/*
 * 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.l2dot.gameserver.handler.skillhandlers;

import com.l2dot.gameserver.handler.ISkillHandler;
import com.l2dot.gameserver.model.L2Character;
import com.l2dot.gameserver.model.L2ItemInstance;
import com.l2dot.gameserver.model.L2Object;
import com.l2dot.gameserver.model.L2Skill;
import com.l2dot.gameserver.model.L2Summon;
import com.l2dot.gameserver.model.L2Skill.SkillType;
import com.l2dot.gameserver.model.actor.instance.L2PcInstance;
import com.l2dot.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.l2dot.gameserver.handler.IItemHandler#useItem(com.l2dot.gameserver.model.L2PcInstance, com.l2dot.gameserver.model.L2ItemInstance)
     */
	private static final SkillType[] SKILL_IDS = {SkillType.CPDAM};

    /* (non-Javadoc)
     * @see com.l2dot.gameserver.handler.IItemHandler#useItem(com.l2dot.gameserver.model.L2PcInstance, com.l2dot.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);
            }
        }

        for (int index = 0; index < targets.length; index++)
        {
            L2Character target = (L2Character) targets[index];

            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;
    }
}
