#include <switch.h>

#include <string.h>
#include <stdio.h>
#include <dirent.h>
#include <sys/iosupport.h>
#include <sys/reent.h>
#include <switch/kernel/ipc.h>

#include "useful.h"

#include "saltysd_core.h"
#include "saltysd_ipc.h"
#include "saltysd_dynamic.h"

#include "lua/lua.h"
#include "lua/lstate.h"

#include "l2c.h"
#include "saltysd_helper.h"
#include "l2c_imports.h"
#include "acmd_imports.h"

u32 __nx_applet_type = AppletType_None;

static char g_heap[0x8000];

Handle orig_main_thread;
void* orig_ctx;
void* orig_saved_lr;

// app::sv::animcmd::EFFECT_FOLLOW_COLOR(lua_State* a1)
__int64_t (*app_sv_animcmd_EFFECT_FOLLOW_COLOR)(__int64_t);

void (*AttackModule_clear_all_orig)(__int64_t);

void __libnx_init(void* ctx, Handle main_thread, void* saved_lr)
{
    extern char* fake_heap_start;
    extern char* fake_heap_end;

    fake_heap_start = &g_heap[0];
    fake_heap_end   = &g_heap[sizeof g_heap];

    orig_ctx = ctx;
    orig_main_thread = main_thread;
    orig_saved_lr = saved_lr;

    // Call constructors.
    void __libc_init_array(void);
    __libc_init_array();
}

void __attribute__((weak)) NORETURN __libnx_exit(int rc)
{
    // Call destructors.
    void __libc_fini_array(void);
    __libc_fini_array();

    SaltySD_printf("SaltySD Plugin: jumping to %p\n", orig_saved_lr);

    __nx_exit(0, orig_saved_lr);
}

#define is_training_mode _ZN3app9smashball16is_training_modeEv
extern uint64_t _ZN3app9smashball16is_training_modeEv(void) LINKABLE;

void AttackModule_clear_all_replace(__int64_t attack_module) {
	AttackModule_clear_all_orig(attack_module);

	__int64_t battle_object_module_accessor = *(__int64_t*)(attack_module + 0x8);

	// Clear graphics every time we clear all hitboxes.
	__int64_t effect_module = *(__int64_t *)(battle_object_module_accessor + 0x140);
	void (*EffectModule_kill_kind)(__int64_t, __int64_t, __int64_t, __int64_t) = (void (*)(__int64_t, __int64_t, __int64_t, __int64_t))(*(__int64_t*)(*(__int64_t *)(effect_module) + 0xE0LL));

	Hash40 shieldEffectHash = {.hash = 0xAFAE75F05LL};
	EffectModule_kill_kind(effect_module, shieldEffectHash.hash, 0, 1);
}

void _ZN3app10sv_animcmd6ATTACKEP9lua_State_replace(__int64_t a1) {

  SaltySD_printf("In attack code with lua_state ptr: %llx\n", a1);

  __int64_t v1; // x19
  uint64_t v2; // x9
  uint64_t i; // x8

  // Instantiate our own L2CAgent with the given lua_State
  L2CAgent l2c_agent;
  lib_L2CAgent(&l2c_agent, a1);

  // Get all necessary hitbox params
  L2CValue bone, damage, angle, kbg, wkb, bkb, size, x, y, z, x2, y2, z2;
  get_lua_stack(&l2c_agent, 3, &bone);
  get_lua_stack(&l2c_agent, 4, &damage);
  get_lua_stack(&l2c_agent, 5, &angle);
  get_lua_stack(&l2c_agent, 6, &kbg);
  get_lua_stack(&l2c_agent, 7, &wkb);
  get_lua_stack(&l2c_agent, 8, &bkb);
  get_lua_stack(&l2c_agent, 9, &size);
  get_lua_stack(&l2c_agent, 10, &x);
  get_lua_stack(&l2c_agent, 11, &y);
  get_lua_stack(&l2c_agent, 12, &z);
  get_lua_stack(&l2c_agent, 13, &x2);
  get_lua_stack(&l2c_agent, 14, &y2);
  get_lua_stack(&l2c_agent, 15, &z2);

  // original code: parse lua stack and call AttackModule::set_attack()
  v1 = a1;
  void (*sub_71019420D0)(__int64_t, __int64_t) = (void (*)(__int64_t, __int64_t))(IMPORT(0x71019420D0));
  sub_71019420D0(*(__int64_t *)(*(__int64_t *)(a1 - 8) + 416LL), a1);

  if (is_training_mode()){
      // Replace AttackModule::clear_all()
      __int64_t battle_object_module_accessor = *(__int64_t *)(*(__int64_t *)(a1 - 8) + 416LL);
      __int64_t attack_module = *(__int64_t *)(battle_object_module_accessor + 0xA0);
      __int64_t attack_module_clear_all = *(__int64_t *)(attack_module) + 0x50LL;
      if (AttackModule_clear_all_orig == 0) {
         AttackModule_clear_all_orig = (void (*)(__int64_t))(*(__int64_t*)(attack_module_clear_all));
      }
      *(__int64_t*)(attack_module_clear_all) = AttackModule_clear_all_replace;

