/* 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.l2dot.gameserver.model.actor.stat;

import com.l2dot.Config;
import com.l2dot.gameserver.model.L2Character;
import com.l2dot.gameserver.model.L2Skill;
import com.l2dot.gameserver.model.actor.instance.L2PcInstance;
import com.l2dot.gameserver.skills.Calculator;
import com.l2dot.gameserver.skills.Env;
import com.l2dot.gameserver.skills.Stats;

public class CharStat
{
	// =========================================================
	// Data Field
	private L2Character _activeChar;
	private long _exp = 0;
	private int _sp = 0;
	private byte _level = 1;

	// =========================================================
	// Constructor
	public CharStat(L2Character activeChar)
	{
		_activeChar = activeChar;
	}

	// =========================================================
	// Method - Public
	/**
	 * Calculate the new value of the state with modifiers that will be applied
	 * on the targeted L2Character.<BR>
	 * <BR>
	 *
	 * <B><U> Concept</U> :</B><BR>
	 * <BR>
	 * A L2Character owns a table of Calculators called <B>_calculators</B>.
	 * Each Calculator (a calculator per state) own a table of Func object. A
	 * Func object is a mathematic function that permit to calculate the
	 * modifier of a state (ex : REGENERATE_HP_RATE...) : <BR>
	 * <BR>
	 *
	 * FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<BR>
	 * <BR>
	 *
	 * When the calc method of a calculator is launched, each mathematic
	 * function is called according to its priority <B>_order</B>. Indeed, Func
	 * with lowest priority order is executed firsta and Funcs with the same
	 * order are executed in unspecified order. The result of the calculation is
	 * stored in the value property of an Env class instance.<BR>
	 * <BR>
	 *
	 * @param stat
	 *            The stat to calculate the new value with modifiers
	 * @param init
	 *            The initial value of the stat before applying modifiers
	 * @param target
	 *            The L2Charcater whose properties will be used in the
	 *            calculation (ex : CON, INT...)
	 * @param skill
	 *            The L2Skill whose properties will be used in the calculation
	 *            (ex : Level...)
	 *
	 */
	public final double calcStat(Stats stat, double init, L2Character target, L2Skill skill)
	{
		if (_activeChar == null)
			return init;

		int id = stat.ordinal();

		Calculator c = _activeChar.getCalculators()[id];

		// If no Func object found, no modifier is applied
		if (c == null || c.size() == 0)
			return init;

		// Create and init an Env object to pass parameters to the Calculator
		Env env = new Env();
		env.player = _activeChar;
		env.target = target;
		env.skill = skill;
		env.value = init;

		// Launch the calculation
		c.calc(env);
		// avoid some troubles with negative stats (some stats should never be
		// negative)
		if (env.value <= 0
				&& ((stat == Stats.MAX_HP) || (stat == Stats.MAX_MP) || (stat == Stats.MAX_CP) || (stat == Stats.MAGIC_DEFENCE)
						|| (stat == Stats.POWER_DEFENCE) || (stat == Stats.POWER_ATTACK) || (stat == Stats.MAGIC_ATTACK) || (stat == Stats.POWER_ATTACK_SPEED)
						|| (stat == Stats.MAGIC_ATTACK_SPEED) || (stat == Stats.SHIELD_DEFENCE) || (stat == Stats.STAT_CON) || (stat == Stats.STAT_DEX)
						|| (stat == Stats.STAT_INT) || (stat == Stats.STAT_MEN) || (stat == Stats.STAT_STR) || (stat == Stats.STAT_WIT)))
		{
			env.value = 1;
		}

		return env.value;
	}

	// =========================================================
	// Method - Private

