/*
* 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.L2Summon;
import silentium.gameserver.model.actor.instance.L2PcInstance;
import silentium.gameserver.network.SystemMessageId;
import silentium.gameserver.network.serverpackets.SystemMessage;
import silentium.gameserver.skills.Env;
import silentium.gameserver.skills.Formulas;
import silentium.gameserver.templates.skills.L2SkillType;
public class Mdam implements ISkillHandler {
private static final L2SkillType[] SKILL_IDS = { L2SkillType.MDAM, L2SkillType.DEATHLINK };
@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);
}
}
// If there is no weapon equipped, check for an active summon.
else if (activeChar instanceof L2Summon) {
final L2Summon activeSummon = (L2Summon) activeChar;
if (activeSummon.getChargedSpiritShot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT) {
bss = true;
activeSummon.setChargedSpiritShot(L2ItemInstance.CHARGED_NONE);
} else if (activeSummon.getChargedSpiritShot() == L2ItemInstance.CHARGED_SPIRITSHOT) {
ss = true;
activeSummon.setChargedSpiritShot(L2ItemInstance.CHARGED_NONE);
}
}
for (final L2Character target : (L2Character[]) targets) {
if (activeChar instanceof L2PcInstance && target instanceof L2PcInstance && ((L2PcInstance) target).isFakeDeath())
target.stopFakeDeath(true);
else if (target.isDead())
continue;
final boolean mcrit = Formulas.calcMCrit(activeChar.getMCriticalHit(target, skill));
final byte shld = Formulas.calcShldUse(activeChar, target, skill);
final byte reflect = Formulas.calcSkillReflect(target, skill);
final int damage = (int) Formulas.calcMagicDam(activeChar, target, skill, shld, ss, bss, mcrit);
if (damage > 0) {
// Manage cast break of the target (calculating rate, sending message...)
Formulas.calcCastBreak(target, damage);
// vengeance reflected damage
if ((reflect & Formulas.SKILL_REFLECT_VENGEANCE) != 0)
activeChar.reduceCurrentHp(damage, target, skill);
else {
activeChar.sendDamageMessage(target, damage, mcrit, false, false);
target.reduceCurrentHp(damage, activeChar, skill);
}
if (skill.hasEffects()) {
if ((reflect & Formulas.SKILL_REFLECT_SUCCEED) != 0) // reflect skill effects
{
activeChar.stopSkillEffects(skill.getId());
skill.getEffects(target, activeChar);
activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT).addSkillName(skill));
} else {
// activate attacked effects, if any
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.getDisplayId()));
}
}
}
}
// self Effect :]
if (skill.hasSelfEffects()) {
final L2Effect effect = activeChar.getFirstEffect(skill.getId());
if (effect != null && effect.isSelfEffect()) {
// Replace old effect with new one.
effect.exit();
}
skill.getEffectsSelf(activeChar);
}
if (skill.isSuicideAttack())
activeChar.doDie(activeChar);
}
@Override
public L2SkillType[] getSkillIds() {
return SKILL_IDS;
}
}