/*
 * Pixel Dungeon
 * Copyright (C) 2012-2015 Oleg Dolya
 *
 * Shattered Pixel Dungeon
 * Copyright (C) 2014-2018 Evan Debenham
 *
 * This program 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.
 *
 * This program 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 this program.  If not, see <http://www.gnu.org/licenses/>
 */

package com.shatteredpixel.shatteredpixeldungeon.levels;

import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Challenges;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon;
import com.shatteredpixel.shatteredpixeldungeon.Statistics;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Blob;
import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.SmokeScreen;
import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.WellWater;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Awareness;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Blindness;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.LockedFloor;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.MagicalSight;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.MindVision;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Shadows;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroClass;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.FlowParticle;
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.WindParticle;
import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.Stylus;
import com.shatteredpixel.shatteredpixeldungeon.items.Torch;
import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.DriedRose;
import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.TimekeepersHourglass;
import com.shatteredpixel.shatteredpixeldungeon.items.food.SmallRation;
import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfStrength;
import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfUpgrade;
import com.shatteredpixel.shatteredpixeldungeon.items.stones.StoneOfEnchantment;
import com.shatteredpixel.shatteredpixeldungeon.items.stones.StoneOfIntuition;
import com.shatteredpixel.shatteredpixeldungeon.levels.features.Chasm;
import com.shatteredpixel.shatteredpixeldungeon.levels.features.Door;
import com.shatteredpixel.shatteredpixeldungeon.levels.features.HighGrass;
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
import com.shatteredpixel.shatteredpixeldungeon.levels.traps.Trap;
import com.shatteredpixel.shatteredpixeldungeon.mechanics.ShadowCaster;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.plants.Plant;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.shatteredpixel.shatteredpixeldungeon.tiles.CustomTiledVisual;
import com.shatteredpixel.shatteredpixeldungeon.utils.BArray;
import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
import com.watabou.noosa.Game;
import com.watabou.noosa.Group;
import com.watabou.noosa.audio.Sample;
import com.watabou.utils.Bundlable;
import com.watabou.utils.Bundle;
import com.watabou.utils.PathFinder;
import com.watabou.utils.Point;
import com.watabou.utils.Random;
import com.watabou.utils.SparseArray;

import java.util.ArrayList;
import java.util.Arrays;
import java.util.Collection;
import java.util.HashMap;
import java.util.HashSet;

public abstract class Level implements Bundlable {
	
	public static enum Feeling {
		NONE,
		CHASM,
		WATER,
		GRASS,
		DARK
	}

	protected int width;
	protected int height;
	protected int length;
	
	protected static final float TIME_TO_RESPAWN	= 50;

	public int version;
	
	public int[] map;
	public boolean[] visited;
	public boolean[] mapped;
	public boolean[] discoverable;

	public int viewDistance = Dungeon.isChallenged( Challenges.DARKNESS ) ? 2 : 8;
	
	public boolean[] heroFOV;
	
	public boolean[] passable;
	public boolean[] losBlocking;
	public boolean[] flamable;
	public boolean[] secret;
	public boolean[] solid;
	public boolean[] avoid;
	public boolean[] water;
	public boolean[] pit;
	
	public Feeling feeling = Feeling.NONE;
	
	public int entrance;
	public int exit;

	//when a boss level has become locked.
	public boolean locked = false;
	
	public HashSet<Mob> mobs;
	public SparseArray<Heap> heaps;
	public HashMap<Class<? extends Blob>,Blob> blobs;
	public SparseArray<Plant> plants;
	public SparseArray<Trap> traps;
	public HashSet<CustomTiledVisual> customTiles;
	public HashSet<CustomTiledVisual> customWalls;
	
	protected ArrayList<Item> itemsToSpawn = new ArrayList<>();

	protected Group visuals;
	
	public int color1 = 0x004400;
	public int color2 = 0x88CC44;

