/*
* 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.model.actor;
import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_FOLLOW;
import java.util.Collection;
import java.util.Collections;
import java.util.List;
import java.util.Map;
import java.util.Set;
import java.util.concurrent.Future;
import java.util.logging.Level;
import java.util.logging.Logger;
import javolution.util.FastList;
import javolution.util.FastMap;
import javolution.util.WeakFastSet;
import com.l2jserver.Config;
import com.l2jserver.gameserver.GameTimeController;
import com.l2jserver.gameserver.GeoData;
import com.l2jserver.gameserver.ThreadPoolManager;
import com.l2jserver.gameserver.ai.CtrlEvent;
import com.l2jserver.gameserver.ai.CtrlIntention;
import com.l2jserver.gameserver.ai.L2AttackableAI;
import com.l2jserver.gameserver.ai.L2CharacterAI;
import com.l2jserver.gameserver.datatables.DoorTable;
import com.l2jserver.gameserver.datatables.ItemTable;
import com.l2jserver.gameserver.datatables.MapRegionTable;
import com.l2jserver.gameserver.datatables.SkillTable;
import com.l2jserver.gameserver.datatables.MapRegionTable.TeleportWhereType;
import com.l2jserver.gameserver.handler.ISkillHandler;
import com.l2jserver.gameserver.handler.SkillHandler;
import com.l2jserver.gameserver.instancemanager.DimensionalRiftManager;
import com.l2jserver.gameserver.instancemanager.InstanceManager;
import com.l2jserver.gameserver.instancemanager.TerritoryWarManager;
import com.l2jserver.gameserver.instancemanager.TownManager;
import com.l2jserver.gameserver.model.ChanceSkillList;
import com.l2jserver.gameserver.model.CharEffectList;
import com.l2jserver.gameserver.model.FusionSkill;
import com.l2jserver.gameserver.model.IChanceSkillTrigger;
import com.l2jserver.gameserver.model.L2CharPosition;
import com.l2jserver.gameserver.model.L2Effect;
import com.l2jserver.gameserver.model.L2ItemInstance;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.L2Party;
import com.l2jserver.gameserver.model.L2Skill;
import com.l2jserver.gameserver.model.L2World;
import com.l2jserver.gameserver.model.L2WorldRegion;
import com.l2jserver.gameserver.model.Location;
import com.l2jserver.gameserver.model.L2Skill.SkillTargetType;
import com.l2jserver.gameserver.model.actor.instance.L2DoorInstance;
import com.l2jserver.gameserver.model.actor.instance.L2MinionInstance;
import com.l2jserver.gameserver.model.actor.instance.L2NpcWalkerInstance;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.actor.instance.L2PetInstance;
import com.l2jserver.gameserver.model.actor.instance.L2RiftInvaderInstance;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance.SkillDat;
import com.l2jserver.gameserver.model.actor.knownlist.CharKnownList;
import com.l2jserver.gameserver.model.actor.position.CharPosition;
import com.l2jserver.gameserver.model.actor.stat.CharStat;
import com.l2jserver.gameserver.model.actor.status.CharStatus;
import com.l2jserver.gameserver.model.entity.Instance;
import com.l2jserver.gameserver.model.itemcontainer.Inventory;
import com.l2jserver.gameserver.model.quest.Quest;
import com.l2jserver.gameserver.network.SystemMessageId;
import com.l2jserver.gameserver.network.serverpackets.AbstractNpcInfo;
import com.l2jserver.gameserver.network.serverpackets.ActionFailed;
import com.l2jserver.gameserver.network.serverpackets.Attack;
import com.l2jserver.gameserver.network.serverpackets.ChangeMoveType;
import com.l2jserver.gameserver.network.serverpackets.ChangeWaitType;
import com.l2jserver.gameserver.network.serverpackets.FlyToLocation;
import com.l2jserver.gameserver.network.serverpackets.L2GameServerPacket;
import com.l2jserver.gameserver.network.serverpackets.MagicSkillCanceld;
import com.l2jserver.gameserver.network.serverpackets.MagicSkillLaunched;
import com.l2jserver.gameserver.network.serverpackets.MagicSkillUse;
import com.l2jserver.gameserver.network.serverpackets.MoveToLocation;
import com.l2jserver.gameserver.network.serverpackets.Revive;
import com.l2jserver.gameserver.network.serverpackets.ServerObjectInfo;
import com.l2jserver.gameserver.network.serverpackets.SetupGauge;
import com.l2jserver.gameserver.network.serverpackets.StatusUpdate;
import com.l2jserver.gameserver.network.serverpackets.StopMove;
import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
import com.l2jserver.gameserver.network.serverpackets.TeleportToLocation;
import com.l2jserver.gameserver.network.serverpackets.FlyToLocation.FlyType;
import com.l2jserver.gameserver.pathfinding.AbstractNodeLoc;
import com.l2jserver.gameserver.pathfinding.PathFinding;
import com.l2jserver.gameserver.skills.AbnormalEffect;
import com.l2jserver.gameserver.skills.Calculator;
import com.l2jserver.gameserver.skills.Formulas;
import com.l2jserver.gameserver.skills.Stats;
import com.l2jserver.gameserver.skills.effects.EffectChanceSkillTrigger;
import com.l2jserver.gameserver.skills.funcs.Func;
import com.l2jserver.gameserver.skills.l2skills.L2SkillAgathion;
import com.l2jserver.gameserver.skills.l2skills.L2SkillMount;
import com.l2jserver.gameserver.skills.l2skills.L2SkillSummon;
import com.l2jserver.gameserver.taskmanager.AttackStanceTaskManager;
import com.l2jserver.gameserver.templates.chars.L2CharTemplate;
import com.l2jserver.gameserver.templates.chars.L2NpcTemplate;
import com.l2jserver.gameserver.templates.item.L2Item;
import com.l2jserver.gameserver.templates.item.L2Weapon;
import com.l2jserver.gameserver.templates.item.L2WeaponType;
import com.l2jserver.gameserver.templates.skills.L2EffectType;
import com.l2jserver.gameserver.templates.skills.L2SkillType;
import com.l2jserver.gameserver.util.Util;
import com.l2jserver.util.Point3D;
import com.l2jserver.util.Rnd;
/**
* Mother class of all character objects of the world (PC, NPC...)
*
* L2Character :
*
L2CastleGuardInstance
* L2DoorInstance
* L2NpcInstance
* L2PlayableInstance
*
*
* Concept of L2CharTemplate :
* Each L2Character owns generic and static properties (ex : all Keltir have the same number of HP...).
* All of those properties are stored in a different template for each type of L2Character.
* Each template is loaded once in the server cache memory (reduce memory use).
* When a new instance of L2Character is spawned, server just create a link between the instance and the template.
* This link is stored in _template
*
*
* @version $Revision: 1.53.2.45.2.34 $ $Date: 2005/04/11 10:06:08 $
*/
public abstract class L2Character extends L2Object
{
public static final Logger _log = Logger.getLogger(L2Character.class.getName());
// =========================================================
// Data Field
private Set _attackByList;
private volatile boolean _isCastingNow = false;
private volatile boolean _isCastingSimultaneouslyNow = false;
private L2Skill _lastSkillCast;
private L2Skill _lastSimultaneousSkillCast;
private boolean _isAfraid = false; // Flee in a random direction
private boolean _isConfused = false; // Attack anyone randomly
private boolean _isMuted = false; // Cannot use magic
private boolean _isPhysicalMuted = false; // Cannot use physical skills
private boolean _isPhysicalAttackMuted = false; // Cannot use attack
private boolean _isDead = false;
private boolean _isImmobilized = false;
private boolean _isOverloaded = false; // the char is carrying too much
private boolean _isParalyzed = false;
private boolean _isDisarmed = false;
private boolean _isPendingRevive = false;
private boolean _isRooted = false; // Cannot move until root timed out
private boolean _isRunning = false;
private boolean _isNoRndWalk = false; // Is no random walk
private boolean _isImmobileUntilAttacked = false; // Is in immobile until attacked.
private boolean _isSleeping = false; // Cannot move/attack until sleep timed out or monster is attacked
private boolean _isStunned = false; // Cannot move/attack until stun timed out
private boolean _isBetrayed = false; // Betrayed by own summon
protected boolean _showSummonAnimation = false;
protected boolean _isTeleporting = false;
protected boolean _isInvul = false;
private boolean _isMortal = true; // Char will die when HP decreased to 0
private CharStat _stat;
private CharStatus _status;
private L2CharTemplate _template; // The link on the L2CharTemplate object containing generic and static properties of this L2Character type (ex : Max HP, Speed...)
private String _title;
private double _hpUpdateIncCheck = .0;
private double _hpUpdateDecCheck = .0;
private double _hpUpdateInterval = .0;
/** Table of Calculators containing all used calculator */
private Calculator[] _calculators;
/** FastMap(Integer, L2Skill) containing all skills of the L2Character */
protected final Map _skills;
/** FastMap containing the active chance skills on this character */
private ChanceSkillList _chanceSkills;
/** Current force buff this caster is casting to a target */
protected FusionSkill _fusionSkill;
/** Zone system */
public static final byte ZONE_PVP = 0;
public static final byte ZONE_PEACE = 1;
public static final byte ZONE_SIEGE = 2;
public static final byte ZONE_MOTHERTREE = 3;
public static final byte ZONE_CLANHALL = 4;
public static final byte ZONE_LANDING = 5;
public static final byte ZONE_NOLANDING = 6;
public static final byte ZONE_WATER = 7;
public static final byte ZONE_JAIL = 8;
public static final byte ZONE_MONSTERTRACK = 9;
public static final byte ZONE_CASTLE = 10;
public static final byte ZONE_SWAMP = 11;
public static final byte ZONE_NOSUMMONFRIEND = 12;
public static final byte ZONE_FORT = 13;
public static final byte ZONE_NOSTORE = 14;
public static final byte ZONE_TOWN = 15;
public static final byte ZONE_SCRIPT = 16;
public static final byte ZONE_NOHQ = 17;
public static final byte ZONE_DANGERAREA = 18;
private final byte[] _zones = new byte[19];
protected byte _zoneValidateCounter = 4;
private boolean _isFlying;
/**
* Returns character inventory, default null, overridden in L2Playable types and in L2NPcInstance
*/
public Inventory getInventory()
{
return null;
}
public boolean destroyItemByItemId(String process, int itemId, long count, L2Object reference, boolean sendMessage)
{
// Default: NPCs consume virtual items for their skills
// TODO: should be logged if even happens.. should be false
return true;
}
public boolean destroyItem(String process, int objectId, long count, L2Object reference, boolean sendMessage)
{
// Default: NPCs consume virtual items for their skills
// TODO: should be logged if even happens.. should be false
return true;
}
/**
*
* @param zone
* @return
*/
public final boolean isInsideZone(final byte zone)
{
Instance instance = InstanceManager.getInstance().getInstance(getInstanceId());
switch (zone)
{
case ZONE_PVP:
if (instance != null && instance.isPvPInstance())
return true;
return _zones[ZONE_PVP] > 0 && _zones[ZONE_PEACE] == 0;
case ZONE_PEACE:
if (instance != null && instance.isPvPInstance())
return false;
}
return _zones[zone] > 0;
}
/**
*
* @param zone
* @param state
*/
public final void setInsideZone(final byte zone, final boolean state)
{
if (state)
_zones[zone]++;
else
{
_zones[zone]--;
if (_zones[zone] < 0)
_zones[zone] = 0;
}
}
/**
* This will return true if the player is transformed,
* but if the player is not transformed it will return false.
* @return transformation status
*/
public boolean isTransformed()
{
return false;
}
/**
* This will untransform a player if they are an instance of L2Pcinstance
* and if they are transformed.
* @return untransform
*/
public void untransform()
{
// Just a place holder
}
/**
* This will return true if the player is GM,
* but if the player is not GM it will return false.
* @return GM status
*/
public boolean isGM()
{
return false;
}
// =========================================================
// Constructor
/**
* Constructor of L2Character.
*
* Concept :
* Each L2Character owns generic and static properties (ex : all Keltir have the same number of HP...).
* All of those properties are stored in a different template for each type of L2Character.
* Each template is loaded once in the server cache memory (reduce memory use).
* When a new instance of L2Character is spawned, server just create a link between the instance and the template
* This link is stored in _template
*
* Actions :
* Set the _template of the L2Character
* Set _overloaded to false (the charcater can take more items)
*
* If L2Character is a L2NPCInstance, copy skills from template to object
* If L2Character is a L2NPCInstance, link _calculators to NPC_STD_CALCULATOR
*
* If L2Character is NOT a L2NPCInstance, create an empty _skills slot
* If L2Character is a L2PcInstance or L2Summon, copy basic Calculator set to object
*
* @param objectId Identifier of the object to initialized
* @param template The L2CharTemplate to apply to the object
*/
public L2Character(int objectId, L2CharTemplate template)
{
super(objectId);
setInstanceType(InstanceType.L2Character);
initCharStat();
initCharStatus();
// Set its template to the new L2Character
_template = template;
if (this instanceof L2DoorInstance)
{
_calculators = Formulas.getStdDoorCalculators();
_skills = null;
}
else if (template != null && this instanceof L2Npc)
{
// Copy the Standard Calcultors of the L2NPCInstance in _calculators
_calculators = NPC_STD_CALCULATOR;
// Copy the skills of the L2NPCInstance from its template to the L2Character Instance
// The skills list can be affected by spell effects so it's necessary to make a copy
// to avoid that a spell affecting a L2NPCInstance, affects others L2NPCInstance of the same type too.
_skills = ((L2NpcTemplate)template).getSkills();
if (_skills != null)
{
for(Map.Entry skill : _skills.entrySet())
addStatFuncs(skill.getValue().getStatFuncs(null, this));
}
}
else
{
// If L2Character is a L2PcInstance or a L2Summon, create the basic calculator set
_calculators = new Calculator[Stats.NUM_STATS];
if (this instanceof L2Summon)
{
// Copy the skills of the L2Summon from its template to the L2Character Instance
// The skills list can be affected by spell effects so it's necessary to make a copy
// to avoid that a spell affecting a L2Summon, affects others L2Summon of the same type too.
_skills = ((L2NpcTemplate)template).getSkills();
if (_skills != null)
{
for(Map.Entry skill : _skills.entrySet())
addStatFuncs(skill.getValue().getStatFuncs(null, this));
}
}
else
{
// Initialize the FastMap _skills to null
_skills = new FastMap().shared();
}
Formulas.addFuncsToNewCharacter(this);
}
setIsInvul(true);
}
protected void initCharStatusUpdateValues()
{
_hpUpdateIncCheck = getMaxVisibleHp();
_hpUpdateInterval = _hpUpdateIncCheck / 352.0; // MAX_HP div MAX_HP_BAR_PX
_hpUpdateDecCheck = _hpUpdateIncCheck - _hpUpdateInterval;
}
// =========================================================
// Event - Public
/**
* Remove the L2Character from the world when the decay task is launched.
*
* Caution : This method DOESN'T REMOVE the object from _allObjects of L2World
* Caution : This method DOESN'T SEND Server->Client packets to players
*
*/
public void onDecay()
{
L2WorldRegion reg = getWorldRegion();
decayMe();
if(reg != null) reg.removeFromZones(this);
}
@Override
public void onSpawn()
{
super.onSpawn();
this.revalidateZone(true);
}
public void onTeleported()
{
if (!isTeleporting())
return;
spawnMe(getPosition().getX(), getPosition().getY(), getPosition().getZ());
setIsTeleporting(false);
if (_isPendingRevive)
doRevive();
}
// =========================================================
// Method - Public
/**
* Add L2Character instance that is attacking to the attacker list.
