ItemSkillsTemplate.java 7.6 KB

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  1. /*
  2. * Copyright (C) 2004-2013 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 com.l2jserver.gameserver.ai.CtrlIntention;
  21. import com.l2jserver.gameserver.handler.IItemHandler;
  22. import com.l2jserver.gameserver.model.actor.L2Playable;
  23. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  24. import com.l2jserver.gameserver.model.entity.TvTEvent;
  25. import com.l2jserver.gameserver.model.holders.SkillHolder;
  26. import com.l2jserver.gameserver.model.items.instance.L2ItemInstance;
  27. import com.l2jserver.gameserver.model.items.type.L2EtcItemType;
  28. import com.l2jserver.gameserver.model.skills.L2Skill;
  29. import com.l2jserver.gameserver.network.SystemMessageId;
  30. import com.l2jserver.gameserver.network.serverpackets.ActionFailed;
  31. import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  32. /**
  33. * Template for item skills handler.
  34. * @author Zoey76
  35. */
  36. public class ItemSkillsTemplate implements IItemHandler
  37. {
  38. @Override
  39. public boolean useItem(L2Playable playable, L2ItemInstance item, boolean forceUse)
  40. {
  41. if (!playable.isPlayer() && !playable.isPet())
  42. {
  43. return false;
  44. }
  45. if (!TvTEvent.onScrollUse(playable.getObjectId()))
  46. {
  47. playable.sendPacket(ActionFailed.STATIC_PACKET);
  48. return false;
  49. }
  50. // Pets can use items only when they are tradable.
  51. if (playable.isPet() && !item.isTradeable())
  52. {
  53. playable.sendPacket(SystemMessageId.ITEM_NOT_FOR_PETS);
  54. return false;
  55. }
  56. // Verify that item is not under reuse.
  57. if (!checkReuse(playable, null, item))
  58. {
  59. return false;
  60. }
  61. final SkillHolder[] skills = item.getEtcItem().getSkills();
  62. if (skills == null)
  63. {
  64. _log.info("Item " + item + " does not have registered any skill for handler.");
  65. return false;
  66. }
  67. int skillId;
  68. int skillLvl;
  69. final L2PcInstance activeChar = playable.getActingPlayer();
  70. for (SkillHolder skillInfo : skills)
  71. {
  72. if (skillInfo == null)
  73. {
  74. continue;
  75. }
  76. L2Skill itemSkill = skillInfo.getSkill();
  77. if (itemSkill != null)
  78. {
  79. if (!itemSkill.checkCondition(playable, playable.getTarget(), false))
  80. {
  81. return false;
  82. }
  83. if (playable.isSkillDisabled(itemSkill))
  84. {
  85. return false;
  86. }
  87. // Verify that skill is not under reuse.
  88. if (!checkReuse(playable, itemSkill, item))
  89. {
  90. return false;
  91. }
  92. if (!item.isPotion() && !item.isElixir() && playable.isCastingNow())
  93. {
  94. return false;
  95. }
  96. if ((itemSkill.getItemConsumeId() == 0) && (itemSkill.getItemConsume() > 0) && (item.isPotion() || item.isElixir() || itemSkill.isSimultaneousCast()))
  97. {
  98. if (!playable.destroyItem("Consume", item.getObjectId(), itemSkill.getItemConsume(), playable, false))
  99. {
  100. playable.sendPacket(SystemMessageId.NOT_ENOUGH_ITEMS);
  101. return false;
  102. }
  103. }
  104. // Send message to the master.
  105. if (playable.isPet())
  106. {
  107. SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.PET_USES_S1);
  108. sm.addSkillName(itemSkill);
  109. playable.sendPacket(sm);
  110. }
  111. else
  112. {
  113. skillId = skillInfo.getSkillId();
  114. skillLvl = skillInfo.getSkillLvl();
  115. // Short buff icon for healing potions.