	private static final String VERSION     = "version";
	private static final String WIDTH       = "width";
	private static final String HEIGHT      = "height";
	private static final String MAP			= "map";
	private static final String VISITED		= "visited";
	private static final String MAPPED		= "mapped";
	private static final String ENTRANCE	= "entrance";
	private static final String EXIT		= "exit";
	private static final String LOCKED      = "locked";
	private static final String HEAPS		= "heaps";
	private static final String PLANTS		= "plants";
	private static final String TRAPS       = "traps";
	private static final String CUSTOM_TILES= "customTiles";
	private static final String CUSTOM_WALLS= "customWalls";
	private static final String MOBS		= "mobs";
	private static final String BLOBS		= "blobs";
	private static final String FEELING		= "feeling";

	public void create() {

		Random.seed( Dungeon.seedCurDepth() );
		
		if (!(Dungeon.bossLevel() || Dungeon.depth == 21) /*final shop floor*/) {

			if (Dungeon.isChallenged(Challenges.NO_FOOD)){
				addItemToSpawn( new SmallRation() );
			} else {
				addItemToSpawn(Generator.random(Generator.Category.FOOD));
			}

			if (Dungeon.isChallenged(Challenges.DARKNESS)){
				addItemToSpawn( new Torch() );
			}

			if (Dungeon.posNeeded()) {
				addItemToSpawn( new PotionOfStrength() );
				Dungeon.LimitedDrops.STRENGTH_POTIONS.count++;
			}
			if (Dungeon.souNeeded()) {
				addItemToSpawn( new ScrollOfUpgrade() );
				Dungeon.LimitedDrops.UPGRADE_SCROLLS.count++;
			}
			if (Dungeon.asNeeded()) {
				addItemToSpawn( new Stylus() );
				Dungeon.LimitedDrops.ARCANE_STYLI.count++;
			}
			//one scroll of transmutation is guaranteed to spawn somewhere on chapter 2-4
			int enchChapter = (int)((Dungeon.seed / 10) % 3) + 1;
			if ( Dungeon.depth / 5 == enchChapter &&
					Dungeon.seed % 4 + 1 == Dungeon.depth % 5){
				addItemToSpawn( new StoneOfEnchantment() );
			}
			
			if ( Dungeon.depth == ((Dungeon.seed % 3) + 1)){
				addItemToSpawn( new StoneOfIntuition() );
			}

			DriedRose rose = Dungeon.hero.belongings.getItem( DriedRose.class );
			if (rose != null && rose.isIdentified() && !rose.cursed){
				//aim to drop 1 petal every 2 floors
				int petalsNeeded = (int) Math.ceil((float)((Dungeon.depth / 2) - rose.droppedPetals) / 3);

				for (int i=1; i <= petalsNeeded; i++) {
					//the player may miss a single petal and still max their rose.
					if (rose.droppedPetals < 11) {
						addItemToSpawn(new DriedRose.Petal());
						rose.droppedPetals++;
					}
				}
			}
			
			if (Dungeon.depth > 1) {
				switch (Random.Int( 10 )) {
				case 0:
					if (!Dungeon.bossLevel( Dungeon.depth + 1 )) {
						feeling = Feeling.CHASM;
					}
					break;
				case 1:
					feeling = Feeling.WATER;
					break;
				case 2:
					feeling = Feeling.GRASS;
					break;
				case 3:
					feeling = Feeling.DARK;
					addItemToSpawn(new Torch());
					viewDistance = Math.round(viewDistance/2f);
					break;
				}
			}
		}
		
		do {
			width = height = length = 0;

			mobs = new HashSet<>();
			heaps = new SparseArray<>();
			blobs = new HashMap<>();
			plants = new SparseArray<>();
			traps = new SparseArray<>();
			customTiles = new HashSet<>();
			customWalls = new HashSet<>();
			
		} while (!build());
		
		buildFlagMaps();
		cleanWalls();
		
		createMobs();
		createItems();

		Random.seed();
	}
	
	public void setSize(int w, int h){
		
		width = w;
		height = h;
		length = w * h;
		
		map = new int[length];
		Arrays.fill( map, feeling == Level.Feeling.CHASM ? Terrain.CHASM : Terrain.WALL );
		
		visited     = new boolean[length];
		mapped      = new boolean[length];
		
		heroFOV     = new boolean[length];
		
		passable	= new boolean[length];
		losBlocking	= new boolean[length];
		flamable	= new boolean[length];
		secret		= new boolean[length];
		solid		= new boolean[length];
		avoid		= new boolean[length];
		water		= new boolean[length];
		pit			= new boolean[length];
		
