/*
===========================================================================

Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.

This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").

Doom 3 Source Code 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 3 of the License, or
(at your option) any later version.

Doom 3 Source Code 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 Doom 3 Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

#include "tools/edit_gui_common.h"


#include "DebuggerApp.h"
#include "DebuggerScript.h"
#include "../../game/script/Script_Program.h"
#include "../../ui/Window.h"
#include "../../ui/UserInterfaceLocal.h"

/*
================
rvDebuggerScript::rvDebuggerScript
================
*/
rvDebuggerScript::rvDebuggerScript ( void )
{
	mContents  = NULL;
	mProgram   = NULL;
	mInterface = NULL;
}

/*
================
rvDebuggerScript::~rvDebuggerScript
================
*/
rvDebuggerScript::~rvDebuggerScript ( void )
{
	Unload ( );
}

/*
================
rvDebuggerScript::Unload

Unload the script from memory
================
*/
void rvDebuggerScript::Unload ( void )
{
	delete[] mContents;

	if ( mInterface )
	{
		delete mInterface;
	}
	else
	{
		delete mProgram;
	}

	mContents  = NULL;
	mProgram   = NULL;
	mInterface = NULL;
}

/*
================
rvDebuggerScript::Load

Loads the debugger script and attempts to compile it using the method
appropriate for the file being loaded.  If the script cant be compiled
the loading of the script fails
================
*/
bool rvDebuggerScript::Load ( const char* filename )
{
	void* buffer;
	int	  size;

	// Unload the script before reloading it
	Unload ( );

	// Cache the filename used to load the script
	mFilename = filename;

	// Read in the file
	size = fileSystem->ReadFile ( filename, &buffer, &mModifiedTime );
	if ( buffer == NULL )
	{
		return false;
	}

	// Copy the buffer over
	mContents = new char [ size + 1 ];
	memcpy ( mContents, buffer, size );
	mContents[size] = 0;

	// Cleanup
	fileSystem->FreeFile ( buffer );

	// Now compile the script so we can tell what a valid line is, etc..  If its
	// a gui file then we need to parse it using the userinterface system rather
	// than the normal script compiler.
	try
	{
		// Parse the script using the script compiler
		mProgram = new idProgram;
		mProgram->BeginCompilation ( );
		mProgram->CompileFile ( SCRIPT_DEFAULT );

		//BSM Nerve: Loads a game specific main script file
		idStr gamedir = cvarSystem->GetCVarString( "fs_game" );
		if(gamedir.Length() > 0) {

			idStr scriptFile = va("script/%s_main.script", gamedir.c_str());
			if(fileSystem->ReadFile(scriptFile.c_str(), NULL) > 0) {
				mProgram.CompileFile(scriptFile.c_str());
			}

		}

		// Make sure the file isnt already compiled before trying to compile it again
		for ( int f = mProgram->NumFilenames() - 1; f >= 0; f -- )
		{
			idStr qpath;
			qpath = fileSystem->OSPathToRelativePath ( mProgram->GetFilename ( f ) );
			qpath.BackSlashesToSlashes ( );
			if ( !qpath.Cmp ( filename ) )
			{
				break;
			}
		}

		if ( f < 0 )
		{
			mProgram->CompileText ( filename, mContents, false );
		}

		mProgram->FinishCompilation ( );
	}
	catch ( idException& )
	{
		// Failed to parse the script so fail to load the file
		delete mProgram;
		mProgram = NULL;
		delete[] mContents;
		mContents = NULL;

		// TODO: Should cache the error for the dialog box

		return false;
	}

	return true;
}

/*
================
rvDebuggerScript::Reload

Reload the contents of the script
================
*/
bool rvDebuggerScript::Reload ( void )
{
	return Load ( mFilename );
}

/*
================
rvDebuggerScript::IsValidLine

Determines whether or not the given line number within the script is a valid line of code
================
*/
bool rvDebuggerScript::IsLineCode ( int linenumber )
{
	int i;

	assert ( mProgram );

	// Run through all the statements in the program and see if any match the
	// linenumber that we are checking.
	for ( i	= 0; i < mProgram->NumStatements ( ); i ++ )
	{
		if ( mProgram->GetStatement ( i ).linenumber == linenumber )
		{
			return true;
		}
	}

	return false;
}

/*
================
rvDebuggerScript::IsFileModified

Determines whether or not the file loaded for this script has been modified since
it was loaded.
================
*/
bool rvDebuggerScript::IsFileModified ( bool updateTime )
{
	ID_TIME_T	t;
	bool	result = false;

	// Grab the filetime and shut the file down
	fileSystem->ReadFile ( mFilename, NULL, &t );

	// Has the file been modified?
	if ( t > mModifiedTime )
	{
		result = true;
	}

	// If updateTime is true then we will update the modified time
	// stored in the script with the files current modified time
	if ( updateTime )
	{
		mModifiedTime = t;
	}

	return result;
}
