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#include "input_system.h"
#include "game.h"
#include "character_system.h"
#include "message_system.h"
#include "script_system.h"
#include "transform_system.h"
#include "animation_system.h"
#include "menu_system.h"

struct Input {
  bool left = false;
  bool right = false;
  bool up = false;
  bool down = false;
};

void InputSystem::tick(double dt) {
  SDL_Event e;
  while (SDL_PollEvent(&e)) {
    if (e.type == SDL_QUIT) {
      game_.quit();

      return;
    } else if (e.type == SDL_TEXTINPUT) {
      debugText_.append(e.text.text);
    } else if (e.type == SDL_KEYDOWN) {
      if (e.key.keysym.sym == SDLK_ESCAPE) {
        if (debugConsole_) {
          debugConsole_ = false;
          game_.unpauseGameplay();
          SDL_StopTextInput();
          debugText_.clear();
        } else {
          if (game_.getSystem<MenuSystem>().isMenuOpen()) {
            game_.getSystem<MenuSystem>().closePauseMenu();
          } else if (!game_.isGameplayPaused()) {
            game_.getSystem<MenuSystem>().openPauseMenu();
          }
        }
      } else if (e.key.keysym.sym == SDLK_BACKQUOTE) {
#ifdef TANETANE_DEBUG
        if (!debugConsole_ && !game_.isGameplayPaused()) {
          debugConsole_ = true;
          game_.pauseGameplay();
          SDL_StartTextInput();
          debugText_.clear();
        }
#endif
      } else if (debugConsole_ && e.key.keysym.sym == SDLK_RETURN) {
        game_.getSystem<ScriptSystem>().runDebugScript(debugText_);
        debugText_.clear();
      } else if (debugConsole_ && e.key.keysym.sym == SDLK_BACKSPACE) {
        // Make sure to keep the backtick/heart.
        if (!debugText_.empty()) {
          debugText_.pop_back();
        }
      } else if (debugConsole_ && e.key.keysym.sym == SDLK_v && SDL_GetModState() & (KMOD_CTRL | KMOD_GUI)) {
        // CTRL-V or CMD-V bc I have a Mac thanks
        char* clipboardText = SDL_GetClipboardText();
        debugText_.append(clipboardText);
        SDL_free(clipboardText);
      } else if (e.key.keysym.sym == SDLK_m) {
        if (!debugConsole_ && !game_.getSystem<MenuSystem>().isMenuOpen()) {
          if (game_.getMixer().isMusicMuted()) {
            game_.getMixer().unmuteMusic();
          } else {
            game_.getMixer().muteMusic();
          }
        }
      } else if (e.key.keysym.sym == SDLK_LSHIFT || e.key.keysym.sym == SDLK_RSHIFT) {
        if (game_.isGameplayPaused()) continue;

        for (int spriteId : game_.getSprites()) {
          Sprite& sprite = game_.getSprite(spriteId);
          if (sprite.controllable) {
            game_.getSystem<CharacterSystem>().beginCrouch(spriteId);
          }
        }
      } else if (e.key.keysym.sym == SDLK_SPACE) {
        if (game_.getSystem<MenuSystem>().isMenuOpen()) {
          game_.getSystem<MenuSystem>().activateOption();
        }

        if (game_.isGameplayPaused()) continue;

        // If there is text on screen, try to advance it.
        if (game_.getSystem<MessageSystem>().getCutsceneBarsProgress() != 0.0) {
          game_.getSystem<MessageSystem>().advanceText();
        } else {
          // Otherwise, check if there is a sprite in front of the player.
          bool inFrontOfSomething = false;
          bool activated = false;

          for (int spriteId : game_.getSprites()) {
            Sprite& sprite = game_.getSprite(spriteId);
            if (sprite.controllable) {
              // Interacting with objects always uses Lucas's movement speed.
              vec2i checkLoc = sprite.loc + (unitVecInDirection(sprite.dir) * LUCAS_MOVEMENT_SPEED);
              CollisionResult collision = game_.getSystem<TransformSystem>().checkCollision(spriteId, sprite.loc, checkLoc, sprite.dir);

              if (collision.blocked) {
                inFrontOfSomething = true;
              }

