/* This program 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 2, or (at your option)
 * any later version.
 *
 * This program 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 this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 * 02111-1307, USA.
 *
 * http://www.gnu.org/copyleft/gpl.html
 */
package com.l2dot.gameserver.network.clientpackets;

import java.util.logging.Logger;

import com.l2dot.Config;
import com.l2dot.gameserver.datatables.ItemTable;
import com.l2dot.gameserver.model.L2Augmentation;
import com.l2dot.gameserver.model.L2ItemInstance;
import com.l2dot.gameserver.model.L2Multisell;
import com.l2dot.gameserver.model.PcInventory;
import com.l2dot.gameserver.model.L2Multisell.MultiSellEntry;
import com.l2dot.gameserver.model.L2Multisell.MultiSellIngredient;
import com.l2dot.gameserver.model.L2Multisell.MultiSellListContainer;
import com.l2dot.gameserver.model.actor.instance.L2NpcInstance;
import com.l2dot.gameserver.model.actor.instance.L2PcInstance;
import com.l2dot.gameserver.network.SystemMessageId;
import com.l2dot.gameserver.network.serverpackets.ActionFailed; 
import com.l2dot.gameserver.network.serverpackets.ItemList;
import com.l2dot.gameserver.network.serverpackets.PledgeShowInfoUpdate;
import com.l2dot.gameserver.network.serverpackets.StatusUpdate;
import com.l2dot.gameserver.network.serverpackets.SystemMessage;
import com.l2dot.gameserver.templates.L2Armor;
import com.l2dot.gameserver.templates.L2Item;
import com.l2dot.gameserver.templates.L2Weapon;
import com.l2dot.gameserver.util.FloodProtector;

import javolution.util.FastList;



public class MultiSellChoose extends L2GameClientPacket
{
    private static final String _C__A7_MULTISELLCHOOSE = "[C] A7 MultiSellChoose";
    private static Logger _log = Logger.getLogger(MultiSellChoose.class.getName());
    private int _listId;
    private int _entryId;
    private int _amount;
    private int _enchantment;
    private int _transactionTax;	// local handling of taxation

    @Override
	protected void readImpl()
    {
        _listId = readD();
        _entryId = readD();
        _amount = readD();
        // _enchantment = readH();  // <---commented this line because it did NOT work!
        _enchantment = _entryId % 100000;
        _entryId = _entryId / 100000;
        _transactionTax = 0;	// initialize tax amount to 0...
    }

    @Override
	public void runImpl()
    {
    	if(_amount < 1 || _amount > 5000)
    		return;

        MultiSellListContainer list = L2Multisell.getInstance().getList(_listId);
        if(list == null) return;

        L2PcInstance player = getClient().getActiveChar();
        if(player == null) return;

        if (!FloodProtector.getInstance().tryPerformAction(player.getObjectId(), FloodProtector.PROTECTED_MULTISELL)) 
        { 
         	player.sendMessage("You Cannot Buy That Fast. Try Again in 10 Second(s)!"); 
         	player.sendPacket(new ActionFailed()); 
         	return; 
        } 
        
        for(MultiSellEntry entry : list.getEntries())
        {
            if(entry.getEntryId() == _entryId)
            {
            	doExchange(player,entry,list.getApplyTaxes(), list.getMaintainEnchantment(), _enchantment);
            	return;
            }
        }
    }

    private void doExchange(L2PcInstance player, MultiSellEntry templateEntry, boolean applyTaxes, boolean maintainEnchantment, int enchantment)
    {
    	PcInventory inv = player.getInventory();
    	
    	boolean maintainItemFound = false;
    	
    	if (!FloodProtector.getInstance().tryPerformAction(player.getObjectId(), FloodProtector.PROTECTED_MULTISELL))
    		sendMessage("You can Buy Every 10 Second(s)!.");
    			
    	// given the template entry and information about maintaining enchantment and applying taxes
        // re-create the instance of the entry that will be used for this exchange
    	// i.e. change the enchantment level of select ingredient/products and adena amount appropriately.
        L2NpcInstance merchant = (player.getTarget() instanceof L2NpcInstance)? (L2NpcInstance) player.getTarget() : null;
        if (merchant == null) return;

