Package com.l2jfrozen.gameserver.templates

Source Code of com.l2jfrozen.gameserver.templates.L2Item

/*
* 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.templates;

import java.util.List;

import javolution.util.FastList;

import com.l2jfrozen.Config;
import com.l2jfrozen.gameserver.model.L2Character;
import com.l2jfrozen.gameserver.model.L2Effect;
import com.l2jfrozen.gameserver.model.L2Skill;
import com.l2jfrozen.gameserver.model.actor.instance.L2ItemInstance;
import com.l2jfrozen.gameserver.skills.Env;
import com.l2jfrozen.gameserver.skills.effects.EffectTemplate;
import com.l2jfrozen.gameserver.skills.funcs.Func;
import com.l2jfrozen.gameserver.skills.funcs.FuncTemplate;

/**
* This class contains all informations concerning the item (weapon, armor, etc).<BR>
* Mother class of : <LI>L2Armor</LI> <LI>L2EtcItem</LI> <LI>L2Weapon</LI>
*
* @version $Revision: 1.7.2.2.2.5 $ $Date: 2005/04/06 18:25:18 $
*/
public abstract class L2Item
{
  public static final int TYPE1_WEAPON_RING_EARRING_NECKLACE = 0;
  public static final int TYPE1_SHIELD_ARMOR = 1;
  public static final int TYPE1_ITEM_QUESTITEM_ADENA = 4;

  public static final int TYPE2_WEAPON = 0;
  public static final int TYPE2_SHIELD_ARMOR = 1;
  public static final int TYPE2_ACCESSORY = 2;
  public static final int TYPE2_QUEST = 3;
  public static final int TYPE2_MONEY = 4;
  public static final int TYPE2_OTHER = 5;
  public static final int TYPE2_PET_WOLF = 6;
  public static final int TYPE2_PET_HATCHLING = 7;
  public static final int TYPE2_PET_STRIDER = 8;
  public static final int TYPE2_PET_BABY = 9;

  public static final int SLOT_NONE = 0x0000;
  public static final int SLOT_UNDERWEAR = 0x0001;
  public static final int SLOT_R_EAR = 0x0002;
  public static final int SLOT_L_EAR = 0x0004;
  public static final int SLOT_NECK = 0x0008;
  public static final int SLOT_R_FINGER = 0x0010;
  public static final int SLOT_L_FINGER = 0x0020;
  public static final int SLOT_HEAD = 0x0040;
  public static final int SLOT_R_HAND = 0x0080;
  public static final int SLOT_L_HAND = 0x0100;
  public static final int SLOT_GLOVES = 0x0200;
  public static final int SLOT_CHEST = 0x0400;
  public static final int SLOT_LEGS = 0x0800;
  public static final int SLOT_FEET = 0x1000;
  public static final int SLOT_BACK = 0x2000;
  public static final int SLOT_LR_HAND = 0x4000;
  public static final int SLOT_FULL_ARMOR = 0x8000;
  public static final int SLOT_HAIR = 0x010000;
  public static final int SLOT_WOLF = 0x020000;
  public static final int SLOT_HATCHLING = 0x100000;
  public static final int SLOT_STRIDER = 0x200000;
  public static final int SLOT_BABYPET = 0x400000;
  public static final int SLOT_FACE = 0x040000;
  public static final int SLOT_DHAIR = 0x080000;

  public static final int CRYSTAL_NONE = 0x00; // ??
  public static final int CRYSTAL_D = 0x01; // ??
  public static final int CRYSTAL_C = 0x02; // ??
  public static final int CRYSTAL_B = 0x03; // ??
  public static final int CRYSTAL_A = 0x04; // ??
  public static final int CRYSTAL_S = 0x05; // ??

