Package com.l2jfrozen.gameserver.handler.itemhandlers

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

/*
* 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.skills.Stats;
import com.l2jfrozen.gameserver.templates.L2Item;
import com.l2jfrozen.gameserver.templates.L2Weapon;
import com.l2jfrozen.gameserver.util.Broadcast;

/**
* This class ...
*
* @version $Revision: 1.2.4.5 $ $Date: 2009/04/13 03:12:07 $
* @author programmos
*/

public class SoulShots implements IItemHandler
{
  // All the item IDs that this handler knows.
  private static final int[] ITEM_IDS =
  {
      5789, 1835, 1463, 1464, 1465, 1466, 1467
  };
  private static final int[] SKILL_IDS =
  {
      2039, 2150, 2151, 2152, 2153, 2154
  };

  /* (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();

    // Check if Soulshot can be used
    if(weaponInst == null || weaponItem.getSoulShotCount() == 0)
    {
      if(!activeChar.getAutoSoulShot().containsKey(itemId))
      {
        activeChar.sendPacket(new SystemMessage(SystemMessageId.CANNOT_USE_SOULSHOTS));
      }
      return;
    }

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

    // Check for correct grade
    int weaponGrade = weaponItem.getCrystalType();
    if(weaponGrade == L2Item.CRYSTAL_NONE && itemId != 5789 && itemId != 1835 || weaponGrade == L2Item.CRYSTAL_D && itemId != 1463 || weaponGrade == L2Item.CRYSTAL_C && itemId != 1464 || weaponGrade == L2Item.CRYSTAL_B && itemId != 1465 || weaponGrade == L2Item.CRYSTAL_A && itemId != 1466 || weaponGrade == L2Item.CRYSTAL_S && itemId != 1467)
    {
      if(!activeChar.getAutoSoulShot().containsKey(itemId))
      {
        activeChar.sendPacket(new SystemMessage(SystemMessageId.SOULSHOTS_GRADE_MISMATCH));
      }
      return;
    }

    activeChar.soulShotLock.lock();
    try
    {
      // Check if Soulshot is already active
      if(weaponInst.getChargedSoulshot() != L2ItemInstance.CHARGED_NONE)
        return;

      // Consume Soulshots if player has enough of them
      int saSSCount = (int) activeChar.getStat().calcStat(Stats.SOULSHOT_COUNT, 0, null, null);
      int SSCount = saSSCount == 0 ? weaponItem.getSoulShotCount() : saSSCount;

      weaponItem = null;

      // TODO: test ss
      if(!Config.DONT_DESTROY_SS)
      {
        if(!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), SSCount, 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;
          }
          else
          {
            activeChar.sendPacket(new SystemMessage(SystemMessageId.NOT_ENOUGH_SOULSHOTS));
          }
          return;
        }
      }

      // Charge soulshot
      weaponInst.setChargedSoulshot(L2ItemInstance.CHARGED_SOULSHOT);

      weaponInst = null;
    }
    finally
    {
      activeChar.soulShotLock.unlock();
    }

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

    activeChar = null;
  }

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