/*
* 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;
}
}