      // Generate hitbox effect
      // EFFECT_FOLLOW_COLOR(Graphic, Bone, Z, Y, X, ZRot, YRot, XRot, Size, unknown=0x1, Red, Green, Blue)
      float sizeMult = 19.0 / 200.0;
      Hash40 shieldEffectHash = {.hash = 0xAFAE75F05LL};

      L2CValue shieldEffect = {.raw = shieldEffectHash.hash, .type = L2C_hash};
      L2CValue xRot = {.raw_float = (float) 0.0, .type = L2C_number};
      L2CValue yRot = {.raw_float = (float) 0.0, .type = L2C_number};
      L2CValue zRot = {.raw_float = (float) 0.0, .type = L2C_number};
      L2CValue terminate = {.raw = (int) 1, .type = L2C_integer};
	    L2CValue unkParam = {.raw = (bool) 1, .type = L2C_bool};
      L2CValue effectSize = {.raw_float = (float) size.raw_float * sizeMult, .type = L2C_number};
      L2CValue red = {.raw_float = 255.0f, .type = L2C_number};
      L2CValue green = {.raw_float = 0.0, .type = L2C_number};
      L2CValue blue = {.raw_float = 0.0, .type = L2C_number};

      // Extended Hitboxes if x2, y2, z2 are not L2CValue::nil
      int num_effects;
      if (x2.type != L2C_void && y2.type != L2C_void && z2.type != L2C_void) {
        num_effects = 4;
      } else {
        x2 = x;
        y2 = y;
        z2 = z;
        num_effects = 1;
      }

      for (int i = 0; i < num_effects; i++) {
        L2CValue currX = {.raw_float = (float) x.raw_float + ((x2.raw_float - x.raw_float) /  3 * i), .type = L2C_number};
        L2CValue currY = {.raw_float = (float) y.raw_float + ((y2.raw_float - y.raw_float) /  3 * i), .type = L2C_number};
        L2CValue currZ = {.raw_float = (float) z.raw_float + ((z2.raw_float - z.raw_float) /  3 * i), .type = L2C_number};

        lib_L2CAgent_clear_lua_stack(&l2c_agent);
        lib_L2CAgent_push_lua_stack(&l2c_agent, &shieldEffect);
        lib_L2CAgent_push_lua_stack(&l2c_agent, &bone);
        lib_L2CAgent_push_lua_stack(&l2c_agent, &currX);
        lib_L2CAgent_push_lua_stack(&l2c_agent, &currY);
        lib_L2CAgent_push_lua_stack(&l2c_agent, &currZ);
        lib_L2CAgent_push_lua_stack(&l2c_agent, &xRot);
        lib_L2CAgent_push_lua_stack(&l2c_agent, &yRot);
        lib_L2CAgent_push_lua_stack(&l2c_agent, &zRot);
        lib_L2CAgent_push_lua_stack(&l2c_agent, &effectSize);
        lib_L2CAgent_push_lua_stack(&l2c_agent, &terminate);
        lib_L2CAgent_push_lua_stack(&l2c_agent, &red);
        lib_L2CAgent_push_lua_stack(&l2c_agent, &green);
        lib_L2CAgent_push_lua_stack(&l2c_agent, &blue);
        app_sv_animcmd_EFFECT_FOLLOW_COLOR(l2c_agent.lua_state_agent);
      }
  }

  // original code: clear_lua_stack section
  v2 = *(__int64_t *)(v1 + 16);
  for ( i = **(__int64_t **)(v1 + 32) + 16LL; v2 < i; v2 = *(__int64_t *)(v1 + 16) )
  {
    *(__int64_t *)(v1 + 16) = v2 + 16;
    *(__int32_t *)(v2 + 8) = 0;
  }
  *(__int64_t *)(v1 + 16) = i;
}

int main(int argc, char *argv[])
{
    SaltySD_printf("SaltySD Plugin: alive\n");

    // Get anchor for imports
    ANCHOR_ABS = SaltySDCore_getCodeStart();

    // Get necessary functions
    app_sv_animcmd_EFFECT_FOLLOW_COLOR = (__int64_t (*)(__int64_t))(IMPORT(0x7101955F10));

    char* ver = "Ver. %d.%d.%d";
    u64 dst_3 = SaltySDCore_findCode(ver, strlen(ver));
    if (dst_3) {
        SaltySD_Memcpy(dst_3, "Noice v%d%d%d", 13);
    }

    // Install animCMD function replacement
    SaltySD_function_replace_sym("_ZN3app10sv_animcmd6ATTACKEP9lua_State", &_ZN3app10sv_animcmd6ATTACKEP9lua_State_replace);

    __libnx_exit(0);
}