/*
 * Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
 *
 * 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., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

#include "Common.h"
#include "Corpse.h"
#include "Player.h"
#include "UpdateMask.h"
#include "ObjectAccessor.h"
#include "ObjectGuid.h"
#include "Database/DatabaseEnv.h"
#include "Opcodes.h"
#include "GossipDef.h"
#include "World.h"
#include "ObjectMgr.h"

Corpse::Corpse(CorpseType type) : WorldObject()
{
    m_objectType |= TYPEMASK_CORPSE;
    m_objectTypeId = TYPEID_CORPSE;

    m_updateFlag = (UPDATEFLAG_HIGHGUID | UPDATEFLAG_HAS_POSITION | UPDATEFLAG_POSITION);

    m_valuesCount = CORPSE_END;

    m_type = type;

    m_time = time(NULL);

    lootForBody = false;
}

Corpse::~Corpse()
{
}

void Corpse::AddToWorld()
{
    ///- Register the corpse for guid lookup
    if(!IsInWorld())
        sObjectAccessor.AddObject(this);

    Object::AddToWorld();
}

void Corpse::RemoveFromWorld()
{
    ///- Remove the corpse from the accessor
    if(IsInWorld())
        sObjectAccessor.RemoveObject(this);

    Object::RemoveFromWorld();
}

bool Corpse::Create( uint32 guidlow )
{
    Object::_Create(guidlow, 0, HIGHGUID_CORPSE);
    return true;
}

bool Corpse::Create( uint32 guidlow, Player *owner)
{
    ASSERT(owner);

    WorldObject::_Create(guidlow, HIGHGUID_CORPSE, owner->GetPhaseMask());
    Relocate(owner->GetPositionX(), owner->GetPositionY(), owner->GetPositionZ(), owner->GetOrientation());

    //we need to assign owner's map for corpse
    //in other way we will get a crash in Corpse::SaveToDB()
    SetMap(owner->GetMap());

    if(!IsPositionValid())
    {
        sLog.outError("Corpse (guidlow %d, owner %s) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
            guidlow, owner->GetName(), owner->GetPositionX(), owner->GetPositionY());
        return false;
    }

    SetObjectScale(DEFAULT_OBJECT_SCALE);
    SetUInt64Value( CORPSE_FIELD_OWNER, owner->GetGUID() );

    m_grid = MaNGOS::ComputeGridPair(GetPositionX(), GetPositionY());

    return true;
}

void Corpse::SaveToDB()
{
    // bones should not be saved to DB (would be deleted on startup anyway)
    ASSERT(GetType() != CORPSE_BONES);

    // prevent DB data inconsistence problems and duplicates
    CharacterDatabase.BeginTransaction();
    DeleteFromDB();

    std::ostringstream ss;
    ss  << "INSERT INTO corpse (guid,player,position_x,position_y,position_z,orientation,map,time,corpse_type,instance,phaseMask) VALUES ("
        << GetGUIDLow() << ", "
        << GUID_LOPART(GetOwnerGUID()) << ", "
        << GetPositionX() << ", "
        << GetPositionY() << ", "
        << GetPositionZ() << ", "
        << GetOrientation() << ", "
        << GetMapId() << ", "
        << uint64(m_time) <<", "
        << uint32(GetType()) << ", "
        << int(GetInstanceId()) << ", "
        << uint16(GetPhaseMask()) << ")";           // prevent out of range error
    CharacterDatabase.Execute( ss.str().c_str() );
    CharacterDatabase.CommitTransaction();
}

void Corpse::DeleteBonesFromWorld()
{
    ASSERT(GetType() == CORPSE_BONES);
    Corpse* corpse = GetMap()->GetCorpse(GetGUID());

    if (!corpse)
    {
        sLog.outError("Bones %u not found in world.", GetGUIDLow());
        return;
    }

    AddObjectToRemoveList();
}

void Corpse::DeleteFromDB()
{
    // bones should not be saved to DB (would be deleted on startup anyway)
    ASSERT(GetType() != CORPSE_BONES);

    // all corpses (not bones)
    CharacterDatabase.PExecute("DELETE FROM corpse WHERE player = '%d' AND corpse_type <> '0'",  GUID_LOPART(GetOwnerGUID()));
}

bool Corpse::LoadFromDB(uint32 guid, Field *fields)
{
    ////                                                    0            1       2                  3                  4                  5                   6
    //QueryResult *result = CharacterDatabase.Query("SELECT corpse.guid, player, corpse.position_x, corpse.position_y, corpse.position_z, corpse.orientation, corpse.map,"
    ////   7     8            9         10         11      12    13     14           15            16              17       18
    //    "time, corpse_type, instance, phaseMask, gender, race, class, playerBytes, playerBytes2, equipmentCache, guildId, playerFlags FROM corpse"
    uint32 playerGuid   = fields[1].GetUInt32();
    float positionX     = fields[2].GetFloat();
    float positionY     = fields[3].GetFloat();
    float positionZ     = fields[4].GetFloat();
    float orientation   = fields[5].GetFloat();
    uint32 mapid        = fields[6].GetUInt32();

