/*
 * 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 net.sf.l2j.gameserver.model;

import net.sf.l2j.Config;
import net.sf.l2j.gameserver.GeoData;
import net.sf.l2j.gameserver.ai.CtrlIntention;
import net.sf.l2j.gameserver.ai.L2CharacterAI;
import net.sf.l2j.gameserver.ai.L2SummonAI;
import net.sf.l2j.gameserver.datatables.SkillTable;
import net.sf.l2j.gameserver.model.L2Skill.SkillTargetType;
import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PlayableInstance;
import net.sf.l2j.gameserver.model.actor.knownlist.SummonKnownList;
import net.sf.l2j.gameserver.model.actor.stat.SummonStat;
import net.sf.l2j.gameserver.model.actor.status.SummonStatus;
import net.sf.l2j.gameserver.model.base.Experience;
import net.sf.l2j.gameserver.model.item.PetInventory;
import net.sf.l2j.gameserver.network.SystemMessageId;
import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;
import net.sf.l2j.gameserver.network.serverpackets.MyTargetSelected;
import net.sf.l2j.gameserver.network.serverpackets.NpcInfo;
import net.sf.l2j.gameserver.network.serverpackets.PetDelete;
import net.sf.l2j.gameserver.network.serverpackets.PetInfo;
import net.sf.l2j.gameserver.network.serverpackets.PetStatusShow;
import net.sf.l2j.gameserver.network.serverpackets.PetStatusUpdate;
import net.sf.l2j.gameserver.network.serverpackets.StatusUpdate;
import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
import net.sf.l2j.gameserver.taskmanager.DecayTaskManager;
import net.sf.l2j.gameserver.templates.L2NpcTemplate;
import net.sf.l2j.gameserver.templates.L2Weapon;

public abstract class L2Summon extends L2PlayableInstance
{
	// private static Logger _log =
	// Logger.getLogger(L2Summon.class.getName());
	protected int _pkKills;
	private byte _pvpFlag;
	private L2PcInstance _owner;
	private int _karma = 0;
	private int _attackRange = 36; // Melee range
	private boolean _follow = true;
	private boolean _previousFollowStatus = true;
	private int _maxLoad;
	private boolean _isInRange = true;
	private int _chargedSoulShot;
	private int _chargedSpiritShot;
	// TODO: currently, all servitors use 1 shot. However, this value
	// should vary depending on the servitor template (id and level)!
	private int _soulShotsPerHit = 1;
	private int _spiritShotsPerHit = 1;
	protected boolean _showSummonAnimation;

	public class AIAccessor extends L2Character.AIAccessor
	{
		protected AIAccessor()
		{
		}

		public L2Summon getSummon()
		{
			return L2Summon.this;
		}

		public boolean isAutoFollow()
		{
			return L2Summon.this.getFollowStatus();
		}

		public void doPickupItem(L2Object object)
		{
			L2Summon.this.doPickupItem(object);
		}
	}

	public L2Summon(int objectId, L2NpcTemplate template, L2PcInstance owner)
	{
		super(objectId, template);
		getKnownList(); // init knownlist
		getStat(); // init stats
		getStatus(); // init status
		_showSummonAnimation = true;
		_owner = owner;
		_ai = new L2SummonAI(new L2Summon.AIAccessor());
		setXYZInvisible(owner.getX() + 50, owner.getY() + 100, owner.getZ() + 100);
	}

	@Override
	public final SummonKnownList getKnownList()
	{
		if (super.getKnownList() == null || !(super.getKnownList() instanceof SummonKnownList))
			setKnownList(new SummonKnownList(this));
		return (SummonKnownList) super.getKnownList();
	}

	@Override
	public SummonStat getStat()
	{
		if (super.getStat() == null || !(super.getStat() instanceof SummonStat))
			setStat(new SummonStat(this));
		return (SummonStat) super.getStat();
	}