	// =========================================================
	// Property - Public
	/**
	 * Return the Accuracy (base+modifier) of the L2Character in function of the
	 * Weapon Expertise Penalty.
	 */
	public int getAccuracy()
	{
		if (_activeChar == null)
			return 0;

		return (int) (calcStat(Stats.ACCURACY_COMBAT, 0, null, null) / _activeChar.getWeaponExpertisePenalty());
	}

	public L2Character getActiveChar()
	{
		return _activeChar;
	}

	/**
	 * Return the Attack Speed multiplier (base+modifier) of the L2Character to
	 * get proper animations.
	 */
	public final float getAttackSpeedMultiplier()
	{
		if (_activeChar == null)
			return 1;

		return (float) ((1.1) * getPAtkSpd() / _activeChar.getTemplate().basePAtkSpd);
	}

	/** Return the CON of the L2Character (base+modifier). */
	public final int getCON()
	{
		if (_activeChar == null)
			return 1;

		return (int) calcStat(Stats.STAT_CON, _activeChar.getTemplate().baseCON, null, null);
	}

	/** Return the Critical Damage rate (base+modifier) of the L2Character. */
	public final double getCriticalDmg(L2Character target, double init)
	{
		return calcStat(Stats.CRITICAL_DAMAGE, init, target, null);
	}

	/** Return the Critical Hit rate (base+modifier) of the L2Character. */
	public int getCriticalHit(L2Character target, L2Skill skill)
	{
		if (_activeChar == null)
			return 1;
		
		int criticalHit = (int) (calcStat(Stats.CRITICAL_RATE, _activeChar.getTemplate().baseCritRate, target, skill)*10.0 + 0.5);
		criticalHit /= 10;
		// Set a cap of Critical Hit at 500
		if (criticalHit > Config.MAX_PCRIT_RATE)
			criticalHit = Config.MAX_PCRIT_RATE;
		
		return criticalHit;
	}

	/** Return the DEX of the L2Character (base+modifier). */
	public final int getDEX()
	{
    	if (_activeChar == null)
    		return 1;

		return (int) calcStat(Stats.STAT_DEX, _activeChar.getTemplate().baseDEX, null, null);
	}

	/** Return the Attack Evasion rate (base+modifier) of the L2Character. */
	public int getEvasionRate(L2Character target)
	{
    	if (_activeChar == null)
    		return 1;

		return (int) (calcStat(Stats.EVASION_RATE, 0, target, null) / _activeChar.getArmourExpertisePenalty());
	}

	public long getExp()
	{
		return _exp;
	}

	public void setExp(long value)
	{
		_exp = value;
	}

	/** Return the INT of the L2Character (base+modifier). */
	public int getINT()
	{
    	if (_activeChar == null)
    		return 1;

		return (int) calcStat(Stats.STAT_INT, _activeChar.getTemplate().baseINT, null, null);
	}

	public byte getLevel()
	{
		return _level;
	}

	public void setLevel(byte value)
	{
		_level = value;
	}

	/** Return the Magical Attack range (base+modifier) of the L2Character. */
	public final int getMagicalAttackRange(L2Skill skill)
	{
		if (skill != null)
			return (int) calcStat(Stats.MAGIC_ATTACK_RANGE, skill.getCastRange(), null, skill);

    	if (_activeChar == null)
    		return 1;

		return _activeChar.getTemplate().baseAtkRange;
	}

	public int getMaxCp()
	{
    	if (_activeChar == null)
    		return 1;

		return (int) calcStat(Stats.MAX_CP, _activeChar.getTemplate().baseCpMax, null, null);
	}

	public int getMaxHp()
	{
    	if (_activeChar == null)
    		return 1;

		return (int) calcStat(Stats.MAX_HP, _activeChar.getTemplate().baseHpMax, null, null);
	}

	public int getMaxMp()
	{
    	if (_activeChar == null)
    		return 1;

		return (int) calcStat(Stats.MAX_MP, _activeChar.getTemplate().baseMpMax, null, null);
	}

