/*!
 * @brief 既知のクエストを表示する
 * @date 2020/04/23
 * @author Hourier
 */

#include "system/angband.h"
#include "knowledge-quests.h"
#include "io-dump/dump-util.h"
#include "dungeon/quest.h"
#include "floor/floor.h"
#include "system/system-variables.h" // 暫定、init_flagsのため。後で消すかも.
#include "object-enchant/artifact.h"
#include "object/object-flavor.h"
#include "object/object-generator.h"
#include "object/object-kind-hook.h"
#include "object-enchant/special-object-flags.h"
#include "dungeon/dungeon.h"
#include "dungeon/dungeon-file.h"
#include "core/sort.h"
#include "world/world.h"
#include "core/show-file.h"
#include "locale/english.h"

 /*
  * Check on the status of an active quest
  * @param creature_ptr プレーヤーへの参照ポインタ
  * @return なし
  */
void do_cmd_checkquest(player_type *creature_ptr)
{
	FILE_TYPE(FILE_TYPE_TEXT);
	screen_save();
	do_cmd_knowledge_quests(creature_ptr);
	screen_load();
}


/*
 * todo player_typeではなくQUEST_IDXを引数にすべきかもしれない
 * Print all active quests
 * @param creature_ptr プレーヤーへの参照ポインタ
 * @return なし
 */
static void do_cmd_knowledge_quests_current(player_type *creature_ptr, FILE *fff)
{
	char tmp_str[120];
	char rand_tmp_str[120] = "\0";
	GAME_TEXT name[MAX_NLEN];
	monster_race *r_ptr;
	int rand_level = 100;
	int total = 0;

	fprintf(fff, _("《遂行中のクエスト》\n", "< Current Quest >\n"));

	for (QUEST_IDX i = 1; i < max_q_idx; i++)
	{
		bool is_print = quest[i].status == QUEST_STATUS_TAKEN;
		is_print |= (quest[i].status == QUEST_STATUS_STAGE_COMPLETED) && (quest[i].type == QUEST_TYPE_TOWER);
		is_print |= quest[i].status == QUEST_STATUS_COMPLETED;
		if (!is_print)
			continue;

		QUEST_IDX old_quest = creature_ptr->current_floor_ptr->inside_quest;
		for (int j = 0; j < 10; j++)
			quest_text[j][0] = '\0';

		quest_text_line = 0;
		creature_ptr->current_floor_ptr->inside_quest = i;
		init_flags = INIT_SHOW_TEXT;
		process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
		creature_ptr->current_floor_ptr->inside_quest = old_quest;
		if (quest[i].flags & QUEST_FLAG_SILENT) continue;

		total++;
		if (quest[i].type != QUEST_TYPE_RANDOM)
		{
			char note[80] = "\0";

			if (quest[i].status == QUEST_STATUS_TAKEN || quest[i].status == QUEST_STATUS_STAGE_COMPLETED)
			{
				switch (quest[i].type)
				{
				case QUEST_TYPE_KILL_LEVEL:
				case QUEST_TYPE_KILL_ANY_LEVEL:
					r_ptr = &r_info[quest[i].r_idx];
					strcpy(name, r_name + r_ptr->name);
					if (quest[i].max_num > 1)
					{
#ifdef JP
						sprintf(note, " - %d 体の%sを倒す。(あと %d 体)",
							(int)quest[i].max_num, name, (int)(quest[i].max_num - quest[i].cur_num));
#else
						plural_aux(name);
						sprintf(note, " - kill %d %s, have killed %d.",
							(int)quest[i].max_num, name, (int)quest[i].cur_num);
#endif
					}
					else
						sprintf(note, _(" - %sを倒す。", " - kill %s."), name);
					break;

				case QUEST_TYPE_FIND_ARTIFACT:
					if (quest[i].k_idx)
					{
						artifact_type *a_ptr = &a_info[quest[i].k_idx];
						object_type forge;
						object_type *q_ptr = &forge;
						KIND_OBJECT_IDX k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
						object_prep(q_ptr, k_idx);
						q_ptr->name1 = quest[i].k_idx;
						q_ptr->ident = IDENT_STORE;
						object_desc(creature_ptr, name, q_ptr, OD_NAME_ONLY);
					}
					sprintf(note, _("\n   - %sを見つけ出す。", "\n   - Find %s."), name);
					break;
				case QUEST_TYPE_FIND_EXIT:
					sprintf(note, _(" - 出口に到達する。", " - Reach exit."));
					break;

