/* * 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 java.util.List; import java.util.logging.Logger; import javolution.util.FastList; import com.l2jserver.Config; import com.l2jserver.gameserver.datatables.ItemTable; import com.l2jserver.gameserver.model.Elementals; import com.l2jserver.gameserver.model.L2Effect; import com.l2jserver.gameserver.model.L2ItemInstance; import com.l2jserver.gameserver.model.L2Object; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.actor.L2Summon; import com.l2jserver.gameserver.network.SystemMessageId; import com.l2jserver.gameserver.network.serverpackets.SystemMessage; import com.l2jserver.gameserver.skills.Env; import com.l2jserver.gameserver.skills.SkillHolder; import com.l2jserver.gameserver.skills.conditions.Condition; import com.l2jserver.gameserver.skills.conditions.ConditionLogicOr; import com.l2jserver.gameserver.skills.conditions.ConditionPetType; import com.l2jserver.gameserver.skills.funcs.Func; import com.l2jserver.gameserver.skills.funcs.FuncTemplate; import com.l2jserver.gameserver.templates.StatsSet; import com.l2jserver.gameserver.templates.effects.EffectTemplate; import com.l2jserver.util.StringUtil; /** * This class contains all informations concerning the item (weapon, armor, etc).
* Mother class of : *
  • L2Armor
  • *
  • L2EtcItem
  • *
  • L2Weapon
  • * @version $Revision: 1.7.2.2.2.5 $ $Date: 2005/04/06 18:25:18 $ */ public abstract class L2Item { public static final int TYPE1_WEAPON_RING_EARRING_NECKLACE = 0; public static final int TYPE1_SHIELD_ARMOR = 1; public static final int TYPE1_ITEM_QUESTITEM_ADENA = 4; public static final int TYPE2_WEAPON = 0; public static final int TYPE2_SHIELD_ARMOR = 1; public static final int TYPE2_ACCESSORY = 2; public static final int TYPE2_QUEST = 3; public static final int TYPE2_MONEY = 4; public static final int TYPE2_OTHER = 5; public static final int WOLF = 0x1; public static final int HATCHLING = 0x2; public static final int STRIDER = 0x4; public static final int BABY = 0x8; public static final int IMPROVED_BABY = 0x10; public static final int GROWN_WOLF = 0x20; public static final int ALL_WOLF = 0x21; public static final int ALL_PET = 0x3F; public static final int SLOT_NONE = 0x0000; public static final int SLOT_UNDERWEAR = 0x0001; public static final int SLOT_R_EAR = 0x0002; public static final int SLOT_L_EAR = 0x0004; public static final int SLOT_LR_EAR = 0x00006; public static final int SLOT_NECK = 0x0008; public static final int SLOT_R_FINGER = 0x0010; public static final int SLOT_L_FINGER = 0x0020; public static final int SLOT_LR_FINGER = 0x0030; public static final int SLOT_HEAD = 0x0040; public static final int SLOT_R_HAND = 0x0080; public static final int SLOT_L_HAND = 0x0100; public static final int SLOT_GLOVES = 0x0200; public static final int SLOT_CHEST = 0x0400; public static final int SLOT_LEGS = 0x0800; public static final int SLOT_FEET = 0x1000; public static final int SLOT_BACK = 0x2000; public static final int SLOT_LR_HAND = 0x4000; public static final int SLOT_FULL_ARMOR = 0x8000; public static final int SLOT_HAIR = 0x010000; public static final int SLOT_ALLDRESS = 0x020000; public static final int SLOT_HAIR2 = 0x040000; public static final int SLOT_HAIRALL = 0x080000; public static final int SLOT_R_BRACELET = 0x100000; public static final int SLOT_L_BRACELET = 0x200000; public static final int SLOT_DECO = 0x400000; public static final int SLOT_BELT = 0x10000000; public static final int SLOT_WOLF = -100; public static final int SLOT_HATCHLING = -101; public static final int SLOT_STRIDER = -102; public static final int SLOT_BABYPET = -103; public