	@Override
	public SummonStatus getStatus()
	{
		if (super.getStatus() == null || !(super.getStatus() instanceof SummonStatus))
			setStatus(new SummonStatus(this));
		return (SummonStatus) super.getStatus();
	}

	@Override
	public L2CharacterAI getAI()
	{
		if (_ai == null)
		{
			synchronized (this)
			{
				if (_ai == null)
					_ai = new L2SummonAI(new L2Summon.AIAccessor());
			}
		}
		return _ai;
	}

	@Override
	public L2NpcTemplate getTemplate()
	{
		return (L2NpcTemplate) super.getTemplate();
	}

	// this defines the action buttons, 1 for Summon, 2 for Pets
	public abstract int getSummonType();

	@Override
	public void updateAbnormalEffect()
	{
		for (L2PcInstance player : getKnownList().getKnownPlayers().values())
			player.sendPacket(new NpcInfo(this, player));
	}

	/**
	 * @return Returns the mountable.
	 */
	public boolean isMountable()
	{
		return false;
	}

	public boolean isInRange()
	{
		return _isInRange;
	}

	@Override
	public void onAction(L2PcInstance player)
	{
		if (player == _owner && player.getTarget() == this)
		{
			player.sendPacket(new PetStatusShow(this));
			player.sendPacket(ActionFailed.STATIC_PACKET);
		}
		else if (player.getTarget() != this)
		{
			if (Config.DEBUG)
				_log.fine("new target selected:" + getObjectId());
			player.setTarget(this);
			MyTargetSelected my = new MyTargetSelected(getObjectId(), player.getLevel() - getLevel());
			player.sendPacket(my);
			StatusUpdate su = new StatusUpdate(getObjectId());
			su.addAttribute(StatusUpdate.CUR_HP, (int) getCurrentHp());
			su.addAttribute(StatusUpdate.MAX_HP, getMaxHp());
			su.addAttribute(StatusUpdate.CUR_MP, (int) getCurrentMp());
			su.addAttribute(StatusUpdate.MAX_MP, getMaxMp());
			player.sendPacket(su);
		}
		else if (player.getTarget() == this)
		{
			if (isAutoAttackable(player))
			{
				if (Config.GEODATA > 0)
				{
					if (GeoData.getInstance().canSeeTarget(player, this))
					{
						player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this);
						player.onActionRequest();
					}
				}
				else
				{
					player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this);
					player.onActionRequest();
				}
			}
			else
			{
				// This Action Failed packet avoids player getting stuck when clicking three or more times
				player.sendPacket(ActionFailed.STATIC_PACKET);
				if (Config.GEODATA > 0)
				{
					if (GeoData.getInstance().canSeeTarget(player, this))
						player.getAI().setIntention(CtrlIntention.AI_INTENTION_FOLLOW, this);
				}
				else
					player.getAI().setIntention(CtrlIntention.AI_INTENTION_FOLLOW, this);
			}
		}
	}

	public long getExpForThisLevel()
	{
		if (getLevel() >= Experience.LEVEL.length)
		{
			return 0;
		}
		return Experience.LEVEL[getLevel()];
	}

	public long getExpForNextLevel()
	{
		if (getLevel() >= Experience.LEVEL.length - 1)
		{
			return 0;
		}
		return Experience.LEVEL[getLevel() + 1];
	}

	public final int getKarma()
	{
		return _karma;
	}

	public void setKarma(int karma)
	{
		_karma = karma;
	}

	public final L2PcInstance getOwner()
	{
		return _owner;
	}

	public final int getNpcId()
	{
		return getTemplate().npcId;
	}

	public void setPvpFlag(byte pvpFlag)
	{
		_pvpFlag = pvpFlag;
	}

	public byte getPvpFlag()
	{
		return _pvpFlag;
	}

	public void setPkKills(int pkKills)
	{
		_pkKills = pkKills;
	}

	public final int getPkKills()
	{
		return _pkKills;
	}

	public final int getMaxLoad()
	{
		return _maxLoad;
	}

	public final int getSoulShotsPerHit()
	{
		return _soulShotsPerHit;
	}

	public final int getSpiritShotsPerHit()
	{
		return _spiritShotsPerHit;
	}

	public void setMaxLoad(int maxLoad)
	{
		_maxLoad = maxLoad;
	}

	public void setChargedSoulShot(int shotType)
	{
		_chargedSoulShot = shotType;
	}