				case QUEST_TYPE_KILL_NUMBER:
#ifdef JP
					sprintf(note, " - %d 体のモンスターを倒す。(あと %d 体)",
						(int)quest[i].max_num, (int)(quest[i].max_num - quest[i].cur_num));
#else
					sprintf(note, " - Kill %d monsters, have killed %d.",
						(int)quest[i].max_num, (int)quest[i].cur_num);
#endif
					break;

				case QUEST_TYPE_KILL_ALL:
				case QUEST_TYPE_TOWER:
					sprintf(note, _(" - 全てのモンスターを倒す。", " - Kill all monsters."));
					break;
				}
			}

			sprintf(tmp_str, _("  %s (危険度:%d階相当)%s\n", "  %s (Danger level: %d)%s\n"),
				quest[i].name, (int)quest[i].level, note);
			fputs(tmp_str, fff);
			if (quest[i].status == QUEST_STATUS_COMPLETED)
			{
				sprintf(tmp_str, _("    クエスト達成 - まだ報酬を受けとってない。\n", "    Quest Completed - Unrewarded\n"));
				fputs(tmp_str, fff);
				continue;
			}

			int k = 0;
			while (quest_text[k][0] && k < 10)
			{
				fprintf(fff, "    %s\n", quest_text[k]);
				k++;
			}

			continue;
		}

		if (quest[i].level >= rand_level)
			continue;

		rand_level = quest[i].level;
		if (max_dlv[DUNGEON_ANGBAND] < rand_level) continue;

		r_ptr = &r_info[quest[i].r_idx];
		strcpy(name, r_name + r_ptr->name);
		if (quest[i].max_num <= 1)
		{
			sprintf(rand_tmp_str, _("  %s (%d 階) - %sを倒す。\n", "  %s (Dungeon level: %d)\n  Kill %s.\n"),
				quest[i].name, (int)quest[i].level, name);
			continue;
		}

#ifdef JP
		sprintf(rand_tmp_str, "  %s (%d 階) - %d 体の%sを倒す。(あと %d 体)\n",
			quest[i].name, (int)quest[i].level,
			(int)quest[i].max_num, name, (int)(quest[i].max_num - quest[i].cur_num));
#else
		plural_aux(name);

		sprintf(rand_tmp_str, "  %s (Dungeon level: %d)\n  Kill %d %s, have killed %d.\n",
			quest[i].name, (int)quest[i].level,
			(int)quest[i].max_num, name, (int)quest[i].cur_num);
#endif
	}

	if (rand_tmp_str[0]) fputs(rand_tmp_str, fff);

	if (!total) fprintf(fff, _("  なし\n", "  Nothing.\n"));
}


static bool do_cmd_knowledge_quests_aux(player_type *player_ptr, FILE *fff, IDX q_idx)
{
	char tmp_str[120];
	char playtime_str[16];
	quest_type* const q_ptr = &quest[q_idx];

	floor_type *floor_ptr = player_ptr->current_floor_ptr;
	if (is_fixed_quest_idx(q_idx))
	{
		IDX old_quest = floor_ptr->inside_quest;
		floor_ptr->inside_quest = q_idx;
		init_flags = INIT_NAME_ONLY;
		process_dungeon_file(player_ptr, "q_info.txt", 0, 0, 0, 0);
		floor_ptr->inside_quest = old_quest;
		if (q_ptr->flags & QUEST_FLAG_SILENT) return FALSE;
	}

	strnfmt(playtime_str, sizeof(playtime_str), "%02d:%02d:%02d",
		q_ptr->comptime / (60 * 60), (q_ptr->comptime / 60) % 60, q_ptr->comptime % 60);

	if (is_fixed_quest_idx(q_idx) || (q_ptr->r_idx == 0))
	{
		sprintf(tmp_str,
			_("  %-35s (危険度:%3d階相当) - レベル%2d - %s\n",
				"  %-35s (Danger  level: %3d) - level %2d - %s\n"),
			q_ptr->name, (int)q_ptr->level, q_ptr->complev, playtime_str);
		fputs(tmp_str, fff);
		return TRUE;
	}

	if (q_ptr->complev == 0)
	{
		sprintf(tmp_str,
			_("  %-35s (%3d階)            -   不戦勝 - %s\n",
				"  %-35s (Dungeon level: %3d) - Unearned - %s\n"),
			r_name + r_info[q_ptr->r_idx].name,
			(int)q_ptr->level, playtime_str);
		fputs(tmp_str, fff);
		return TRUE;
	}

	sprintf(tmp_str,
		_("  %-35s (%3d階)            - レベル%2d - %s\n",
			"  %-35s (Dungeon level: %3d) - level %2d - %s\n"),
		r_name + r_info[q_ptr->r_idx].name,
		(int)q_ptr->level,
		q_ptr->complev,
		playtime_str);
	fputs(tmp_str, fff);
	return TRUE;
}


