Package com.l2jfrozen.gameserver.handler.itemhandlers

Source Code of com.l2jfrozen.gameserver.handler.itemhandlers.BlessedSpiritShot

/*
* 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.itemhandlers;

import com.l2jfrozen.Config;
import com.l2jfrozen.gameserver.handler.IItemHandler;
import com.l2jfrozen.gameserver.model.actor.instance.L2ItemInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2PlayableInstance;
import com.l2jfrozen.gameserver.network.SystemMessageId;
import com.l2jfrozen.gameserver.network.serverpackets.ActionFailed;
import com.l2jfrozen.gameserver.network.serverpackets.ExAutoSoulShot;
import com.l2jfrozen.gameserver.network.serverpackets.MagicSkillUser;
import com.l2jfrozen.gameserver.network.serverpackets.SystemMessage;
import com.l2jfrozen.gameserver.templates.L2Item;
import com.l2jfrozen.gameserver.templates.L2Weapon;
import com.l2jfrozen.gameserver.util.Broadcast;

/**
* This class ...
*
* @version $Revision: 1.1.2.1.2.5 $ $Date: 2005/03/27 15:30:07 $
* @author programmos, scoria dev
*/

public class BlessedSpiritShot implements IItemHandler
{
  // all the items ids that this handler knowns
  private static final int[] ITEM_IDS =
  {
      3947, 3948, 3949, 3950, 3951, 3952
  };
  private static final int[] SKILL_IDS =
  {
      2061, 2160, 2161, 2162, 2163, 2164
  };

  /* (non-Javadoc)
   * @see com.l2jfrozen.gameserver.handler.IItemHandler#useItem(com.l2jfrozen.gameserver.model.L2PcInstance, com.l2jfrozen.gameserver.model.L2ItemInstance)
   */
  @Override
  public void useItem(L2PlayableInstance playable, L2ItemInstance item)
  {
    if(!(playable instanceof L2PcInstance))
      return;

    L2PcInstance activeChar = (L2PcInstance) playable;
    L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
    L2Weapon weaponItem = activeChar.getActiveWeaponItem();

    int itemId = item.getItemId();

    if(activeChar.isParalyzed())
    {
      activeChar.sendMessage("You Cannot Use This While You Are Paralyzed");
      activeChar.sendPacket(ActionFailed.STATIC_PACKET);
      return;
    }

    if(activeChar.isInOlympiadMode())
    {
      SystemMessage sm = new SystemMessage(SystemMessageId.THIS_ITEM_IS_NOT_AVAILABLE_FOR_THE_OLYMPIAD_EVENT);
      sm.addString(item.getItemName());
      activeChar.sendPacket(sm);
      sm = null;

      return;
    }

    // Check if Blessed Spiritshot can be used
    if(weaponInst == null || weaponItem.getSpiritShotCount() == 0)
    {
      if(!activeChar.getAutoSoulShot().containsKey(itemId))
      {
        activeChar.sendPacket(new SystemMessage(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
    int weaponGrade = weaponItem.getCrystalType();
    if(weaponGrade == L2Item.CRYSTAL_NONE && itemId != 3947 || weaponGrade == L2Item.CRYSTAL_D && itemId != 3948 || weaponGrade == L2Item.CRYSTAL_C && itemId != 3949 || weaponGrade == L2Item.CRYSTAL_B && itemId != 3950 || weaponGrade == L2Item.CRYSTAL_A && itemId != 3951 || weaponGrade == L2Item.CRYSTAL_S && itemId != 3952)
    {
      if(!activeChar.getAutoSoulShot().containsKey(itemId))
      {
        activeChar.sendPacket(new SystemMessage(SystemMessageId.SPIRITSHOTS_GRADE_MISMATCH));
      }
      return;
    }

    // Consume Blessed Spiritshot if player has enough of them
    // TODO: test ss
    if(!Config.DONT_DESTROY_SS)
    {
      if(!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), weaponItem.getSpiritShotCount(), null, false))
      {
        if(activeChar.getAutoSoulShot().containsKey(itemId))
        {
          activeChar.removeAutoSoulShot(itemId);
          activeChar.sendPacket(new ExAutoSoulShot(itemId, 0));
          SystemMessage sm = new SystemMessage(SystemMessageId.AUTO_USE_OF_S1_CANCELLED);
          sm.addString(item.getItem().getName());
          activeChar.sendPacket(sm);
          sm = null;

          return;
        }

        activeChar.sendPacket(new SystemMessage(SystemMessageId.NOT_ENOUGH_SPIRITSHOTS));
        return;
      }
    }

    // Charge Blessed Spiritshot
    weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT);

    // Send message to client
    activeChar.sendPacket(new SystemMessage(SystemMessageId.ENABLED_SPIRITSHOT));
    Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUser(activeChar, activeChar, SKILL_IDS[weaponGrade], 1, 0, 0), 360000/*600*/);

    activeChar = null;
    weaponInst = null;
    weaponItem = null;
  }

  @Override
  public int[] getItemIds()
  {
    return ITEM_IDS;
  }
}
TOP

Related Classes of com.l2jfrozen.gameserver.handler.itemhandlers.BlessedSpiritShot

TOP
Copyright © 2018 www.massapi.com. All rights reserved.
All source code are property of their respective owners. Java is a trademark of Sun Microsystems, Inc and owned by ORACLE Inc. Contact coftware#gmail.com.