static final int SLOT_GREATWOLF = -104; public static final int SLOT_MULTI_ALLWEAPON = SLOT_LR_HAND | SLOT_R_HAND; public static final int MATERIAL_STEEL = 0x00; // ?? public static final int MATERIAL_FINE_STEEL = 0x01; // ?? public static final int MATERIAL_BLOOD_STEEL = 0x02; // ?? public static final int MATERIAL_BRONZE = 0x03; // ?? public static final int MATERIAL_SILVER = 0x04; // ?? public static final int MATERIAL_GOLD = 0x05; // ?? public static final int MATERIAL_MITHRIL = 0x06; // ?? public static final int MATERIAL_ORIHARUKON = 0x07; // ?? public static final int MATERIAL_PAPER = 0x08; // ?? public static final int MATERIAL_WOOD = 0x09; // ?? public static final int MATERIAL_CLOTH = 0x0a; // ?? public static final int MATERIAL_LEATHER = 0x0b; // ?? public static final int MATERIAL_BONE = 0x0c; // ?? public static final int MATERIAL_HORN = 0x0d; // ?? public static final int MATERIAL_DAMASCUS = 0x0e; // ?? public static final int MATERIAL_ADAMANTAITE = 0x0f; // ?? public static final int MATERIAL_CHRYSOLITE = 0x10; // ?? public static final int MATERIAL_CRYSTAL = 0x11; // ?? public static final int MATERIAL_LIQUID = 0x12; // ?? public static final int MATERIAL_SCALE_OF_DRAGON = 0x13; // ?? public static final int MATERIAL_DYESTUFF = 0x14; // ?? public static final int MATERIAL_COBWEB = 0x15; // ?? public static final int MATERIAL_SEED = 0x16; // ?? public static final int MATERIAL_FISH = 0x17; // ?? public static final int MATERIAL_RUNE_XP = 0x18; // ?? public static final int MATERIAL_RUNE_SP = 0x19; // ?? public static final int MATERIAL_RUNE_PENALTY = 0x20; // ?? public static final int CRYSTAL_NONE = 0x00; // ?? public static final int CRYSTAL_D = 0x01; // ?? public static final int CRYSTAL_C = 0x02; // ?? public static final int CRYSTAL_B = 0x03; // ?? public static final int CRYSTAL_A = 0x04; // ?? public static final int CRYSTAL_S = 0x05; // ?? public static final int CRYSTAL_S80 = 0x06; // ?? public static final int CRYSTAL_S84 = 0x07; // ?? private static final int[] crystalItemId = { 0, 1458, 1459, 1460, 1461, 1462, 1462, 1462 }; private static final int[] crystalEnchantBonusArmor = { 0, 11, 6, 11, 19, 25, 25, 25 }; private static final int[] crystalEnchantBonusWeapon = { 0, 90, 45, 67, 144, 250, 250, 250 }; private final int _itemId; private final String _name; private final String _icon; private final int _weight; private final boolean _stackable; private final int _materialType; private final int _crystalType; // default to none-grade private final int _duration; private final int _time; private final int _bodyPart; private final int _referencePrice; private final int _crystalCount; private final boolean _sellable; private final boolean _dropable; private final boolean _destroyable; private final boolean _tradeable; private final boolean _depositable; private final boolean _questItem; private final boolean _common; private final boolean _heroItem; private final boolean _pvpItem; private final boolean _ex_immediate_effect; private final L2ActionType _defaultAction; protected int _type1; // needed for item list (inventory) protected int _type2; // different lists for armor, weapon, etc protected Elementals[] _elementals = null; protected FuncTemplate[] _funcTemplates; protected EffectTemplate[] _effectTemplates; protected List _preConditions; private SkillHolder[] _skillHolder; protected static final Func[] _emptyFunctionSet = new Func[0]; protected static final L2Effect[] _emptyEffectSet = new L2Effect[0]; protected static final Logger _log = Logger.getLogger(L2Item.class.getName()); /** * Constructor of the L2Item that fill class variables.