	/**
	 * Return the MAtk (base+modifier) of the L2Character for a skill used in
	 * function of abnormal effects in progress.<BR>
	 * <BR>
	 *
	 * <B><U> Example of use </U> :</B><BR>
	 * <BR>
	 * <li> Calculate Magic damage </li>
	 * <BR>
	 * <BR>
	 *
	 * @param target
	 *            The L2Character targeted by the skill
	 * @param skill
	 *            The L2Skill used against the target
	 */
	public int getMAtk(L2Character target, L2Skill skill)
	{
    	if (_activeChar == null)
    		return 1;
    	float bonusAtk = 1;
    	if (Config.L2JMOD_CHAMPION_ENABLE && _activeChar.isChampion())
    		bonusAtk = Config.L2JMOD_CHAMPION_ATK;
    	double attack = _activeChar.getTemplate().baseMAtk * bonusAtk;
		// Get the skill type to calculate its effect in function of base stats
		// of the L2Character target
		Stats stat = skill == null ? null : skill.getStat();

		if (stat != null)
		{
			switch (stat)
			{
			case AGGRESSION:
				attack += _activeChar.getTemplate().baseAggression;
				break;
			case BLEED:
				attack += _activeChar.getTemplate().baseBleed;
				break;
			case POISON:
				attack += _activeChar.getTemplate().basePoison;
				break;
			case STUN:
				attack += _activeChar.getTemplate().baseStun;
				break;
			case ROOT:
				attack += _activeChar.getTemplate().baseRoot;
				break;
			case MOVEMENT:
				attack += _activeChar.getTemplate().baseMovement;
				break;
			case CONFUSION:
				attack += _activeChar.getTemplate().baseConfusion;
				break;
			case SLEEP:
				attack += _activeChar.getTemplate().baseSleep;
				break;
			case FIRE:
				attack += _activeChar.getTemplate().baseFire;
				break;
			case WIND:
				attack += _activeChar.getTemplate().baseWind;
				break;
			case WATER:
				attack += _activeChar.getTemplate().baseWater;
				break;
			case EARTH:
				attack += _activeChar.getTemplate().baseEarth;
				break;
			case HOLY:
				attack += _activeChar.getTemplate().baseHoly;
				break;
			case DARK:
				attack += _activeChar.getTemplate().baseDark;
				break;
			}
		}

		// Add the power of the skill to the attack effect
		if (skill != null)
			attack += skill.getPower();

		// Calculate modifiers Magic Attack
		return (int) calcStat(Stats.MAGIC_ATTACK, attack, target, skill);
	}

	/**
	 * Return the MAtk Speed (base+modifier) of the L2Character in function of
	 * the Armour Expertise Penalty.
	 */
	public int getMAtkSpd()
	{
    	if (_activeChar == null)
    		return 1;
    	float bonusSpdAtk = 1;
    	if  (Config.L2JMOD_CHAMPION_ENABLE && _activeChar.isChampion())
    		bonusSpdAtk = Config.L2JMOD_CHAMPION_SPD_ATK;
		double val = calcStat(Stats.MAGIC_ATTACK_SPEED, _activeChar.getTemplate().baseMAtkSpd * bonusSpdAtk, null, null);
		val /= _activeChar.getArmourExpertisePenalty();
		return (int) val;
	}

	/** Return the Magic Critical Hit rate (base+modifier) of the L2Character. */
	public final int getMCriticalHit(L2Character target, L2Skill skill)
	{
		if (_activeChar == null)
				return 1;
			
			double mrate = calcStat(Stats.MCRITICAL_RATE, _activeChar.getTemplate().baseMCritRate, target, skill);
			if(mrate > Config.MAX_MCRIT_RATE)
				mrate = Config.MAX_MCRIT_RATE;
		return (int) mrate;
	}

	/**
	 * Return the MDef (base+modifier) of the L2Character against a skill in
	 * function of abnormal effects in progress.<BR>
	 * <BR>
	 *
	 * <B><U> Example of use </U> :</B><BR>
	 * <BR>
	 * <li> Calculate Magic damage </li>
	 * <BR>
	 *
	 * @param target
	 *            The L2Character targeted by the skill
	 * @param skill
	 *            The L2Skill used against the target
	 */
	public int getMDef(L2Character target, L2Skill skill)
	{
    	if (_activeChar == null)
    		return 1;

		// Get the base MAtk of the L2Character
		double defence = _activeChar.getTemplate().baseMDef;

