SoulShots.java 3.8 KB

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  1. /*
  2. * This program is free software: you can redistribute it and/or modify it under
  3. * the terms of the GNU General Public License as published by the Free Software
  4. * Foundation, either version 3 of the License, or (at your option) any later
  5. * version.
  6. *
  7. * This program is distributed in the hope that it will be useful, but WITHOUT
  8. * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
  9. * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
  10. * details.
  11. *
  12. * You should have received a copy of the GNU General Public License along with
  13. * this program. If not, see <http://www.gnu.org/licenses/>.
  14. */
  15. package handlers.itemhandlers;
  16. import java.util.logging.Level;
  17. import com.l2jserver.gameserver.handler.IItemHandler;
  18. import com.l2jserver.gameserver.model.actor.L2Playable;
  19. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  20. import com.l2jserver.gameserver.model.holders.SkillHolder;
  21. import com.l2jserver.gameserver.model.items.L2Weapon;
  22. import com.l2jserver.gameserver.model.items.instance.L2ItemInstance;
  23. import com.l2jserver.gameserver.model.items.type.L2ActionType;
  24. import com.l2jserver.gameserver.network.SystemMessageId;
  25. import com.l2jserver.gameserver.network.serverpackets.MagicSkillUse;
  26. import com.l2jserver.gameserver.util.Broadcast;
  27. import com.l2jserver.util.Rnd;
  28. public class SoulShots implements IItemHandler
  29. {
  30. @Override
  31. public boolean useItem(L2Playable playable, L2ItemInstance item, boolean forceUse)
  32. {
  33. if (!playable.isPlayer())
  34. {
  35. return false;
  36. }
  37. final L2PcInstance activeChar = playable.getActingPlayer();
  38. final L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
  39. final L2Weapon weaponItem = activeChar.getActiveWeaponItem();
  40. final SkillHolder[] skills = item.getItem().getSkills();
  41. int itemId = item.getItemId();
  42. if (skills == null)
  43. {
  44. _log.log(Level.WARNING, getClass().getSimpleName() + ": is missing skills!");
  45. return false;
  46. }
  47. // Check if Soul shot can be used
  48. if ((weaponInst == null) || (weaponItem.getSoulShotCount() == 0))
  49. {
  50. if (!activeChar.getAutoSoulShot().contains(itemId))
  51. {
  52. activeChar.sendPacket(SystemMessageId.CANNOT_USE_SOULSHOTS);
  53. }
  54. return false;
  55. }
  56. boolean gradeCheck = item.isEtcItem() && item.getEtcItem().getDefaultAction() == L2ActionType.soulshot && weaponInst.getItem().getItemGradeSPlus() == item.getItem().getItemGradeSPlus();
  57. if (!gradeCheck)
  58. {
  59. if (!activeChar.getAutoSoulShot().contains(itemId))
  60. {
  61. activeChar.sendPacket(SystemMessageId.SOULSHOTS_GRADE_MISMATCH);
  62. }
  63. return false;
  64. }
  65. activeChar.soulShotLock.lock();
  66. try
  67. {
  68. // Check if Soul shot is already active
  69. if (weaponInst.getChargedSoulshot() != L2ItemInstance.CHARGED_NONE)
  70. {
  71. return false;
  72. }
  73. // Consume Soul shots if player has enough of them
  74. int SSCount = weaponItem.getSoulShotCount();
  75. if (weaponItem.getReducedSoulShot() > 0 && Rnd.get(100) < weaponItem.getReducedSoulShotChance())
  76. {
  77. SSCount = weaponItem.getReducedSoulShot();
  78. }
  79. if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), SSCount, null, false))
  80. {
  81. if (!activeChar.disableAutoShot(itemId))
  82. {
  83. activeChar.sendPacket(SystemMessageId.NOT_ENOUGH_SOULSHOTS);
  84. }
  85. return false;
  86. }
  87. // Charge soul shot
  88. weaponInst.setChargedSoulshot(L2ItemInstance.CHARGED_SOULSHOT);
  89. }
  90. finally
  91. {
  92. activeChar.soulShotLock.unlock();
  93. }
  94. // Send message to client
  95. activeChar.sendPacket(SystemMessageId.ENABLED_SOULSHOT);
  96. Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, skills[0].getSkillId(), skills[0].getSkillLvl(), 0, 0), 360000);
  97. return true;
  98. }
  99. }