#include "global.h"
#include "StepsUtil.h"
#include "Steps.h"
#include "ProfileManager.h"
#include "Profile.h"
#include "song.h"
#include "SongManager.h"
#include "GameManager.h"
#include "XmlFile.h"
#include "UnlockManager.h"
#include "SongUtil.h"


bool StepsCriteria::Matches( const Song *pSong, const Steps *pSteps ) const
{
	if( m_difficulty != Difficulty_Invalid  &&  pSteps->GetDifficulty() != m_difficulty )
		return false;
	if( m_iLowMeter != -1  &&  pSteps->GetMeter() < m_iLowMeter )
		return false;
	if( m_iHighMeter != -1  &&  pSteps->GetMeter() > m_iHighMeter )
		return false;
	if( m_st != StepsType_Invalid  &&  pSteps->m_StepsType != m_st )
		return false;
	switch( m_Locked )
	{
	DEFAULT_FAIL(m_Locked);
	case Locked_Locked:
		if( UNLOCKMAN  &&  !UNLOCKMAN->StepsIsLocked(pSong,pSteps) )
			return false;
		break;
	case Locked_Unlocked:
		if( UNLOCKMAN  &&  UNLOCKMAN->StepsIsLocked(pSong,pSteps) )
			return false;
		break;
	case Locked_DontCare:
		break;
	}

	return true;
}

void StepsUtil::GetAllMatching( const SongCriteria &soc, const StepsCriteria &stc, vector<SongAndSteps> &out )
{
	FOREACH_CONST( Song*, SONGMAN->GetAllSongs(), so )
	{
		if( !soc.Matches(*so) )
			continue;
		GetAllMatching( *so, stc, out );
	}
}

void StepsUtil::GetAllMatching( Song *pSong, const StepsCriteria &stc, vector<SongAndSteps> &out )
{
	const vector<Steps*> &vSteps = ( stc.m_st == StepsType_Invalid ?  pSong->GetAllSteps() :
					 pSong->GetStepsByStepsType(stc.m_st) );
	
	FOREACH_CONST( Steps*, vSteps, st )
		if( stc.Matches(pSong, *st) )
			out.push_back( SongAndSteps(pSong, *st) );
}


//
// Sorting stuff
//
map<const Steps*, RString> steps_sort_val;

static bool CompareStepsPointersBySortValueAscending(const Steps *pSteps1, const Steps *pSteps2)
{
	return steps_sort_val[pSteps1] < steps_sort_val[pSteps2];
}

static bool CompareStepsPointersBySortValueDescending(const Steps *pSteps1, const Steps *pSteps2)
{
	return steps_sort_val[pSteps1] > steps_sort_val[pSteps2];
}

void StepsUtil::SortStepsPointerArrayByNumPlays( vector<Steps*> &vStepsPointers, ProfileSlot slot, bool bDescending )
{
	if( !PROFILEMAN->IsPersistentProfile(slot) )
		return;	// nothing to do since we don't have data
	Profile* pProfile = PROFILEMAN->GetProfile(slot);
	SortStepsPointerArrayByNumPlays( vStepsPointers, pProfile, bDescending );
}

void StepsUtil::SortStepsPointerArrayByNumPlays( vector<Steps*> &vStepsPointers, const Profile* pProfile, bool bDecending )
{
	// ugly...
	vector<Song*> vpSongs = SONGMAN->GetAllSongs();
	vector<Steps*> vpAllSteps;
	map<Steps*,Song*> mapStepsToSong;
	{
		for( unsigned i=0; i<vpSongs.size(); i++ )
		{
			Song* pSong = vpSongs[i];
			vector<Steps*> vpSteps = pSong->GetAllSteps();
			for( unsigned j=0; j<vpSteps.size(); j++ )
			{
				Steps* pSteps = vpSteps[j];
				if( pSteps->IsAutogen() )
					continue;	// skip
				vpAllSteps.push_back( pSteps );
				mapStepsToSong[pSteps] = pSong;
			}
		}
	}


