/*
 * Copyright 2010-2016 OpenXcom Developers.
 *
 * This file is part of OpenXcom.
 *
 * OpenXcom 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 3 of the License, or
 * (at your option) any later version.
 *
 * OpenXcom 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 OpenXcom.  If not, see <http://www.gnu.org/licenses/>.
 */
#include "SoldierDiaryPerformanceState.h"
#include "SoldierDiaryOverviewState.h"
#include <sstream>
#include "../Engine/Game.h"
#include "../Mod/Mod.h"
#include "../Engine/LocalizedText.h"
#include "../Engine/Options.h"
#include "../Engine/SurfaceSet.h"
#include "../Interface/TextButton.h"
#include "../Interface/Window.h"
#include "../Interface/Text.h"
#include "../Interface/TextList.h"
#include "../Savegame/Base.h"
#include "../Savegame/Soldier.h"
#include "../Savegame/SoldierDiary.h"
#include "../Mod/RuleCommendations.h"
#include "../Engine/Action.h"
 
namespace OpenXcom
{
 
/**
 * Initializes all the elements in the Soldier Diary Totals screen.
 * @param base Pointer to the base to get info from.
 * @param soldier ID of the selected soldier.
 * @param soldierInfoState Pointer to the Soldier Diary screen.
 * @param display Type of totals to display.
 */
SoldierDiaryPerformanceState::SoldierDiaryPerformanceState(Base *base, size_t soldierId, SoldierDiaryOverviewState *soldierDiaryOverviewState, SoldierDiaryDisplay display) : _base(base), _soldierId(soldierId), _soldierDiaryOverviewState(soldierDiaryOverviewState), _display(display), _lastScrollPos(0)
{
	if (_base == 0)
	{
		_list = _game->getSavedGame()->getDeadSoldiers();
	}
	else
	{
		_list = _base->getSoldiers();
	}
 
	// Create objects
	_window = new Window(this, 320, 200, 0, 0);
	_btnPrev = new TextButton(28, 14, 8, 8);
	_btnNext = new TextButton(28, 14, 284, 8);
	_btnKills = new TextButton(70, 16, 8, 176);
	_btnMissions = new TextButton(70, 16, 86, 176);
	_btnCommendations = new TextButton(70, 16, 164, 176);
	_btnOk = new TextButton(70, 16, 242, 176);
	_txtTitle = new Text(310, 16, 5, 8);
	_lstPerformance = new TextList(288, 128, 8, 28);
	_lstKillTotals = new TextList(302, 9, 8, 164);
	_lstMissionTotals = new TextList(302, 9, 8, 164);
	// Commendation stats
	_txtMedalName = new Text(120, 18, 16, 36);
	_txtMedalLevel = new Text(120, 18, 186, 36);
	_txtMedalInfo = new Text(280, 32, 20, 135);
	_lstCommendations = new TextList(240, 80, 48, 52);
	for (int i = 0; i != 10; ++i)
	{
		_commendations.push_back(new Surface(31, 8, 16, 52 + 8*i));
		_commendationDecorations.push_back(new Surface(31, 8, 16, 52 + 8*i));
	}
 
	// Set palette
	setInterface("soldierDiaryPerformance");
 
	add(_window, "window", "soldierDiaryPerformance");
	add(_btnOk, "button", "soldierDiaryPerformance");
	add(_btnKills, "button", "soldierDiaryPerformance");
	add(_btnMissions, "button", "soldierDiaryPerformance");
	add(_btnCommendations, "button", "soldierDiaryPerformance");
	add(_btnPrev, "button", "soldierDiaryPerformance");
	add(_btnNext, "button", "soldierDiaryPerformance");
	add(_txtTitle, "text1", "soldierDiaryPerformance");
	add(_lstPerformance, "list", "soldierDiaryPerformance");
	add(_lstKillTotals, "text2", "soldierDiaryPerformance");
	add(_lstMissionTotals, "text2", "soldierDiaryPerformance");
	add(_txtMedalName, "text2", "soldierDiaryPerformance");
	add(_txtMedalLevel, "text2", "soldierDiaryPerformance");
	add(_txtMedalInfo, "text2", "soldierDiaryPerformance");
	add(_lstCommendations, "list", "soldierDiaryPerformance");
	for (int i = 0; i != 10; ++i)
	{
		add(_commendations[i]);
		add(_commendationDecorations[i]);
	}
 
	centerAllSurfaces();
 
