////////////////////////////////////////////////////////////////////////////////
//
// Copyright 2016 RWS Inc, All Rights Reserved
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of version 2 of the GNU General Public License as published by
// the Free Software Foundation
//
// 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
//
// navnet.cpp
// Project: Nostril (aka Postal)
//
// This module implements the bouy marker for use with the network navagation
//	system that will help the enemy guys get around the world.
//
// History:
//		01/28/97 BRH	Added navigation net objects as the thing that holds 
//							a group of bouys together in a navigational network.
//
//		02/02/97 BRH	Added Ping routine that gives the miniumum number of hops
//							from src to dst nodes in the network.  Added 
//							FindNearestBouy function to locate the closest Bouy to
//							a given position.  This may later be optimized using 
//							collision regions.  Also added UpdateRoutingTables()
//							function which asks for each destination node from each
//							Bouy so that each Bouy will discover a route and add it
//							to its routing table.  This will give a fully connected
//							routing table for faster access rather than building
//							the routing tables as we go.  
//
//		02/03/97 BRH	Changed Load and Save functions to call the base
//							class load and save to preserve the instance ID's
//							and also saved the number of nodes in the network
//							to be used later to reinitialize the network after
//							a load of the NavNet and the Bouys.  Added the
//							startup code to update the routing tables after the load
//							is done.
//
//		02/04/97	JMI	Changed LoadDib() call to Load() (which now supports
//							loading of DIBs).
//
//		02/04/97 BRH	Sets itself to be the current Nav Net in the realm on 
//							construction, Startup, and EditModify.
//
//		02/05/97 BRH	Fixed problem with the FindNearestBouy function and 
//							fixed a problem with Ping where it wasn't adding 1 
//							if it pinged a link from a routing table entry.
//
//		02/06/97 BRH	Added SetAsDefault() function which sets this NavNet
//							as the default one in its realm.  This was needed 
//							by the editor when deleteing the default NavNet, the
//							editor didn't have access to the realm's protected
//							current NavNet pointer.  Also added DeleteNetwork()
//							which frees all of the bouys in this network.  This
//							is also called by the editor when deleting a NavNet.
//
//		02/18/97	JMI	Changed GetResources() to use the resmgr.
//
//		02/23/97 BRH	Moved Render() functionality to EditRender and made
//							Render do nothing so that it isn't drawing during gameplay.
//
//		02/24/97	JMI	No longer sets the m_type member of the m_sprite b/c it
//							is set by m_sprite's constructor.
//
//		03/04/97 BRH	Added a string name to the NavNet so it can be displayed
//							in a listbox int eh editor to indicate the current
//							NavNet and be able to tell them apart.
//
//		03/06/97 BRH	Changed Ping to include a visited nodes list to detect
//							loops faster.  The old method was extremely slow, as in
//							days of checking for a network of 45 bouys.  The new one
//							is still somewhat slow at 3 minutes for that number, but
//							the bouys will save their route tables to save time when
//							the level is loaded.
//
//		03/13/97 BRH	Made a few modifications to Ping and verified that it
//							correctly builds routing tables for several networks. 
//							It is still slow for large looped networks so I will
//							be adding a hops table to the bouys to cut down on the
//							number of pings required to complete the tables.  Then
//							the hops tables can be freed at some point.
//
//		03/13/97	JMI	Load now takes a version number.
//
//		04/10/97 BRH	Updated this to work with the new multi layer attribute
//							maps.
//
//		04/15/97 BRH	Changing over to the new BFS tree method of routing, and
//							getting rid of the old code like Ping().  Also added
//							dialog box that allows you to set the name of the NavNet
//							as well as to set it as the default Network.
//
//		04/18/97 BRH	Fixed problem in Save where it saved the number of nodes
//							using the last index, rather than the size of the node map
//							which would be off if some bouys were deleted from the
//							network.  Changed it to save the size of the m_NodeMap.
//
//		05/29/97	JMI	Removed ASSERT on m_pRealm->m_pAttribMap which no longer
//							exists.
//
//		06/27/97 BRH	Changed FindNearestBouy to use the new bouy tree nodes
//							to build a sorted list of nearest bouys.  It then checks
//							to see if the closest is reachable without terrain
//							terrain blocking the path, and if so returns that bouy.
//							If it is blocked, then it will try the next one in the
//							list.
//
//		06/29/97	JMI	Converted EditRect(), EditRender(), and/or Render() to
//							use Map3Dto2D().
//							Moved EditRect() here from navnet.h and added EditHotSpot().
//
//		06/30/97 BRH	Fixed bug where the wrong overloaded version of IsPathClear
//							was being called.
//
//		07/09/97	JMI	Now uses m_pRealm->Make2dResPath() to get the fullpath
//							for 2D image components.
//
//		07/14/97	JMI	FindNearestBouy() was deleting a NULL tree, if no bouys.  
//							Fixed.
//
//		07/25/97 BRH	Fixed problem of > 254 bouys being created in the editor.
//
//		08/05/97	JMI	Changed priority to use Z position rather than 2D 
//							projected Y position.
//
//		08/08/97 BRH	Added EditPostLoad function which adds the Nav Net name
//							to the editor's list box, just as it does when EditNew is
//							called.  This way the NavNets loaded from the realm file
//							are now correctly displayed.
//
////////////////////////////////////////////////////////////////////////////////
#define NAVIGATIONNET_CPP

#include "RSPiX.h"
#include <math.h>

#include "navnet.h"
#include "bouy.h"

////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////

#define IMAGE_FILE			"nnet.bmp"

// Minimum elapsed time (in milliseconds)
#define MIN_ELAPSED_TIME	10

////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////

// These are default values -- actually values are set using the editor!

