//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $NoKeywords: $
//
//=============================================================================//

#include "cbase.h"
#include "player.h"
#include "mathlib/mathlib.h"
#include "env_speaker.h"
#include "ai_speech.h"
#include "stringregistry.h"
#include "gamerules.h"
#include "game.h"
#include <ctype.h>
#include "entitylist.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "ndebugoverlay.h"
#include "soundscape.h"
#include "AI_ResponseSystem.h"

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"

#define SF_SPEAKER_START_SILENT		1
#define SF_SPEAKER_EVERYWHERE		2

extern ISaveRestoreOps *responseSystemSaveRestoreOps;
#include "saverestore.h"

LINK_ENTITY_TO_CLASS( env_speaker, CSpeaker );

BEGIN_DATADESC( CSpeaker )

	DEFINE_KEYFIELD( m_delayMin, FIELD_FLOAT, "delaymin" ),
	DEFINE_KEYFIELD( m_delayMax, FIELD_FLOAT, "delaymax" ),
	DEFINE_KEYFIELD( m_iszRuleScriptFile, FIELD_STRING, "rulescript" ),
	DEFINE_KEYFIELD( m_iszConcept, FIELD_STRING, "concept" ),

	// Needs to be set up in the Activate methods of derived classes
	//DEFINE_CUSTOM_FIELD( m_pInstancedResponseSystem, responseSystemSaveRestoreOps ),

	// Function Pointers
	DEFINE_FUNCTION( SpeakerThink ),

	DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
	DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
	DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),

END_DATADESC()


void CSpeaker::Spawn( void )
{
	const char *soundfile = (const char *)STRING( m_iszRuleScriptFile );

	if ( Q_strlen( soundfile ) < 1 )
	{
		Warning( "'speaker' entity with no Level/Sentence! at: %f, %f, %f\n", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z );
		SetNextThink( gpGlobals->curtime + 0.1f );
		SetThink( &CSpeaker::SUB_Remove );
		return;
	}

//	const char *concept = (const char *)STRING( m_iszConcept );
//	if ( Q_strlen( concept ) < 1 )
//	{
//		Warning( "'speaker' entity using rule set %s with empty concept string\n", soundfile );
//	}

    SetSolid( SOLID_NONE );
    SetMoveType( MOVETYPE_NONE );
	
	SetThink(&CSpeaker::SpeakerThink);
	SetNextThink( TICK_NEVER_THINK );

	// allow on/off switching via 'use' function.

	Precache( );
}


void CSpeaker::Precache( void )
{
	if ( !FBitSet (m_spawnflags, SF_SPEAKER_START_SILENT ) )
	{
		// set first announcement time for random n second
		SetNextThink( gpGlobals->curtime + random->RandomFloat(5.0, 15.0) );
	}

	if ( !m_pInstancedResponseSystem && Q_strlen( STRING(m_iszRuleScriptFile) ) > 0 )
	{
		m_pInstancedResponseSystem = PrecacheCustomResponseSystem( STRING( m_iszRuleScriptFile ) );
	}
}

//-----------------------------------------------------------------------------
// Purpose: Need a custom save restore so we can restore the instanced response system by name
//  after we've loaded the filename from disk...
// Input  : &save - 
//-----------------------------------------------------------------------------
int	CSpeaker::Save( ISave &save )
{
	int iret = BaseClass::Save( save );
	if ( iret )
	{
		bool doSave = ( m_pInstancedResponseSystem && ( m_iszRuleScriptFile != NULL_STRING ) ) ? true : false;
		save.WriteBool( &doSave );
		if ( doSave )
		{
			save.StartBlock( "InstancedResponseSystem" );
			{
				SaveRestoreFieldInfo_t fieldInfo = { &m_pInstancedResponseSystem, 0, NULL };
				responseSystemSaveRestoreOps->Save( fieldInfo, &save );
			}
			save.EndBlock();
		}
	}
	return iret;
}

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &restore - 
//-----------------------------------------------------------------------------
int	CSpeaker::Restore( IRestore &restore )
{
	int iret = BaseClass::Restore( restore );
	if ( iret )
	{
		bool doRead = false;
		restore.ReadBool( &doRead );
		if ( doRead )
		{
			char szResponseSystemBlockName[SIZE_BLOCK_NAME_BUF];
			restore.StartBlock( szResponseSystemBlockName );
			if ( !Q_stricmp( szResponseSystemBlockName, "InstancedResponseSystem" ) )
			{
				if ( !m_pInstancedResponseSystem && Q_strlen( STRING(m_iszRuleScriptFile) ) > 0 )
				{
					m_pInstancedResponseSystem = PrecacheCustomResponseSystem( STRING( m_iszRuleScriptFile ) );
					if ( m_pInstancedResponseSystem )
					{
						SaveRestoreFieldInfo_t fieldInfo =
						{
							&m_pInstancedResponseSystem,
							0,
							NULL
						};
						responseSystemSaveRestoreOps->Restore( fieldInfo, &restore );
					}
				}
			}
			restore.EndBlock();
		}
	}
	return iret;
}

void CSpeaker::SpeakerThink( void )
{
	// Wait for the talking characters to finish first.
	if ( !g_AIFriendliesTalkSemaphore.IsAvailable( this ) || !g_AIFoesTalkSemaphore.IsAvailable( this ) )
	{
		float releaseTime = MAX( g_AIFriendliesTalkSemaphore.GetReleaseTime(), g_AIFoesTalkSemaphore.GetReleaseTime() );
		// Add some slop (only up to one second)
		releaseTime += random->RandomFloat( 0, 1 );
		SetNextThink( releaseTime );
		return;
	}
	
	DispatchResponse( m_iszConcept.ToCStr() );

	SetNextThink( gpGlobals->curtime + random->RandomFloat(m_delayMin, m_delayMax) );

	// time delay until it's ok to speak: used so that two NPCs don't talk at once
	g_AIFriendliesTalkSemaphore.Acquire( 5, this );		
	g_AIFoesTalkSemaphore.Acquire( 5, this );		
}


void CSpeaker::InputTurnOn( inputdata_t &inputdata )
{
	// turn on announcements
	SetNextThink( gpGlobals->curtime + 0.1 );
}


void CSpeaker::InputTurnOff( inputdata_t &inputdata )
{
	// turn off announcements
	SetNextThink( TICK_NEVER_THINK );
}


//
// If an announcement is pending, cancel it.  If no announcement is pending, start one.
//
void CSpeaker::InputToggle( inputdata_t &inputdata )
{
	int fActive = (GetNextThink() > 0.0 );

	// fActive is true only if an announcement is pending
	if ( fActive )
	{
		// turn off announcements
		SetNextThink( TICK_NEVER_THINK );
	}
	else 
	{
		// turn on announcements
		SetNextThink( gpGlobals->curtime + 0.1f );
	} 
}