        MultiSellEntry entry = prepareEntry(merchant, templateEntry, applyTaxes, maintainEnchantment, enchantment);

        // Generate a list of distinct ingredients and counts in order to check if the correct item-counts
        // are possessed by the player
    	FastList<MultiSellIngredient> _ingredientsList = new FastList<MultiSellIngredient>();
    	boolean newIng = true;
    	for(MultiSellIngredient e: entry.getIngredients())
    	{
    		newIng = true;

    		// at this point, the template has already been modified so that enchantments are properly included
    		// whenever they need to be applied.  Uniqueness of items is thus judged by item id AND enchantment level
    		for(MultiSellIngredient ex: _ingredientsList)
    		{
    			// if the item was already added in the list, merely increment the count
    			// this happens if 1 list entry has the same ingredient twice (example 2 swords = 1 dual)
    			if( (ex.getItemId() == e.getItemId()) && (ex.getEnchantmentLevel() == e.getEnchantmentLevel()) )
    			{
    				if ((double)ex.getItemCount() + e.getItemCount() > Integer.MAX_VALUE)
    				{
    					player.sendPacket(new SystemMessage(SystemMessageId.YOU_HAVE_EXCEEDED_QUANTITY_THAT_CAN_BE_INPUTTED));
    					_ingredientsList.clear();
    					_ingredientsList = null;
    					return;
    				}
    				ex.setItemCount(ex.getItemCount() + e.getItemCount());
    				newIng = false;
    			}
    		}
    		if(newIng)
    		{
    			// If there is a maintainIngredient, then we do not need to check the enchantment parameter
    			//  as the enchant level will be checked elsewhere
    			if (maintainEnchantment || e.getMantainIngredient())
    				maintainItemFound = true;
    			
    			// if it's a new ingredient, just store its info directly (item id, count, enchantment)
    			_ingredientsList.add(L2Multisell.getInstance().new MultiSellIngredient(e));
    		}
    	}
    			
    	// If there is no maintainIngredient, then we must make sure that the 
    	//  enchantment is not kept from the client packet, as it may have been forged
    	if (!maintainItemFound)
    		for (MultiSellIngredient product : entry.getProducts())
    			product.setEnchantmentLevel(0);
    	
    	// now check if the player has sufficient items in the inventory to cover the ingredients' expences
    	for(MultiSellIngredient e : _ingredientsList)
    	{
    		if((double)e.getItemCount() * _amount > Integer.MAX_VALUE )
    		{
    			player.sendPacket(new SystemMessage(SystemMessageId.YOU_HAVE_EXCEEDED_QUANTITY_THAT_CAN_BE_INPUTTED));
    			_ingredientsList.clear();
    			_ingredientsList = null;
    			return;
    		}
    		if(e.getItemId() !=500000)
    		{
	            // if this is not a list that maintains enchantment, check the count of all items that have the given id.
	            // otherwise, check only the count of items with exactly the needed enchantment level
	    		if( inv.getInventoryItemCount(e.getItemId(), maintainEnchantment? e.getEnchantmentLevel() : -1) < ((Config.ALT_BLACKSMITH_USE_RECIPES || !e.getMantainIngredient()) ? (e.getItemCount() * _amount) : e.getItemCount()) )
	    		{
	    			player.sendPacket(new SystemMessage(SystemMessageId.NOT_ENOUGH_ITEMS));
	    			_ingredientsList.clear();
	    			_ingredientsList = null;
	    			return;
	    		}
            }
            else
            {
                if(player.getClan() == null)
                {
                    player.sendPacket(new SystemMessage(SystemMessageId.YOU_ARE_NOT_A_CLAN_MEMBER));
                    return;
                }
                if(!player.isClanLeader())
                {
                    player.sendPacket(new SystemMessage(SystemMessageId.ONLY_THE_CLAN_LEADER_IS_ENABLED));
                    return;
                }
                if(player.getClan().getReputationScore() < e.getItemCount())
                {
                    player.sendPacket(new SystemMessage(SystemMessageId.THE_CLAN_REPUTATION_SCORE_IS_TOO_LOW));
                    return;
                }
            }
    	}