	public void setChargedSpiritShot(int shotType)
	{
		_chargedSpiritShot = shotType;
	}

	public void followOwner()
	{
		setFollowStatus(true);
	}

	@Override
	public boolean doDie(L2Character killer)
	{
		if (!super.doDie(killer))
			return false;
		DecayTaskManager.getInstance().addDecayTask(this);
		return true;
	}

	public boolean doDie(L2Character killer, boolean decayed)
	{
		if (!super.doDie(killer))
			return false;
		if (!decayed)
		{
			DecayTaskManager.getInstance().addDecayTask(this);
		}
		return true;
	}

	public void stopDecay()
	{
		DecayTaskManager.getInstance().cancelDecayTask(this);
	}

	@Override
	public void onDecay()
	{
		deleteMe(_owner);
	}

	@Override
	public void broadcastStatusUpdate()
	{
		super.broadcastStatusUpdate();
		if (getOwner() != null && isVisible())
			getOwner().sendPacket(new PetStatusUpdate(this));
	}

	public void deleteMe(L2PcInstance owner)
	{
		getAI().stopFollow();
		owner.sendPacket(new PetDelete(getObjectId(), 2));
		// FIXME: I think it should really drop items to ground and only owner
		// can take for a while
		giveAllToOwner();
		decayMe();
		getKnownList().removeAllKnownObjects();
		owner.setPet(null);
	}

	public synchronized void unSummon(L2PcInstance owner)
	{
		if (isVisible() && !isDead())
		{
			getAI().stopFollow();
			owner.sendPacket(new PetDelete(getObjectId(), 2));
			if (getWorldRegion() != null)
				getWorldRegion().removeFromZones(this);
			store();
			giveAllToOwner();
			decayMe();
			getKnownList().removeAllKnownObjects();
			owner.setPet(null);
			setTarget(null);
		}
	}

	public int getAttackRange()
	{
		return _attackRange;
	}

	public void setAttackRange(int range)
	{
		if (range < 36)
			range = 36;
		_attackRange = range;
	}

	public void setFollowStatus(boolean state)
	{
		_follow = state;
		if (_follow)
			getAI().setIntention(CtrlIntention.AI_INTENTION_FOLLOW, getOwner());
		else
			getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE, null);
	}

	public boolean getFollowStatus()
	{
		return _follow;
	}

	@Override
	public boolean isAutoAttackable(L2Character attacker)
	{
		return _owner.isAutoAttackable(attacker);
	}

	public int getChargedSoulShot()
	{
		return _chargedSoulShot;
	}

	public int getChargedSpiritShot()
	{
		return _chargedSpiritShot;
	}

	public int getControlItemId()
	{
		return 0;
	}

	public L2Weapon getActiveWeapon()
	{
		return null;
	}

	public PetInventory getInventory()
	{
		return null;
	}

	protected void doPickupItem(L2Object object)
	{
		return;
	}

	public void giveAllToOwner()
	{
		return;
	}

	public void store()
	{
		return;
	}

	@Override
	public L2ItemInstance getActiveWeaponInstance()
	{
		return null;
	}

	@Override
	public L2Weapon getActiveWeaponItem()
	{
		return null;
	}

	@Override
	public L2ItemInstance getSecondaryWeaponInstance()
	{
		return null;
	}

	@Override
	public L2Weapon getSecondaryWeaponItem()
	{
		return null;
	}

	/**
	 * Return True if the L2Summon is invulnerable or if the summoner is in spawn protection.<BR>
	 * <BR>
	 */
	@Override
	public boolean isInvul()
	{
		return _isInvul || _isTeleporting || getOwner().isSpawnProtected();
	}