* @param player The L2Character that attacks this one
*
* Overridden in :
* L2Attackable : Add to list only for attackables, not all other NPCs
*/
public void addAttackerToAttackByList (L2Character player)
{
// DS: moved to L2Attackable
}
/**
* Send a packet to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character.
*
* Concept :
* L2PcInstance in the detection area of the L2Character are identified in _knownPlayers.
* In order to inform other players of state modification on the L2Character, server just need to go through _knownPlayers to send Server->Client Packet
*
*/
public void broadcastPacket(L2GameServerPacket mov)
{
Collection plrs = getKnownList().getKnownPlayers().values();
//synchronized (getKnownList().getKnownPlayers())
{
for (L2PcInstance player : plrs)
{
if (player != null)
player.sendPacket(mov);
}
}
}
/**
* Send a packet to the L2Character AND to all L2PcInstance in the radius (max knownlist radius) from the L2Character.
*
* Concept :
* L2PcInstance in the detection area of the L2Character are identified in _knownPlayers.
* In order to inform other players of state modification on the L2Character, server just need to go through _knownPlayers to send Server->Client Packet
*
*/
public void broadcastPacket(L2GameServerPacket mov, int radiusInKnownlist)
{
Collection plrs = getKnownList().getKnownPlayers().values();
//synchronized (getKnownList().getKnownPlayers())
{
for (L2PcInstance player : plrs)
{
if (player != null && isInsideRadius(player, radiusInKnownlist, false, false))
player.sendPacket(mov);
}
}
}
/**
* Returns true if hp update should be done, false if not
* @return boolean
*/
protected boolean needHpUpdate(int barPixels)
{
double currentHp = getCurrentHp();
double maxHp = getMaxVisibleHp();
if (currentHp <= 1.0 || maxHp < barPixels)
return true;
if (currentHp <= _hpUpdateDecCheck || currentHp >= _hpUpdateIncCheck)
{
if (currentHp == maxHp)
{
_hpUpdateIncCheck = currentHp + 1;
_hpUpdateDecCheck = currentHp - _hpUpdateInterval;
}
else
{
double doubleMulti = currentHp / _hpUpdateInterval;
int intMulti = (int)doubleMulti;
_hpUpdateDecCheck = _hpUpdateInterval * (doubleMulti < intMulti ? intMulti-- : intMulti);
_hpUpdateIncCheck = _hpUpdateDecCheck + _hpUpdateInterval;
}
return true;
}
return false;
}
/**
* Send the Server->Client packet StatusUpdate with current HP and MP to all other L2PcInstance to inform.
*
* Actions :
* Create the Server->Client packet StatusUpdate with current HP and MP
* Send the Server->Client packet StatusUpdate with current HP and MP to all
* L2Character called _statusListener that must be informed of HP/MP updates of this L2Character
*
* Caution : This method DOESN'T SEND CP information
*
* Overridden in :
* L2PcInstance : Send current HP,MP and CP to the L2PcInstance and only current HP, MP and Level to all other L2PcInstance of the Party
*
*/
public void broadcastStatusUpdate()
{
if (getStatus().getStatusListener().isEmpty()) return;
if (!needHpUpdate(352))
return;
if (Config.DEBUG)
_log.fine("Broadcast Status Update for " + getObjectId() + "(" + getName() + "). HP: " + getCurrentHp());
// Create the Server->Client packet StatusUpdate with current HP
StatusUpdate su = new StatusUpdate(this);
su.addAttribute(StatusUpdate.CUR_HP, (int)getCurrentHp());
// Go through the StatusListener
// Send the Server->Client packet StatusUpdate with current HP and MP
synchronized (getStatus().getStatusListener())
{
for (L2Character temp : getStatus().getStatusListener())
{
if (temp != null)
temp.sendPacket(su);
}
}
}
/**
* Not Implemented.
*
* Overridden in :
* L2PcInstance
*/
public void sendMessage(String text)
{
// default implementation
}
/**
* Teleport a L2Character and its pet if necessary.
*
* Actions :
* Stop the movement of the L2Character
* Set the x,y,z position of the L2Object and if necessary modify its _worldRegion
* Send a Server->Client packet TeleportToLocationt to the L2Character AND to all L2PcInstance in its _KnownPlayers
* Modify the position of the pet if necessary
*
* Overridden in :
* L2PcInstance
*/
public void teleToLocation(int x, int y, int z, int heading, boolean allowRandomOffset)
{
// Stop movement
stopMove(null, false);
abortAttack();
abortCast();
setIsTeleporting(true);
setTarget(null);
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
if (Config.OFFSET_ON_TELEPORT_ENABLED && allowRandomOffset)
{
x += Rnd.get(-Config.MAX_OFFSET_ON_TELEPORT, Config.MAX_OFFSET_ON_TELEPORT);
y += Rnd.get(-Config.MAX_OFFSET_ON_TELEPORT, Config.MAX_OFFSET_ON_TELEPORT);
}
z += 5;
if (Config.DEBUG)
_log.fine("Teleporting to: " + x + ", " + y + ", " + z);
// Send a Server->Client packet TeleportToLocationt to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
broadcastPacket(new TeleportToLocation(this, x, y, z, heading));
// remove the object from its old location
decayMe();
// Set the x,y,z position of the L2Object and if necessary modify its _worldRegion
getPosition().setXYZ(x, y, z);
// temporary fix for heading on teleports
if (heading != 0)
getPosition().setHeading(heading);
if (!(this instanceof L2PcInstance)
// allow recall of the detached characters
|| (((L2PcInstance)this).getClient() != null && ((L2PcInstance)this).getClient().isDetached()))
onTeleported();
revalidateZone(true);
}
public void teleToLocation(int x, int y, int z) { teleToLocation(x, y, z, getHeading(), false); }
public void teleToLocation(int x, int y, int z, boolean allowRandomOffset) { teleToLocation(x, y, z, getHeading(), allowRandomOffset); }
public void teleToLocation(Location loc, boolean allowRandomOffset)
{
int x = loc.getX();
int y = loc.getY();
int z = loc.getZ();
if (this instanceof L2PcInstance && DimensionalRiftManager.getInstance().checkIfInRiftZone(getX(), getY(), getZ(), true)) // true -> ignore waiting room :)
{
L2PcInstance player = (L2PcInstance)this;
player.sendMessage("You have been sent to the waiting room.");
if(player.isInParty() && player.getParty().isInDimensionalRift())
{
player.getParty().getDimensionalRift().usedTeleport(player);
}
int[] newCoords = DimensionalRiftManager.getInstance().getRoom((byte) 0, (byte) 0).getTeleportCoords();
x = newCoords[0];
y = newCoords[1];
z = newCoords[2];
}
teleToLocation(x, y, z, getHeading(), allowRandomOffset);
}
public void teleToLocation(TeleportWhereType teleportWhere) { teleToLocation(MapRegionTable.getInstance().getTeleToLocation(this, teleportWhere), true); }
// =========================================================
// Method - Private
/**
* Launch a physical attack against a target (Simple, Bow, Pole or Dual).
*
* Actions :
* Get the active weapon (always equiped in the right hand)
* If weapon is a bow, check for arrows, MP and bow re-use delay (if necessary, equip the L2PcInstance with arrows in left hand)
* If weapon is a bow, consume MP and set the new period of bow non re-use
* Get the Attack Speed of the L2Character (delay (in milliseconds) before next attack)
* Select the type of attack to start (Simple, Bow, Pole or Dual) and verify if SoulShot are charged then start calculation
* If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
* Notify AI with EVT_READY_TO_ACT
*
* @param target The L2Character targeted
*
*/
protected void doAttack(L2Character target)
{
if (Config.DEBUG)
_log.fine(getName()+" doAttack: target="+target);
if (!isAlikeDead() && target != null)
{
if (this instanceof L2Npc && target.isAlikeDead()
|| !getKnownList().knowsObject(target))
{
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if (this instanceof L2PcInstance)
{
if (target.isDead())
{
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
L2PcInstance actor = (L2PcInstance)this;
/*
* Players riding wyvern or with special (flying) transformations can do melee attacks, only with skills
*/
if ((actor.isMounted() && actor.getMountNpcId() == 12621)
|| (actor.isTransformed() && !actor.getTransformation().canDoMeleeAttack()))
{
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
}
if (isAttackingDisabled())
return;
if (this instanceof L2PcInstance)
{
if (((L2PcInstance)this).inObserverMode())
{
sendPacket(new SystemMessage(SystemMessageId.OBSERVERS_CANNOT_PARTICIPATE));
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
if (target.getActingPlayer() != null && ((L2PcInstance)this).getSiegeState() > 0 && this.isInsideZone(L2Character.ZONE_SIEGE)
&& target.getActingPlayer().getSiegeState() == ((L2PcInstance)this).getSiegeState()
&& target.getActingPlayer() != this && target.getActingPlayer().getSiegeSide() == ((L2PcInstance)this).getSiegeSide())
{
//
if (TerritoryWarManager.getInstance().isTWInProgress())
sendPacket(new SystemMessage(SystemMessageId.YOU_CANNOT_ATTACK_A_MEMBER_OF_THE_SAME_TERRITORY));
else
sendPacket(new SystemMessage(SystemMessageId.FORCED_ATTACK_IS_IMPOSSIBLE_AGAINST_SIEGE_SIDE_TEMPORARY_ALLIED_MEMBERS));
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Checking if target has moved to peace zone
if (target.isInsidePeaceZone((L2PcInstance)this))
{
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// TODO: unhardcode this to support boolean if with that weapon u can attack or not (for ex transform weapons)
if (((L2PcInstance)this).getActiveWeaponItem() != null && ((L2PcInstance)this).getActiveWeaponItem().getItemId() == 9819)
{
sendPacket(new SystemMessage(SystemMessageId.THAT_WEAPON_CANT_ATTACK));
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
else if (isInsidePeaceZone(this, target))
{
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
stopEffectsOnAction();
// Get the active weapon instance (always equiped in the right hand)
L2ItemInstance weaponInst = getActiveWeaponInstance();
// Get the active weapon item corresponding to the active weapon instance (always equiped in the right hand)
L2Weapon weaponItem = getActiveWeaponItem();
if (weaponItem != null && weaponItem.getItemType() == L2WeaponType.ROD)
{
// You can't make an attack with a fishing pole.
sendPacket(new SystemMessage(SystemMessageId.CANNOT_ATTACK_WITH_FISHING_POLE));
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// GeoData Los Check here (or dz > 1000)
if (!GeoData.getInstance().canSeeTarget(this, target))
{
sendPacket(new SystemMessage(SystemMessageId.CANT_SEE_TARGET));
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// BOW and CROSSBOW checks
if (weaponItem != null && !isTransformed())
{
if (weaponItem.getItemType() == L2WeaponType.BOW)
{
//Check for arrows and MP
if (this instanceof L2PcInstance)
{
// Equip arrows needed in left hand and send a Server->Client packet ItemList to the L2PcINstance then return True
if (!checkAndEquipArrows())
{
// Cancel the action because the L2PcInstance have no arrow
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
sendPacket(ActionFailed.STATIC_PACKET);
sendPacket(new SystemMessage(SystemMessageId.NOT_ENOUGH_ARROWS));
return;
}
// Verify if the bow can be use
if (_disableBowAttackEndTime <= GameTimeController.getGameTicks())
{
// Verify if L2PcInstance owns enough MP
int saMpConsume = (int)getStat().calcStat(Stats.MP_CONSUME, 0, null, null);
int mpConsume = saMpConsume == 0 ? weaponItem.getMpConsume() : saMpConsume;
mpConsume = (int)calcStat(Stats.BOW_MP_CONSUME_RATE, mpConsume, null, null);
if (getCurrentMp() < mpConsume)
{
// If L2PcInstance doesn't have enough MP, stop the attack
ThreadPoolManager.getInstance().scheduleAi(new NotifyAITask(CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(new SystemMessage(SystemMessageId.NOT_ENOUGH_MP));
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// If L2PcInstance have enough MP, the bow consumes it
if (mpConsume > 0)
getStatus().reduceMp(mpConsume);
// Set the period of bow no re-use
_disableBowAttackEndTime = 5 * GameTimeController.TICKS_PER_SECOND + GameTimeController.getGameTicks();
}
else
{
// Cancel the action because the bow can't be re-use at this moment
ThreadPoolManager.getInstance().scheduleAi(new NotifyAITask(CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
}
if (weaponItem.getItemType() == L2WeaponType.CROSSBOW)
{
//Check for bolts
if (this instanceof L2PcInstance)
{
// Checking if target has moved to peace zone - only for player-crossbow attacks at the moment
// Other melee is checked in movement code and for offensive spells a check is done every time
if (target.isInsidePeaceZone((L2PcInstance)this))
{
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Equip bolts needed in left hand and send a Server->Client packet ItemList to the L2PcINstance then return True
if (!checkAndEquipBolts())
{
// Cancel the action because the L2PcInstance have no arrow
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
sendPacket(ActionFailed.STATIC_PACKET);
sendPacket(new SystemMessage(SystemMessageId.NOT_ENOUGH_BOLTS));
return;
}
// Verify if the crossbow can be use
if (_disableCrossBowAttackEndTime <= GameTimeController.getGameTicks())
{
// Set the period of crossbow no re-use
_disableCrossBowAttackEndTime = 5 * GameTimeController.TICKS_PER_SECOND + GameTimeController.getGameTicks();
}
else
{
// Cancel the action because the crossbow can't be re-use at this moment
ThreadPoolManager.getInstance().scheduleAi(new NotifyAITask(CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
else if (this instanceof L2Npc)
{
if (_disableCrossBowAttackEndTime > GameTimeController.getGameTicks())
return;
}
}
}
// Add the L2PcInstance to _knownObjects and _knownPlayer of the target
target.getKnownList().addKnownObject(this);
// Reduce the current CP if TIREDNESS configuration is activated
if (Config.ALT_GAME_TIREDNESS)
setCurrentCp(getCurrentCp() - 10);
// Recharge any active auto soulshot tasks for player (or player's summon if one exists).
if (this instanceof L2PcInstance)
((L2PcInstance)this).rechargeAutoSoulShot(true, false, false);
else if (this instanceof L2Summon)
((L2Summon)this).getOwner().rechargeAutoSoulShot(true, false, true);
// Verify if soulshots are charged.
boolean wasSSCharged;
if (this instanceof L2Summon && !(this instanceof L2PetInstance && weaponInst != null))
wasSSCharged = (((L2Summon)this).getChargedSoulShot() != L2ItemInstance.CHARGED_NONE);
else
wasSSCharged = (weaponInst != null && weaponInst.getChargedSoulshot() != L2ItemInstance.CHARGED_NONE);
if (this instanceof L2Attackable)
{
if (((L2Npc)this).useSoulShot())
{
wasSSCharged = true;
}
}
// Get the Attack Speed of the L2Character (delay (in milliseconds) before next attack)
int timeAtk = calculateTimeBetweenAttacks(target, weaponItem);
// the hit is calculated to happen halfway to the animation - might need further tuning e.g. in bow case
int timeToHit = timeAtk/2;
_attackEndTime = GameTimeController.getGameTicks();
_attackEndTime += (timeAtk / GameTimeController.MILLIS_IN_TICK);
_attackEndTime -= 1;
int ssGrade = 0;
if (weaponItem != null)
ssGrade = weaponItem.getItemGradeSPlus();
// Create a Server->Client packet Attack
Attack attack = new Attack(this, target, wasSSCharged, ssGrade);
// Set the Attacking Body part to CHEST
setAttackingBodypart();
// Make sure that char is facing selected target
// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
setHeading(Util.calculateHeadingFrom(this, target));
// Get the Attack Reuse Delay of the L2Weapon
int reuse = calculateReuseTime(target, weaponItem);
boolean hitted;
// Select the type of attack to start
if (weaponItem == null || isTransformed())
hitted = doAttackHitSimple(attack, target, timeToHit);
else if (weaponItem.getItemType() == L2WeaponType.BOW)
hitted = doAttackHitByBow(attack, target, timeAtk, reuse);
else if (weaponItem.getItemType() == L2WeaponType.CROSSBOW)
hitted = doAttackHitByCrossBow(attack, target, timeAtk, reuse);
else if (weaponItem.getItemType() == L2WeaponType.POLE)
hitted = doAttackHitByPole(attack, target, timeToHit);
else if (isUsingDualWeapon())
hitted = doAttackHitByDual(attack, target, timeToHit);
else
hitted = doAttackHitSimple(attack, target, timeToHit);
// Flag the attacker if it's a L2PcInstance outside a PvP area
L2PcInstance player = getActingPlayer();
if (player != null)
AttackStanceTaskManager.getInstance().addAttackStanceTask(player);
if (player != null)
{
if (player.getPet() != target)
player.updatePvPStatus(target);
}
// Check if hit isn't missed
if (!hitted)
// Abort the attack of the L2Character and send Server->Client ActionFailed packet
abortAttack();
else
{
/* ADDED BY nexus - 2006-08-17
*
* As soon as we know that our hit landed, we must discharge any active soulshots.
