/*
Copyright © 2013 Igor Paliychuk
Copyright © 2013-2016 Justin Jacobs

This file is part of FLARE.

FLARE 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.

FLARE 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
FLARE.  If not, see http://www.gnu.org/licenses/
*/

#include "Avatar.h"
#include "CampaignManager.h"
#include "EntityManager.h"
#include "EngineSettings.h"
#include "EventManager.h"
#include "FileParser.h"
#include "LootManager.h"
#include "MapRenderer.h"
#include "Menu.h"
#include "MenuActionBar.h"
#include "MenuInventory.h"
#include "MenuPowers.h"
#include "MenuManager.h"
#include "MessageEngine.h"
#include "ModManager.h"
#include "SharedGameResources.h"
#include "SharedResources.h"
#include "SoundManager.h"
#include "UtilsFileSystem.h"
#include "UtilsMath.h"
#include "UtilsParsing.h"

EventComponent::EventComponent()
	: type(NONE)
	, s("")
	, status(0)
	, id(0)
{
	for (size_t x = 0; x < EventComponent::DATA_COUNT; ++x) {
		data[x].Int = 0;
	}
}

/**
 * Class: Event
 */
Event::Event()
	: type("")
	, activate_type(ACTIVATE_ON_TRIGGER)
	, components(std::vector<EventComponent>())
	, location(Rect())
	, hotspot(Rect())
	, cooldown()
	, delay()
	, keep_after_trigger(true)
	, center(FPoint(-1, -1))
	, reachable_from(Rect()) {
}

Event::~Event() {
}

/**
 * returns a pointer to the event component within the components list
 * no need to free the pointer by caller
 * NULL will be returned if no such event is found
 */
EventComponent* Event::getComponent(const int _type) {
	std::vector<EventComponent>::iterator it;
	for (it = components.begin(); it != components.end(); ++it)
		if (it->type == _type)
			return &(*it);
	return NULL;
}

void Event::deleteAllComponents(const int _type) {
	std::vector<EventComponent>::iterator it;
	for (it = components.begin(); it != components.end(); ++it)
		if (it->type == _type)
			it = components.erase(it);
}


/**
 * Class: EventManager
 */
EventManager::EventManager() {
}

EventManager::~EventManager() {
}

void EventManager::loadEvent(FileParser &infile, Event* evnt) {
	if (!evnt) return;
	// @CLASS EventManager|Description of events in maps/ and npcs/

	if (infile.key == "type") {
		// @ATTR event.type|string|(IGNORED BY ENGINE) The "type" field, as used by Tiled and other mapping tools.
		evnt->type = infile.val;
	}
	else if (infile.key == "activate") {
		// @ATTR event.activate|["on_trigger", "on_interact", "on_load", "on_leave", "on_mapexit", "on_clear", "static"]|Set the state in which the event will be activated (map events only). on_trigger = the player is standing in the event area or the player interacts with the hotspot. on_interact = the player ineracts with the hotspot. on_mapexit = as the player leaves the map. on_leave = as the player steps outside of an event area they were previously inside of. on_load = as the player enters a map. on_clear = all of the enemies on a map have been defeated. static = constantly, every frame.
		if (infile.val == "on_trigger") {
			evnt->activate_type = Event::ACTIVATE_ON_TRIGGER;
		}
		else if (infile.val == "on_interact") {
			evnt->activate_type = Event::ACTIVATE_ON_INTERACT;
		}
		else if (infile.val == "on_mapexit") {
			// no need to set keep_after_trigger to false correctly, it's ignored anyway
			evnt->activate_type = Event::ACTIVATE_ON_MAPEXIT;
		}
		else if (infile.val == "on_leave") {
			evnt->activate_type = Event::ACTIVATE_ON_LEAVE;
		}
		else if (infile.val == "on_load") {
			evnt->activate_type = Event::ACTIVATE_ON_LOAD;
			evnt->keep_after_trigger = false;
		}
		else if (infile.val == "on_clear") {
			evnt->activate_type = Event::ACTIVATE_ON_CLEAR;
			evnt->keep_after_trigger = false;
		}
		else if (infile.val == "static") {
			evnt->activate_type = Event::ACTIVATE_STATIC;
		}
		else {
			infile.error("EventManager: Event activation type '%s' unknown. Defaulting to 'on_trigger'.", infile.val.c_str());
			evnt->activate_type = Event::ACTIVATE_ON_TRIGGER;
		}
	}
	else if (infile.key == "location") {
		// @ATTR event.location|rectangle|Defines the location area for the event.
		evnt->location.x = Parse::popFirstInt(infile.val);
		evnt->location.y = Parse::popFirstInt(infile.val);
		evnt->location.w = Parse::popFirstInt(infile.val);
		evnt->location.h = Parse::popFirstInt(infile.val);

		if (evnt->center.x == -1 && evnt->center.y == -1) {
			evnt->center.x = static_cast<float>(evnt->location.x) + static_cast<float>(evnt->location.w)/2;
			evnt->center.y = static_cast<float>(evnt->location.y) + static_cast<float>(evnt->location.h)/2;
		}
	}
	else if (infile.key == "hotspot") {
		//  @ATTR event.hotspot|["location", rectangle]|Event uses location as hotspot or defined by rect.
		if (infile.val == "location") {
			evnt->hotspot.x = evnt->location.x;
			evnt->hotspot.y = evnt->location.y;
			evnt->hotspot.w = evnt->location.w;
			evnt->hotspot.h = evnt->location.h;
		}
		else {
			evnt->hotspot.x = Parse::popFirstInt(infile.val);
			evnt->hotspot.y = Parse::popFirstInt(infile.val);
			evnt->hotspot.w = Parse::popFirstInt(infile.val);
			evnt->hotspot.h = Parse::popFirstInt(infile.val);
		}