  private static final int[] crystalItemId =
  {
      0, 1458, 1459, 1460, 1461, 1462
  };
  private static final int[] crystalEnchantBonusArmor =
  {
      0, 11, 6, 11, 19, 25
  };
  private static final int[] crystalEnchantBonusWeapon =
  {
      0, 90, 45, 67, 144, 250
  };

  private final int _itemId;
  private final String _name;
  private final int _type1; // needed for item list (inventory)
  private final int _type2; // different lists for armor, weapon, etc
  private final int _weight;
  private final boolean _crystallizable;
  private final boolean _stackable;
  private final int _crystalType; // default to none-grade
  private final int _duration;
  private final int _bodyPart;
  private final int _referencePrice;
  private final int _crystalCount;
  private final boolean _sellable;
  private final boolean _dropable;
  private final boolean _destroyable;
  private final boolean _tradeable;

  protected final Enum<?> _type;

  protected FuncTemplate[] _funcTemplates;
  protected EffectTemplate[] _effectTemplates;
  protected L2Skill[] _skills;

  private static final Func[] _emptyFunctionSet = new Func[0];
  protected static final L2Effect[] _emptyEffectSet = new L2Effect[0];

  /**
   * Constructor of the L2Item that fill class variables.<BR>
   * <BR>
   * <U><I>Variables filled :</I></U><BR>
   * <LI>type</LI> <LI>_itemId</LI> <LI>_name</LI> <LI>_type1 & _type2</LI> <LI>_weight</LI> <LI>_crystallizable</LI>
   * <LI>_stackable</LI> <LI>_crystalType & _crystlaCount</LI> <LI>_duration</LI> <LI>_bodypart</LI> <LI>
   * _referencePrice</LI> <LI>_sellable</LI>
   *
   * @param type : Enum designating the type of the item
   * @param set : StatsSet corresponding to a set of couples (key,value) for description of the item
   */
  protected L2Item(Enum<?> type, StatsSet set)
  {
    _type = type;
    _itemId = set.getInteger("item_id");
    _name = set.getString("name");
    _type1 = set.getInteger("type1"); // needed for item list (inventory)
    _type2 = set.getInteger("type2"); // different lists for armor, weapon, etc
    _weight = set.getInteger("weight");
    _crystallizable = set.getBool("crystallizable");
    _stackable = set.getBool("stackable", false);
    _crystalType = set.getInteger("crystal_type", CRYSTAL_NONE); // default to none-grade
    _duration = set.getInteger("duration");
    _bodyPart = set.getInteger("bodypart");
    _referencePrice = set.getInteger("price");
    _crystalCount = set.getInteger("crystal_count", 0);
    _sellable = set.getBool("sellable", true);
    _dropable = set.getBool("dropable", true);
    _destroyable = set.getBool("destroyable", true);
    _tradeable = set.getBool("tradeable", true);
  }

  /**
   * Returns the itemType.
   *
   * @return Enum
   */
  public Enum<?> getItemType()
  {
    return _type;
  }

  /**
   * Returns the duration of the item
   *
   * @return int
   */
  public final int getDuration()
  {
    return _duration;
  }

  /**
   * Returns the ID of the iden
   *
   * @return int
   */
  public final int getItemId()
  {
    return _itemId;
  }

  public abstract int getItemMask();

  /**
   * Returns the type 2 of the item
   *
   * @return int
   */
  public final int getType2()
  {
    return _type2;
  }

  /**
   * Returns the weight of the item
   *
   * @return int
   */
  public final int getWeight()
  {
    return _weight;
  }

  /**
   * Returns if the item is crystallizable
   *
   * @return boolean
   */
  public final boolean isCrystallizable()
  {
    return _crystallizable;
  }

  /**
   * Return the type of crystal if item is crystallizable
   *
   * @return int
   */
  public final int getCrystalType()
  {
    return _crystalType;
  }

  /**
   * Return the type of crystal if item is crystallizable
   *
   * @return int
   */
  public final int getCrystalItemId()
  {
    return crystalItemId[_crystalType];
  }

  /**
   * Returns the grade of the item.<BR>
   * <BR>
   * <U><I>Concept :</I></U><BR>
   * In fact, this fucntion returns the type of crystal of the item.
   *
   * @return int
   */
  public final int getItemGrade()
  {
    return getCrystalType();
  }

  /**
   * Returns the quantity of crystals for crystallization
   *
   * @return int
   */
  public final int getCrystalCount()
  {
    return _crystalCount;
  }

