/* * Copyright (C) 2004-2014 L2J Server * * This file is part of L2J Server. * * L2J Server 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. * * L2J Server 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.model.items; import java.util.ArrayList; import java.util.Arrays; import java.util.Collections; import java.util.List; import java.util.logging.Logger; import com.l2jserver.Config; import com.l2jserver.gameserver.datatables.ItemTable; import com.l2jserver.gameserver.model.Elementals; import com.l2jserver.gameserver.model.L2Object; import com.l2jserver.gameserver.model.PcCondOverride; import com.l2jserver.gameserver.model.StatsSet; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.actor.L2Summon; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; import com.l2jserver.gameserver.model.conditions.Condition; import com.l2jserver.gameserver.model.effects.AbstractEffect; import com.l2jserver.gameserver.model.events.ListenersContainer; import com.l2jserver.gameserver.model.holders.SkillHolder; import com.l2jserver.gameserver.model.interfaces.IIdentifiable; import com.l2jserver.gameserver.model.items.instance.L2ItemInstance; import com.l2jserver.gameserver.model.items.type.ActionType; import com.l2jserver.gameserver.model.items.type.CrystalType; import com.l2jserver.gameserver.model.items.type.EtcItemType; import com.l2jserver.gameserver.model.items.type.ItemType; import com.l2jserver.gameserver.model.items.type.MaterialType; import com.l2jserver.gameserver.model.quest.Quest; import com.l2jserver.gameserver.model.skills.BuffInfo; import com.l2jserver.gameserver.model.skills.Skill; import com.l2jserver.gameserver.model.skills.funcs.Func; import com.l2jserver.gameserver.model.skills.funcs.FuncTemplate; import com.l2jserver.gameserver.model.stats.Env; import com.l2jserver.gameserver.network.SystemMessageId; import com.l2jserver.gameserver.network.serverpackets.SystemMessage; import com.l2jserver.util.StringUtil; /** * This class contains all informations concerning the item (weapon, armor, etc).
* Mother class of : * */ public abstract class L2Item extends ListenersContainer implements IIdentifiable { protected static final Logger _log = Logger.getLogger(L2Item.class.getName()); 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 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; private final int _itemId; private final int _displayId; private final String _name; private final String _icon; private final int _weight; private final boolean _stackable; private final MaterialType _materialType; private final CrystalType _crystalType; private final int _equipReuseDelay; private final int _duration; private final int _time; private final int _autoDestroyTime; 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 int _enchantable; private final boolean _elementable; private final boolean _questItem; private final boolean _freightable; private final boolean _is_oly_restricted; private final boolean _for_npc; private final boolean _common; private final boolean _heroItem; private final boolean _pvpItem; private final boolean _immediate_effect; private final boolean _ex_immediate_effect; private final int _defaultEnchantLevel; private final ActionType _defaultAction; protected int _type1; // needed for item list (inventory) protected int _type2; // different lists for armor, weapon, etc protected Elementals[] _elementals = null; protected List _funcTemplates; protected List _effects; protected List _preConditions; private SkillHolder[] _skillHolder; private SkillHolder _unequipSkill = null; private List _questEvents; private final int _useSkillDisTime; private final int _reuseDelay; private final int _sharedReuseGroup; /** * 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.getInt("item_id"); _displayId = set.getInt("displayId", _itemId); _name = set.getString("name"); _icon = set.getString("icon", null); _weight = set.getInt("weight", 0); _materialType = set.getEnum("material", MaterialType.class, MaterialType.STEEL); _equipReuseDelay = set.getInt("equip_reuse_delay", 0) * 1000; _duration = set.getInt("duration", -1); _time = set.getInt("time", -1); _autoDestroyTime = set.getInt("auto_destroy_time", -1) * 1000; _bodyPart = ItemTable._slots.get(set.getString("bodypart", "none")); _referencePrice = set.getInt("price", 0); _crystalType = set.getEnum("crystal_type", CrystalType.class, CrystalType.NONE); _crystalCount = set.getInt("crystal_count", 0); _stackable = set.getBoolean("is_stackable", false); _sellable = set.getBoolean("is_sellable", true); _dropable = set.getBoolean("is_dropable", true); _destroyable = set.getBoolean("is_destroyable", true); _tradeable = set.getBoolean("is_tradable", true); _depositable = set.getBoolean("is_depositable", true); _elementable = set.getBoolean("element_enabled", false); _enchantable = set.getInt("enchant_enabled", 0); _questItem = set.getBoolean("is_questitem", false); _freightable = set.getBoolean("is_freightable", false); _is_oly_restricted = set.getBoolean("is_oly_restricted", false); _for_npc = set.getBoolean("for_npc", false); _immediate_effect = set.getBoolean("immediate_effect", false); _ex_immediate_effect = set.getBoolean("ex_immediate_effect", false); _defaultAction = set.getEnum("default_action", ActionType.class, ActionType.NONE); _useSkillDisTime = set.getInt("useSkillDisTime", 0); _defaultEnchantLevel = set.getInt("enchanted", 0); _reuseDelay = set.getInt("reuse_delay", 0); _sharedReuseGroup = set.getInt("shared_reuse_group", 0); String skills = set.getString("item_skill", null); if (skills != null) { String[] skillsSplit = skills.split(";"); _skillHolder = new SkillHolder[skillsSplit.length]; int used = 0; for (String element : skillsSplit) { try { String[] skillSplit = element.split("-"); int id = Integer.parseInt(skillSplit[0]); int level = Integer.parseInt(skillSplit[1]); if (id == 0) { _log.info(StringUtil.concat("Ignoring item_skill(", element, ") for item ", toString(), ". Skill id is 0!")); continue; } if (level == 0) { _log.info(StringUtil.concat("Ignoring item_skill(", element, ") 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(", element, ") 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; } } skills = set.getString("unequip_skill", null); if (skills != null) { String[] info = skills.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, don't add new skill _log.info(StringUtil.concat("Couldnt parse ", skills, " in weapon unequip skills! item ", toString())); } if ((id > 0) && (level > 0)) { _unequipSkill = new SkillHolder(id, level); } } } _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 ItemType getItemType(); /** * Verifies if the item is a magic weapon. * @return {@code true} if the weapon is magic, {@code false} otherwise */ public boolean isMagicWeapon() { return false; } /** * @return the _equipReuseDelay */ public int getEquipReuseDelay() { return _equipReuseDelay; } /** * 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; } /** * @return the auto destroy time of the item in seconds: 0 or less - default */ public final int getAutoDestroyTime() { return _autoDestroyTime; } /** * Returns the ID of the item * @return int */ @Override public final int getId() { return _itemId; } /** * Returns the ID of the item * @return int */ public final int getDisplayId() { return _displayId; } public abstract int getItemMask(); /** * Return the type of material of the item * @return MaterialType */ public final MaterialType 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 != CrystalType.NONE) && (_crystalCount > 0); } /** * Return the type of crystal if item is crystallizable * @return CrystalType */ public final CrystalType getCrystalType() { return _crystalType; } /** * Return the ID of crystal if item is crystallizable * @return int */ public final int getCrystalItemId() { return _crystalType.getCrystalId(); } /** * Returns the grade of the item.