		PathFinder.setMapSize(w, h);
	}
	
	public void reset() {
		
		for (Mob mob : mobs.toArray( new Mob[0] )) {
			if (!mob.reset()) {
				mobs.remove( mob );
			}
		}
		createMobs();
	}
	
	@Override
	public void restoreFromBundle( Bundle bundle ) {

		version = bundle.getInt( VERSION );
		
		//saves from before 0.6.0b are not supported
		if (version < ShatteredPixelDungeon.v0_6_0b){
			throw new RuntimeException("old save");
		}

		setSize( bundle.getInt(WIDTH), bundle.getInt(HEIGHT));
		
		mobs = new HashSet<>();
		heaps = new SparseArray<>();
		blobs = new HashMap<>();
		plants = new SparseArray<>();
		traps = new SparseArray<>();
		customTiles = new HashSet<>();
		customWalls = new HashSet<>();
		
		map		= bundle.getIntArray( MAP );

		visited	= bundle.getBooleanArray( VISITED );
		mapped	= bundle.getBooleanArray( MAPPED );
		
		entrance	= bundle.getInt( ENTRANCE );
		exit		= bundle.getInt( EXIT );

		locked      = bundle.getBoolean( LOCKED );

		// pre-0.6.1 saves
		if (version <= ShatteredPixelDungeon.v0_6_0b){
			map = Terrain.convertTilesFrom0_6_0b( map );
		}
		
		Collection<Bundlable> collection = bundle.getCollection( HEAPS );
		for (Bundlable h : collection) {
			Heap heap = (Heap)h;
			if (!heap.isEmpty())
				heaps.put( heap.pos, heap );
		}
		
		collection = bundle.getCollection( PLANTS );
		for (Bundlable p : collection) {
			Plant plant = (Plant)p;
			plants.put( plant.pos, plant );
		}

		collection = bundle.getCollection( TRAPS );
		for (Bundlable p : collection) {
			Trap trap = (Trap)p;
			traps.put( trap.pos, trap );
		}

		collection = bundle.getCollection( CUSTOM_TILES );
		for (Bundlable p : collection) {
			CustomTiledVisual vis = (CustomTiledVisual)p;
			customTiles.add(vis);
		}

		collection = bundle.getCollection( CUSTOM_WALLS );
		for (Bundlable p : collection) {
			CustomTiledVisual vis = (CustomTiledVisual)p;
			customWalls.add(vis);
		}
		
		collection = bundle.getCollection( MOBS );
		for (Bundlable m : collection) {
			Mob mob = (Mob)m;
			if (mob != null) {
				mobs.add( mob );
			}
		}
		
		collection = bundle.getCollection( BLOBS );
		for (Bundlable b : collection) {
			Blob blob = (Blob)b;
			blobs.put( blob.getClass(), blob );
		}

		feeling = bundle.getEnum( FEELING, Feeling.class );
		if (feeling == Feeling.DARK)
			viewDistance = Math.round(viewDistance/2f);

		buildFlagMaps();
		cleanWalls();
	}
	
	@Override
	public void storeInBundle( Bundle bundle ) {
		bundle.put( VERSION, Game.versionCode );
		bundle.put( WIDTH, width );
		bundle.put( HEIGHT, height );
		bundle.put( MAP, map );
		bundle.put( VISITED, visited );
		bundle.put( MAPPED, mapped );
		bundle.put( ENTRANCE, entrance );
		bundle.put( EXIT, exit );
		bundle.put( LOCKED, locked );
		bundle.put( HEAPS, heaps.values() );
		bundle.put( PLANTS, plants.values() );
		bundle.put( TRAPS, traps.values() );
		bundle.put( CUSTOM_TILES, customTiles );
		bundle.put( CUSTOM_WALLS, customWalls );
		bundle.put( MOBS, mobs );
		bundle.put( BLOBS, blobs.values() );
		bundle.put( FEELING, feeling );
	}
	
