#pragma once


#include "../client/FunctionList.h"
#include "../lib/CGameState.h"
#include "../lib/Connection.h"
#include "../lib/IGameCallback.h"
#include "../lib/BattleAction.h"
#include "../lib/NetPacks.h"

/*
 * CGameHandler.h, part of VCMI engine
 *
 * Authors: listed in file AUTHORS in main folder
 *
 * License: GNU General Public License v2.0 or later
 * Full text of license available in license.txt file, in main folder
 *
 */

class CGameHandler;
class CVCMIServer;
class CGameState;
struct StartInfo;
class CCPPObjectScript;
class CScriptCallback;
struct BattleResult;
struct BattleAttack;
struct BattleStackAttacked;
struct CPack;
struct Query;
struct SetGarrisons;
struct SetResource;
struct SetResources;
struct NewStructures;
class CGHeroInstance;
class IMarket;

extern std::map<ui32, CFunctionList<void(ui32)> > callbacks; //question id => callback functions - for selection dialogs
extern boost::mutex gsm;

struct PlayerStatus
{
	bool makingTurn, engagedIntoBattle;
	std::set<ui32> queries;

	PlayerStatus():makingTurn(false),engagedIntoBattle(false){};
	template <typename Handler> void serialize(Handler &h, const int version)
	{
		h & makingTurn & engagedIntoBattle & queries;
	}
};
class PlayerStatuses
{
public:
	std::map<TPlayerColor,PlayerStatus> players;
	boost::mutex mx;
	boost::condition_variable cv; //notifies when any changes are made

	void addPlayer(TPlayerColor player);
	PlayerStatus operator[](TPlayerColor player);
	int getQueriesCount(TPlayerColor player); //returns 0 if there is no such player
	bool checkFlag(TPlayerColor player, bool PlayerStatus::*flag);
	void setFlag(TPlayerColor player, bool PlayerStatus::*flag, bool val);
	void addQuery(TPlayerColor player, ui32 id);
	void removeQuery(TPlayerColor player, ui32 id);
	template <typename Handler> void serialize(Handler &h, const int version)
	{
		h & players;
	}
};

struct CasualtiesAfterBattle
{
	typedef std::pair<StackLocation, int> TStackAndItsNewCount;
	enum {ERASE = -1};
	std::vector<TStackAndItsNewCount> newStackCounts;
	si32 heroWithDeadCommander; //TODO: unify stack loactions

	CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat);
	void takeFromArmy(CGameHandler *gh);
};

class CGameHandler : public IGameCallback, CBattleInfoCallback
{
private:
	void makeStackDoNothing(const CStack * next);
	bool isAllowedExchangeForQuery(int id1, int id2);
public:
	CVCMIServer *s;
	std::map<int,CConnection*> connections; //player color -> connection to client with interface of that player
	PlayerStatuses states; //player color -> player state
	std::set<CConnection*> conns;

	//queries stuff
	boost::recursive_mutex gsm;
	ui32 QID;

	//TODO get rid of cfunctionlist (or similar) and use serialziable callback structure
	std::map<ui32, CFunctionList<void(ui32)> > callbacks; //query id => callback function - for selection and yes/no dialogs
	std::map<ui32, std::pair<si32,si32> > allowedExchanges;

	bool isBlockedByQueries(const CPack *pack, int packType, ui8 player); 
	bool isAllowedExchange(int id1, int id2);
	bool isAllowedArrangePack(const ArrangeStacks *pack);
	void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
	int moveStack(int stack, BattleHex dest); //returned value - travelled distance
	void startBattle(const CArmedInstance *armies[2], int3 tile, const CGHeroInstance *heroes[2], bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town = NULL); //use hero=NULL for no hero
	void runBattle();
	void checkLossVictory(ui8 player);
	void winLoseHandle(ui8 players=255); //players: bit field - colours of players to be checked; default: all
	void getLossVicMessage(ui8 player, si8 standard, bool victory, InfoWindow &out) const;