  116. switch (skillId)
  117. {
  118. case 2031:
  119. case 2032:
  120. case 2037:
  121. case 26025:
  122. case 26026:
  123. final int buffId = activeChar.getShortBuffTaskSkillId();
  124. if ((skillId == 2037) || (skillId == 26025))
  125. {
  126. activeChar.shortBuffStatusUpdate(skillId, skillLvl, itemSkill.getAbnormalTime());
  127. }
  128. else if (((skillId == 2032) || (skillId == 26026)) && (buffId != 2037) && (buffId != 26025))
  129. {
  130. activeChar.shortBuffStatusUpdate(skillId, skillLvl, itemSkill.getAbnormalTime());
  131. }
  132. else
  133. {
  134. if ((buffId != 2037) && (buffId != 26025) && (buffId != 2032) && (buffId != 26026))
  135. {
  136. activeChar.shortBuffStatusUpdate(skillId, skillLvl, itemSkill.getAbnormalTime());
  137. }
  138. }
  139. break;
  140. }
  141. }
  142. if (item.isPotion() || item.isElixir() || (item.getItemType() == L2EtcItemType.HERB) || itemSkill.isSimultaneousCast())
  143. {
  144. playable.doSimultaneousCast(itemSkill);
  145. // Summons should be affected by herbs too, self time effect is handled at L2Effect constructor
  146. if (!playable.isSummon() && activeChar.hasSummon())
  147. {
  148. activeChar.getSummon().doSimultaneousCast(itemSkill);
  149. }
  150. }
  151. else
  152. {
  153. playable.getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
  154. if (!playable.useMagic(itemSkill, forceUse, false))
  155. {
  156. return false;
  157. }
  158. // Consume.
  159. if ((itemSkill.getItemConsumeId() == 0) && (itemSkill.getItemConsume() > 0))
  160. {
  161. if (!playable.destroyItem("Consume", item.getObjectId(), itemSkill.getItemConsume(), null, false))
  162. {
  163. playable.sendPacket(SystemMessageId.NOT_ENOUGH_ITEMS);
  164. return false;
  165. }
  166. }
  167. }
  168. if (itemSkill.getReuseDelay() > 0)
  169. {
  170. playable.addTimeStamp(itemSkill, itemSkill.getReuseDelay());
  171. }
  172. }
  173. }
  174. return true;
  175. }
  176. /**
  177. * @param playable the character using the item or skill
  178. * @param skill the skill being used, can be null
  179. * @param item the item being used
  180. * @return {@code true} if the the item or skill to check is available, {@code false} otherwise
  181. */
  182. private boolean checkReuse(L2Playable playable, L2Skill skill, L2ItemInstance item)
  183. {
  184. final long remainingTime = (skill != null) ? playable.getSkillRemainingReuseTime(skill.getReuseHashCode()) : playable.getItemRemainingReuseTime(item.getObjectId());
  185. final boolean isAvailable = remainingTime <= 0;
  186. if (playable.isPlayer())
  187. {
  188. if (!isAvailable)
  189. {
  190. final int hours = (int) (remainingTime / 3600000L);
  191. final int minutes = (int) (remainingTime % 3600000L) / 60000;
  192. final int seconds = (int) ((remainingTime / 1000) % 60);
  193. SystemMessage sm = null;
  194. if (hours > 0)
  195. {
  196. sm = SystemMessage.getSystemMessage(SystemMessageId.S2_HOURS_S3_MINUTES_S4_SECONDS_REMAINING_FOR_REUSE_S1);
  197. if ((skill == null) || skill.isStatic())
  198. {
  199. sm.addItemName(item);
  200. }
  201. else
  202. {
  203. sm.addSkillName(skill);
  204. }
  205. sm.addNumber(hours);
  206. sm.addNumber(minutes);
  207. }
  208. else if (minutes > 0)
  209. {
  210. sm = SystemMessage.getSystemMessage(SystemMessageId.S2_MINUTES_S3_SECONDS_REMAINING_FOR_REUSE_S1);
  211. if ((skill == null) || skill.isStatic())
  212. {
  213. sm.addItemName(item);
  214. }
  215. else
  216. {
  217. sm.addSkillName(skill);
  218. }
  219. sm.addNumber(minutes);
  220. }
  221. else
  222. {
  223. sm = SystemMessage.getSystemMessage(SystemMessageId.S2_SECONDS_REMAINING_FOR_REUSE_S1);
  224. if ((skill == null) || skill.isStatic())
  225. {
  226. sm.addItemName(item);
  227. }
  228. else
  229. {
  230. sm.addSkillName(skill);
  231. }
  232. }
  233. sm.addNumber(seconds);
  234. playable.sendPacket(sm);
  235. }
  236. }
  237. return isAvailable;
  238. }
  239. }