	ASSERT( pProfile );
	for(unsigned i = 0; i < vStepsPointers.size(); ++i)
	{
		Steps* pSteps = vStepsPointers[i];
		Song* pSong = mapStepsToSong[pSteps];
		steps_sort_val[vStepsPointers[i]] = ssprintf("%9i", pProfile->GetStepsNumTimesPlayed(pSong,pSteps));
	}
	stable_sort( vStepsPointers.begin(), vStepsPointers.end(), bDecending ? CompareStepsPointersBySortValueDescending : CompareStepsPointersBySortValueAscending );
	steps_sort_val.clear();
}

bool StepsUtil::CompareNotesPointersByRadarValues(const Steps* pSteps1, const Steps* pSteps2)
{
	float fScore1 = 0;
	float fScore2 = 0;
	
	fScore1 += pSteps1->GetRadarValues( PLAYER_1 )[RadarCategory_TapsAndHolds];
	fScore2 += pSteps2->GetRadarValues( PLAYER_1 )[RadarCategory_TapsAndHolds];

	return fScore1 < fScore2;
}

bool StepsUtil::CompareNotesPointersByMeter(const Steps *pSteps1, const Steps* pSteps2)
{
	return pSteps1->GetMeter() < pSteps2->GetMeter();
}

bool StepsUtil::CompareNotesPointersByDifficulty(const Steps *pSteps1, const Steps *pSteps2)
{
	return pSteps1->GetDifficulty() < pSteps2->GetDifficulty();
}

void StepsUtil::SortNotesArrayByDifficulty( vector<Steps*> &arraySteps )
{
	/* Sort in reverse order of priority.  Sort by description first, to get
	 * a predictable order for songs with no radar values (edits). */
	stable_sort( arraySteps.begin(), arraySteps.end(), CompareStepsPointersByDescription );
	stable_sort( arraySteps.begin(), arraySteps.end(), CompareNotesPointersByRadarValues );
	stable_sort( arraySteps.begin(), arraySteps.end(), CompareNotesPointersByMeter );
	stable_sort( arraySteps.begin(), arraySteps.end(), CompareNotesPointersByDifficulty );
}

bool StepsUtil::CompareStepsPointersByTypeAndDifficulty(const Steps *pStep1, const Steps *pStep2)
{
	if( pStep1->m_StepsType < pStep2->m_StepsType )
		return true;
	if( pStep1->m_StepsType > pStep2->m_StepsType )
		return false;
	return pStep1->GetDifficulty() < pStep2->GetDifficulty();
}

void StepsUtil::SortStepsByTypeAndDifficulty( vector<Steps*> &arraySongPointers )
{
	sort( arraySongPointers.begin(), arraySongPointers.end(), CompareStepsPointersByTypeAndDifficulty );
}

bool StepsUtil::CompareStepsPointersByDescription(const Steps *pStep1, const Steps *pStep2)
{
	return pStep1->GetDescription().CompareNoCase( pStep2->GetDescription() ) < 0;
}

void StepsUtil::SortStepsByDescription( vector<Steps*> &arraySongPointers )
{
	sort( arraySongPointers.begin(), arraySongPointers.end(), CompareStepsPointersByDescription );
}

void StepsUtil::RemoveLockedSteps( const Song *pSong, vector<Steps*> &vpSteps )
{
	for( int i=vpSteps.size()-1; i>=0; i-- )
	{
		if( UNLOCKMAN->StepsIsLocked(pSong, vpSteps[i]) )
			vpSteps.erase( vpSteps.begin()+i );
	}		
}


////////////////////////////////
// StepsID
////////////////////////////////

void StepsID::FromSteps( const Steps *p )
{
	if( p == NULL )
	{
		st = StepsType_Invalid;
		dc = Difficulty_Invalid;
		sDescription = "";
		uHash = 0;
	}
	else
	{
		st = p->m_StepsType;
		dc = p->GetDifficulty();
		if( dc == DIFFICULTY_EDIT )
		{
			sDescription = p->GetDescription();
			uHash = p->GetHash();
		}
		else
		{
			sDescription = "";
			uHash = 0;
		}
	}
}