* This must be done so to avoid unwanted soulshot consumption.
*/
// If we didn't miss the hit, discharge the shoulshots, if any
if (this instanceof L2Summon && !(this instanceof L2PetInstance && weaponInst != null))
((L2Summon)this).setChargedSoulShot(L2ItemInstance.CHARGED_NONE);
else
if (weaponInst != null)
weaponInst.setChargedSoulshot(L2ItemInstance.CHARGED_NONE);
if (player != null)
{
if (player.isCursedWeaponEquipped())
{
// If hitted by a cursed weapon, Cp is reduced to 0
if (!target.isInvul())
target.setCurrentCp(0);
} else if (player.isHero())
{
if (target instanceof L2PcInstance && ((L2PcInstance)target).isCursedWeaponEquipped())
// If a cursed weapon is hitted by a Hero, Cp is reduced to 0
target.setCurrentCp(0);
}
}
}
// If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack
// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
if (attack.hasHits())
broadcastPacket(attack);
// Notify AI with EVT_READY_TO_ACT
ThreadPoolManager.getInstance().scheduleAi(new NotifyAITask(CtrlEvent.EVT_READY_TO_ACT), timeAtk+reuse);
}
/**
* Launch a Bow attack.
*
* Actions :
* Calculate if hit is missed or not
* Consume arrows
* If hit isn't missed, calculate if shield defense is efficient
* If hit isn't missed, calculate if hit is critical
* If hit isn't missed, calculate physical damages
* If the L2Character is a L2PcInstance, Send a Server->Client packet SetupGauge
* Create a new hit task with Medium priority
* Calculate and set the disable delay of the bow in function of the Attack Speed
* Add this hit to the Server-Client packet Attack
*
* @param attack Server->Client packet Attack in which the hit will be added
* @param target The L2Character targeted
* @param sAtk The Attack Speed of the attacker
*
* @return True if the hit isn't missed
*
*/
private boolean doAttackHitByBow(Attack attack, L2Character target, int sAtk, int reuse)
{
int damage1 = 0;
byte shld1 = 0;
boolean crit1 = false;
// Calculate if hit is missed or not
boolean miss1 = Formulas.calcHitMiss(this, target);
// Consume arrows
reduceArrowCount(false);
_move = null;
// Check if hit isn't missed
if (!miss1)
{
// Calculate if shield defense is efficient
shld1 = Formulas.calcShldUse(this, target);
// Calculate if hit is critical
crit1 = Formulas.calcCrit(getStat().getCriticalHit(target, null), target);
// Calculate physical damages
damage1 = (int)Formulas.calcPhysDam(this, target, null, shld1, crit1, false, attack.soulshot);
double range = Math.sqrt(this.getDistanceSq(target));
if (range < 1600)
{
double dmgmod = 1 - (1 - range / 800) * 0.35;
if (dmgmod > 1)
dmgmod = 2 - dmgmod;
if (dmgmod > 0)
damage1 *= dmgmod;
}
else
damage1 *= 0.65;
}
// Check if the L2Character is a L2PcInstance
if (this instanceof L2PcInstance)
{
// Send a system message
sendPacket(new SystemMessage(SystemMessageId.GETTING_READY_TO_SHOOT_AN_ARROW));
// Send a Server->Client packet SetupGauge
SetupGauge sg = new SetupGauge(SetupGauge.RED, sAtk+reuse);
sendPacket(sg);
}
// Create a new hit task with Medium priority
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage1, crit1, miss1, attack.soulshot, shld1), sAtk);
// Calculate and set the disable delay of the bow in function of the Attack Speed
_disableBowAttackEndTime = (sAtk+reuse)/GameTimeController.MILLIS_IN_TICK + GameTimeController.getGameTicks();
// Add this hit to the Server-Client packet Attack
attack.hit(attack.createHit(target, damage1, miss1, crit1, shld1));
// Return true if hit isn't missed
return !miss1;
}
/**
* Launch a CrossBow attack.
*
* Actions :
* Calculate if hit is missed or not
* Consume bolts
* If hit isn't missed, calculate if shield defense is efficient
* If hit isn't missed, calculate if hit is critical
* If hit isn't missed, calculate physical damages
* If the L2Character is a L2PcInstance, Send a Server->Client packet SetupGauge
* Create a new hit task with Medium priority
* Calculate and set the disable delay of the crossbow in function of the Attack Speed
* Add this hit to the Server-Client packet Attack
*
* @param attack Server->Client packet Attack in which the hit will be added
* @param target The L2Character targeted
* @param sAtk The Attack Speed of the attacker
*
* @return True if the hit isn't missed
*
*/
private boolean doAttackHitByCrossBow(Attack attack, L2Character target, int sAtk, int reuse)
{
int damage1 = 0;
byte shld1 = 0;
boolean crit1 = false;
// Calculate if hit is missed or not
boolean miss1 = Formulas.calcHitMiss(this, target);
// Consume bolts
reduceArrowCount(true);
_move = null;
// Check if hit isn't missed
if (!miss1)
{
// Calculate if shield defense is efficient
shld1 = Formulas.calcShldUse(this, target);
// Calculate if hit is critical
crit1 = Formulas.calcCrit(getStat().getCriticalHit(target, null), target);
// Calculate physical damages
damage1 = (int)Formulas.calcPhysDam(this, target, null, shld1, crit1, false, attack.soulshot);
}
// Check if the L2Character is a L2PcInstance
if (this instanceof L2PcInstance)
{
// Send a system message
sendPacket(new SystemMessage(SystemMessageId.CROSSBOW_PREPARING_TO_FIRE));
// Send a Server->Client packet SetupGauge
SetupGauge sg = new SetupGauge(SetupGauge.RED, sAtk+reuse);
sendPacket(sg);
}
// Create a new hit task with Medium priority
if (this instanceof L2Attackable)
{
if (((L2Attackable)this)._soulshotcharged)
{
// Create a new hit task with Medium priority
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage1, crit1, miss1, true, shld1), sAtk);
}
else
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage1, crit1, miss1, false, shld1), sAtk);
}
else
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage1, crit1, miss1, attack.soulshot, shld1), sAtk);
// Calculate and set the disable delay of the bow in function of the Attack Speed
_disableCrossBowAttackEndTime = (sAtk+reuse)/GameTimeController.MILLIS_IN_TICK + GameTimeController.getGameTicks();
// Add this hit to the Server-Client packet Attack
attack.hit(attack.createHit(target, damage1, miss1, crit1, shld1));
// Return true if hit isn't missed
return !miss1;
}
/**
* Launch a Dual attack.
*
* Actions :
* Calculate if hits are missed or not
* If hits aren't missed, calculate if shield defense is efficient
* If hits aren't missed, calculate if hit is critical
* If hits aren't missed, calculate physical damages
* Create 2 new hit tasks with Medium priority
* Add those hits to the Server-Client packet Attack
*
* @param attack Server->Client packet Attack in which the hit will be added
* @param target The L2Character targeted
*
* @return True if hit 1 or hit 2 isn't missed
*
*/
private boolean doAttackHitByDual(Attack attack, L2Character target, int sAtk)
{
int damage1 = 0;
int damage2 = 0;
byte shld1 = 0;
byte shld2 = 0;
boolean crit1 = false;
boolean crit2 = false;
// Calculate if hits are missed or not
boolean miss1 = Formulas.calcHitMiss(this, target);
boolean miss2 = Formulas.calcHitMiss(this, target);
// Check if hit 1 isn't missed
if (!miss1)
{
// Calculate if shield defense is efficient against hit 1
shld1 = Formulas.calcShldUse(this, target);
// Calculate if hit 1 is critical
crit1 = Formulas.calcCrit(getStat().getCriticalHit(target, null), target);
// Calculate physical damages of hit 1
damage1 = (int)Formulas.calcPhysDam(this, target, null, shld1, crit1, true, attack.soulshot);
damage1 /= 2;
}
// Check if hit 2 isn't missed
if (!miss2)
{
// Calculate if shield defense is efficient against hit 2
shld2 = Formulas.calcShldUse(this, target);
// Calculate if hit 2 is critical
crit2 = Formulas.calcCrit(getStat().getCriticalHit(target, null), target);
// Calculate physical damages of hit 2
damage2 = (int)Formulas.calcPhysDam(this, target, null, shld2, crit2, true, attack.soulshot);
damage2 /= 2;
}
if (this instanceof L2Attackable)
{
if (((L2Attackable)this)._soulshotcharged)
{
// Create a new hit task with Medium priority for hit 1
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage1, crit1, miss1, true, shld1), sAtk/2);
// Create a new hit task with Medium priority for hit 2 with a higher delay
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage2, crit2, miss2, true, shld2), sAtk);
}
else
{
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage1, crit1, miss1, false, shld1), sAtk/2);
// Create a new hit task with Medium priority for hit 2 with a higher delay
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage2, crit2, miss2, false, shld2), sAtk);
}
}
else
{
// Create a new hit task with Medium priority for hit 1
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage1, crit1, miss1, attack.soulshot, shld1), sAtk/2);
// Create a new hit task with Medium priority for hit 2 with a higher delay
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage2, crit2, miss2, attack.soulshot, shld2), sAtk);
}
// Add those hits to the Server-Client packet Attack
attack.hit(attack.createHit(target, damage1, miss1, crit1, shld1),
attack.createHit(target, damage2, miss2, crit2, shld2));
// Return true if hit 1 or hit 2 isn't missed
return (!miss1 || !miss2);
}
/**
* Launch a Pole attack.
*
* Actions :
* Get all visible objects in a spherical area near the L2Character to obtain possible targets
* If possible target is the L2Character targeted, launch a simple attack against it
* If possible target isn't the L2Character targeted but is attackable, launch a simple attack against it
*
* @param attack Server->Client packet Attack in which the hit will be added
*
* @return True if one hit isn't missed
*
*/
private boolean doAttackHitByPole(Attack attack, L2Character target, int sAtk)
{
//double angleChar;
int maxRadius = getPhysicalAttackRange();
int maxAngleDiff = (int)getStat().calcStat(Stats.POWER_ATTACK_ANGLE, 120, null, null);
if (Config.DEBUG)
{
_log.info("doAttackHitByPole: Max radius = " + maxRadius);
_log.info("doAttackHitByPole: Max angle = " + maxAngleDiff);
}
// o1 x: 83420 y: 148158 (Giran)
// o2 x: 83379 y: 148081 (Giran)
// dx = -41
// dy = -77
// distance between o1 and o2 = 87.24
// arctan2 = -120 (240) degree (excel arctan2(dx, dy); java arctan2(dy, dx))
//
// o2
//
// o1 ----- (heading)
// In the diagram above:
// o1 has a heading of 0/360 degree from horizontal (facing East)
// Degree of o2 in respect to o1 = -120 (240) degree
//
// o2 / (heading)
// /
// o1
// In the diagram above
// o1 has a heading of -80 (280) degree from horizontal (facing north east)
// Degree of o2 in respect to 01 = -40 (320) degree
// Get char's heading degree
//angleChar = Util.convertHeadingToDegree(getHeading());
int attackRandomCountMax = (int)getStat().calcStat(Stats.ATTACK_COUNT_MAX, 0, null, null) - 1;
int attackcount = 0;
/*if (angleChar <= 0)
angleChar += 360;*/
// ===========================================================
boolean hitted = doAttackHitSimple(attack, target, 100, sAtk);
double attackpercent = 85;
L2Character temp;
Collection objs = getKnownList().getKnownObjects().values();
//synchronized (getKnownList().getKnownObjects())
{
for (L2Object obj : objs)
{
if (obj == target)
continue; // do not hit twice
// Check if the L2Object is a L2Character
if (obj instanceof L2Character)
{
if (obj instanceof L2PetInstance
&& this instanceof L2PcInstance
&& ((L2PetInstance) obj).getOwner() == ((L2PcInstance) this))
continue;
if (!Util.checkIfInRange(maxRadius, this, obj, false))
continue;
// otherwise hit too high/low. 650 because mob z coord
// sometimes wrong on hills
if (Math.abs(obj.getZ() - getZ()) > 650)
continue;
if (!isFacing(obj, maxAngleDiff))
continue;
if(this instanceof L2Attackable && obj instanceof L2PcInstance && getTarget() instanceof L2Attackable)
continue;
if(this instanceof L2Attackable && obj instanceof L2Attackable && ((L2Attackable)this).getEnemyClan() == null && ((L2Attackable)this).getIsChaos()==0)
continue;
if(this instanceof L2Attackable && obj instanceof L2Attackable && !((L2Attackable)this).getEnemyClan().equals(((L2Attackable)obj).getClan()) && ((L2Attackable)this).getIsChaos()==0)
continue;
temp = (L2Character) obj;
// Launch a simple attack against the L2Character targeted
if (!temp.isAlikeDead())
{
if (temp == getAI().getAttackTarget()
|| temp.isAutoAttackable(this))
{
hitted |= doAttackHitSimple(attack, temp, attackpercent, sAtk);
attackpercent /= 1.15;
attackcount++;
if (attackcount > attackRandomCountMax)
break;
}
}
}
}
}
// Return true if one hit isn't missed
return hitted;
}
/**
* Launch a simple attack.
*
* Actions :
* Calculate if hit is missed or not
* If hit isn't missed, calculate if shield defense is efficient
* If hit isn't missed, calculate if hit is critical
* If hit isn't missed, calculate physical damages
* Create a new hit task with Medium priority
* Add this hit to the Server-Client packet Attack
*
* @param attack Server->Client packet Attack in which the hit will be added
* @param target The L2Character targeted
*
* @return True if the hit isn't missed
*
*/
private boolean doAttackHitSimple(Attack attack, L2Character target, int sAtk)
{
return doAttackHitSimple(attack, target, 100, sAtk);
}
private boolean doAttackHitSimple(Attack attack, L2Character target, double attackpercent, int sAtk)
{
int damage1 = 0;
byte shld1 = 0;
boolean crit1 = false;
// Calculate if hit is missed or not
boolean miss1 = Formulas.calcHitMiss(this, target);
// Check if hit isn't missed
if (!miss1)
{
// Calculate if shield defense is efficient
shld1 = Formulas.calcShldUse(this, target);
// Calculate if hit is critical
crit1 = Formulas.calcCrit(getStat().getCriticalHit(target, null), target);
// Calculate physical damages
damage1 = (int)Formulas.calcPhysDam(this, target, null, shld1, crit1, false, attack.soulshot);
if (attackpercent != 100)
damage1 = (int)(damage1*attackpercent/100);
}
// Create a new hit task with Medium priority
if (this instanceof L2Attackable)
{
if (((L2Attackable)this)._soulshotcharged)
{
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage1, crit1, miss1, true, shld1), sAtk);
}
else
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage1, crit1, miss1, false, shld1), sAtk);
}
else
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage1, crit1, miss1, attack.soulshot, shld1), sAtk);
// Add this hit to the Server-Client packet Attack
attack.hit(attack.createHit(target, damage1, miss1, crit1, shld1));
// Return true if hit isn't missed
return !miss1;
}
/**
* Manage the casting task (casting and interrupt time, re-use delay...) and display the casting bar and animation on client.
