/*
 * 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.edelvez.gameserver.handler.skillhandlers;

import com.edelvez.gameserver.handler.ISkillHandler;
import com.edelvez.gameserver.model.L2Character;
import com.edelvez.gameserver.model.L2ItemInstance;
import com.edelvez.gameserver.model.L2Object;
import com.edelvez.gameserver.model.L2Skill;
import com.edelvez.gameserver.model.L2Summon;
import com.edelvez.gameserver.model.L2Skill.SkillType;
import com.edelvez.gameserver.model.actor.instance.L2NpcInstance;
import com.edelvez.gameserver.model.actor.instance.L2PcInstance;
import com.edelvez.gameserver.skills.Formulas;

/*
 * Just a quick draft to support Wrath skill. Missing angle based calculation
 * etc.
 */
public class CpDam implements ISkillHandler
{
	// private static Logger _log = Logger.getLogger(Mdam.class.getName());
	/*
	 * (non-Javadoc)
	 * @see com.edelvez.gameserver.handler.IItemHandler#useItem(com.edelvez.gameserver.model.L2PcInstance, com.edelvez.gameserver.model.L2ItemInstance)
	 */
	private static final SkillType[] SKILL_IDS = { SkillType.CPDAM };

	/*
	 * (non-Javadoc)
	 * @see com.edelvez.gameserver.handler.IItemHandler#useItem(com.edelvez.gameserver.model.L2PcInstance, com.edelvez.gameserver.model.L2ItemInstance)
	 */
	public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
	{
		if (activeChar.isAlikeDead()) {
			return;
		}
		boolean ss = false;
		boolean sps = false;
		boolean bss = false;
		L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
		if (weaponInst != null)
		{
			if (skill.isMagic())
			{
				if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT)
				{
					bss = true;
				}
				else if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_SPIRITSHOT)
				{
					sps = true;
				}
			}
			else
			{
				if (weaponInst.getChargedSoulshot() == L2ItemInstance.CHARGED_SOULSHOT)
				{
					ss = true;
				}
			}
		}
		// 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);
			}
		}
        else if (activeChar instanceof L2NpcInstance)
        {
        	bss = ((L2NpcInstance)activeChar).isUsingShot(false);
        	ss = ((L2NpcInstance)activeChar).isUsingShot(true);
        }
		for (L2Object target2 : targets) {
			L2Character target = (L2Character) target2;
			if (activeChar instanceof L2PcInstance && target instanceof L2PcInstance && target.isAlikeDead() && target.isFakeDeath())
			{
				target.stopFakeDeath(null);
			}
			else if (target.isAlikeDead())
			{
				continue;
			}
			if (!Formulas.getInstance().calcSkillSuccess(activeChar, target, skill, ss, sps, bss)) {
				return;
			}
			int damage = (int) (target.getCurrentCp() * (1 - skill.getPower()));
			// Manage attack or cast break of the target (calculating rate,
			// sending message...)
			if (!target.isRaid() && Formulas.getInstance().calcAtkBreak(target, damage))
			{
				target.breakAttack();
				target.breakCast();
			}
			skill.getEffects(activeChar, target);
			activeChar.sendDamageMessage(target, damage, false, false, false);
			target.setCurrentCp(target.getCurrentCp() - damage);
		}
	}

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