BeastSoulShot.java 3.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105
  1. /*
  2. * Copyright (C) 2004-2015 L2J DataPack
  3. *
  4. * This file is part of L2J DataPack.
  5. *
  6. * L2J DataPack is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * L2J DataPack is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
  14. * General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with this program. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. package handlers.itemhandlers;
  20. import java.util.logging.Level;
  21. import com.l2jserver.gameserver.enums.ShotType;
  22. import com.l2jserver.gameserver.handler.IItemHandler;
  23. import com.l2jserver.gameserver.model.actor.L2Playable;
  24. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  25. import com.l2jserver.gameserver.model.holders.SkillHolder;
  26. import com.l2jserver.gameserver.model.items.instance.L2ItemInstance;
  27. import com.l2jserver.gameserver.network.SystemMessageId;
  28. import com.l2jserver.gameserver.network.serverpackets.MagicSkillUse;
  29. import com.l2jserver.gameserver.util.Broadcast;
  30. /**
  31. * Beast SoulShot Handler
  32. * @author Tempy
  33. */
  34. public class BeastSoulShot implements IItemHandler
  35. {
  36. @Override
  37. public boolean useItem(L2Playable playable, L2ItemInstance item, boolean forceUse)
  38. {
  39. if (!playable.isPlayer())
  40. {
  41. playable.sendPacket(SystemMessageId.ITEM_NOT_FOR_PETS);
  42. return false;
  43. }
  44. final L2PcInstance activeOwner = playable.getActingPlayer();
  45. if (!activeOwner.hasSummon())
  46. {
  47. activeOwner.sendPacket(SystemMessageId.PETS_ARE_NOT_AVAILABLE_AT_THIS_TIME);
  48. return false;
  49. }
  50. if (activeOwner.getSummon().isDead())
  51. {
  52. activeOwner.sendPacket(SystemMessageId.SOULSHOTS_AND_SPIRITSHOTS_ARE_NOT_AVAILABLE_FOR_A_DEAD_PET);
  53. return false;
  54. }
  55. final int itemId = item.getId();
  56. final short shotConsumption = activeOwner.getSummon().getSoulShotsPerHit();
  57. final long shotCount = item.getCount();
  58. final SkillHolder[] skills = item.getItem().getSkills();
  59. if (skills == null)
  60. {
  61. _log.log(Level.WARNING, getClass().getSimpleName() + ": is missing skills!");
  62. return false;
  63. }
  64. if (shotCount < shotConsumption)
  65. {
  66. // Not enough Soulshots to use.
  67. if (!activeOwner.disableAutoShot(itemId))
  68. {
  69. activeOwner.sendPacket(SystemMessageId.NOT_ENOUGH_SOULSHOTS_FOR_PET);
  70. }
  71. return false;
  72. }
  73. if (activeOwner.getSummon().isChargedShot(ShotType.SOULSHOTS))
  74. {
  75. // SoulShots are already active.
  76. return false;
  77. }
  78. // If the player doesn't have enough beast soulshot remaining, remove any auto soulshot task.
  79. if (!activeOwner.destroyItemWithoutTrace("Consume", item.getObjectId(), shotConsumption, null, false))
  80. {
  81. if (!activeOwner.disableAutoShot(itemId))
  82. {
  83. activeOwner.sendPacket(SystemMessageId.NOT_ENOUGH_SOULSHOTS_FOR_PET);
  84. }
  85. return false;
  86. }
  87. // Pet uses the power of spirit.
  88. activeOwner.sendPacket(SystemMessageId.PET_USE_SPIRITSHOT);
  89. activeOwner.getSummon().setChargedShot(ShotType.SOULSHOTS, true);
  90. Broadcast.toSelfAndKnownPlayersInRadius(activeOwner, new MagicSkillUse(activeOwner.getSummon(), activeOwner.getSummon(), skills[0].getSkillId(), skills[0].getSkillLvl(), 0, 0), 600);
  91. return true;
  92. }
  93. }