/*
 * 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 net.sf.l2j.gameserver.handler.skillhandlers;

import net.sf.l2j.gameserver.handler.ISkillHandler;
import net.sf.l2j.gameserver.model.L2Effect;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.ShotType;
import net.sf.l2j.gameserver.model.actor.L2Character;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.network.SystemMessageId;
import net.sf.l2j.gameserver.network.serverpackets.StatusUpdate;
import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
import net.sf.l2j.gameserver.skills.Env;
import net.sf.l2j.gameserver.skills.Formulas;
import net.sf.l2j.gameserver.templates.skills.L2SkillType;

/**
 * Class handling the Mana damage skill
 * @author slyce
 */
public class Manadam implements ISkillHandler
{
	private static final L2SkillType[] SKILL_IDS =
	{
		L2SkillType.MANADAM
	};
	
	@Override
	public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
	{
		if (activeChar.isAlikeDead())
			return;
		
		final boolean sps = activeChar.isChargedShot(ShotType.SPIRITSHOT);
		final boolean bsps = activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOT);
		
		for (L2Object obj : targets)
		{
			if (!(obj instanceof L2Character))
				continue;
			
			L2Character target = ((L2Character) obj);
			if (Formulas.calcSkillReflect(target, skill) == Formulas.SKILL_REFLECT_SUCCEED)
				target = activeChar;
			
			boolean acted = Formulas.calcMagicAffected(activeChar, target, skill);
			if (target.isInvul() || !acted)
				activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.MISSED_TARGET));
			else
			{
				if (skill.hasEffects())
				{
					byte shld = Formulas.calcShldUse(activeChar, target, skill);
					target.stopSkillEffects(skill.getId());
					
					if (Formulas.calcSkillSuccess(activeChar, target, skill, shld, false, sps, bsps))
						skill.getEffects(activeChar, target, new Env(shld, sps, false, bsps));
					else
						activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S1_RESISTED_YOUR_S2).addCharName(target).addSkillName(skill));
				}
				
				double damage = Formulas.calcManaDam(activeChar, target, skill, sps, bsps);
				
				double mp = (damage > target.getCurrentMp() ? target.getCurrentMp() : damage);
				target.reduceCurrentMp(mp);
				if (damage > 0)
					target.stopEffectsOnDamage(true);
				
				if (target instanceof L2PcInstance)
				{
					StatusUpdate sump = new StatusUpdate(target);
					sump.addAttribute(StatusUpdate.CUR_MP, (int) target.getCurrentMp());
					target.sendPacket(sump);
					
					target.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S2_MP_HAS_BEEN_DRAINED_BY_S1).addCharName(activeChar).addNumber((int) mp));
				}
				
				if (activeChar instanceof L2PcInstance)
					activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.YOUR_OPPONENTS_MP_WAS_REDUCED_BY_S1).addNumber((int) mp));
			}
		}
		
		if (skill.hasSelfEffects())
		{
			final L2Effect effect = activeChar.getFirstEffect(skill.getId());
			if (effect != null && effect.isSelfEffect())
				effect.exit();
			
			skill.getEffectsSelf(activeChar);
		}
		activeChar.setChargedShot(bsps ? ShotType.BLESSED_SPIRITSHOT : ShotType.SPIRITSHOT, skill.isStaticReuse());
	}
	
	@Override
	public L2SkillType[] getSkillIds()
	{
		return SKILL_IDS;
	}
}