Package com.l2jfrozen.gameserver.handler.skillhandlers

Source Code of com.l2jfrozen.gameserver.handler.skillhandlers.BalanceLife

/* 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 2, 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* http://www.gnu.org/copyleft/gpl.html
*/
package com.l2jfrozen.gameserver.handler.skillhandlers;

import com.l2jfrozen.Config;
import com.l2jfrozen.gameserver.handler.ISkillHandler;
import com.l2jfrozen.gameserver.handler.SkillHandler;
import com.l2jfrozen.gameserver.model.L2Character;
import com.l2jfrozen.gameserver.model.L2Object;
import com.l2jfrozen.gameserver.model.L2Skill;
import com.l2jfrozen.gameserver.model.L2Skill.SkillType;
import com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance;
import com.l2jfrozen.gameserver.network.SystemMessageId;
import com.l2jfrozen.gameserver.network.serverpackets.StatusUpdate;
import com.l2jfrozen.gameserver.network.serverpackets.SystemMessage;

/**
* This class ...
*
* @author earendil
* @version $Revision: 1.1.2.2.2.4 $ $Date: 2005/04/06 16:13:48 $
*/

public class BalanceLife implements ISkillHandler
{
  private static final SkillType[] SKILL_IDS = { SkillType.BALANCE_LIFE };

  @Override
  public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
  {
    // L2Character activeChar = activeChar;
    // check for other effects
    try
    {
      ISkillHandler handler = SkillHandler.getInstance().getSkillHandler(SkillType.BUFF);

      if(handler != null)
        handler.useSkill(activeChar, skill, targets);
    }
    catch(Exception e)
    {
      if(Config.ENABLE_ALL_EXCEPTIONS)
        e.printStackTrace();
    }

    L2Character target = null;

    L2PcInstance player = null;
    if(activeChar instanceof L2PcInstance)
      player = (L2PcInstance) activeChar;

    double fullHP = 0;
    double currentHPs = 0;

    for(L2Object target2 : targets)
    {
      target = (L2Character) target2;

      // We should not heal if char is dead
      if(target == null || target.isDead())
        continue;

      // Player holding a cursed weapon can't be healed and can't heal
      if(target != activeChar)
      {
        if(target instanceof L2PcInstance && ((L2PcInstance) target).isCursedWeaponEquiped())
          continue;
        else if(player != null && player.isCursedWeaponEquiped())
          continue;
      }

      player = null;

      fullHP += target.getMaxHp();
      currentHPs += target.getCurrentHp();
    }
    target = null;

    double percentHP = currentHPs / fullHP;

    for(L2Object target2 : targets)
    {
      target = (L2Character) target2;

      if(target == null || target.isDead())
        continue;

      double newHP = target.getMaxHp() * percentHP;
      double totalHeal = newHP - target.getCurrentHp();

      target.setCurrentHp(newHP);

      if(totalHeal > 0)
        target.setLastHealAmount((int) totalHeal);

      StatusUpdate su = new StatusUpdate(target.getObjectId());
      su.addAttribute(StatusUpdate.CUR_HP, (int) target.getCurrentHp());
      target.sendPacket(su);
      su = null;

      SystemMessage sm = new SystemMessage(SystemMessageId.S1_S2);
      sm.addString("HP of the party has been balanced.");
      target.sendPacket(sm);
      sm = null;

    }
    target = null;
  }

  @Override
  public SkillType[] getSkillIds()
  {
    return SKILL_IDS;
  }
}
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