/*
 * 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.Config;
import com.l2jfrozen.gameserver.handler.ISkillHandler;
import com.l2jfrozen.gameserver.managers.CastleManager;
import com.l2jfrozen.gameserver.managers.FortManager;
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.L2DoorInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2ItemInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance;
import com.l2jfrozen.gameserver.model.entity.siege.Castle;
import com.l2jfrozen.gameserver.model.entity.siege.Fort;
import com.l2jfrozen.gameserver.network.SystemMessageId;
import com.l2jfrozen.gameserver.network.serverpackets.SystemMessage;
import com.l2jfrozen.gameserver.skills.Formulas;
import com.l2jfrozen.gameserver.templates.L2WeaponType;

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

	@Override
	public void useSkill(L2Character activeChar, L2Skill skill, 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);
		Fort fort = FortManager.getInstance().getFort(player);
		if((castle == null) && (fort == null))
			return;

		if(castle != null)
		{
			if(!checkIfOkToUseStriderSiegeAssault(player, castle, true))
				return;
		}
		else
		{
			if(!checkIfOkToUseStriderSiegeAssault(player, fort, true))
				return;
		}

		castle = null;
		fort = null;

		try
		{
			L2ItemInstance itemToTake = player.getInventory().getItemByItemId(skill.getItemConsumeId());

			if(!player.destroyItem("Consume", itemToTake.getObjectId(), skill.getItemConsume(), null, true))
				return;

			itemToTake = null;

			// damage calculation
			int damage = 0;

			for(L2Object target2 : targets)
			{
				L2Character target = (L2Character) target2;
				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.calcShldUse(activeChar, target);
				boolean crit = Formulas.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.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."));

				target = null;
				weapon = null;
			}
		}
		catch(Exception e)
		{
			if(Config.ENABLE_ALL_EXCEPTIONS)
				e.printStackTrace();
			
			player.sendMessage("Error using siege assault:" + e);
		}
		player = null;
	}

	@Override
	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)
	{
		Castle castle = CastleManager.getInstance().getCastle(activeChar);
		Fort fort = FortManager.getInstance().getFort(activeChar);

		if((castle == null) && (fort == null))
			return false;

		if(castle != null)
		{
			fort = null;
			return checkIfOkToUseStriderSiegeAssault(activeChar, castle, isCheckOnly);
		}
		else
		{
			castle = null;
			return checkIfOkToUseStriderSiegeAssault(activeChar, fort, 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);
			player = null;
			sm = null;
		}

		player = null;
		sm = null;

		return false;
	}

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

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

		if(fort == null || fort.getFortId() <= 0)
			sm.addString("You must be on fort ground to use strider siege assault");
		else if(!fort.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.");
		//TODO: isRidingStrider -> isRiding
		else if(!activeChar.isRiding())
			sm.addString("You can only use strider siege assault when on strider.");
		else
			return true;

		if(!isCheckOnly)
		{
			player.sendPacket(sm);
			player = null;
			sm = null;
		}

		player = null;
		sm = null;

		return false;
	}
}
