using System;
using System.Collections;
using Server;
using Server.Items;
using Server.Network;

namespace Server.Mobiles
{
	public class GenericBuyInfo : IBuyItemInfo
	{
		private class DisplayCache : Container
		{
			private static DisplayCache m_Cache;

			public static DisplayCache Cache
			{
				get
				{
					if ( m_Cache == null || m_Cache.Deleted )
						m_Cache = new DisplayCache();

					return m_Cache;
				}
			}

			private Hashtable m_Table;
			private ArrayList m_Mobiles;

			public DisplayCache() : base( 0 )
			{
				m_Table = new Hashtable();
				m_Mobiles = new ArrayList();
			}

			public object Lookup( Type key )
			{
				return m_Table[key];
			}

			public void Store( Type key, object obj, bool cache )
			{
				if ( cache )
					m_Table[key] = obj;

				if ( obj is Item )
					AddItem( (Item) obj );
				else if ( obj is Mobile )
					m_Mobiles.Add( obj );
			}

			public DisplayCache( Serial serial ) : base( serial )
			{
			}

			public override void OnAfterDelete()
			{
				base.OnAfterDelete();

				for ( int i = 0; i < m_Mobiles.Count; ++i )
					((Mobile)m_Mobiles[i]).Delete();

				m_Mobiles.Clear();

				for ( int i = Items.Count - 1; i >= 0; --i )
				{
					if ( i < Items.Count )
						((Item)Items[i]).Delete();
				}

				if ( m_Cache == this )
					m_Cache = null;
			}

			public override void Serialize( GenericWriter writer )
			{
				base.Serialize( writer );

				writer.Write( (int) 0 ); // version

				writer.WriteMobileList( m_Mobiles, true );
			}

			public override void Deserialize( GenericReader reader )
			{
				base.Deserialize( reader );

				int version = reader.ReadInt();

				m_Mobiles = reader.ReadMobileList();

				for ( int i = 0; i < m_Mobiles.Count; ++i )
					((Mobile)m_Mobiles[i]).Delete();

				m_Mobiles.Clear();

				for ( int i = Items.Count - 1; i >= 0; --i )
				{
					if ( i < Items.Count )
						((Item)Items[i]).Delete();
				}

				if ( m_Cache == null )
					m_Cache = this;
				else
					Delete();

				m_Table = new Hashtable();
			}
		}

		private Type m_Type;
		private string m_Name;
		private int m_Price;
		private int m_MaxAmount, m_Amount;
		private int m_ItemID;
		private int m_Hue;
		private object[] m_Args;
		private object m_DisplayObject;

		public virtual int ControlSlots{ get{ return 0; } }

		public virtual bool CanCacheDisplay{ get{ return false; } } //return ( m_Args == null || m_Args.Length == 0 ); } 

		private bool IsDeleted( object obj )
		{
			if ( obj is Item )
				return (obj as Item).Deleted;
			else if ( obj is Mobile )
				return (obj as Mobile).Deleted;

			return false;
		}

		public void DeleteDisplayObject()
		{
			if ( m_DisplayObject is Item )
				(m_DisplayObject as Item).Delete();
			else if ( m_DisplayObject is Mobile )
				(m_DisplayObject as Mobile).Delete();

			m_DisplayObject = null;
		}

		public object GetDisplayObject()
		{
			if ( m_DisplayObject != null && !IsDeleted( m_DisplayObject ) )
				return m_DisplayObject;

			bool canCache = this.CanCacheDisplay;

			if ( canCache )
				m_DisplayObject = DisplayCache.Cache.Lookup( m_Type );

			if ( m_DisplayObject == null || IsDeleted( m_DisplayObject ) )
				m_DisplayObject = GetObject();

