/* テスト */
/*
 * Debug Status: Not checked.
 * - Fixed __T on this page (none present).
 */
/* 
 * File: game-cmd.c 
 * Purpose: Handles the queueing of game commands. 
 * 
 * Copyright (c) 2008-9 Antony Sidwell 
 * 
 * This work is free software; you can redistribute it and/or modify it 
 * under the terms of either: 
 * 
 * a) the GNU General Public License as published by the Free Software 
 *    Foundation, version 2, or 
 * 
 * b) the "Angband licence": 
 *    This software may be copied and distributed for educational, research, 
 *    and not for profit purposes provided that this copyright and statement 
 *    are included in all such copies.  Other copyrights may also apply. 
 */
extern "C" 
{
#include "angband.h"
#include "game-cmd.h"
#include "object/object.h" 
#include "cmds.h"
}

extern void do_cmd_throw(cmd_code code, cmd_arg args[]);
extern void do_cmd_fire(cmd_code code, cmd_arg args[]);
extern void do_cmd_cast(cmd_code code, cmd_arg args[]);
extern void do_cmd_study_book(cmd_code code, cmd_arg args[]);
void do_cmd_study_spell(cmd_code code, cmd_arg args[]);

errr (*cmd_get_hook)(cmd_context c, bool wait);

#define CMD_QUEUE_SIZE 20

static int cmd_head = 0;
static int cmd_tail = 0;
static game_command cmd_queue[CMD_QUEUE_SIZE];
static bool repeat_prev_allowed = FALSE;

enum cmd_arg_type { 
        arg_STRING, 
        arg_CHOICE, 
        arg_NUMBER, 
        arg_ITEM, 
        arg_DIRECTION, 
        arg_TARGET, 
        arg_POINT, 
        arg_END 
}; 

/* A simple list of commands and their handling functions. */ 
static struct 
{ 
        cmd_code cmd; 
        enum cmd_arg_type arg_type[3]; 
        cmd_handler_fn fn; 
        bool repeat_allowed; 
} game_cmds[] = 
{ 
        { CMD_LOADFILE, { arg_END }, NULL, FALSE }, 
        { CMD_NEWGAME, { arg_END }, NULL, FALSE }, 
 
        { CMD_BIRTH_RESET, { arg_END }, NULL, FALSE }, 
        { CMD_CHOOSE_SEX, { arg_CHOICE, arg_END }, NULL, FALSE }, 
        { CMD_CHOOSE_RACE, { arg_CHOICE, arg_END }, NULL, FALSE }, 
        { CMD_CHOOSE_CLASS, { arg_CHOICE, arg_END }, NULL, FALSE }, 
        { CMD_BUY_STAT, { arg_CHOICE, arg_END }, NULL, FALSE }, 
        { CMD_SELL_STAT, { arg_CHOICE, arg_END }, NULL, FALSE }, 
        { CMD_RESET_STATS, { arg_END }, NULL, FALSE }, 
        { CMD_ROLL_STATS, { arg_END }, NULL, FALSE }, 
        { CMD_PREV_STATS, { arg_END }, NULL, FALSE }, 
        { CMD_NAME_CHOICE, { arg_STRING, arg_END }, NULL, FALSE }, 
        { CMD_ACCEPT_CHARACTER, { arg_END }, NULL, FALSE }, 
 