  /**
   * Returns the quantity of crystals for crystallization on specific enchant level
   * @param enchantLevel
   *
   * @return int
   */
  public final int getCrystalCount(int enchantLevel)
  {
    if(enchantLevel > 3)
    {
      switch(_type2)
      {
        case TYPE2_SHIELD_ARMOR:
        case TYPE2_ACCESSORY:
          return _crystalCount + crystalEnchantBonusArmor[getCrystalType()] * (3 * enchantLevel - 6);
        case TYPE2_WEAPON:
          return _crystalCount + crystalEnchantBonusWeapon[getCrystalType()] * (2 * enchantLevel - 3);
        default:
          return _crystalCount;
      }
    }
    else if(enchantLevel > 0)
    {
      switch(_type2)
      {
        case TYPE2_SHIELD_ARMOR:
        case TYPE2_ACCESSORY:
          return _crystalCount + crystalEnchantBonusArmor[getCrystalType()] * enchantLevel;
        case TYPE2_WEAPON:
          return _crystalCount + crystalEnchantBonusWeapon[getCrystalType()] * enchantLevel;
        default:
          return _crystalCount;
      }
    }
    else
      return _crystalCount;
  }

  /**
   * Returns the name of the item
   *
   * @return String
   */
  public final String getName()
  {
    return _name;
  }

  /**
   * Return the part of the body used with the item.
   *
   * @return int
   */
  public final int getBodyPart()
  {
    return _bodyPart;
  }

  /**
   * Returns the type 1 of the item
   *
   * @return int
   */
  public final int getType1()
  {
    return _type1;
  }

  /**
   * Returns if the item is stackable
   *
   * @return boolean
   */
  public final boolean isStackable()
  {
    return _stackable;
  }

  /**
   * Returns if the item is consumable
   *
   * @return boolean
   */
  public boolean isConsumable()
  {
    return false;
  }

  /**
   * Returns the price of reference of the item
   *
   * @return int
   */
  public final int getReferencePrice()
  {
    return isConsumable() ? (int) (_referencePrice * Config.RATE_CONSUMABLE_COST) : _referencePrice;
  }

  /**
   * Returns if the item can be sold
   *
   * @return boolean
   */
  public final boolean isSellable()
  {
    return _sellable;
  }

  /**
   * Returns if the item can dropped
   *
   * @return boolean
   */
  public final boolean isDropable()
  {
    return _dropable;
  }

  /**
   * Returns if the item can destroy
   *
   * @return boolean
   */
  public final boolean isDestroyable()
  {
    return _destroyable;
  }

  /**
   * Returns if the item can add to trade
   *
   * @return boolean
   */
  public final boolean isTradeable()
  {
    return _tradeable;
  }
 
  public boolean isPotion()
  {
    return (getItemType() == L2EtcItemType.POTION);
  }

  /**
   * Returns if item is for hatchling
   *
   * @return boolean
   */
  public boolean isForHatchling()
  {
    return _type2 == TYPE2_PET_HATCHLING;
  }

  /**
   * Returns if item is for strider
   *
   * @return boolean
   */
  public boolean isForStrider()
  {
    return _type2 == TYPE2_PET_STRIDER;
  }

  /**
   * Returns if item is for wolf
   *
   * @return boolean
   */
  public boolean isForWolf()
  {
    return _type2 == TYPE2_PET_WOLF;
  }

  /**
   * Returns if item is for wolf
   *
   * @return boolean
   */
  public boolean isForBabyPet()
  {
    return _type2 == TYPE2_PET_BABY;
  }

  /**
   * Returns array of Func objects containing the list of functions used by the item
   *
   * @param instance : L2ItemInstance pointing out the item
   * @param player : L2Character pointing out the player
   * @return Func[] : array of functions
   */
  public Func[] getStatFuncs(L2ItemInstance instance, L2Character player)
  {
    if(_funcTemplates == null)
      return _emptyFunctionSet;
    List<Func> funcs = new FastList<Func>();
    for(FuncTemplate t : _funcTemplates)
    {
      Env env = new Env();
      env.player = player;
      env.target = player;
      env.item = instance;
      Func f = t.getFunc(env, this); // skill is owner
      if(f != null)
      {
        funcs.add(f);
      }
    }
    if(funcs.size() == 0)
      return _emptyFunctionSet;
    return funcs.toArray(new Func[funcs.size()]);
  }

