/*
 * Pixel Dungeon
 * Copyright (C) 2012-2015 Oleg Dolya
 *
 * Shattered Pixel Dungeon
 * Copyright (C) 2014-2026 Evan Debenham
 *
 * 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.shatteredpixel.shatteredpixeldungeon.effects;

import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
import com.watabou.noosa.Game;
import com.watabou.noosa.Visual;
import com.watabou.noosa.audio.Sample;
import com.watabou.utils.PointF;

public class Swap extends Actor {

	private Char ch1;
	private Char ch2;

	private Effect eff1;
	private Effect eff2;

	private float delay;

	public Swap( Char ch1, Char ch2 ) {

		this.ch1 = ch1;
		this.ch2 = ch2;

		delay = Dungeon.level.distance( ch1.pos,  ch2.pos ) * 0.1f;

		eff1 = new Effect( ch1.sprite, ch1.pos, ch2.pos );
		eff2 = new Effect( ch2.sprite, ch2.pos, ch1.pos );
		Sample.INSTANCE.play( Assets.Sounds.TELEPORT );
	}

	@Override
	protected boolean act() {
		return false;
	}

	private void finish( Effect eff ) {
		if (eff == eff1) {
			eff1 = null;
		}
		if (eff == eff2) {
			eff2 = null;
		}

		if (eff1 == null && eff2 == null) {
			Actor.remove( this );
			next();

			int pos = ch1.pos;
			ch1.pos = ch2.pos;
			ch2.pos = pos;

			Dungeon.level.occupyCell(ch1 );
			Dungeon.level.occupyCell(ch2 );

			if (ch1 == Dungeon.hero || ch2 == Dungeon.hero) {
				Dungeon.observe();
				GameScene.updateFog();
			}
		}
	}

	private class Effect extends Visual {

		private CharSprite sprite;
		private PointF end;
		private float passed;

		public Effect( CharSprite sprite, int from, int to ) {
			super( 0, 0, 0, 0 );

			this.sprite = sprite;

			point( sprite.worldToCamera( from ) );
			end = sprite.worldToCamera( to );

			speed.set( 2 * (end.x - x) / delay, 2 * (end.y - y) / delay );
			acc.set( -speed.x / delay, -speed.y / delay );

			passed = 0;

			sprite.parent.add( this );
		}

		@Override
		public void update() {
			super.update();

			if ((passed += Game.elapsed) < delay) {
				sprite.x = x;
				sprite.y = y;

			} else {

				sprite.point( end );

				killAndErase();
				finish( this );

			}
		}
	}

}