/*
 * Copyright (C) 2004-2013 L2J Server
 * 
 * This file is part of L2J Server.
 * 
 * L2J Server 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.
 * 
 * L2J Server 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.zone.form;

import com.l2jserver.gameserver.GeoData;
import com.l2jserver.gameserver.model.itemcontainer.PcInventory;
import com.l2jserver.gameserver.model.zone.L2ZoneForm;
import com.l2jserver.util.Rnd;

/**
 * A primitive circular zone
 * @author durgus
 */
public class ZoneCylinder extends L2ZoneForm
{
	private final int _x, _y, _z1, _z2, _rad, _radS;
	
	public ZoneCylinder(int x, int y, int z1, int z2, int rad)
	{
		_x = x;
		_y = y;
		_z1 = z1;
		_z2 = z2;
		_rad = rad;
		_radS = rad * rad;
	}
	
	@Override
	public boolean isInsideZone(int x, int y, int z)
	{
		if (((Math.pow(_x - x, 2) + Math.pow(_y - y, 2)) > _radS) || (z < _z1) || (z > _z2))
		{
			return false;
		}
		return true;
	}
	
	@Override
	public boolean intersectsRectangle(int ax1, int ax2, int ay1, int ay2)
	{
		// Circles point inside the rectangle?
		if ((_x > ax1) && (_x < ax2) && (_y > ay1) && (_y < ay2))
		{
			return true;
		}
		
		// Any point of the rectangle intersecting the Circle?
		if ((Math.pow(ax1 - _x, 2) + Math.pow(ay1 - _y, 2)) < _radS)
		{
			return true;
		}
		if ((Math.pow(ax1 - _x, 2) + Math.pow(ay2 - _y, 2)) < _radS)
		{
			return true;
		}
		if ((Math.pow(ax2 - _x, 2) + Math.pow(ay1 - _y, 2)) < _radS)
		{
			return true;
		}
		if ((Math.pow(ax2 - _x, 2) + Math.pow(ay2 - _y, 2)) < _radS)
		{
			return true;
		}
		
		// Collision on any side of the rectangle?
		if ((_x > ax1) && (_x < ax2))
		{
			if (Math.abs(_y - ay2) < _rad)
			{
				return true;
			}
			if (Math.abs(_y - ay1) < _rad)
			{
				return true;
			}
		}
		if ((_y > ay1) && (_y < ay2))
		{
			if (Math.abs(_x - ax2) < _rad)
			{
				return true;
			}
			if (Math.abs(_x - ax1) < _rad)
			{
				return true;
			}
		}
		
		return false;
	}
	
	@Override
	public double getDistanceToZone(int x, int y)
	{
		return (Math.sqrt((Math.pow(_x - x, 2) + Math.pow(_y - y, 2))) - _rad);
	}
	
	// getLowZ() / getHighZ() - These two functions were added to cope with the demand of the new fishing algorithms, wich are now able to correctly place the hook in the water, thanks to getHighZ(). getLowZ() was added, considering potential future modifications.
	@Override
	public int getLowZ()
	{
		return _z1;
	}
	
	@Override
	public int getHighZ()
	{
		return _z2;
	}
	
	@Override
	public void visualizeZone(int z)
	{
		int count = (int) ((2 * Math.PI * _rad) / STEP);
		double angle = (2 * Math.PI) / count;
		for (int i = 0; i < count; i++)
		{
			int x = (int) (Math.cos(angle * i) * _rad);
			int y = (int) (Math.sin(angle * i) * _rad);
			dropDebugItem(PcInventory.ADENA_ID, 1, _x + x, _y + y, z);
		}
	}
	
	@Override
	public int[] getRandomPoint()
	{
		double x, y, q, r;
		
		q = Rnd.get() * 2 * Math.PI;
		r = Math.sqrt(Rnd.get());
		x = (_rad * r * Math.cos(q)) + _x;
		y = (_rad * r * Math.sin(q)) + _y;
		
		return new int[]
		{
			(int) x,
			(int) y,
			GeoData.getInstance().getHeight((int) x, (int) y, _z1)
		};
	}
}