    * @param set : StatsSet corresponding to a set of couples (key,value) for description of the item */ protected L2Item(StatsSet set) { _itemId = set.getInteger("item_id"); _name = set.getString("name"); _icon = set.getString("icon", null); _weight = set.getInteger("weight", 0); _materialType = ItemTable._materials.get(set.getString("material", "steel")); // default is steel, yeah and what? _duration = set.getInteger("duration", -1); _time = set.getInteger("time", -1); _bodyPart = ItemTable._slots.get(set.getString("bodypart", "none")); _referencePrice = set.getInteger("price", 0); _crystalType = ItemTable._crystalTypes.get(set.getString("crystal_type", "none")); // default to none-grade _crystalCount = set.getInteger("crystal_count", 0); _stackable = set.getBool("is_stackable", false); _sellable = set.getBool("is_sellable", true); _dropable = set.getBool("is_dropable", true); _destroyable = set.getBool("is_destroyable", true); _tradeable = set.getBool("is_tradable", true); _depositable = set.getBool("is_depositable", true); _questItem = set.getBool("is_questitem", false); //_immediate_effect - herb _ex_immediate_effect = set.getInteger("ex_immediate_effect", 0) > 0; //used for custom type select _defaultAction = set.getEnum("default_action", L2ActionType.class, L2ActionType.none); //TODO cleanup + finish String equip_condition = set.getString("equip_condition", null); if (equip_condition != null) { //pet conditions ConditionLogicOr cond = new ConditionLogicOr(); if (equip_condition.contains("all_wolf_group")) cond.add(new ConditionPetType(ALL_WOLF)); if (equip_condition.contains("hatchling_group")) cond.add(new ConditionPetType(HATCHLING)); if (equip_condition.contains("strider")) cond.add(new ConditionPetType(STRIDER)); if (equip_condition.contains("baby_pet_group")) cond.add(new ConditionPetType(BABY)); if (equip_condition.contains("upgrade_baby_pet_group")) cond.add(new ConditionPetType(IMPROVED_BABY)); if (equip_condition.contains("grown_up_wolf_group")) cond.add(new ConditionPetType(GROWN_WOLF)); if (equip_condition.contains("item_equip_pet_group")) cond.add(new ConditionPetType(ALL_PET)); if (cond.conditions.length > 0) attach(cond); } String skills = set.getString("item_skill", null); if (skills != null) { String[] skillsSplit = skills.split(";"); _skillHolder = new SkillHolder[skillsSplit.length]; int used = 0; for (int i = 0;i < skillsSplit.length;++ i) { try { String[] skillSplit = skillsSplit[i].split("-"); int id = Integer.parseInt(skillSplit[0]); int level = Integer.parseInt(skillSplit[1]); if (id == 0) { _log.info(StringUtil.concat("Ignoring item_skill(", skillsSplit[i], ") for item ", toString(), ". Skill id is 0!")); continue; } if (level == 0) { _log.info(StringUtil.concat("Ignoring item_skill(", skillsSplit[i], ") for item ", toString(), ". Skill level is 0!")); continue; } _skillHolder[used] = new SkillHolder(id, level); ++ used; } catch (Exception e) { _log.warning(StringUtil.concat("Failed to parse item_skill(", skillsSplit[i], ") for item ", toString(), "! Format: SkillId0-SkillLevel0[;SkillIdN-SkillLevelN]")); } } // this is only loading? just don't leave a null or use a collection? if (used != _skillHolder.length) { SkillHolder[] skillHolder = new SkillHolder[used]; System.arraycopy(_skillHolder, 0, skillHolder, 0, used); _skillHolder = skillHolder; } } _common = (_itemId >= 11605 && _itemId <= 12361); _heroItem = (_itemId >= 6611 && _itemId <= 6621) || (_itemId >= 9388 && _itemId <= 9390) || _itemId == 6842; _pvpItem = (_itemId >= 10667 && _itemId <= 10835) || (_itemId >= 12852 && _itemId <= 12977) || (_itemId >= 14363 && _itemId <= 14525) || _itemId == 14528 || _itemId == 14529 || _itemId == 14558 || (_itemId >=15913 && _itemId <= 16024) || (_itemId >=16134 && _itemId <= 16147) || _itemId == 16149 || _itemId == 16151 || _itemId == 16153 || _itemId == 16155 || _itemId == 16157 || _itemId == 16159 || (_itemId >=16168 && _itemId <= 16176) || (_itemId >=16179 && _itemId <= 16220); } /** * Returns the itemType. * @return Enum */ public abstract L2ItemType getItemType(); /** * Returns the duration of the item * @return int */ public final int getDuration() { return _duration; } /** * Returns the time of the item * @return int */ public final int getTime() { return _time; } /** * Returns the ID of the iden * @return int */ public final int getItemId() { return _itemId; } public abstract int getItemMask(); /** * Return the type of material of the item * @return int */ public final int getMaterialType() { return _materialType; } /** * Returns the type 2 of the item * @return int */ public final int getType2() { return _type2; } /** * Returns the weight of the item * @return int */ public final int getWeight() { return _weight; } /** * Returns if the item is crystallizable * @return boolean */ public final boolean isCrystallizable() { return _crystalType != L2Item.CRYSTAL_NONE && _crystalCount > 0; } /** * Return the type of crystal if item is crystallizable * @return int */ public final int getCrystalType() { return _crystalType; } /** * Return the type of crystal if item is crystallizable * @return int */ public final int getCrystalItemId() { return crystalItemId[_crystalType]; } /** * Returns the grade of the item.

    * Concept :
    * In fact, this fucntion returns the type of crystal of the item. * @return int */ public final int getItemGrade() { return getCrystalType(); } /** * Returns the grade of the item.

    * For grades S80 and S84 return S * @return int */ public final int getItemGradeSPlus() { switch (getItemGrade()) { case CRYSTAL_S80: case CRYSTAL_S84: return CRYSTAL_S; default: return getItemGrade(); } } /** * Returns the quantity of crystals for crystallization * @return int */ public final int getCrystalCount() { return _crystalCount; } /** * Returns the quantity of crystals for crystallization on specific enchant level * @return int */ public final int getCrystalCount(int enchantLevel) { if (enchantLevel > 3) switch (_type2) { case TYPE2_SHIELD_ARMOR: case TYPE2_ACCESSORY: return _crystalCount + crystalEnchantBonusArmor[getCrystalType()] * (3 * enchantLevel - 6); case TYPE2_WEAPON: return _crystalCount + crystalEnchantBonusWeapon[getCrystalType()] * (2 * enchantLevel - 3); default: return _crystalCount; } else if (enchantLevel > 0) switch (_type2) { case TYPE2_SHIELD_ARMOR: case TYPE2_ACCESSORY: return _crystalCount + crystalEnchantBonusArmor[getCrystalType()] * enchantLevel; case TYPE2_WEAPON: return _crystalCount + crystalEnchantBonusWeapon[getCrystalType()] * enchantLevel; default: return _crystalCount; } else return _crystalCount; } /** * Returns the name of the item * @return String */ public final String getName() { return _name; } /** * Returns the base elemental of the item * @return Elementals */ public final Elementals[] getElementals() { return _elementals; } public Elementals getElemental(byte attribute) { for (Elementals elm : _elementals) { if (elm.getElement() == attribute) return elm; } return null; } /** * Sets the base elemental of the item */ public void setElementals(Elementals element) { if (_elementals == null) { _elementals = new Elementals[1]; _elementals[0] = element; } else { Elementals elm = getElemental(element.getElement()); if (elm != null) { elm.setValue(element.getValue()); } else { elm = element; Elementals[] array = new Elementals[_elementals.length + 1]; System.arraycopy(_elementals, 0, array, 0, _elementals.length); array[_elementals.length] = elm; _elementals = array; } } } /** * Return the part of the body used with the item. * @return int */ public final int getBodyPart() { return _bodyPart; } /** * Returns the type 1 of the item * @return int */ public final int getType1() { return _type1; } /** * Returns if the item is stackable * @return boolean */ public final boolean isStackable() { return _stackable; } /** * Returns if the item is consumable * @return boolean */ public boolean isConsumable() { return false; } public boolean isEquipable() { return this.getBodyPart() != 0 && !