  /**
   * Returns the effects associated with the item.
   *
   * @param instance : L2ItemInstance pointing out the item
   * @param player : L2Character pointing out the player
   * @return L2Effect[] : array of effects generated by the item
   */
  public L2Effect[] getEffects(L2ItemInstance instance, L2Character player)
  {
    if(_effectTemplates == null)
      return _emptyEffectSet;
    List<L2Effect> effects = new FastList<L2Effect>();
    for(EffectTemplate et : _effectTemplates)
    {
      Env env = new Env();
      env.player = player;
      env.target = player;
      env.item = instance;
      L2Effect e = et.getEffect(env);
      if(e != null)
      {
        effects.add(e);
      }
    }
    if(effects.size() == 0)
      return _emptyEffectSet;
    return effects.toArray(new L2Effect[effects.size()]);
  }

  /**
   * Returns effects of skills associated with the item.
   *
   * @param caster : L2Character pointing out the caster
   * @param target : L2Character pointing out the target
   * @return L2Effect[] : array of effects generated by the skill
   */
  public L2Effect[] getSkillEffects(L2Character caster, L2Character target)
  {
    if(_skills == null)
      return _emptyEffectSet;
    List<L2Effect> effects = new FastList<L2Effect>();

    for(L2Skill skill : _skills)
    {
      if(!skill.checkCondition(caster, target, true))
      {
        continue; // Skill condition not met
      }

      if(target.getFirstEffect(skill.getId()) != null)
      {
        target.removeEffect(target.getFirstEffect(skill.getId()));
      }
      for(L2Effect e : skill.getEffects(caster, target,false,false,false))
      {
        effects.add(e);
      }
    }
    if(effects.size() == 0)
      return _emptyEffectSet;
    return effects.toArray(new L2Effect[effects.size()]);
  }

  /**
   * Add the FuncTemplate f to the list of functions used with the item
   *
   * @param f : FuncTemplate to add
   */
  public void attach(FuncTemplate f)
  {
    // If _functTemplates is empty, create it and add the FuncTemplate f in it
    if(_funcTemplates == null)
    {
      _funcTemplates = new FuncTemplate[]
      {
        f
      };
    }
    else
    {
      int len = _funcTemplates.length;
      FuncTemplate[] tmp = new FuncTemplate[len + 1];
      // Definition : arraycopy(array source, begins copy at this position of source, array destination, begins copy at this position in dest,
      //              number of components to be copied)
      System.arraycopy(_funcTemplates, 0, tmp, 0, len);
      tmp[len] = f;
      _funcTemplates = tmp;
    }
  }

  /**
   * Add the EffectTemplate effect to the list of effects generated by the item
   *
   * @param effect : EffectTemplate
   */
  public void attach(EffectTemplate effect)
  {
    if(_effectTemplates == null)
    {
      _effectTemplates = new EffectTemplate[]
      {
        effect
      };
    }
    else
    {
      int len = _effectTemplates.length;
      EffectTemplate[] tmp = new EffectTemplate[len + 1];
      // Definition : arraycopy(array source, begins copy at this position of source, array destination, begins copy at this position in dest,
      //              number of components to be copied)
      System.arraycopy(_effectTemplates, 0, tmp, 0, len);
      tmp[len] = effect;
      _effectTemplates = tmp;
    }
  }

  /**
   * Add the L2Skill skill to the list of skills generated by the item
   *
   * @param skill : L2Skill
   */
  public void attach(L2Skill skill)
  {
    if(_skills == null)
    {
      _skills = new L2Skill[]
      {
        skill
      };
    }
    else
    {
      int len = _skills.length;
      L2Skill[] tmp = new L2Skill[len + 1];
      // Definition : arraycopy(array source, begins copy at this position of source, array destination, begins copy at this position in dest,
      //                        number of components to be copied)
      System.arraycopy(_skills, 0, tmp, 0, len);
      tmp[len] = skill;
      _skills = tmp;
    }
  }

  /**
   * Returns the name of the item
   *
   * @return String
   */
  @Override
  public String toString()
  {
    return _name;
  }
}
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