	/**
	 * Return the L2Party object of its L2PcInstance owner or null.<BR>
	 * <BR>
	 */
	@Override
	public L2Party getParty()
	{
		if (_owner == null)
			return null;
		else
			return _owner.getParty();
	}

	/**
	 * Return true if the L2Character has a Party in progress.<BR>
	 * <BR>
	 */
	@Override
	public boolean isInParty()
	{
		if (_owner == null)
			return false;
		else
			return _owner.getParty() != null;
	}

	/**
	 * Check if the active L2Skill can be casted.<BR>
	 * <BR>
	 * <B><U> Actions</U> :</B><BR>
	 * <BR>
	 * <li>Check if the target is correct</li> <li>Check if the target is in the skill cast range</li> <li>Check if the summon owns enough HP and MP to cast the skill</li> <li>Check if all skills are enabled and this skill is enabled</li> <BR>
	 * <BR>
	 * <li>Check if the skill is active</li> <BR>
	 * <BR>
	 * <li>Notify the AI with AI_INTENTION_CAST and target</li> <BR>
	 * <BR>
	 *
	 * @param skill
	 *            The L2Skill to use
	 * @param forceUse
	 *            used to force ATTACK on players
	 * @param dontMove
	 *            used to prevent movement, if not in range
	 */
	public void useMagic(L2Skill skill, boolean forceUse, boolean dontMove)
	{
		if (skill == null || isDead())
			return;
		// Check if the skill is active
		if (skill.isPassive())
		{
			// just ignore the passive skill request. why does the client
			// send
			// it anyway ??
			return;
		}
		// ************************************* Check Casting in Progress
		// *******************************************
		// If a skill is currently being used
		if (isCastingNow())
		{
			return;
		}
		// ************************************* Check Target
		// *******************************************
		// Get the target for the skill
		L2Object target = null;
		switch (skill.getTargetType())
		{
			// OWNER_PET should be cast even if no target has been found
			case TARGET_OWNER_PET:
				target = getOwner();
				break;
			// PARTY, AURA, SELF should be cast even if no target has been found
			case TARGET_PARTY:
			case TARGET_AURA:
			case TARGET_SELF:
				target = this;
				break;
			default:
				// Get the first target of the list
				target = skill.getFirstOfTargetList(this);
				break;
		}
		// Check the validity of the target
		if (target == null)
		{
			if (getOwner() != null)
				getOwner().sendPacket(new SystemMessage(SystemMessageId.TARGET_CANT_FOUND));
			return;
		}
		// ************************************* Check skill availability
		// *******************************************
		// Check if this skill is enabled (ex : reuse time)
		if (isSkillDisabled(skill.getId()) && getOwner() != null && getOwner().getAccessLevel() < Config.GM_PEACEATTACK)
		{
			SystemMessage sm = new SystemMessage(SystemMessageId.SKILL_NOT_AVAILABLE);
			sm.addString(skill.getName());
			getOwner().sendPacket(sm);
			return;
		}
		// Check if all skills are disabled
		if (isAllSkillsDisabled() && getOwner() != null && getOwner().getAccessLevel() < Config.GM_PEACEATTACK)
		{
			return;
		}
		// ************************************* Check Consumables
		// *******************************************
		// Check if the summon has enough MP
		if (getCurrentMp() < getStat().getMpConsume(skill) + getStat().getMpInitialConsume(skill))
		{
			// Send a System Message to the caster
			if (getOwner() != null)
				getOwner().sendPacket(new SystemMessage(SystemMessageId.NOT_ENOUGH_MP));
			return;
		}
		// Check if the summon has enough HP
		if (getCurrentHp() <= skill.getHpConsume())
		{
			// Send a System Message to the caster
			if (getOwner() != null)
				getOwner().sendPacket(new SystemMessage(SystemMessageId.NOT_ENOUGH_HP));
			return;
		}
		// ************************************* Check Summon State
		// *******************************************
		// Check if this is offensive magic skill
		if (skill.isOffensive())
		{
			if (isInsidePeaceZone(this, target) && getOwner() != null && getOwner().getAccessLevel() < Config.GM_PEACEATTACK)
			{
				// If summon or target is in a peace zone, send a system message
				// TARGET_IN_PEACEZONE
				sendPacket(new SystemMessage(SystemMessageId.TARGET_IN_PEACEZONE));
				return;
			}
			if (getOwner() != null && getOwner().isInOlympiadMode() && !getOwner().isOlympiadStart())
			{
				// if L2PcInstance is in Olympia and the match isn't already
				// start, send a Server->Client packet ActionFailed
				sendPacket(ActionFailed.STATIC_PACKET);
				return;
			}
			// Check if the target is attackable
			if (target instanceof L2DoorInstance)
			{
				if (!((L2DoorInstance) target).isAttackable(getOwner()))
					return;
			}
			else
			{
				if (!target.isAttackable() && getOwner() != null && getOwner().getAccessLevel() < Config.GM_PEACEATTACK)
				{
					return;
				}
				// Check if a Forced ATTACK is in progress on non-attackable
				// target
				if (!target.isAutoAttackable(this) && !forceUse && skill.getTargetType() != SkillTargetType.TARGET_AURA && skill.getTargetType() != SkillTargetType.TARGET_CLAN && skill.getTargetType() != SkillTargetType.TARGET_ALLY && skill.getTargetType() != SkillTargetType.TARGET_PARTY && skill.getTargetType() != SkillTargetType.TARGET_SELF)
				{
					return;
				}
			}
		}
		// Notify the AI with AI_INTENTION_CAST and target
		getAI().setIntention(CtrlIntention.AI_INTENTION_CAST, skill, target);
	}