    Object::_Create(guid, 0, HIGHGUID_CORPSE);

    m_time = time_t(fields[7].GetUInt64());
    m_type = CorpseType(fields[8].GetUInt32());

    if(m_type >= MAX_CORPSE_TYPE)
    {
        sLog.outError("Corpse (guidlow %d, owner %d) have wrong corpse type, not load.",GetGUIDLow(),GUID_LOPART(GetOwnerGUID()));
        return false;
    }

    uint32 instanceid   = fields[9].GetUInt32();
    uint32 phaseMask    = fields[10].GetUInt32();
    uint8 gender        = fields[11].GetUInt8();
    uint8 race          = fields[12].GetUInt8();
    uint8 _class        = fields[13].GetUInt8();
    uint32 playerBytes  = fields[14].GetUInt32();
    uint32 playerBytes2 = fields[15].GetUInt32();
    uint32 guildId      = fields[17].GetUInt32();
    uint32 playerFlags  = fields[18].GetUInt32();

    // overwrite possible wrong/corrupted guid
    SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_CORPSE));
    SetUInt64Value(CORPSE_FIELD_OWNER, MAKE_NEW_GUID(playerGuid, 0, HIGHGUID_PLAYER));

    SetObjectScale(DEFAULT_OBJECT_SCALE);

    PlayerInfo const *info = sObjectMgr.GetPlayerInfo(race, _class);
    if(!info)
    {
        sLog.outError("Player %u has incorrect race/class pair.", GetGUIDLow());
        return false;
    }
    SetUInt32Value(CORPSE_FIELD_DISPLAY_ID, gender == GENDER_FEMALE ? info->displayId_f : info->displayId_m);

    // Load equipment
    Tokens data = StrSplit(fields[16].GetCppString(), " ");
    for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; slot++)
    {
        uint32 visualbase = slot * 2;
        uint32 item_id = GetUInt32ValueFromArray(data, visualbase);
        const ItemPrototype * proto = ObjectMgr::GetItemPrototype(item_id);
        if(!proto)
        {
            SetUInt32Value(CORPSE_FIELD_ITEM + slot, 0);
            continue;
        }

        SetUInt32Value(CORPSE_FIELD_ITEM + slot, proto->DisplayInfoID | (proto->InventoryType << 24));
    }

    uint8 skin       = (uint8)(playerBytes);
    uint8 face       = (uint8)(playerBytes >> 8);
    uint8 hairstyle  = (uint8)(playerBytes >> 16);
    uint8 haircolor  = (uint8)(playerBytes >> 24);
    uint8 facialhair = (uint8)(playerBytes2);
    SetUInt32Value( CORPSE_FIELD_BYTES_1, ((0x00) | (race << 8) | (gender << 16) | (skin << 24)) );
    SetUInt32Value( CORPSE_FIELD_BYTES_2, ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24)) );

    SetUInt32Value(CORPSE_FIELD_GUILD, guildId);

    uint32 flags = CORPSE_FLAG_UNK2;
    if(playerFlags & PLAYER_FLAGS_HIDE_HELM)
        flags |= CORPSE_FLAG_HIDE_HELM;
    if(playerFlags & PLAYER_FLAGS_HIDE_CLOAK)
        flags |= CORPSE_FLAG_HIDE_CLOAK;
    SetUInt32Value( CORPSE_FIELD_FLAGS, flags );

    // no need to mark corpse as lootable, because corpses are not saved in battle grounds

    // place
    SetLocationInstanceId(instanceid);
    SetLocationMapId(mapid);
    SetPhaseMask(phaseMask, false);
    Relocate(positionX, positionY, positionZ, orientation);

    if(!IsPositionValid())
    {
        sLog.outError("Corpse (guidlow %d, owner %d) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
            GetGUIDLow(), GUID_LOPART(GetOwnerGUID()), GetPositionX(), GetPositionY());
        return false;
    }

    m_grid = MaNGOS::ComputeGridPair(GetPositionX(), GetPositionY());

    return true;
}

bool Corpse::isVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const
{
    return IsInWorld() && u->IsInWorld() && IsWithinDistInMap(viewPoint, World::GetMaxVisibleDistanceForObject() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
}

bool Corpse::IsHostileTo( Unit const* unit ) const
{
    if (Player* owner = sObjectMgr.GetPlayer(GetOwnerGUID()))
        return owner->IsHostileTo(unit);
    else
        return false;
}

bool Corpse::IsFriendlyTo( Unit const* unit ) const
{
    if (Player* owner = sObjectMgr.GetPlayer(GetOwnerGUID()))
        return owner->IsFriendlyTo(unit);
    else
        return true;
}

bool Corpse::IsExpired(time_t t) const
{
    if(m_type == CORPSE_BONES)
        return m_time < t - 60*MINUTE;
    else
        return m_time < t - 3*DAY;
}
