount of space
    sysctlbyname("hw.machine", NULL, &size, NULL, 0); 
    char *name = malloc(size);
    // Get the platform name
    sysctlbyname("hw.machine", name, &size, NULL, 0);
    NSString *machine = [[NSString alloc] initWithUTF8String:name];
    free(name);
    
    const char **gameArgs = (const char**) malloc(sizeof(char*) * 9);

    // if the machine is less than iphone 3gs or less than ipod touch 3g use reduced graphics (land array)
    if ([machine hasPrefix:@"iPhone1"] || ([machine hasPrefix:@"iPod"] && ([machine hasSuffix:@"1,1"] || [machine hasSuffix:@"2,1"])))
        gameArgs[8] = "1";
    else
        gameArgs[8] = "0";
    [machine release];
    */
    
    // prevents using an empty nickname
    NSString *username;
    NSString *originalUsername = [self.systemSettings objectForKey:@"username"];
    if ([originalUsername length] == 0)
        username = [[NSString alloc] initWithFormat:@"MobileUser-%@",ipcString];
    else
        username = [[NSString alloc] initWithString:originalUsername];
    
    gameArgs[0] = [username UTF8String];                                                        //UserNick
    gameArgs[1] = [ipcString UTF8String];                                                       //ipcPort
    gameArgs[2] = [[[self.systemSettings objectForKey:@"sound"] stringValue] UTF8String];       //isSoundEnabled
    gameArgs[3] = [[[self.systemSettings objectForKey:@"music"] stringValue] UTF8String];       //isMusicEnabled
    gameArgs[4] = [localeString UTF8String];                                                    //cLocaleFName
    gameArgs[5] = [[[self.systemSettings objectForKey:@"alternate"] stringValue] UTF8String];   //cAltDamage
    gameArgs[6] = [wSize UTF8String];                                                           //cScreenHeight
    gameArgs[7] = [hSize UTF8String];                                                           //cScreenWidth
    gameArgs[8] = NULL;                                                                         //recordFileName
    
    [wSize release];
    [hSize release];
    [localeString release];
    [ipcString release];
    [username release];
    return gameArgs;
}


@end
