/*
 * 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 2, 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, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 * 02111-1307, USA.
 *
 * http://www.gnu.org/copyleft/gpl.html
 */
package com.l2jfrozen.gameserver.templates;

import java.util.List;

import javolution.util.FastList;

import com.l2jfrozen.Config;
import com.l2jfrozen.gameserver.model.L2Character;
import com.l2jfrozen.gameserver.model.L2Effect;
import com.l2jfrozen.gameserver.model.L2Skill;
import com.l2jfrozen.gameserver.model.actor.instance.L2ItemInstance;
import com.l2jfrozen.gameserver.skills.Env;
import com.l2jfrozen.gameserver.skills.effects.EffectTemplate;
import com.l2jfrozen.gameserver.skills.funcs.Func;
import com.l2jfrozen.gameserver.skills.funcs.FuncTemplate;

/**
 * This class contains all informations concerning the item (weapon, armor, etc).<BR>
 * Mother class of : <LI>L2Armor</LI> <LI>L2EtcItem</LI> <LI>L2Weapon</LI>
 * 
 * @version $Revision: 1.7.2.2.2.5 $ $Date: 2005/04/06 18:25:18 $
 */
public abstract class L2Item
{
	public static final int TYPE1_WEAPON_RING_EARRING_NECKLACE = 0;
	public static final int TYPE1_SHIELD_ARMOR = 1;
	public static final int TYPE1_ITEM_QUESTITEM_ADENA = 4;

	public static final int TYPE2_WEAPON = 0;
	public static final int TYPE2_SHIELD_ARMOR = 1;
	public static final int TYPE2_ACCESSORY = 2;
	public static final int TYPE2_QUEST = 3;
	public static final int TYPE2_MONEY = 4;
	public static final int TYPE2_OTHER = 5;
	public static final int TYPE2_PET_WOLF = 6;
	public static final int TYPE2_PET_HATCHLING = 7;
	public static final int TYPE2_PET_STRIDER = 8;
	public static final int TYPE2_PET_BABY = 9;

	public static final int SLOT_NONE = 0x0000;
	public static final int SLOT_UNDERWEAR = 0x0001;
	public static final int SLOT_R_EAR = 0x0002;
	public static final int SLOT_L_EAR = 0x0004;
	public static final int SLOT_NECK = 0x0008;
	public static final int SLOT_R_FINGER = 0x0010;
	public static final int SLOT_L_FINGER = 0x0020;
	public static final int SLOT_HEAD = 0x0040;
	public static final int SLOT_R_HAND = 0x0080;
	public static final int SLOT_L_HAND = 0x0100;
	public static final int SLOT_GLOVES = 0x0200;
	public static final int SLOT_CHEST = 0x0400;
	public static final int SLOT_LEGS = 0x0800;
	public static final int SLOT_FEET = 0x1000;
	public static final int SLOT_BACK = 0x2000;
	public static final int SLOT_LR_HAND = 0x4000;
	public static final int SLOT_FULL_ARMOR = 0x8000;
	public static final int SLOT_HAIR = 0x010000;
	public static final int SLOT_WOLF = 0x020000;
	public static final int SLOT_HATCHLING = 0x100000;
	public static final int SLOT_STRIDER = 0x200000;
	public static final int SLOT_BABYPET = 0x400000;
	public static final int SLOT_FACE = 0x040000;
	public static final int SLOT_DHAIR = 0x080000;

	public static final int CRYSTAL_NONE = 0x00; // ??
	public static final int CRYSTAL_D = 0x01; // ??
	public static final int CRYSTAL_C = 0x02; // ??
	public static final int CRYSTAL_B = 0x03; // ??
	public static final int CRYSTAL_A = 0x04; // ??
	public static final int CRYSTAL_S = 0x05; // ??

