/*
 * 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.itemhandlers;

import net.sf.l2j.gameserver.handler.IItemHandler;
import net.sf.l2j.gameserver.model.L2ItemInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PlayableInstance;
import net.sf.l2j.gameserver.network.SystemMessageId;
import net.sf.l2j.gameserver.network.serverpackets.ExAutoSoulShot;
import net.sf.l2j.gameserver.network.serverpackets.MagicSkillUse;
import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
import net.sf.l2j.gameserver.skills.Stats;
import net.sf.l2j.gameserver.templates.item.L2Item;
import net.sf.l2j.gameserver.templates.item.L2Weapon;
import net.sf.l2j.gameserver.util.Broadcast;

/**
 * This class ...
 *
 * @version $Revision: 1.2.4.4 $ $Date: 2005/03/27 15:30:07 $
 */

public class SoulShots implements IItemHandler
{
	// All the item IDs that this handler knows.
	private static final int[] ITEM_IDS =
	{
		5789, 1835, 1463, 1464, 1465, 1466, 1467
	};
	private static final int[] SKILL_IDS =
	{
		2039, 2150, 2151, 2152, 2153, 2154, 2154
	};
	
	/**
	 * 
	 * @see net.sf.l2j.gameserver.handler.IItemHandler#useItem(net.sf.l2j.gameserver.model.actor.instance.L2PlayableInstance, net.sf.l2j.gameserver.model.L2ItemInstance)
	 */
	public void useItem(L2PlayableInstance playable, L2ItemInstance item)
	{
		if (!(playable instanceof L2PcInstance))
			return;
		
		L2PcInstance activeChar = (L2PcInstance) playable;
		L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
		L2Weapon weaponItem = activeChar.getActiveWeaponItem();
		int itemId = item.getItemId();
		
		// Check if Soul shot can be used
		if (weaponInst == null || weaponItem.getSoulShotCount() == 0)
		{
			if (!activeChar.getAutoSoulShot().containsKey(itemId))
				activeChar.sendPacket(new SystemMessage(SystemMessageId.CANNOT_USE_SOULSHOTS));
			return;
		}
		
		// Check for correct grade
		int weaponGrade = weaponItem.getCrystalType();
		if ((weaponGrade == L2Item.CRYSTAL_NONE && itemId != 5789 && itemId != 1835) || (weaponGrade == L2Item.CRYSTAL_D && itemId != 1463) || (weaponGrade == L2Item.CRYSTAL_C && itemId != 1464)
				|| (weaponGrade == L2Item.CRYSTAL_B && itemId != 1465) || (weaponGrade == L2Item.CRYSTAL_A && itemId != 1466) || (weaponGrade == L2Item.CRYSTAL_S && itemId != 1467) || (weaponGrade == L2Item.CRYSTAL_S80 && itemId != 1467))
		{
			if (!activeChar.getAutoSoulShot().containsKey(itemId))
				activeChar.sendPacket(new SystemMessage(SystemMessageId.SOULSHOTS_GRADE_MISMATCH));
			return;
		}
		
		activeChar.soulShotLock.lock();
		try
		{
			// Check if Soul shot is already active
			if (weaponInst.getChargedSoulshot() != L2ItemInstance.CHARGED_NONE)
				return;
			
			// Consume Soul shots if player has enough of them
			int saSSCount = (int) activeChar.getStat().calcStat(Stats.SOULSHOT_COUNT, 0, null, null);
			int SSCount = saSSCount == 0 ? weaponItem.getSoulShotCount() : saSSCount;
			
			if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), SSCount, null, false))
			{
				if (activeChar.getAutoSoulShot().containsKey(itemId))
				{
					activeChar.removeAutoSoulShot(itemId);
					activeChar.sendPacket(new ExAutoSoulShot(itemId, 0));
					
					SystemMessage sm = new SystemMessage(SystemMessageId.AUTO_USE_OF_S1_CANCELLED);
					sm.addItemName(itemId);	// [L2J_JP EDIT - TSL][JOJO]
					activeChar.sendPacket(sm);
				}
				else
					activeChar.sendPacket(new SystemMessage(SystemMessageId.NOT_ENOUGH_SOULSHOTS));
				return;
			}
			
			// Charge soul shot
			weaponInst.setChargedSoulshot(L2ItemInstance.CHARGED_SOULSHOT);
		}
		finally
		{
			activeChar.soulShotLock.unlock();
		}
		
		// Send message to client
		activeChar.sendPacket(new SystemMessage(SystemMessageId.ENABLED_SOULSHOT));
		Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, SKILL_IDS[weaponGrade], 1, 0, 0), 360000);
	}
	
	/**
	 * 
	 * @see net.sf.l2j.gameserver.handler.IItemHandler#getItemIds()
	 */
	public int[] getItemIds()
	{
		return ITEM_IDS;
	}
}