	// Set up objects
	_window->setBackground(_game->getMod()->getSurface("BACK02.SCR"));
 
	_btnOk->setText(tr("STR_OK"));
	_btnOk->onMouseClick((ActionHandler)&SoldierDiaryPerformanceState::btnOkClick);
	_btnOk->onKeyboardPress((ActionHandler)&SoldierDiaryPerformanceState::btnOkClick, Options::keyCancel);
 
	_btnKills->setText(tr("STR_COMBAT"));
	_btnKills->onMouseClick((ActionHandler)&SoldierDiaryPerformanceState::btnKillsToggle);
 
	_btnMissions->setText(tr("STR_PERFORMANCE"));
	_btnMissions->onMouseClick((ActionHandler)&SoldierDiaryPerformanceState::btnMissionsToggle);
 
	_btnCommendations->setText(tr("STR_AWARDS"));
	_btnCommendations->onMouseClick((ActionHandler)&SoldierDiaryPerformanceState::btnCommendationsToggle);
 
	_btnPrev->setText("<<");
	if (_base == 0)
	{
		_btnPrev->onMouseClick((ActionHandler)&SoldierDiaryPerformanceState::btnNextClick);
		_btnPrev->onKeyboardPress((ActionHandler)&SoldierDiaryPerformanceState::btnNextClick, Options::keyBattlePrevUnit);
	}
	else
	{
		_btnPrev->onMouseClick((ActionHandler)&SoldierDiaryPerformanceState::btnPrevClick);
		_btnPrev->onKeyboardPress((ActionHandler)&SoldierDiaryPerformanceState::btnPrevClick, Options::keyBattlePrevUnit);
	}
 
	_btnNext->setText(">>");
	if (_base == 0)
	{
		_btnNext->onMouseClick((ActionHandler)&SoldierDiaryPerformanceState::btnPrevClick);
		_btnNext->onKeyboardPress((ActionHandler)&SoldierDiaryPerformanceState::btnPrevClick, Options::keyBattleNextUnit);
	}
	else
	{
		_btnNext->onMouseClick((ActionHandler)&SoldierDiaryPerformanceState::btnNextClick);
		_btnNext->onKeyboardPress((ActionHandler)&SoldierDiaryPerformanceState::btnNextClick, Options::keyBattleNextUnit);
	}
 
	_txtTitle->setBig();
	_txtTitle->setAlign(ALIGN_CENTER);
 
	// Text is decided in init()
	_lstPerformance->setColumns(2, 273, 15);
	_lstPerformance->setDot(true);
 
	_lstKillTotals->setColumns(4, 72, 72, 72, 86);
 
	_lstMissionTotals->setColumns(4, 72, 72, 72, 86);
 
	_txtMedalName->setText(tr("STR_MEDAL_NAME"));
 
	_txtMedalLevel->setText(tr("STR_MEDAL_DECOR_LEVEL"));
 
	_txtMedalInfo->setWordWrap(true);
 
	_lstCommendations->setColumns(2, 138, 100);
	_lstCommendations->setSelectable(true);
	_lstCommendations->setBackground(_window);
	_lstCommendations->onMouseOver((ActionHandler)&SoldierDiaryPerformanceState::lstInfoMouseOver);
	_lstCommendations->onMouseOut((ActionHandler)&SoldierDiaryPerformanceState::lstInfoMouseOut);
	_lstCommendations->onMousePress((ActionHandler)&SoldierDiaryPerformanceState::handle);
 
	if (_display == DIARY_KILLS)
	{
		_group = _btnKills;
	}
	else if (_display == DIARY_MISSIONS)
	{
		_group = _btnMissions;
	}
	else if (_display == DIARY_COMMENDATIONS)
	{
		_group = _btnCommendations;
	}
	_btnKills->setGroup(&_group);
	_btnMissions->setGroup(&_group);
	_btnCommendations->setGroup(&_group);
 
