/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * 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 2
 * 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, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 */

 /*
 * This code is based on Labyrinth of Time code with assistance of
 *
 * Copyright (c) 1993 Terra Nova Development
 * Copyright (c) 2004 The Wyrmkeep Entertainment Co.
 *
 */

#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "common/error.h"

#include "engines/util.h"

#include "lab/lab.h"

#include "lab/anim.h"
#include "lab/console.h"
#include "lab/dispman.h"
#include "lab/eventman.h"
#include "lab/image.h"
#include "lab/interface.h"
#include "lab/music.h"
#include "lab/processroom.h"
#include "lab/resource.h"
#include "lab/speciallocks.h"
#include "lab/utils.h"

namespace Lab {
LabEngine::LabEngine(OSystem *syst, const ADGameDescription *gameDesc)
 : Engine(syst), _gameDescription(gameDesc), _extraGameFeatures(0) {
	_lastWaitTOFTicks = 0;

	_isHiRes = false;
	_roomNum = -1;
	for (int i = 0; i < MAX_CRUMBS; i++) {
		_breadCrumbs[i]._crumbRoomNum = 0;
		_breadCrumbs[i]._crumbDirection = kDirectionNorth;
	}

	_numCrumbs = 0;
	_droppingCrumbs = false;
	_followingCrumbs = false;
	_followCrumbsFast = false;
	_isCrumbTurning = false;
	_isCrumbWaiting = false;
	_noUpdateDiff = false;
	_quitLab = false;
	_mainDisplay = true;

	_numInv = 0;
	_manyRooms = 0;
	_direction = 0;
	_highestCondition = 0;
	_crumbTimestamp = 0;
	_maxRooms = 0;

	_event = nullptr;
	_interface = nullptr;
	_resource = nullptr;
	_music = nullptr;
	_anim = nullptr;
	_closeDataPtr = nullptr;
	_conditions = nullptr;
	_graphics = nullptr;
	_rooms = nullptr;
	_roomsFound = nullptr;
	_specialLocks = nullptr;
	_utils = nullptr;
	_console = nullptr;
	_journalBackImage = nullptr;

	_lastTooLong = false;
	_alternate = false;

	for (int i = 0; i < 20; i++)
		_moveImages[i] = nullptr;

	for (int i = 0; i < 10; i++)
		_invImages[i] = nullptr;

	_curFileName = " ";
	_msgFont = nullptr;
	_inventory = nullptr;

	_imgMap = nullptr;
	_imgRoom = nullptr;
	_imgUpArrowRoom = nullptr;
	_imgDownArrowRoom = nullptr;
	_imgBridge = nullptr;
	_imgHRoom = nullptr;
	_imgVRoom = nullptr;
	_imgMaze = nullptr;
	_imgHugeMaze = nullptr;
	_imgPath = nullptr;
	for (int i = 0; i < 4; i++)
		_imgMapX[i] = nullptr;
	_maps = nullptr;

	_blankJournal = nullptr;
	_journalFont = nullptr;
	_journalPage = 0;
	_lastPage = false;
	_monitorPage = 0;
	_monitorTextFilename = "";
	_monitorButton = nullptr;
	_monitorButtonHeight = 1;
	for (int i = 0; i < 20; i++)
		_highPalette[i] = 0;
	_introPlaying = false;

	const Common::FSNode gameDataDir(ConfMan.get("path"));
	SearchMan.addSubDirectoryMatching(gameDataDir, "game", 0, 4);
}

LabEngine::~LabEngine() {
	// Remove all of our debug levels here
	DebugMan.clearAllDebugChannels();

	freeMapData();
	delete[] _rooms;
	delete[] _inventory;

	delete _conditions;
	delete _roomsFound;
	delete _event;
	delete _interface;
	delete _resource;
	delete _music;
	delete _anim;
	delete _graphics;
	delete _specialLocks;
	delete _utils;
	delete _console;
	delete _journalBackImage;
}

Common::Error LabEngine::run() {
	if (getFeatures() & GF_LOWRES)
		initGraphics(320, 200, false);
	else
		initGraphics(640, 480, true);

	_interface = new Interface(this);
	_event = new EventManager(this);
	_resource = new Resource(this);
	_music = new Music(this);
	_graphics = new DisplayMan(this);
	_anim = new Anim(this);
	_specialLocks = new SpecialLocks(this);
	_utils = new Utils(this);
	_console = new Console(this);
	_journalBackImage = new Image(this);

	go();

	return Common::kNoError;
}

Common::String LabEngine::generateSaveFileName(uint slot) {
	return Common::String::format("%s.%03u", _targetName.c_str(), slot);
}

void LabEngine::drawStaticMessage(byte index) {
	_graphics->drawMessage(_resource->getStaticText((StaticText)index), false);
}

void LabEngine::changeVolume(int delta) {
	int sfxPrev = _mixer->getVolumeForSoundType(Audio::Mixer::kSFXSoundType);
	int musicPrev = _mixer->getVolumeForSoundType(Audio::Mixer::kMusicSoundType);
	int sfxNew = (delta > 0) ? MIN<int>(sfxPrev + 10, Audio::Mixer::kMaxMixerVolume) : MAX<int>(sfxPrev - 10, 0);
	int musicNew = (delta > 0) ? MIN<int>(musicPrev + 10, Audio::Mixer::kMaxMixerVolume) : MAX<int>(musicPrev - 10, 0);
	_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, sfxNew);
	_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, musicNew);
}

void LabEngine::waitTOF() {
	_graphics->screenUpdate();

	uint32 now;

	for (now = _system->getMillis(); now - _lastWaitTOFTicks <= 0xF; now = _system->getMillis() )
		_system->delayMillis(_lastWaitTOFTicks - now + 17);

	_lastWaitTOFTicks = now;
}

void LabEngine::updateEvents() {
	_event->processInput();
	_interface->handlePressedButton();
}

Common::Error LabEngine::loadGameState(int slot) {
	bool result = loadGame(slot);
	return (result) ? Common::kNoError : Common::kUserCanceled;
}

Common::Error LabEngine::saveGameState(int slot, const Common::String &desc) {
	bool result = saveGame(slot, desc);
	return (result) ? Common::kNoError : Common::kUserCanceled;
}

bool LabEngine::canLoadGameStateCurrently() {
	return !_introPlaying;
}

bool LabEngine::canSaveGameStateCurrently() {
	return !_introPlaying;
}

} // End of namespace Lab