	public int tunnelTile() {
		return feeling == Feeling.CHASM ? Terrain.EMPTY_SP : Terrain.EMPTY;
	}

	public int width() {
		return width;
	}

	public int height() {
		return height;
	}

	public int length() {
		return length;
	}
	
	public String tilesTex() {
		return null;
	}
	
	public String waterTex() {
		return null;
	}
	
	abstract protected boolean build();
	
	abstract public Mob createMob();

	abstract protected void createMobs();

	abstract protected void createItems();

	public void seal(){
		if (!locked) {
			locked = true;
			Buff.affect(Dungeon.hero, LockedFloor.class);
		}
	}

	public void unseal(){
		if (locked) {
			locked = false;
		}
	}

	public Group addVisuals() {
		if (visuals == null || visuals.parent == null){
			visuals = new Group();
		} else {
			visuals.clear();
		}
		for (int i=0; i < length(); i++) {
			if (pit[i]) {
				visuals.add( new WindParticle.Wind( i ) );
				if (i >= width() && water[i-width()]) {
					visuals.add( new FlowParticle.Flow( i - width() ) );
				}
			}
		}
		return visuals;
	}
	
	public int nMobs() {
		return 0;
	}

	public Mob findMob( int pos ){
		for (Mob mob : mobs){
			if (mob.pos == pos){
				return mob;
			}
		}
		return null;
	}
	
	public Actor respawner() {
		return new Actor() {

			{
				actPriority = BUFF_PRIO; //as if it were a buff.
			}

			@Override
			protected boolean act() {
				int count = 0;
				for (Mob mob : mobs.toArray(new Mob[0])){
					if (mob.alignment == Char.Alignment.ENEMY) count++;
				}
				
				if (count < nMobs()) {

					Mob mob = createMob();
					mob.state = mob.WANDERING;
					mob.pos = randomRespawnCell();
					if (Dungeon.hero.isAlive() && mob.pos != -1 && distance(Dungeon.hero.pos, mob.pos) >= 4) {
						GameScene.add( mob );
						if (Statistics.amuletObtained) {
							mob.beckon( Dungeon.hero.pos );
						}
					}
				}
				spend(respawnTime());
				return true;
			}
		};
	}
	
	public float respawnTime(){
		if (Statistics.amuletObtained){
			return TIME_TO_RESPAWN/2f;
		} else if (Dungeon.level.feeling == Feeling.DARK){
			return 2*TIME_TO_RESPAWN/3f;
		} else {
			return TIME_TO_RESPAWN;
		}
	}
	
	public int randomRespawnCell() {
		int cell;
		do {
			cell = Random.Int( length() );
		} while ((Dungeon.level == this && heroFOV[cell])
				|| !passable[cell]
				|| Actor.findChar( cell ) != null);
		return cell;
	}
	
	public int randomDestination() {
		int cell;
		do {
			cell = Random.Int( length() );
		} while (!passable[cell]);
		return cell;
	}
	
	public void addItemToSpawn( Item item ) {
		if (item != null) {
			itemsToSpawn.add( item );
		}
	}

	public Item findPrizeItem(){ return findPrizeItem(null); }

	public Item findPrizeItem(Class<?extends Item> match){
		if (itemsToSpawn.size() == 0)
			return null;

		if (match == null){
			Item item = Random.element(itemsToSpawn);
			itemsToSpawn.remove(item);
			return item;
		}

		for (Item item : itemsToSpawn){
			if (match.isInstance(item)){
				itemsToSpawn.remove( item );
				return item;
			}
		}

		return null;
	}

	public void buildFlagMaps() {
		
		for (int i=0; i < length(); i++) {
			int flags = Terrain.flags[map[i]];
			passable[i]		= (flags & Terrain.PASSABLE) != 0;
			losBlocking[i]	= (flags & Terrain.LOS_BLOCKING) != 0;
			flamable[i]		= (flags & Terrain.FLAMABLE) != 0;
			secret[i]		= (flags & Terrain.SECRET) != 0;
			solid[i]		= (flags & Terrain.SOLID) != 0;
			avoid[i]		= (flags & Terrain.AVOID) != 0;
			water[i]		= (flags & Terrain.LIQUID) != 0;
			pit[i]			= (flags & Terrain.PIT) != 0;
		}
		