*
* Actions :
* Verify the possibilty of the the cast : skill is a spell, caster isn't muted...
* Get the list of all targets (ex : area effects) and define the L2Charcater targeted (its stats will be used in calculation)
* Calculate the casting time (base + modifier of MAtkSpd), interrupt time and re-use delay
* Send a Server->Client packet MagicSkillUser (to diplay casting animation), a packet SetupGauge (to display casting bar) and a system message
* Disable all skills during the casting time (create a task EnableAllSkills)
* Disable the skill during the re-use delay (create a task EnableSkill)
* Create a task MagicUseTask (that will call method onMagicUseTimer) to launch the Magic Skill at the end of the casting time
*
* @param skill The L2Skill to use
*
*/
public void doCast(L2Skill skill)
{
beginCast(skill, false);
}
public void doSimultaneousCast(L2Skill skill)
{
beginCast(skill, true);
}
private void beginCast(L2Skill skill, boolean simultaneously)
{
if (!checkDoCastConditions(skill))
{
if (simultaneously)
setIsCastingSimultaneouslyNow(false);
else
setIsCastingNow(false);
if (this instanceof L2PcInstance)
{
getAI().setIntention(AI_INTENTION_ACTIVE);
}
return;
}
stopEffectsOnAction();
//Recharge AutoSoulShot
if (skill.useSoulShot())
{
if (this instanceof L2PcInstance)
((L2PcInstance)this).rechargeAutoSoulShot(true, false, false);
else if (this instanceof L2Summon)
((L2Summon)this).getOwner().rechargeAutoSoulShot(true, false, true);
}
else if (skill.useSpiritShot())
{
if (this instanceof L2PcInstance)
((L2PcInstance)this).rechargeAutoSoulShot(false, true, false);
else if (this instanceof L2Summon)
((L2Summon)this).getOwner().rechargeAutoSoulShot(false, true, true);
}
// Set the target of the skill in function of Skill Type and Target Type
L2Character target = null;
// Get all possible targets of the skill in a table in function of the skill target type
L2Object[] targets = skill.getTargetList(this);
boolean doit = false;
// AURA skills should always be using caster as target
switch (skill.getTargetType())
{
case TARGET_AREA_SUMMON: // We need it to correct facing
target = getPet();
break;
case TARGET_AURA:
case TARGET_FRONT_AURA:
case TARGET_BEHIND_AURA:
case TARGET_GROUND:
target = this;
break;
case TARGET_SELF:
case TARGET_PET:
case TARGET_SUMMON:
case TARGET_OWNER_PET:
case TARGET_PARTY:
case TARGET_CLAN:
case TARGET_PARTY_CLAN:
case TARGET_ALLY:
doit = true;
default:
if (targets.length == 0)
{
if (simultaneously)
setIsCastingSimultaneouslyNow(false);
else
setIsCastingNow(false);
// Send a Server->Client packet ActionFailed to the L2PcInstance
if (this instanceof L2PcInstance)
{
sendPacket(ActionFailed.STATIC_PACKET);
getAI().setIntention(AI_INTENTION_ACTIVE);
}
return;
}
switch (skill.getSkillType())
{
case BUFF:
case HEAL:
case COMBATPOINTHEAL:
case MANAHEAL:
case REFLECT:
doit = true;
break;
}
/*
* handled on first switch
switch (skill.getTargetType())
{
case TARGET_SELF:
case TARGET_PET:
case TARGET_SUMMON:
case TARGET_PARTY:
case TARGET_CLAN:
case TARGET_ALLY:
doit = true;
break;
}*/
if (doit)
{
target = (L2Character) targets[0];
}
else
{
target = (L2Character) getTarget();
}
}
if (target == null)
{
if (simultaneously)
setIsCastingSimultaneouslyNow(false);
else
setIsCastingNow(false);
if (this instanceof L2PcInstance)
{
sendPacket(ActionFailed.STATIC_PACKET);
getAI().setIntention(AI_INTENTION_ACTIVE);
}
return;
}
// Get the Identifier of the skill
int magicId = skill.getId();
// Get the Display Identifier for a skill that client can't display
int displayId = skill.getDisplayId();
// Get the level of the skill
int level = skill.getLevel();
if (level < 1)
level = 1;
// Get the casting time of the skill (base)
int hitTime = skill.getHitTime();
int coolTime = skill.getCoolTime();
boolean effectWhileCasting = skill.getSkillType() == L2SkillType.FUSION
|| skill.getSkillType() == L2SkillType.SIGNET_CASTTIME;
// Calculate the casting time of the skill (base + modifier of MAtkSpd)
// Don't modify the skill time for FORCE_BUFF skills. The skill time for those skills represent the buff time.
if(!effectWhileCasting)
{
hitTime = Formulas.calcAtkSpd(this, skill, hitTime);
if (coolTime > 0)
coolTime = Formulas.calcAtkSpd(this, skill, coolTime);
}
int shotSave = L2ItemInstance.CHARGED_NONE;
// Calculate altered Cast Speed due to BSpS/SpS
L2ItemInstance weaponInst = getActiveWeaponInstance();
if (weaponInst != null)
{
if (skill.isMagic() && !effectWhileCasting && skill.getTargetType() != SkillTargetType.TARGET_SELF)
{
if ((weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT)
|| (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_SPIRITSHOT))
{
//Only takes 70% of the time to cast a BSpS/SpS cast
hitTime = (int)(0.70 * hitTime);
coolTime = (int)(0.70 * coolTime);
//Because the following are magic skills that do not actively 'eat' BSpS/SpS,
//I must 'eat' them here so players don't take advantage of infinite speed increase
switch (skill.getSkillType())
{
case BUFF:
case MANAHEAL:
case MANARECHARGE:
case RESURRECT:
case RECALL:
case DOT:
weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE);
break;
}
}
}
// Save shots value for repeats
if (skill.useSoulShot())
shotSave = weaponInst.getChargedSoulshot();
else if (skill.useSpiritShot())
shotSave = weaponInst.getChargedSpiritshot();
}
if(this instanceof L2Npc)
{
if (((L2Npc)this).useSpiritShot())
{
hitTime = (int)(0.70 * hitTime);
coolTime = (int)(0.70 * coolTime);
}
}
// Don't modify skills HitTime if staticHitTime is specified for skill in datapack.
if (skill.isStaticHitTime())
{
hitTime = skill.getHitTime();
coolTime = skill.getCoolTime();
}
// if basic hitTime is higher than 500 than the min hitTime is 500
else if (skill.getHitTime() >= 500 && hitTime < 500)
hitTime = 500;
// queue herbs and potions
if (isCastingSimultaneouslyNow() && simultaneously)
{
ThreadPoolManager.getInstance().scheduleAi(new UsePotionTask(this, skill), 100 );
return;
}
// Set the _castInterruptTime and casting status (L2PcInstance already has this true)
if (simultaneously)
setIsCastingSimultaneouslyNow(true);
else
setIsCastingNow(true);
// Note: _castEndTime = GameTimeController.getGameTicks() + (coolTime + hitTime) / GameTimeController.MILLIS_IN_TICK;
if (!simultaneously)
{
_castInterruptTime = -2 + GameTimeController.getGameTicks() + hitTime / GameTimeController.MILLIS_IN_TICK;
setLastSkillCast(skill);
}
else
setLastSimultaneousSkillCast(skill);
// Init the reuse time of the skill
int reuseDelay;
if (skill.isStaticReuse())
{
reuseDelay = (skill.getReuseDelay());
}
else
{
if(skill.isMagic())
{
reuseDelay = (int)(skill.getReuseDelay() * getStat().getMReuseRate(skill));
}
else
{
reuseDelay = (int)(skill.getReuseDelay() * getStat().getPReuseRate(skill));
}
}
boolean skillMastery = Formulas.calcSkillMastery(this, skill);
// Skill reuse check
if (reuseDelay > 30000 && !skillMastery) addTimeStamp(skill, reuseDelay);
// Check if this skill consume mp on start casting
int initmpcons = getStat().getMpInitialConsume(skill);
if (initmpcons > 0)
{
getStatus().reduceMp(initmpcons);
StatusUpdate su = new StatusUpdate(this);
su.addAttribute(StatusUpdate.CUR_MP, (int) getCurrentMp());
sendPacket(su);
}
// Disable the skill during the re-use delay and create a task EnableSkill with Medium priority to enable it at the end of the re-use delay
if (reuseDelay > 10)
{
if (skillMastery)
{
reuseDelay = 100;
if (getActingPlayer() != null)
{
SystemMessage sm = new SystemMessage(SystemMessageId.SKILL_READY_TO_USE_AGAIN);
getActingPlayer().sendPacket(sm);
sm = null;
}
}
disableSkill(skill, reuseDelay);
}
// Make sure that char is facing selected target
if (target != this)
setHeading(Util.calculateHeadingFrom(this, target));
// For force buff skills, start the effect as long as the player is casting.
if (effectWhileCasting)
{
// Consume Items if necessary and Send the Server->Client packet InventoryUpdate with Item modification to all the L2Character
if (skill.getItemConsumeId() > 0)
{
if (!destroyItemByItemId("Consume", skill.getItemConsumeId(), skill.getItemConsume(), null, true))
{
sendPacket(new SystemMessage(SystemMessageId.NOT_ENOUGH_ITEMS));
if (simultaneously)
setIsCastingSimultaneouslyNow(false);
else
setIsCastingNow(false);
if (this instanceof L2PcInstance)
getAI().setIntention(AI_INTENTION_ACTIVE);
return;
}
}
// Consume Souls if necessary
if (skill.getSoulConsumeCount() > 0 || skill.getMaxSoulConsumeCount() > 0)
{
if (this instanceof L2PcInstance)
{
if (!((L2PcInstance)this).decreaseSouls(skill.getSoulConsumeCount(),skill))
{
if (simultaneously)
setIsCastingSimultaneouslyNow(false);
else
setIsCastingNow(false);
return;
}
}
}
if (skill.getSkillType() == L2SkillType.FUSION)
startFusionSkill(target, skill);
else
callSkill(skill, targets);
}
// Send a Server->Client packet MagicSkillUser with target, displayId, level, skillTime, reuseDelay
// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
broadcastPacket(new MagicSkillUse(this, target, displayId, level, hitTime, reuseDelay));
// Send a system message USE_S1 to the L2Character
if (this instanceof L2PcInstance && magicId != 1312)
{
SystemMessage sm = new SystemMessage(SystemMessageId.USE_S1);
sm.addSkillName(skill);
sendPacket(sm);
}
if (this instanceof L2Playable)
{
if (!effectWhileCasting && skill.getItemConsumeId() > 0)
{
if (!destroyItemByItemId("Consume", skill.getItemConsumeId(), skill.getItemConsume(), null, true))
{
getActingPlayer().sendPacket(new SystemMessage(SystemMessageId.NOT_ENOUGH_ITEMS));
abortCast();
return;
}
}
//reduce talisman mana on skill use
if (skill.getReferenceItemId() > 0
&& ItemTable.getInstance().getTemplate(skill.getReferenceItemId()).getBodyPart() == L2Item.SLOT_DECO)
for (L2ItemInstance item : getInventory().getItemsByItemId(skill.getReferenceItemId()))
{
if (item.isEquipped())
{
item.decreaseMana(false, skill.getReuseDelay() / 60000);
break;
}
}
}
// Before start AI Cast Broadcast Fly Effect is Need
if (skill.getFlyType() != null && (this instanceof L2PcInstance))
ThreadPoolManager.getInstance().scheduleEffect(new FlyToLocationTask(this, target, skill), 50);
MagicUseTask mut = new MagicUseTask(targets, skill, hitTime, coolTime, simultaneously, shotSave);
// launch the magic in hitTime milliseconds
if (hitTime > 210)
{
// Send a Server->Client packet SetupGauge with the color of the gauge and the casting time
if (this instanceof L2PcInstance && !effectWhileCasting)
sendPacket(new SetupGauge(SetupGauge.BLUE, hitTime));
if (skill.getHitCounts() > 0)
{
hitTime = hitTime * skill.getHitTimings()[0] / 100;
if (hitTime < 210)
hitTime = 210;
}
if (effectWhileCasting)
mut.phase = 2;
if (simultaneously)
{
Future> future = _skillCast2;
if (future != null)
{
future.cancel(true);
_skillCast2 = null;
}
// Create a task MagicUseTask to launch the MagicSkill at the end of the casting time (hitTime)
// For client animation reasons (party buffs especially) 200 ms before!
_skillCast2 = ThreadPoolManager.getInstance().scheduleEffect(mut, hitTime-200);
}
else
{
Future> future = _skillCast;
if (future != null)
{
future.cancel(true);
_skillCast = null;
}
// Create a task MagicUseTask to launch the MagicSkill at the end of the casting time (hitTime)
// For client animation reasons (party buffs especially) 200 ms before!
_skillCast = ThreadPoolManager.getInstance().scheduleEffect(mut, hitTime-200);
}
}
else
{
mut.hitTime = 0;
onMagicLaunchedTimer(mut);
}
}
/**
* Check if casting of skill is possible
* @param skill
* @return True if casting is possible
*
*
*/
protected boolean checkDoCastConditions(L2Skill skill)
{
if (skill == null || isSkillDisabled(skill) || (skill.getFlyType() != null && isMovementDisabled()))
{
// Send a Server->Client packet ActionFailed to the L2PcInstance
sendPacket(ActionFailed.STATIC_PACKET);
return false;
}
// Check if the caster has enough MP
if (getCurrentMp() < getStat().getMpConsume(skill) + getStat().getMpInitialConsume(skill))
{
// Send a System Message to the caster
sendPacket(new SystemMessage(SystemMessageId.NOT_ENOUGH_MP));
// Send a Server->Client packet ActionFailed to the L2PcInstance
sendPacket(ActionFailed.STATIC_PACKET);
return false;
}
// Check if the caster has enough HP
if (getCurrentHp() <= skill.getHpConsume())
{
// Send a System Message to the caster
sendPacket(new SystemMessage(SystemMessageId.NOT_ENOUGH_HP));
// Send a Server->Client packet ActionFailed to the L2PcInstance
sendPacket(ActionFailed.STATIC_PACKET);
return false;
}
if(!skill.isPotion())
{
// Check if the skill is a magic spell and if the L2Character is not muted
if (skill.isMagic())
{
if(isMuted())
{
// Send a Server->Client packet ActionFailed to the L2PcInstance
sendPacket(ActionFailed.STATIC_PACKET);
return false;
}
}
else
{
// Check if the skill is physical and if the L2Character is not physical_muted
if (isPhysicalMuted())
{
// Send a Server->Client packet ActionFailed to the L2PcInstance
sendPacket(ActionFailed.STATIC_PACKET);
return false;
}
else if (isPhysicalAttackMuted()) // Prevent use attack
{
// Send a Server->Client packet ActionFailed to the L2PcInstance
sendPacket(ActionFailed.STATIC_PACKET);
return false;
}
}
}
// prevent casting signets to peace zone
if (skill.getSkillType() == L2SkillType.SIGNET || skill.getSkillType() == L2SkillType.SIGNET_CASTTIME)
{
L2WorldRegion region = getWorldRegion();
if (region == null)
return false;
boolean canCast = true;
if (skill.getTargetType() == SkillTargetType.TARGET_GROUND && this instanceof L2PcInstance)
{
Point3D wp = ((L2PcInstance) this).getCurrentSkillWorldPosition();
if (!region.checkEffectRangeInsidePeaceZone(skill, wp.getX(), wp.getY(), wp.getZ()))
canCast = false;
}
else if (!region.checkEffectRangeInsidePeaceZone(skill, getX(), getY(), getZ()))
canCast = false;
if (!canCast)
{
SystemMessage sm = new SystemMessage(SystemMessageId.S1_CANNOT_BE_USED);
sm.addSkillName(skill);
sendPacket(sm);
return false;
}
}
// Check if the caster owns the weapon needed
if (!skill.getWeaponDependancy(this))
{
// Send a Server->Client packet ActionFailed to the L2PcInstance
sendPacket(ActionFailed.STATIC_PACKET);
return false;
}
// Check if the spell consumes an Item
// TODO: combine check and consume
if (skill.getItemConsumeId() > 0 && getInventory() != null)
{
// Get the L2ItemInstance consumed by the spell
L2ItemInstance requiredItems = getInventory().getItemByItemId(skill.getItemConsumeId());
// Check if the caster owns enough consumed Item to cast
if (requiredItems == null || requiredItems.getCount() < skill.getItemConsume())
{
// Checked: when a summon skill failed, server show required consume item count
if (skill.getSkillType() == L2SkillType.SUMMON)
{
SystemMessage sm = new SystemMessage(SystemMessageId.SUMMONING_SERVITOR_COSTS_S2_S1);
sm.addItemName(skill.getItemConsumeId());
sm.addNumber(skill.getItemConsume());
sendPacket(sm);
return false;
}
else
{
// Send a System Message to the caster
sendPacket(new SystemMessage(SystemMessageId.THERE_ARE_NOT_ENOUGH_NECESSARY_ITEMS_TO_USE_THE_SKILL));
return false;
}
}
}
return true;
}
/**
* Index according to skill id the current timestamp of use.
