SoulShots.java 3.9 KB

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  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.L2Weapon;
  27. import com.l2jserver.gameserver.model.items.instance.L2ItemInstance;
  28. import com.l2jserver.gameserver.model.items.type.ActionType;
  29. import com.l2jserver.gameserver.network.SystemMessageId;
  30. import com.l2jserver.gameserver.network.serverpackets.MagicSkillUse;
  31. import com.l2jserver.gameserver.util.Broadcast;
  32. import com.l2jserver.util.Rnd;
  33. public class SoulShots implements IItemHandler
  34. {
  35. @Override
  36. public boolean useItem(L2Playable playable, L2ItemInstance item, boolean forceUse)
  37. {
  38. if (!playable.isPlayer())
  39. {
  40. playable.sendPacket(SystemMessageId.ITEM_NOT_FOR_PETS);
  41. return false;
  42. }
  43. final L2PcInstance activeChar = playable.getActingPlayer();
  44. final L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
  45. final L2Weapon weaponItem = activeChar.getActiveWeaponItem();
  46. final SkillHolder[] skills = item.getItem().getSkills();
  47. int itemId = item.getId();
  48. if (skills == null)
  49. {
  50. _log.log(Level.WARNING, getClass().getSimpleName() + ": is missing skills!");
  51. return false;
  52. }
  53. // Check if Soul shot can be used
  54. if ((weaponInst == null) || (weaponItem.getSoulShotCount() == 0))
  55. {
  56. if (!activeChar.getAutoSoulShot().contains(itemId))
  57. {
  58. activeChar.sendPacket(SystemMessageId.CANNOT_USE_SOULSHOTS);
  59. }
  60. return false;
  61. }
  62. boolean gradeCheck = item.isEtcItem() && (item.getEtcItem().getDefaultAction() == ActionType.SOULSHOT) && (weaponInst.getItem().getItemGradeSPlus() == item.getItem().getItemGradeSPlus());
  63. if (!gradeCheck)
  64. {
  65. if (!activeChar.getAutoSoulShot().contains(itemId))
  66. {
  67. activeChar.sendPacket(SystemMessageId.SOULSHOTS_GRADE_MISMATCH);
  68. }
  69. return false;
  70. }
  71. activeChar.soulShotLock.lock();
  72. try
  73. {
  74. // Check if Soul shot is already active
  75. if (activeChar.isChargedShot(ShotType.SOULSHOTS))
  76. {
  77. return false;
  78. }
  79. // Consume Soul shots if player has enough of them
  80. int SSCount = weaponItem.getSoulShotCount();
  81. if ((weaponItem.getReducedSoulShot() > 0) && (Rnd.get(100) < weaponItem.getReducedSoulShotChance()))
  82. {
  83. SSCount = weaponItem.getReducedSoulShot();
  84. }
  85. if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), SSCount, null, false))
  86. {
  87. if (!activeChar.disableAutoShot(itemId))
  88. {
  89. activeChar.sendPacket(SystemMessageId.NOT_ENOUGH_SOULSHOTS);
  90. }
  91. return false;
  92. }
  93. // Charge soul shot
  94. weaponInst.setChargedShot(ShotType.SOULSHOTS, true);
  95. }
  96. finally
  97. {
  98. activeChar.soulShotLock.unlock();
  99. }
  100. // Send message to client
  101. activeChar.sendPacket(SystemMessageId.ENABLED_SOULSHOT);
  102. Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, skills[0].getSkillId(), skills[0].getSkillLvl(), 0, 0), 600);
  103. return true;
  104. }
  105. }