//-----------------------------------------------------------------------------
//
// Skulltag Source
// Copyright (C) 2003-2005 Brad Carney
// Copyright (C) 2007-2012 Skulltag Development Team
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice,
//    this list of conditions and the following disclaimer.
// 2. Redistributions in binary form must reproduce the above copyright notice,
//    this list of conditions and the following disclaimer in the documentation
//    and/or other materials provided with the distribution.
// 3. Neither the name of the Skulltag Development Team nor the names of its
//    contributors may be used to endorse or promote products derived from this
//    software without specific prior written permission.
// 4. Redistributions in any form must be accompanied by information on how to
//    obtain complete source code for the software and any accompanying
//    software that uses the software. The source code must either be included
//    in the distribution or be available for no more than the cost of
//    distribution plus a nominal fee, and must be freely redistributable
//    under reasonable conditions. For an executable file, complete source
//    code means the source code for all modules it contains. It does not
//    include source code for modules or files that typically accompany the
//    major components of the operating system on which the executable file
//    runs.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
// Date created:  1/15/05
//
//
// Filename: campaign.cpp
//
// Description: 
//
//-----------------------------------------------------------------------------

#include "campaign.h"
#include "cl_demo.h"
#include "deathmatch.h"
#include "doomstat.h"
#include "i_system.h"
#include "network.h"
#include "sc_man.h"
#include "st_hud.h"
#include "team.h"
#include "w_wad.h"

//*****************************************************************************
//	VARIABLES

static	CAMPAIGNINFO_s		*g_pCampaignInfoRoot;
static	bool				g_bDisableCampaign;
static	bool				g_bInCampaign;

//*****************************************************************************
//	PROTOTYPES

static	void					campaign_ParseCampaignInfoLump( FScanner &sc );

//*****************************************************************************
//	FUNCTIONS

void CAMPAIGN_Construct( void )
{
	g_pCampaignInfoRoot = NULL;
	g_bDisableCampaign = false;
	g_bInCampaign = false;

	// Call CAMPAIGN_Destruct() when Skulltag closes.
	atterm( CAMPAIGN_Destruct );
}

//*****************************************************************************
//
void CAMPAIGN_Destruct( void )
{
	LONG			lNumEntries;
	ULONG			ulIdx;
	CAMPAIGNINFO_s	*pInfo;
	CAMPAIGNINFO_s	*pParent;

	lNumEntries = 0;
	pInfo = g_pCampaignInfoRoot;
	while ( pInfo != NULL )
	{
		lNumEntries++;
		pInfo = pInfo->pNextInfo;
	}

	for ( ulIdx = 0; ulIdx < (ULONG)lNumEntries; ulIdx++ )
	{
		pParent = NULL;
		pInfo = g_pCampaignInfoRoot;
		while ( pInfo != NULL )
		{
			if ( pInfo->pNextInfo == NULL )
			{
				delete pInfo;
				pInfo = NULL;
				if ( pParent )
					pParent->pNextInfo = NULL;
				break;
			}
			else
			{
				pParent = pInfo;
				pInfo = pInfo->pNextInfo;
			}
		}
	}
}

//*****************************************************************************
//
void CAMPAIGN_ParseCampaignInfo( void )
{
	LONG			lCurLump;
	LONG			lLastLump = 0;

	// Search through all loaded wads for a lump called "CMPGNINF".
	while (( lCurLump = Wads.FindLump( "CMPGNINF", (int *)&lLastLump )) != -1 )
	{
		// Make pszBotInfo point to the raw data (which should be a text file) in the BOTINFO lump.
		FScanner sc( lCurLump );

		// Parse the lump.
		campaign_ParseCampaignInfoLump( sc );
	}
}

//*****************************************************************************
//
CAMPAIGNINFO_s *CAMPAIGN_GetCampaignInfo( char *pszMapName )
{
	CAMPAIGNINFO_s	*pInfo;
	CAMPAIGNINFO_s	*pBestInfo;

	pBestInfo = NULL;
	pInfo = g_pCampaignInfoRoot;
	while ( pInfo != NULL )
	{
		if ( strnicmp( pszMapName, pInfo->szMapName, 8 ) == 0 )
			pBestInfo = pInfo;

		pInfo = pInfo->pNextInfo;
	}

	return ( pBestInfo );
}

//*****************************************************************************
//
void CAMPAIGN_EnableCampaign( void )
{
	g_bDisableCampaign = false;
}

