/*==LICENSE==*

CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011  Cyan Worlds, Inc.

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
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(at your option) any later version.

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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/>.

Additional permissions under GNU GPL version 3 section 7

If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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 or by snail mail at:
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*==LICENSE==*/
#include "plClothingSDLModifier.h"
#include "plAvatarClothing.h"
#include "plClothingLayout.h"
#include "plArmatureMod.h"

#include "pnSceneObject/plSceneObject.h"
#include "pnMessage/plSDLModifierMsg.h"
#include "plSDL/plSDL.h"
#include "pnKeyedObject/plKeyImp.h"

// static vars
char plClothingSDLModifier::kStrItem[]="item";
char plClothingSDLModifier::kStrTint[]="tint";
char plClothingSDLModifier::kStrTint2[]="tint2";
char plClothingSDLModifier::kStrWardrobe[]="wardrobe";
char plClothingSDLModifier::kStrSkinTint[]="skinTint";
char plClothingSDLModifier::kStrFaceBlends[]="faceBlends";
char plClothingSDLModifier::kStrAppearance[]="appearance";
char plClothingSDLModifier::kStrClothingDescName[]="clothingItem";
char plClothingSDLModifier::kStrAppearanceDescName[]="appearanceOptions";
char plClothingSDLModifier::kStrLinkInAnim[] = "linkInAnim";

//
// init latest data
//
plClothingSDLModifier::plClothingSDLModifier() :
    fClothingOutfit(nil)
{
}

//
// find armature mod and cache it's clothingOutfit  
//
plClothingOutfit* plClothingSDLModifier::GetClothingOutfit()
{
    if (fClothingOutfit)
        return fClothingOutfit;

    int i;
    plSceneObject* target = GetTarget();
    hsAssert(target, "plClothingSDLModifier: nil target");
    for (i=0;i<target->GetNumModifiers();i++)
    {
        const plArmatureMod* am = plArmatureMod::ConvertNoRef(target->GetModifier(i));
        if (am)
        {
            fClothingOutfit=am->GetClothingOutfit();
            break;
        }
    }

    return fClothingOutfit;
}

void plClothingSDLModifier::PutCurrentStateIn(plStateDataRecord* dstState)
{
    IPutCurrentStateIn(dstState);
}

//
// get current state from clothingOutfit and put it in dstState
//
void plClothingSDLModifier::IPutCurrentStateIn(plStateDataRecord* dstState)
{
    plSceneObject* sobj=GetTarget();
    hsAssert(sobj, "plClothingSDLModifier, nil target");
    
    plClothingOutfit* clothing = GetClothingOutfit();
    hsAssert(clothing, "nil clothingOutfit");
    
    hsTArray<plStateDataRecord*> SDRs;
    hsTArray<plClothingItem*> items=clothing->GetItemList();
    hsTArray<plClothingItemOptions*> options=clothing->GetOptionList();
    
    plSDStateVariable* clothesStateDesc = dstState->FindSDVar(kStrWardrobe);    // find clothes list
    int itemCount=items.GetCount();
    int optionsCount = options.GetCount();
    hsAssert(optionsCount==itemCount, "number of items should match number of options according to clothing.sdl"); 
    
    if (clothesStateDesc->GetCount() != itemCount)
        clothesStateDesc->Alloc(itemCount);     // set appropriate list size

    int lowerCount = (itemCount <= optionsCount ? itemCount : optionsCount);
    int i;
    for(i = 0; i < lowerCount; i++)
    {
        plClosetItem closetItem;
        closetItem.fItem = items[i];
        closetItem.fOptions = *options[i];

        PutSingleItemIntoSDR(&closetItem, clothesStateDesc->GetStateDataRecord(i));
        SDRs.Append(clothesStateDesc->GetStateDataRecord(i));
    }

