/*
 * 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.handler.SkillHandler;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.network.serverpackets.StatusUpdate;
import net.sf.l2j.gameserver.templates.skills.L2SkillType;

/**
 * This class ...
 *
 * @author earendil
 *
 * @version $Revision: 1.1.2.2.2.4 $ $Date: 2005/04/06 16:13:48 $
 */

public class BalanceLife implements ISkillHandler
{
	private static final L2SkillType[] SKILL_IDS =
	{
		L2SkillType.BALANCE_LIFE
	};
	
	/**
	 * 
	 * @see net.sf.l2j.gameserver.handler.ISkillHandler#useSkill(net.sf.l2j.gameserver.model.L2Character, net.sf.l2j.gameserver.model.L2Skill, net.sf.l2j.gameserver.model.L2Object[])
	 */
	public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
	{
		// L2Character activeChar = activeChar;
		// check for other effects
		try
		{
			ISkillHandler handler = SkillHandler.getInstance().getSkillHandler(L2SkillType.BUFF);
			
			if (handler != null)
				handler.useSkill(activeChar, skill, targets);
		}
		catch (Exception e)
		{
		}
		
		L2PcInstance player = null;
		if (activeChar instanceof L2PcInstance)
			player = (L2PcInstance) activeChar;
		
		double fullHP = 0;
		double currentHPs = 0;
		
		for (L2Character target: (L2Character[]) targets)
		{
			// We should not heal if char is dead
			if (target == null || target.isDead())
				continue;
			
			// Player holding a cursed weapon can't be healed and can't heal
			if (target != activeChar)
			{
				if (target instanceof L2PcInstance && ((L2PcInstance) target).isCursedWeaponEquipped())
					continue;
				else if (player != null && player.isCursedWeaponEquipped())
					continue;
			}
			
			fullHP += target.getMaxHp();
			currentHPs += target.getCurrentHp();
		}
		
		double percentHP = currentHPs / fullHP;
		
		for (L2Character target: (L2Character[]) targets)
		{
			double newHP = target.getMaxHp() * percentHP;
			double totalHeal = newHP - target.getCurrentHp();
			
			// [L2J_JP EDIT - TSL]
			target.setCurrentHp(target.getCurrentHp()+totalHeal);
			
			if (totalHeal > 0)
				target.setLastHealAmount((int) totalHeal);
			
			StatusUpdate su = new StatusUpdate(target.getObjectId());
			su.addAttribute(StatusUpdate.CUR_HP, (int) target.getCurrentHp());
			target.sendPacket(su);
			
			/* [L2J_JP DELETE - TSL]
			target.sendMessage("HP of the party has been balanced.");*/
		}
	}
	
	/**
	 * 
	 * @see net.sf.l2j.gameserver.handler.ISkillHandler#getSkillIds()
	 */
	public L2SkillType[] getSkillIds()
	{
		return SKILL_IDS;
	}
}
