/*
* 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 silentium.gameserver.skills.effects;
import silentium.gameserver.configs.MainConfig;
import silentium.gameserver.geo.GeoData;
import silentium.gameserver.model.CharEffectList;
import silentium.gameserver.model.L2Effect;
import silentium.gameserver.model.Location;
import silentium.gameserver.network.serverpackets.FlyToLocation;
import silentium.gameserver.network.serverpackets.FlyToLocation.FlyType;
import silentium.gameserver.network.serverpackets.ValidateLocation;
import silentium.gameserver.skills.Env;
import silentium.gameserver.templates.skills.L2EffectType;
public class EffectThrowUp extends L2Effect
{
private int _x, _y, _z;
public EffectThrowUp(Env env, EffectTemplate template)
{
super(env, template);
}
@Override
public L2EffectType getEffectType()
{
return L2EffectType.THROW_UP;
}
@Override
public boolean onStart()
{
// Get current position of the L2Character
final int curX = getEffected().getX();
final int curY = getEffected().getY();
final int curZ = getEffected().getZ();
// Get the difference between effector and effected positions
double dx = getEffector().getX() - curX;
double dy = getEffector().getY() - curY;
double dz = getEffector().getZ() - curZ;
// Calculate distance between effector and effected current position
double distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 1 || distance > 2000)
return false;
int offset = Math.min((int) distance + getSkill().getFlyRadius(), 1400);
double cos, sin;
// approximation for moving futher when z coordinates are different
// TODO: handle Z axis movement better
offset += Math.abs(dz);
if (offset < 5)
offset = 5;
// Calculate movement angles needed
sin = dy / distance;
cos = dx / distance;
// Calculate the new destination with offset included
_x = getEffector().getX() - (int) (offset * cos);
_y = getEffector().getY() - (int) (offset * sin);
_z = getEffected().getZ();
if (MainConfig.GEODATA > 0)
{
Location destiny = GeoData.getInstance().moveCheck(getEffected().getX(), getEffected().getY(), getEffected().getZ(), _x, _y, _z);
_x = destiny.getX();
_y = destiny.getY();
}
getEffected().startStunning();
getEffected().broadcastPacket(new FlyToLocation(getEffected(), _x, _y, _z, FlyType.THROW_UP));
return true;
}
@Override
public boolean onActionTime()
{
return false;
}
@Override
public void onExit()
{
getEffected().stopStunning(false);
getEffected().setXYZ(_x, _y, _z);
getEffected().broadcastPacket(new ValidateLocation(getEffected()));
}
@Override
public int getEffectFlags()
{
return CharEffectList.EFFECT_FLAG_STUNNED;
}
}