    // skin tint
    plSDStateVariable* appearanceStateDesc = dstState->FindSDVar(kStrAppearance); // for skin tint
    uint8_t skinTint[3];
    skinTint[0] = (uint8_t)(clothing->fSkinTint.r * 255);
    skinTint[1] = (uint8_t)(clothing->fSkinTint.g * 255);
    skinTint[2] = (uint8_t)(clothing->fSkinTint.b * 255);
    appearanceStateDesc->GetStateDataRecord(0)->FindVar(kStrSkinTint)->Set(skinTint);

    plSimpleStateVariable* faceBlends = appearanceStateDesc->GetStateDataRecord(0)->FindVar(kStrFaceBlends);
    int numBlends = plClothingElement::kLayerSkinLast - plClothingElement::kLayerSkinFirst;
    if (faceBlends->GetCount() != numBlends)
        faceBlends->Alloc(numBlends);
    for(i = 0; i < numBlends; i++)
        faceBlends->Set((uint8_t)(clothing->fSkinBlends[i] * 255), i);

    SDRs.Append(appearanceStateDesc->GetStateDataRecord(0));

    // This logically belongs in the avatar.sdl file, but clothing.sdl is already broadcast to
    // other players when you join an age, and I don't want to broadcast all of avatar.sdl for
    // just this one value.
    plSimpleStateVariable *var = dstState->FindVar(kStrLinkInAnim);
    if (var)
        var->Set(clothing->fAvatar->fLinkInAnimKey);    
}

void plClothingSDLModifier::PutSingleItemIntoSDR(plClosetItem *item, plStateDataRecord *sdr)
{
    plKey key = item->fItem->GetKey();
    sdr->FindVar(kStrItem)->Set(key);           

    //hsColorRGBA c = item->fOptions.fTint1;
    //hsColorRGBA c2 = item->fOptions.fTint2;
    uint8_t c[3];
    uint8_t c2[3];
    c[0] = (uint8_t)(item->fOptions.fTint1.r * 255);
    c[1] = (uint8_t)(item->fOptions.fTint1.g * 255);
    c[2] = (uint8_t)(item->fOptions.fTint1.b * 255);
    c2[0] = (uint8_t)(item->fOptions.fTint2.r * 255);
    c2[1] = (uint8_t)(item->fOptions.fTint2.g * 255);
    c2[2] = (uint8_t)(item->fOptions.fTint2.b * 255);
    
    sdr->FindVar(kStrTint)->Set(c);
    sdr->FindVar(kStrTint2)->Set(c2);
}

//
// Apply the SDL state that is passed in to the current clothing state.
//
void plClothingSDLModifier::ISetCurrentStateFrom(const plStateDataRecord* srcState)
{
    plSceneObject* sobj=GetTarget();
    hsAssert(sobj, "plClothingSDLModifier, nil target");

    plClothingOutfit* clothing = GetClothingOutfit();
    if( clothing == nil )
    {
        hsAssert(clothing, "nil clothingOutfit");
        return;
    }

    plSDStateVariable* clothesStateDesc = srcState->FindSDVar(kStrWardrobe);    // find clothes list
    int num=clothesStateDesc->GetCount();   // size of clothes list
    bool update=true;

    // We just remove the accessories. Any regular items will be replaced
    // when we try to wear something else in the same category. (And in
    // case the player lies, this guarantees they'll at least be wearing something.)
    clothing->StripAccessories();

    int i;
    for(i=0;i<num;i++)
    {
        // get clothes item from clothes list
        plStateDataRecord* clothingItemState=clothesStateDesc->GetStateDataRecord(i);
        HandleSingleSDR(clothingItemState, clothing);
    }

    plSDStateVariable* appearanceStateDesc = srcState->FindSDVar(kStrAppearance); // for skin tint
    plStateDataRecord* appearanceState = appearanceStateDesc->GetStateDataRecord(0);
    HandleSingleSDR(appearanceState, clothing);

    if (update)
        clothing->ForceUpdate(true /* retry */);

    plSimpleStateVariable *var;
    var = srcState->FindVar(kStrLinkInAnim);
    if (var)
        var->Get(&clothing->fAvatar->fLinkInAnimKey);   
}