		evnt->center.x = static_cast<float>(evnt->hotspot.x) + static_cast<float>(evnt->hotspot.w)/2;
		evnt->center.y = static_cast<float>(evnt->hotspot.y) + static_cast<float>(evnt->hotspot.h)/2;
	}
	else if (infile.key == "cooldown") {
		// @ATTR event.cooldown|duration|Duration for event cooldown in 'ms' or 's'.
		evnt->cooldown.setDuration(Parse::toDuration(infile.val));
		evnt->cooldown.reset(Timer::END);
	}
	else if (infile.key == "delay") {
		// @ATTR event.delay|duration|Event will execute after a specified duration.
		evnt->delay.setDuration(Parse::toDuration(infile.val));
		evnt->delay.reset(Timer::END);
	}
	else if (infile.key == "reachable_from") {
		// @ATTR event.reachable_from|rectangle|If the hero is inside this rectangle, they can activate the event.
		evnt->reachable_from.x = Parse::popFirstInt(infile.val);
		evnt->reachable_from.y = Parse::popFirstInt(infile.val);
		evnt->reachable_from.w = Parse::popFirstInt(infile.val);
		evnt->reachable_from.h = Parse::popFirstInt(infile.val);
	}
	else {
		loadEventComponent(infile, evnt, NULL);
	}
}

void EventManager::loadEventComponent(FileParser &infile, Event* evnt, EventComponent* ec) {
	if (!loadEventComponentString(infile.key, infile.val, evnt, ec)) {
		infile.error("EventManager: '%s' is not a valid key.", infile.key.c_str());
	}
}

bool EventManager::loadEventComponentString(std::string &key, std::string &val, Event* evnt, EventComponent* ec) {
	EventComponent *e = NULL;
	if (evnt) {
		evnt->components.push_back(EventComponent());
		e = &evnt->components.back();
	}
	else if (ec) {
		e = ec;
	}

	if (!e) return true;

	e->type = EventComponent::NONE;

	if (key == "tooltip") {
		// @ATTR event.tooltip|string|Tooltip for event
		e->type = EventComponent::TOOLTIP;

		e->s = msg->get(val);
	}
	else if (key == "power_path") {
		// @ATTR event.power_path|int, int, ["hero", point] : Source X, Source Y, Destination|Path that an event power will take.
		e->type = EventComponent::POWER_PATH;

		// x,y are src, if s=="hero" we target the hero,
		// else we'll use values in a,b as coordinates
		e->data[0].Int = Parse::popFirstInt(val);
		e->data[1].Int = Parse::popFirstInt(val);

		e->data[4].Bool = false;
		std::string dest = Parse::popFirstString(val);
		if (dest == "hero") {
			e->data[4].Bool = true;
		}
		else {
			e->data[2].Int = Parse::toInt(dest);
			e->data[3].Int = Parse::popFirstInt(val);
		}
	}
	else if (key == "power_damage") {
		// @ATTR event.power_damage|float, float : Min, Max|Range of power damage
		e->type = EventComponent::POWER_DAMAGE;

		e->data[0].Float = Parse::popFirstFloat(val);
		e->data[1].Float = Parse::popFirstFloat(val);
	}
	else if (key == "intermap") {
		// @ATTR event.intermap|filename, int, int : Map file, X, Y|Jump to specific map at location specified.
		e->type = EventComponent::INTERMAP;

		e->s = Parse::popFirstString(val);
		e->data[0].Int = -1;
		e->data[1].Int = -1;

		std::string test_x = Parse::popFirstString(val);
		if (!test_x.empty()) {
			e->data[0].Int = Parse::toInt(test_x);
			e->data[1].Int = Parse::popFirstInt(val);
		}

		e->data[2].Bool = false; // not a map list
	}
	else if (key == "intermap_random") {
		// @ATTR event.intermap_random|filename|Pick a random map from a map list file and teleport to it.
		e->type = EventComponent::INTERMAP;

		e->s = Parse::popFirstString(val);
		e->data[2].Bool = true; // flag that tells an intermap event that it contains a map list
	}
	else if (key == "intramap") {
		// @ATTR event.intramap|int, int : X, Y|Jump to specific position within current map.
		e->type = EventComponent::INTRAMAP;

		e->data[0].Int = Parse::popFirstInt(val);
		e->data[1].Int = Parse::popFirstInt(val);
	}
	else if (key == "mapmod") {
		// @ATTR event.mapmod|list(predefined_string, int, int, int) : Layer, X, Y, Tile ID|Modify map tiles
		e->type = EventComponent::MAPMOD;

		e->s = Parse::popFirstString(val);
		e->data[0].Int = Parse::popFirstInt(val);
		e->data[1].Int = Parse::popFirstInt(val);
		e->data[2].Int = Parse::popFirstInt(val);

		// add repeating mapmods
		if (evnt) {
			std::string repeat_val = Parse::popFirstString(val);
			while (repeat_val != "") {
				evnt->components.push_back(EventComponent());
				e = &evnt->components.back();
				e->type = EventComponent::MAPMOD;
				e->s = repeat_val;
				e->data[0].Int = Parse::popFirstInt(val);
				e->data[1].Int = Parse::popFirstInt(val);
				e->data[2].Int = Parse::popFirstInt(val);

				repeat_val = Parse::popFirstString(val);
			}
		}
	}
	else if (key == "soundfx") {
		// @ATTR event.soundfx|filename, int, int, bool : Sound file, X, Y, loop|Filename of a sound to play. Optionally, it can be played at a specific location and/or looped.
		e->type = EventComponent::SOUNDFX;

		e->s = Parse::popFirstString(val);
		e->data[0].Int = -1;
		e->data[1].Int = -1;
		e->data[2].Bool = false;

		std::string s = Parse::popFirstString(val);
		if (!s.empty())
			e->data[0].Int = Parse::toInt(s);

		s = Parse::popFirstString(val);
		if (!s.empty())
			e->data[1].Int = Parse::toInt(s);

		s = Parse::popFirstString(val);
		if (!s.empty())
			e->data[2].Bool = Parse::toBool(s);
	}
	else if (key == "loot") {
		// @ATTR event.loot|list(loot)|Add loot to the event.
		e->type = EventComponent::LOOT;

