/*!
 * @brief 剣術の実装 / Blade arts
 * @date 2014/01/17
 * @author
 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
 * This software may be copied and distributed for educational, research,\n
 * and not for profit purposes provided that this copyright and statement\n
 * are included in all such copies.  Other copyrights may also apply.\n
 * 2014 Deskull rearranged comment for Doxygen.\n
 */

#include "cmd-action/cmd-spell.h"
#include "cmd/cmd-basic.h"
#include "core/asking-player.h"
#include "core/player-redraw-types.h"
#include "core/player-update-types.h"
#include "core/stuff-handler.h"
#include "core/window-redrawer.h"
#include "floor/floor-object.h"
#include "game-option/disturbance-options.h"
#include "game-option/text-display-options.h"
#include "inventory/inventory-slot-types.h"
#include "io/command-repeater.h"
#include "io/input-key-requester.h"
#include "main/sound-definitions-table.h"
#include "main/sound-of-music.h"
#include "monster-race/monster-race-hook.h"
#include "object/item-use-flags.h"
#include "player/attack-defense-types.h"
#include "player/player-status.h"
#include "player/special-defense-types.h"
#include "spell/spells-execution.h"
#include "spell/technic-info-table.h"
#include "status/action-setter.h"
#include "system/object-type-definition.h"
#include "term/screen-processor.h"
#include "util/int-char-converter.h"
#include "view/display-messages.h"

#define TECHNIC_HISSATSU (REALM_HISSATSU - MIN_TECHNIC)

/*!
 * @brief 使用可能な剣術を選択する /
 * Allow user to choose a blade arts.
 * @param sn 選択した特殊技能ID、キャンセルの場合-1、不正な選択の場合-2を返す
 * @return 発動可能な魔法を選択した場合TRUE、キャンセル処理か不正な選択が行われた場合FALSEを返す。
 * @details
 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
 *\n
 * The "prompt" should be "cast", "recite", or "study"\n
 * The "known" should be TRUE for cast/pray, FALSE for study\n
 *\n
 * nb: This function has a (trivial) display bug which will be obvious\n
 * when you run it. It's probably easy to fix but I haven't tried,\n
 * sorry.\n
 */
static int get_hissatsu_power(player_type *creature_ptr, SPELL_IDX *sn)
{
    SPELL_IDX i;
    int j = 0;
    int num = 0;
    POSITION y = 1;
    POSITION x = 15;
    PLAYER_LEVEL plev = creature_ptr->lev;
    int ask = TRUE;
    char choice;
    char out_val[160];
    SPELL_IDX sentaku[32];
    concptr p = _("必殺剣", "special attack");
    COMMAND_CODE code;
    magic_type spell;
    bool flag, redraw;
    int menu_line = (use_menu ? 1 : 0);

    /* Assume cancelled */
    *sn = (-1);

    /* Get the spell, if available */
    if (repeat_pull(&code)) {
        *sn = (SPELL_IDX)code;
        /* Verify the spell */
        if (technic_info[TECHNIC_HISSATSU][*sn].slevel <= plev) {
            /* Success */
            return TRUE;
        }
    }

    flag = FALSE;
    redraw = FALSE;

    for (i = 0; i < 32; i++) {
        if (technic_info[TECHNIC_HISSATSU][i].slevel <= PY_MAX_LEVEL) {
            sentaku[num] = i;
            num++;
        }
    }

    /* Build a prompt (accept all spells) */
    (void)strnfmt(out_val, 78, _("(%^s %c-%c, '*'で一覧, ESC) どの%sを使いますか？", "(%^ss %c-%c, *=List, ESC=exit) Use which %s? "), p, I2A(0),
        "abcdefghijklmnopqrstuvwxyz012345"[num - 1], p);

    if (use_menu)
        screen_save();
    choice = always_show_list ? ESCAPE : 1;

    while (!flag) {
        if (choice == ESCAPE)
            choice = ' ';
        else if (!get_com(out_val, &choice, FALSE))
            break;

        if (use_menu && choice != ' ') {
            switch (choice) {
            case '0': {
                screen_load();
                return FALSE;
            }