        { CMD_GO_UP, { arg_END }, do_cmd_go_up, FALSE }, 
        { CMD_GO_DOWN, { arg_END }, do_cmd_go_down, FALSE }, 
        { CMD_SEARCH, { arg_END }, do_cmd_search, TRUE }, 
        { CMD_TOGGLE_SEARCH, { arg_END }, do_cmd_toggle_search, FALSE }, 
        { CMD_WALK, { arg_DIRECTION, arg_END }, do_cmd_walk, TRUE }, 
        { CMD_RUN, { arg_DIRECTION, arg_END }, do_cmd_run, FALSE }, 
        { CMD_JUMP, { arg_DIRECTION, arg_END }, do_cmd_jump, FALSE }, 
        { CMD_OPEN, { arg_DIRECTION, arg_END }, do_cmd_open, TRUE }, 
        { CMD_CLOSE, { arg_DIRECTION, arg_END }, do_cmd_close, TRUE }, 
        { CMD_TUNNEL, { arg_DIRECTION, arg_END }, do_cmd_tunnel, TRUE }, 
        { CMD_HOLD, { arg_END }, do_cmd_hold, TRUE }, 
        { CMD_DISARM, { arg_DIRECTION, arg_END }, do_cmd_disarm, TRUE }, 
        { CMD_BASH, { arg_DIRECTION, arg_END }, do_cmd_bash, TRUE }, 
        { CMD_ALTER, { arg_DIRECTION, arg_END }, do_cmd_alter, TRUE }, 
        { CMD_JAM, { arg_DIRECTION, arg_END }, do_cmd_spike, FALSE }, 
        { CMD_REST, { arg_CHOICE, arg_END }, do_cmd_rest, FALSE }, 
        { CMD_PATHFIND, { arg_POINT, arg_END }, do_cmd_pathfind, FALSE }, 
        { CMD_PICKUP, { arg_ITEM, arg_END }, do_cmd_pickup, FALSE }, 
        { CMD_WIELD, { arg_ITEM, arg_END }, do_cmd_wield, FALSE }, 
        { CMD_TAKEOFF, { arg_ITEM, arg_END }, do_cmd_takeoff, FALSE }, 
        { CMD_DROP, { arg_ITEM, arg_NUMBER, arg_END }, do_cmd_drop, FALSE },
        { CMD_UNINSCRIBE, { arg_ITEM, arg_END }, do_cmd_uninscribe, FALSE }, 
        { CMD_EAT, { arg_ITEM, arg_END }, do_cmd_use, FALSE }, 
        { CMD_QUAFF, { arg_ITEM, arg_TARGET, arg_END }, do_cmd_use, FALSE }, 
        { CMD_USE_ROD, { arg_ITEM, arg_TARGET, arg_END }, do_cmd_use, FALSE }, 
        { CMD_USE_STAFF, { arg_ITEM, arg_END }, do_cmd_use, FALSE },
        { CMD_USE_WAND, { arg_ITEM, arg_TARGET, arg_END }, do_cmd_use, FALSE }, 
        { CMD_READ_SCROLL, { arg_ITEM, arg_TARGET, arg_END }, do_cmd_use, FALSE }, 
        { CMD_ACTIVATE, { arg_ITEM, arg_TARGET, arg_END }, do_cmd_use, FALSE }, 
        { CMD_REFILL, { arg_ITEM, arg_END }, do_cmd_refill, FALSE }, 
        { CMD_FIRE, { arg_ITEM, arg_TARGET, arg_END }, do_cmd_fire, FALSE }, 
        { CMD_THROW, { arg_ITEM, arg_TARGET, arg_END }, do_cmd_throw, FALSE }, 
        { CMD_DESTROY, { arg_ITEM, arg_NUMBER, arg_END }, do_cmd_destroy, FALSE }, 
        { CMD_ENTER_STORE, { arg_END }, do_cmd_store, FALSE }, 
        { CMD_INSCRIBE, { arg_ITEM, arg_STRING, arg_END }, do_cmd_inscribe, FALSE }, 
        { CMD_STUDY_SPELL, { arg_CHOICE, arg_END }, do_cmd_study_spell, FALSE }, 
        { CMD_STUDY_BOOK, { arg_ITEM, arg_END }, do_cmd_study_book, FALSE }, 
        { CMD_CAST, { arg_CHOICE, arg_TARGET, arg_END }, do_cmd_cast, FALSE }, 
        { CMD_SELL, { arg_ITEM, arg_NUMBER, arg_END }, do_cmd_sell, FALSE }, 
        { CMD_STASH, { arg_ITEM, arg_NUMBER, arg_END }, do_cmd_stash, FALSE }, 
        { CMD_BUY, { arg_ITEM, arg_NUMBER, arg_END }, do_cmd_buy, FALSE }, 
        { CMD_RETRIEVE, { arg_ITEM, arg_NUMBER, arg_END }, do_cmd_retrieve, FALSE }, 
        { CMD_SUICIDE, { arg_END }, do_cmd_suicide, FALSE }, 
        { CMD_SAVE, { arg_END }, do_cmd_save_game, FALSE }, 
        { CMD_QUIT, { arg_END }, do_cmd_quit, FALSE }, 
        { CMD_HELP, { arg_END }, NULL, FALSE }, 
        { CMD_REPEAT, { arg_END }, NULL, FALSE }, 
}; 

