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- /*
- * 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 handlers.itemhandlers;
- 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.item.L2Item;
- import com.l2jserver.gameserver.model.item.L2Weapon;
- import com.l2jserver.gameserver.model.item.instance.L2ItemInstance;
- import com.l2jserver.gameserver.network.SystemMessageId;
- import com.l2jserver.gameserver.network.serverpackets.MagicSkillUse;
- import com.l2jserver.gameserver.skills.Stats;
- import com.l2jserver.gameserver.util.Broadcast;
- public class SoulShots implements IItemHandler
- {
- public void useItem(L2Playable playable, L2ItemInstance item, boolean forceUse)
- {
- if (!(playable instanceof L2PcInstance))
- {
- return;
- }
-
- final L2PcInstance activeChar = playable.getActingPlayer();
- final L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
- final L2Weapon weaponItem = activeChar.getActiveWeaponItem();
- final int itemId = item.getItemId();
-
- // 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;
- }
-
- boolean gradeCheck = true;
- final int weaponGrade = weaponItem.getCrystalType();
- switch (weaponGrade)
- {
- case L2Item.CRYSTAL_NONE:
- if ((itemId != 5789) && (itemId != 1835))
- {
- gradeCheck = false;
- }
- break;
- case L2Item.CRYSTAL_D:
- if ((itemId != 1463) && (itemId != 22082))
- {
- gradeCheck = false;
- }
- break;
- case L2Item.CRYSTAL_C:
- if ((itemId != 1464) && (itemId != 22083))
- {
- gradeCheck = false;
- }
- break;
- case L2Item.CRYSTAL_B:
- if ((itemId != 1465) && (itemId != 22084))
- {
- gradeCheck = false;
- }
- break;
- case L2Item.CRYSTAL_A:
- if ((itemId != 1466) && (itemId != 22085))
- {
- gradeCheck = false;
- }
- break;
- case L2Item.CRYSTAL_S:
- case L2Item.CRYSTAL_S80:
- case L2Item.CRYSTAL_S84:
- if ((itemId != 1467) && (itemId != 22086))
- {
- gradeCheck = false;
- }
- break;
- }
-
- if (!gradeCheck)
- {
- if (!activeChar.getAutoSoulShot().contains(itemId))
- {
- activeChar.sendPacket(SystemMessageId.SOULSHOTS_GRADE_MISMATCH);
- }
- return;
- }
-
- activeChar.soulShotLock.lock();
- try
- {
- // Check if Soul shot is already active
- if (weaponInst.getChargedSoulshot() != L2ItemInstance.CHARGED_NONE)
- {
- return;
- }
-
- // Consume Soul shots if player has enough of them
- final int saSSCount = (int) activeChar.getStat().calcStat(Stats.SOULSHOT_COUNT, 0, null, null);
- final int SSCount = saSSCount == 0 ? weaponItem.getSoulShotCount() : saSSCount;
-
- if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), SSCount, null, false))
- {
- if (!activeChar.disableAutoShot(itemId))
- {
- activeChar.sendPacket(SystemMessageId.NOT_ENOUGH_SOULSHOTS);
- }
- return;
- }
- // Charge soul shot
- weaponInst.setChargedSoulshot(L2ItemInstance.CHARGED_SOULSHOT);
- }
- finally
- {
- activeChar.soulShotLock.unlock();
- }
- int skillId = 0;
- switch (itemId)
- {
- case 1835:
- case 5789:
- skillId = 2039;
- break;
- case 1463:
- skillId = 2150;
- break;
- case 1464:
- skillId = 2151;
- break;
- case 1465:
- skillId = 2152;
- break;
- case 1466:
- skillId = 2153;
- break;
- case 1467:
- skillId = 2154;
- break;
- case 22082:
- skillId = 26060;
- break;
- case 22083:
- skillId = 26061;
- break;
- case 22084:
- skillId = 26062;
- break;
- case 22085:
- skillId = 26063;
- break;
- case 22086:
- skillId = 26064;
- break;
- }
- // Send message to client
- activeChar.sendPacket(SystemMessageId.ENABLED_SOULSHOT);
- Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, skillId, 1, 0, 0), 360000);
- }
- }
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