		loot->parseLoot(val, e, &evnt->components);
	}
	else if (key == "loot_count") {
		// @ATTR event.loot_count|int, int : Min, Max|Sets the minimum (and optionally, the maximum) amount of loot this event can drop. Overrides the global drop_max setting.
		e->type = EventComponent::LOOT_COUNT;

		e->data[0].Int = Parse::popFirstInt(val);
		e->data[1].Int = Parse::popFirstInt(val);
		if (e->data[0].Int != 0 || e->data[1].Int != 0) {
			e->data[0].Int = std::max(e->data[0].Int, 1);
			e->data[1].Int = std::max(e->data[1].Int, e->data[0].Int);
		}
	}
	else if (key == "msg") {
		// @ATTR event.msg|string|Adds a message to be displayed for the event.
		e->type = EventComponent::MSG;

		e->s = msg->get(val);
	}
	else if (key == "shakycam") {
		// @ATTR event.shakycam|duration|Makes the camera shake for this duration in 'ms' or 's'.
		e->type = EventComponent::SHAKYCAM;

		e->data[0].Int = Parse::toDuration(val);
	}
	else if (key == "requires_status") {
		// @ATTR event.requires_status|list(string)|Event requires list of statuses
		e->type = EventComponent::REQUIRES_STATUS;

		e->status = camp->registerStatus(Parse::popFirstString(val));

		// add repeating requires_status
		if (evnt) {
			std::string repeat_val = Parse::popFirstString(val);
			while (repeat_val != "") {
				evnt->components.push_back(EventComponent());
				e = &evnt->components.back();
				e->type = EventComponent::REQUIRES_STATUS;
				e->status = camp->registerStatus(repeat_val);

				repeat_val = Parse::popFirstString(val);
			}
		}
	}
	else if (key == "requires_not_status") {
		// @ATTR event.requires_not_status|list(string)|Event requires not list of statuses
		e->type = EventComponent::REQUIRES_NOT_STATUS;

		e->status = camp->registerStatus(Parse::popFirstString(val));

		// add repeating requires_not
		if (evnt) {
			std::string repeat_val = Parse::popFirstString(val);
			while (repeat_val != "") {
				evnt->components.push_back(EventComponent());
				e = &evnt->components.back();
				e->type = EventComponent::REQUIRES_NOT_STATUS;
				e->status = camp->registerStatus(repeat_val);

				repeat_val = Parse::popFirstString(val);
			}
		}
	}
	else if (key == "requires_level") {
		// @ATTR event.requires_level|int|Event requires hero level
		e->type = EventComponent::REQUIRES_LEVEL;

		e->data[0].Int = Parse::popFirstInt(val);
	}
	else if (key == "requires_not_level") {
		// @ATTR event.requires_not_level|int|Event requires not hero level
		e->type = EventComponent::REQUIRES_NOT_LEVEL;

		e->data[0].Int = Parse::popFirstInt(val);
	}
	else if (key == "requires_currency") {
		// @ATTR event.requires_currency|int|Event requires atleast this much currency
		e->type = EventComponent::REQUIRES_CURRENCY;

		e->data[0].Int = Parse::popFirstInt(val);
	}
	else if (key == "requires_not_currency") {
		// @ATTR event.requires_not_currency|int|Event requires no more than this much currency
		e->type = EventComponent::REQUIRES_NOT_CURRENCY;

		e->data[0].Int = Parse::popFirstInt(val);
	}
	else if (key == "requires_item") {
		// @ATTR event.requires_item|list(item_id)|Event requires specific item (not equipped). Quantity can be specified by appending ":Q" to the item_id, where Q is an integer.
		e->type = EventComponent::REQUIRES_ITEM;

		ItemStack item_stack = Parse::toItemQuantityPair(Parse::popFirstString(val));
		e->id = item_stack.item;
		e->data[0].Int = item_stack.quantity;

		// add repeating requires_item
		if (evnt) {
			std::string repeat_val = Parse::popFirstString(val);
			while (repeat_val != "") {
				evnt->components.push_back(EventComponent());
				e = &evnt->components.back();
				e->type = EventComponent::REQUIRES_ITEM;
				item_stack = Parse::toItemQuantityPair(repeat_val);
				e->id = item_stack.item;
				e->data[0].Int = item_stack.quantity;

				repeat_val = Parse::popFirstString(val);
			}
		}
	}
	else if (key == "requires_not_item") {
		// @ATTR event.requires_not_item|list(item_id)|Event requires not having a specific item (not equipped). Quantity can be specified by appending ":Q" to the item_id, where Q is an integer.
		e->type = EventComponent::REQUIRES_NOT_ITEM;

		ItemStack item_stack = Parse::toItemQuantityPair(Parse::popFirstString(val));
		e->id = item_stack.item;
		e->data[0].Int = item_stack.quantity;

		// add repeating requires_not_item
		if (evnt) {
			std::string repeat_val = Parse::popFirstString(val);
			while (repeat_val != "") {
				evnt->components.push_back(EventComponent());
				e = &evnt->components.back();
				e->type = EventComponent::REQUIRES_NOT_ITEM;
				item_stack = Parse::toItemQuantityPair(repeat_val);
				e->id = item_stack.item;
				e->data[0].Int = item_stack.quantity;

				repeat_val = Parse::popFirstString(val);
			}
		}
	}
	else if (key == "requires_class") {
		// @ATTR event.requires_class|predefined_string|Event requires this base class
		e->type = EventComponent::REQUIRES_CLASS;

		e->s = Parse::popFirstString(val);
	}
	else if (key == "requires_not_class") {
		// @ATTR event.requires_not_class|predefined_string|Event requires not this base class
		e->type = EventComponent::REQUIRES_NOT_CLASS;

		e->s = Parse::popFirstString(val);
	}
	else if (key == "set_status") {
		// @ATTR event.set_status|list(string)|Sets specified statuses
		e->type = EventComponent::SET_STATUS;

		e->status = camp->registerStatus(Parse::popFirstString(val));

