/****************************************************************************
 * Copyright (C) 2010
 * by Dimok
 *
 * This software is provided 'as-is', without any express or implied
 * warranty. In no event will the authors be held liable for any
 * damages arising from the use of this software.
 *
 * Permission is granted to anyone to use this software for any
 * purpose, including commercial applications, and to alter it and
 * redistribute it freely, subject to the following restrictions:
 *
 * 1. The origin of this software must not be misrepresented; you
 * must not claim that you wrote the original software. If you use
 * this software in a product, an acknowledgment in the product
 * documentation would be appreciated but is not required.
 *
 * 2. Altered source versions must be plainly marked as such, and
 * must not be misrepresented as being the original software.
 *
 * 3. This notice may not be removed or altered from any source
 * distribution.
 ***************************************************************************/
#ifndef GAMETDB_HPP_
#define GAMETDB_HPP_

#include "safe_vector.hpp"
#include <string>

using namespace std;

typedef struct _Accessory
{
    string Name;
    bool Required;
} Accessory;

typedef struct _GameXMLInfo
{
	string GameID;
	string Region;
	string Title;
	string Synopsis;
	string Developer;
	string Publisher;
	unsigned int PublishDate;
	safe_vector<string> Genres;
	int RatingType;
	string RatingValue;
	safe_vector<string> RatingDescriptors;
	int WifiPlayers;
	safe_vector<string> WifiFeatures;
	int Players;
	safe_vector<Accessory> Accessories;
	int CaseColor;

} GameXMLInfo;

typedef struct _GameOffsets
{
    char gameID[7];
    unsigned int gamenode;
    unsigned int nodesize;
} __attribute__((__packed__)) GameOffsets;

class GameTDB
{
    public:
        //! Constructor
        GameTDB();
        //! Constructor
        //! If filepath is passed the xml file is opened and the node offsets are loaded
        GameTDB(const char * filepath);
        //! Destructor
        ~GameTDB();
        //! If filepath is passed the xml file is opened and the node offsets are loaded
        bool OpenFile(const char * filepath);
        //! Closes the GameTDB xml file
        void CloseFile();
		//! Refresh the GameTDB xml file, in case the file has been updated
		void Refresh();
        //! Set the language code which should be use to find the appropriate language
        //! If the language code is not found, the language code defaults to EN
        void SetLanguageCode(const char * code) { if(code) LangCode = code; };
        //! Get the current set language code
        const char * GetLanguageCode() { return LangCode.c_str(); };
        //! Get the title of a specific game id in the language defined in LangCode
        bool GetTitle(const char * id, string & title);
        //! Get the synopsis of a specific game id in the language defined in LangCode
        bool GetSynopsis(const char * id, string & synopsis);
        //! Get the region of a game for a specific game id
        bool GetRegion(const char * id, string & region);
        //! Get the developer of a game for a specific game id
        bool GetDeveloper(const char * id, string & dev);
        //! Get the publisher of a game for a specific game id
        bool GetPublisher(const char * id, string & pub);
        //! Get the publish date of a game for a specific game id
        //! First 1 byte is the day, than 1 byte month and last 2 bytes is the year
        //! year = (return >> 16), month = (return >> 8) & 0xFF, day = return & 0xFF
        unsigned int GetPublishDate(const char * id);
        //! Get the genre list of a game for a specific game id
        bool GetGenres(const char * id, safe_vector<string> & genre);
        //! Get the rating type for a specific game id
        //! The rating type can be converted to a string with GameTDB::RatingToString(rating)
        int GetRating(const char * id);
        //! Get the rating value for a specific game id
        bool GetRatingValue(const char * id, string & rating_value);
        //! Get the rating descriptor list inside a vector for a specific game id
        //! Returns the amount of descriptors found or -1 if failed
        int GetRatingDescriptors(const char * id, safe_vector<string> & desc_list);
        //! Get the wifi player count for a specific game id
        //! Returns the amount of wifi players or -1 if failed
        int GetWifiPlayers(const char * id);
        //! Get the wifi feature list inside a vector for a specific game id
        //! Returns the amount of wifi features found or -1 if failed
        int GetWifiFeatures(const char * id, safe_vector<string> & feat_list);
        //! Get the player count for a specific game id
        //! Returns the amount of players or -1 if failed
        int GetPlayers(const char * id);
        //! Returns the amount of accessoires found or -1 if failed
        //! Get the accessoire (inputs) list inside a vector for a specific game id
        int GetAccessories(const char * id, safe_vector<Accessory> & acc_list);
        //! Get the box (case) color for a specific game id
        //! Returns the color in RGB (first 3 bytes)
        unsigned int GetCaseColor(const char * id);
        //! Get the complete game info in the GameXMLInfo struct
        bool GetGameXMLInfo(const char * id, GameXMLInfo * gameInfo);
        //! Convert a specific game rating to a string
        static const char * RatingToString(int rating);
        //! Get the version of the gametdb xml database
        unsigned long long GetGameTDBVersion();
        //! Get the entry count in the xml database
        inline size_t GetEntryCount() { return OffsetMap.size(); };
		//! Is a database loaded
		bool IsLoaded();
    private:
        bool ParseFile();
        bool LoadGameOffsets(const char * path);
        bool SaveGameOffsets(const char * path);
		bool CheckTitlesIni(const char * path);
		bool FindTitle(char * data, string & title, string langCode);
		unsigned int FindCaseColor(char * data);
        inline int GetData(char * data, int offset, int size);
        inline char * LoadGameNode(const char * id);
        inline char * GetGameNode(const char * id);
        inline GameOffsets * GetGameOffset(const char * id);
        inline char * SeekLang(char * text, const char * langcode);
        inline char * GetNodeText(char * data, const char * nodestart, const char * nodeend);

		bool isLoaded;
		bool isParsed;
        safe_vector<GameOffsets> OffsetMap;
        FILE * file;
		const char *filepath;
        string LangCode;
        char * GameNodeCache;
        char GameIDCache[7];
};

#endif