/*
* 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 com.l2jserver.gameserver.skills.effects;
import com.l2jserver.Config;
import com.l2jserver.gameserver.GeoData;
import com.l2jserver.gameserver.ai.CtrlIntention;
import com.l2jserver.gameserver.model.CharEffectList;
import com.l2jserver.gameserver.model.L2CharPosition;
import com.l2jserver.gameserver.model.L2Effect;
import com.l2jserver.gameserver.model.Location;
import com.l2jserver.gameserver.model.actor.instance.L2DefenderInstance;
import com.l2jserver.gameserver.model.actor.instance.L2FortCommanderInstance;
import com.l2jserver.gameserver.model.actor.instance.L2NpcInstance;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.actor.instance.L2PetInstance;
import com.l2jserver.gameserver.model.actor.instance.L2SiegeFlagInstance;
import com.l2jserver.gameserver.model.actor.instance.L2SiegeSummonInstance;
import com.l2jserver.gameserver.skills.Env;
import com.l2jserver.gameserver.templates.effects.EffectTemplate;
import com.l2jserver.gameserver.templates.skills.L2EffectType;
/**
* @author littlecrow
*
* Implementation of the Fear Effect
*/
public class EffectFear extends L2Effect
{
public static final int FEAR_RANGE = 500;
private int _dX = -1;
private int _dY = -1;
public EffectFear(Env env, EffectTemplate template)
{
super(env, template);
}
/**
*
* @see com.l2jserver.gameserver.model.L2Effect#getEffectType()
*/
@Override
public L2EffectType getEffectType()
{
return L2EffectType.FEAR;
}
/**
*
* @see com.l2jserver.gameserver.model.L2Effect#onStart()
*/
@Override
public boolean onStart()
{
// Fear skills cannot be used l2pcinstance to l2pcinstance. Heroic
// Dread, Curse: Fear, Fear, Horror, Sword Symphony, Word of Fear, Hell Scream and
// Mass Curse Fear are the exceptions.
if (getEffected() instanceof L2PcInstance
&& getEffector() instanceof L2PcInstance)
{
switch (getSkill().getId())
{
case 1376:
case 1169:
case 65:
case 1092:
case 98:
case 1272:
case 1381:
case 763:
break;
default:
return false;
}
}
if (getEffected() instanceof L2NpcInstance
|| getEffected() instanceof L2DefenderInstance
|| getEffected() instanceof L2FortCommanderInstance
|| getEffected() instanceof L2SiegeFlagInstance
|| getEffected() instanceof L2SiegeSummonInstance)
return false;
if (!getEffected().isAfraid())
{
if(getEffected().isCastingNow() && getEffected().canAbortCast())
getEffected().abortCast();
if (getEffected().getX() > getEffector().getX())
_dX = 1;
if (getEffected().getY() > getEffector().getY())
_dY = 1;
getEffected().startFear();
onActionTime();
return true;
}
return false;
}
/**
*
* @see com.l2jserver.gameserver.model.L2Effect#onExit()
*/
@Override
public void onExit()
{
getEffected().stopFear(false);
}
/**
*
* @see com.l2jserver.gameserver.model.L2Effect#onActionTime()
*/
@Override
public boolean onActionTime()
{
int posX = getEffected().getX();
int posY = getEffected().getY();
int posZ = getEffected().getZ();
if (getEffected().getX() > getEffector().getX())
_dX = 1;
if (getEffected().getY() > getEffector().getY())
_dY = 1;
posX += _dX * FEAR_RANGE;
posY += _dY * FEAR_RANGE;
if (Config.GEODATA > 0)
{
Location destiny = GeoData.getInstance().moveCheck(getEffected().getX(), getEffected().getY(), getEffected().getZ(), posX, posY, posZ, getEffected().getInstanceId());
posX = destiny.getX();
posY = destiny.getY();
}
if (!(getEffected() instanceof L2PetInstance))
getEffected().setRunning();
getEffected().getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(posX, posY, posZ, 0));
return true;
}
/* (non-Javadoc)
* @see com.l2jserver.gameserver.model.L2Effect#getEffectFlags()
*/
@Override
public int getEffectFlags()
{
return CharEffectList.EFFECT_FLAG_FEAR;
}
}