		// add repeating set_status
		if (evnt) {
			std::string repeat_val = Parse::popFirstString(val);
			while (repeat_val != "") {
				evnt->components.push_back(EventComponent());
				e = &evnt->components.back();
				e->type = EventComponent::SET_STATUS;
				e->status = camp->registerStatus(repeat_val);

				repeat_val = Parse::popFirstString(val);
			}
		}
	}
	else if (key == "unset_status") {
		// @ATTR event.unset_status|list(string)|Unsets specified statuses
		e->type = EventComponent::UNSET_STATUS;

		e->status = camp->registerStatus(Parse::popFirstString(val));

		// add repeating unset_status
		if (evnt) {
			std::string repeat_val = Parse::popFirstString(val);
			while (repeat_val != "") {
				evnt->components.push_back(EventComponent());
				e = &evnt->components.back();
				e->type = EventComponent::UNSET_STATUS;
				e->status = camp->registerStatus(repeat_val);

				repeat_val = Parse::popFirstString(val);
			}
		}
	}
	else if (key == "remove_currency") {
		// @ATTR event.remove_currency|int|Removes specified amount of currency from hero inventory
		e->type = EventComponent::REMOVE_CURRENCY;

		e->data[0].Int = std::max(Parse::toInt(val), 0);
	}
	else if (key == "remove_item") {
		// @ATTR event.remove_item|list(item_id)|Removes specified item from hero inventory. Quantity can be specified by appending ":Q" to the item_id, where Q is an integer.
		e->type = EventComponent::REMOVE_ITEM;

		ItemStack item_stack = Parse::toItemQuantityPair(Parse::popFirstString(val));
		e->id = item_stack.item;
		e->data[0].Int = item_stack.quantity;

		// add repeating remove_item
		if (evnt) {
			std::string repeat_val = Parse::popFirstString(val);
			while (repeat_val != "") {
				evnt->components.push_back(EventComponent());
				e = &evnt->components.back();
				e->type = EventComponent::REMOVE_ITEM;
				item_stack = Parse::toItemQuantityPair(repeat_val);
				e->id = item_stack.item;
				e->data[0].Int = item_stack.quantity;

				repeat_val = Parse::popFirstString(val);
			}
		}
	}
	else if (key == "reward_xp") {
		// @ATTR event.reward_xp|int|Reward hero with specified amount of experience points.
		e->type = EventComponent::REWARD_XP;

		e->data[0].Int = std::max(Parse::toInt(val), 0);
	}
	else if (key == "reward_currency") {
		// @ATTR event.reward_currency|int|Reward hero with specified amount of currency.
		e->type = EventComponent::REWARD_CURRENCY;

		e->data[0].Int = std::max(Parse::toInt(val), 0);
	}
	else if (key == "reward_item") {
		// @ATTR event.reward_item|(list(item_id)|Reward hero with a specified item. Quantity can be specified by appending ":Q" to the item_id, where Q is an integer. To maintain backwards compatibility, the quantity must be defined for at least the first item in the list in order to use this syntax.
		// @ATTR event.reward_item|item_id, int : Item, Quantity|Reward hero with y number of item x. NOTE: This syntax is maintained for backwards compatibility. It is recommended to use the above syntax instead.
		e->type = EventComponent::REWARD_ITEM;

		bool check_pair = false;
		ItemStack item_stack = Parse::toItemQuantityPair(Parse::popFirstString(val), &check_pair);

		if (!check_pair) {
			// item:quantity syntax not detected, falling back to the old syntax
			e->id = item_stack.item;
			e->data[0].Int = std::max(Parse::popFirstInt(val), 1);
		}
		else {
			e->id = item_stack.item;
			e->data[0].Int = item_stack.quantity;

			// add repeating reward_item
			if (evnt) {
				std::string repeat_val = Parse::popFirstString(val);
				while (repeat_val != "") {
					evnt->components.push_back(EventComponent());
					e = &evnt->components.back();
					e->type = EventComponent::REWARD_ITEM;
					item_stack = Parse::toItemQuantityPair(repeat_val);
					e->id = item_stack.item;
					e->data[0].Int = item_stack.quantity;

					repeat_val = Parse::popFirstString(val);
				}
			}
		}
	}
	else if (key == "reward_loot") {
		// @ATTR event.reward_loot|list(loot)|Reward hero with random loot.
		e->type = EventComponent::REWARD_LOOT;

		e->s = val;
	}
	else if (key == "reward_loot_count") {
		// @ATTR event.reward_loot_count|int, int : Min, Max|Sets the minimum (and optionally, the maximum) amount of loot that reward_loot can give the hero. Defaults to 1.
		e->type = EventComponent::REWARD_LOOT_COUNT;

		e->data[0].Int = std::max(Parse::popFirstInt(val), 1);
		e->data[1].Int = std::max(Parse::popFirstInt(val), e->data[0].Int);
	}
	else if (key == "restore") {
		// @ATTR event.restore|list(["hp", "mp", "hpmp", "status", "all", predefined_string])|Restore the hero's HP, MP, and/or status. Resource stat base IDs are also valid.
		e->type = EventComponent::RESTORE;

		e->s = val;
	}
	else if (key == "power") {
		// @ATTR event.power|power_id|Specify power coupled with event.
		e->type = EventComponent::POWER;

		e->id = Parse::toPowerID(val);
	}
	else if (key == "spawn") {
		// @ATTR event.spawn|list(predefined_string, int, int) : Enemy category, X, Y|Spawn an enemy from this category at location
		e->type = EventComponent::SPAWN;

		e->s = Parse::popFirstString(val);
		e->data[0].Int = Parse::popFirstInt(val);
		e->data[1].Int = Parse::popFirstInt(val);