//*****************************************************************************
//
void CAMPAIGN_DisableCampaign( void )
{
	g_bDisableCampaign = true;
}

//*****************************************************************************
//
bool CAMPAIGN_AllowCampaign( void )
{
	return (( g_bDisableCampaign == false ) &&
		( NETWORK_GetState( ) != NETSTATE_SERVER ) &&
		( NETWORK_InClientMode() == false ));
}

//*****************************************************************************
//
bool CAMPAIGN_InCampaign( void )
{
	return (( CAMPAIGN_AllowCampaign( )) && g_bInCampaign );
}

//*****************************************************************************
//
void CAMPAIGN_SetInCampaign( bool bInCampaign )
{
	g_bInCampaign = bInCampaign;
}

//*****************************************************************************
//
bool CAMPAIGN_DidPlayerBeatMap( void )
{
	// Preliminary check.
	if ( GAMEMODE_GetCurrentFlags() & GMF_PLAYERSONTEAMS )
	{
		// If the console player isn't on a team, he DEFINITELY lost.
		if ( players[consoleplayer].bOnTeam == false )
			return ( false );

		// If this is teamplay, compare the fragcount of the two teams.
		if ( GAMEMODE_GetCurrentFlags() & GMF_PLAYERSEARNFRAGS )
		{
			for ( ULONG i = 0; i < teams.Size( ); i++ )
			{
				if ( TEAM_GetFragCount( players[consoleplayer].Team ) < TEAM_GetFragCount( i ))
					return ( false );
			}
		}

		// If this is a teamgame or team possession, compare the team scores.
		if ( GAMEMODE_GetCurrentFlags() & GMF_PLAYERSEARNPOINTS )
		{
			for ( ULONG i = 0; i < teams.Size( ); i++ )
			{
				if ( TEAM_GetScore( players[consoleplayer].Team ) < TEAM_GetScore( i ))
					return ( false );
			}
		}

		// If this is teamlms, compare the team wins.
		if ( GAMEMODE_GetCurrentFlags() & GMF_PLAYERSEARNWINS )
		{
			for ( ULONG i = 0; i < teams.Size( ); i++ )
			{
				if ( TEAM_GetWinCount( players[consoleplayer].Team ) < TEAM_GetWinCount( i ))
					return ( false );
			}
		}
	}

	// If it's a deathmatch, check the player's spread.
	else if ( deathmatch )
	{
		if ( HUD_CalcSpread( consoleplayer ) < 0 )
			return ( false );
	}

	// Passed all checks!
	return ( true );
}

//*****************************************************************************
//*****************************************************************************
//
static LONG campaign_ParseBracketIndex( const char *pszPropertyName, const char *pszKeyToParse )
{
	FString	indexString;

	const char *pszString = pszKeyToParse + strlen( pszPropertyName );
	if ( *pszString != '[' )
		I_Error( "CAMPAIGN_ParseCampaignInfo: Expected '[' after \"%s\"!", pszPropertyName );
	pszString++;

	while ( *pszString != ']' )
	{
		if ( *pszString == 0 )
			I_Error( "CAMPAIGN_ParseCampaignInfo: Missing ']' after \"%s\"!", pszPropertyName );

		indexString += *pszString;
		pszString++;
	}

	return atoi( indexString.GetChars() );
}

//*****************************************************************************
//*****************************************************************************
//
static void campaign_ParseCampaignInfoLump( FScanner &sc )
{
	char			szKey[32];
	char			szValue[32];
	ULONG			ulIdx;
	CAMPAIGNINFO_s	*pInfo;

	pInfo = g_pCampaignInfoRoot;
	while ( pInfo != NULL )
		pInfo = pInfo->pNextInfo;

	// Begin parsing that text. COM_Parse will create a token (com_token), and
	// pszBotInfo will skip past the token.
	while ( sc.GetString( ))
	{
		if ( pInfo == NULL )
		{
			pInfo = new CAMPAIGNINFO_s;
			g_pCampaignInfoRoot = pInfo;
		}
		else
		{
			pInfo->pNextInfo = new CAMPAIGNINFO_s;
			pInfo = pInfo->pNextInfo;
		}