		_ingredientsList.clear();
		_ingredientsList = null;
		FastList<L2Augmentation> augmentation = new FastList<L2Augmentation>();
		/** All ok, remove items and add final product */

		for(MultiSellIngredient e : entry.getIngredients())
		{
			if(e.getItemId()!=500000)
			{
				for(MultiSellIngredient a : entry.getProducts())
		    	{
			    	if (player.GetInventoryLimit() < inv.getSize() + _amount && !ItemTable.getInstance().createDummyItem(a.getItemId()).isStackable())
			    	{
			    		player.sendPacket(new SystemMessage(SystemMessageId.SLOTS_FULL));
			    		return;
			    	}
			    	if (player.GetInventoryLimit() < inv.getSize() && ItemTable.getInstance().createDummyItem(a.getItemId()).isStackable())
			    	{
		    			player.sendPacket(new SystemMessage(SystemMessageId.SLOTS_FULL));
		    			return;
			    	}
		    	}
				L2ItemInstance itemToTake = inv.getItemByItemId(e.getItemId());		// initialize and initial guess for the item to take.
				if (itemToTake == null) //this is a cheat, transaction will be aborted and if any items already tanken will not be returned back to inventory!
				{ 
					_log.severe("Character: " + player.getName() + " is trying to cheat in multisell, merchatnt id:" + merchant.getNpcId());
					return;
				}
				
				if (Config.ALT_BLACKSMITH_USE_RECIPES || !e.getMantainIngredient())
				{
					// if it's a stackable item, just reduce the amount from the first (only) instance that is found in the inventory
					if (itemToTake.isStackable())
					{
						if (!player.destroyItem("Multisell", itemToTake.getObjectId(), (e.getItemCount() * _amount), player.getTarget(), true))
							return;
					}
					else
					{
						// for non-stackable items, one of two scenaria are possible:
						// a) list maintains enchantment: get the instances that exactly match the requested enchantment level
						// b) list does not maintain enchantment: get the instances with the LOWEST enchantment level
						
						// a) if enchantment is maintained, then get a list of items that exactly match this enchantment
						if (maintainEnchantment)
						{
							// loop through this list and remove (one by one) each item until the required amount is taken.
							L2ItemInstance[] inventoryContents = inv.getAllItemsByItemId(e.getItemId(), e.getEnchantmentLevel());
							for (int i = 0; i < (e.getItemCount() * _amount); i++)
							{
								if (inventoryContents[i].isAugmented())
									augmentation.add(inventoryContents[i].getAugmentation());
								if (!player.destroyItem("Multisell", inventoryContents[i].getObjectId(), 1, player.getTarget(), true))
									return;
							}
						}
						else	// b) enchantment is not maintained.  Get the instances with the LOWEST enchantment level
						{
							/* NOTE: There are 2 ways to achieve the above goal.
							 * 1) Get all items that have the correct itemId, loop through them until the lowest enchantment
							 * 		level is found.  Repeat all this for the next item until proper count of items is reached.
							 * 2) Get all items that have the correct itemId, sort them once based on enchantment level,
							 * 		and get the range of items that is necessary.
							 * Method 1 is faster for a small number of items to be exchanged.
							 * Method 2 is faster for large amounts.
							 *
							 * EXPLANATION:
							 *   Worst case scenario for algorithm 1 will make it run in a number of cycles given by:
							 * m*(2n-m+1)/2 where m is the number of items to be exchanged and n is the total
							 * number of inventory items that have a matching id.
							 *   With algorithm 2 (sort), sorting takes n*log(n) time and the choice is done in a single cycle
							 * for case b (just grab the m first items) or in linear time for case a (find the beginning of items
							 * with correct enchantment, index x, and take all items from x to x+m).
							 * Basically, whenever m > log(n) we have: m*(2n-m+1)/2 = (2nm-m*m+m)/2 >
							 * (2nlogn-logn*logn+logn)/2 = nlog(n) - log(n*n) + log(n) = nlog(n) + log(n/n*n) =
							 * nlog(n) + log(1/n) = nlog(n) - log(n) = (n-1)log(n)
							 * So for m < log(n) then m*(2n-m+1)/2 > (n-1)log(n) and m*(2n-m+1)/2 > nlog(n)
							 *
							 * IDEALLY:
							 * In order to best optimize the performance, choose which algorithm to run, based on whether 2^m > n
							 * if ( (2<<(e.getItemCount() * _amount)) < inventoryContents.length )
							 *   // do Algorithm 1, no sorting
							 * else
							 *   // do Algorithm 2, sorting
							 *
							 * CURRENT IMPLEMENTATION:
							 * In general, it is going to be very rare for a person to do a massive exchange of non-stackable items
							 * For this reason, we assume that algorithm 1 will always suffice and we keep things simple.
							 * If, in the future, it becomes necessary that we optimize, the above discussion should make it clear
							 * what optimization exactly is necessary (based on the comments under "IDEALLY").
							 */