		// add repeating spawn
		if (evnt) {
			std::string repeat_val = Parse::popFirstString(val);
			while (repeat_val != "") {
				evnt->components.push_back(EventComponent());
				e = &evnt->components.back();
				e->type = EventComponent::SPAWN;

				e->s = repeat_val;
				e->data[0].Int = Parse::popFirstInt(val);
				e->data[1].Int = Parse::popFirstInt(val);

				repeat_val = Parse::popFirstString(val);
			}
		}
	}
	else if (key == "stash") {
		// @ATTR event.stash|bool|If true, the Stash menu if opened.
		e->type = EventComponent::STASH;

		e->data[0].Bool = Parse::toBool(val);
	}
	else if (key == "npc") {
		// @ATTR event.npc|filename|Filename of an NPC to start dialog with.
		e->type = EventComponent::NPC;

		e->s = val;
	}
	else if (key == "music") {
		// @ATTR event.music|filename|Change background music to specified file.
		e->type = EventComponent::MUSIC;

		e->s = val;
	}
	else if (key == "cutscene") {
		// @ATTR event.cutscene|filename|Show specified cutscene by filename.
		e->type = EventComponent::CUTSCENE;

		e->s = val;
	}
	else if (key == "repeat") {
		// @ATTR event.repeat|bool|If true, the event to be triggered again.
		e->type = EventComponent::REPEAT;

		e->data[0].Bool = Parse::toBool(val);
	}
	else if (key == "save_game") {
		// @ATTR event.save_game|bool|If true, the game is saved when the event is triggered. The respawn position is set to where the player is standing.
		e->type = EventComponent::SAVE_GAME;

		e->data[0].Bool = Parse::toBool(val);
	}
	else if (key == "book") {
		// @ATTR event.book|filename|Opens a book by filename.
		e->type = EventComponent::BOOK;

		e->s = val;
	}
	else if (key == "script") {
		// @ATTR event.script|filename|Loads and executes an Event from a file.
		e->type = EventComponent::SCRIPT;

		e->s = val;
	}
	else if (key == "chance_exec") {
		// @ATTR event.chance_exec|float|Percentage chance that this event will execute when triggered.
		e->type = EventComponent::CHANCE_EXEC;

		e->data[0].Float = Parse::popFirstFloat(val);
	}
	else if (key == "respec") {
		// @ATTR event.respec|["xp", "stats", "powers"], bool : Respec mode, Ignore class defaults|Resets various aspects of the character's progression. Resetting "xp" also resets "stats". Resetting "stats" also resets "powers".
		e->type = EventComponent::RESPEC;

		std::string mode = Parse::popFirstString(val);
		std::string use_engine_defaults = Parse::popFirstString(val);

		if (mode == "xp") {
			e->data[0].Int = 3;
		}
		else if (mode == "stats") {
			e->data[0].Int = 2;
		}
		else if (mode == "powers") {
			e->data[0].Int = 1;
		}

		if (!use_engine_defaults.empty())
			e->data[1].Bool = Parse::toBool(use_engine_defaults);
	}
	else if (key == "show_on_minimap") {
		// @ATTR event.show_on_minimap|bool|If true, this event will be shown on the minimap if it is the appropriate type (e.g. an intermap teleport).
		e->type = EventComponent::SHOW_ON_MINIMAP;

		e->data[0].Bool = Parse::toBool(val);
	}
	else if (key == "parallax_layers") {
		// @ATTR event.parallax_layers|filename|Filename of a parallax layers definition to load.
		e->type = EventComponent::PARALLAX_LAYERS;

		e->s = val;
	}
	else if (key == "random_status") {
		// @ATTR event.random_status|repeatable(["append", "clear", "roll", "set", "unset"], list(string)) : Action, Statuses (append action only)|Used to randomly pick a status from a list, and then set or unset it. Statuses are added to the list with the "append" action. The "roll" action will randomly pick from the list and set it as the current random status. The "set" and "unset" commands will function like set_status and unset_status, with the parameter being the current random status. Lastly, the "clear" action will empty the pool of random statuses. It is recommended to clear the list before you use it, as well as after you're done to prevent unintended side-effects.
		e->type = EventComponent::RANDOM_STATUS;

		std::string mode = Parse::popFirstString(val);
		if (mode == "append") {
			e->data[0].Int = EventComponent::RANDOM_STATUS_MODE_APPEND;

			e->status = camp->registerStatus(Parse::popFirstString(val));

			// add repeating random_status
			if (evnt) {
				std::string repeat_val = Parse::popFirstString(val);
				while (repeat_val != "") {
					evnt->components.push_back(EventComponent());
					e = &evnt->components.back();
					e->type = EventComponent::RANDOM_STATUS;
					e->data[0].Int = EventComponent::RANDOM_STATUS_MODE_APPEND;
					e->status = camp->registerStatus(repeat_val);

					repeat_val = Parse::popFirstString(val);
				}
			}
		}
		else if (mode == "clear")
			e->data[0].Int = EventComponent::RANDOM_STATUS_MODE_CLEAR;
		else if (mode == "roll")
			e->data[0].Int = EventComponent::RANDOM_STATUS_MODE_ROLL;
		else if (mode == "set")
			e->data[0].Int = EventComponent::RANDOM_STATUS_MODE_SET;
		else if (mode == "unset")
			e->data[0].Int = EventComponent::RANDOM_STATUS_MODE_UNSET;
		else
			Utils::logError("EventManager: '%s' is not a valid random_status action.", mode.c_str());
	}
	else {
		return false;
	}

	return true;
}

bool EventManager::executeEvent(Event &e) {
	return executeEventInternal(e, !SKIP_DELAY);
}

bool EventManager::executeDelayedEvent(Event &e) {
	return executeEventInternal(e, SKIP_DELAY);
}

/**
 * A particular event has been triggered.
 * Process all of this events components.
 *
 * @param The triggered event
 * @param Delay ignore flag
 * @return Returns true if the event shall not be run again.
 */
bool EventManager::executeEventInternal(Event &ev, bool skip_delay) {
	// skip executing events that are on cooldown
	if (!ev.delay.isEnd() || !ev.cooldown.isEnd()) return false;

	// need to know this for early returns
	EventComponent *ec_repeat = ev.getComponent(EventComponent::REPEAT);
	if (ec_repeat) {
		ev.keep_after_trigger = ec_repeat->data[0].Bool;
	}

