/*
* 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 .
*/
package com.l2jserver.gameserver.templates.item;
import java.util.ArrayList;
import com.l2jserver.gameserver.model.L2ItemInstance;
import com.l2jserver.gameserver.model.L2Skill;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.skills.Env;
import com.l2jserver.gameserver.skills.SkillHolder;
import com.l2jserver.gameserver.skills.funcs.Func;
import com.l2jserver.gameserver.skills.funcs.FuncTemplate;
import com.l2jserver.gameserver.templates.StatsSet;
import com.l2jserver.util.StringUtil;
/**
* This class is dedicated to the management of armors.
*
* @version $Revision: 1.2.2.1.2.6 $ $Date: 2005/03/27 15:30:10 $
*/
public final class L2Armor extends L2Item
{
private final int _avoidModifier;
private SkillHolder _enchant4Skill = null; // skill that activates when armor is enchanted +4
// private final String[] _skill;
private L2ArmorType _type;
/**
* Constructor for Armor.
* Variables filled :
*
_avoidModifier
* _pDef & _mDef
* _mpBonus & _hpBonus
* enchant4Skill
* @param type : L2ArmorType designating the type of armor
* @param set : StatsSet designating the set of couples (key,value) caracterizing the armor
* @see L2Item constructor
*/
public L2Armor(StatsSet set)
{
super(set);
_type = L2ArmorType.valueOf(set.getString("armor_type", "none").toUpperCase());
int _bodyPart = getBodyPart();
if (_bodyPart == L2Item.SLOT_NECK || _bodyPart == L2Item.SLOT_HAIR || _bodyPart == L2Item.SLOT_HAIR2
|| _bodyPart == L2Item.SLOT_HAIRALL || (_bodyPart & L2Item.SLOT_L_EAR) != 0 || (_bodyPart & L2Item.SLOT_L_FINGER) != 0
|| (_bodyPart & L2Item.SLOT_R_BRACELET) != 0 || (_bodyPart & L2Item.SLOT_L_BRACELET) != 0
|| (_bodyPart & L2Item.SLOT_BACK) != 0 )
{
_type1 = L2Item.TYPE1_WEAPON_RING_EARRING_NECKLACE;
_type2 = L2Item.TYPE2_ACCESSORY;
}
else
{
if (_type == L2ArmorType.NONE && getBodyPart() == L2Item.SLOT_L_HAND) // retail define shield as NONE
_type = L2ArmorType.SHIELD;
_type1 = L2Item.TYPE1_SHIELD_ARMOR;
_type2 = L2Item.TYPE2_SHIELD_ARMOR;
}
_avoidModifier = set.getInteger("avoid_modify", 0);
String skill = set.getString("enchant4_skill", null);
if (skill != null)
{
String[] info = skill.split("-");
if (info != null && info.length == 2)
{
int id = 0;
int level = 0;
try
{
id = Integer.parseInt(info[0]);
level = Integer.parseInt(info[1]);
}
catch (Exception nfe)
{
// Incorrect syntax, dont add new skill
_log.info(StringUtil.concat("> Couldnt parse ", skill, " in armor enchant skills! item ",this.toString()));
}
if (id > 0 && level > 0)
_enchant4Skill = new SkillHolder(id, level);
}
}
}
/**
* Returns the type of the armor.
* @return L2ArmorType
*/
@Override
public L2ArmorType getItemType()
{
return _type;
}
/**
* Returns the ID of the item after applying the mask.
* @return int : ID of the item
*/
@Override
public final int getItemMask()
{
return getItemType().mask();
}
/**
* Returns avoid modifier given by the armor
* @return int : avoid modifier
*/
public final int getAvoidModifier()
{
return _avoidModifier;
}
/**
* Returns skill that player get when has equiped armor +4 or more
* @return
*/
public L2Skill getEnchant4Skill()
{
if (_enchant4Skill == null)
return null;
return _enchant4Skill.getSkill();
}
/**
* Returns array of Func objects containing the list of functions used by the armor
* @param instance : L2ItemInstance pointing out the armor
* @param player : L2Character pointing out the player
* @return Func[] : array of functions
*/
@Override
public Func[] getStatFuncs(L2ItemInstance instance, L2Character player)
{
if (_funcTemplates == null || _funcTemplates.length == 0)
return _emptyFunctionSet;
ArrayList funcs = new ArrayList(_funcTemplates.length);
Env env = new Env();
env.player = player;
env.item = instance;
Func f;
for (FuncTemplate t : _funcTemplates) {
f = t.getFunc(env, instance);
if (f != null)
funcs.add(f);
}
return funcs.toArray(new Func[funcs.size()]);
}
}