/*
 * 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.L2ItemInstance;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.L2Summon;
import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2SiegeFlagInstance;
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.Stats;
import net.sf.l2j.gameserver.templates.skills.L2SkillType;

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

public class Heal implements ISkillHandler
{
	private static final L2SkillType[] SKILL_IDS =
	{
		L2SkillType.HEAL,
		L2SkillType.HEAL_PERCENT,
		L2SkillType.HEAL_STATIC
	};
	
	/**
	 * 
	 * @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)
	{
		//check for other effects
		try
		{
			ISkillHandler handler = SkillHandler.getInstance().getSkillHandler(L2SkillType.BUFF);
			
			if (handler != null)
				handler.useSkill(activeChar, skill, targets);
		}
		catch (Exception e)
		{
		}
		
		L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
		
		L2PcInstance player = null;
		if (activeChar instanceof L2PcInstance)
			player = (L2PcInstance) activeChar;
		boolean clearSpiritShot = false;
		
		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;
			}
			
			double hp = skill.getPower();
			
			if (skill.getSkillType() == L2SkillType.HEAL_PERCENT)
			{
				hp = target.getMaxHp() * hp / 100.0;
//[JOJO]本家r2349でまとめてチェックするようになったので削除
//				// [L2J_JP ADD - TSL]
//				if ((hp + target.getCurrentHp()) > target.getMaxHp())
//					hp = target.getMaxHp() - target.getCurrentHp();
			}
			else
			{
				//Added effect of SpS and Bsps
				if (weaponInst != null)
				{
					if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT)
					{
						hp *= 1.5;
						clearSpiritShot = true;
					}
					else if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_SPIRITSHOT)
					{
						hp *= 1.3;
						clearSpiritShot = 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)
					{
						hp *= 1.5;
						clearSpiritShot = true;
					}
					else if (activeSummon.getChargedSpiritShot() == L2ItemInstance.CHARGED_SPIRITSHOT)
					{
						hp *= 1.3;
						clearSpiritShot = true;
					}
				}
				else if (activeChar instanceof L2NpcInstance)
				{
					if (((L2NpcInstance) activeChar).isUsingShot(false))
						hp *= 1.5;
				}
			}
			
			//int cLev = activeChar.getLevel();
			//hp += skill.getPower()/*+(Math.sqrt(cLev)*cLev)+cLev*/;
			if (skill.getSkillType() == L2SkillType.HEAL_STATIC)
				hp = skill.getPower();
			else if (skill.getSkillType() != L2SkillType.HEAL_PERCENT)
				hp *= target.calcStat(Stats.HEAL_EFFECTIVNESS, 100, null, null) / 100;
			
			// Healer proficiency (since CT1)
			hp *= activeChar.calcStat(Stats.HEAL_PROFICIENCY, 100, null, null) / 100;
			// Extra bonus (since CT1.5)
			if (!skill.isPotion())
				hp += target.calcStat(Stats.HEAL_STATIC_BONUS, 0, null, null);
			
			if (target instanceof L2DoorInstance || target instanceof L2SiegeFlagInstance)
				hp = 0;
			
			//from CT2 u will receive exact HP, u can't go over it, if u have full HP and u get HP buff, u will receive 0HP restored message
			if ((target.getCurrentHp() + hp) >= target.getMaxHp())
			{
				hp = target.getMaxHp() - target.getCurrentHp();
			}
			
			if (hp < 0)
			{
				hp = 0;
			}
			target.setCurrentHp(hp + target.getCurrentHp());
			target.setLastHealAmount((int) hp);
			StatusUpdate su = new StatusUpdate(target.getObjectId());
			su.addAttribute(StatusUpdate.CUR_HP, (int) target.getCurrentHp());
			target.sendPacket(su);
			
			if (target instanceof L2PcInstance)
			{
				if (skill.getId() == 4051)
				{
					SystemMessage sm = new SystemMessage(SystemMessageId.REJUVENATING_HP);
					target.sendPacket(sm);
				}
				else
				{
					if (activeChar instanceof L2PcInstance && activeChar != target)
					{
						SystemMessage sm = new SystemMessage(SystemMessageId.S2_HP_RESTORED_BY_S1);
						sm.addString(activeChar.getName());
						sm.addNumber((int) hp);
						target.sendPacket(sm);
					}
					else
					{
						SystemMessage sm = new SystemMessage(SystemMessageId.S1_HP_RESTORED);
						sm.addNumber((int) hp);
						target.sendPacket(sm);
					}
				}
			}
		}
		if (clearSpiritShot)
		{
			if (activeChar instanceof L2Summon)
			{
				L2Summon activeSummon = (L2Summon) activeChar;
				activeSummon.setChargedSpiritShot(L2ItemInstance.CHARGED_NONE);
			}
			else
			{
				if (weaponInst != null)
					weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE);
			}
		}
	}
	
	/**
	 * 
	 * @see net.sf.l2j.gameserver.handler.ISkillHandler#getSkillIds()
	 */
	public L2SkillType[] getSkillIds()
	{
		return SKILL_IDS;
	}
}
