/*
 * 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.edelvez.gameserver.model.actor.position;

import java.util.logging.Logger;

import com.edelvez.Config;
import com.edelvez.gameserver.model.L2Character;
import com.edelvez.gameserver.model.L2Object;
import com.edelvez.gameserver.model.L2World;
import com.edelvez.gameserver.model.L2WorldRegion;
import com.edelvez.gameserver.model.actor.instance.L2PcInstance;
import com.edelvez.util.Point3D;

public class ObjectPosition
{
	private static final Logger _log = Logger.getLogger(ObjectPosition.class.getName());
	// =========================================================
	// Data Field
	private L2Object _activeObject;
	private int _heading = 0;
	private Point3D _worldPosition;
	private L2WorldRegion _worldRegion; // Object localization : Used for

	// items/chars that are seen in the
	// world
	// =========================================================
	// Constructor
	public ObjectPosition(L2Object activeObject)
	{
		_activeObject = activeObject;
		setWorldRegion(L2World.getInstance().getRegion(getWorldPosition()));
	}

	// =========================================================
	// Method - Public
	/**
	 * Set the x,y,z position of the L2Object and if necessary modify its _worldRegion.<BR>
	 * <BR>
	 * <B><U> Assert </U> :</B><BR>
	 * <BR>
	 * <li>_worldRegion != null</li> <BR>
	 * <BR>
	 * <B><U> Example of use </U> :</B><BR>
	 * <BR>
	 * <li>Update position during and after movement, or after teleport</li> <BR>
	 */
	public final void setXYZ(int x, int y, int z)
	{
		if (Config.ASSERT) {
			assert getWorldRegion() != null;
		}
		setWorldPosition(x, y, z);
		try
		{
			if (L2World.getInstance().getRegion(getWorldPosition()) != getWorldRegion()) {
				updateWorldRegion();
			}
		}
		catch (Exception e)
		{
			_log.warning("Object Id at bad coords: (x: " + getX() + ", y: " + getY() + ", z: " + getZ() + ").");
			if (getActiveObject() instanceof L2Character) {
				getActiveObject().decayMe();
			} else if (getActiveObject() instanceof L2PcInstance)
			{
				// ((L2PcInstance)obj).deleteMe();
				((L2PcInstance) getActiveObject()).teleToLocation(0, 0, 0, false);
				((L2PcInstance) getActiveObject()).sendMessage("Error with your coords, Please ask a GM for help!");
			}
		}
	}

	/**
	 * Set the x,y,z position of the L2Object and make it invisible.<BR>
	 * <BR>
	 * <B><U> Concept</U> :</B><BR>
	 * <BR>
	 * A L2Object is invisble if <B>_hidden</B>=true or <B>_worldregion</B>==null <BR>
	 * <BR>
	 * <B><U> Assert </U> :</B><BR>
	 * <BR>
	 * <li>_worldregion==null <I>(L2Object is invisible)</I></li> <BR>
	 * <BR>
	 * <B><U> Example of use </U> :</B><BR>
	 * <BR>
	 * <li>Create a Door</li> <li>Restore L2PcInstance</li> <BR>
	 */
	public final void setXYZInvisible(int x, int y, int z)
	{
		if (Config.ASSERT) {
			assert getWorldRegion() == null;
		}
		if (x > L2World.MAP_MAX_X) {
			x = L2World.MAP_MAX_X - 5000;
		}
		if (x < L2World.MAP_MIN_X) {
			x = L2World.MAP_MIN_X + 5000;
		}
		if (y > L2World.MAP_MAX_Y) {
			y = L2World.MAP_MAX_Y - 5000;
		}
		if (y < L2World.MAP_MIN_Y) {
			y = L2World.MAP_MIN_Y + 5000;
		}
		setWorldPosition(x, y, z);
		getActiveObject().setIsVisible(false);
	}

	/**
	 * checks if current object changed its region, if so, update referencies
	 */
	public void updateWorldRegion()
	{
		if (!getActiveObject().isVisible()) {
			return;
		}
		L2WorldRegion newRegion = L2World.getInstance().getRegion(getWorldPosition());
		if (newRegion != getWorldRegion())
		{
			getWorldRegion().removeVisibleObject(getActiveObject());
			setWorldRegion(newRegion);
			// Add the L2Oject spawn to _visibleObjects and if necessary to
			// _allplayers of its L2WorldRegion
			getWorldRegion().addVisibleObject(getActiveObject());
		}
	}

	// =========================================================
	// Method - Private
	// =========================================================
	// Property - Public
	public final L2Object getActiveObject()
	{
		return _activeObject;
	}

	public final int getHeading()
	{
		return _heading;
	}

	public final void setHeading(int value)
	{
		_heading = value;
	}

	/** Return the x position of the L2Object. */
	public final int getX()
	{
		return getWorldPosition().getX();
	}

	public final void setX(int value)
	{
		getWorldPosition().setX(value);
	}

	/** Return the y position of the L2Object. */
	public final int getY()
	{
		return getWorldPosition().getY();
	}

	public final void setY(int value)
	{
		getWorldPosition().setY(value);
	}

	/** Return the z position of the L2Object. */
	public final int getZ()
	{
		return getWorldPosition().getZ();
	}

	public final void setZ(int value)
	{
		getWorldPosition().setZ(value);
	}

	public final Point3D getWorldPosition()
	{
		if (_worldPosition == null) {
			_worldPosition = new Point3D(0, 0, 0);
		}
		return _worldPosition;
	}

	public final void setWorldPosition(int x, int y, int z)
	{
		getWorldPosition().setXYZ(x, y, z);
	}

	public final void setWorldPosition(Point3D newPosition)
	{
		setWorldPosition(newPosition.getX(), newPosition.getY(), newPosition.getZ());
	}

	public final L2WorldRegion getWorldRegion()
	{
		return _worldRegion;
	}

    public void setWorldRegion(L2WorldRegion value)
    {
        _worldRegion = value;
    }
}
