Package com.l2jfrozen.gameserver.handler.skillhandlers

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

/*
* 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.gameserver.handler.ISkillHandler;
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.model.actor.instance.L2PlayableInstance;
import com.l2jfrozen.gameserver.skills.Formulas;

/*
* Just a quick draft to support Wrath skill. Missing angle based calculation etc.
*/

public class CpDam implements ISkillHandler
{
  //private static Logger _log = Logger.getLogger(Mdam.class.getName());

  /* (non-Javadoc)
   * @see com.l2jfrozen.gameserver.handler.IItemHandler#useItem(com.l2jfrozen.gameserver.model.L2PcInstance, com.l2jfrozen.gameserver.model.L2ItemInstance)
   */
  private static final SkillType[] SKILL_IDS = { SkillType.CPDAM };

  /* (non-Javadoc)
   * @see com.l2jfrozen.gameserver.handler.IItemHandler#useItem(com.l2jfrozen.gameserver.model.L2PcInstance, com.l2jfrozen.gameserver.model.L2ItemInstance)
   */
  @Override
  public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
  {
    if(!(activeChar instanceof L2PlayableInstance)){
      //no cp damages for not playable instances
      return;
    }
   
    if(activeChar.isAlikeDead())
      return;

    /*
    boolean ss = false;
    boolean sps = false;
    boolean bss = false;

    L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();

    if(weaponInst != null)
    {
      if(skill.isMagic())
      {
        if(weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT)
        {
          bss = true;
        }
        else if(weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_SPIRITSHOT)
        {
          sps = true;
        }
      }
      else if(weaponInst.getChargedSoulshot() == L2ItemInstance.CHARGED_SOULSHOT)
      {
        ss = true;
      }
    }
    // If there is no weapon equipped, check for an active summon.
    else if(activeChar instanceof L2Summon)
    {
      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);
      }

      activeSummon = null;
    }

    weaponInst = null;
    */
    boolean bss = activeChar.checkBss();
    boolean sps = activeChar.checkSps();
    boolean ss = activeChar.checkSs();
 
    for(L2Object target2 : targets)
    {
      L2Character target = (L2Character) target2;

      if(activeChar instanceof L2PcInstance && target instanceof L2PcInstance && target.isAlikeDead() && target.isFakeDeath())
      {
        target.stopFakeDeath(null);
      }
      else if(target.isAlikeDead())
      {
        continue;
      }

      if(target.isInvul()){
        continue;
      }
     
      if(!Formulas.getInstance().calcSkillSuccess(activeChar, target, skill, ss, sps, bss))
        return;

      int damage = (int) (target.getCurrentCp() * (1 - skill.getPower()));

      // Manage attack or cast break of the target (calculating rate, sending message...)
      if(!target.isRaid() && Formulas.calcAtkBreak(target, damage))
      {
        target.breakAttack();
        target.breakCast();
      }
      skill.getEffects(activeChar, target, ss, sps, bss);
      activeChar.sendDamageMessage(target, damage, false, false, false);
      target.setCurrentCp(target.getCurrentCp() - damage);

      target = null;
    }
   
    if (skill.isMagic())
    {
      if (bss){
        activeChar.removeBss();
      }else if(sps){
        activeChar.removeSps();
      }
     
    }else{
     
      activeChar.removeSs();
     
    }
   
  }

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