/* * 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.skills.effects; import com.l2jserver.Config; import com.l2jserver.gameserver.GeoData; import com.l2jserver.gameserver.ai.CtrlIntention; import com.l2jserver.gameserver.model.CharEffectList; import com.l2jserver.gameserver.model.L2CharPosition; import com.l2jserver.gameserver.model.L2Effect; import com.l2jserver.gameserver.model.Location; import com.l2jserver.gameserver.model.actor.instance.L2DefenderInstance; import com.l2jserver.gameserver.model.actor.instance.L2FortCommanderInstance; import com.l2jserver.gameserver.model.actor.instance.L2NpcInstance; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; import com.l2jserver.gameserver.model.actor.instance.L2PetInstance; import com.l2jserver.gameserver.model.actor.instance.L2SiegeFlagInstance; import com.l2jserver.gameserver.model.actor.instance.L2SiegeSummonInstance; import com.l2jserver.gameserver.skills.Env; import com.l2jserver.gameserver.templates.effects.EffectTemplate; import com.l2jserver.gameserver.templates.skills.L2EffectType; /** * @author littlecrow * * Implementation of the Fear Effect */ public class EffectFear extends L2Effect { public static final int FEAR_RANGE = 500; private int _dX = -1; private int _dY = -1; public EffectFear(Env env, EffectTemplate template) { super(env, template); } /** * * @see com.l2jserver.gameserver.model.L2Effect#getEffectType() */ @Override public L2EffectType getEffectType() { return L2EffectType.FEAR; } /** * * @see com.l2jserver.gameserver.model.L2Effect#onStart() */ @Override public boolean onStart() { // Fear skills cannot be used l2pcinstance to l2pcinstance. Heroic // Dread, Curse: Fear, Fear, Horror, Sword Symphony, Word of Fear, Hell Scream and // Mass Curse Fear are the exceptions. if (getEffected() instanceof L2PcInstance && getEffector() instanceof L2PcInstance) { switch (getSkill().getId()) { case 1376: case 1169: case 65: case 1092: case 98: case 1272: case 1381: case 763: break; default: return false; } } if (getEffected() instanceof L2NpcInstance || getEffected() instanceof L2DefenderInstance || getEffected() instanceof L2FortCommanderInstance || getEffected() instanceof L2SiegeFlagInstance || getEffected() instanceof L2SiegeSummonInstance) return false; if (!getEffected().isAfraid()) { if(getEffected().isCastingNow() && getEffected().canAbortCast()) getEffected().abortCast(); if (getEffected().getX() > getEffector().getX()) _dX = 1; if (getEffected().getY() > getEffector().getY()) _dY = 1; getEffected().startFear(); onActionTime(); return true; } return false; } /** * * @see com.l2jserver.gameserver.model.L2Effect#onExit() */ @Override public void onExit() { getEffected().stopFear(false); } /** * * @see com.l2jserver.gameserver.model.L2Effect#onActionTime() */ @Override public boolean onActionTime() { int posX = getEffected().getX(); int posY = getEffected().getY(); int posZ = getEffected().getZ(); if (getEffected().getX() > getEffector().getX()) _dX = 1; if (getEffected().getY() > getEffector().getY()) _dY = 1; posX += _dX * FEAR_RANGE; posY += _dY * FEAR_RANGE; if (Config.GEODATA > 0) { Location destiny = GeoData.getInstance().moveCheck(getEffected().getX(), getEffected().getY(), getEffected().getZ(), posX, posY, posZ, getEffected().getInstanceId()); posX = destiny.getX(); posY = destiny.getY(); } if (!(getEffected() instanceof L2PetInstance)) getEffected().setRunning(); getEffected().getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(posX, posY, posZ, 0)); return true; } /* (non-Javadoc) * @see com.l2jserver.gameserver.model.L2Effect#getEffectFlags() */ @Override public int getEffectFlags() { return CharEffectList.EFFECT_FLAG_FEAR; } }