	////used only in endBattle - don't touch elsewhere
	boost::function<void(BattleResult*)> * battleEndCallback;
	//const CArmedInstance * bEndArmy1, * bEndArmy2;
	bool visitObjectAfterVictory;
	//
	void endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2); //ends battle
	void prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex); //distance - number of hexes travelled before attacking
	void applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary); //damage, drain life & fire shield
	void checkForBattleEnd();
	void setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town);
	void setBattleResult(int resultType, int victoriusSide);

	CGameHandler(void);
	~CGameHandler(void);

	//////////////////////////////////////////////////////////////////////////
	//from IGameCallback
	//do sth
	void changeSpells(int hid, bool give, const std::set<ui32> &spells) OVERRIDE;
	bool removeObject(int objid) OVERRIDE;
	void setBlockVis(int objid, bool bv) OVERRIDE;
	void setOwner(int objid, ui8 owner) OVERRIDE;
	void setHoverName(int objid, MetaString * name) OVERRIDE;
	void changePrimSkill(int ID, int which, si64 val, bool abs=false) OVERRIDE;
	void changeSecSkill(int ID, int which, int val, bool abs=false) OVERRIDE; 
	//void showInfoDialog(InfoWindow *iw) OVERRIDE;
	void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback) OVERRIDE;
	ui32 showBlockingDialog(BlockingDialog *iw) OVERRIDE; //synchronous version of above
	void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb) OVERRIDE;
	void showThievesGuildWindow(int player, int requestingObjId) OVERRIDE;
	void giveResource(int player, int which, int val) OVERRIDE;

	void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) OVERRIDE;
	void takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures) OVERRIDE;
	bool changeStackType(const StackLocation &sl, CCreature *c) OVERRIDE;
	bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) OVERRIDE;
	bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE;
	bool eraseStack(const StackLocation &sl, bool forceRemoval = false) OVERRIDE;
	bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) OVERRIDE;
	bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE;
	void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) OVERRIDE;
	bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) OVERRIDE;

	void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, int pos) OVERRIDE;
	void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, int pos) OVERRIDE;
	void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) OVERRIDE; 
	void removeArtifact(const ArtifactLocation &al) OVERRIDE;
	bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) OVERRIDE;

	void showCompInfo(ShowInInfobox * comp) OVERRIDE;
	void heroVisitCastle(int obj, int heroID) OVERRIDE;
	void stopHeroVisitCastle(int obj, int heroID) OVERRIDE;
	//bool removeArtifact(const CArtifact* art, int hid) OVERRIDE;
	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function<void(BattleResult*)> cb = 0, const CGTownInstance *town = NULL) OVERRIDE; //use hero=NULL for no hero
	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false) OVERRIDE; //if any of armies is hero, hero will be used
	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false) OVERRIDE; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle//void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb) OVERRIDE; //for hero<=>neutral army
	void setAmount(int objid, ui32 val) OVERRIDE;
	bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255) OVERRIDE;
	void giveHeroBonus(GiveBonus * bonus) OVERRIDE;
	void setMovePoints(SetMovePoints * smp) OVERRIDE;
	void setManaPoints(int hid, int val) OVERRIDE;
	void giveHero(int id, int player) OVERRIDE;
	void changeObjPos(int objid, int3 newPos, ui8 flags) OVERRIDE;
	void heroExchange(si32 hero1, si32 hero2) OVERRIDE;
	//////////////////////////////////////////////////////////////////////////
	void useScholarSkill(si32 hero1, si32 hero2);
	void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
	bool tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h);
	void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
	bool teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker = 255);
	void vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h);
	void levelUpHero(int ID, int skill);//handle client respond and send one more request if needed
	void levelUpHero(int ID);//initial call - check if hero have remaining levelups & handle them
	void levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100
	void levelUpCommander (const CCommanderInstance * c);
	void afterBattleCallback(); // called after level-ups are finished
	//////////////////////////////////////////////////////////////////////////

	void commitPackage(CPackForClient *pack) OVERRIDE;

	void init(StartInfo *si);
	void handleConnection(std::set<int> players, CConnection &c);
	int getPlayerAt(CConnection *c) const;