errr cmd_insert_s(game_command *cmd)
{
	/* If queue full, return error */
	if (cmd_head + 1 == cmd_tail) 
		return 1;
	if (cmd_head + 1 == CMD_QUEUE_SIZE && cmd_tail == 0) 
		return 1;

	/* Insert command into queue. */
	if (cmd->command != CMD_REPEAT) 
 	{ 
        cmd_queue[cmd_head] = *cmd; 
 	} 
 	else 
 	{ 
		int cmd_prev = cmd_head - 1; 
 	
 		if (!repeat_prev_allowed) 
			return 1;

        /* If we're repeating a command, we duplicate the previous command  
           in the next command "slot". */ 
        if (cmd_prev < 0) 
			cmd_prev = CMD_QUEUE_SIZE - 1; 
         
        if (cmd_queue[cmd_prev].command != CMD_NULL) 
			cmd_queue[cmd_head] = cmd_queue[cmd_prev]; 
 	}

	/* Advance point in queue, wrapping around at the end */
	cmd_head++;
	if (cmd_head == CMD_QUEUE_SIZE) 
		cmd_head = 0;

	return 0;	
}

/*
 * Get the next game command, with 'wait' indicating whether we
 * are prepared to wait for a command or require a quick return with
 * no command.
 */
errr cmd_get(cmd_context c, game_command *cmd, bool wait)
{
	/* If there are no commands queued, ask the UI for one. */
	if (cmd_head == cmd_tail) 
		cmd_get_hook(c, wait);

	/* If we have a command ready, set it and return success. */
	if (cmd_head != cmd_tail)
	{
		*cmd = cmd_queue[cmd_tail++];
		if (cmd_tail == CMD_QUEUE_SIZE) cmd_tail = 0;
		return 0;
	}

	/* Failure to get a command. */
	return 1;
}

 
int cmd_idx(cmd_code code) 
{ 
	int i; 

	for (i = 0; i < N_ELEMENTS(game_cmds); i++) 
	{ 
			if (game_cmds[i].cmd == code) 
			{ 
					return i; 
			} 
	} 

	return -1; 
} 

/*
 * Inserts a command in the queue to be carried out. 
 */
errr cmd_insert(cmd_code c, ...)
{
	game_command cmd; // = {0};
	va_list vp;
	int j = 0; 
 	int idx = cmd_idx(c); 
 	
 	if (idx == -1) 
		return 1; 

	/* Begin the Varargs Stuff */
	va_start(vp, c);

	cmd.command = (cmd_code) c;

	for (j = 0; (game_cmds[idx].arg_type[j] != arg_END &&  
 			j < N_ELEMENTS(game_cmds[idx].arg_type)); j++) 
	{ 
		switch (game_cmds[idx].arg_type[j]) 
		{
			case arg_CHOICE: 
			{ 
				 cmd.args[j].choice = va_arg(vp, int); 
				 break; 
			} 
			case arg_STRING: 
			{ 
				 cmd.args[j].string = _tcsdup(va_arg(vp, const _TCHAR *)); 
				 break; 
			} 
			case arg_DIRECTION: 
			case arg_TARGET: 
			{ 
				 cmd.args[j].direction = va_arg(vp, int); 
				 break; 
			} 
			case arg_POINT: 
			{ 
				cmd.args[j].point.y = va_arg(vp, int); 
				cmd.args[j].point.x = va_arg(vp, int); 
				break; 
			} 
			case arg_ITEM: 
			{ 
				cmd.args[j].item = va_arg(vp, int); 
				break; 
			} 
			case arg_NUMBER: 
			{ 
				cmd.args[j].number = va_arg(vp, int); 
				break; 
			} 
			case arg_END: 
			{ 
				break; 
			} 
		}
	}
	/* End the Varargs Stuff */
	va_end(vp);

