/* 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;
}
}