/*
 * 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 java.util.List;

import javolution.util.FastList;
import com.edelvez.gameserver.handler.ISkillHandler;
import com.edelvez.gameserver.model.L2Character;
import com.edelvez.gameserver.model.L2Object;
import com.edelvez.gameserver.model.L2Skill;
import com.edelvez.gameserver.model.L2Skill.SkillTargetType;
import com.edelvez.gameserver.model.L2Skill.SkillType;
import com.edelvez.gameserver.model.actor.instance.L2PcInstance;
import com.edelvez.gameserver.model.actor.instance.L2PetInstance;
import com.edelvez.gameserver.network.serverpackets.SystemMessage;
import com.edelvez.gameserver.skills.Formulas;
import com.edelvez.gameserver.taskmanager.DecayTaskManager;

/**
 * This class ...
 *
 * @version $Revision: 1.1.2.5.2.4 $ $Date: 2005/04/03 15:55:03 $
 */
public class Resurrect implements ISkillHandler
{
	// private static Logger _log =
	// Logger.getLogger(Resurrect.class.getName());
	private static final SkillType[] SKILL_IDS = { SkillType.RESURRECT };

	public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
	{
		L2PcInstance player = null;
		if (activeChar instanceof L2PcInstance) {
			player = (L2PcInstance) activeChar;
		}
		L2Character target = null;
		L2PcInstance targetPlayer;
		List<L2Character> targetToRes = new FastList<L2Character>();
		for (L2Object target2 : targets) {
			target = (L2Character) target2;
			if (target instanceof L2PcInstance)
			{
				targetPlayer = (L2PcInstance) target;
				// Check for same party or for same clan, if target is for clan.
				if (skill.getTargetType() == SkillTargetType.TARGET_CORPSE_CLAN)
				{
					if (player.getClanId() != targetPlayer.getClanId()) {
						continue;
					}
				}
			}
			if (target.isVisible()) {
				targetToRes.add(target);
			}
		}
		if (targetToRes.size() == 0)
		{
			activeChar.abortCast();
			activeChar.sendPacket(SystemMessage.sendString("No valid target to resurrect"));
		}
		for (L2Character cha : targetToRes) {
			if (activeChar instanceof L2PcInstance)
			{
				if (cha instanceof L2PcInstance) {
					((L2PcInstance) cha).reviveRequest((L2PcInstance) activeChar, skill, false);
				} else if (cha instanceof L2PetInstance)
				{
					if (((L2PetInstance) cha).getOwner() == activeChar) {
						cha.doRevive(Formulas.getInstance().calculateSkillResurrectRestorePercent(skill.getPower(), activeChar.getWIT()));
					} else {
						((L2PetInstance) cha).getOwner().reviveRequest((L2PcInstance) activeChar, skill, true);
					}
				} else {
					cha.doRevive(Formulas.getInstance().calculateSkillResurrectRestorePercent(skill.getPower(), activeChar.getWIT()));
				}
			}
			else
			{
				DecayTaskManager.getInstance().cancelDecayTask(cha);
				cha.doRevive(Formulas.getInstance().calculateSkillResurrectRestorePercent(skill.getPower(), activeChar.getWIT()));
			}
		}
	}

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