#include "ContentLoaderT5.h"
#include "Game/T5/T5.h"
#include "Loading/Exception/UnsupportedAssetTypeException.h"

#include <cassert>

#include "Game/T5/XAssets/clipmap_t/clipmap_t_load_db.h"
#include "Game/T5/XAssets/comworld/comworld_load_db.h"
#include "Game/T5/XAssets/ddlroot_t/ddlroot_t_load_db.h"
#include "Game/T5/XAssets/destructibledef/destructibledef_load_db.h"
#include "Game/T5/XAssets/emblemset/emblemset_load_db.h"
#include "Game/T5/XAssets/font_s/font_s_load_db.h"
#include "Game/T5/XAssets/fxeffectdef/fxeffectdef_load_db.h"
#include "Game/T5/XAssets/fximpacttable/fximpacttable_load_db.h"
#include "Game/T5/XAssets/gameworldmp/gameworldmp_load_db.h"
#include "Game/T5/XAssets/gameworldsp/gameworldsp_load_db.h"
#include "Game/T5/XAssets/gfximage/gfximage_load_db.h"
#include "Game/T5/XAssets/gfxlightdef/gfxlightdef_load_db.h"
#include "Game/T5/XAssets/gfxworld/gfxworld_load_db.h"
#include "Game/T5/XAssets/glasses/glasses_load_db.h"
#include "Game/T5/XAssets/localizeentry/localizeentry_load_db.h"
#include "Game/T5/XAssets/mapents/mapents_load_db.h"
#include "Game/T5/XAssets/material/material_load_db.h"
#include "Game/T5/XAssets/materialtechniqueset/materialtechniqueset_load_db.h"
#include "Game/T5/XAssets/menudef_t/menudef_t_load_db.h"
#include "Game/T5/XAssets/menulist/menulist_load_db.h"
#include "Game/T5/XAssets/packindex/packindex_load_db.h"
#include "Game/T5/XAssets/physconstraints/physconstraints_load_db.h"
#include "Game/T5/XAssets/physpreset/physpreset_load_db.h"
#include "Game/T5/XAssets/rawfile/rawfile_load_db.h"
#include "Game/T5/XAssets/sndbank/sndbank_load_db.h"
#include "Game/T5/XAssets/snddriverglobals/snddriverglobals_load_db.h"
#include "Game/T5/XAssets/sndpatch/sndpatch_load_db.h"
#include "Game/T5/XAssets/stringtable/stringtable_load_db.h"
#include "Game/T5/XAssets/weaponvariantdef/weaponvariantdef_load_db.h"
#include "Game/T5/XAssets/xanimparts/xanimparts_load_db.h"
#include "Game/T5/XAssets/xglobals/xglobals_load_db.h"
#include "Game/T5/XAssets/xmodel/xmodel_load_db.h"

using namespace T5;

ContentLoader::ContentLoader()
    : varXAsset(nullptr),
      varScriptStringList(nullptr)
{
}

void ContentLoader::LoadScriptStringList(const bool atStreamStart)
{
    m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);

    if (atStreamStart)
        m_stream->Load<ScriptStringList>(varScriptStringList);

    if (varScriptStringList->strings != nullptr)
    {
        assert(varScriptStringList->strings == PTR_FOLLOWING);

        varScriptStringList->strings = m_stream->Alloc<const char*>(alignof(const char*));
        varXString = varScriptStringList->strings;
        LoadXStringArray(true, varScriptStringList->count);

        if (varScriptStringList->strings && varScriptStringList->count > 0)
            m_zone->m_script_strings.InitializeForExistingZone(varScriptStringList->strings, static_cast<size_t>(varScriptStringList->count));
    }

    m_stream->PopBlock();

    assert(m_zone->m_script_strings.Count() <= SCR_STRING_MAX + 1);
}

void ContentLoader::LoadXAsset(const bool atStreamStart) const
{
#define LOAD_ASSET(type_index, typeName, headerEntry) \
    case type_index: \
        { \
            Loader_##typeName loader(m_zone, m_stream); \
            loader.Load(&varXAsset->header.headerEntry); \
            break; \
        }
#define SKIP_ASSET(type_index, typeName, headerEntry) \
    case type_index: \
        break;

    assert(varXAsset != nullptr);

    if (atStreamStart)
        m_stream->Load<XAsset>(varXAsset);

    switch (varXAsset->type)
    {
    LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset)
    LOAD_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints, physConstraints)
    LOAD_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef, destructibleDef)
    LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts)
    LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model)
    LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material)
    LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet)
    LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image)
    LOAD_ASSET(ASSET_TYPE_SOUND, SndBank, sound)
    LOAD_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch)
    LOAD_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap)
    LOAD_ASSET(ASSET_TYPE_CLIPMAP_PVS, clipMap_t, clipMap)
    LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld)
    LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp)
    LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp)
    LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts)
    LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld)
    LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef)
    LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font)
    LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList)
    LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu)
    LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize)
    LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponVariantDef, weapon)
    LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals)
    LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx)
    LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx)
    LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile)
    LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable)
    LOAD_ASSET(ASSET_TYPE_PACK_INDEX, PackIndex, packIndex)
    LOAD_ASSET(ASSET_TYPE_XGLOBALS, XGlobals, xGlobals)
    LOAD_ASSET(ASSET_TYPE_DDL, ddlRoot_t, ddlRoot)
    LOAD_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses)
    LOAD_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet)

    default:
        {
            throw UnsupportedAssetTypeException(varXAsset->type);
        }
    }

#undef LOAD_ASSET
}

void ContentLoader::LoadXAssetArray(const bool atStreamStart, const size_t count)
{
    assert(varXAsset != nullptr);

    if (atStreamStart)
        m_stream->Load<XAsset>(varXAsset, count);

    for (asset_type_t assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
    {
        m_zone->m_pools->InitPoolDynamic(assetType);
    }

    for (size_t index = 0; index < count; index++)
    {
        LoadXAsset(false);
        varXAsset++;
    }
}

void ContentLoader::Load(Zone* zone, IZoneInputStream* stream)
{
    m_zone = zone;
    m_stream = stream;

    m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);

    XAssetList assetList{};
    m_stream->LoadDataRaw(&assetList, sizeof assetList);

    varScriptStringList = &assetList.stringList;
    LoadScriptStringList(false);

    if (assetList.assets != nullptr)
    {
        assert(assetList.assets == PTR_FOLLOWING);

        assetList.assets = m_stream->Alloc<XAsset>(alignof(XAsset));
        varXAsset = assetList.assets;
        LoadXAssetArray(true, assetList.assetCount);
    }

    m_stream->PopBlock();
}