	init(); // Populate the list
}
 
/**
 *
 */
SoldierDiaryPerformanceState::~SoldierDiaryPerformanceState()
{
 
}
 
/**
 *  Clears all the variables and reinitializes the list of kills or missions for the soldier.
 */
void SoldierDiaryPerformanceState::init()
{
	State::init();
	// Clear sprites
	for (int i = 0; i != 10; ++i)
	{
		_commendations[i]->clear();
		_commendationDecorations[i]->clear();
	}
	// Reset scroll depth for lists
	_lstPerformance->scrollTo(0);
	_lstKillTotals->scrollTo(0);
	_lstMissionTotals->scrollTo(0);
	_lstCommendations->scrollTo(0);
	_lastScrollPos = 0;
	_lstPerformance->setVisible(_display != DIARY_COMMENDATIONS);
	// Set visibility for kills
	_lstKillTotals->setVisible(_display == DIARY_KILLS);
	// Set visibility for missions
	_lstMissionTotals->setVisible(_display == DIARY_MISSIONS);
	// Set visibility for commendations
	_txtMedalName->setVisible(_display == DIARY_COMMENDATIONS);
	_txtMedalLevel->setVisible(_display == DIARY_COMMENDATIONS);
	_txtMedalInfo->setVisible(_display == DIARY_COMMENDATIONS);
	_lstCommendations->setVisible(_display == DIARY_COMMENDATIONS);
	_btnCommendations->setVisible(!_game->getMod()->getCommendationsList().empty());
 
	if (_list->empty())
	{
		_game->popState();
		return;
	}
	if (_soldierId >= _list->size())
	{
		_soldierId = 0;
	}
	_soldier = _list->at(_soldierId);
	_lstKillTotals->clearList();
	_lstMissionTotals->clearList();
	_commendationsListEntry.clear();
	_txtTitle->setText(_soldier->getName());
	_lstPerformance->clearList();
	_lstCommendations->clearList();
	if (_display == DIARY_KILLS)
	{
		std::map<std::string, int> mapArray[] = { _soldier->getDiary()->getAlienRaceTotal(), _soldier->getDiary()->getAlienRankTotal(), _soldier->getDiary()->getWeaponTotal() };
		std::string titleArray[] = { "STR_NEUTRALIZATIONS_BY_RACE", "STR_NEUTRALIZATIONS_BY_RANK", "STR_NEUTRALIZATIONS_BY_WEAPON" };
 
		for (int i = 0; i != 3; ++i)
		{
			_lstPerformance->addRow(1, tr(titleArray[i]).c_str());
			_lstPerformance->setRowColor(_lstPerformance->getRows() - 1, _lstPerformance->getSecondaryColor());
			for (std::map<std::string, int>::const_iterator j = mapArray[i].begin(); j != mapArray[i].end(); ++j)
			{
				std::ostringstream ss;
				ss << (*j).second;
				_lstPerformance->addRow(2, tr((*j).first).c_str(), ss.str().c_str());
			}
			if (i != 2)
			{
				_lstPerformance->addRow(1, "");
			}
		}
 
		if (_soldier->getCurrentStats()->psiSkill > 0 || (Options::psiStrengthEval && _game->getSavedGame()->isResearched(_game->getMod()->getPsiRequirements())))
		{
			_lstKillTotals->addRow(4, tr("STR_KILLS").arg(_soldier->getDiary()->getKillTotal()).c_str(),
										tr("STR_STUNS").arg(_soldier->getDiary()->getStunTotal()).c_str(),
										tr("STR_DIARY_ACCURACY").arg(_soldier->getDiary()->getAccuracy()).c_str(),
										tr("STR_MINDCONTROLS").arg(_soldier->getDiary()->getControlTotal()).c_str());
		}
		else
		{
			_lstKillTotals->addRow(3, tr("STR_KILLS").arg(_soldier->getDiary()->getKillTotal()).c_str(),
										tr("STR_STUNS").arg(_soldier->getDiary()->getStunTotal()).c_str(),
										tr("STR_DIARY_ACCURACY").arg(_soldier->getDiary()->getAccuracy()).c_str());
		}
 
