BeastSoulShot.java 3.7 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 com.l2jserver.gameserver.handler.IItemHandler;
  17. import com.l2jserver.gameserver.model.actor.L2Playable;
  18. import com.l2jserver.gameserver.model.actor.L2Summon;
  19. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  20. import com.l2jserver.gameserver.model.actor.instance.L2PetInstance;
  21. import com.l2jserver.gameserver.model.items.instance.L2ItemInstance;
  22. import com.l2jserver.gameserver.network.SystemMessageId;
  23. import com.l2jserver.gameserver.network.serverpackets.MagicSkillUse;
  24. import com.l2jserver.gameserver.util.Broadcast;
  25. /**
  26. * Beast SoulShot Handler
  27. * @author Tempy
  28. */
  29. public class BeastSoulShot implements IItemHandler
  30. {
  31. @Override
  32. public boolean useItem(L2Playable playable, L2ItemInstance item, boolean forceUse)
  33. {
  34. if (playable == null)
  35. return false;
  36. L2PcInstance activeOwner = null;
  37. if (playable instanceof L2Summon)
  38. {
  39. activeOwner = ((L2Summon) playable).getOwner();
  40. activeOwner.sendPacket(SystemMessageId.PET_CANNOT_USE_ITEM);
  41. return false;
  42. }
  43. else if (playable instanceof L2PcInstance)
  44. activeOwner = (L2PcInstance) playable;
  45. if (activeOwner == null)
  46. return false;
  47. L2Summon activePet = activeOwner.getPet();
  48. if (activePet == null)
  49. {
  50. activeOwner.sendPacket(SystemMessageId.PETS_ARE_NOT_AVAILABLE_AT_THIS_TIME);
  51. return false;
  52. }
  53. if (activePet.isDead())
  54. {
  55. activeOwner.sendPacket(SystemMessageId.SOULSHOTS_AND_SPIRITSHOTS_ARE_NOT_AVAILABLE_FOR_A_DEAD_PET);
  56. return false;
  57. }
  58. int itemId = item.getItemId();
  59. short shotConsumption = activePet.getSoulShotsPerHit();
  60. long shotCount = item.getCount();
  61. if (!(shotCount > shotConsumption))
  62. {
  63. // Not enough Soulshots to use.
  64. if (!activeOwner.disableAutoShot(itemId))
  65. activeOwner.sendPacket(SystemMessageId.NOT_ENOUGH_SOULSHOTS_FOR_PET);
  66. return false;
  67. }
  68. L2ItemInstance weaponInst = null;
  69. if (activePet instanceof L2PetInstance)
  70. weaponInst = ((L2PetInstance) activePet).getActiveWeaponInstance();
  71. if (weaponInst == null)
  72. {
  73. if (activePet.getChargedSoulShot() != L2ItemInstance.CHARGED_NONE)
  74. return false;
  75. activePet.setChargedSoulShot(L2ItemInstance.CHARGED_SOULSHOT);
  76. }
  77. else
  78. {
  79. if (weaponInst.getChargedSoulshot() != L2ItemInstance.CHARGED_NONE)
  80. {
  81. // SoulShots are already active.
  82. return false;
  83. }
  84. weaponInst.setChargedSoulshot(L2ItemInstance.CHARGED_SOULSHOT);
  85. }
  86. // If the player doesn't have enough beast soulshot remaining, remove any auto soulshot task.
  87. if (!activeOwner.destroyItemWithoutTrace("Consume", item.getObjectId(), shotConsumption, null, false))
  88. {
  89. if (!activeOwner.disableAutoShot(itemId))
  90. activeOwner.sendPacket(SystemMessageId.NOT_ENOUGH_SOULSHOTS_FOR_PET);
  91. return false;
  92. }
  93. // Pet uses the power of spirit.
  94. activeOwner.sendPacket(SystemMessageId.PET_USE_SPIRITSHOT);
  95. Broadcast.toSelfAndKnownPlayersInRadius(activeOwner, new MagicSkillUse(activePet, activePet, itemId == 6645 ? 2033 : 22036, 1, 0, 0), 360000/*600*/);
  96. return true;
  97. }
  98. }