		SmokeScreen s = (SmokeScreen)blobs.get(SmokeScreen.class);
		if (s != null && s.volume > 0){
			for (int i=0; i < length(); i++) {
				losBlocking[i]	= losBlocking[i] || s.cur[i] > 0;
			}
		}
		
		int lastRow = length() - width();
		for (int i=0; i < width(); i++) {
			passable[i] = avoid[i] = false;
			losBlocking[i] = true;
			passable[lastRow + i] = avoid[lastRow + i] = false;
			losBlocking[lastRow + i] = true;
		}
		for (int i=width(); i < lastRow; i += width()) {
			passable[i] = avoid[i] = false;
			losBlocking[i] = true;
			passable[i + width()-1] = avoid[i + width()-1] = false;
			losBlocking[i + width()-1] = true;
		}
	}

	public void destroy( int pos ) {
		set( pos, Terrain.EMBERS );
	}

	protected void cleanWalls() {
		discoverable = new boolean[length()];

		for (int i=0; i < length(); i++) {
			
			boolean d = false;
			
			for (int j=0; j < PathFinder.NEIGHBOURS9.length; j++) {
				int n = i + PathFinder.NEIGHBOURS9[j];
				if (n >= 0 && n < length() && map[n] != Terrain.WALL && map[n] != Terrain.WALL_DECO) {
					d = true;
					break;
				}
			}
			
			discoverable[i] = d;
		}
	}
	
	public static void set( int cell, int terrain ){
		set( cell, terrain, Dungeon.level );
	}
	
	public static void set( int cell, int terrain, Level level ) {
		Painter.set( level, cell, terrain );

		if (terrain != Terrain.TRAP && terrain != Terrain.SECRET_TRAP && terrain != Terrain.INACTIVE_TRAP){
			level.traps.remove( cell );
		}

		int flags = Terrain.flags[terrain];
		level.passable[cell]		= (flags & Terrain.PASSABLE) != 0;
		level.losBlocking[cell]	    = (flags & Terrain.LOS_BLOCKING) != 0;
		level.flamable[cell]		= (flags & Terrain.FLAMABLE) != 0;
		level.secret[cell]		    = (flags & Terrain.SECRET) != 0;
		level.solid[cell]			= (flags & Terrain.SOLID) != 0;
		level.avoid[cell]			= (flags & Terrain.AVOID) != 0;
		level.pit[cell]			    = (flags & Terrain.PIT) != 0;
		level.water[cell]			= terrain == Terrain.WATER;
		
		SmokeScreen s = (SmokeScreen)level.blobs.get(SmokeScreen.class);
		if (s != null && s.volume > 0){
			level.losBlocking[cell] = level.losBlocking[cell] || s.cur[cell] > 0;
		}
	}
	
	public Heap drop( Item item, int cell ) {

		if (item == null || Challenges.isItemBlocked(item)){

			//create a dummy heap, give it a dummy sprite, don't add it to the game, and return it.
			//effectively nullifies whatever the logic calling this wants to do, including dropping items.
			Heap heap = new Heap();
			ItemSprite sprite = heap.sprite = new ItemSprite();
			sprite.link(heap);
			return heap;

		}
		
		Heap heap = heaps.get( cell );
		if (heap == null) {
			
			heap = new Heap();
			heap.seen = Dungeon.level == this && heroFOV[cell];
			heap.pos = cell;
			heap.drop(item);
			if (map[cell] == Terrain.CHASM || (Dungeon.level != null && pit[cell])) {
				Dungeon.dropToChasm( item );
				GameScene.discard( heap );
			} else {
				heaps.put( cell, heap );
				GameScene.add( heap );
			}
			
