/*
* 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 lineage2.gameserver.skills.skillclasses;
import java.util.List;
import lineage2.gameserver.model.Creature;
import lineage2.gameserver.model.Player;
import lineage2.gameserver.model.Skill;
import lineage2.gameserver.model.items.ItemInstance;
import lineage2.gameserver.network.serverpackets.ExAutoSoulShot;
import lineage2.gameserver.network.serverpackets.InventoryUpdate;
import lineage2.gameserver.network.serverpackets.ShortCutInit;
import lineage2.gameserver.network.serverpackets.SystemMessage2;
import lineage2.gameserver.network.serverpackets.components.SystemMsg;
import lineage2.gameserver.templates.StatsSet;
import lineage2.gameserver.templates.item.WeaponTemplate;
/**
* @author Mobius
* @version $Revision: 1.0 $
*/
public class KamaelWeaponExchange extends Skill
{
/**
* Constructor for KamaelWeaponExchange.
* @param set StatsSet
*/
public KamaelWeaponExchange(StatsSet set)
{
super(set);
}
/**
* Method checkCondition.
* @param activeChar Creature
* @param target Creature
* @param forceUse boolean
* @param dontMove boolean
* @param first boolean
* @return boolean
*/
@Override
public boolean checkCondition(Creature activeChar, Creature target, boolean forceUse, boolean dontMove, boolean first)
{
Player p = (Player) activeChar;
if (p.isInStoreMode() || p.isProcessingRequest())
{
return false;
}
ItemInstance item = activeChar.getActiveWeaponInstance();
if ((item != null) && (((WeaponTemplate) item.getTemplate()).getKamaelConvert() == 0))
{
activeChar.sendPacket(SystemMsg.YOU_CANNOT_CONVERT_THIS_ITEM);
return false;
}
return super.checkCondition(activeChar, target, forceUse, dontMove, first);
}
/**
* Method useSkill.
* @param activeChar Creature
* @param targets List<Creature>
*/
@Override
public void useSkill(Creature activeChar, List<Creature> targets)
{
final Player player = (Player) activeChar;
final ItemInstance item = activeChar.getActiveWeaponInstance();
if (item == null)
{
return;
}
int itemId = ((WeaponTemplate) item.getTemplate()).getKamaelConvert();
if (itemId == 0)
{
return;
}
player.getInventory().unEquipItem(item);
player.sendPacket(new InventoryUpdate().addRemovedItem(item));
item.setItemId(itemId);
player.sendPacket(new ShortCutInit(player));
for (int shotId : player.getAutoSoulShot())
{
player.sendPacket(new ExAutoSoulShot(shotId, true));
}
player.sendPacket(new InventoryUpdate().addNewItem(item));
player.sendPacket(new SystemMessage2(SystemMsg.YOU_HAVE_EQUIPPED_YOUR_S1).addItemNameWithAugmentation(item));
player.getInventory().equipItem(item);
}
}