		pInfo->lFragLimit			= 0;
		pInfo->fTimeLimit			= 0.0f;
		pInfo->lPointLimit			= 0;
		pInfo->lDuelLimit			= 0;
		pInfo->lWinLimit			= 0;
		pInfo->lWaveLimit			= 0;
		pInfo->GameMode				= GAMEMODE_DEATHMATCH;
		pInfo->lDMFlags				= -1;
		pInfo->lDMFlags2			= -1;
		pInfo->lCompatFlags			= -1;
		pInfo->lCompatFlags2		= -1;
		pInfo->lZaDMFlags			= -1;
		pInfo->lZaCompatFlags		= -1;
		pInfo->szMapName[0]			= 0;
		pInfo->PlayerTeamName		= "";
		pInfo->bMustWinAllDuels		= true;
		pInfo->pNextInfo			= NULL;
		pInfo->lPossessionHoldTime	= 0;
		pInfo->bInstagib			= false;
		pInfo->bBuckshot			= false;
		for ( ulIdx = 0; ulIdx < MAXPLAYERS; ulIdx++ )
		{
			pInfo->BotSpawn[ulIdx].szBotName[0] = 0;
			pInfo->BotSpawn[ulIdx].BotTeamName = "";
		}

		while ( sc.String[0] != '{' )
			sc.GetString( );

		// We've encountered a starting bracket. Now continue to parse until we hit an end bracket.
		while ( sc.String[0] != '}' )
		{
			// The current token should be our key. (key = value) If it's an end bracket, break.
			sc.GetString( );
			strncpy( szKey, sc.String, 31 );
			szKey[31] = 0;
			if ( sc.String[0] == '}' )
				break;

			// The following key must be an = sign. If not, the user made an error!
			sc.GetString( );
			if ( stricmp( sc.String, "=" ) != 0 )
				I_Error( "CAMPAIGN_ParseCampaignInfo: Missing \"=\" in CMPGNINF lump for field \"%s\"!\n", szKey );

			// The last token should be our value.
			sc.GetString( );
			strncpy( szValue, sc.String, 31 );
			szValue[31] = 0;