*
* @param skill id
* @param reuse delay
*
Overridden in : (L2PcInstance)
*/
public void addTimeStamp(L2Skill skill, long reuse) {/***/}
public void startFusionSkill(L2Character target, L2Skill skill)
{
if (skill.getSkillType() != L2SkillType.FUSION)
return;
if (_fusionSkill == null)
_fusionSkill = new FusionSkill(this, target, skill);
}
/**
* Kill the L2Character.
*
* Actions :
* Set target to null and cancel Attack or Cast
* Stop movement
* Stop HP/MP/CP Regeneration task
* Stop all active skills effects in progress on the L2Character
* Send the Server->Client packet StatusUpdate with current HP and MP to all other L2PcInstance to inform
* Notify L2Character AI
*
* Overridden in :
* L2NpcInstance : Create a DecayTask to remove the corpse of the L2NpcInstance after 7 seconds
* L2Attackable : Distribute rewards (EXP, SP, Drops...) and notify Quest Engine
* L2PcInstance : Apply Death Penalty, Manage gain/loss Karma and Item Drop
*
* @param killer The L2Character who killed it
*
*/
public boolean doDie(L2Character killer)
{
// killing is only possible one time
synchronized (this)
{
if (isDead()) return false;
// now reset currentHp to zero
setCurrentHp(0);
setIsDead(true);
}
// Set target to null and cancel Attack or Cast
setTarget(null);
// Stop movement
stopMove(null);
// Stop HP/MP/CP Regeneration task
getStatus().stopHpMpRegeneration();
// Stop all active skills effects in progress on the L2Character,
// if the Character isn't affected by Soul of The Phoenix or Salvation
if (this instanceof L2Playable && ((L2Playable)this).isPhoenixBlessed())
{
if (((L2Playable)this).getCharmOfLuck()) //remove Lucky Charm if player has SoulOfThePhoenix/Salvation buff
((L2Playable)this).stopCharmOfLuck(null);
if (((L2Playable)this).isNoblesseBlessed())
((L2Playable)this).stopNoblesseBlessing(null);
}
// Same thing if the Character isn't a Noblesse Blessed L2PlayableInstance
else if (this instanceof L2Playable && ((L2Playable)this).isNoblesseBlessed())
{
((L2Playable)this).stopNoblesseBlessing(null);
if (((L2Playable)this).getCharmOfLuck()) //remove Lucky Charm if player have Nobless blessing buff
((L2Playable)this).stopCharmOfLuck(null);
}
else
stopAllEffectsExceptThoseThatLastThroughDeath();
if (this instanceof L2PcInstance && ((L2PcInstance)this).getAgathionId() != 0)
((L2PcInstance)this).setAgathionId(0);
calculateRewards(killer);
// Send the Server->Client packet StatusUpdate with current HP and MP to all other L2PcInstance to inform
broadcastStatusUpdate();
// Notify L2Character AI
if (hasAI())
getAI().notifyEvent(CtrlEvent.EVT_DEAD);
if (getWorldRegion() != null)
getWorldRegion().onDeath(this);
getAttackByList().clear();
// If character is PhoenixBlessed
// or has charm of courage inside siege battlefield (exact operation to be confirmed)
// a resurrection popup will show up
if (this instanceof L2Summon)
{
if (((L2Summon)this).isPhoenixBlessed() && ((L2Summon)this).getOwner() != null)
((L2Summon)this).getOwner().reviveRequest(((L2Summon)this).getOwner(), null, true);
}
if (this instanceof L2PcInstance)
{
if(((L2Playable)this).isPhoenixBlessed())
((L2PcInstance)this).reviveRequest(((L2PcInstance)this),null,false);
else if (((L2PcInstance)this).getCharmOfCourage()
&& ((L2PcInstance)this).isInSiege())
{
((L2PcInstance)this).reviveRequest(((L2PcInstance)this),null,false);
}
}
try
{
if (_fusionSkill != null)
abortCast();
for (L2Character character : getKnownList().getKnownCharacters())
if (character.getFusionSkill() != null && character.getFusionSkill().getTarget() == this)
character.abortCast();
}
catch (Exception e)
{
_log.log(Level.SEVERE, "deleteMe()", e);
}
return true;
}
public void deleteMe()
{
if (hasAI())
getAI().stopAITask();
}
protected void calculateRewards(L2Character killer)
{
}
/** Sets HP, MP and CP and revives the L2Character. */
public void doRevive()
{
if (!isDead()) return;
if (!isTeleporting())
{
setIsPendingRevive(false);
setIsDead(false);
boolean restorefull = false;
if (this instanceof L2Playable && ((L2Playable)this).isPhoenixBlessed())
{
restorefull = true;
((L2Playable)this).stopPhoenixBlessing(null);
}
if(restorefull)
{
_status.setCurrentCp(getCurrentCp()); //this is not confirmed, so just trigger regeneration
_status.setCurrentHp(getMaxHp()); //confirmed
_status.setCurrentMp(getMaxMp()); //and also confirmed
}
else
_status.setCurrentHp(getMaxHp() * Config.RESPAWN_RESTORE_HP);
//_status.setCurrentCp(getMaxCp() * Config.RESPAWN_RESTORE_CP);
//_Status.setCurrentMp(getMaxMp() * Config.RESPAWN_RESTORE_MP);
// Start broadcast status
broadcastPacket(new Revive(this));
if (getWorldRegion() != null)
getWorldRegion().onRevive(this);
}
else
setIsPendingRevive(true);
}
/** Revives the L2Character using skill. */
public void doRevive(double revivePower) { doRevive(); }
// =========================================================
// Property - Public
/**
* Return the L2CharacterAI of the L2Character and if its null create a new one.
*/
public L2CharacterAI getAI()
{
L2CharacterAI ai = _ai; // copy handle
if (ai == null)
{
synchronized(this)
{
if (_ai == null) _ai = new L2CharacterAI(new AIAccessor());
return _ai;
}
}
return ai;
}
public void setAI(L2CharacterAI newAI)
{
L2CharacterAI oldAI = getAI();
if(oldAI != null && oldAI != newAI && oldAI instanceof L2AttackableAI)
((L2AttackableAI)oldAI).stopAITask();
_ai = newAI;
}
/** Return True if the L2Character has a L2CharacterAI. */
public boolean hasAI() { return _ai != null; }
/** Return True if the L2Character is RaidBoss or his minion. */
public boolean isRaid()
{
return false;
}
/**
* Set this Npc as a Raid instance.
* @param isRaid
*/
public void setIsRaid(boolean isRaid)
{
}
/** Return a list of L2Character that attacked. */
public final Set getAttackByList ()
{
if (_attackByList != null)
return _attackByList;
synchronized (this)
{
if (_attackByList == null)
_attackByList = new WeakFastSet(true);
}
return _attackByList;
}
public final L2Skill getLastSimultaneousSkillCast() { return _lastSimultaneousSkillCast; }
public void setLastSimultaneousSkillCast (L2Skill skill) { _lastSimultaneousSkillCast = skill; }
public final L2Skill getLastSkillCast() { return _lastSkillCast; }
public void setLastSkillCast (L2Skill skill) { _lastSkillCast = skill; }
public final boolean isNoRndWalk() { return _isNoRndWalk; }
public final void setIsNoRndWalk(boolean value) { _isNoRndWalk = value; }
public final boolean isAfraid() { return _isAfraid; }
public final void setIsAfraid(boolean value) { _isAfraid = value; }
/** Return True if the L2Character can't use its skills (ex : stun, sleep...). */
public final boolean isAllSkillsDisabled() { return _allSkillsDisabled || isImmobileUntilAttacked() || isStunned() || isSleeping() || isParalyzed(); }
/** Return True if the L2Character can't attack (stun, sleep, attackEndTime, fakeDeath, paralyse, attackMute). */
public boolean isAttackingDisabled() { return isFlying() || isStunned() || isImmobileUntilAttacked() || isSleeping() || _attackEndTime > GameTimeController.getGameTicks() || isAlikeDead() || isParalyzed() || isPhysicalAttackMuted() || isCoreAIDisabled(); }
public final Calculator[] getCalculators() { return _calculators; }
public final boolean isConfused() { return _isConfused; }
public final void setIsConfused(boolean value) { _isConfused = value; }
/** Return True if the L2Character is dead or use fake death. */
public boolean isAlikeDead() { return _isDead; }
/** Return True if the L2Character is dead. */
public final boolean isDead() { return _isDead; }
public final void setIsDead(boolean value) { _isDead = value; }
public boolean isImmobilized() { return _isImmobilized; }
public void setIsImmobilized(boolean value){ _isImmobilized = value; }
public final boolean isMuted() { return _isMuted; }
public final void setIsMuted(boolean value) { _isMuted = value; }
public final boolean isPhysicalMuted() { return _isPhysicalMuted; }
public final void setIsPhysicalMuted(boolean value) { _isPhysicalMuted = value; }
public final boolean isPhysicalAttackMuted() { return _isPhysicalAttackMuted; }
public final void setIsPhysicalAttackMuted(boolean value) { _isPhysicalAttackMuted = value; }
/** Return True if the L2Character can't move (stun, root, sleep, overload, paralyzed). */
public boolean isMovementDisabled()
{
// check for isTeleporting to prevent teleport cheating (if appear packet not received)
return isStunned() || isRooted() || isSleeping() || isOverloaded() || isParalyzed()
|| isImmobilized() || isAlikeDead() || isTeleporting();
}
/** Return True if the L2Character can not be controlled by the player (confused, afraid). */
public final boolean isOutOfControl() { return isConfused() || isAfraid(); }
public final boolean isOverloaded() { return _isOverloaded; }
/** Set the overloaded status of the L2Character is overloaded (if True, the L2PcInstance can't take more item). */
public final void setIsOverloaded(boolean value) { _isOverloaded = value; }
public final boolean isParalyzed() { return _isParalyzed; }
public final void setIsParalyzed(boolean value) { _isParalyzed = value; }
public final boolean isPendingRevive() { return isDead() && _isPendingRevive; }
public final void setIsPendingRevive(boolean value) { _isPendingRevive = value; }
public final boolean isDisarmed() { return _isDisarmed; }
public final void setIsDisarmed(boolean value) { _isDisarmed = value; }
/**
* Return the L2Summon of the L2Character.
* Overridden in :
* L2PcInstance
*/
public L2Summon getPet() { return null; }
public final boolean isRooted() { return _isRooted; }
public final void setIsRooted(boolean value) { _isRooted = value; }
/** Return True if the L2Character is running. */
public boolean isRunning() { return _isRunning; }
public final void setIsRunning(boolean value)
{
_isRunning = value;
if (getRunSpeed() != 0)
broadcastPacket(new ChangeMoveType(this));
if (this instanceof L2PcInstance)
((L2PcInstance)this).broadcastUserInfo();
else if (this instanceof L2Summon)
{
((L2Summon)this).broadcastStatusUpdate();
}
else if (this instanceof L2Npc)
{
Collection plrs = getKnownList().getKnownPlayers().values();
//synchronized (character.getKnownList().getKnownPlayers())
{
for (L2PcInstance player : plrs)
{
if (player == null)
continue;
if (getRunSpeed() == 0)
player.sendPacket(new ServerObjectInfo((L2Npc) this, player));
else
player.sendPacket(new AbstractNpcInfo.NpcInfo((L2Npc) this, player));
}
}
}
}
/** Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance. */
public final void setRunning() { if (!isRunning()) setIsRunning(true); }
public final boolean isImmobileUntilAttacked() {return _isImmobileUntilAttacked; }
public final void setIsImmobileUntilAttacked(boolean value) { _isImmobileUntilAttacked = value; }
public final boolean isSleeping() { return _isSleeping; }
public final void setIsSleeping(boolean value) { _isSleeping = value; }
public final boolean isStunned() { return _isStunned; }
public final void setIsStunned(boolean value) { _isStunned = value; }
public final boolean isBetrayed() { return _isBetrayed; }
public final void setIsBetrayed(boolean value) { _isBetrayed = value; }
public final boolean isTeleporting() { return _isTeleporting; }
public void setIsTeleporting(boolean value) { _isTeleporting = value; }
public void setIsInvul(boolean b){_isInvul = b;}
public boolean isInvul(){return _isInvul || _isTeleporting;}
public void setIsMortal(boolean b) { _isMortal = b; }
public boolean isMortal(){ return _isMortal; }
public boolean isUndead() { return _template.isUndead; }
public final boolean isFlying() { return _isFlying; }
public final void setIsFlying(boolean mode) { _isFlying = mode; }
@Override
public CharKnownList getKnownList()
{
return ((CharKnownList)super.getKnownList());
}
@Override
public void initKnownList()
{
setKnownList(new CharKnownList(this));
}
public CharStat getStat()
{
return _stat;
}
/**
* Initializes the CharStat class of the L2Object,
* is overwritten in classes that require a different CharStat Type.
*
* Removes the need for instanceof checks.
*/
public void initCharStat()
{
_stat = new CharStat(this);
}
public final void setStat(CharStat value) { _stat = value; }
public CharStatus getStatus()
{
return _status;
}
/**
* Initializes the CharStatus class of the L2Object,
* is overwritten in classes that require a different CharStatus Type.
*
* Removes the need for instanceof checks.
*/
public void initCharStatus()
{
_status = new CharStatus(this);
}
public final void setStatus(CharStatus value) { _status = value; }
@Override
public CharPosition getPosition()
{
return (CharPosition)super.getPosition();
}
@Override
public void initPosition()
{
setObjectPosition(new CharPosition(this));
}
public L2CharTemplate getTemplate() { return _template; }
/**
* Set the template of the L2Character.
*
* Concept :
* Each L2Character owns generic and static properties (ex : all Keltir have the same number of HP...).
* All of those properties are stored in a different template for each type of L2Character.
