/*
 * 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.Config;
import net.sf.l2j.gameserver.handler.ISkillHandler;
import net.sf.l2j.gameserver.model.L2Attackable;
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.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.network.SystemMessageId;
import net.sf.l2j.gameserver.network.serverpackets.InventoryUpdate;
import net.sf.l2j.gameserver.network.serverpackets.ItemList;
import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
import net.sf.l2j.gameserver.templates.skills.L2SkillType;

/**
 * @author _drunk_
 *
 * TODO To change the template for this generated type comment go to
 * Window - Preferences - Java - Code Style - Code Templates
 */
public class Sweep implements ISkillHandler
{
	//private static Logger _log = Logger.getLogger(Sweep.class.getName());
	
	private static final L2SkillType[] SKILL_IDS =
	{
		L2SkillType.SWEEP
	};
	
	/**
	 * 
	 * @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)
	{
		if (!(activeChar instanceof L2PcInstance))
		{
			return;
		}
		
		L2PcInstance player = (L2PcInstance) activeChar;
		InventoryUpdate iu = Config.FORCE_INVENTORY_UPDATE ? null : new InventoryUpdate();
		boolean send = false;
		
		for (L2Object tgt: targets)
		{
			if (!(tgt instanceof L2Attackable))
				continue;
			L2Attackable target = (L2Attackable) tgt;
			L2Attackable.RewardItem[] items = null;
			boolean isSweeping = false;
			synchronized (target)
			{
				if (target.isSweepActive())
				{
					items = target.takeSweep();
					isSweeping = true;
				}
			}
			if (isSweeping)
			{
				if (items == null || items.length == 0)
					continue;
				for (L2Attackable.RewardItem ritem : items)
				{
					if (player.isInParty())
						player.getParty().distributeItem(player, ritem, true, target);
					else
					{
						L2ItemInstance item = player.getInventory().addItem("Sweep", ritem.getItemId(), ritem.getCount(), player, target);
						if (iu != null)
							iu.addItem(item);
						send = true;
						
						SystemMessage smsg;
						if (ritem.getCount() > 1)
						{
							smsg = new SystemMessage(SystemMessageId.EARNED_S2_S1_S); // earned $s2$s1
							smsg.addItemName(ritem.getItemId());
							smsg.addNumber(ritem.getCount());
						}
						else
						{
							smsg = new SystemMessage(SystemMessageId.EARNED_ITEM); // earned $s1
							smsg.addItemName(ritem.getItemId());
						}
						player.sendPacket(smsg);
					}
				}
			}
			target.endDecayTask();
			
			if (send)
			{
				if (iu != null)
					player.sendPacket(iu);
				else
					player.sendPacket(new ItemList(player, false));
			}
		}
	}
	
	/**
	 * 
	 * @see net.sf.l2j.gameserver.handler.ISkillHandler#getSkillIds()
	 */
	public L2SkillType[] getSkillIds()
	{
		return SKILL_IDS;
	}
}