							// choice 1.  Small number of items exchanged.  No sorting.
							for (int i = 1; i <= (e.getItemCount() * _amount); i++)
							{
								L2ItemInstance[] inventoryContents = inv.getAllItemsByItemId(e.getItemId());
								
								itemToTake = inventoryContents[0];
								// get item with the LOWEST enchantment level  from the inventory...
								// +0 is lowest by default...
								if (itemToTake.getEnchantLevel() > 0)
								{
									for (int j = 0; j < inventoryContents.length; j++)
									{
										if (inventoryContents[j].getEnchantLevel() < itemToTake.getEnchantLevel())
										{
											itemToTake = inventoryContents[j];
											// nothing will have enchantment less than 0. If a zero-enchanted
											// item is found, just take it
											if (itemToTake.getEnchantLevel() == 0)
												break;
										}
									}
								}
								if (!player.destroyItem("Multisell", itemToTake.getObjectId(), 1, player.getTarget(), true))
									return;
							}
						}
					}
				}
			}
			else
			{
				int repCost = player.getClan().getReputationScore() - e.getItemCount();
				player.getClan().setReputationScore(repCost, true);
				SystemMessage smsg = new SystemMessage(SystemMessageId.S1_DEDUCTED_FROM_CLAN_REP);
				smsg.addNumber(e.getItemCount());
				player.sendPacket(smsg);
				player.getClan().broadcastToOnlineMembers(new PledgeShowInfoUpdate(player.getClan()));
			}
		}
		// Generate the appropriate items
		for(MultiSellIngredient e : entry.getProducts())
		{
			if (ItemTable.getInstance().createDummyItem(e.getItemId()).isStackable())
			{
				inv.addItem("Multisell", e.getItemId(), (e.getItemCount() * _amount), player, player.getTarget());
			}
			else
			{
				L2ItemInstance product = null;
				for (int i = 0; i < (e.getItemCount() * _amount); i++)
				{
					product = inv.addItem("Multisell", e.getItemId(), 1, player, player.getTarget());
					if (maintainEnchantment)
					{
						if (i < augmentation.size())
						{
							product.setAugmentation(new L2Augmentation(product, augmentation.get(i).getAugmentationId(), augmentation.get(i).getSkill(), true));
						}
						product.setEnchantLevel(e.getEnchantmentLevel());
					}
				}
			}
			// msg part
			SystemMessage sm;

			if (e.getItemCount() * _amount > 1)
			{
				sm = new SystemMessage(SystemMessageId.EARNED_S2_S1_S);
				sm.addItemName(e.getItemId());
				sm.addNumber(e.getItemCount() * _amount);
				player.sendPacket(sm);
				sm = null;
			}
			else
			{
				if (maintainEnchantment && e.getEnchantmentLevel() > 0)
				{
					sm = new SystemMessage(SystemMessageId.ACQUIRED);
					sm.addNumber(e.getEnchantmentLevel());
					sm.addItemName(e.getItemId());
				}
				else
				{
					sm = new SystemMessage(SystemMessageId.EARNED_ITEM);
					sm.addItemName(e.getItemId());
				}
				player.sendPacket(sm);
				sm = null;
			}
		}
		player.sendPacket(new ItemList(player, false));

		StatusUpdate su = new StatusUpdate(player.getObjectId());
		su.addAttribute(StatusUpdate.CUR_LOAD, player.getCurrentLoad());
		player.sendPacket(su);
		su = null;