		} else if (heap.type == Heap.Type.LOCKED_CHEST || heap.type == Heap.Type.CRYSTAL_CHEST) {
			
			int n;
			do {
				n = cell + PathFinder.NEIGHBOURS8[Random.Int( 8 )];
			} while (!passable[n] && !avoid[n]);
			return drop( item, n );
			
		} else {
			heap.drop(item);
		}
		
		if (Dungeon.level != null) {
			press( cell, null, true );
		}
		
		return heap;
	}
	
	public Plant plant( Plant.Seed seed, int pos ) {
		
		if (Dungeon.isChallenged(Challenges.NO_HERBALISM)){
			return null;
		}

		Plant plant = plants.get( pos );
		if (plant != null) {
			plant.wither();
		}

		if (map[pos] == Terrain.HIGH_GRASS ||
				map[pos] == Terrain.EMPTY ||
				map[pos] == Terrain.EMBERS ||
				map[pos] == Terrain.EMPTY_DECO) {
			set(pos, Terrain.GRASS, this);
			GameScene.updateMap(pos);
		}
		
		plant = seed.couch( pos, this );
		plants.put( pos, plant );
		
		GameScene.plantSeed( pos );
		
		return plant;
	}
	
	public void uproot( int pos ) {
		plants.remove(pos);
		GameScene.updateMap( pos );
	}

	public Trap setTrap( Trap trap, int pos ){
		Trap existingTrap = traps.get(pos);
		if (existingTrap != null){
			traps.remove( pos );
		}
		trap.set( pos );
		traps.put( pos, trap );
		GameScene.updateMap( pos );
		return trap;
	}

	public void disarmTrap( int pos ) {
		set(pos, Terrain.INACTIVE_TRAP);
		GameScene.updateMap(pos);
	}

	public void discover( int cell ) {
		set( cell, Terrain.discover( map[cell] ) );
		Trap trap = traps.get( cell );
		if (trap != null)
			trap.reveal();
		GameScene.updateMap( cell );
	}
	
	public int fallCell( boolean fallIntoPit ) {
		int result;
		do {
			result = randomRespawnCell();
		} while (traps.get(result) != null
				|| findMob(result) != null
				|| heaps.get(result) != null);
		return result;
	}
	
	//characters which are not the hero 'soft' press cells by default
	public void press( int cell, Char ch){
		press( cell, ch, ch == Dungeon.hero);
	}
	
	//a 'soft' press ignores hidden traps
	//a 'hard' press triggers all things
	//generally a 'hard' press should be forced is something is moving forcefully (e.g. thrown)
	public void press( int cell, Char ch, boolean hard ) {

		if (ch != null && pit[cell] && !ch.flying) {
			if (ch == Dungeon.hero) {
				Chasm.heroFall(cell);
			} else if (ch instanceof Mob) {
				Chasm.mobFall( (Mob)ch );
			}
			return;
		}
		
		Trap trap = null;
		
		switch (map[cell]) {
		
		case Terrain.SECRET_TRAP:
			if (hard) {
				trap = traps.get( cell );
				GLog.i(Messages.get(Level.class, "hidden_trap", trap.name));
			}
			break;
			
		case Terrain.TRAP:
			trap = traps.get( cell );
			break;
			
		case Terrain.HIGH_GRASS:
			HighGrass.trample( this, cell, ch );
			break;
			
		case Terrain.WELL:
			WellWater.affectCell( cell );
			break;
			
		case Terrain.DOOR:
			Door.enter( cell );
			break;
		}

		if (trap != null) {
			
			TimekeepersHourglass.timeFreeze timeFreeze =
					Dungeon.hero.buff(TimekeepersHourglass.timeFreeze.class);
			
			if (timeFreeze == null) {

				if (ch == Dungeon.hero) {
					Dungeon.hero.interrupt();
				}

				trap.trigger();

			} else {

				Sample.INSTANCE.play(Assets.SND_TRAP);

				discover(cell);

				timeFreeze.setDelayedPress(cell);