	void playerMessage( ui8 player, const std::string &message);
	bool makeBattleAction(BattleAction &ba);
	bool makeAutomaticAction(const CStack *stack, BattleAction &ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
	void handleSpellCasting(int spellID, int spellLvl, BattleHex destination, ui8 casterSide, ui8 casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
		int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack = -1);
	bool makeCustomAction(BattleAction &ba);
	void stackTurnTrigger(const CStack * stack);
	void handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack); //checks if obstacle is land mine and handles possible consequences
	void removeObstacle(const CObstacleInstance &obstacle);
	bool queryReply( ui32 qid, ui32 answer, ui8 player );
	bool hireHero( const CGObjectInstance *obj, ui8 hid, ui8 player );
	bool buildBoat( ui32 objid );
	bool setFormation( si32 hid, ui8 formation );
	bool tradeResources(const IMarket *market, ui32 val, ui8 player, ui32 id1, ui32 id2);
	bool sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, TSlot slot, ui32 count);
	bool sendResources(ui32 val, ui8 player, ui32 r1, ui32 r2);
	bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, ui32 resourceID);
	bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, ui32 slot);
	bool assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assemble, ui32 assembleTo);
	bool buyArtifact( ui32 hid, TArtifactID aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
	bool buyArtifact( const IMarket *m, const CGHeroInstance *h, TArtifactID rid, TArtifactID aid); //for artifact merchant and black market -> buying for any resource in special building / advobject
	bool sellArtifact( const IMarket *m, const CGHeroInstance *h, TArtifactInstanceID aid, TResource rid); //for artifact merchant selling
	//void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts); //after battle - move al arts to winer
	bool buySecSkill( const IMarket *m, const CGHeroInstance *h, int skill);
	bool garrisonSwap(si32 tid);
	bool upgradeCreature( ui32 objid, ui8 pos, ui32 upgID );
	bool recruitCreatures(si32 objid, ui32 crid, ui32 cram, si32 level);
	bool buildStructure(si32 tid, si32 bid, bool force=false);//force - for events: no cost, no checkings
	bool razeStructure(si32 tid, si32 bid);
	bool disbandCreature( si32 id, ui8 pos );
	bool arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val, ui8 player);
	void save(const std::string &fname);
	void close();
	void handleTimeEvents();
	void handleTownEvents(CGTownInstance *town, NewTurn &n, std::map<si32, std::map<si32, si32> > &newCreas);
	bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
	void objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h );
	void engageIntoBattle( ui8 player );
	bool dig(const CGHeroInstance *h);
	bool castSpell(const CGHeroInstance *h, int spellID, const int3 &pos);
	void moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging);

	template <typename Handler> void serialize(Handler &h, const int version)
	{
		h & QID & states;
	}

	ui32 getQueryResult(ui8 player, int queryID);
	void sendMessageToAll(const std::string &message);
	void sendMessageTo(CConnection &c, const std::string &message);
	void applyAndAsk(Query * sel, ui8 player, boost::function<void(ui32)> &callback);
	void prepareNewQuery(Query * queryPack, ui8 player, const boost::function<void(ui32)> &callback = 0); //generates unique query id and writes it to the pack; blocks the player till query is answered (then callback is called)
	void ask(Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback);
	void sendToAllClients(CPackForClient * info);
	void sendAndApply(CPackForClient * info);
	void applyAndSend(CPackForClient * info);
	void sendAndApply(CGarrisonOperationPack * info);
	void sendAndApply(SetResource * info);
	void sendAndApply(SetResources * info);
	void sendAndApply(NewStructures * info);

	void run(bool resume);
	void newTurn();
	void handleAttackBeforeCasting (const BattleAttack & bat);
	void handleAfterAttackCasting (const BattleAttack & bat);
	void attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker);
	bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, int slot);
	void spawnWanderingMonsters(int creatureID);
	friend class CVCMIServer;
	friend class CScriptCallback;
};

void makeStackDoNothing();