* Each template is loaded once in the server cache memory (reduce memory use).
* When a new instance of L2Character is spawned, server just create a link between the instance and the template
* This link is stored in _template
*
* Assert :
* this instanceof L2Character
16 ? value.substring(0,15) : value;
}
/** Set the L2Character movement type to walk and send Server->Client packet ChangeMoveType to all others L2PcInstance. */
public final void setWalking() { if (isRunning()) setIsRunning(false); }
/**
* Task lauching the function onHitTimer().
*
* Actions :
* If the attacker/target is dead or use fake death, notify the AI with EVT_CANCEL and send a Server->Client packet ActionFailed (if attacker is a L2PcInstance)
* If attack isn't aborted, send a message system (critical hit, missed...) to attacker/target if they are L2PcInstance
* If attack isn't aborted and hit isn't missed, reduce HP of the target and calculate reflection damage to reduce HP of attacker if necessary
* if attack isn't aborted and hit isn't missed, manage attack or cast break of the target (calculating rate, sending message...)
*
*/
class HitTask implements Runnable
{
L2Character _hitTarget;
int _damage;
boolean _crit;
boolean _miss;
byte _shld;
boolean _soulshot;
public HitTask(L2Character target, int damage, boolean crit, boolean miss, boolean soulshot, byte shld)
{
_hitTarget = target;
_damage = damage;
_crit = crit;
_shld = shld;
_miss = miss;
_soulshot = soulshot;
}
public void run()
{
try
{
onHitTimer(_hitTarget, _damage, _crit, _miss, _soulshot, _shld);
}
catch (Exception e)
{
_log.log(Level.SEVERE, "Failed executing HitTask.", e);
}
}
}
/** Task lauching the magic skill phases */
class MagicUseTask implements Runnable
{
L2Object[] targets;
L2Skill skill;
int count;
int hitTime;
int coolTime;
int phase;
boolean simultaneously;
int shots;
public MagicUseTask(L2Object[] tgts, L2Skill s, int hit, int coolT, boolean simultaneous, int shot)
{
targets = tgts;
skill = s;
count = 0;
phase = 1;
hitTime = hit;
coolTime = coolT;
simultaneously = simultaneous;
shots = shot;
}
public void run()
{
try
{
switch (phase)
{
case 1:
onMagicLaunchedTimer(this);
break;
case 2:
onMagicHitTimer(this);
break;
case 3:
onMagicFinalizer(this);
break;
default:
break;
}
}
catch (Exception e)
{
_log.log(Level.SEVERE, "Failed executing MagicUseTask.", e);
if (simultaneously)
setIsCastingSimultaneouslyNow(false);
else
setIsCastingNow(false);
}
}
}
/** Task launching the function useMagic() */
class QueuedMagicUseTask implements Runnable
{
L2PcInstance _currPlayer;
L2Skill _queuedSkill;
boolean _isCtrlPressed;
boolean _isShiftPressed;
public QueuedMagicUseTask(L2PcInstance currPlayer, L2Skill queuedSkill, boolean isCtrlPressed, boolean isShiftPressed)
{
_currPlayer = currPlayer;
_queuedSkill = queuedSkill;
_isCtrlPressed = isCtrlPressed;
_isShiftPressed = isShiftPressed;
}
public void run()
{
try
{
_currPlayer.useMagic(_queuedSkill, _isCtrlPressed, _isShiftPressed);
}
catch (Exception e)
{
_log.log(Level.SEVERE, "Failed executing QueuedMagicUseTask.", e);
}
}
}
/** Task of AI notification */
public class NotifyAITask implements Runnable
{
private final CtrlEvent _evt;
NotifyAITask(CtrlEvent evt)
{
_evt = evt;
}
public void run()
{
try
{
getAI().notifyEvent(_evt, null);
}
catch (Exception e)
{
_log.log(Level.WARNING, "NotifyAITask failed. " + e.getMessage() + " Actor "+L2Character.this, e);
}
}
}
// =========================================================
/** Task lauching the magic skill phases */
class FlyToLocationTask implements Runnable
{
private final L2Object _tgt;
private final L2Character _actor;
private final L2Skill _skill;
public FlyToLocationTask(L2Character actor, L2Object target, L2Skill skill)
{
_actor = actor;
_tgt = target;
_skill = skill;
}
public void run()
{
try
{
FlyType _flyType;
_flyType = FlyType.valueOf(_skill.getFlyType());
broadcastPacket(new FlyToLocation(_actor,_tgt,_flyType));
setXYZ(_tgt.getX(), _tgt.getY(), _tgt.getZ());
}
catch (Exception e)
{
_log.log(Level.SEVERE, "Failed executing FlyToLocationTask.", e);
}
}
}
// =========================================================
// Abnormal Effect - NEED TO REMOVE ONCE L2CHARABNORMALEFFECT IS COMPLETE
// Data Field
/** Map 32 bits (0x0000) containing all abnormal effect in progress */
private int _AbnormalEffects;
protected CharEffectList _effects = new CharEffectList(this);
private int _SpecialEffects;
// Method - Public
/**
* Launch and add L2Effect (including Stack Group management) to L2Character and update client magic icon.
*
* Concept :
* All active skills effects in progress on the L2Character are identified in ConcurrentHashMap(Integer,L2Effect) _effects.
* The Integer key of _effects is the L2Skill Identifier that has created the L2Effect.
*
* Several same effect can't be used on a L2Character at the same time.
* Indeed, effects are not stackable and the last cast will replace the previous in progress.
* More, some effects belong to the same Stack Group (ex WindWald and Haste Potion).
* If 2 effects of a same group are used at the same time on a L2Character, only the more efficient (identified by its priority order) will be preserve.
*
* Actions :
* Add the L2Effect to the L2Character _effects
* If this effect doesn't belong to a Stack Group, add its Funcs to the Calculator set of the L2Character (remove the old one if necessary)
* If this effect has higher priority in its Stack Group, add its Funcs to the Calculator set of the L2Character (remove previous stacked effect Funcs if necessary)
* If this effect has NOT higher priority in its Stack Group, set the effect to Not In Use
* Update active skills in progress icons on player client
*
*/
public void addEffect(L2Effect newEffect)
{
_effects.queueEffect(newEffect, false);
}
/**
* Stop and remove L2Effect (including Stack Group management) from L2Character and update client magic icon.
*
* Concept :
* All active skills effects in progress on the L2Character are identified in ConcurrentHashMap(Integer,L2Effect) _effects.
* The Integer key of _effects is the L2Skill Identifier that has created the L2Effect.
*
* Several same effect can't be used on a L2Character at the same time.
* Indeed, effects are not stackable and the last cast will replace the previous in progress.
* More, some effects belong to the same Stack Group (ex WindWald and Haste Potion).
* If 2 effects of a same group are used at the same time on a L2Character, only the more efficient (identified by its priority order) will be preserve.
*
* Actions :
* Remove Func added by this effect from the L2Character Calculator (Stop L2Effect)
* If the L2Effect belongs to a not empty Stack Group, replace theses Funcs by next stacked effect Funcs
* Remove the L2Effect from _effects of the L2Character
* Update active skills in progress icons on player client
*
*/
public final void removeEffect(L2Effect effect)
{
_effects.queueEffect(effect, true);
}
/**
* Active abnormal effects flags in the binary mask and send Server->Client UserInfo/CharInfo packet.
*/
public final void startAbnormalEffect(AbnormalEffect mask)
{
_AbnormalEffects |= mask.getMask();
updateAbnormalEffect();
}
/**
* Active special effects flags in the binary mask and send Server->Client UserInfo/CharInfo packet.
*/
public final void startSpecialEffect(AbnormalEffect mask)
{
_SpecialEffects |= mask.getMask();
updateAbnormalEffect();
}
public final void startAbnormalEffect(int mask)
{
_AbnormalEffects |= mask;
updateAbnormalEffect();
}
public final void startSpecialEffect(int mask)
{
_SpecialEffects |= mask;
updateAbnormalEffect();
}
/**
* Active the abnormal effect Confused flag, notify the L2Character AI and send Server->Client UserInfo/CharInfo packet.
*/
public final void startConfused()
{
setIsConfused(true);
getAI().notifyEvent(CtrlEvent.EVT_CONFUSED);
updateAbnormalEffect();
}
/**
* Active the abnormal effect Fake Death flag, notify the L2Character AI and send Server->Client UserInfo/CharInfo packet.
*/
public final void startFakeDeath()
{
if (!(this instanceof L2PcInstance))
return;
((L2PcInstance)this).setIsFakeDeath(true);
/* Aborts any attacks/casts if fake dead */
abortAttack();
abortCast();
stopMove(null);
getAI().notifyEvent(CtrlEvent.EVT_FAKE_DEATH);
broadcastPacket(new ChangeWaitType(this,ChangeWaitType.WT_START_FAKEDEATH));
}
/**
* Active the abnormal effect Fear flag, notify the L2Character AI and send Server->Client UserInfo/CharInfo packet.
*/
public final void startFear()
{
setIsAfraid(true);
getAI().notifyEvent(CtrlEvent.EVT_AFRAID);
updateAbnormalEffect();
}
/**
* Active the abnormal effect Muted flag, notify the L2Character AI and send Server->Client UserInfo/CharInfo packet.
*/
public final void startMuted()
{
setIsMuted(true);
/* Aborts any casts if muted */
abortCast();
getAI().notifyEvent(CtrlEvent.EVT_MUTED);
updateAbnormalEffect();
}
/**
* Active the abnormal effect Psychical_Muted flag, notify the L2Character AI and send Server->Client UserInfo/CharInfo packet.
*/
public final void startPsychicalMuted()
{
setIsPhysicalMuted(true);
getAI().notifyEvent(CtrlEvent.EVT_MUTED);
updateAbnormalEffect();
}
/**
* Active the abnormal effect Root flag, notify the L2Character AI and send Server->Client UserInfo/CharInfo packet.
*/
public final void startRooted()
{
setIsRooted(true);
stopMove(null);
getAI().notifyEvent(CtrlEvent.EVT_ROOTED);
updateAbnormalEffect();
}
/**
* Active the abnormal effect Sleep flag, notify the L2Character AI and send Server->Client UserInfo/CharInfo packet.
*/
public final void startImmobileUntilAttacked()
{
setIsImmobileUntilAttacked(true);
abortAttack();
abortCast();
stopMove(null);
getAI().notifyEvent(CtrlEvent.EVT_SLEEPING);
updateAbnormalEffect();
}
/**
* Active the abnormal effect Sleep flag, notify the L2Character AI and send Server->Client UserInfo/CharInfo packet.
*/
public final void startSleeping()
{
setIsSleeping(true);
/* Aborts any attacks/casts if sleeped */
abortAttack();
abortCast();
stopMove(null);
getAI().notifyEvent(CtrlEvent.EVT_SLEEPING);
updateAbnormalEffect();
}
/**
* Launch a Stun Abnormal Effect on the L2Character.
*
* Actions :
* Calculate the success rate of the Stun Abnormal Effect on this L2Character
* If Stun succeed, active the abnormal effect Stun flag, notify the L2Character AI and send Server->Client UserInfo/CharInfo packet
* If Stun NOT succeed, send a system message Failed to the L2PcInstance attacker
*
*/
public final void startStunning()
{
setIsStunned(true);
/* Aborts any attacks/casts if stunned */
abortAttack();
abortCast();
stopMove(null);
getAI().notifyEvent(CtrlEvent.EVT_STUNNED);
if (!(this instanceof L2Summon))
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
updateAbnormalEffect();
}
public final void startParalyze()
{
setIsParalyzed(true);
/* Aborts any attacks/casts if paralyzed */
abortAttack();
abortCast();
stopMove(null);
getAI().notifyEvent(CtrlEvent.EVT_PARALYZED);
updateAbnormalEffect();
}
public final void startBetray()
{
setIsBetrayed(true);
getAI().notifyEvent(CtrlEvent.EVT_BETRAYED);
updateAbnormalEffect();
}
public final void stopBetray()
{
stopEffects(L2EffectType.BETRAY);
setIsBetrayed(false);
updateAbnormalEffect();
}
/**
* Modify the abnormal effect map according to the mask.
*/
public final void stopAbnormalEffect(AbnormalEffect mask)
{
_AbnormalEffects &= ~mask.getMask();
updateAbnormalEffect();
}
/**
* Modify the special effect map according to the mask.
*/
public final void stopSpecialEffect(AbnormalEffect mask)
{
_SpecialEffects &= ~mask.getMask();
updateAbnormalEffect();
}
public final void stopAbnormalEffect(int mask)
{
_AbnormalEffects &= ~mask;
updateAbnormalEffect();
}
public final void stopSpecialEffect(int mask)
{
_SpecialEffects &= ~mask;
updateAbnormalEffect();
}
/**
* Stop all active skills effects in progress on the L2Character.
*/
public void stopAllEffects()
{
_effects.stopAllEffects();
}
public void stopAllEffectsExceptThoseThatLastThroughDeath()
{
_effects.stopAllEffectsExceptThoseThatLastThroughDeath();
}
/**
* Stop a specified/all Confused abnormal L2Effect.
*
* Actions :
* Delete a specified/all (if effect=null) Confused abnormal L2Effect from L2Character and update client magic icon
* Set the abnormal effect flag _confused to False
* Notify the L2Character AI
* Send Server->Client UserInfo/CharInfo packet
*
*/
public final void stopConfused(L2Effect effect)
{
if (effect == null)
stopEffects(L2EffectType.CONFUSION);
else
removeEffect(effect);
setIsConfused(false);
if (!(this instanceof L2PcInstance))
getAI().notifyEvent(CtrlEvent.EVT_THINK);
updateAbnormalEffect();
}
/**
* Stop and remove the L2Effects corresponding to the L2Skill Identifier and update client magic icon.
*
* Concept :
* All active skills effects in progress on the L2Character are identified in ConcurrentHashMap(Integer,L2Effect) _effects.
* The Integer key of _effects is the L2Skill Identifier that has created the L2Effect.
*
* @param effectId The L2Skill Identifier of the L2Effect to remove from _effects
*
*/
public final void stopSkillEffects(int skillId)
{
_effects.stopSkillEffects(skillId);
}
/**
* Stop and remove the L2Effects corresponding to the L2SkillType and update client magic icon.
*
* Concept :
* All active skills effects in progress on the L2Character are identified in ConcurrentHashMap(Integer,L2Effect) _effects.
* The Integer key of _effects is the L2Skill Identifier that has created the L2Effect.
*
* @param skillType The L2SkillType of the L2Effect to remove from _effects
*
*/
public final void stopSkillEffects(L2SkillType skillType, int negateLvl)
{
_effects.stopSkillEffects(skillType, negateLvl);
}
public final void stopSkillEffects(L2SkillType skillType)
{
_effects.stopSkillEffects(skillType, -1);
}
/**
* Stop and remove all L2Effect of the selected type (ex : BUFF, DMG_OVER_TIME...) from the L2Character and update client magic icon.
*
* Concept :
* All active skills effects in progress on the L2Character are identified in ConcurrentHashMap(Integer,L2Effect) _effects.
* The Integer key of _effects is the L2Skill Identifier that has created the L2Effect.
*
* Actions :
* Remove Func added by this effect from the L2Character Calculator (Stop L2Effect)
* Remove the L2Effect from _effects of the L2Character
* Update active skills in progress icons on player client
*
* @param type The type of effect to stop ((ex : BUFF, DMG_OVER_TIME...)
*
*/
public final void stopEffects(L2EffectType type)
{
_effects.stopEffects(type);
}
/**
* Exits all buffs effects of the skills with "removedOnAnyAction" set.
* Called on any action except movement (attack, cast).
*/
public final void stopEffectsOnAction()
{
_effects.stopEffectsOnAction();
}
/**
* Stop a specified/all Fake Death abnormal L2Effect.