// Let this auto-init to 0
int16_t CNavigationNet::ms_sFileCount;

////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CNavigationNet::Load(							// Returns 0 if successfull, non-zero otherwise
	RFile* pFile,											// In:  File to load from
	bool bEditMode,										// In:  True for edit mode, false otherwise
	int16_t sFileCount,										// In:  File count (unique per file, never 0)
	uint32_t	ulFileVersion)									// In:  Version of file format to load.
	{
	// Call the base class load to get the instance ID
	int16_t sResult = CThing::Load(pFile, bEditMode, sFileCount, ulFileVersion);
	if (sResult == 0)
		{
		// Load common data just once per file (not with each object)
		if (ms_sFileCount != sFileCount)
			{
			ms_sFileCount = sFileCount;

			// Load static data
			switch (ulFileVersion)
				{
				default:
				case 1:
					break;
				}
			}

		// Load object data
		switch (ulFileVersion)
			{
			default:
			case 1:
		
				pFile->Read(&m_dX);						
				pFile->Read(&m_dY);
				pFile->Read(&m_dZ);

				// Load the number of bouys that were saved
				pFile->Read(&m_ucNumSavedBouys);

				m_rstrNetName.Load(pFile);
				
				break;
			}

		// Make sure there were no file errors or format errors . . .
		if (!pFile->Error() && sResult == 0)
			{
			// Get resources
			sResult = GetResources();
			}
		else
			{
			sResult = -1;
			TRACE("CNavigationNet::Load(): Error reading from file!\n");
			}
		}
	else
		{
		TRACE("CNavigationNet::Load(): CThing::Load() failed.\n");
		}

	return sResult;
	}

////////////////////////////////////////////////////////////////////////////////
// Startup object
////////////////////////////////////////////////////////////////////////////////
int16_t CNavigationNet::Startup(void)								// Returns 0 if successfull, non-zero otherwise
	{
	int16_t sReturn = 0;
	// At this point we can assume the CHood was loaded, so we init our height
	m_dY = m_pRealm->GetHeight((int16_t) m_dX, (int16_t) m_dZ);
	// Set yourself to be the new current Nav Net
	m_pRealm->m_pCurrentNavNet = this;	

	// Init other stuff
	if (m_ucNextID <= m_ucNumSavedBouys)
	{						
		m_sCallStartup = 1;
		sReturn = 0;
	}
	else
	{		
		UpdateRoutingTables();
	}

	return sReturn;
	}


////////////////////////////////////////////////////////////////////////////////
// Shutdown object
////////////////////////////////////////////////////////////////////////////////
int16_t CNavigationNet::Shutdown(void)							// Returns 0 if successfull, non-zero otherwise
	{
	return 0;
	}


////////////////////////////////////////////////////////////////////////////////
// Suspend object
////////////////////////////////////////////////////////////////////////////////
void CNavigationNet::Suspend(void)
	{
	m_sSuspend++;
	}


////////////////////////////////////////////////////////////////////////////////
// Resume object
////////////////////////////////////////////////////////////////////////////////
void CNavigationNet::Resume(void)
	{
	m_sSuspend--;

	// If we're actually going to start updating again, we need to reset
	// the time so as to ignore any time that passed while we were suspended.
	// This method is far from precise, but I'm hoping it's good enough.
	}


////////////////////////////////////////////////////////////////////////////////
// Update object
////////////////////////////////////////////////////////////////////////////////
void CNavigationNet::Update(void)
	{
	}


////////////////////////////////////////////////////////////////////////////////
// Render object
////////////////////////////////////////////////////////////////////////////////
void CNavigationNet::Render(void)
	{
	}


////////////////////////////////////////////////////////////////////////////////
// Get all required resources
////////////////////////////////////////////////////////////////////////////////
int16_t CNavigationNet::GetResources(void)						// Returns 0 if successfull, non-zero otherwise
	{
	int16_t sResult = 0;

