
#include "armor.hpp"

#include <components/esm/loadarmo.hpp>
#include <components/esm/loadskil.hpp>
#include <components/esm/loadgmst.hpp>

#include <components/esm_store/cell_store.hpp>

#include "../mwworld/ptr.hpp"
#include "../mwworld/actiontake.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/environment.hpp"
#include "../mwworld/world.hpp"

#include "../mwrender/objects.hpp"

namespace MWClass
{
    void Armor::insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const
    {
        ESMS::LiveCellRef<ESM::Armor, MWWorld::RefData> *ref =
            ptr.get<ESM::Armor>();

        assert (ref->base != NULL);
        const std::string &model = ref->base->model;

        if (!model.empty())
        {
            MWRender::Objects& objects = renderingInterface.getObjects();
            objects.insertBegin(ptr, ptr.getRefData().isEnabled(), false);
            objects.insertMesh(ptr, "meshes\\" + model);
        }
    }

    void Armor::insertObject(const MWWorld::Ptr& ptr, MWWorld::PhysicsSystem& physics, MWWorld::Environment& environment) const
    {
        ESMS::LiveCellRef<ESM::Armor, MWWorld::RefData> *ref =
            ptr.get<ESM::Armor>();

        const std::string &model = ref->base->model;
        assert (ref->base != NULL);
        if(!model.empty()){
            physics.insertObjectPhysics(ptr, "meshes\\" + model);
        }

    }

    std::string Armor::getName (const MWWorld::Ptr& ptr) const
    {
        ESMS::LiveCellRef<ESM::Armor, MWWorld::RefData> *ref =
            ptr.get<ESM::Armor>();

        return ref->base->name;
    }

    boost::shared_ptr<MWWorld::Action> Armor::activate (const MWWorld::Ptr& ptr,
        const MWWorld::Ptr& actor, const MWWorld::Environment& environment) const
    {
        return boost::shared_ptr<MWWorld::Action> (
            new MWWorld::ActionTake (ptr));
    }

    bool Armor::hasItemHealth (const MWWorld::Ptr& ptr) const
    {
        return true;
    }

    int Armor::getItemMaxHealth (const MWWorld::Ptr& ptr) const
    {
        ESMS::LiveCellRef<ESM::Armor, MWWorld::RefData> *ref =
            ptr.get<ESM::Armor>();

        return ref->base->data.health;
    }

    std::string Armor::getScript (const MWWorld::Ptr& ptr) const
    {
        ESMS::LiveCellRef<ESM::Armor, MWWorld::RefData> *ref =
            ptr.get<ESM::Armor>();

        return ref->base->script;
    }

    std::pair<std::vector<int>, bool> Armor::getEquipmentSlots (const MWWorld::Ptr& ptr) const
    {
        ESMS::LiveCellRef<ESM::Armor, MWWorld::RefData> *ref =
            ptr.get<ESM::Armor>();

        std::vector<int> slots;

        const int size = 11;

        static const int sMapping[size][2] =
        {
            { ESM::Armor::Helmet, MWWorld::InventoryStore::Slot_Helmet },
            { ESM::Armor::Cuirass, MWWorld::InventoryStore::Slot_Cuirass },
            { ESM::Armor::LPauldron, MWWorld::InventoryStore::Slot_LeftPauldron },
            { ESM::Armor::RPauldron, MWWorld::InventoryStore::Slot_RightPauldron },
            { ESM::Armor::Greaves, MWWorld::InventoryStore::Slot_Greaves },
            { ESM::Armor::Boots, MWWorld::InventoryStore::Slot_Boots },
            { ESM::Armor::LGauntlet, MWWorld::InventoryStore::Slot_LeftGauntlet },
            { ESM::Armor::RGauntlet, MWWorld::InventoryStore::Slot_RightGauntlet },
            { ESM::Armor::Shield, MWWorld::InventoryStore::Slot_CarriedLeft },
            { ESM::Armor::LBracer, MWWorld::InventoryStore::Slot_LeftGauntlet },
            { ESM::Armor::RBracer, MWWorld::InventoryStore::Slot_RightGauntlet }
        };

        for (int i=0; i<size; ++i)
            if (sMapping[i][0]==ref->base->data.type)
            {
                slots.push_back (int (sMapping[i][1]));
                break;
            }

        return std::make_pair (slots, false);
    }

    int Armor::getEuqipmentSkill (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const
    {
        ESMS::LiveCellRef<ESM::Armor, MWWorld::RefData> *ref =
            ptr.get<ESM::Armor>();

        std::string typeGmst;

        switch (ref->base->data.type)
        {
            case ESM::Armor::Helmet: typeGmst = "iHelmWeight"; break;
            case ESM::Armor::Cuirass: typeGmst = "iCuirassWeight"; break;
            case ESM::Armor::LPauldron:
            case ESM::Armor::RPauldron: typeGmst = "iPauldronWeight"; break;
            case ESM::Armor::Greaves: typeGmst = "iGreavesWeight"; break;
            case ESM::Armor::Boots: typeGmst = "iBootsWeight"; break;
            case ESM::Armor::LGauntlet:
            case ESM::Armor::RGauntlet: typeGmst = "iGauntletWeight"; break;
/// \todo how to determine if shield light, medium or heavy?
//            case ESM::Armor::Shield:
            case ESM::Armor::LBracer:
            case ESM::Armor::RBracer: typeGmst = "iGauntletWeight"; break;
        }

        if (typeGmst.empty())
            return -1;

        float iWeight = environment.mWorld->getStore().gameSettings.find (typeGmst)->f;

        if (iWeight * environment.mWorld->getStore().gameSettings.find ("fLightMaxMod")->f<=
            ref->base->data.weight)
            return ESM::Skill::LightArmor;

        if (iWeight * environment.mWorld->getStore().gameSettings.find ("fMedMaxMod")->f<=
            ref->base->data.weight)
            return ESM::Skill::MediumArmor;

        return ESM::Skill::HeavyArmor;
    }

    void Armor::registerSelf()
    {
        boost::shared_ptr<Class> instance (new Armor);

        registerClass (typeid (ESM::Armor).name(), instance);
    }
}