              // If there is a sprite to be interacted with, rotate that sprite so it is facing the player.
              // Then, run its interaction script if present.
              for (int colliderSpriteId : collision.colliders) {
                game_.getSystem<AnimationSystem>().setSpriteDirection(colliderSpriteId, oppositeDirection(sprite.dir));

                Sprite& collider = game_.getSprite(colliderSpriteId);
                if (!collider.interactionScript.empty()) {
                  game_.getSystem<ScriptSystem>().runScript(game_.getMap().getName(), collider.interactionScript);
                  activated = true;
                }
              }
            }
          }

          if (inFrontOfSomething && !activated) {
            game_.getSystem<ScriptSystem>().runScript("global", "no_problem_here");
          }
        }
      } else if (e.key.keysym.sym == SDLK_LEFT) {
        if (game_.getSystem<MenuSystem>().isMenuOpen()) {
          game_.getSystem<MenuSystem>().pressedLeft();
        }

        if (game_.isGameplayPaused()) continue;

        if (game_.getSystem<MessageSystem>().isChoiceActive()) {
          game_.getSystem<MessageSystem>().selectFirstChoice();
        }
      } else if (e.key.keysym.sym == SDLK_RIGHT) {
        if (game_.getSystem<MenuSystem>().isMenuOpen()) {
          game_.getSystem<MenuSystem>().pressedRight();
        }

        if (game_.isGameplayPaused()) continue;

        if (game_.getSystem<MessageSystem>().isChoiceActive()) {
          game_.getSystem<MessageSystem>().selectSecondChoice();
        }
      } else if (e.key.keysym.sym == SDLK_UP) {
        if (game_.getSystem<MenuSystem>().isMenuOpen()) {
          game_.getSystem<MenuSystem>().pressedUp();
        }
      } else if (e.key.keysym.sym == SDLK_DOWN) {
        if (game_.getSystem<MenuSystem>().isMenuOpen()) {
          game_.getSystem<MenuSystem>().pressedDown();
        }
      }
    } else if (e.type == SDL_KEYUP && (e.key.keysym.sym == SDLK_LSHIFT || e.key.keysym.sym == SDLK_RSHIFT)) {
      if (game_.isGameplayPaused()) continue;

      for (int spriteId : game_.getSprites()) {
        Sprite& sprite = game_.getSprite(spriteId);
        if (sprite.controllable) {
          game_.getSystem<CharacterSystem>().endCrouch(spriteId);
        }
      }
    }
  }

  if (game_.isGameplayPaused()) return;

  Input keystate;
  const Uint8* state = SDL_GetKeyboardState(NULL);
  keystate.left = state[SDL_SCANCODE_LEFT];
  keystate.right = state[SDL_SCANCODE_RIGHT];
  keystate.up = state[SDL_SCANCODE_UP];
  keystate.down = state[SDL_SCANCODE_DOWN];

  for (int spriteId : game_.getSprites()) {
    Sprite& sprite = game_.getSprite(spriteId);

    if (sprite.controllable) {
      bool directed = false;
      Direction dir = Direction::left;

      if (keystate.up)
      {
        directed = true;
        dir = Direction::up;
      } else if (keystate.down)
      {
        directed = true;
        dir = Direction::down;
      }

      if (keystate.left)
      {
        directed = true;
        if (dir == Direction::up) {
          dir = Direction::up_left;
        } else if (dir == Direction::down) {
          dir = Direction::down_left;
        } else {
          dir = Direction::left;
        }
      } else if (keystate.right)
      {
        directed = true;
        if (dir == Direction::up) {
          dir = Direction::up_right;
        } else if (dir == Direction::down) {
          dir = Direction::down_right;
        } else {
          dir = Direction::right;
        }
      }

      if (directed) {
        game_.getSystem<CharacterSystem>().moveInDirection(spriteId, dir);
      } else {
        game_.getSystem<CharacterSystem>().stopDirecting(spriteId);
      }
    }
  }
}