	/*if (m_pImage == 0)
		{
		sResult	= rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(IMAGE_FILE), &m_pImage);
		if (sResult == 0)
			{
			// This is a questionable action on a resource managed item, but it's
			// okay if EVERYONE wants it to be an FSPR8.
			if (m_pImage->Convert(RImage::FSPR8) != RImage::FSPR8)
				{
				sResult = -1;
				TRACE("CNavigationNet::GetResource(): Couldn't convert to FSPR8!\n");
				}
			}
		}*/

	return sResult;
	}


////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
int16_t CNavigationNet::FreeResources(void)						// Returns 0 if successfull, non-zero otherwise
	{
	int16_t sResult = 0;

	if (m_pImage != 0)
		{
		rspReleaseResource(&g_resmgrGame, &m_pImage);
		}

	return sResult;
	}

////////////////////////////////////////////////////////////////////////////////
// AddBouy - Returns zero if there are no bouys left.
////////////////////////////////////////////////////////////////////////////////

uint8_t CNavigationNet::AddBouy(CBouy* pBouy)
{
	uint8_t ucID = 0;
	
	if (m_ucNextID < 254)
	{
		pBouy->m_ucID = m_ucNextID;
		pBouy->m_pParentNavNet = this;
		m_NodeMap.insert(nodeMap::value_type(m_ucNextID, pBouy));		
		m_ucNextID++;
		ucID = pBouy->m_ucID;
	}

	return ucID;
}

////////////////////////////////////////////////////////////////////////////////
// RemoveBouy
////////////////////////////////////////////////////////////////////////////////

void CNavigationNet::RemoveBouy(uint8_t ucBouyID)
{
	m_NodeMap.erase(ucBouyID);
	UpdateRoutingTables();
}

////////////////////////////////////////////////////////////////////////////////
// GetBouy
////////////////////////////////////////////////////////////////////////////////

CBouy* CNavigationNet::GetBouy(uint8_t ucBouyID)
{
	CBouy* pBouy = NULL;
	nodeMap::iterator i;

	i = m_NodeMap.find(ucBouyID);
	if (i != m_NodeMap.end())
		pBouy = (*i).second;

	return pBouy;
}

////////////////////////////////////////////////////////////////////////////////
// FindNearestBouy - Go through the list and get the ID of the nearest
//							bouy to the given x, z position
//
//							This has been modified to return the closest available
//							bouy - one that is not blocked by terrain.
////////////////////////////////////////////////////////////////////////////////

uint8_t CNavigationNet::FindNearestBouy(int16_t sX, int16_t sZ)
{
	nodeMap::iterator i;
	double dSqDist;
	double dX;
	double dZ;
	CBouy* pBouy;
	TreeListNode* pRoot = NULL;
	TreeListNode* pCurrent = NULL;
	uint8_t	ucNode = 0;

	// Build the sorted list of bouys
	for (i = m_NodeMap.begin(); i != m_NodeMap.end(); i++)
	{
		pBouy = (CBouy*) (*i).second;
		dX = pBouy->m_dX - sX;
		dZ = pBouy->m_dZ - sZ;
		dSqDist = (dX * dX) + (dZ * dZ);
		pBouy->m_TreeNode.m_sortkey = dSqDist;
		pBouy->m_TreeNode.m_powner = pBouy;
		if (pRoot == NULL)
		{
			pRoot = &pBouy->m_TreeNode;
			//m_BouyTreeListHead.AddAfter(&pBouy->m_TreeNode);
			pBouy->m_TreeNode.AddAfter(&m_BouyTreeListHead);
		}
		else
			pRoot->Add(&pBouy->m_TreeNode);
	}

	pCurrent = m_BouyTreeListHead.m_pnNext;
	bool bSearching = true;
	// Get the height at the startling location for path checking
	int16_t sY = m_pRealm->GetHeight(sX, sZ);

	// Go through the sorted list of bouys and check to see if you could
	// get to it from where you are standing.  If not, check the next one.
	while (pCurrent && bSearching)
	{
		pBouy = pCurrent->m_powner;
//		ASSERT(pBouy != NULL);
		if (pBouy)
		{
			if (m_pRealm->IsPathClear(sX, sY, sZ, 4.0, (int16_t) pBouy->GetX(), (int16_t) pBouy->GetZ()))
			{
				ucNode = pBouy->m_ucID;
				bSearching = false;
			}
			else
				pCurrent = pCurrent->m_pnNext;
		}
		else
			pCurrent = pCurrent->m_pnNext;
	}

	// If we built a tree . . .
	if (pRoot)
	{
		// Get rid of the tree, its useless now
		pRoot->DeleteTree();
	}

	return ucNode;
}

////////////////////////////////////////////////////////////////////////////////
// UpdateRoutingTables - Ping all of the bouys from the list in this network
//								 which will force them all to build up complete
//								 routing tables
////////////////////////////////////////////////////////////////////////////////

void CNavigationNet::UpdateRoutingTables(void)
{
	nodeMap::iterator i;
// orig
	for (i = m_NodeMap.begin(); i != m_NodeMap.end(); i++)
		((*i).second)->BuildRoutingTable();
}

////////////////////////////////////////////////////////////////////////////////
// DeleteNetwork - Delte all bouys from this network
////////////////////////////////////////////////////////////////////////////////

int16_t CNavigationNet::DeleteNetwork(void)
{
	int16_t sReturn = SUCCESS;

	nodeMap::iterator i;
	for (i = m_NodeMap.begin(); i != m_NodeMap.end(); i++)
	{
		delete (*i).second;
	}

	m_NodeMap.erase(m_NodeMap.begin(), m_NodeMap.end());

	return sReturn;
}

////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