*
* Actions :
* Delete a specified/all (if effect=null) Fake Death abnormal L2Effect from L2Character and update client magic icon
* Set the abnormal effect flag _fake_death to False
* Notify the L2Character AI
*
*/
public final void stopFakeDeath(L2Effect effect)
{
if (effect == null)
stopEffects(L2EffectType.FAKE_DEATH);
else
removeEffect(effect);
// if this is a player instance, start the grace period for this character (grace from mobs only)!
if (this instanceof L2PcInstance)
{
((L2PcInstance) this).setIsFakeDeath(false);
((L2PcInstance) this).setRecentFakeDeath(true);
}
ChangeWaitType revive = new ChangeWaitType(this,ChangeWaitType.WT_STOP_FAKEDEATH);
broadcastPacket(revive);
//TODO: Temp hack: players see FD on ppl that are moving: Teleport to someone who uses FD - if he gets up he will fall down again for that client -
// even tho he is actually standing... Probably bad info in CharInfo packet?
broadcastPacket(new Revive(this));
}
/**
* Stop a specified/all Fear abnormal L2Effect.
*
* Actions :
* Delete a specified/all (if effect=null) Fear abnormal L2Effect from L2Character and update client magic icon
* Set the abnormal effect flag _affraid to False
* Notify the L2Character AI
* Send Server->Client UserInfo/CharInfo packet
*
*/
public final void stopFear(L2Effect effect)
{
if (effect == null)
stopEffects(L2EffectType.FEAR);
else
removeEffect(effect);
setIsAfraid(false);
updateAbnormalEffect();
}
/**
* Stop a specified/all Muted abnormal L2Effect.
*
* Actions :
* Delete a specified/all (if effect=null) Muted abnormal L2Effect from L2Character and update client magic icon
* Set the abnormal effect flag _muted to False
* Notify the L2Character AI
* Send Server->Client UserInfo/CharInfo packet
*
*/
public final void stopMuted(L2Effect effect)
{
if (effect == null)
stopEffects(L2EffectType.MUTE);
else
removeEffect(effect);
setIsMuted(false);
updateAbnormalEffect();
}
public final void stopPsychicalMuted(L2Effect effect)
{
if (effect == null)
stopEffects(L2EffectType.PHYSICAL_MUTE);
else
removeEffect(effect);
setIsPhysicalMuted(false);
updateAbnormalEffect();
}
/**
* Stop a specified/all Root abnormal L2Effect.
*
* Actions :
* Delete a specified/all (if effect=null) Root abnormal L2Effect from L2Character and update client magic icon
* Set the abnormal effect flag _rooted to False
* Notify the L2Character AI
* Send Server->Client UserInfo/CharInfo packet
*
*/
public final void stopRooting(L2Effect effect)
{
if (effect == null)
stopEffects(L2EffectType.ROOT);
else
removeEffect(effect);
setIsRooted(false);
if (!(this instanceof L2PcInstance))
getAI().notifyEvent(CtrlEvent.EVT_THINK);
updateAbnormalEffect();
}
/**
* Stop immobilization until attacked abnormal L2Effect.
*
* Actions :
* Delete a specified/all (if effect=null) immobilization until attacked abnormal L2Effect from L2Character and update client magic icon
* Set the abnormal effect flag _muted to False
* Notify the L2Character AI
* Send Server->Client UserInfo/CharInfo packet
*
*/
public final void stopImmobileUntilAttacked(L2Effect effect)
{
if (effect == null)
stopEffects(L2EffectType.IMMOBILEUNTILATTACKED);
else
{
removeEffect(effect);
if (effect.getSkill().getNegateId().length != 0)
{
for (int negateSkillId : effect.getSkill().getNegateId())
{
if (negateSkillId != 0)
stopSkillEffects(negateSkillId);
}
}
}
setIsImmobileUntilAttacked(false);
if (!(this instanceof L2PcInstance))
getAI().notifyEvent(CtrlEvent.EVT_THINK);
updateAbnormalEffect();
}
/**
* Stop a specified/all Sleep abnormal L2Effect.
*
* Actions :
* Delete a specified/all (if effect=null) Sleep abnormal L2Effect from L2Character and update client magic icon
* Set the abnormal effect flag _sleeping to False
* Notify the L2Character AI
* Send Server->Client UserInfo/CharInfo packet
*
*/
public final void stopSleeping(L2Effect effect)
{
if (effect == null)
stopEffects(L2EffectType.SLEEP);
else
removeEffect(effect);
setIsSleeping(false);
if (!(this instanceof L2PcInstance))
getAI().notifyEvent(CtrlEvent.EVT_THINK);
updateAbnormalEffect();
}
/**
* Stop a specified/all Stun abnormal L2Effect.
*
* Actions :
* Delete a specified/all (if effect=null) Stun abnormal L2Effect from L2Character and update client magic icon
* Set the abnormal effect flag _stuned to False
* Notify the L2Character AI
* Send Server->Client UserInfo/CharInfo packet
*
*/
public final void stopStunning(L2Effect effect)
{
if (effect == null)
stopEffects(L2EffectType.STUN);
else
removeEffect(effect);
setIsStunned(false);
if (!(this instanceof L2PcInstance))
getAI().notifyEvent(CtrlEvent.EVT_THINK);
updateAbnormalEffect();
}
public final void stopParalyze(L2Effect effect)
{
if (effect == null)
stopEffects(L2EffectType.PARALYZE);
else
removeEffect(effect);
setIsParalyzed(false);
if (!(this instanceof L2PcInstance))
getAI().notifyEvent(CtrlEvent.EVT_THINK);
updateAbnormalEffect();
}
/**
* Stop L2Effect: Transformation
*
* Actions :
* Remove Transformation Effect
* Notify the L2Character AI
* Send Server->Client UserInfo/CharInfo packet
*
*/
public final void stopTransformation(L2Effect effect)
{
if (effect == null)
{
stopEffects(L2EffectType.TRANSFORMATION);
}
else
{
removeEffect(effect);
}
// if this is a player instance, then untransform, also set the transform_id column equal to 0 if not cursed.
if (this instanceof L2PcInstance)
{
if (((L2PcInstance) this).getTransformation() != null)
{
((L2PcInstance) this).untransform();
}
}
if (!(this instanceof L2PcInstance))
getAI().notifyEvent(CtrlEvent.EVT_THINK);
updateAbnormalEffect();
}
/**
* Not Implemented.
*
* Overridden in :
* L2NPCInstance
* L2PcInstance
* L2Summon
* L2DoorInstance
*
*/
public abstract void updateAbnormalEffect();
/**
* Update active skills in progress (In Use and Not In Use because stacked) icons on client.
*
* Concept :
* All active skills effects in progress (In Use and Not In Use because stacked) are represented by an icon on the client.
*
* Caution : This method ONLY UPDATE the client of the player and not clients of all players in the party.
*
*/
public final void updateEffectIcons()
{
updateEffectIcons(false);
}
/**
* Updates Effect Icons for this character(palyer/summon) and his party if any
*
* Overridden in:
* L2PcInstance
* L2Summon
*
* @param partyOnly
*/
public void updateEffectIcons(boolean partyOnly)
{
// overridden
}
// Property - Public
/**
* Return a map of 16 bits (0x0000) containing all abnormal effect in progress for this L2Character.
*
* Concept :
* In Server->Client packet, each effect is represented by 1 bit of the map (ex : BLEEDING = 0x0001 (bit 1), SLEEP = 0x0080 (bit 8)...).
* The map is calculated by applying a BINARY OR operation on each effect.
*
* Example of use :
* Server Packet : CharInfo, NpcInfo, NpcInfoPoly, UserInfo...
*/
public int getAbnormalEffect()
{
int ae = _AbnormalEffects;
if (!isFlying() && isStunned()) ae |= AbnormalEffect.STUN.getMask();
if (!isFlying() && isRooted()) ae |= AbnormalEffect.ROOT.getMask();
if (isSleeping()) ae |= AbnormalEffect.SLEEP.getMask();
if (isConfused()) ae |= AbnormalEffect.CONFUSED.getMask();
if (isMuted()) ae |= AbnormalEffect.MUTED.getMask();
if (isPhysicalMuted()) ae |= AbnormalEffect.MUTED.getMask();
if (isAfraid()) ae |= AbnormalEffect.SKULL_FEAR.getMask();
return ae;
}
/**
* Return a map of 32 bits (0x00000000) containing all special effect in progress for this L2Character.
*
* Concept :
* In Server->Client packet, each effect is represented by 1 bit of the map (ex : INVULNERABLE = 0x0001 (bit 1), PINK_AFFRO = 0x0020 (bit 6)...).
* The map is calculated by applying a BINARY OR operation on each effect.
*
* Example of use :
* Server Packet : CharInfo, UserInfo...
*/
public int getSpecialEffect()
{
int se = _SpecialEffects;
if (isFlying() && isStunned()) se |= AbnormalEffect.S_AIR_STUN.getMask();
if (isFlying() && isRooted()) se |= AbnormalEffect.S_AIR_ROOT.getMask();
return se;
}
/**
* Return all active skills effects in progress on the L2Character.
*
* Concept :
* All active skills effects in progress on the L2Character are identified in _effects.
* The Integer key of _effects is the L2Skill Identifier that has created the effect.
*
* @return A table containing all active skills effect in progress on the L2Character
*
*/
public final L2Effect[] getAllEffects()
{
return _effects.getAllEffects();
}
/**
* Return L2Effect in progress on the L2Character corresponding to the L2Skill Identifier.
*
* Concept :
* All active skills effects in progress on the L2Character are identified in _effects.
*
* @param skillId The L2Skill Identifier of the L2Effect to return from the _effects
*
* @return The L2Effect corresponding to the L2Skill Identifier
*
*/
public final L2Effect getFirstEffect(int skillId)
{
return _effects.getFirstEffect(skillId);
}
/**
* Return the first L2Effect in progress on the L2Character created by the L2Skill.
*
* Concept :
* All active skills effects in progress on the L2Character are identified in _effects.
*
* @param skill The L2Skill whose effect must be returned
*
* @return The first L2Effect created by the L2Skill
*
*/
public final L2Effect getFirstEffect(L2Skill skill)
{
return _effects.getFirstEffect(skill);
}
/**
* Return the first L2Effect in progress on the L2Character corresponding to the Effect Type (ex : BUFF, STUN, ROOT...).
*
* Concept :
* All active skills effects in progress on the L2Character are identified in _effects.
*
* @param tp The Effect Type of skills whose effect must be returned
*
* @return The first L2Effect corresponding to the Effect Type
*
*/
public final L2Effect getFirstEffect(L2EffectType tp)
{
return _effects.getFirstEffect(tp);
}
// =========================================================
// =========================================================
// NEED TO ORGANIZE AND MOVE TO PROPER PLACE
/** This class permit to the L2Character AI to obtain informations and uses L2Character method */
public class AIAccessor
{
public AIAccessor() {}
/**
* Return the L2Character managed by this Accessor AI.
*/
public L2Character getActor()
{
return L2Character.this;
}
/**
* Accessor to L2Character moveToLocation() method with an interaction area.
*/
public void moveTo(int x, int y, int z, int offset)
{
L2Character.this.moveToLocation(x, y, z, offset);
}
/**
* Accessor to L2Character moveToLocation() method without interaction area.
*/
public void moveTo(int x, int y, int z)
{
L2Character.this.moveToLocation(x, y, z, 0);
}
/**
* Accessor to L2Character stopMove() method.
*/
public void stopMove(L2CharPosition pos)
{
L2Character.this.stopMove(pos);
}
/**
* Accessor to L2Character doAttack() method.
*/
public void doAttack(L2Character target)
{
L2Character.this.doAttack(target);
}
/**
* Accessor to L2Character doCast() method.
*/
public void doCast(L2Skill skill)
{
L2Character.this.doCast(skill);
}
/**
* Create a NotifyAITask.
*/
public NotifyAITask newNotifyTask(CtrlEvent evt)
{
return new NotifyAITask(evt);
}
/**
* Cancel the AI.
*/
public void detachAI()
{
_ai = null;
}
}
/**
* This class group all mouvement data.
*
* Data :
* _moveTimestamp : Last time position update
* _xDestination, _yDestination, _zDestination : Position of the destination
* _xMoveFrom, _yMoveFrom, _zMoveFrom : Position of the origin
* _moveStartTime : Start time of the movement
* _ticksToMove : Nb of ticks between the start and the destination
* _xSpeedTicks, _ySpeedTicks : Speed in unit/ticks
*
* */
public static class MoveData
{
// when we retrieve x/y/z we use GameTimeControl.getGameTicks()
// if we are moving, but move timestamp==gameticks, we don't need
// to recalculate position
public int _moveStartTime;
public int _moveTimestamp; // last update
public int _xDestination;
public int _yDestination;
public int _zDestination;
public double _xAccurate; // otherwise there would be rounding errors
public double _yAccurate;
public double _zAccurate;
public int _heading;
public boolean disregardingGeodata;
public int onGeodataPathIndex;
public List geoPath;
public int geoPathAccurateTx;
public int geoPathAccurateTy;
public int geoPathGtx;
public int geoPathGty;
}
/** Table containing all skillId that are disabled */
protected Map _disabledSkills;
private boolean _allSkillsDisabled;
// private int _flyingRunSpeed;
// private int _floatingWalkSpeed;
// private int _flyingWalkSpeed;
// private int _floatingRunSpeed;
/** Movement data of this L2Character */
protected MoveData _move;
/** Orientation of the L2Character */
private int _heading;
/** L2Charcater targeted by the L2Character */
private L2Object _target;
// set by the start of attack, in game ticks
private int _attackEndTime;
private int _attacking;
private int _disableBowAttackEndTime;
private int _disableCrossBowAttackEndTime;
private int _castInterruptTime;
/** Table of calculators containing all standard NPC calculator (ex : ACCURACY_COMBAT, EVASION_RATE */
private static final Calculator[] NPC_STD_CALCULATOR;
static {NPC_STD_CALCULATOR = Formulas.getStdNPCCalculators();}
protected L2CharacterAI _ai;
/** Future Skill Cast */
protected Future> _skillCast;
protected Future> _skillCast2;
/**
* Add a Func to the Calculator set of the L2Character.
*
* Concept :
* A L2Character owns a table of Calculators called _calculators.
* Each Calculator (a calculator per state) own a table of Func object.
* A Func object is a mathematic function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...).
* To reduce cache memory use, L2NPCInstances who don't have skills share the same Calculator set called NPC_STD_CALCULATOR.
*
* That's why, if a L2NPCInstance is under a skill/spell effect that modify one of its state, a copy of the NPC_STD_CALCULATOR
* must be create in its _calculators before addind new Func object.
*
* Actions :
* If _calculators is linked to NPC_STD_CALCULATOR, create a copy of NPC_STD_CALCULATOR in _calculators
* Add the Func object to _calculators
*
* @param f The Func object to add to the Calculator corresponding to the state affected
*/
public final void addStatFunc(Func f)
{
if (f == null)
return;
synchronized(_calculators)
{
// Check if Calculator set is linked to the standard Calculator set of NPC
if (_calculators == NPC_STD_CALCULATOR)
{
// Create a copy of the standard NPC Calculator set
_calculators = new Calculator[Stats.NUM_STATS];
for (int i=0; i < Stats.NUM_STATS; i++)
{
if (NPC_STD_CALCULATOR[i] != null)
_calculators[i] = new Calculator(NPC_STD_CALCULATOR[i]);
}
}
// Select the Calculator of the affected state in the Calculator set
int stat = f.stat.ordinal();
if (_calculators[stat] == null)
_calculators[stat] = new Calculator();
// Add the Func to the calculator corresponding to the state
_calculators[stat].addFunc(f);
}
}
/**
* Add a list of Funcs to the Calculator set of the L2Character.