	}
	else if (_display == DIARY_MISSIONS)
	{
		std::map<std::string, int> mapArray[] = { _soldier->getDiary()->getRegionTotal(_game->getSavedGame()->getMissionStatistics()), _soldier->getDiary()->getTypeTotal(_game->getSavedGame()->getMissionStatistics()), _soldier->getDiary()->getUFOTotal(_game->getSavedGame()->getMissionStatistics()) };
		std::string titleArray[] = { "STR_MISSIONS_BY_LOCATION", "STR_MISSIONS_BY_TYPE", "STR_MISSIONS_BY_UFO" };
 
		for (int i = 0; i != 3; ++i)
		{
			_lstPerformance->addRow(1, tr(titleArray[i]).c_str());
			_lstPerformance->setRowColor(_lstPerformance->getRows() - 1, _lstPerformance->getSecondaryColor());
			for (std::map<std::string, int>::const_iterator j = mapArray[i].begin(); j != mapArray[i].end(); ++j)
			{
				if ((*j).first == "NO_UFO") continue;
				std::ostringstream ss;
				ss << (*j).second;
				_lstPerformance->addRow(2, tr((*j).first).c_str(), ss.str().c_str());
			}
			if (i != 2)
			{
				_lstPerformance->addRow(1, "");
			}
		}
 
		_lstMissionTotals->addRow(4, tr("STR_MISSIONS").arg(_soldier->getDiary()->getMissionTotal()).c_str(),
									tr("STR_WINS").arg(_soldier->getDiary()->getWinTotal(_game->getSavedGame()->getMissionStatistics())).c_str(),
									tr("STR_SCORE_VALUE").arg(_soldier->getDiary()->getScoreTotal(_game->getSavedGame()->getMissionStatistics())).c_str(),
									tr("STR_DAYS_WOUNDED").arg(_soldier->getDiary()->getDaysWoundedTotal()).c_str());
	}
	else if (_display == DIARY_COMMENDATIONS && !_game->getMod()->getCommendationsList().empty())
	{
		for (std::vector<SoldierCommendations*>::const_iterator i = _soldier->getDiary()->getSoldierCommendations()->begin(); i != _soldier->getDiary()->getSoldierCommendations()->end(); ++i)
		{
			RuleCommendations *commendation = _game->getMod()->getCommendation((*i)->getType());
			if ((*i)->getNoun() != "noNoun")
			{
				_lstCommendations->addRow(2, tr((*i)->getType()).arg(tr((*i)->getNoun())).c_str(), tr((*i)->getDecorationDescription()).c_str());
				_commendationsListEntry.push_back(tr(commendation->getDescription()).arg(tr((*i)->getNoun())));
			}
			else
			{
				_lstCommendations->addRow(2, tr((*i)->getType()).c_str(), tr((*i)->getDecorationDescription()).c_str());
				_commendationsListEntry.push_back(tr(commendation->getDescription()));
			}
		}
		drawSprites();
	}
}
 
/**
 * Draws sprites
 *
 */
void SoldierDiaryPerformanceState::drawSprites()
{
	if (_display != DIARY_COMMENDATIONS) return;
 
	// Commendation sprites
	_commendationSprite = _game->getMod()->getSurfaceSet("Commendations");
	_commendationDecoration = _game->getMod()->getSurfaceSet("CommendationDecorations");
 
	// Clear sprites
	for (int i = 0; i != 10; ++i)
	{
		_commendations[i]->clear();
		_commendationDecorations[i]->clear();
	}
 
	int vectorIterator = 0; // Where we are currently located in the vector
	int scrollDepth = _lstCommendations->getScroll(); // So we know where to start
 
	for (std::vector<SoldierCommendations*>::const_iterator i = _list->at(_soldierId)->getDiary()->getSoldierCommendations()->begin() ; i != _list->at(_soldierId)->getDiary()->getSoldierCommendations()->end() ; ++i)
	{
		RuleCommendations *commendation = _game->getMod()->getCommendation((*i)->getType());
		// Skip commendations that are not visible in the textlist
		if ( vectorIterator < scrollDepth || vectorIterator - scrollDepth >= (int)_commendations.size())
		{
			vectorIterator++;
			continue;
		}
 
		int _sprite = commendation->getSprite();
		int _decorationSprite = (*i)->getDecorationLevelInt();
 