	private static final int[] crystalItemId =
	{
			0, 1458, 1459, 1460, 1461, 1462
	};
	private static final int[] crystalEnchantBonusArmor =
	{
			0, 11, 6, 11, 19, 25
	};
	private static final int[] crystalEnchantBonusWeapon =
	{
			0, 90, 45, 67, 144, 250
	};

	private final int _itemId;
	private final String _name;
	private final int _type1; // needed for item list (inventory)
	private final int _type2; // different lists for armor, weapon, etc
	private final int _weight;
	private final boolean _crystallizable;
	private final boolean _stackable;
	private final int _crystalType; // default to none-grade
	private final int _duration;
	private final int _bodyPart;
	private final int _referencePrice;
	private final int _crystalCount;
	private final boolean _sellable;
	private final boolean _dropable;
	private final boolean _destroyable;
	private final boolean _tradeable;

	protected final Enum<?> _type;

	protected FuncTemplate[] _funcTemplates;
	protected EffectTemplate[] _effectTemplates;
	protected L2Skill[] _skills;

	private static final Func[] _emptyFunctionSet = new Func[0];
	protected static final L2Effect[] _emptyEffectSet = new L2Effect[0];

	/**
	 * Constructor of the L2Item that fill class variables.<BR>
	 * <BR>
	 * <U><I>Variables filled :</I></U><BR>
	 * <LI>type</LI> <LI>_itemId</LI> <LI>_name</LI> <LI>_type1 & _type2</LI> <LI>_weight</LI> <LI>_crystallizable</LI>
	 * <LI>_stackable</LI> <LI>_crystalType & _crystlaCount</LI> <LI>_duration</LI> <LI>_bodypart</LI> <LI>
	 * _referencePrice</LI> <LI>_sellable</LI>
	 * 
	 * @param type : Enum designating the type of the item
	 * @param set : StatsSet corresponding to a set of couples (key,value) for description of the item
	 */
	protected L2Item(Enum<?> type, StatsSet set)
	{
		_type = type;
		_itemId = set.getInteger("item_id");
		_name = set.getString("name");
		_type1 = set.getInteger("type1"); // needed for item list (inventory)
		_type2 = set.getInteger("type2"); // different lists for armor, weapon, etc
		_weight = set.getInteger("weight");
		_crystallizable = set.getBool("crystallizable");
		_stackable = set.getBool("stackable", false);
		_crystalType = set.getInteger("crystal_type", CRYSTAL_NONE); // default to none-grade
		_duration = set.getInteger("duration");
		_bodyPart = set.getInteger("bodypart");
		_referencePrice = set.getInteger("price");
		_crystalCount = set.getInteger("crystal_count", 0);
		_sellable = set.getBool("sellable", true);
		_dropable = set.getBool("dropable", true);
		_destroyable = set.getBool("destroyable", true);
		_tradeable = set.getBool("tradeable", true);
	}

	/**
	 * Returns the itemType.
	 * 
	 * @return Enum
	 */
	public Enum<?> getItemType()
	{
		return _type;
	}

	/**
	 * Returns the duration of the item
	 * 
	 * @return int
	 */
	public final int getDuration()
	{
		return _duration;
	}

	/**
	 * Returns the ID of the iden
	 * 
	 * @return int
	 */
	public final int getItemId()
	{
		return _itemId;
	}

	public abstract int getItemMask();

	/**
	 * Returns the type 2 of the item
	 * 
	 * @return int
	 */
	public final int getType2()
	{
		return _type2;
	}

	/**
	 * Returns the weight of the item
	 * 
	 * @return int
	 */
	public final int getWeight()
	{
		return _weight;
	}

	/**
	 * Returns if the item is crystallizable
	 * 
	 * @return boolean
	 */
	public final boolean isCrystallizable()
	{
		return _crystallizable;
	}

	/**
	 * Return the type of crystal if item is crystallizable
	 * 
	 * @return int
	 */
	public final int getCrystalType()
	{
		return _crystalType;
	}

	/**
	 * Return the type of crystal if item is crystallizable
	 * 
	 * @return int
	 */
	public final int getCrystalItemId()
	{
		return crystalItemId[_crystalType];
	}

	/**
	 * Returns the grade of the item.<BR>
	 * <BR>
	 * <U><I>Concept :</I></U><BR>
	 * In fact, this fucntion returns the type of crystal of the item.
	 * 
	 * @return int
	 */
	public final int getItemGrade()
	{
		return getCrystalType();
	}

	/**
	 * Returns the quantity of crystals for crystallization
	 * 
	 * @return int
	 */
	public final int getCrystalCount()
	{
		return _crystalCount;
	}

