/* 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 com.l2jfrozen.gameserver.handler.skillhandlers;

import com.l2jfrozen.gameserver.ai.CtrlIntention;
import com.l2jfrozen.gameserver.handler.ISkillHandler;
import com.l2jfrozen.gameserver.model.L2Character;
import com.l2jfrozen.gameserver.model.L2Object;
import com.l2jfrozen.gameserver.model.L2Skill;
import com.l2jfrozen.gameserver.model.L2Skill.SkillType;
import com.l2jfrozen.gameserver.model.actor.instance.L2ChestInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2DoorInstance;
import com.l2jfrozen.gameserver.network.SystemMessageId;
import com.l2jfrozen.gameserver.network.serverpackets.ActionFailed;
import com.l2jfrozen.gameserver.network.serverpackets.SocialAction;
import com.l2jfrozen.gameserver.network.serverpackets.SystemMessage;
import com.l2jfrozen.gameserver.skills.Formulas;
import com.l2jfrozen.util.random.Rnd;

public class Unlock implements ISkillHandler
{
	//private static Logger _log = Logger.getLogger(Unlock.class.getName());
	private static final SkillType[] SKILL_IDS = { SkillType.UNLOCK };

	@Override
	public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
	{
		L2Object[] targetList = skill.getTargetList(activeChar);

		if(targetList == null)
			return;

		for(L2Object element : targetList)
		{
			L2Object target = element;

			boolean success = Formulas.getInstance().calculateUnlockChance(skill);
			if(target instanceof L2DoorInstance)
			{
				L2DoorInstance door = (L2DoorInstance) target;
				if(!door.isUnlockable())
				{
					activeChar.sendPacket(new SystemMessage(SystemMessageId.UNABLE_TO_UNLOCK_DOOR));
					activeChar.sendPacket(ActionFailed.STATIC_PACKET);
					return;
				}

				if(success && (!door.getOpen()))
				{
					door.openMe();
					door.onOpen();
					SystemMessage msg = new SystemMessage(SystemMessageId.S1_S2);
					msg.addString("Unlock the door!");
					activeChar.sendPacket(msg);
					msg = null;
				}
				else
				{
					activeChar.sendPacket(new SystemMessage(SystemMessageId.FAILED_TO_UNLOCK_DOOR));
				}
				door = null;
			}
			else if(target instanceof L2ChestInstance)
			{
				L2ChestInstance chest = (L2ChestInstance) element;

				if(chest.getCurrentHp() <= 0 || chest.isInteracted())
				{
					activeChar.sendPacket(ActionFailed.STATIC_PACKET);
					return;
				}
				else
				{
					int chestChance = 0;
					int chestGroup = 0;
					int chestTrapLimit = 0;

					if(chest.getLevel() > 60)
						chestGroup = 4;
					else if(chest.getLevel() > 40)
						chestGroup = 3;
					else if(chest.getLevel() > 30)
						chestGroup = 2;
					else
						chestGroup = 1;

					switch(chestGroup)
					{
						case 1:
						{
							if(skill.getLevel() > 10)
								chestChance = 100;
							else if(skill.getLevel() >= 3)
								chestChance = 50;
							else if(skill.getLevel() == 2)
								chestChance = 45;
							else if(skill.getLevel() == 1)
								chestChance = 40;

							chestTrapLimit = 10;
						}
							break;
						case 2:
						{
							if(skill.getLevel() > 12)
								chestChance = 100;
							else if(skill.getLevel() >= 7)
								chestChance = 50;
							else if(skill.getLevel() == 6)
								chestChance = 45;
							else if(skill.getLevel() == 5)
								chestChance = 40;
							else if(skill.getLevel() == 4)
								chestChance = 35;
							else if(skill.getLevel() == 3)
								chestChance = 30;

							chestTrapLimit = 30;
						}
							break;
						case 3:
						{
							if(skill.getLevel() >= 14)
								chestChance = 50;
							else if(skill.getLevel() == 13)
								chestChance = 45;
							else if(skill.getLevel() == 12)
								chestChance = 40;
							else if(skill.getLevel() == 11)
								chestChance = 35;
							else if(skill.getLevel() == 10)
								chestChance = 30;
							else if(skill.getLevel() == 9)
								chestChance = 25;
							else if(skill.getLevel() == 8)
								chestChance = 20;
							else if(skill.getLevel() == 7)
								chestChance = 15;
							else if(skill.getLevel() == 6)
								chestChance = 10;

							chestTrapLimit = 50;
						}
							break;
						case 4:
						{
							if(skill.getLevel() >= 14)
								chestChance = 50;
							else if(skill.getLevel() == 13)
								chestChance = 45;
							else if(skill.getLevel() == 12)
								chestChance = 40;
							else if(skill.getLevel() == 11)
								chestChance = 35;

							chestTrapLimit = 80;
						}
							break;
					}

					if(Rnd.get(100) <= chestChance)
					{
						activeChar.broadcastPacket(new SocialAction(activeChar.getObjectId(), 3));
						chest.setSpecialDrop();
						chest.setMustRewardExpSp(false);
						chest.setInteracted();
						chest.reduceCurrentHp(99999999, activeChar);
					}
					else
					{
						activeChar.broadcastPacket(new SocialAction(activeChar.getObjectId(), 13));
						if(Rnd.get(100) < chestTrapLimit)
							chest.chestTrap(activeChar);
						chest.setInteracted();
						chest.addDamageHate(activeChar, 0, 1);
						chest.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, activeChar);
					}
				}
				chest = null;
			}
			target = null;
		}
		targetList = null;
	}

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