Package com.l2jfrozen.gameserver.handler.skillhandlers

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

/*
* 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.L2DoorInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2NpcInstance;
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;
import com.l2jfrozen.gameserver.skills.Stats;

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

public class Heal implements ISkillHandler
{
  // all the items ids that this handler knowns
  // private static Logger _log = Logger.getLogger(Heal.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.HEAL,
    SkillType.HEAL_PERCENT,
    SkillType.HEAL_STATIC
  };
 
  /*
   * (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)
  {
    L2PcInstance player = null;
    if (activeChar instanceof L2PcInstance)
      player = (L2PcInstance) activeChar;
   
    boolean bss = activeChar.checkBss();
    boolean sps = activeChar.checkSps();
   
    // check for other effects
    try
    {
      ISkillHandler handler = SkillHandler.getInstance().getSkillHandler(SkillType.BUFF);
     
      if (handler != null)
        handler.useSkill(activeChar, skill, targets);
     
      handler = null;
    }
    catch (Exception e)
    {
      if (Config.ENABLE_ALL_EXCEPTIONS)
        e.printStackTrace();
    }
   
    L2Character target = null;
   
    for (L2Object target2 : targets)
    {
      target = (L2Character) target2;
     
      // We should not heal if char is dead or invulnerable (celestial?)
      if (target == null || target.isDead() || target.isInvul())
        continue;
     
      // We should not heal walls and door
      if (target instanceof L2DoorInstance)
        continue;
     
      // We should not heal siege flags
      if (target instanceof L2NpcInstance && ((L2NpcInstance) target).getNpcId() == 35062)
      {
        activeChar.getActingPlayer().sendMessage("You cannot heal siege flags!");
        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;
      }
     
      double hp = skill.getPower();
     
      if (skill.getSkillType() == SkillType.HEAL_PERCENT)
      {
        hp = target.getMaxHp() * hp / 100.0;
      }
      else
      {
        if (bss)
        {
          hp *= 1.5;
        }
        else if (sps)
        {
          hp *= 1.3;
        }   
      }
     
      if (skill.getSkillType() == SkillType.HEAL_STATIC)
        hp = skill.getPower();
      else if (skill.getSkillType() != SkillType.HEAL_PERCENT)
        hp *= target.calcStat(Stats.HEAL_EFFECTIVNESS, 100, null, null) / 100;
     
      target.setCurrentHp(hp + target.getCurrentHp());
      target.setLastHealAmount((int) hp);
      StatusUpdate su = new StatusUpdate(target.getObjectId());
      su.addAttribute(StatusUpdate.CUR_HP, (int) target.getCurrentHp());
      target.sendPacket(su);
      su = null;
     
      if (target instanceof L2PcInstance)
      {
        if (skill.getId() == 4051)
        {
          SystemMessage sm = new SystemMessage(SystemMessageId.REJUVENATING_HP);
          target.sendPacket(sm);
          sm = null;
        }
        else
        {
          if (activeChar instanceof L2PcInstance && activeChar != target)
          {
            SystemMessage sm = new SystemMessage(SystemMessageId.S2_HP_RESTORED_BY_S1);
            sm.addString(activeChar.getName());
            sm.addNumber((int) hp);
            target.sendPacket(sm);
            sm = null;
          }
          else
          {
            SystemMessage sm = new SystemMessage(SystemMessageId.S1_HP_RESTORED);
            sm.addNumber((int) hp);
            target.sendPacket(sm);
            sm = null;
          }
        }
      }
      target = null;
    }
   
    if (bss)
    {
      activeChar.removeBss();
    }
    else if (sps)
    {
      activeChar.removeSps();
    }   
  }
 
  @Override
  public SkillType[] getSkillIds()
  {
    return SKILL_IDS;
  }
}
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