void plClothingSDLModifier::HandleSingleSDR(const plStateDataRecord *sdr, plClothingOutfit *clothing /* = nil */, plClosetItem *closetItem /* = nil */)
{
    if (sdr == nil)
        return;

    int i;
    uint8_t tint[3];
    float tintScalar[3];
    if (!strcmp(sdr->GetDescriptor()->GetName(), kStrClothingDescName))
    {
        // get item from clothesItem
        plSimpleStateVariable* itemVar = sdr->FindVar(kStrItem);
        plClothingItem* clothingItem = nil; // clothing->GetItemList()[i];
        if (itemVar->IsUsed())
        {
            plKey key;
            itemVar->Get(&key);
            clothingItem = plClothingItem::ConvertNoRef(key ? key->GetObjectPtr() : nil);
            if (clothingItem)
            {
                if (clothing)
                    clothing->AddItem(clothingItem, false, false /*bcast */); 
                if (closetItem)
                    closetItem->fItem = clothingItem;
            }
        }

        // tints
        if (clothingItem)
        {
            // get item from clothesItem
            plSimpleStateVariable* tintVar = sdr->FindVar(kStrTint);
            if (tintVar->IsUsed())
            {
                tintVar->Get(tint);
                tintScalar[0] = tint[0] / 255.f;
                tintScalar[1] = tint[1] / 255.f;
                tintScalar[2] = tint[2] / 255.f;
                if (clothing)
                    clothing->TintItem(clothingItem, tintScalar[0], tintScalar[1], tintScalar[2],
                                       false /*update*/, false /*broadcast*/, false /*netForce*/, true, plClothingElement::kLayerTint1);
                if (closetItem)
                    closetItem->fOptions.fTint1.Set(tintScalar[0], tintScalar[1], tintScalar[2], 1.f);
            }

            tintVar=sdr->FindVar(kStrTint2);
            if (tintVar->IsUsed())
            {
                tintVar->Get(tint);
                tintScalar[0] = tint[0] / 255.f;
                tintScalar[1] = tint[1] / 255.f;
                tintScalar[2] = tint[2] / 255.f;
                
                if (clothing)
                    clothing->TintItem(clothingItem, tintScalar[0], tintScalar[1], tintScalar[2],
                                       false /*update*/, false /*broadcast*/, false /*netForce*/, true, plClothingElement::kLayerTint2);
                if (closetItem)
                    closetItem->fOptions.fTint2.Set(tintScalar[0], tintScalar[1], tintScalar[2], 1.f);
            }
        }
    }
    else if (!strcmp(sdr->GetDescriptor()->GetName(), kStrAppearanceDescName))
    {
        // skin tints
        plSimpleStateVariable* skinVar = sdr->FindVar(kStrSkinTint);
        if (skinVar->IsUsed())
        {
            skinVar->Get(tint);
            if (clothing)
                clothing->TintSkin(tint[0] / 255.f, tint[1] / 255.f, tint[2] / 255.f, false /* update */, false /*broadcast*/);
        }
        plSimpleStateVariable* faceBlends = sdr->FindVar(kStrFaceBlends);
        if (faceBlends->IsUsed())
        {
            int numBlends = plClothingElement::kLayerSkinLast - plClothingElement::kLayerSkinFirst;
            for(i = 0; i < numBlends && i < faceBlends->GetCount(); i++)
            {
                uint8_t blend;
                faceBlends->Get(&blend, i);
                clothing->fSkinBlends[i] = (float)blend / 255;
            }
        }       
    }
}

// FINDARMATUREMOD
const plClothingSDLModifier *plClothingSDLModifier::FindClothingSDLModifier(const plSceneObject *obj)
{
    int count = obj->GetNumModifiers();

    for (int i = 0; i < count; i++)
    {
        const plModifier *mod = obj->GetModifier(i);
        const plClothingSDLModifier *sdlMod = plClothingSDLModifier::ConvertNoRef(mod);
        if(sdlMod)
            return sdlMod;
    }
    return nil;
}