/*
 * Print all finished quests
 * @param creature_ptr プレーヤーへの参照ポインタ
 * @param fff セーブファイル (展開済？)
 * @param quest_num[] 受注したことのあるクエスト群
 * @return なし
 */
void do_cmd_knowledge_quests_completed(player_type *creature_ptr, FILE *fff, QUEST_IDX quest_num[])
{
	fprintf(fff, _("《達成したクエスト》\n", "< Completed Quest >\n"));
	QUEST_IDX total = 0;
	for (QUEST_IDX i = 1; i < max_q_idx; i++)
	{
		QUEST_IDX q_idx = quest_num[i];
		quest_type* const q_ptr = &quest[q_idx];

		if (q_ptr->status == QUEST_STATUS_FINISHED && do_cmd_knowledge_quests_aux(creature_ptr, fff, q_idx))
		{
			++total;
		}
	}

	if (!total) fprintf(fff, _("  なし\n", "  Nothing.\n"));
}


/*
 * Print all failed quests
 * @param creature_ptr プレーヤーへの参照ポインタ
 * @param fff セーブファイル (展開済？)
 * @param quest_num[] 受注したことのあるクエスト群
 * @return なし
*/
void do_cmd_knowledge_quests_failed(player_type *creature_ptr, FILE *fff, QUEST_IDX quest_num[])
{
	fprintf(fff, _("《失敗したクエスト》\n", "< Failed Quest >\n"));
	QUEST_IDX total = 0;
	for (QUEST_IDX i = 1; i < max_q_idx; i++)
	{
		QUEST_IDX q_idx = quest_num[i];
		quest_type* const q_ptr = &quest[q_idx];

		if (((q_ptr->status == QUEST_STATUS_FAILED_DONE) || (q_ptr->status == QUEST_STATUS_FAILED)) &&
			do_cmd_knowledge_quests_aux(creature_ptr, fff, q_idx))
		{
			++total;
		}
	}

	if (!total) fprintf(fff, _("  なし\n", "  Nothing.\n"));
}


/*
 * Print all random quests
 */
static void do_cmd_knowledge_quests_wiz_random(FILE *fff)
{
	fprintf(fff, _("《残りのランダムクエスト》\n", "< Remaining Random Quest >\n"));
	GAME_TEXT tmp_str[120];
	QUEST_IDX total = 0;
	for (QUEST_IDX i = 1; i < max_q_idx; i++)
	{
		if (quest[i].flags & QUEST_FLAG_SILENT) continue;

		if ((quest[i].type == QUEST_TYPE_RANDOM) && (quest[i].status == QUEST_STATUS_TAKEN))
		{
			total++;
			sprintf(tmp_str, _("  %s (%d階, %s)\n", "  %s (%d, %s)\n"),
				quest[i].name, (int)quest[i].level, r_name + r_info[quest[i].r_idx].name);
			fputs(tmp_str, fff);
		}
	}

	if (!total) fprintf(fff, _("  なし\n", "  Nothing.\n"));
}

/*
 * Print quest status of all active quests
 * @param creature_ptr プレーヤーへの参照ポインタ
 * @return なし
 */
void do_cmd_knowledge_quests(player_type *creature_ptr)
{
	FILE *fff = NULL;
	GAME_TEXT file_name[FILE_NAME_SIZE];
	if (!open_temporary_file(&fff, file_name)) return;

	IDX *quest_num;
	C_MAKE(quest_num, max_q_idx, QUEST_IDX);

	for (IDX i = 1; i < max_q_idx; i++)
		quest_num[i] = i;

	int dummy;
	ang_sort(quest_num, &dummy, max_q_idx, ang_sort_comp_quest_num, ang_sort_swap_quest_num);

	do_cmd_knowledge_quests_current(creature_ptr, fff);
	fputc('\n', fff);
	do_cmd_knowledge_quests_completed(creature_ptr, fff, quest_num);
	fputc('\n', fff);
	do_cmd_knowledge_quests_failed(creature_ptr, fff, quest_num);
	if (current_world_ptr->wizard)
	{
		fputc('\n', fff);
		do_cmd_knowledge_quests_wiz_random(fff);
	}

	my_fclose(fff);
	(void)show_file(creature_ptr, TRUE, file_name, _("クエスト達成状況", "Quest status"), 0, 0);
	fd_kill(file_name);
	C_KILL(quest_num, max_q_idx, QUEST_IDX);
}
