/*
 * 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 <http://www.gnu.org/licenses/>.
 */
package handlers.itemhandlers;

import com.l2jserver.gameserver.handler.IItemHandler;
import com.l2jserver.gameserver.model.actor.L2Playable;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.item.L2Item;
import com.l2jserver.gameserver.model.item.L2Weapon;
import com.l2jserver.gameserver.model.item.instance.L2ItemInstance;
import com.l2jserver.gameserver.network.SystemMessageId;
import com.l2jserver.gameserver.network.serverpackets.MagicSkillUse;
import com.l2jserver.gameserver.util.Broadcast;

/**
 * This class ...
 *
 * @version $Revision: 1.1.2.1.2.5 $ $Date: 2005/03/27 15:30:07 $
 */

public class BlessedSpiritShot implements IItemHandler
{
	/**
	 * 
	 * @see com.l2jserver.gameserver.handler.IItemHandler#useItem(com.l2jserver.gameserver.model.actor.L2Playable, com.l2jserver.gameserver.model.L2ItemInstance, boolean)
	 */
	public synchronized void useItem(L2Playable playable, L2ItemInstance item, boolean forceUse)
	{
		if (!(playable instanceof L2PcInstance))
			return;
		
		L2PcInstance activeChar = (L2PcInstance) playable;
		L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
		L2Weapon weaponItem = activeChar.getActiveWeaponItem();
		int itemId = item.getItemId();
		
		// Check if Blessed SpiritShot can be used
		if (weaponInst == null || weaponItem == null || weaponItem.getSpiritShotCount() == 0)
		{
			if (!activeChar.getAutoSoulShot().contains(itemId))
				activeChar.sendPacket(SystemMessageId.CANNOT_USE_SPIRITSHOTS);
			return;
		}
		
		// Check if Blessed SpiritShot is already active (it can be charged over SpiritShot)
		if (weaponInst.getChargedSpiritshot() != L2ItemInstance.CHARGED_NONE)
			return;
		
		// Check for correct grade
		final int weaponGrade = weaponItem.getCrystalType();
		
		boolean gradeCheck = true;
		
		switch (weaponGrade)
		{
			case L2Item.CRYSTAL_NONE:
				if (itemId != 3947)
					gradeCheck = false;
				break;
			case L2Item.CRYSTAL_D:
				if (itemId != 3948 && itemId != 22072)
					gradeCheck = false;
				break;
			case L2Item.CRYSTAL_C:
				if (itemId != 3949 && itemId != 22073)
					gradeCheck = false;
				break;
			case L2Item.CRYSTAL_B:
				if (itemId != 3950 && itemId != 22074)
					gradeCheck = false;
				break;
			case L2Item.CRYSTAL_A:
				if (itemId != 3951 && itemId != 22075)
					gradeCheck = false;
				break;
			case L2Item.CRYSTAL_S:
			case L2Item.CRYSTAL_S80:
			case L2Item.CRYSTAL_S84:
				if (itemId != 3952 && itemId != 22076)
					gradeCheck = false;
				break;
		}
		
		if (!gradeCheck)
		{
			if (!activeChar.getAutoSoulShot().contains(itemId))
				activeChar.sendPacket(SystemMessageId.SPIRITSHOTS_GRADE_MISMATCH);
			
			return;
		}
		
		
		// Consume Blessed SpiritShot if player has enough of them
		if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), weaponItem.getSpiritShotCount(), null, false))
		{
			if (!activeChar.disableAutoShot(itemId))
				activeChar.sendPacket(SystemMessageId.NOT_ENOUGH_SPIRITSHOTS);
			return;
		}
		
		// Charge Blessed SpiritShot
		weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT);
		
		// Send message to client
		activeChar.sendPacket(SystemMessageId.ENABLED_SPIRITSHOT);
		int skillId = 0;
		switch (itemId)
		{
			case 3947:
				skillId=2061;
				break;
			case 3948:
				skillId=2160;
				break;
			case 3949:
				skillId=2161;
				break;
			case 3950:
				skillId=2162;
				break;
			case 3951:
				skillId=2163;
				break;
			case 3952:
				skillId=2164;
				break;
			case 22072:
				skillId=26050;
				break;
			case 22073:
				skillId=26051;
				break;
			case 22074:
				skillId=26052;
				break;
			case 22075:
				skillId=26053;
				break;
			case 22076:
				skillId=26054;
				break;
				
		}
		Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, skillId, 1, 0, 0), 360000);
	}
}
