/*
* 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 3 of the License, 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, see .
*/
package net.sf.l2j.gameserver.handler.skillhandlers;
import java.util.List;
import javolution.util.FastList;
import net.sf.l2j.gameserver.handler.ISkillHandler;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.L2Skill.SkillTargetType;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PetInstance;
import net.sf.l2j.gameserver.skills.Formulas;
import net.sf.l2j.gameserver.taskmanager.DecayTaskManager;
import net.sf.l2j.gameserver.templates.L2SkillType;
/**
* This class ...
*
* @version $Revision: 1.1.2.5.2.4 $ $Date: 2005/04/03 15:55:03 $
*/
public class Resurrect implements ISkillHandler
{
private static final L2SkillType[] SKILL_IDS =
{
L2SkillType.RESURRECT
};
/**
*
* @see net.sf.l2j.gameserver.handler.ISkillHandler#useSkill(net.sf.l2j.gameserver.model.L2Character, net.sf.l2j.gameserver.model.L2Skill, net.sf.l2j.gameserver.model.L2Object[])
*/
public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
{
L2PcInstance player = null;
if (activeChar instanceof L2PcInstance)
player = (L2PcInstance) activeChar;
L2Character target = null;
L2PcInstance targetPlayer;
List targetToRes = new FastList();
for (int index = 0; index < targets.length; index++)
{
target = (L2Character) targets[index];
if (target instanceof L2PcInstance)
{
targetPlayer = (L2PcInstance) target;
// Check for same party or for same clan, if target is for clan.
if (skill.getTargetType() == SkillTargetType.TARGET_CORPSE_CLAN)
{
if (player.getClanId() != targetPlayer.getClanId())
continue;
}
}
if (target.isVisible())
targetToRes.add(target);
}
if (targetToRes.size() == 0)
{
activeChar.abortCast();
activeChar.sendMessage("No valid target to resurrect");
}
for (L2Character cha : targetToRes)
if (activeChar instanceof L2PcInstance)
{
if (cha instanceof L2PcInstance)
((L2PcInstance) cha).reviveRequest((L2PcInstance) activeChar, skill, false);
else if (cha instanceof L2PetInstance)
{
if (((L2PetInstance) cha).getOwner() == activeChar)
cha.doRevive(Formulas.getInstance().calculateSkillResurrectRestorePercent(skill.getPower(), activeChar.getWIT()));
else
((L2PetInstance) cha).getOwner().reviveRequest((L2PcInstance) activeChar, skill, true);
}
else
cha.doRevive(Formulas.getInstance().calculateSkillResurrectRestorePercent(skill.getPower(), activeChar.getWIT()));
}
else
{
DecayTaskManager.getInstance().cancelDecayTask(cha);
cha.doRevive(Formulas.getInstance().calculateSkillResurrectRestorePercent(skill.getPower(), activeChar.getWIT()));
}
}
/**
*
* @see net.sf.l2j.gameserver.handler.ISkillHandler#getSkillIds()
*/
public L2SkillType[] getSkillIds()
{
return SKILL_IDS;
}
}