	// Delay event execution
	// When an event is delayed, we create a copy and push it to mapr->delayed_events.
	// The original starts both the cooldown and delay timers.
	// The delay will finish, followed by the cooldown, which gives the correct timing for repeating events.
	// The copy only starts the delay timer. The cooldown is not needed because the copy never repeats.
	if (ev.delay.getDuration() > 0 && !skip_delay) {
		ev.delay.reset(Timer::BEGIN);
		mapr->delayed_events.push_back(ev);
		ev.cooldown.reset(Timer::BEGIN);

		return !ev.keep_after_trigger;
	}

	// set cooldown
	ev.cooldown.reset(Timer::BEGIN);

	// if chance_exec roll fails, don't execute the event
	// we respect the value of "repeat", even if the event doesn't execute
	EventComponent *ec_chance_exec = ev.getComponent(EventComponent::CHANCE_EXEC);
	if (ec_chance_exec && !Math::percentChanceF(ec_chance_exec->data[0].Float)) {
		return !ev.keep_after_trigger;
	}

	EventComponent *ec;

	for (unsigned i = 0; i < ev.components.size(); ++i) {
		ec = &ev.components[i];

		if (ec->type == EventComponent::SET_STATUS) {
			camp->setStatus(ec->status);
		}
		else if (ec->type == EventComponent::UNSET_STATUS) {
			camp->unsetStatus(ec->status);
		}
		else if (ec->type == EventComponent::INTERMAP) {
			if (ec->data[2].Bool) {
				// this is intermap_random
				std::string map_list = ec->s;
				EventComponent random_ec = getRandomMapFromFile(map_list);

				ec->s = random_ec.s;
				ec->data[0].Int = random_ec.data[0].Int;
				ec->data[1].Int = random_ec.data[1].Int;
			}

			if (Filesystem::fileExists(mods->locate(ec->s))) {
				mapr->teleportation = true;
				mapr->teleport_mapname = ec->s;

				if (ec->data[0].Int == -1 && ec->data[1].Int == -1) {
					// the teleport destination will be set to the map's hero_pos once the map is loaded
					mapr->teleport_destination.x = -1;
					mapr->teleport_destination.y = -1;
				}
				else {
					mapr->teleport_destination.x = static_cast<float>(ec->data[0].Int) + 0.5f;
					mapr->teleport_destination.y = static_cast<float>(ec->data[1].Int) + 0.5f;
				}
			}
			else {
				ev.keep_after_trigger = false;
				pc->logMsg(msg->get("Unknown destination"), Avatar::MSG_UNIQUE);
				Utils::logInfo("EventManager: Unknown intermap destination (%s)", ec->s.c_str());
			}
		}
		else if (ec->type == EventComponent::INTRAMAP) {
			mapr->teleportation = true;
			mapr->teleport_mapname = "";
			mapr->teleport_destination.x = static_cast<float>(ec->data[0].Int) + 0.5f;
			mapr->teleport_destination.y = static_cast<float>(ec->data[1].Int) + 0.5f;
		}
		else if (ec->type == EventComponent::MAPMOD) {
			if (ec->s == "collision") {
				if (ec->data[0].Int >= 0 && ec->data[0].Int < mapr->w && ec->data[1].Int >= 0 && ec->data[1].Int < mapr->h) {
					mapr->collider.colmap[ec->data[0].Int][ec->data[1].Int] = static_cast<unsigned short>(ec->data[2].Int);
					mapr->map_change = true;
				}
				else
					Utils::logError("EventManager: Mapmod at position (%d, %d) is out of bounds 0-255.", ec->data[0].Int, ec->data[1].Int);
			}
			else {
				size_t index = static_cast<size_t>(distance(mapr->layernames.begin(), find(mapr->layernames.begin(), mapr->layernames.end(), ec->s)));
				if (!mapr->isValidTile(ec->data[2].Int))
					Utils::logError("EventManager: Mapmod at position (%d, %d) contains invalid tile id (%d).", ec->data[0].Int, ec->data[1].Int, ec->data[2].Int);
				else if (index >= mapr->layers.size())
					Utils::logError("EventManager: Mapmod at position (%d, %d) is on an invalid layer.", ec->data[0].Int, ec->data[1].Int);
				else if (ec->data[0].Int >= 0 && ec->data[0].Int < mapr->w && ec->data[1].Int >= 0 && ec->data[1].Int < mapr->h)
					mapr->layers[index][ec->data[0].Int][ec->data[1].Int] = static_cast<unsigned short>(ec->data[2].Int);
				else
					Utils::logError("EventManager: Mapmod at position (%d, %d) is out of bounds 0-255.", ec->data[0].Int, ec->data[1].Int);
			}
		}
		else if (ec->type == EventComponent::SOUNDFX) {
			FPoint pos(0,0);
			bool loop = false;

			if (ec->data[0].Int != -1 && ec->data[1].Int != -1) {
				if (ec->data[0].Int != 0 && ec->data[1].Int != 0) {
					pos.x = static_cast<float>(ec->data[0].Int) + 0.5f;
					pos.y = static_cast<float>(ec->data[1].Int) + 0.5f;
				}
			}
			else if (ev.location.x != 0 && ev.location.y != 0) {
				pos.x = static_cast<float>(ev.location.x) + 0.5f;
				pos.y = static_cast<float>(ev.location.y) + 0.5f;
			}

			if (ev.activate_type == Event::ACTIVATE_ON_LOAD || ec->data[2].Bool)
				loop = true;

