/*
 * 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 handlers.skillhandlers;

import com.l2jserver.gameserver.handler.ISkillHandler;
import com.l2jserver.gameserver.model.L2Effect;
import com.l2jserver.gameserver.model.L2ItemInstance;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.L2Skill;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Npc;
import com.l2jserver.gameserver.model.actor.L2Summon;
import com.l2jserver.gameserver.skills.Formulas;
import com.l2jserver.gameserver.templates.skills.L2SkillType;
import com.l2jserver.util.Rnd;

/**
 * 
 * @author DS
 *
 */
public class Cancel implements ISkillHandler
{
	private static final L2SkillType[] SKILL_IDS =
	{
		L2SkillType.CANCEL,
		L2SkillType.MAGE_BANE,
		L2SkillType.WARRIOR_BANE
	};
	
	/**
	 * 
	 * @see com.l2jserver.gameserver.handler.ISkillHandler#useSkill(com.l2jserver.gameserver.model.actor.L2Character, com.l2jserver.gameserver.model.L2Skill, com.l2jserver.gameserver.model.L2Object[])
	 */
	public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
	{
		final L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
		if (weaponInst != null)
		{
			if (skill.isMagic())
			{
				if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT)
					weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE);
				else if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_SPIRITSHOT)
					weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE);
			}
		}
		else if (activeChar instanceof L2Summon)
		{
			final L2Summon activeSummon = (L2Summon) activeChar;
			
			if (skill.isMagic())
			{
				if (activeSummon.getChargedSpiritShot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT)
					activeSummon.setChargedSpiritShot(L2ItemInstance.CHARGED_NONE);
				else if (activeSummon.getChargedSpiritShot() == L2ItemInstance.CHARGED_SPIRITSHOT)
					activeSummon.setChargedSpiritShot(L2ItemInstance.CHARGED_NONE);
			}
		}
		else if (activeChar instanceof L2Npc)
		{
			((L2Npc)activeChar)._soulshotcharged = false;
			((L2Npc)activeChar)._spiritshotcharged = false;
		}
		
		L2Character target;
		L2Effect effect;
		final int cancelLvl, minRate, maxRate;
		
		cancelLvl = skill.getMagicLevel();
		switch (skill.getSkillType())
		{
			case MAGE_BANE:
			case WARRIOR_BANE:
				minRate = 40;
				maxRate = 95;
				break;
			default:
				minRate = 25;
				maxRate = 75;
				break;
		}
		
		for (L2Object obj : targets)
		{
			if (!(obj instanceof L2Character))
				continue;
			target = (L2Character)obj;
			
			if (target.isDead())
				continue;
			
			int lastCanceledSkillId = 0;
			int count = skill.getMaxNegatedEffects();
			double baseRate = skill.getPower();
			baseRate += Formulas.calcSkillProficiency(skill, activeChar, target);
			baseRate += Formulas.calcSkillVulnerability(activeChar, target, skill);
			
			final L2Effect[] effects = target.getAllEffects();
			for (int i = effects.length; --i >= 0;)
			{
				effect = effects[i];
				if (effect == null)
					continue;
				
				if (!effect.canBeStolen())
				{
					effects[i] = null;
					continue;
				}
				
				switch (skill.getSkillType())
				{
					case MAGE_BANE:
						if ("casting_time_down".equalsIgnoreCase(effect.getStackType()))
							break;
						if ("ma_up".equalsIgnoreCase(effect.getStackType()))
							break;
						effects[i] = null;
						continue;
					case WARRIOR_BANE:
						if ("attack_time_down".equalsIgnoreCase(effect.getStackType()))
							break;
						if ("speed_up".equalsIgnoreCase(effect.getStackType()))
							break;
						effects[i] = null;
						continue;
				}
				
				// first pass - dances/songs only
				if (!effect.getSkill().isDance())
					continue;
				
				if (effect.getSkill().getId() == lastCanceledSkillId)
				{
					effect.exit(); // this skill already canceled
					continue;
				}
				
				if (!calcCancelSuccess(effect, cancelLvl, (int)baseRate, minRate, maxRate))
					continue;
				
				lastCanceledSkillId = effect.getSkill().getId();
				effect.exit();
				count--;
				
				if (count == 0)
					break;
			}
			
			if (count != 0)
			{
				lastCanceledSkillId = 0;
				for (int i = effects.length; --i >= 0;)
				{
					effect = effects[i];
					if (effect == null)
						continue;
					
					// second pass - all except dances/songs
					if (effect.getSkill().isDance())
						continue;
					
					if (effect.getSkill().getId() == lastCanceledSkillId)
					{
						effect.exit(); // this skill already canceled
						continue;
					}
					
					if (!calcCancelSuccess(effect, cancelLvl, (int)baseRate, minRate, maxRate))
						continue;
					
					lastCanceledSkillId = effect.getSkill().getId();
					effect.exit();
					count--;
					
					if (count == 0)
						break;
				}
			}
			
			//Possibility of a lethal strike
			Formulas.calcLethalHit(activeChar, target, skill);
		}
		
		// Applying self-effects
		if (skill.hasSelfEffects())
		{
			effect = activeChar.getFirstEffect(skill.getId());
			if (effect != null && effect.isSelfEffect())
			{
				//Replace old effect with new one.
				effect.exit();
			}
			skill.getEffectsSelf(activeChar);
		}
	}
	
	private boolean calcCancelSuccess(L2Effect effect, int cancelLvl, int baseRate, int minRate, int maxRate)
	{
		int rate = 2 * (cancelLvl - effect.getSkill().getMagicLevel());
		rate += (effect.getPeriod() - effect.getTime()) / 1200;
		rate += baseRate;
		
		if (rate < minRate)
			rate = minRate;
		else if (rate > maxRate)
			rate = maxRate;
		
		return Rnd.get(100) < rate;
	}
	
	/**
	 * 
	 * @see com.l2jserver.gameserver.handler.ISkillHandler#getSkillIds()
	 */
	public L2SkillType[] getSkillIds()
	{
		return SKILL_IDS;
	}
}