	/**
	 * Returns the quantity of crystals for crystallization on specific enchant level
	 * 
	 * @return int
	 */
	public final int getCrystalCount(int enchantLevel)
	{
		if(enchantLevel > 3)
		{
			switch(_type2)
			{
				case TYPE2_SHIELD_ARMOR:
				case TYPE2_ACCESSORY:
					return _crystalCount + crystalEnchantBonusArmor[getCrystalType()] * (3 * enchantLevel - 6);
				case TYPE2_WEAPON:
					return _crystalCount + crystalEnchantBonusWeapon[getCrystalType()] * (2 * enchantLevel - 3);
				default:
					return _crystalCount;
			}
		}
		else if(enchantLevel > 0)
		{
			switch(_type2)
			{
				case TYPE2_SHIELD_ARMOR:
				case TYPE2_ACCESSORY:
					return _crystalCount + crystalEnchantBonusArmor[getCrystalType()] * enchantLevel;
				case TYPE2_WEAPON:
					return _crystalCount + crystalEnchantBonusWeapon[getCrystalType()] * enchantLevel;
				default:
					return _crystalCount;
			}
		}
		else
			return _crystalCount;
	}

	/**
	 * Returns the name of the item
	 * 
	 * @return String
	 */
	public final String getName()
	{
		return _name;
	}

	/**
	 * Return the part of the body used with the item.
	 * 
	 * @return int
	 */
	public final int getBodyPart()
	{
		return _bodyPart;
	}

	/**
	 * Returns the type 1 of the item
	 * 
	 * @return int
	 */
	public final int getType1()
	{
		return _type1;
	}

	/**
	 * Returns if the item is stackable
	 * 
	 * @return boolean
	 */
	public final boolean isStackable()
	{
		return _stackable;
	}

	/**
	 * Returns if the item is consumable
	 * 
	 * @return boolean
	 */
	public boolean isConsumable()
	{
		return false;
	}

	/**
	 * Returns the price of reference of the item
	 * 
	 * @return int
	 */
	public final int getReferencePrice()
	{
		return isConsumable() ? (int) (_referencePrice * Config.RATE_CONSUMABLE_COST) : _referencePrice;
	}

	/**
	 * Returns if the item can be sold
	 * 
	 * @return boolean
	 */
	public final boolean isSellable()
	{
		return _sellable;
	}

	/**
	 * Returns if the item can dropped
	 * 
	 * @return boolean
	 */
	public final boolean isDropable()
	{
		return _dropable;
	}

	/**
	 * Returns if the item can destroy
	 * 
	 * @return boolean
	 */
	public final boolean isDestroyable()
	{
		return _destroyable;
	}

	/**
	 * Returns if the item can add to trade
	 * 
	 * @return boolean
	 */
	public final boolean isTradeable()
	{
		return _tradeable;
	}

	/**
	 * Returns if item is for hatchling
	 * 
	 * @return boolean
	 */
	public boolean isForHatchling()
	{
		return _type2 == TYPE2_PET_HATCHLING;
	}

	/**
	 * Returns if item is for strider
	 * 
	 * @return boolean
	 */
	public boolean isForStrider()
	{
		return _type2 == TYPE2_PET_STRIDER;
	}

	/**
	 * Returns if item is for wolf
	 * 
	 * @return boolean
	 */
	public boolean isForWolf()
	{
		return _type2 == TYPE2_PET_WOLF;
	}

	/**
	 * Returns if item is for wolf
	 * 
	 * @return boolean
	 */
	public boolean isForBabyPet()
	{
		return _type2 == TYPE2_PET_BABY;
	}

	/**
	 * Returns array of Func objects containing the list of functions used by the item
	 * 
	 * @param instance : L2ItemInstance pointing out the item
	 * @param player : L2Character pointing out the player
	 * @return Func[] : array of functions
	 */
	public Func[] getStatFuncs(L2ItemInstance instance, L2Character player)
	{
		if(_funcTemplates == null)
			return _emptyFunctionSet;
		List<Func> funcs = new FastList<Func>();
		for(FuncTemplate t : _funcTemplates)
		{
			Env env = new Env();
			env.player = player;
			env.target = player;
			env.item = instance;
			Func f = t.getFunc(env, this); // skill is owner
			if(f != null)
			{
				funcs.add(f);
			}
		}
		if(funcs.size() == 0)
			return _emptyFunctionSet;
		return funcs.toArray(new Func[funcs.size()]);
	}