			DisplayCache.Cache.Store( m_Type, m_DisplayObject, canCache );

			return m_DisplayObject;
		}

		public Type Type
		{
			get{ return m_Type; }
			set{ m_Type = value; }
		}

		public string Name
		{
			get{ return m_Name; }
			set{ m_Name = value; }
		}

		public int DefaultPrice{ get{ return m_PriceScalar; } }

		private int m_PriceScalar;

		public int PriceScalar
		{
			get{ return m_PriceScalar; }
			set{ m_PriceScalar = value; }
		}

		public int Price
		{
			get
			{
				if ( m_PriceScalar != 0 )
				{
					if ( m_Price > 5000000 )
					{
						long price = m_Price;

						price *= m_PriceScalar;
						price += 50;
						price /= 100;

						if ( price > int.MaxValue )
							price = int.MaxValue;

						return (int)price;
					}

					return ( ((m_Price * m_PriceScalar) + 50) / 100 );
				}

				return m_Price;
			}
			set{ m_Price = value; }
		}

		public int ItemID
		{
			get{ return m_ItemID; }
			set{ m_ItemID = value; }
		}

		public int Hue
		{
			get{ return m_Hue; }
			set{ m_Hue = value; }
		}

		public int Amount
		{
			get{ return m_Amount; }
			set{ if ( value < 0 ) value = 0; m_Amount = value; }
		}

		public int MaxAmount
		{
			get{ return m_MaxAmount; }
			set{ m_MaxAmount = value; }
		}

		public object[] Args
		{
			get{ return m_Args; }
			set{ m_Args = value; }
		}

		public GenericBuyInfo( Type type, int price, int amount, int itemID, int hue ) : this( null, type, price, amount, itemID, hue, null )
		{
		}

		public GenericBuyInfo( string name, Type type, int price, int amount, int itemID, int hue ) : this( name, type, price, amount, itemID, hue, null )
		{
		}

		public GenericBuyInfo( Type type, int price, int amount, int itemID, int hue, object[] args ) : this( null, type, price, amount, itemID, hue, args )
		{
		}

		public GenericBuyInfo( string name, Type type, int price, int amount, int itemID, int hue, object[] args )
		{
			m_Type = type;
			m_Price = price;
			m_MaxAmount = m_Amount = amount;
			m_ItemID = itemID;
			m_Hue = hue;
			m_Args = args;

			if ( name == null )
				m_Name = (1020000 + (itemID & 0x3FFF)).ToString();
			else
				m_Name = name;
		}

		//get a new instance of an object (we just bought it)
		public virtual object GetObject()
		{
			if ( m_Args == null || m_Args.Length == 0 )
				return Activator.CreateInstance( m_Type );

			return Activator.CreateInstance( m_Type, m_Args );
			//return (Item)Activator.CreateInstance( m_Type );
		}

		//Attempt to restock with item, (return true if restock sucessful)
		public bool Restock( Item item, int amount )
		{
			return false;
			/*if ( item.GetType() == m_Type )
			{
				if ( item is BaseWeapon )
				{
					BaseWeapon weapon = (BaseWeapon)item;

					if ( weapon.Quality == WeaponQuality.Low || weapon.Quality == WeaponQuality.Exceptional || (int)weapon.DurabilityLevel > 0 || (int)weapon.DamageLevel > 0 || (int)weapon.AccuracyLevel > 0 )
						return false;
				}

				if ( item is BaseArmor )
				{
					BaseArmor armor = (BaseArmor)item;

					if ( armor.Quality == ArmorQuality.Low || armor.Quality == ArmorQuality.Exceptional || (int)armor.Durability > 0 || (int)armor.ProtectionLevel > 0 )
						return false;
				}

				m_Amount += amount;

				return true;
			}
			else
			{
				return false;
			}*/
		}

		public void OnRestock()
		{
			if ( m_Amount <= 0 )
			{
				m_MaxAmount *= 2;

				if ( m_MaxAmount >= 999 )
					m_MaxAmount = 999;
			}
			else
			{
				/* NOTE: According to UO.com, the quantity is halved if the item does not reach 0
				 * Here we implement differently: the quantity is halved only if less than half
				 * of the maximum quantity was bought. That is, if more than half is sold, then
				 * there's clearly a demand and we should not cut down on the stock.
				 */

				int halfQuantity = m_MaxAmount;

				if ( halfQuantity >= 999 )
					halfQuantity = 640;
				else if ( halfQuantity > 20 )
					halfQuantity /= 2;

				if ( m_Amount >= halfQuantity )
					m_MaxAmount = halfQuantity;
			}

			m_Amount = m_MaxAmount;
		}
	}
}