		// finally, give the tax to the castle...
		if (merchant != null && merchant.getIsInTown() && merchant.getCastle().getOwnerId() > 0)
			merchant.getCastle().addToTreasury(_transactionTax * _amount);
	}

	/**
	 * @param string
	 */
	private void sendMessage(String string)
	{
		// TODO Auto-generated method stub
		
	}

	// Regarding taxation, the following appears to be the case:
	// a) The count of aa remains unchanged (taxes do not affect aa directly).
	// b) 5/6 of the amount of aa is taxed by the normal tax rate.
	// c) the resulting taxes are added as normal adena value.
    // d) normal adena are taxed fully.
    // e) Items other than adena and ancient adena are not taxed even when the list is taxable.
	// example: If the template has an item worth 120aa, and the tax is 10%,
	// then from 120aa, take 5/6 so that is 100aa, apply the 10% tax in adena (10a)
	// so the final price will be 120aa and 10a!
    private MultiSellEntry prepareEntry(L2NpcInstance merchant, MultiSellEntry templateEntry, boolean applyTaxes, boolean maintainEnchantment, int enchantLevel)
    {
    	MultiSellEntry newEntry = L2Multisell.getInstance().new MultiSellEntry();
    	newEntry.setEntryId(templateEntry.getEntryId());
    	int totalAdenaCount = 0;
		boolean hasIngredient = false;

        for (MultiSellIngredient ing : templateEntry.getIngredients())
        {
        	// load the ingredient from the template
        	MultiSellIngredient newIngredient = L2Multisell.getInstance().new MultiSellIngredient(ing);

        	if (newIngredient.getItemId() == 57 && newIngredient.isTaxIngredient())
        	{
            	double taxRate = 0.0;
        		if (applyTaxes)
        		{
                	if (merchant != null && merchant.getIsInTown())
                		taxRate = merchant.getCastle().getTaxRate();
        		}

               	_transactionTax = (int)Math.round(newIngredient.getItemCount()*taxRate);
               	totalAdenaCount += _transactionTax;
        		continue;	// do not yet add this adena amount to the list as non-taxIngredient adena might be entered later (order not guaranteed)
        	}
        	else if (ing.getItemId() == 57) // && !ing.isTaxIngredient()
        	{
        		totalAdenaCount += newIngredient.getItemCount();
        		continue;	// do not yet add this adena amount to the list as taxIngredient adena might be entered later (order not guaranteed)
        	}
        	// if it is an armor/weapon, modify the enchantment level appropriately, if necessary
        	else if (maintainEnchantment)
        	{
            	L2Item tempItem = ItemTable.getInstance().createDummyItem(newIngredient.getItemId()).getItem();
            	if ((tempItem instanceof L2Armor) || (tempItem instanceof L2Weapon))
				{
            		newIngredient.setEnchantmentLevel(enchantLevel);
					hasIngredient = true;
				}	
        	}

        	// finally, add this ingredient to the entry
        	newEntry.addIngredient(newIngredient);
        }
        // Next add the adena amount, if any
        if (totalAdenaCount > 0)
        	newEntry.addIngredient(L2Multisell.getInstance().new MultiSellIngredient(57, totalAdenaCount, false, false));

        // Now modify the enchantment level of products, if necessary
        for (MultiSellIngredient ing : templateEntry.getProducts())
        {
        	// load the ingredient from the template
        	MultiSellIngredient newIngredient = L2Multisell.getInstance().new MultiSellIngredient(ing);

        	if (maintainEnchantment && hasIngredient)
            {
            	// if it is an armor/weapon, modify the enchantment level appropriately
            	// (note, if maintain enchantment is "false" this modification will result to a +0)
            	L2Item tempItem = ItemTable.getInstance().createDummyItem(newIngredient.getItemId()).getItem();
            	if ((tempItem instanceof L2Armor) || (tempItem instanceof L2Weapon))
            		newIngredient.setEnchantmentLevel(enchantLevel);
            }
        	newEntry.addProduct(newIngredient);
        }
        return newEntry;
    }

    @Override
	public String getType()
    {
        return _C__A7_MULTISELLCHOOSE;
    }
}
