Package com.l2jfrozen.gameserver.handler.skillhandlers

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

/*
* 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.model.L2Character;
import com.l2jfrozen.gameserver.model.L2Effect;
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.L2NpcInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2RaidBossInstance;
import com.l2jfrozen.gameserver.network.SystemMessageId;
import com.l2jfrozen.gameserver.network.serverpackets.SystemMessage;
import com.l2jfrozen.gameserver.skills.Formulas;
import com.l2jfrozen.logs.Log;

/**
* This class ...
*
* @version $Revision: 1.1.2.8.2.9 $ $Date: 2005/04/05 19:41:23 $
*/

public class Mdam 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.MDAM,
    SkillType.DEATHLINK
  };

  /* (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.isAlikeDead())
      return;

    boolean bss = activeChar.checkBss();
    boolean sps = activeChar.checkSps();
   
    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())
      {
        if(skill.getTargetType() == L2Skill.SkillTargetType.TARGET_AREA_CORPSE_MOB && target instanceof L2NpcInstance)
        {
          ((L2NpcInstance) target).endDecayTask();
        }
        continue;
      }

      boolean mcrit = Formulas.calcMCrit(activeChar.getMCriticalHit(target, skill));

      int damage = (int) Formulas.calcMagicDam(activeChar, target, skill, sps, bss, mcrit);

      if(damage > 5000 && Config.LOG_HIGH_DAMAGES && activeChar instanceof L2PcInstance)
      {
        String name = "";
        if(target instanceof L2RaidBossInstance) name = "RaidBoss ";
        if(target instanceof L2NpcInstance)
          name += target.getName() + "(" + ((L2NpcInstance) target).getTemplate().npcId + ")";
        if(target instanceof L2PcInstance)
          name = target.getName() + "(" + target.getObjectId() + ") ";
        name += target.getLevel() + " lvl";
        Log.add(activeChar.getName() + "(" + activeChar.getObjectId() + ") "
          + activeChar.getLevel() + " lvl did damage " + damage + " with skill "
          + skill.getName() + "(" + skill.getId() + ") to " + name, "damage_mdam");
      }

      // Why are we trying to reduce the current target HP here?
      // Why not inside the below "if" condition, after the effects processing as it should be?
      // It doesn't seem to make sense for me. I'm moving this line inside the "if" condition, right after the effects processing...
      // [changed by nexus - 2006-08-15]
      //target.reduceCurrentHp(damage, activeChar);

      if(damage > 0)
      {
        // Manage attack or cast break of the target (calculating rate, sending message...)
        if(!target.isRaid() && Formulas.calcAtkBreak(target, damage))
        {
          target.breakAttack();
          target.breakCast();
        }

        activeChar.sendDamageMessage(target, damage, mcrit, false, false);

        if(skill.hasEffects())
        {
          if(target.reflectSkill(skill))
          {
            activeChar.stopSkillEffects(skill.getId());
            skill.getEffects(null, activeChar,false,sps,bss);
            SystemMessage sm = new SystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT);
            sm.addSkillName(skill.getId());
            activeChar.sendPacket(sm);
            sm = null;
          }
          else
          {
            // activate attacked effects, if any
            if(Formulas.getInstance().calcSkillSuccess(activeChar, target, skill,false,sps,bss))
            {
              // Like L2OFF must remove the first effect only if the second effect is successful
              target.stopSkillEffects(skill.getId());
              skill.getEffects(activeChar, target,false,sps,bss);
            }
            else
            {
              SystemMessage sm = new SystemMessage(SystemMessageId.S1_WAS_UNAFFECTED_BY_S2);
              sm.addString(target.getName());
              sm.addSkillName(skill.getDisplayId());
              activeChar.sendPacket(sm);
              sm = null;
            }
          }
        }

        target.reduceCurrentHp(damage, activeChar);
      }
      target = null;
    }
   
    if (bss){
      activeChar.removeBss();
    }else if(sps){
      activeChar.removeSps();
    }
   
    // self Effect :]
    L2Effect effect = activeChar.getFirstEffect(skill.getId());
    if(effect != null && effect.isSelfEffect())
    {
      //Replace old effect with new one.
      effect.exit(false);
    }
    effect = null;
    skill.getEffectsSelf(activeChar);

    if(skill.isSuicideAttack())
    {
      activeChar.doDie(null);
      activeChar.setCurrentHp(0);
    }
   
    activeChar = null;
  }

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