		// Calculate modifier for Raid Bosses
		if (_activeChar.isRaid())
			defence *= Config.RAID_DEFENCE_MULTIPLIER;

		// Calculate modifiers Magic Attack
		return (int) calcStat(Stats.MAGIC_DEFENCE, defence, target, skill);
	}

	/** Return the MEN of the L2Character (base+modifier). */
	public final int getMEN()
	{
    	if (_activeChar == null)
    		return 1;

		return (int) calcStat(Stats.STAT_MEN, _activeChar.getTemplate().baseMEN, null, null);
	}

	public float getMovementSpeedMultiplier()
	{
    	if (_activeChar == null)
    		return 1;

		return getRunSpeed() * 1f / _activeChar.getTemplate().baseRunSpd;
	}

	/**
	 * Return the RunSpeed (base+modifier) or WalkSpeed (base+modifier) of the
	 * L2Character in function of the movement type.
	 */
	public final float getMoveSpeed()
	{
    	if (_activeChar == null)
    		return 1;

		if (_activeChar.isRunning())
			return getRunSpeed();
		return getWalkSpeed();
	}

	/** Return the MReuse rate (base+modifier) of the L2Character. */
	public final double getMReuseRate(L2Skill skill)
	{
    	if (_activeChar == null)
    		return 1;

		return calcStat(Stats.MAGIC_REUSE_RATE, _activeChar.getTemplate().baseMReuseRate, null, skill);
	}
		/** Return the PReuse rate (base+modifier) of the L2Character. */
		public final double getPReuseRate(L2Skill skill)
		{
			if (_activeChar == null)
				return 1;
			
			return calcStat(Stats.P_REUSE, _activeChar.getTemplate().baseMReuseRate, null, skill);
		}
	

	/** Return the PAtk (base+modifier) of the L2Character. */
	public int getPAtk(L2Character target)
	{
    	if (_activeChar == null)
    		return 1;
    	float bonusAtk = 1;
		if  (Config.L2JMOD_CHAMPION_ENABLE && _activeChar.isChampion())
			bonusAtk = Config.L2JMOD_CHAMPION_ATK;
		return (int) calcStat(Stats.POWER_ATTACK, _activeChar.getTemplate().basePAtk * bonusAtk, target, null);
	}

	/** Return the PAtk Modifier against animals. */
	public final double getPAtkAnimals(L2Character target)
	{
		return calcStat(Stats.PATK_ANIMALS, 1, target, null);
	}

	/** Return the PAtk Modifier against dragons. */
	public final double getPAtkDragons(L2Character target)
	{
		return calcStat(Stats.PATK_DRAGONS, 1, target, null);
	}

	/** Return the PAtk Modifier against insects. */
	public final double getPAtkInsects(L2Character target)
	{
		return calcStat(Stats.PATK_INSECTS, 1, target, null);
	}

	/** Return the PAtk Modifier against monsters. */
	public final double getPAtkMonsters(L2Character target)
	{
		return calcStat(Stats.PATK_MONSTERS, 1, target, null);
	}

	/** Return the PAtk Modifier against plants. */
	public final double getPAtkPlants(L2Character target)
	{
		return calcStat(Stats.PATK_PLANTS, 1, target, null);
	}

	/**
	 * Return the PAtk Speed (base+modifier) of the L2Character in function of
	 * the Armour Expertise Penalty.
	 */
	public int getPAtkSpd()
	{
    	if (_activeChar == null)
    		return 1;
    	float bonusAtk = 1;
        if  (Config.L2JMOD_CHAMPION_ENABLE && _activeChar.isChampion())
    		bonusAtk = Config.L2JMOD_CHAMPION_SPD_ATK;
		return (int) (calcStat(Stats.POWER_ATTACK_SPEED, _activeChar.getTemplate().basePAtkSpd * bonusAtk, null, null) / _activeChar.getArmourExpertisePenalty());
	}

	/** Return the PAtk Modifier against undead. */
	public final double getPAtkUndead(L2Character target)
	{
		return calcStat(Stats.PATK_UNDEAD, 1, target, null);
	}

	public final double getPDefUndead(L2Character target)
	{
		return calcStat(Stats.PDEF_UNDEAD, 1, target, null);
	}

