/* * 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 net.sf.l2j.gameserver.handler.skillhandlers; import net.sf.l2j.Config; import net.sf.l2j.gameserver.handler.ISkillHandler; import net.sf.l2j.gameserver.model.L2Attackable; import net.sf.l2j.gameserver.model.L2Character; import net.sf.l2j.gameserver.model.L2ItemInstance; import net.sf.l2j.gameserver.model.L2Object; import net.sf.l2j.gameserver.model.L2Skill; import net.sf.l2j.gameserver.model.L2Skill.SkillType; import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance; import net.sf.l2j.gameserver.network.SystemMessageId; import net.sf.l2j.gameserver.network.serverpackets.InventoryUpdate; import net.sf.l2j.gameserver.network.serverpackets.ItemList; import net.sf.l2j.gameserver.network.serverpackets.SystemMessage; /** * @author _drunk_ * * TODO To change the template for this generated type comment go to * Window - Preferences - Java - Code Style - Code Templates */ public class Sweep implements ISkillHandler { //private static Logger _log = Logger.getLogger(Sweep.class.getName()); private static final SkillType[] SKILL_IDS = {SkillType.SWEEP}; public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets) { if (!(activeChar instanceof L2PcInstance)) { return; } L2PcInstance player = (L2PcInstance)activeChar; InventoryUpdate iu = Config.FORCE_INVENTORY_UPDATE ? null : new InventoryUpdate(); boolean send = false; for(int index = 0;index < targets.length;index++) { if (!(targets[index] instanceof L2Attackable)) continue; L2Attackable target = (L2Attackable)targets[index]; L2Attackable.RewardItem[] items = null; boolean isSweeping = false; synchronized (target) { if (target.isSweepActive()) { items = target.takeSweep(); isSweeping = true; } } if (isSweeping) { if (items == null || items.length == 0) continue; for (L2Attackable.RewardItem ritem : items) { if (player.isInParty()) player.getParty().distributeItem(player, ritem, true, target); else { L2ItemInstance item = player.getInventory().addItem("Sweep", ritem.getItemId(), ritem.getCount(), player, target); if (iu != null) iu.addItem(item); send = true; SystemMessage smsg; if (ritem.getCount() > 1) { smsg = new SystemMessage(SystemMessageId.EARNED_S2_S1_S); // earned $s2$s1 smsg.addItemName(ritem.getItemId()); smsg.addNumber(ritem.getCount()); } else { smsg = new SystemMessage(SystemMessageId.EARNED_ITEM); // earned $s1 smsg.addItemName(ritem.getItemId()); } player.sendPacket(smsg); } } } target.endDecayTask(); if (send) { if (iu != null) player.sendPacket(iu); else player.sendPacket(new ItemList(player, false)); } } } public SkillType[] getSkillIds() { return SKILL_IDS; } }