/*
* 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.scripts.handlers.skill;
import silentium.gameserver.handler.ISkillHandler;
import silentium.gameserver.model.L2Effect;
import silentium.gameserver.model.L2ItemInstance;
import silentium.gameserver.model.L2Object;
import silentium.gameserver.model.L2Skill;
import silentium.gameserver.model.actor.L2Character;
import silentium.gameserver.model.actor.instance.L2PcInstance;
import silentium.gameserver.network.SystemMessageId;
import silentium.gameserver.network.serverpackets.StatusUpdate;
import silentium.gameserver.network.serverpackets.SystemMessage;
import silentium.gameserver.skills.Env;
import silentium.gameserver.skills.Formulas;
import silentium.gameserver.templates.skills.L2SkillType;
/**
* Class handling the Mana damage skill
*
* @author slyce
*/
public class Manadam implements ISkillHandler {
private static final L2SkillType[] SKILL_IDS = { L2SkillType.MANADAM };
@Override
public void useSkill(final L2Character activeChar, final L2Skill skill, final L2Object... targets) {
if (activeChar.isAlikeDead())
return;
boolean ss = false;
boolean bss = false;
final L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
if (weaponInst != null) {
if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT) {
bss = true;
weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE);
} else if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_SPIRITSHOT) {
ss = true;
weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE);
}
}
for (L2Character target : (L2Character[]) targets) {
if (Formulas.calcSkillReflect(target, skill) == Formulas.SKILL_REFLECT_SUCCEED)
target = activeChar;
final boolean acted = Formulas.calcMagicAffected(activeChar, target, skill);
if (target.isInvul() || !acted)
activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.MISSED_TARGET));
else {
if (skill.hasEffects()) {
final byte shld = Formulas.calcShldUse(activeChar, target, skill);
target.stopSkillEffects(skill.getId());
if (Formulas.calcSkillSuccess(activeChar, target, skill, shld, false, ss, bss))
skill.getEffects(activeChar, target, new Env(shld, ss, false, bss));
else
activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S1_RESISTED_YOUR_S2).addCharName(target).addSkillName(skill));
}
final double damage = Formulas.calcManaDam(activeChar, target, skill, ss, bss);
final double mp = damage > target.getCurrentMp() ? target.getCurrentMp() : damage;
target.reduceCurrentMp(mp);
if (damage > 0)
target.stopEffectsOnDamage(true);
if (target instanceof L2PcInstance) {
final StatusUpdate sump = new StatusUpdate(target);
sump.addAttribute(StatusUpdate.CUR_MP, (int) target.getCurrentMp());
target.sendPacket(sump);
target.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S2_MP_HAS_BEEN_DRAINED_BY_S1).addCharName(activeChar).addNumber((int) mp));
}
if (activeChar instanceof L2PcInstance)
activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.YOUR_OPPONENTS_MP_WAS_REDUCED_BY_S1).addNumber((int) mp));
}
}
if (skill.hasSelfEffects()) {
final L2Effect effect = activeChar.getFirstEffect(skill.getId());
if (effect != null && effect.isSelfEffect()) {
// Replace old effect with new one.
effect.exit();
}
// cast self effect if any
skill.getEffectsSelf(activeChar);
}
}
@Override
public L2SkillType[] getSkillIds() {
return SKILL_IDS;
}
}