/*
 * 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 l2.universe.gameserver.skills.l2skills;

import l2.universe.gameserver.model.L2Effect;
import l2.universe.gameserver.model.L2ItemInstance;
import l2.universe.gameserver.model.L2Object;
import l2.universe.gameserver.model.L2Skill;
import l2.universe.gameserver.model.actor.L2Character;
import l2.universe.gameserver.model.actor.L2Summon;
import l2.universe.gameserver.model.actor.instance.L2PcInstance;
import l2.universe.gameserver.skills.Env;
import l2.universe.gameserver.skills.Formulas;
import l2.universe.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);
			byte reflect = Formulas.calcSkillReflect(target, this);
			int damage = (int)Formulas.calcMagicDam(activeChar, target, this, shld, ss, bss, mcrit);

			if (damage > 0)
			{
				// Vengeance reflected damage
				// DS: because only skill using vengeanceMdam is Shield Deflect Magic
				// and for this skill no damage should pass to target, just hardcode it for now
				if ((reflect & Formulas.SKILL_REFLECT_VENGEANCE) != 0)
					activeChar.reduceCurrentHp(damage, target, this);
				else
					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);
			}
			
			// Synerge - Reflect effects
			if (hasEffects())
			{
				if ((reflect & Formulas.SKILL_REFLECT_SUCCEED) != 0)
					getEffects(target, activeChar);
				else
					target.stopSkillEffects(getId());
					getEffects(activeChar, target, new Env(shld, ss, false, bss));
			}
		}
	}
}