	@Override
	public void setIsImmobilized(boolean value)
	{
		super.setIsImmobilized(value);
		if (value)
		{
			_previousFollowStatus = getFollowStatus();
			// if immobilized temporarly disable follow mode
			if (_previousFollowStatus)
				setFollowStatus(false);
		}
		else
		{
			// if not more immobilized restore previous follow mode
			setFollowStatus(_previousFollowStatus);
		}
	}

	public void setOwner(L2PcInstance newOwner)
	{
		_owner = newOwner;
	}

	/**
	 * @return Returns the showSummonAnimation.
	 */
	@Override
	public boolean isShowSummonAnimation()
	{
		return _showSummonAnimation;
	}

	/**
	 * @param showSummonAnimation
	 *            The showSummonAnimation to set.
	 */
	@Override
	public void setShowSummonAnimation(boolean showSummonAnimation)
	{
		_showSummonAnimation = showSummonAnimation;
	}

	/**
	 * Servitors' skills automatically change their level based on the servitor's level. Until level 70, the servitor gets 1 lv of skill per 10 levels. After that, it is 1 skill level per 5 servitor levels. If the resulting skill level doesn't exist use the max that does exist!
	 *
	 * @see net.sf.l2j.gameserver.model.L2Character#doCast(net.sf.l2j.gameserver.model.L2Skill)
	 */
	@Override
	public void doCast(L2Skill skill)
	{
		int petLevel = getLevel();
		int skillLevel = petLevel / 10;
		if (petLevel >= 70)
			skillLevel += (petLevel - 65) / 10;
		// adjust the level for servitors less than lv 10
		if (skillLevel < 1)
			skillLevel = 1;
		L2Skill skillToCast = SkillTable.getInstance().getInfo(skill.getId(), skillLevel);
		if (skillToCast != null)
			super.doCast(skillToCast);
		else
			super.doCast(skill);
	}

	/**
	 * @param b
	 */
	public void setInRange(boolean range)
	{
		if (range)
			getOwner().sendPacket(new PetInfo(this));
		else
		{
			if (getOwner().getTarget() == this)
				getOwner().setTarget(null);
			getOwner().sendPacket(new PetDelete(getObjectId(), 2));
		}
		_isInRange = range;
	}
}