*
* Concept :
* In fact, this function returns the type of crystal of the item. * @return CrystalType */ public final CrystalType getItemGrade() { return getCrystalType(); } /** * For grades S80 and S84 return S * @return the grade of the item. */ public final CrystalType getItemGradeSPlus() { switch (getItemGrade()) { case S80: case S84: return CrystalType.S; default: return getItemGrade(); } } /** * @return the quantity of crystals for crystallization. */ public final int getCrystalCount() { return _crystalCount; } /** * @param enchantLevel * @return the quantity of crystals for crystallization on specific enchant level */ public final int getCrystalCount(int enchantLevel) { if (enchantLevel > 3) { switch (_type2) { case TYPE2_SHIELD_ARMOR: case TYPE2_ACCESSORY: return _crystalCount + (getCrystalType().getCrystalEnchantBonusArmor() * ((3 * enchantLevel) - 6)); case TYPE2_WEAPON: return _crystalCount + (getCrystalType().getCrystalEnchantBonusWeapon() * ((2 * enchantLevel) - 3)); default: return _crystalCount; } } else if (enchantLevel > 0) { switch (_type2) { case TYPE2_SHIELD_ARMOR: case TYPE2_ACCESSORY: return _crystalCount + (getCrystalType().getCrystalEnchantBonusArmor() * enchantLevel); case TYPE2_WEAPON: return _crystalCount + (getCrystalType().getCrystalEnchantBonusWeapon() * enchantLevel); default: return _crystalCount; } } else { return _crystalCount; } } /** * @return the name of the item. */ public final String getName() { return _name; } /** * @return the base elemental of the item. */ 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. * @param element the element to set. */ 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. */ public final int getBodyPart() { return _bodyPart; } /** * @return the type 1 of the item. */ public final int getType1() { return _type1; } /** * @return {@code true} if the item is stackable, {@code false} otherwise. */ public final boolean isStackable() { return _stackable; } /** * @return {@code true} if the item can be equipped, {@code false} otherwise. */ public boolean isEquipable() { return (getBodyPart() != 0) && !(getItemType() instanceof EtcItemType); } /** * @return the price of reference of the item. */ public final int getReferencePrice() { return _referencePrice; } /** * @return {@code true} if the item can be sold, {@code false} otherwise. */ public final boolean isSellable() { return _sellable; } /** * @return {@code true} if the item can be dropped, {@code false} otherwise. */ public final boolean isDropable() { return _dropable; } /** * @return {@code true} if the item can be destroyed, {@code false} otherwise. */ public final boolean isDestroyable() { return _destroyable; } /** * @return {@code true} if the item can be traded, {@code false} otherwise. */ public final boolean isTradeable() { return _tradeable; } /** * @return {@code true} if the item can be put into warehouse, {@code false} otherwise. */ public final boolean isDepositable() { return _depositable; } /** * This method also check the enchant blacklist. * @return {@code true} if the item can be enchanted, {@code false} otherwise. */ public final int isEnchantable() { return Arrays.binarySearch(Config.ENCHANT_BLACKLIST, getId()) < 0 ? _enchantable : 0; } /** * @return {@code true} if the item can be elemented, {@code false} otherwise. */ public final boolean isElementable() { return _elementable; } /** * 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() == EtcItemType.POTION); } public boolean isElixir() { return (getItemType() == EtcItemType.ELIXIR); } public boolean isScroll() { return (getItemType() == EtcItemType.SCROLL); } /** * Get the functions used by this item. * @param item : L2ItemInstance pointing out the item * @param player : L2Character pointing out the player * @return the list of functions */ public final List getStatFuncs(L2ItemInstance item, L2Character player) { if ((_funcTemplates == null) || _funcTemplates.isEmpty()) { return Collections. emptyList(); } final List funcs = new ArrayList<>(_funcTemplates.size()); final Env env = new Env(); env.setCharacter(player); env.setTarget(player); env.setItem(item); for (FuncTemplate t : _funcTemplates) { Func f = t.getFunc(env, item); if (f != null) { funcs.add(f); } } return funcs; } /** * Applies the effects from this item to the creature. * @param item the item * @param creature the creature */ public void applyEffects(L2ItemInstance item, L2Character creature) { if ((_effects == null) || _effects.isEmpty()) { return; } final Env env = new Env(); env.setCharacter(creature); env.setTarget(creature); env.setItem(item); final BuffInfo info = new BuffInfo(env); for (AbstractEffect effect : _effects) { if (effect.calcSuccess(info)) { effect.onStart(info); } } } /** * 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 (_funcTemplates == null) { _funcTemplates = new ArrayList<>(1); } _funcTemplates.add(f); } /** * Add the EffectTemplate effect to the list of effects generated by the item * @param effect : EffectTemplate */ public void attach(AbstractEffect effect) { if (_effects == null) { _effects = new ArrayList<>(1); } _effects.add(effect); } public final void attach(Condition c) { if (_preConditions == null) { _preConditions = new ArrayList<>(1); } if (!_preConditions.contains(c)) { _preConditions.add(c); } } public boolean hasSkills() { return _skillHolder != null; } /** * Method to retrieve 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; } /** * @return skill that activates, when player unequip this weapon or armor */ public final Skill getUnequipSkill() { return _unequipSkill == null ? null : _unequipSkill.getSkill(); } public boolean checkCondition(L2Character activeChar, L2Object target, boolean sendMessage) { if (activeChar.canOverrideCond(PcCondOverride.ITEM_CONDITIONS) && !Config.GM_ITEM_RESTRICTION) { return true; } // Don't allow hero equipment and restricted items during Olympiad if ((isOlyRestrictedItem() || isHeroItem()) && ((activeChar instanceof L2PcInstance) && activeChar.getActingPlayer().isInOlympiadMode())) { if (isEquipable()) { activeChar.sendPacket(SystemMessageId.THIS_ITEM_CANT_BE_EQUIPPED_FOR_THE_OLYMPIAD_EVENT); } else { activeChar.sendPacket(SystemMessageId.THIS_ITEM_IS_NOT_AVAILABLE_FOR_THE_OLYMPIAD_EVENT); } return false; } if (!isConditionAttached()) { return true; } Env env = new Env(); env.setCharacter(activeChar); if (target instanceof L2Character) { env.setTarget((L2Character) target); } for (Condition preCondition : _preConditions) { if (preCondition == null) { continue; } if (!preCondition.test(env)) { if (activeChar instanceof L2Summon) { activeChar.sendPacket(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.sendPacket(sm); } } return false; } } return true; } public boolean isConditionAttached() { return (_preConditions != null) && !_preConditions.isEmpty(); } public boolean isQuestItem() { return _questItem; } public boolean isFreightable() { return _freightable; } public boolean isOlyRestrictedItem() { return _is_oly_restricted || Config.LIST_OLY_RESTRICTED_ITEMS.contains(_itemId); } public boolean isForNpc() { return _for_npc; } /** * Returns the name of the item followed by the item ID. * @return the name and the ID of the item */ @Override public String toString() { return _name + "(" + _itemId + ")"; } /** * Verifies if the item has effects immediately.
* Used for herbs mostly. * @return {@code true} if the item applies effects immediately, {@code false} otherwise */ public boolean hasExImmediateEffect() { return _ex_immediate_effect; } /** * Verifies if the item has effects immediately. * @return {@code true} if the item applies effects immediately, {@code false} otherwise */ public boolean hasImmediateEffect() { return _immediate_effect; } /** * @return the _default_action */ public ActionType getDefaultAction() { return _defaultAction; } public int useSkillDisTime() { return _useSkillDisTime; } /** * Gets the item reuse delay time in seconds. * @return the reuse delay time */ public int getReuseDelay() { return _reuseDelay; } /** * Gets the shared reuse group.
* Items with the same reuse group will render reuse delay upon those items when used. * @return the shared reuse group */ public int getSharedReuseGroup() { return _sharedReuseGroup; } /** * Usable in HTML windows. * @return the icon link in client files */ public String getIcon() { return _icon; } public void addQuestEvent(Quest q) { if (_questEvents == null) { _questEvents = new ArrayList<>(); } _questEvents.add(q); } public List getQuestEvents() { return _questEvents; } public int getDefaultEnchantLevel() { return _defaultEnchantLevel; } public boolean isPetItem() { return getItemType() == EtcItemType.PET_COLLAR; } public Skill getEnchant4Skill() { return null; } }