	return cmd_insert_s(&cmd);
}
 
/* 
 * Mark a command as "allowed to be repeated". 
 * 
 * When a command is executed, the user has the option to request that 
 * it be repeated by the UI setting p_ptr->command_arg.  If the command 
 * permits repetition, then it calls this function to set  
 * p_ptr->command_rep to make it repeat until an interruption. 
 */ 
static void allow_repeated_command(void) 
{ 
	if (p_ptr->command_arg) 
	{ 
		/* Set repeat count */ 
		p_ptr->command_rep = p_ptr->command_arg - 1; 
	     
		/* Redraw the state */ 
		p_ptr->redraw |= (PR_STATE); 
	     
		/* Cancel the arg */ 
		p_ptr->command_arg = 0; 
	} 
} 
 
/*  
 * Request a game command from the uI and carry out whatever actions 
 * go along with it. 
 */ 
void process_command(cmd_context ctx, bool no_request)
{ 
	int idx; 
	game_command cmd; 

	/* If we've got a command to process, do it. */ 
	if (cmd_get(ctx, &cmd, !no_request) == 0)
	{ 

		idx = cmd_idx(cmd.command); 
 	
	 	if (idx == -1) 
			return; 

		/*
		 * Do some sanity checking on those arguments that might have  
		 * been declared as "unknown", such as directions and targets. 
		 */ 
		switch (cmd.command)
		{ 
			case CMD_WALK: 
			case CMD_RUN: 
			case CMD_JUMP: 
			case CMD_OPEN: 
			case CMD_CLOSE: 
			case CMD_TUNNEL: 
			case CMD_DISARM: 
			case CMD_BASH: 
			case CMD_ALTER: 
			case CMD_JAM: 
			{
				 /* Direction hasn't been specified, so we ask for one. */ 
				 if (cmd.args[0].direction == DIR_UNKNOWN) 
				 { 
					 if (!get_rep_dir(&cmd.args[0].direction)) 
						 return; 
				 }
				 break;
			}
			/*  
			 * These take an item number and a  "target" as arguments,  
			 * though a target isn't always actually needed, so we'll  
			 * only prompt for it via callback if the item being used needs it. 
			 */ 
			case CMD_USE_WAND: 
			case CMD_USE_ROD: 
			case CMD_QUAFF: 
			case CMD_ACTIVATE: 
			case CMD_READ_SCROLL: 
			case CMD_FIRE: 
			case CMD_THROW: 
			{ 
				bool get_target = FALSE; 

				if (obj_needs_aim(object_from_item_idx(cmd.args[0].choice))) 
				{ 
				   if (cmd.args[1].direction == DIR_UNKNOWN) 
					   get_target = TRUE; 

				   if (cmd.args[1].direction == DIR_TARGET && !target_okay()) 
					   get_target = TRUE; 
				} 

				if (get_target && !get_aim_dir(&cmd.args[1].direction)) 
					return; 
				break; 
			} 
			/* This takes a choice and a direction. */ 
			case CMD_CAST: 
			{ 
				bool get_target = FALSE; 

				if (spell_needs_aim(cp_ptr->spell_book, cmd.args[0].choice)) 
				{ 
					if (cmd.args[1].direction == DIR_UNKNOWN) 
						get_target = TRUE; 

					if (cmd.args[1].direction == DIR_TARGET && !target_okay()) 
						get_target = TRUE; 
				} 
				if (get_target && !get_aim_dir(&cmd.args[1].direction)) 
					return; 
				break; 
			} 
			default:  
			{ 
				/* I can see the point of the compiler warning, but still... */ 
				break; 
			} 
		}
		if (game_cmds[idx].repeat_allowed) 
			allow_repeated_command(); 
 
		repeat_prev_allowed = TRUE; 
 
		if (game_cmds[idx].fn) 
			game_cmds[idx].fn(cmd.command, cmd.args); 
	}
}

void cmd_disable_repeat(void) 
{ 
	repeat_prev_allowed = FALSE; 
} 