(this.getItemType() instanceof L2EtcItemType); } /** * Returns the price of reference of the item * @return int */ public final int getReferencePrice() { return (isConsumable() ? (int)(_referencePrice * Config.RATE_CONSUMABLE_COST) : _referencePrice); } /** * Returns if the item can be sold * @return boolean */ public final boolean isSellable() { return _sellable; } /** * Returns if the item can dropped * @return boolean */ public final boolean isDropable() { return _dropable; } /** * Returns if the item can destroy * @return boolean */ public final boolean isDestroyable() { return _destroyable; } /** * Returns if the item can add to trade * @return boolean */ public final boolean isTradeable() { return _tradeable; } /** * Returns if the item can be put into warehouse * @return boolean */ public final boolean isDepositable() { return _depositable; } /** * Returns if item is common * @return boolean */ public final boolean isCommon() { return _common; } /** * Returns if item is hero-only * @return */ public final boolean isHeroItem() { return _heroItem; } /** * Returns if item is pvp * @return */ public final boolean isPvpItem() { return _pvpItem; } public boolean isPotion() { return (getItemType() == L2EtcItemType.POTION); } public boolean isElixir() { return (getItemType() == L2EtcItemType.ELIXIR); } /** * Returns array of Func objects containing the list of functions used by the item * @param instance : L2ItemInstance pointing out the item * @param player : L2Character pointing out the player * @return Func[] : array of functions */ 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.target = player; env.item = instance; Func f; for (FuncTemplate t : _funcTemplates) { f = t.getFunc(env, this); // skill is owner if (f != null) funcs.add(f); } if (funcs.isEmpty()) return _emptyFunctionSet; return funcs.toArray(new Func[funcs.size()]); } /** * Returns the effects associated with the item. * @param instance : L2ItemInstance pointing out the item * @param player : L2Character pointing out the player * @return L2Effect[] : array of effects generated by the item */ public L2Effect[] getEffects(L2ItemInstance instance, L2Character player) { if (_effectTemplates == null || _effectTemplates.length == 0) return _emptyEffectSet; FastList effects = FastList.newInstance(); Env env = new Env(); env.player = player; env.target = player; env.item = instance; L2Effect e; for (EffectTemplate et : _effectTemplates) { e = et.getEffect(env); if (e != null) { e.scheduleEffect(); effects.add(e); } } if (effects.isEmpty()) return _emptyEffectSet; L2Effect[] result = effects.toArray(new L2Effect[effects.size()]); FastList.recycle(effects); return result; } /** * Returns effects of skills associated with the item. * @param caster : L2Character pointing out the caster * @param target : L2Character pointing out the target * @return L2Effect[] : array of effects generated by the skill public L2Effect[] getSkillEffects(L2Character caster, L2Character target) { if (_skills == null) return _emptyEffectSet; List effects = new FastList(); for (L2Skill skill : _skills) { if (!skill.checkCondition(caster, target, true)) continue; // Skill condition not met if (target.getFirstEffect(skill.getId()) != null) target.removeEffect(target.getFirstEffect(skill.getId())); for (L2Effect e : skill.getEffects(caster, target)) effects.add(e); } if (effects.isEmpty()) return _emptyEffectSet; return effects.toArray(new L2Effect[effects.size()]); } */ /** * Add the FuncTemplate f to the list of functions used with the item * @param f : FuncTemplate to add */ public