			SoundID sid = snd->load(ec->s, "MapRenderer background soundfx");

			snd->play(sid, snd->DEFAULT_CHANNEL, pos, loop);
			mapr->sids.push_back(sid);
		}
		else if (ec->type == EventComponent::LOOT) {
			EventComponent *ec_lootcount = ev.getComponent(EventComponent::LOOT_COUNT);
			if (ec_lootcount) {
				mapr->loot_count.x = ec_lootcount->data[0].Int;
				mapr->loot_count.y = ec_lootcount->data[1].Int;
			}
			else {
				mapr->loot_count.x = 0;
				mapr->loot_count.y = 0;
			}

			ec->data[0].Int = ev.hotspot.x; // LOOT_EC_POSX
			ec->data[1].Int = ev.hotspot.y; // LOOT_EC_POSY
			mapr->loot.push_back(*ec);
		}
		else if (ec->type == EventComponent::MSG) {
			pc->logMsg(ec->s, Avatar::MSG_UNIQUE);
		}
		else if (ec->type == EventComponent::SHAKYCAM) {
			mapr->cam.shake_timer.setDuration(ec->data[0].Int);
		}
		else if (ec->type == EventComponent::REMOVE_CURRENCY) {
			camp->removeCurrency(ec->data[0].Int);
		}
		else if (ec->type == EventComponent::REMOVE_ITEM) {
			camp->removeItem(ItemStack(ec->id, ec->data[0].Int));
		}
		else if (ec->type == EventComponent::REWARD_XP) {
			camp->rewardXP(static_cast<float>(ec->data[0].Int), CampaignManager::XP_SHOW_MSG);
		}
		else if (ec->type == EventComponent::REWARD_CURRENCY) {
			camp->rewardCurrency(ec->data[0].Int);
		}
		else if (ec->type == EventComponent::REWARD_ITEM) {
			camp->rewardItem(ItemStack(ec->id, ec->data[0].Int));
		}
		else if (ec->type == EventComponent::REWARD_LOOT) {
			std::vector<EventComponent> random_table;
			Point random_table_count(1,1);

			EventComponent *ec_lootcount = ev.getComponent(EventComponent::REWARD_LOOT_COUNT);
			if (ec_lootcount) {
				random_table_count.x = ec_lootcount->data[0].Int;
				random_table_count.y = ec_lootcount->data[1].Int;
			}

			random_table.push_back(EventComponent());
			loot->parseLoot(ec->s, &random_table.back(), &random_table);

			unsigned rand_count = Math::randBetween(random_table_count.x, random_table_count.y);
			std::vector<ItemStack> rand_itemstacks;
			for (unsigned j = 0; j < rand_count; ++j) {
				loot->checkLoot(random_table, NULL, &rand_itemstacks);
			}
			for (size_t j = 0; j < rand_itemstacks.size(); ++j) {
				if (rand_itemstacks[j].item == eset->misc.currency_id)
					camp->rewardCurrency(rand_itemstacks[j].quantity);
				else
					camp->rewardItem(rand_itemstacks[j]);
			}
		}
		else if (ec->type == EventComponent::RESTORE) {
			camp->restoreHPMP(ec->s);
		}
		else if (ec->type == EventComponent::SPAWN) {
			Point spawn_pos;
			spawn_pos.x = ec->data[0].Int;
			spawn_pos.y = ec->data[1].Int;
			entitym->spawn(ec->s, spawn_pos);
		}
		else if (ec->type == EventComponent::POWER) {
			EventComponent *ec_path = ev.getComponent(EventComponent::POWER_PATH);
			FPoint target;

			if (ec_path) {
				// targets hero option
				if (ec_path->data[4].Bool) {
					target.x = pc->stats.pos.x;
					target.y = pc->stats.pos.y;
				}
				// targets fixed path option
				else {
					target.x = static_cast<float>(ec_path->data[2].Int) + 0.5f;
					target.y = static_cast<float>(ec_path->data[3].Int) + 0.5f;
				}
			}
			// no path specified, targets self location
			else {
				target.x = static_cast<float>(ev.location.x) + 0.5f;
				target.y = static_cast<float>(ev.location.y) + 0.5f;
			}

			// ec->id is power id
			// ec->data[0] is statblock index
			mapr->activatePower(ec->id, ec->data[0].Int, target);
		}
		else if (ec->type == EventComponent::STASH) {
			mapr->stash = ec->data[0].Bool;
			if (mapr->stash) {
				mapr->stash_pos.x = static_cast<float>(ev.location.x) + 0.5f;
				mapr->stash_pos.y = static_cast<float>(ev.location.y) + 0.5f;
			}
		}
		else if (ec->type == EventComponent::NPC) {
			mapr->event_npc = ec->s;
		}
		else if (ec->type == EventComponent::MUSIC) {
			mapr->music_filename = ec->s;
			mapr->loadMusic();
		}
		else if (ec->type == EventComponent::CUTSCENE) {
			mapr->cutscene = true;
			mapr->cutscene_file = ec->s;
		}
		else if (ec->type == EventComponent::REPEAT) {
			ev.keep_after_trigger = ec->data[0].Bool;
		}
		else if (ec->type == EventComponent::SAVE_GAME) {
			mapr->save_game = ec->data[0].Bool;
		}
		else if (ec->type == EventComponent::NPC_ID) {
			mapr->npc_id = ec->data[0].Int;
		}
		else if (ec->type == EventComponent::BOOK) {
			mapr->show_book = ec->s;
		}
		else if (ec->type == EventComponent::SCRIPT) {
			if (ev.center.x != -1 && ev.center.y != -1)
				executeScript(ec->s, ev.center.x, ev.center.y);
			else
				executeScript(ec->s, pc->stats.pos.x, pc->stats.pos.y);
		}
		else if (ec->type == EventComponent::RESPEC) {
			bool use_engine_defaults = ec->data[1].Bool;
			EngineSettings::HeroClasses::HeroClass* pc_class;
			pc_class = eset->hero_classes.getByName(pc->stats.character_class);

			if (ec->data[0].Int == 3) {
				// xp
				pc->stats.level = 1;
				pc->stats.xp = 0;
			}
			if (ec->data[0].Int >= 2) {
				// stats
				for (size_t j = 0; j < eset->primary_stats.list.size(); ++j) {
					pc->stats.primary[j] = 1;
					pc->stats.primary_additional[j] = 0;

					if (pc_class && !use_engine_defaults) {
						pc->stats.primary[j] += pc_class->primary[j];
						pc->stats.primary_starting[j] = pc->stats.primary[j];
					}
				}

