/*
 * 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.l2jserver.gameserver.model.actor.position;

import java.util.logging.Logger;

import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.L2World;
import com.l2jserver.gameserver.model.L2WorldRegion;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.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)
    {
        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() + ").");
            badCoords();
        }
    }
    
    /**
     * Called on setXYZ exception.<BR><BR>
     * <B><U> Overwritten in </U> :</B><BR><BR>
     * <li> CharPosition</li>
     * <li> PcPosition</li><BR>
     */
    protected void badCoords()
    {
    	
    }

    /**
     * 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)
    {
        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 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)
    {
        if(_worldRegion != null && getActiveObject() instanceof L2Character) // confirm revalidation of old region's zones
        {
            if (value != null)
                _worldRegion.revalidateZones((L2Character)getActiveObject());    // at world region change
            else
                _worldRegion.removeFromZones((L2Character)getActiveObject());    // at world region change
        }
  
        _worldRegion = value;
    }
}
