/*
 * 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.skills.effects;

import net.sf.l2j.gameserver.ai.CtrlIntention;
import net.sf.l2j.gameserver.model.L2CharPosition;
import net.sf.l2j.gameserver.model.L2Effect;
import net.sf.l2j.gameserver.model.actor.instance.L2FolkInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2SiegeFlagInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2SiegeGuardInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2SiegeSummonInstance;
import net.sf.l2j.gameserver.skills.Env;
import net.sf.l2j.gameserver.templates.skills.L2EffectType;

/**
 * @author littlecrow
 * 
 *         Implementation of the Fear Effect
 */
final class EffectFear extends L2Effect
{
	public static final int FEAR_RANGE = 500;
	
	private int _dX = -1;
	private int _dY = -1;
	
	public EffectFear(Env env, EffectTemplate template)
	{
		super(env, template);
	}
	
	/**
	 * 
	 * @see net.sf.l2j.gameserver.model.L2Effect#getEffectType()
	 */
	@Override
	public L2EffectType getEffectType()
	{
		return L2EffectType.FEAR;
	}
	
	/**
	 * 
	 * @see net.sf.l2j.gameserver.model.L2Effect#onStart()
	 */
	@Override
	public boolean onStart()
	{
		// Fear skills cannot be used l2pcinstance to l2pcinstance. Heroic
		// Dread, Curse: Fear, Fear, Horror, Sword Symphony, Word of Fear and
		// Mass Curse Fear are the exceptions.
		if (getEffected() instanceof L2PcInstance
		        && getEffector() instanceof L2PcInstance
		        && getSkill().getId() != 1376 && getSkill().getId() != 1169
		        && getSkill().getId() != 65 && getSkill().getId() != 1092
		        && getSkill().getId() != 98 && getSkill().getId() != 1272
		        && getSkill().getId() != 1381)
			return false;
		
		if (getEffected() instanceof L2FolkInstance
		        || getEffected() instanceof L2SiegeGuardInstance
		        || getEffected() instanceof L2SiegeFlagInstance
		        || getEffected() instanceof L2SiegeSummonInstance)
			return false;
		
		if (!getEffected().isAfraid())
		{
			if (getEffected().getX() > getEffector().getX())
				_dX = 1;
			if (getEffected().getY() > getEffector().getY())
				_dY = 1;
			
			getEffected().startFear();
			onActionTime();
			return true;
		}
		return false;
	}
	
	/**
	 * 
	 * @see net.sf.l2j.gameserver.model.L2Effect#onExit()
	 */
	@Override
	public void onExit()
	{
		getEffected().stopFear(this);
	}
	
	/**
	 * 
	 * @see net.sf.l2j.gameserver.model.L2Effect#onActionTime()
	 */
	@Override
	public boolean onActionTime()
	{
		int posX = getEffected().getX();
		int posY = getEffected().getY();
		int posZ = getEffected().getZ();
		
		posX += _dX * FEAR_RANGE;
		posY += _dY * FEAR_RANGE;
		
		getEffected().setRunning();
		getEffected().getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(posX, posY, posZ, 0));
		return true;
	}
}
