/*
 * 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 2, 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, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 * 02111-1307, USA.
 *
 * http://www.gnu.org/copyleft/gpl.html
 */
package net.sf.l2j.gameserver.handler.skillhandlers;

import net.sf.l2j.gameserver.handler.ISkillHandler;
import net.sf.l2j.gameserver.instancemanager.CastleManager;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.L2ItemInstance;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.L2Skill.SkillType;
import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.entity.Castle;
import net.sf.l2j.gameserver.network.SystemMessageId;
import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
import net.sf.l2j.gameserver.skills.Formulas;
import net.sf.l2j.gameserver.templates.L2WeaponType;

/**
 * @author _tomciaaa_
 *
 */
public class StrSiegeAssault implements ISkillHandler
{
    //private static Logger _log = Logger.getLogger(StrSiegeAssault.class.getName());
	private static final SkillType[] SKILL_IDS = {SkillType.STRSIEGEASSAULT};

    public void useSkill(L2Character activeChar, @SuppressWarnings("unused") L2Skill skill, @SuppressWarnings("unused") L2Object[] targets)
    {

    	if (activeChar == null || !(activeChar instanceof L2PcInstance)) return;

        L2PcInstance player = (L2PcInstance)activeChar;

        if (!activeChar.isRiding()) return;
        if (!(player.getTarget() instanceof L2DoorInstance)) return;

        Castle castle = CastleManager.getInstance().getCastle(player);
        if (castle == null || !checkIfOkToUseStriderSiegeAssault(player, castle, true)) return;

        try
        {
            L2ItemInstance itemToTake = player.getInventory().getItemByItemId(skill.getItemConsumeId());
            if(!player.destroyItem("Consume", itemToTake.getObjectId(), skill.getItemConsume(), null, true))
            	return;

            // damage calculation
            int damage = 0;

            for(int index = 0;index < targets.length;index++)
            {
                L2Character target = (L2Character)targets[index];
                L2ItemInstance weapon = activeChar.getActiveWeaponInstance();
                if (activeChar instanceof L2PcInstance && target instanceof L2PcInstance &&
                		target.isAlikeDead() && target.isFakeDeath())
                {
                	target.stopFakeDeath(null);
                }
                else if (target.isAlikeDead())
                    continue;

                boolean dual  = activeChar.isUsingDualWeapon();
                boolean shld = Formulas.getInstance().calcShldUse(activeChar, target);
                boolean crit = Formulas.getInstance().calcCrit(activeChar.getCriticalHit(target, skill));
                boolean soul = (weapon!= null && weapon.getChargedSoulshot() == L2ItemInstance.CHARGED_SOULSHOT && weapon.getItemType() != L2WeaponType.DAGGER );

                if(!crit && (skill.getCondition() & L2Skill.COND_CRIT) != 0)
                	damage = 0;
                else
                	damage = (int)Formulas.getInstance().calcPhysDam(
            			activeChar, target, skill, shld, crit, dual, soul);

                if (damage > 0)
                {
                	target.reduceCurrentHp(damage, activeChar);
                	if (soul && weapon!= null)
                		weapon.setChargedSoulshot(L2ItemInstance.CHARGED_NONE);

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

                }
                else activeChar.sendPacket(SystemMessage.sendString(skill.getName() + " failed."));
            }
        }
        catch (Exception e)
        {
            player.sendMessage("Error using siege assault:" + e);
        }
    }

    public SkillType[] getSkillIds()
    {
        return SKILL_IDS;
    }

    /**
     * Return true if character clan place a flag<BR><BR>
     *
     * @param activeChar The L2Character of the character placing the flag
     * @param isCheckOnly if false, it will send a notification to the player telling him
     * why it failed
     */
    public static boolean checkIfOkToUseStriderSiegeAssault(L2Character activeChar, boolean isCheckOnly)
    {
        return checkIfOkToUseStriderSiegeAssault(activeChar, CastleManager.getInstance().getCastle(activeChar), isCheckOnly);
    }

    public static boolean checkIfOkToUseStriderSiegeAssault(L2Character activeChar, Castle castle, boolean isCheckOnly)
    {
        if (activeChar == null || !(activeChar instanceof L2PcInstance))
            return false;

        SystemMessage sm = new SystemMessage(SystemMessageId.S1_S2);
        L2PcInstance player = (L2PcInstance)activeChar;

        if (castle == null || castle.getCastleId() <= 0)
            sm.addString("You must be on castle ground to use strider siege assault");
        else if (!castle.getSiege().getIsInProgress())
            sm.addString("You can only use strider siege assault during a siege.");
        else if (!(player.getTarget() instanceof L2DoorInstance))
            sm.addString("You can only use strider siege assault on doors and walls.");
        else if (!activeChar.isRiding())
            sm.addString("You can only use strider siege assault when on strider.");
        else
            return true;

        if (!isCheckOnly) {player.sendPacket(sm);}
        return false;
    }
}