	/** Return the PDef (base+modifier) of the L2Character. */
	public int getPDef(L2Character target)
	{
    	if (_activeChar == null)
    		return 1;

		return (int) calcStat(Stats.POWER_DEFENCE, (_activeChar.isRaid()) ? _activeChar.getTemplate().basePDef * Config.RAID_DEFENCE_MULTIPLIER : _activeChar.getTemplate().basePDef, target, null);
	}

	/** Return the Physical Attack range (base+modifier) of the L2Character. */
	public final int getPhysicalAttackRange()
	{
    	if (_activeChar == null)
    		return 1;

		return (int) calcStat(Stats.POWER_ATTACK_RANGE, _activeChar.getTemplate().baseAtkRange, null, null);
	}

		/** Return the weapon reuse modifier */
		public final double getWeaponReuseModifier(L2Character target)
	{
		return calcStat(Stats.ATK_REUSE, 1, target, null);
	}

	/**
	 * Return the RunSpeed (base+modifier) of the L2Character in function of the
	 * Armour Expertise Penalty.
	 */
	public int getRunSpeed()
	{
    	if (_activeChar == null)
    		return 1;

		// err we should be adding TO the persons run speed
		// not making it a constant
		int val =(int) calcStat(Stats.RUN_SPEED, _activeChar.getTemplate().baseRunSpd, null, null) + Config.RUN_SPD_BOOST;
		
		if (_activeChar.isFlying())
		{
			val += Config.WYVERN_SPEED;
			return val;
		}
		if (_activeChar.isRiding())
		{
			val += Config.STRIDER_SPEED;
			return val;
		}
		val /= _activeChar.getArmourExpertisePenalty();
		
		// Apply max run speed cap. 
	                if (val > Config.MAX_RUN_SPEED) 
	                        val = Config.MAX_RUN_SPEED;
							
					return val;
					
	}						

	/** Return the ShieldDef rate (base+modifier) of the L2Character. */
	public final int getShldDef()
	{
		return (int) calcStat(Stats.SHIELD_DEFENCE, 0, null, null);
	}

	public int getSp()
	{
		return _sp;
	}

	public void setSp(int value)
	{
		_sp = value;
	}

	/** Return the STR of the L2Character (base+modifier). */
	public final int getSTR()
	{
    	if (_activeChar == null)
    		return 1;

		return (int) calcStat(Stats.STAT_STR, _activeChar.getTemplate().baseSTR, null, null);
	}

	/** Return the WalkSpeed (base+modifier) of the L2Character. */
	public int getWalkSpeed()
	{
    	
		if (_activeChar == null)
    		return 1;

		if(_activeChar instanceof L2PcInstance )
		{
			return (getRunSpeed() * 70) / 100;	
		}
		else
		{	
			return (int) calcStat(Stats.WALK_SPEED, _activeChar.getTemplate().baseWalkSpd, null, null);
		}
		
	}

	/** Return the WIT of the L2Character (base+modifier). */
	public final int getWIT()
	{
    	if (_activeChar == null)
    		return 1;

		return (int) calcStat(Stats.STAT_WIT, _activeChar.getTemplate().baseWIT, null, null);
	}

	/** Return the mpConsume. */
	public final int getMpConsume(L2Skill skill)
	{
    	if (skill == null)
    		return 1;
		int mpconsume = skill.getMpConsume();
		if (skill.isDance() && _activeChar != null && _activeChar.getDanceCount() > 0)
			mpconsume += _activeChar.getDanceCount() * skill.getNextDanceMpCost();
		return (int) calcStat(Stats.MP_CONSUME, mpconsume, null, skill);
	}

	/** Return the mpInitialConsume. */
	public final int getMpInitialConsume(L2Skill skill)
	{
    	if (skill == null)
    		return 1;

		return (int) calcStat(Stats.MP_CONSUME, skill.getMpInitialConsume(), null, skill);
	}
}