		// Handle commendation sprites
		_commendationSprite->getFrame(_sprite)->setX(0);
		_commendationSprite->getFrame(_sprite)->setY(0);
		_commendationSprite->getFrame(_sprite)->blit(_commendations[vectorIterator - scrollDepth]);
 
		// Handle commendation decoration sprites
		if (_decorationSprite != 0)
		{
			_commendationDecoration->getFrame(_decorationSprite)->setX(0);
			_commendationDecoration->getFrame(_decorationSprite)->setY(0);
			_commendationDecoration->getFrame(_decorationSprite)->blit(_commendationDecorations[vectorIterator - scrollDepth]);
		}
 
		vectorIterator++;
	}
}
 
/**
 * Returns to the previous screen.
 * @param action Pointer to an action.
 */
void SoldierDiaryPerformanceState::btnOkClick(Action *)
{
	_soldierDiaryOverviewState->setSoldierId(_soldierId);
	_game->popState();
}
 
/**
 * Goes to the previous soldier.
 * @param action Pointer to an action.
 */
void SoldierDiaryPerformanceState::btnPrevClick(Action *)
{
	if (_soldierId == 0)
		_soldierId = _list->size() - 1;
	else
		_soldierId--;
	init();
}
 
/**
 * Goes to the next soldier.
 * @param action Pointer to an action.
 */
void SoldierDiaryPerformanceState::btnNextClick(Action *)
{
	_soldierId++;
	if (_soldierId >= _list->size())
		_soldierId = 0;
	init();
}
 
/**
 * Display Kills totals.
 */
void SoldierDiaryPerformanceState::btnKillsToggle(Action *)
{
	_display = DIARY_KILLS;
	init();
}
 
/**
 * Display Missions totals.
 */
void SoldierDiaryPerformanceState::btnMissionsToggle(Action *)
{
	_display = DIARY_MISSIONS;
	init();
}
 
/**
 * Display Commendations.
 */
void SoldierDiaryPerformanceState::btnCommendationsToggle(Action *)
{
	_display = DIARY_COMMENDATIONS;
	init();
}
 
/*
 *
 */
void SoldierDiaryPerformanceState::lstInfoMouseOver(Action *)
{
	size_t _sel;
	_sel = _lstCommendations->getSelectedRow();
 
	if ( _commendationsListEntry.empty() || _sel > _commendationsListEntry.size() - 1)
	{
		_txtMedalInfo->setText("");
	}
	else
	{
		_txtMedalInfo->setText(_commendationsListEntry[_sel]);
	}
}
 
/*
 *  Clears the Medal information
 */
void SoldierDiaryPerformanceState::lstInfoMouseOut(Action *)
{
	_txtMedalInfo->setText("");
}
 
/**
 * Runs state functionality every cycle.
 * Used to update sprite vector
 */
void SoldierDiaryPerformanceState::think()
{
	State::think();
 
	if ((unsigned int)_lastScrollPos != _lstCommendations->getScroll())
	{
		drawSprites();
		_lastScrollPos = _lstCommendations->getScroll();
	}
}
 
}

V823 Decreased performance. Object may be created in-place in the '_commendationsListEntry' container. Consider replacing methods: 'push_back' -> 'emplace_back'.

V807 Decreased performance. Consider creating a pointer to avoid using the '_soldier->getDiary()' expression repeatedly.

V807 Decreased performance. Consider creating a pointer to avoid using the '_game->getSavedGame()' expression repeatedly.

V807 Decreased performance. Consider creating a pointer to avoid using the '_game->getMod()' expression repeatedly.

V807 Decreased performance. Consider creating a pointer to avoid using the '_commendationSprite->getFrame(_sprite)' expression repeatedly.

V807 Decreased performance. Consider creating a pointer to avoid using the same expression repeatedly.