/* XXX: Don't allow duplicate edit descriptions, and don't allow edit descriptions
 * to be difficulty names (eg. "Hard").  If we do that, this will be completely unambiguous.
 *
 * XXX: Unless two memcards are inserted and there's overlap in the names.  In that
 * case, maybe both edits should be renamed to "Pn: foo"; as long as we don't write
 * them back out (which we don't do except in the editor), it won't be permanent. 
 * We could do this during the actual Steps::GetID() call, instead, but then it'd have
 * to have access to Song::m_LoadedFromProfile. */
typedef pair<SongID,StepsID> SongIDAndStepsID;
static map<SongIDAndStepsID,Steps *> g_Cache;

Steps *StepsID::ToSteps( const Song *p, bool bAllowNull, bool bUseCache ) const
{
	if( st == StepsType_Invalid || dc == Difficulty_Invalid )
		return NULL;

	SongID songID;
	songID.FromSong( p );
	SongIDAndStepsID sas = SongIDAndStepsID(songID,*this);
	
	if( bUseCache )
	{
		map<SongIDAndStepsID,Steps *>::iterator it = g_Cache.find( sas );
		if( it != g_Cache.end() )
			return it->second;
	}

	Steps *ret = NULL;
	if( dc == DIFFICULTY_EDIT )
	{
		ret = SongUtil::GetOneSteps( p, st, dc, -1, -1, sDescription, uHash, true );
	}
	else
	{
		ret = SongUtil::GetOneSteps( p, st, dc, -1, -1, "", 0, true );
	}
	
	if( !bAllowNull && ret == NULL )
		FAIL_M( ssprintf("%i, %i, \"%s\"", st, dc, sDescription.c_str()) );

	if( bUseCache )
		g_Cache[sas] = ret;
	
	return ret;
}

XNode* StepsID::CreateNode() const
{
	XNode* pNode = new XNode( "Steps" );

	pNode->AppendAttr( "StepsType", GameManager::StepsTypeToString(st) );
	pNode->AppendAttr( "Difficulty", DifficultyToString(dc) );
	if( dc == DIFFICULTY_EDIT )
	{
		pNode->AppendAttr( "Description", sDescription );
		pNode->AppendAttr( "Hash", uHash );
	}

	return pNode;
}


void StepsID::ClearCache()
{
	g_Cache.clear();
}

void StepsID::LoadFromNode( const XNode* pNode ) 
{
	ASSERT( pNode->GetName() == "Steps" );

	RString sTemp;

	pNode->GetAttrValue("StepsType", sTemp);
	st = GameManager::StringToStepsType( sTemp );

	pNode->GetAttrValue("Difficulty", sTemp);
	dc = StringToDifficulty( sTemp );

	if( dc == DIFFICULTY_EDIT )
	{
		pNode->GetAttrValue("Description", sDescription);
		pNode->GetAttrValue("Hash", uHash);
	}
	else
	{
		sDescription = "";
		uHash = 0;
	}
}

RString StepsID::ToString() const
{
	RString s = GameManager::StepsTypeToString(st);
	s += " " + DifficultyToString(dc);
	if( dc == DIFFICULTY_EDIT )
	{
		s += " " + sDescription;
		s += ssprintf(" %u", uHash );
	}
	return s;
}

bool StepsID::IsValid() const
{
	return st != StepsType_Invalid && dc != Difficulty_Invalid;
}

bool StepsID::operator<( const StepsID &rhs ) const
{
#define COMP(a) if(a<rhs.a) return true; if(a>rhs.a) return false;
	COMP(st);
	COMP(dc);
	COMP(sDescription);
	COMP(uHash);
#undef COMP
	return false;
}

/*
 * (c) 2001-2004 Chris Danford, Glenn Maynard
 * All rights reserved.
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the
 * "Software"), to deal in the Software without restriction, including
 * without limitation the rights to use, copy, modify, merge, publish,
 * distribute, and/or sell copies of the Software, and to permit persons to
 * whom the Software is furnished to do so, provided that the above
 * copyright notice(s) and this permission notice appear in all copies of
 * the Software and that both the above copyright notice(s) and this
 * permission notice appear in supporting documentation.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
 * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
 * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
 * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
 * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
 * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
 * PERFORMANCE OF THIS SOFTWARE.
 */