            case '8':
            case 'k':
            case 'K': {
                do {
                    menu_line += 31;
                    if (menu_line > 32)
                        menu_line -= 32;
                } while (!(creature_ptr->spell_learned1 & (1L << (menu_line - 1))));
                break;
            }

            case '2':
            case 'j':
            case 'J': {
                do {
                    menu_line++;
                    if (menu_line > 32)
                        menu_line -= 32;
                } while (!(creature_ptr->spell_learned1 & (1L << (menu_line - 1))));
                break;
            }

            case '4':
            case 'h':
            case 'H':
            case '6':
            case 'l':
            case 'L': {
                bool reverse = FALSE;
                if ((choice == '4') || (choice == 'h') || (choice == 'H'))
                    reverse = TRUE;
                if (menu_line > 16) {
                    menu_line -= 16;
                    reverse = TRUE;
                } else
                    menu_line += 16;
                while (!(creature_ptr->spell_learned1 & (1L << (menu_line - 1)))) {
                    if (reverse) {
                        menu_line--;
                        if (menu_line < 2)
                            reverse = FALSE;
                    } else {
                        menu_line++;
                        if (menu_line > 31)
                            reverse = TRUE;
                    }
                }
                break;
            }

            case 'x':
            case 'X':
            case '\r':
            case '\n': {
                i = menu_line - 1;
                ask = FALSE;
                break;
            }
            }
        }
        /* Request redraw */
        if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask)) {
            /* Show the list */
            if (!redraw || use_menu) {
                char psi_desc[80];
                int line;
                redraw = TRUE;
                if (!use_menu)
                    screen_save();

                /* Display a list of spells */
                prt("", y, x);
                put_str(_("名前              Lv  MP      名前              Lv  MP ", "name              Lv  SP      name              Lv  SP "), y, x + 5);
                prt("", y + 1, x);
                /* Dump the spells */
                for (i = 0, line = 0; i < 32; i++) {
                    spell = technic_info[TECHNIC_HISSATSU][i];

                    if (spell.slevel > PY_MAX_LEVEL)
                        continue;
                    line++;
                    if (!(creature_ptr->spell_learned1 >> i))
                        break;

                    /* Access the spell */
                    if (spell.slevel > plev)
                        continue;
                    if (!(creature_ptr->spell_learned1 & (1L << i)))
                        continue;
                    if (use_menu) {
                        if (i == (menu_line - 1))
                            strcpy(psi_desc, _("  》", "  > "));
                        else
                            strcpy(psi_desc, "    ");

                    } else {
                        char letter;
                        if (line <= 26)
                            letter = I2A(line - 1);
                        else
                            letter = '0' + line - 27;
                        sprintf(psi_desc, "  %c)", letter);
                    }

                    /* Dump the spell --(-- */
                    strcat(psi_desc, format(" %-18s%2d %3d", exe_spell(creature_ptr, REALM_HISSATSU, i, SPELL_NAME), spell.slevel, spell.smana));
                    prt(psi_desc, y + (line % 17) + (line >= 17), x + (line / 17) * 30);
                    prt("", y + (line % 17) + (line >= 17) + 1, x + (line / 17) * 30);
                }
            }

            /* Hide the list */
            else {
                /* Hide list */
                redraw = FALSE;
                screen_load();
            }

            /* Redo asking */
            continue;
        }

        if (!use_menu) {
            if (isalpha(choice)) {
                /* Note verify */
                ask = (isupper(choice));

                /* Lowercase */
                if (ask)
                    choice = (char)tolower(choice);

                /* Extract request */
                i = (islower(choice) ? A2I(choice) : -1);
            } else {
                ask = FALSE; /* Can't uppercase digits */

                i = choice - '0' + 26;
            }
        }

        /* Totally Illegal */
        if ((i < 0) || (i >= 32) || !(creature_ptr->spell_learned1 & (1 << sentaku[i]))) {
            bell();
            continue;
        }

        j = sentaku[i];

        /* Verify it */
        if (ask) {
            char tmp_val[160];

            /* Prompt */
            (void)strnfmt(tmp_val, 78, _("%sを使いますか？", "Use %s? "), exe_spell(creature_ptr, REALM_HISSATSU, j, SPELL_NAME));

            /* Belay that order */
            if (!get_check(tmp_val))
                continue;
        }