			// Now try to match our key with a valid bot info field.
			if ( stricmp( szKey, "mapname" ) == 0 )
			{
				strncpy( pInfo->szMapName, szValue, 8 );
				pInfo->szMapName[8] = 0;
			}
			else if ( stricmp( szKey, "fraglimit" ) == 0 )
			{
				pInfo->lFragLimit = atoi( szValue );
			}
			else if ( stricmp( szKey, "timelimit" ) == 0 )
			{
				pInfo->fTimeLimit = (float)atof( szValue );
			}
			else if ( stricmp( szKey, "pointlimit" ) == 0 )
			{
				pInfo->lPointLimit = atoi( szValue );
			}
			else if ( stricmp( szKey, "duellimit" ) == 0 )
			{
				pInfo->lDuelLimit = atoi( szValue );
			}
			else if ( stricmp( szKey, "winlimit" ) == 0 )
			{
				pInfo->lWinLimit = atoi( szValue );
			}
			else if ( stricmp( szKey, "wavelimit" ) == 0 )
			{
				pInfo->lWaveLimit = atoi( szValue );
			}
			else if ( stricmp( szKey, "gamemode" ) == 0 )
			{
				// Find out what gamemode they want.
				if ( stricmp( szValue, "cooperative" ) == 0 )
					pInfo->GameMode = GAMEMODE_COOPERATIVE;
				else if ( stricmp( szValue, "survival" ) == 0 )
					pInfo->GameMode = GAMEMODE_SURVIVAL;
				else if ( stricmp( szValue, "invasion" ) == 0 )
					pInfo->GameMode = GAMEMODE_INVASION;
				else if ( stricmp( szValue, "deathmatch" ) == 0 )
					pInfo->GameMode = GAMEMODE_DEATHMATCH;
				else if ( stricmp( szValue, "teamplay" ) == 0 )
					pInfo->GameMode = GAMEMODE_TEAMPLAY;
				else if ( stricmp( szValue, "duel" ) == 0 )
					pInfo->GameMode = GAMEMODE_DUEL;
				else if ( stricmp( szValue, "terminator" ) == 0 )
					pInfo->GameMode = GAMEMODE_TERMINATOR;
				else if ( stricmp( szValue, "lastmanstanding" ) == 0 )
					pInfo->GameMode = GAMEMODE_LASTMANSTANDING;
				else if ( stricmp( szValue, "teamlms" ) == 0 )
					pInfo->GameMode = GAMEMODE_TEAMLMS;
				else if ( stricmp( szValue, "possession" ) == 0 )
					pInfo->GameMode = GAMEMODE_POSSESSION;
				else if ( stricmp( szValue, "teampossession" ) == 0 )
					pInfo->GameMode = GAMEMODE_TEAMPOSSESSION;
				else if ( stricmp( szValue, "teamgame" ) == 0 )
					pInfo->GameMode = GAMEMODE_TEAMGAME;
				else if ( stricmp( szValue, "ctf" ) == 0 )
					pInfo->GameMode = GAMEMODE_CTF;
				else if ( stricmp( szValue, "oneflagctf" ) == 0 )
					pInfo->GameMode = GAMEMODE_ONEFLAGCTF;
				else if ( stricmp( szValue, "skulltag" ) == 0 )
					pInfo->GameMode = GAMEMODE_SKULLTAG;
				else if ( stricmp( szValue, "domination" ) == 0 )
					pInfo->GameMode = GAMEMODE_DOMINATION;
				else
					I_Error( "CAMPAIGN_ParseCampaignInfo: Unknown gamemode type, \"%s\"!", szValue );
			}
			else if ( stricmp( szKey, "dmflags" ) == 0 )
			{
				pInfo->lDMFlags = atoi( szValue );
			}
			else if ( stricmp( szKey, "dmflags2" ) == 0 )
			{
				pInfo->lDMFlags2 = atoi( szValue );
			}
			else if ( stricmp( szKey, "compatflags" ) == 0 )
			{
				pInfo->lCompatFlags = atoi( szValue );
			}
			else if ( stricmp( szKey, "compatflags2" ) == 0 )
			{
				pInfo->lCompatFlags2 = atoi( szValue );
			}
			else if ( stricmp( szKey, "zadmflags" ) == 0 )
			{
				pInfo->lZaDMFlags = atoi( szValue );
			}
			else if ( stricmp( szKey, "zacompatflags" ) == 0 )
			{
				pInfo->lZaCompatFlags = atoi( szValue );
			}
			else if ( stricmp( szKey, "playerteam" ) == 0 )
			{
				pInfo->PlayerTeamName = szValue;
			}
			else if ( stricmp( szKey, "mustwinallduels" ) == 0 )
			{
				if ( stricmp( szValue, "true" ) == 0 )
					pInfo->bMustWinAllDuels = true;
				else if ( stricmp( szValue, "false" ) == 0 )
					pInfo->bMustWinAllDuels = false;
				else
					pInfo->bMustWinAllDuels = !!atoi( szValue );
			}
			else if ( stricmp( szKey, "possessionholdtime" ) == 0 )
			{
				pInfo->lPossessionHoldTime = atoi( szValue );
			}
			else if ( stricmp( szKey, "instagib" ) == 0 )
			{
				if ( stricmp( szValue, "true" ) == 0 )
					pInfo->bInstagib = true;
				else if ( stricmp( szValue, "false" ) == 0 )
					pInfo->bInstagib = false;
				else
					pInfo->bInstagib = !!atoi( szValue );
			}
			else if ( stricmp( szKey, "buckshot" ) == 0 )
			{
				if ( stricmp( szValue, "true" ) == 0 )
					pInfo->bBuckshot = true;
				else if ( stricmp( szValue, "false" ) == 0 )
					pInfo->bBuckshot = false;
				else
					pInfo->bBuckshot = !!atoi( szValue );
			}
			else if ( strnicmp( szKey, "botteam", strlen( "botteam" )) == 0 )
			{
				LONG lBotIndex = campaign_ParseBracketIndex( "botteam", szKey );
				if (( lBotIndex < 0 ) || ( lBotIndex >= MAXPLAYERS ))
					I_Error( "CAMPAIGN_ParseCampaignInfo: Invalid \"botteam\" index, %d!", static_cast<int> (lBotIndex) );

				pInfo->BotSpawn[lBotIndex].BotTeamName = szValue;
			}
			else if ( strnicmp( szKey, "bot", strlen( "bot" )) == 0 )
			{
				LONG lBotIndex = campaign_ParseBracketIndex( "bot", szKey );
				if (( lBotIndex < 0 ) || ( lBotIndex >= MAXPLAYERS ))
					I_Error( "CAMPAIGN_ParseCampaignInfo: Invalid \"bot\" index, %d!", static_cast<int> (lBotIndex) );

				strncpy( pInfo->BotSpawn[lBotIndex].szBotName, szValue, 31 );
				pInfo->BotSpawn[lBotIndex].szBotName[31] = 0;
			}
			else
				I_Error( "CAMPAIGN_ParseCampaignInfo: Unknown CMPGNINF property, \"%s\"!", szKey );
		}
	}
}
