/* * 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 . */ package handlers.itemhandlers; import java.util.logging.Level; import com.l2jserver.gameserver.handler.IItemHandler; import com.l2jserver.gameserver.model.actor.L2Playable; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; import com.l2jserver.gameserver.model.holders.SkillHolder; import com.l2jserver.gameserver.model.items.L2Weapon; import com.l2jserver.gameserver.model.items.instance.L2ItemInstance; import com.l2jserver.gameserver.model.items.type.L2ActionType; import com.l2jserver.gameserver.network.SystemMessageId; import com.l2jserver.gameserver.network.serverpackets.MagicSkillUse; import com.l2jserver.gameserver.util.Broadcast; import com.l2jserver.util.Rnd; public class SoulShots implements IItemHandler { @Override public boolean useItem(L2Playable playable, L2ItemInstance item, boolean forceUse) { if (!playable.isPlayer()) { playable.sendPacket(SystemMessageId.ITEM_NOT_FOR_PETS); return false; } final L2PcInstance activeChar = playable.getActingPlayer(); final L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance(); final L2Weapon weaponItem = activeChar.getActiveWeaponItem(); final SkillHolder[] skills = item.getItem().getSkills(); int itemId = item.getItemId(); if (skills == null) { _log.log(Level.WARNING, getClass().getSimpleName() + ": is missing skills!"); return false; } // Check if Soul shot can be used if ((weaponInst == null) || (weaponItem.getSoulShotCount() == 0)) { if (!activeChar.getAutoSoulShot().contains(itemId)) { activeChar.sendPacket(SystemMessageId.CANNOT_USE_SOULSHOTS); } return false; } boolean gradeCheck = item.isEtcItem() && item.getEtcItem().getDefaultAction() == L2ActionType.soulshot && weaponInst.getItem().getItemGradeSPlus() == item.getItem().getItemGradeSPlus(); if (!gradeCheck) { if (!activeChar.getAutoSoulShot().contains(itemId)) { activeChar.sendPacket(SystemMessageId.SOULSHOTS_GRADE_MISMATCH); } return false; } activeChar.soulShotLock.lock(); try { // Check if Soul shot is already active if (weaponInst.getChargedSoulshot() != L2ItemInstance.CHARGED_NONE) { return false; } // Consume Soul shots if player has enough of them int SSCount = weaponItem.getSoulShotCount(); if (weaponItem.getReducedSoulShot() > 0 && Rnd.get(100) < weaponItem.getReducedSoulShotChance()) { SSCount = weaponItem.getReducedSoulShot(); } if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), SSCount, null, false)) { if (!activeChar.disableAutoShot(itemId)) { activeChar.sendPacket(SystemMessageId.NOT_ENOUGH_SOULSHOTS); } return false; } // Charge soul shot weaponInst.setChargedSoulshot(L2ItemInstance.CHARGED_SOULSHOT); } finally { activeChar.soulShotLock.unlock(); } // Send message to client activeChar.sendPacket(SystemMessageId.ENABLED_SOULSHOT); Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, skills[0].getSkillId(), skills[0].getSkillLvl(), 0, 0), 600); return true; } }