/*
 * Copyright (C) 2004-2013 L2J DataPack
 * 
 * This file is part of L2J DataPack.
 * 
 * L2J DataPack 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.
 * 
 * L2J DataPack 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 handlers.skillhandlers;

import com.l2jserver.gameserver.handler.ISkillHandler;
import com.l2jserver.gameserver.handler.SkillHandler;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.ShotType;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.instance.L2SiegeFlagInstance;
import com.l2jserver.gameserver.model.items.L2Item;
import com.l2jserver.gameserver.model.items.instance.L2ItemInstance;
import com.l2jserver.gameserver.model.skills.L2Skill;
import com.l2jserver.gameserver.model.skills.L2SkillType;
import com.l2jserver.gameserver.model.stats.Formulas;
import com.l2jserver.gameserver.model.stats.Stats;
import com.l2jserver.gameserver.network.SystemMessageId;
import com.l2jserver.gameserver.network.serverpackets.StatusUpdate;
import com.l2jserver.gameserver.network.serverpackets.SystemMessage;

public class Heal implements ISkillHandler
{
	private static final L2SkillType[] SKILL_IDS =
	{
		L2SkillType.HEAL,
	};
	
	@Override
	public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
	{
		// check for other effects
		ISkillHandler handler = SkillHandler.getInstance().getHandler(L2SkillType.BUFF);
		
		if (handler != null)
		{
			handler.useSkill(activeChar, skill, targets);
		}
		
		double power = skill.getPower();
		boolean sps = skill.isMagic() && activeChar.isChargedShot(ShotType.SPIRITSHOTS);
		boolean bss = skill.isMagic() && activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS);
		
		double staticShotBonus = 0;
		int mAtkMul = 1; // mAtk multiplier
		if (((sps || bss) && (activeChar.isPlayer() && activeChar.getActingPlayer().isMageClass())) || activeChar.isSummon())
		{
			staticShotBonus = skill.getMpConsume(); // static bonus for spiritshots
			
			if (bss)
			{
				mAtkMul = 4;
				staticShotBonus *= 2.4; // static bonus for blessed spiritshots
			}
			else
			{
				mAtkMul = 2;
			}
		}
		else if ((sps || bss) && activeChar.isNpc())
		{
			staticShotBonus = 2.4 * skill.getMpConsume(); // always blessed spiritshots
			mAtkMul = 4;
		}
		else
		{
			// no static bonus
			// grade dynamic bonus
			final L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
			if (weaponInst != null)
			{
				switch (weaponInst.getItem().getItemGrade())
				{
					case L2Item.CRYSTAL_S84:
						mAtkMul = 4;
						break;
					case L2Item.CRYSTAL_S80:
						mAtkMul = 2;
						break;
				}
			}
			// shot dynamic bonus
			if (bss)
			{
				mAtkMul *= 4; // 16x/8x/4x s84/s80/other
			}
			else
			{
				mAtkMul += 1; // 5x/3x/1x s84/s80/other
			}
		}
		
		power += staticShotBonus + Math.sqrt(mAtkMul * activeChar.getMAtk(activeChar, null));
		activeChar.setChargedShot(bss ? ShotType.BLESSED_SPIRITSHOTS : ShotType.SPIRITSHOTS, false);
		
		double hp;
		for (L2Character target : (L2Character[]) targets)
		{
			// if skill power is "0 or less" don't show heal system message.
			if (skill.getPower() <= 0)
			{
				continue;
			}
			
			// We should not heal if char is dead/invul
			if ((target == null) || target.isDead() || target.isInvul())
			{
				continue;
			}
			
			if (target.isDoor() || (target instanceof L2SiegeFlagInstance))
			{
				continue;
			}
			
			// Player holding a cursed weapon can't be healed and can't heal
			if (target != activeChar)
			{
				if (target.isPlayer() && target.getActingPlayer().isCursedWeaponEquipped())
				{
					continue;
				}
				else if (activeChar.isPlayer() && activeChar.getActingPlayer().isCursedWeaponEquipped())
				{
					continue;
				}
			}
			
			switch (skill.getSkillType())
			{
				case HEAL_PERCENT:
					hp = (target.getMaxHp() * power) / 100.0;
					break;
				default:
					hp = power;
					hp *= target.calcStat(Stats.HEAL_EFFECTIVNESS, 100, null, null) / 100;
			}
			
			// Healer proficiency (since CT1)
			hp *= activeChar.calcStat(Stats.HEAL_PROFICIENCY, 100, null, null) / 100;
			// Extra bonus (since CT1.5)
			if (!skill.isStatic())
			{
				hp += target.calcStat(Stats.HEAL_STATIC_BONUS, 0, null, null);
			}
			
			// Heal critic, since CT2.3 Gracia Final
			if ((skill.getSkillType() == L2SkillType.HEAL) && !skill.isStatic() && Formulas.calcMCrit(activeChar.getMCriticalHit(target, skill)))
			{
				hp *= 3;
			}
			
			// from CT2 u will receive exact HP, u can't go over it, if u have full HP and u get HP buff, u will receive 0HP restored message
			hp = Math.min(hp, target.getMaxRecoverableHp() - target.getCurrentHp());
			
			// Prevent negative amounts
			hp = Math.max(hp, 0);
			
			target.setCurrentHp(hp + target.getCurrentHp());
			StatusUpdate su = new StatusUpdate(target);
			su.addAttribute(StatusUpdate.CUR_HP, (int) target.getCurrentHp());
			target.sendPacket(su);
			
			if (target.isPlayer())
			{
				if (skill.getId() == 4051)
				{
					SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.REJUVENATING_HP);
					target.sendPacket(sm);
				}
				else
				{
					if (activeChar.isPlayer() && (activeChar != target))
					{
						SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S2_HP_RESTORED_BY_C1);
						sm.addString(activeChar.getName());
						sm.addNumber((int) hp);
						target.sendPacket(sm);
					}
					else
					{
						SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S1_HP_RESTORED);
						sm.addNumber((int) hp);
						target.sendPacket(sm);
					}
				}
			}
		}
	}
	
	@Override
	public L2SkillType[] getSkillIds()
	{
		return SKILL_IDS;
	}
}
