/* * 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.gameserver.datatables.NpcTable; import net.sf.l2j.gameserver.handler.ISkillHandler; import net.sf.l2j.gameserver.idfactory.IdFactory; import net.sf.l2j.gameserver.instancemanager.CastleManager; import net.sf.l2j.gameserver.instancemanager.FortManager; import net.sf.l2j.gameserver.instancemanager.FortSiegeManager; import net.sf.l2j.gameserver.instancemanager.SiegeManager; import net.sf.l2j.gameserver.model.L2Character; import net.sf.l2j.gameserver.model.L2Object; import net.sf.l2j.gameserver.model.L2Skill; import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance; import net.sf.l2j.gameserver.model.actor.instance.L2SiegeFlagInstance; import net.sf.l2j.gameserver.model.entity.Castle; import net.sf.l2j.gameserver.model.entity.Fort; import net.sf.l2j.gameserver.templates.L2SkillType; /** * @author _drunk_ * */ public class SiegeFlag implements ISkillHandler { private static final L2SkillType[] SKILL_IDS = { L2SkillType.SIEGEFLAG }; /** * * @see net.sf.l2j.gameserver.handler.ISkillHandler#useSkill(net.sf.l2j.gameserver.model.L2Character, net.sf.l2j.gameserver.model.L2Skill, net.sf.l2j.gameserver.model.L2Object[]) */ public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets) { if (!(activeChar instanceof L2PcInstance)) return; L2PcInstance player = (L2PcInstance) activeChar; if (player.getClan() == null || player.getClan().getLeaderId() != player.getObjectId()) return; Castle castle = CastleManager.getInstance().getCastle(player); Fort fort = FortManager.getInstance().getFort(player); if ((castle == null) && (fort == null)) return; if (castle != null) { if (!checkIfOkToPlaceFlag(player, castle, true)) return; } else { if (!checkIfOkToPlaceFlag(player, fort, true)) return; } try { // Spawn a new flag L2SiegeFlagInstance flag = new L2SiegeFlagInstance(player, IdFactory.getInstance().getNextId(), NpcTable.getInstance().getTemplate(35062)); flag.setTitle(player.getClan().getName()); flag.setCurrentHpMp(flag.getMaxHp(), flag.getMaxMp()); flag.setHeading(player.getHeading()); flag.spawnMe(player.getX(), player.getY(), player.getZ() + 50); if (castle != null) castle.getSiege().getFlag(player.getClan()).add(flag); else fort.getSiege().getFlag(player.getClan()).add(flag); } catch (Exception e) { player.sendMessage("Error placing flag:" + e); } } /** * * @see net.sf.l2j.gameserver.handler.ISkillHandler#getSkillIds() */ public L2SkillType[] getSkillIds() { return SKILL_IDS; } /** * Return true if character clan place a flag

* * @param activeChar The L2Character of the character placing the flag * @param isCheckOnly if false, it will send a notification to the player telling him * why it failed */ public static boolean checkIfOkToPlaceFlag(L2Character activeChar, boolean isCheckOnly) { Castle castle = CastleManager.getInstance().getCastle(activeChar); Fort fort = FortManager.getInstance().getFort(activeChar); if ((castle == null) && (fort == null)) return false; if (castle != null) return checkIfOkToPlaceFlag(activeChar, castle, isCheckOnly); else return checkIfOkToPlaceFlag(activeChar, fort, isCheckOnly); } /** * * @param activeChar * @param castle * @param isCheckOnly * @return */ public static boolean checkIfOkToPlaceFlag(L2Character activeChar, Castle castle, boolean isCheckOnly) { if (!(activeChar instanceof L2PcInstance)) return false; String text = ""; L2PcInstance player = (L2PcInstance) activeChar; if (castle == null || castle.getCastleId() <= 0) text = "You must be on castle ground to place a flag"; else if (!castle.getSiege().getIsInProgress()) text = "You can only place a flag during a siege."; else if (castle.getSiege().getAttackerClan(player.getClan()) == null) text = "You must be an attacker to place a flag"; else if (player.getClan() == null || !player.isClanLeader()) text = "You must be a clan leader to place a flag"; else if (castle.getSiege().getAttackerClan(player.getClan()).getNumFlags() >= SiegeManager.getInstance().getFlagMaxCount()) text = "You have already placed the maximum number of flags possible"; else return true; if (!isCheckOnly) player.sendMessage(text); return false; } /** * * @param activeChar * @param fort * @param isCheckOnly * @return */ public static boolean checkIfOkToPlaceFlag(L2Character activeChar, Fort fort, boolean isCheckOnly) { if (!(activeChar instanceof L2PcInstance)) return false; String text = ""; L2PcInstance player = (L2PcInstance) activeChar; if (fort == null || fort.getFortId() <= 0) text = "You must be on fort ground to place a flag"; else if (!fort.getSiege().getIsInProgress()) text = "You can only place a flag during a siege."; else if (fort.getSiege().getAttackerClan(player.getClan()) == null) text = "You must be an attacker to place a flag"; else if (player.getClan() == null || !player.isClanLeader()) text = "You must be a clan leader to place a flag"; else if (fort.getSiege().getAttackerClan(player.getClan()).getNumFlags() >= FortSiegeManager.getInstance().getFlagMaxCount()) text = "You have already placed the maximum number of flags possible"; else return true; if (!isCheckOnly) player.sendMessage(text); return false; } }