				pc->stats.recalc();
				menu->inv->applyEquipment();
				pc->stats.logic();
			}
			if (ec->data[0].Int >= 1) {
				// powers
				pc->stats.powers_list.clear();
				pc->stats.powers_passive.clear();
				pc->stats.effects.clearEffects();
				menu_powers->resetToBasePowers();
				if (pc_class && !use_engine_defaults) {
					for (size_t j=0; j < pc_class->powers.size(); j++) {
						pc->stats.powers_list.push_back(pc_class->powers[j]);
					}
				}
				menu_powers->setUnlockedPowers();

				menu_act->clear(MenuActionBar::CLEAR_SKIP_ITEMS);
				if (pc_class && !use_engine_defaults) {
					menu->act->set(pc_class->hotkeys, MenuActionBar::SET_SKIP_EMPTY);
				}
				menu->pow->newPowerNotification = false;

				pc->respawn = true; // re-applies equipment, also revives the player
				pc->stats.refresh_stats = true;
			}
		}
		else if (ec->type == EventComponent::PARALLAX_LAYERS) {
			mapr->setMapParallax(ec->s);
		}
		else if (ec->type == EventComponent::RANDOM_STATUS) {
			if (ec->data[0].Int == EventComponent::RANDOM_STATUS_MODE_APPEND)
				camp->randomStatusAppend(ec->status);
			else if (ec->data[0].Int == EventComponent::RANDOM_STATUS_MODE_CLEAR)
				camp->randomStatusClear();
			else if (ec->data[0].Int == EventComponent::RANDOM_STATUS_MODE_ROLL)
				camp->randomStatusRoll();
			else if (ec->data[0].Int == EventComponent::RANDOM_STATUS_MODE_SET)
				camp->randomStatusSet();
			else if (ec->data[0].Int == EventComponent::RANDOM_STATUS_MODE_UNSET)
				camp->randomStatusUnset();
		}
	}
	return !ev.keep_after_trigger;
}


bool EventManager::isActive(const Event &e) {
	return camp->checkRequirementsInVector(e.components);
}

void EventManager::executeScript(const std::string& filename, float x, float y) {
	FileParser script_file;
	std::queue<Event> script_evnt;

	if (script_file.open(filename, FileParser::MOD_FILE, FileParser::ERROR_NORMAL)) {
		while (script_file.next()) {
			if (script_file.new_section && script_file.section == "event") {
				Event tmp_evnt;
				tmp_evnt.location.x = tmp_evnt.hotspot.x = static_cast<int>(x);
				tmp_evnt.location.y = tmp_evnt.hotspot.y = static_cast<int>(y);
				tmp_evnt.location.w = tmp_evnt.hotspot.w = 1;
				tmp_evnt.location.h = tmp_evnt.hotspot.h = 1;
				tmp_evnt.center.x = static_cast<float>(tmp_evnt.location.x) + 0.5f;
				tmp_evnt.center.y = static_cast<float>(tmp_evnt.location.y) + 0.5f;

				script_evnt.push(tmp_evnt);
			}

			if (script_evnt.empty())
				continue;

			if (script_file.key == "script" && Filesystem::convertSlashes(script_file.val) == Filesystem::convertSlashes(filename)) {
				script_file.error("EventManager: Calling a script from within itself is not allowed.");
				continue;
			}

			if (script_file.key == "delay") {
				// 'delay' is not an EventComponent, but we allow it in scripts
				script_evnt.back().delay.setDuration(Parse::toDuration(script_file.val));
				script_evnt.back().delay.reset(Timer::BEGIN);
			}
			else {
				loadEventComponent(script_file, &script_evnt.back(), NULL);
			}
		}
		script_file.close();

		while (!script_evnt.empty()) {
			// create StatBlocks if we need them
			EventComponent *ec_power = script_evnt.front().getComponent(EventComponent::POWER);
			if (ec_power) {
				ec_power->data[0].Int = mapr->addEventStatBlock(script_evnt.front());
			}

			if (script_evnt.front().delay.getDuration() > 0) {
				// handle delayed events
				mapr->delayed_events.push_back(script_evnt.front());
			}
			else if (isActive(script_evnt.front())) {
				executeEvent(script_evnt.front());
			}
			script_evnt.pop();
		}
	}
}

EventComponent EventManager::getRandomMapFromFile(const std::string& fname) {
	// map pool is the same, so pick the next one in the "playlist"
	if (fname == mapr->intermap_random_filename && !mapr->intermap_random_queue.empty()) {
		EventComponent ec = mapr->intermap_random_queue.front();
		mapr->intermap_random_queue.pop();
		return ec;
	}

	// starting a new map pool, so clear the queue
	while (!mapr->intermap_random_queue.empty()) {
		mapr->intermap_random_queue.pop();
	}

	FileParser infile;
	std::vector<EventComponent> ec_list;

	// @CLASS EventManager: Random Map List|Description of maps/random/lists/
	if (infile.open(fname, FileParser::MOD_FILE, FileParser::ERROR_NORMAL)) {
		while (infile.next()) {
			// @ATTR map|filename, int, int : Map file, X, Y|Adds a map and optional spawn position to the random list of maps to teleport to.
			if (infile.key == "map") {
				EventComponent ec;
				ec.s = Parse::popFirstString(infile.val);
				if (ec_list.empty() || ec.s != mapr->getFilename()) {
					ec.data[0].Int = -1;
					ec.data[1].Int = -1;

					std::string test_x = Parse::popFirstString(infile.val);
					if (!test_x.empty()) {
						ec.data[0].Int = Parse::toInt(test_x);
						ec.data[1].Int = Parse::popFirstInt(infile.val);
					}

					ec_list.push_back(ec);
				}
			}
		}

		infile.close();
	}

	if (ec_list.empty()) {
		mapr->intermap_random_filename = "";
		return EventComponent();
	}
	else {
		mapr->intermap_random_filename = fname;

		while (!ec_list.empty()) {
			size_t index = rand() % ec_list.size();
			mapr->intermap_random_queue.push(ec_list[index]);
			ec_list.erase(ec_list.begin() + index);
		}

		EventComponent ec = mapr->intermap_random_queue.front();
		mapr->intermap_random_queue.pop();
		return ec;
	}
}