void attach(FuncTemplate f) { switch(f.stat) { case FIRE_RES: case FIRE_POWER: setElementals(new Elementals(Elementals.FIRE, (int) f.lambda.calc(null))); break; case WATER_RES: case WATER_POWER: setElementals(new Elementals(Elementals.WATER, (int) f.lambda.calc(null))); break; case WIND_RES: case WIND_POWER: setElementals(new Elementals(Elementals.WIND, (int) f.lambda.calc(null))); break; case EARTH_RES: case EARTH_POWER: setElementals(new Elementals(Elementals.EARTH, (int) f.lambda.calc(null))); break; case HOLY_RES: case HOLY_POWER: setElementals(new Elementals(Elementals.HOLY, (int) f.lambda.calc(null))); break; case DARK_RES: case DARK_POWER: setElementals(new Elementals(Elementals.DARK, (int) f.lambda.calc(null))); break; } // If _functTemplates is empty, create it and add the FuncTemplate f in it if (_funcTemplates == null) { _funcTemplates = new FuncTemplate[] { f }; } else { int len = _funcTemplates.length; FuncTemplate[] tmp = new FuncTemplate[len + 1]; // Definition : arraycopy(array source, begins copy at this position of source, array destination, begins copy at this position in dest, // number of components to be copied) System.arraycopy(_funcTemplates, 0, tmp, 0, len); tmp[len] = f; _funcTemplates = tmp; } } /** * Add the EffectTemplate effect to the list of effects generated by the item * @param effect : EffectTemplate */ public void attach(EffectTemplate effect) { if (_effectTemplates == null) { _effectTemplates = new EffectTemplate[] { effect }; } else { int len = _effectTemplates.length; EffectTemplate[] tmp = new EffectTemplate[len + 1]; // Definition : arraycopy(array source, begins copy at this position of source, array destination, begins copy at this position in dest, // number of components to be copied) System.arraycopy(_effectTemplates, 0, tmp, 0, len); tmp[len] = effect; _effectTemplates = tmp; } } public final void attach(Condition c) { if (_preConditions == null) _preConditions = new FastList(); if (!_preConditions.contains(c)) _preConditions.add(c); } /** * Method to retrive skills linked to this item * * armor and weapon: passive skills * etcitem: skills used on item use <-- ??? * * @return Skills linked to this item as SkillHolder[] */ public final SkillHolder[] getSkills() { return _skillHolder; } public boolean checkCondition(L2Character activeChar, L2Object target, boolean sendMessage) { if (activeChar.isGM() && !Config.GM_ITEM_RESTRICTION) return true; if (_preConditions == null) return true; Env env = new Env(); env.player = activeChar; if (target instanceof L2Character) env.target = (L2Character)target; for (Condition preCondition : _preConditions) { if (preCondition == null) continue; if (!preCondition.test(env)) { if (activeChar instanceof L2Summon) { activeChar.getActingPlayer().sendPacket(SystemMessage.getSystemMessage(SystemMessageId.PET_CANNOT_USE_ITEM)); return false; } if (sendMessage) { String msg = preCondition.getMessage(); int msgId = preCondition.getMessageId(); if (msg != null) { activeChar.sendMessage(msg); } else if (msgId !=0) { SystemMessage sm = SystemMessage.getSystemMessage(msgId); if (preCondition.isAddName()) sm.addItemName(_itemId); activeChar.getActingPlayer().sendPacket(sm); } } return false; } } return true; } public boolean isConditionAttached() { return _preConditions != null && !_preConditions.isEmpty(); } public boolean isQuestItem() { return _questItem; } /** * Returns the name of the item * @return String */ @Override public String toString() { return _name+"("+_itemId+")"; } /** * @return the _ex_immediate_effect */ public boolean is_ex_immediate_effect() { return _ex_immediate_effect; } /** * @return the _default_action */ public L2ActionType getDefaultAction() { return _defaultAction; } /** * Get the icon link in client files.
    Usable in HTML windows. * @return the _icon */ public String getIcon() { return _icon; } }