/*
 * 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.skills.l2skills;

import com.l2jserver.gameserver.model.L2Effect;
import com.l2jserver.gameserver.model.L2ItemInstance;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.L2Skill;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Summon;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.skills.Env;
import com.l2jserver.gameserver.skills.Formulas;
import com.l2jserver.gameserver.templates.StatsSet;

public class L2SkillElemental extends L2Skill {

	private final int[] _seeds;
	private final boolean _seedAny;

	public L2SkillElemental(StatsSet set) {
		super(set);

		_seeds = new int[3];
		_seeds[0] = set.getInteger("seed1",0);
		_seeds[1] = set.getInteger("seed2",0);
		_seeds[2] = set.getInteger("seed3",0);

		if (set.getInteger("seed_any",0)==1)
			_seedAny = true;
		else
			_seedAny = false;
	}

	@Override
	public void useSkill(L2Character activeChar, L2Object[] targets) {
		if (activeChar.isAlikeDead())
			return;

		boolean ss = false;
		boolean bss = false;

		L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();

		if (activeChar instanceof L2PcInstance)
        {
			if (weaponInst == null)
			{
				activeChar.sendMessage("You must equip your weapon before casting a spell.");
				return;
			}
		}

		if (weaponInst != null)
        {
			if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT)
			{
				bss = true;
				weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE);
			}
	        else if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_SPIRITSHOT)
			{
				ss = true;
				weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE);
			}
		}
        // If there is no weapon equipped, check for an active summon.
        else if (activeChar instanceof L2Summon)
        {
            L2Summon activeSummon = (L2Summon)activeChar;

            if (activeSummon.getChargedSpiritShot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT)
            {
                bss = true;
                activeSummon.setChargedSpiritShot(L2ItemInstance.CHARGED_NONE);
            }
            else if (activeSummon.getChargedSpiritShot() == L2ItemInstance.CHARGED_SPIRITSHOT)
            {
                ss = true;
                activeSummon.setChargedSpiritShot(L2ItemInstance.CHARGED_NONE);
            }
        }

        for (L2Character target: (L2Character[]) targets)
        {
			if (target.isAlikeDead())
				continue;

			boolean charged = true;
			if (!_seedAny){
				for (int i=0;i<_seeds.length;i++){
					if (_seeds[i]!=0){
						L2Effect e = target.getFirstEffect(_seeds[i]);
						if (e==null || !e.getInUse()){
							charged = false;
							break;
						}
					}
				}
			}
			else {
				charged = false;
				for (int i=0;i<_seeds.length;i++){
					if (_seeds[i]!=0){
						L2Effect e = target.getFirstEffect(_seeds[i]);
						if (e!=null && e.getInUse()){
							charged = true;
							break;
						}
					}
				}
			}
			if (!charged)
			{
				activeChar.sendMessage("Target is not charged by elements.");
				continue;
			}

			boolean mcrit = Formulas.calcMCrit(activeChar.getMCriticalHit(target, this));
			byte shld = Formulas.calcShldUse(activeChar, target, this);
			
			int damage = (int)Formulas.calcMagicDam(
					activeChar, target, this, shld, ss, bss, mcrit);

			if (damage > 0)
			{
				target.reduceCurrentHp(damage, activeChar, this);

	            // Manage attack or cast break of the target (calculating rate, sending message...)
	            if (!target.isRaid() && Formulas.calcAtkBreak(target, damage))
	            {
	                target.breakAttack();
	                target.breakCast();
	            }

            	activeChar.sendDamageMessage(target, damage, false, false, false);

			}

			// activate attacked effects, if any
			target.stopSkillEffects(getId());
            getEffects(activeChar, target, new Env(shld, ss, false, bss));
		}
	}
}