        /* Stop the loop */
        flag = TRUE;
    }
    if (redraw)
        screen_load();

    creature_ptr->window |= (PW_SPELL);
    handle_stuff(creature_ptr);

    /* Abort if needed */
    if (!flag)
        return FALSE;

    /* Save the choice */
    (*sn) = j;

    repeat_push((COMMAND_CODE)j);

    /* Success */
    return TRUE;
}

/*!
 * @brief 剣術コマンドのメインルーチン
 * @return なし
 */
void do_cmd_hissatsu(player_type *creature_ptr)
{
    SPELL_IDX n = 0;
    magic_type spell;

    if (cmd_limit_confused(creature_ptr))
        return;
    if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM)) {
        if (flush_failure)
            flush();
        msg_print(_("武器を持たないと必殺技は使えない！", "You need to wield a weapon!"));
        return;
    }
    if (!creature_ptr->spell_learned1) {
        msg_print(_("何も技を知らない。", "You don't know any special attacks."));
        return;
    }

    if (creature_ptr->special_defense & KATA_MASK) {
        set_action(creature_ptr, ACTION_NONE);
    }

    if (!get_hissatsu_power(creature_ptr, &n))
        return;

    spell = technic_info[TECHNIC_HISSATSU][n];

    /* Verify "dangerous" spells */
    if (spell.smana > creature_ptr->csp) {
        if (flush_failure)
            flush();
        /* Warning */
        msg_print(_("ＭＰが足りません。", "You do not have enough mana to use this power."));
        msg_print(NULL);
        return;
    }

    sound(SOUND_ZAP);

    if (!exe_spell(creature_ptr, REALM_HISSATSU, n, SPELL_CAST))
        return;

    take_turn(creature_ptr, 100);

    /* Use some mana */
    creature_ptr->csp -= spell.smana;

    /* Limit */
    if (creature_ptr->csp < 0)
        creature_ptr->csp = 0;
    creature_ptr->redraw |= (PR_MANA);
    creature_ptr->window |= (PW_PLAYER | PW_SPELL);
}

/*!
 * @brief 剣術コマンドの学習
 * @return なし
 */
void do_cmd_gain_hissatsu(player_type *creature_ptr)
{
    OBJECT_IDX item;
    int i, j;

    object_type *o_ptr;
    concptr q, s;

    bool gain = FALSE;

    if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN)) {
        set_action(creature_ptr, ACTION_NONE);
    }

    if (cmd_limit_blind(creature_ptr))
        return;
    if (cmd_limit_confused(creature_ptr))
        return;

    if (!(creature_ptr->new_spells)) {
        msg_print(_("新しい必殺技を覚えることはできない！", "You cannot learn any new special attacks!"));
        return;
    }

#ifdef JP
    msg_format("あと %d 種の必殺技を学べる。", creature_ptr->new_spells);
#else
    msg_format("You can learn %d new special attack%s.", creature_ptr->new_spells, (creature_ptr->new_spells == 1 ? "" : "s"));
#endif

    q = _("どの書から学びますか? ", "Study which book? ");
    s = _("読める書がない。", "You have no books that you can read.");

    o_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), TV_HISSATSU_BOOK);
    if (!o_ptr)
        return;

    for (i = o_ptr->sval * 8; i < o_ptr->sval * 8 + 8; i++) {
        if (creature_ptr->spell_learned1 & (1L << i))
            continue;
        if (technic_info[TECHNIC_HISSATSU][i].slevel > creature_ptr->lev)
            continue;

        creature_ptr->spell_learned1 |= (1L << i);
        creature_ptr->spell_worked1 |= (1L << i);
        msg_format(_("%sの技を覚えた。", "You have learned the special attack of %s."), exe_spell(creature_ptr, REALM_HISSATSU, i, SPELL_NAME));
        for (j = 0; j < 64; j++) {
            /* Stop at the first empty space */
            if (creature_ptr->spell_order[j] == 99)
                break;
        }
        creature_ptr->spell_order[j] = i;
        gain = TRUE;
    }

    if (!gain) {
        msg_print(_("何も覚えられなかった。", "You were not able to learn any special attacks."));
    } else {
        take_turn(creature_ptr, 100);
    }

    creature_ptr->update |= (PU_SPELLS);
}