	/**
	 * Returns the effects associated with the item.
	 * 
	 * @param instance : L2ItemInstance pointing out the item
	 * @param player : L2Character pointing out the player
	 * @return L2Effect[] : array of effects generated by the item
	 */
	public L2Effect[] getEffects(L2ItemInstance instance, L2Character player)
	{
		if(_effectTemplates == null)
			return _emptyEffectSet;
		List<L2Effect> effects = new FastList<L2Effect>();
		for(EffectTemplate et : _effectTemplates)
		{
			Env env = new Env();
			env.player = player;
			env.target = player;
			env.item = instance;
			L2Effect e = et.getEffect(env);
			if(e != null)
			{
				effects.add(e);
			}
		}
		if(effects.size() == 0)
			return _emptyEffectSet;
		return effects.toArray(new L2Effect[effects.size()]);
	}

	/**
	 * Returns effects of skills associated with the item.
	 * 
	 * @param caster : L2Character pointing out the caster
	 * @param target : L2Character pointing out the target
	 * @return L2Effect[] : array of effects generated by the skill
	 */
	public L2Effect[] getSkillEffects(L2Character caster, L2Character target)
	{
		if(_skills == null)
			return _emptyEffectSet;
		List<L2Effect> effects = new FastList<L2Effect>();

		for(L2Skill skill : _skills)
		{
			if(!skill.checkCondition(caster, target, true))
			{
				continue; // Skill condition not met
			}

			if(target.getFirstEffect(skill.getId()) != null)
			{
				target.removeEffect(target.getFirstEffect(skill.getId()));
			}
			for(L2Effect e : skill.getEffects(caster, target,false,false,false))
			{
				effects.add(e);
			}
		}
		if(effects.size() == 0)
			return _emptyEffectSet;
		return effects.toArray(new L2Effect[effects.size()]);
	}

	/**
	 * Add the FuncTemplate f to the list of functions used with the item
	 * 
	 * @param f : FuncTemplate to add
	 */
	public void attach(FuncTemplate f)
	{
		// If _functTemplates is empty, create it and add the FuncTemplate f in it
		if(_funcTemplates == null)
		{
			_funcTemplates = new FuncTemplate[]
			{
				f
			};
		}
		else
		{
			int len = _funcTemplates.length;
			FuncTemplate[] tmp = new FuncTemplate[len + 1];
			// Definition : arraycopy(array source, begins copy at this position of source, array destination, begins copy at this position in dest,
			//						  number of components to be copied)
			System.arraycopy(_funcTemplates, 0, tmp, 0, len);
			tmp[len] = f;
			_funcTemplates = tmp;
		}
	}

	/**
	 * Add the EffectTemplate effect to the list of effects generated by the item
	 * 
	 * @param effect : EffectTemplate
	 */
	public void attach(EffectTemplate effect)
	{
		if(_effectTemplates == null)
		{
			_effectTemplates = new EffectTemplate[]
			{
				effect
			};
		}
		else
		{
			int len = _effectTemplates.length;
			EffectTemplate[] tmp = new EffectTemplate[len + 1];
			// Definition : arraycopy(array source, begins copy at this position of source, array destination, begins copy at this position in dest,
			//						  number of components to be copied)
			System.arraycopy(_effectTemplates, 0, tmp, 0, len);
			tmp[len] = effect;
			_effectTemplates = tmp;
		}
	}

	/**
	 * Add the L2Skill skill to the list of skills generated by the item
	 * 
	 * @param skill : L2Skill
	 */
	public void attach(L2Skill skill)
	{
		if(_skills == null)
		{
			_skills = new L2Skill[]
			{
				skill
			};
		}
		else
		{
			int len = _skills.length;
			L2Skill[] tmp = new L2Skill[len + 1];
			// Definition : arraycopy(array source, begins copy at this position of source, array destination, begins copy at this position in dest,
			//                        number of components to be copied)
			System.arraycopy(_skills, 0, tmp, 0, len);
			tmp[len] = skill;
			_skills = tmp;
		}
	}

	/**
	 * Returns the name of the item
	 * 
	 * @return String
	 */
	@Override
	public String toString()
	{
		return _name;
	}
}