			}
		}
		
		Plant plant = plants.get( cell );
		if (plant != null) {
			plant.trigger();
		}
	}
	
	public void updateFieldOfView( Char c, boolean[] fieldOfView ) {

		int cx = c.pos % width();
		int cy = c.pos / width();
		
		boolean sighted = c.buff( Blindness.class ) == null && c.buff( Shadows.class ) == null
						&& c.buff( TimekeepersHourglass.timeStasis.class ) == null && c.isAlive();
		if (sighted) {
			ShadowCaster.castShadow( cx, cy, fieldOfView, c.viewDistance );
		} else {
			BArray.setFalse(fieldOfView);
		}
		
		int sense = 1;
		//Currently only the hero can get mind vision
		if (c.isAlive() && c == Dungeon.hero) {
			for (Buff b : c.buffs( MindVision.class )) {
				sense = Math.max( ((MindVision)b).distance, sense );
			}
			if (c.buff(MagicalSight.class) != null){
				sense = 8;
			}
		}
		
		//uses rounding
		if (!sighted || sense > 1) {
			
			int[][] rounding = ShadowCaster.rounding;
			
			int left, right;
			int pos;
			for (int y = Math.max(0, cy - sense); y <= Math.min(height()-1, cy + sense); y++) {
				if (rounding[sense][Math.abs(cy - y)] < Math.abs(cy - y)) {
					left = cx - rounding[sense][Math.abs(cy - y)];
				} else {
					left = sense;
					while (rounding[sense][left] < rounding[sense][Math.abs(cy - y)]){
						left--;
					}
					left = cx - left;
				}
				right = Math.min(width()-1, cx + cx - left);
				left = Math.max(0, left);
				pos = left + y * width();
				System.arraycopy(discoverable, pos, fieldOfView, pos, right - left + 1);
			}
		}

		//Currently only the hero can get mind vision or awareness
		if (c.isAlive() && c == Dungeon.hero) {
			Dungeon.hero.mindVisionEnemies.clear();
			if (c.buff( MindVision.class ) != null) {
				for (Mob mob : mobs) {
					int p = mob.pos;

					if (!fieldOfView[p]){
						Dungeon.hero.mindVisionEnemies.add(mob);
					}

				}
			} else if (((Hero)c).heroClass == HeroClass.HUNTRESS) {
				for (Mob mob : mobs) {
					int p = mob.pos;
					if (distance( c.pos, p) == 2) {

						if (!fieldOfView[p]){
							Dungeon.hero.mindVisionEnemies.add(mob);
						}
					}
				}
			}
			
			for (Mob m : Dungeon.hero.mindVisionEnemies) {
				for (int i : PathFinder.NEIGHBOURS9) {
					fieldOfView[m.pos + i] = true;
				}
			}
			
			if (c.buff( Awareness.class ) != null) {
				for (Heap heap : heaps.values()) {
					int p = heap.pos;
					for (int i : PathFinder.NEIGHBOURS9)
						fieldOfView[p+i] = true;
				}
			}
		}

		if (c == Dungeon.hero) {
			for (Heap heap : heaps.values())
				if (!heap.seen && fieldOfView[heap.pos])
					heap.seen = true;
		}

	}
	
	public int distance( int a, int b ) {
		int ax = a % width();
		int ay = a / width();
		int bx = b % width();
		int by = b / width();
		return Math.max( Math.abs( ax - bx ), Math.abs( ay - by ) );
	}
	
	public boolean adjacent( int a, int b ) {
		return distance( a, b ) == 1;
	}
	
	//uses pythagorean theorum for true distance, as if there was no movement grid
	public float trueDistance(int a, int b){
		int ax = a % width();
		int ay = a / width();
		int bx = b % width();
		int by = b / width();
		return (float)Math.sqrt(Math.pow(Math.abs( ax - bx ), 2) + Math.pow(Math.abs( ay - by ), 2));
	}

	//returns true if the input is a valid tile within the level
	public boolean insideMap( int tile ){
				//top and bottom row and beyond
		return !((tile < width || tile >= length - width) ||
				//left and right column
				(tile % width == 0 || tile % width == width-1));
	}

	public Point cellToPoint( int cell ){
		return new Point(cell % width(), cell / width());
	}

	public int pointToCell( Point p ){
		return p.x + p.y*width();
	}
	
	public String tileName( int tile ) {
		
		switch (tile) {
			case Terrain.CHASM:
				return Messages.get(Level.class, "chasm_name");
			case Terrain.EMPTY:
			case Terrain.EMPTY_SP:
			case Terrain.EMPTY_DECO:
			case Terrain.SECRET_TRAP:
				return Messages.get(Level.class, "floor_name");
			case Terrain.GRASS:
				return Messages.get(Level.class, "grass_name");
			case Terrain.WATER:
				return Messages.get(Level.class, "water_name");
			case Terrain.WALL:
			case Terrain.WALL_DECO:
			case Terrain.SECRET_DOOR:
				return Messages.get(Level.class, "wall_name");
			case Terrain.DOOR:
				return Messages.get(Level.class, "closed_door_name");
			case Terrain.OPEN_DOOR:
				return Messages.get(Level.class, "open_door_name");
			case Terrain.ENTRANCE:
				return Messages.get(Level.class, "entrace_name");
			case Terrain.EXIT:
				return Messages.get(Level.class, "exit_name");
			case Terrain.EMBERS:
				return Messages.get(Level.class, "embers_name");
			case Terrain.LOCKED_DOOR:
				return Messages.get(Level.class, "locked_door_name");
			case Terrain.PEDESTAL:
				return Messages.get(Level.class, "pedestal_name");
			case Terrain.BARRICADE:
				return Messages.get(Level.class, "barricade_name");
			case Terrain.HIGH_GRASS:
				return Messages.get(Level.class, "high_grass_name");
			case Terrain.LOCKED_EXIT:
				return Messages.get(Level.class, "locked_exit_name");
			case Terrain.UNLOCKED_EXIT:
				return Messages.get(Level.class, "unlocked_exit_name");
			case Terrain.SIGN:
				return Messages.get(Level.class, "sign_name");
			case Terrain.WELL:
				return Messages.get(Level.class, "well_name");
			case Terrain.EMPTY_WELL:
				return Messages.get(Level.class, "empty_well_name");
			case Terrain.STATUE:
			case Terrain.STATUE_SP:
				return Messages.get(Level.class, "statue_name");
			case Terrain.INACTIVE_TRAP:
				return Messages.get(Level.class, "inactive_trap_name");
			case Terrain.BOOKSHELF:
				return Messages.get(Level.class, "bookshelf_name");
			case Terrain.ALCHEMY:
				return Messages.get(Level.class, "alchemy_name");
			default:
				return Messages.get(Level.class, "default_name");
		}
	}
	
	public String tileDesc( int tile ) {
		
		switch (tile) {
			case Terrain.CHASM:
				return Messages.get(Level.class, "chasm_desc");
			case Terrain.WATER:
				return Messages.get(Level.class, "water_desc");
			case Terrain.ENTRANCE:
				return Messages.get(Level.class, "entrance_desc");
			case Terrain.EXIT:
			case Terrain.UNLOCKED_EXIT:
				return Messages.get(Level.class, "exit_desc");
			case Terrain.EMBERS:
				return Messages.get(Level.class, "embers_desc");
			case Terrain.HIGH_GRASS:
				return Messages.get(Level.class, "high_grass_desc");
			case Terrain.LOCKED_DOOR:
				return Messages.get(Level.class, "locked_door_desc");
			case Terrain.LOCKED_EXIT:
				return Messages.get(Level.class, "locked_exit_desc");
			case Terrain.BARRICADE:
				return Messages.get(Level.class, "barricade_desc");
			case Terrain.SIGN:
				return Messages.get(Level.class, "sign_desc");
			case Terrain.INACTIVE_TRAP:
				return Messages.get(Level.class, "inactive_trap_desc");
			case Terrain.STATUE:
			case Terrain.STATUE_SP:
				return Messages.get(Level.class, "statue_desc");
			case Terrain.ALCHEMY:
				return Messages.get(Level.class, "alchemy_desc");
			case Terrain.EMPTY_WELL:
				return Messages.get(Level.class, "empty_well_desc");
			default:
				return "";
		}
	}
}