*
* Concept :
* A L2Character owns a table of Calculators called _calculators.
* Each Calculator (a calculator per state) own a table of Func object.
* A Func object is a mathematic function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...).
*
* Caution : This method is ONLY for L2PcInstance
*
* Example of use :
* Equip an item from inventory
* Learn a new passive skill
* Use an active skill
*
* @param funcs The list of Func objects to add to the Calculator corresponding to the state affected
*/
public final void addStatFuncs(Func[] funcs)
{
FastList modifiedStats = new FastList();
for (Func f : funcs)
{
modifiedStats.add(f.stat);
addStatFunc(f);
}
broadcastModifiedStats(modifiedStats);
}
/**
* Remove a Func from the Calculator set of the L2Character.
*
* Concept :
* A L2Character owns a table of Calculators called _calculators.
* Each Calculator (a calculator per state) own a table of Func object.
* A Func object is a mathematic function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...).
* To reduce cache memory use, L2NPCInstances who don't have skills share the same Calculator set called NPC_STD_CALCULATOR.
*
* That's why, if a L2NPCInstance is under a skill/spell effect that modify one of its state, a copy of the NPC_STD_CALCULATOR
* must be create in its _calculators before addind new Func object.
*
* Actions :
* Remove the Func object from _calculators
* If L2Character is a L2NPCInstance and _calculators is equal to NPC_STD_CALCULATOR,
* free cache memory and just create a link on NPC_STD_CALCULATOR in _calculators
*
* @param f The Func object to remove from the Calculator corresponding to the state affected
*/
public final void removeStatFunc(Func f)
{
if (f == null)
return;
// Select the Calculator of the affected state in the Calculator set
int stat = f.stat.ordinal();
synchronized(_calculators)
{
if (_calculators[stat] == null)
return;
// Remove the Func object from the Calculator
_calculators[stat].removeFunc(f);
if (_calculators[stat].size() == 0)
_calculators[stat] = null;
// If possible, free the memory and just create a link on NPC_STD_CALCULATOR
if (this instanceof L2Npc)
{
int i = 0;
for (; i < Stats.NUM_STATS; i++)
{
if (!Calculator.equalsCals(_calculators[i], NPC_STD_CALCULATOR[i]))
break;
}
if (i >= Stats.NUM_STATS)
_calculators = NPC_STD_CALCULATOR;
}
}
}
/**
* Remove a list of Funcs from the Calculator set of the L2PcInstance.
*
* Concept :
* A L2Character owns a table of Calculators called _calculators.
* Each Calculator (a calculator per state) own a table of Func object.
* A Func object is a mathematic function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...).
*
* Caution : This method is ONLY for L2PcInstance
*
* Example of use :
* Unequip an item from inventory
* Stop an active skill
*
* @param funcs The list of Func objects to add to the Calculator corresponding to the state affected
*/
public final void removeStatFuncs(Func[] funcs)
{
FastList modifiedStats = new FastList();
for (Func f : funcs)
{
modifiedStats.add(f.stat);
removeStatFunc(f);
}
broadcastModifiedStats(modifiedStats);
}
/**
* Remove all Func objects with the selected owner from the Calculator set of the L2Character.
*
* Concept :
* A L2Character owns a table of Calculators called _calculators.
* Each Calculator (a calculator per state) own a table of Func object.
* A Func object is a mathematic function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...).
* To reduce cache memory use, L2NPCInstances who don't have skills share the same Calculator set called NPC_STD_CALCULATOR.
*
* That's why, if a L2NPCInstance is under a skill/spell effect that modify one of its state, a copy of the NPC_STD_CALCULATOR
* must be create in its _calculators before addind new Func object.
*
* Actions :
* Remove all Func objects of the selected owner from _calculators
* If L2Character is a L2NPCInstance and _calculators is equal to NPC_STD_CALCULATOR,
* free cache memory and just create a link on NPC_STD_CALCULATOR in _calculators
*
* Example of use :
* Unequip an item from inventory
* Stop an active skill
*
* @param owner The Object(Skill, Item...) that has created the effect
*/
public final void removeStatsOwner(Object owner)
{
FastList modifiedStats = null;
int i = 0;
// Go through the Calculator set
synchronized(_calculators)
{
for (Calculator calc: _calculators)
{
if (calc != null)
{
// Delete all Func objects of the selected owner
if (modifiedStats != null)
modifiedStats.addAll(calc.removeOwner(owner));
else
modifiedStats = calc.removeOwner(owner);
if (calc.size() == 0)
_calculators[i] = null;
}
i++;
}
// If possible, free the memory and just create a link on NPC_STD_CALCULATOR
if (this instanceof L2Npc)
{
i = 0;
for (; i < Stats.NUM_STATS; i++)
{
if (!Calculator.equalsCals(_calculators[i], NPC_STD_CALCULATOR[i]))
break;
}
if (i >= Stats.NUM_STATS)
_calculators = NPC_STD_CALCULATOR;
}
if (owner instanceof L2Effect)
{
if (!((L2Effect)owner).preventExitUpdate)
broadcastModifiedStats(modifiedStats);
}
else
broadcastModifiedStats(modifiedStats);
}
}
private void broadcastModifiedStats(FastList stats)
{
if (stats == null || stats.isEmpty()) return;
boolean broadcastFull = false;
StatusUpdate su = null;
for (Stats stat : stats)
{
if (this instanceof L2Summon && ((L2Summon)this).getOwner() != null)
{
((L2Summon)this).updateAndBroadcastStatus(1);
break;
}
else if (stat == Stats.POWER_ATTACK_SPEED)
{
if (su == null) su = new StatusUpdate(this);
su.addAttribute(StatusUpdate.ATK_SPD, getPAtkSpd());
}
else if (stat == Stats.MAGIC_ATTACK_SPEED)
{
if (su == null) su = new StatusUpdate(this);
su.addAttribute(StatusUpdate.CAST_SPD, getMAtkSpd());
}
else if (stat == Stats.MAX_HP && this instanceof L2Attackable)
{
if (su == null) su = new StatusUpdate(this);
su.addAttribute(StatusUpdate.MAX_HP, getMaxVisibleHp());
}
else if (stat == Stats.LIMIT_HP)
{
getStatus().setCurrentHp(getCurrentHp()); // start regeneration if needed
}
/*else if (stat == Stats.MAX_CP)
{
if (this instanceof L2PcInstance)
{
if (su == null) su = new StatusUpdate(getObjectId());
su.addAttribute(StatusUpdate.MAX_CP, getMaxCp());
}
}*/
//else if (stat==Stats.MAX_MP)
//{
// if (su == null) su = new StatusUpdate(getObjectId());
// su.addAttribute(StatusUpdate.MAX_MP, getMaxMp());
//}
else if (stat == Stats.RUN_SPEED)
{
broadcastFull = true;
}
}
if (this instanceof L2PcInstance)
{
if (broadcastFull)
((L2PcInstance)this).updateAndBroadcastStatus(2);
else
{
((L2PcInstance) this).updateAndBroadcastStatus(1);
if (su != null)
{
broadcastPacket(su);
}
}
}
else if (this instanceof L2Npc)
{
if (broadcastFull)
{
Collection plrs = getKnownList().getKnownPlayers().values();
//synchronized (getKnownList().getKnownPlayers())
{
for (L2PcInstance player : plrs)
{
if (player == null)
continue;
if (getRunSpeed() == 0)
player.sendPacket(new ServerObjectInfo((L2Npc)this, player));
else
player.sendPacket(new AbstractNpcInfo.NpcInfo((L2Npc)this, player));
}
}
}
else if (su != null)
broadcastPacket(su);
}
else if (su != null)
broadcastPacket(su);
}
/**
* Return the orientation of the L2Character.
*/
public final int getHeading()
{
return _heading;
}
/**
* Set the orientation of the L2Character.
*/
public final void setHeading(int heading)
{
_heading = heading;
}
public final int getXdestination()
{
MoveData m = _move;
if (m != null)
return m._xDestination;
return getX();
}
/**
* Return the Y destination of the L2Character or the Y position if not in movement.
*/
public final int getYdestination()
{
MoveData m = _move;
if (m != null)
return m._yDestination;
return getY();
}
/**
* Return the Z destination of the L2Character or the Z position if not in movement.
*/
public final int getZdestination()
{
MoveData m = _move;
if (m != null)
return m._zDestination;
return getZ();
}
/**
* Return True if the L2Character is in combat.
*/
public boolean isInCombat()
{
return (getAI().getAttackTarget() != null || getAI().isAutoAttacking());
}
/**
* Return True if the L2Character is moving.
*/
public final boolean isMoving()
{
return _move != null;
}
/**
* Return True if the L2Character is travelling a calculated path.
*/
public final boolean isOnGeodataPath()
{
MoveData m = _move;
if (m == null)
return false;
if (m.onGeodataPathIndex == -1)
return false;
if (m.onGeodataPathIndex == m.geoPath.size()-1)
return false;
return true;
}
/**
* Return True if the L2Character is casting.
*/
public final boolean isCastingNow()
{
return _isCastingNow;
}
public void setIsCastingNow(boolean value)
{
_isCastingNow = value;
}
public final boolean isCastingSimultaneouslyNow()
{
return _isCastingSimultaneouslyNow;
}
public void setIsCastingSimultaneouslyNow(boolean value)
{
_isCastingSimultaneouslyNow = value;
}
/**
* Return True if the cast of the L2Character can be aborted.
*/
public final boolean canAbortCast()
{
return _castInterruptTime > GameTimeController.getGameTicks();
}
public int getCastInterruptTime()
{
return _castInterruptTime;
}
/**
* Return True if the L2Character is attacking.
*/
public boolean isAttackingNow()
{
return _attackEndTime > GameTimeController.getGameTicks();
}
/**
* Return True if the L2Character has aborted its attack.
*/
public final boolean isAttackAborted()
{
return _attacking <= 0;
}
/**
* Abort the attack of the L2Character and send Server->Client ActionFailed packet.
*/
public final void abortAttack()
{
if (isAttackingNow())
{
_attacking = 0;
sendPacket(ActionFailed.STATIC_PACKET);
}
}
/**
* Returns body part (paperdoll slot) we are targeting right now
*/
public final int getAttackingBodyPart()
{
return _attacking;
}
/**
* Abort the cast of the L2Character and send Server->Client MagicSkillCanceld/ActionFailed packet.
*/
public final void abortCast()
{
if (isCastingNow() || isCastingSimultaneouslyNow())
{
Future> future = _skillCast;
// cancels the skill hit scheduled task
if (future != null)
{
future.cancel(true);
_skillCast = null;
}
future = _skillCast2;
if (future != null)
{
future.cancel(true);
_skillCast2 = null;
}
if (getFusionSkill() != null)
getFusionSkill().onCastAbort();
L2Effect mog = getFirstEffect(L2EffectType.SIGNET_GROUND);
if (mog != null)
mog.exit();
if (_allSkillsDisabled) enableAllSkills(); // this remains for forced skill use, e.g. scroll of escape
setIsCastingNow(false);
setIsCastingSimultaneouslyNow(false);
// safeguard for cannot be interrupt any more
_castInterruptTime = 0;
if (this instanceof L2PcInstance) getAI().notifyEvent(CtrlEvent.EVT_FINISH_CASTING); // setting back previous intention
broadcastPacket(new MagicSkillCanceld(getObjectId())); // broadcast packet to stop animations client-side
sendPacket(ActionFailed.STATIC_PACKET); // send an "action failed" packet to the caster
}
}
/**
* Update the position of the L2Character during a movement and return True if the movement is finished.
*
* Concept :
* At the beginning of the move action, all properties of the movement are stored in the MoveData object called _move of the L2Character.
* The position of the start point and of the destination permit to estimated in function of the movement speed the time to achieve the destination.
*
* When the movement is started (ex : by MovetoLocation), this method will be called each 0.1 sec to estimate and update the L2Character position on the server.
* Note, that the current server position can differe from the current client position even if each movement is straight foward.
* That's why, client send regularly a Client->Server ValidatePosition packet to eventually correct the gap on the server.
* But, it's always the server position that is used in range calculation.
*
* At the end of the estimated movement time, the L2Character position is automatically set to the destination position even if the movement is not finished.
*
* Caution : The current Z position is obtained FROM THE CLIENT by the Client->Server ValidatePosition Packet.
* But x and y positions must be calculated to avoid that players try to modify their movement speed.
*
* @param gameTicks Nb of ticks since the server start
* @return True if the movement is finished
*/
public boolean updatePosition(int gameTicks)
{
// Get movement data
MoveData m = _move;
if (m == null)
return true;
if (!isVisible())
{
_move = null;
return true;
}
// Check if this is the first update
if (m._moveTimestamp == 0)
{
m._moveTimestamp = m._moveStartTime;
m._xAccurate = getX();
m._yAccurate = getY();
}
// Check if the position has already been calculated
if (m._moveTimestamp == gameTicks)
return false;
int xPrev = getX();
int yPrev = getY();
int zPrev = getZ(); // the z coordinate may be modified by coordinate synchronizations
double dx, dy, dz;
if (Config.COORD_SYNCHRONIZE == 1)
// the only method that can modify x,y while moving (otherwise _move would/should be set null)
{
dx = m._xDestination - xPrev;
dy = m._yDestination - yPrev;
}
else // otherwise we need saved temporary values to avoid rounding errors
{
dx = m._xDestination - m._xAccurate;
dy = m._yDestination - m._yAccurate;
}
final boolean isFloating = isFlying() || isInsideZone(L2Character.ZONE_WATER);
// Z coordinate will follow geodata or client values
if (Config.GEODATA > 0 && Config.COORD_SYNCHRONIZE == 2
&& !isFloating
&& !m.disregardingGeodata
&& GameTimeController.getGameTicks() % 10 == 0 // once a second to reduce possible cpu load
&& GeoData.getInstance().hasGeo(xPrev, yPrev))
{
short geoHeight = GeoData.getInstance().getSpawnHeight(xPrev, yPrev, zPrev-30, zPrev+30, this.getObjectId());
dz = m._zDestination - geoHeight;
// quite a big difference, compare to validatePosition packet
if (this instanceof L2PcInstance
&& Math.abs(((L2PcInstance)this).getClientZ()-geoHeight) > 200
&& Math.abs(((L2PcInstance)this).getClientZ()-geoHeight) < 1500)
{
dz = m._zDestination - zPrev; // allow diff
}
else if (this.isInCombat() && Math.abs(dz) > 200 && (dx*dx + dy*dy) < 40000) // allow mob to climb up to pcinstance
{
dz = m._zDestination - zPrev; // climbing
}
else
{
zPrev = geoHeight;
}
}
else
dz = m._zDestination - zPrev;
double delta = dx*dx + dy*dy;
if (delta < 10000
&& (dz*dz > 2500) // close enough, allows error between client and server geodata if it cannot be avoided
&& !isFloating) // should not be applied on vertical movements in water or during flight
delta = Math.sqrt(delta);
else
delta = Math.sqrt(delta + dz*dz);
double distFraction = Double.MAX_VALUE;
if (delta > 1)
{
final double distPassed = getStat().getMoveSpeed() * (gameTicks - m._moveTimestamp) / GameTimeController.TICKS_PER_SECOND;
distFraction = distPassed / delta;
}
// if (Config.DEVELOPER) _log.warning("Move Ticks:" + (gameTicks - m._moveTimestamp) + ", distPassed:" + distPassed + ", distFraction:" + distFraction);
if (distFraction > 1) // already there
// Set the position of the L2Character to the destination
super.getPosition().setXYZ(m._xDestination, m._yDestination, m._zDestination);
else
{
m._xAccurate += dx * distFraction;
m._yAccurate += dy * distFraction;
// Set the position of the L2Character to estimated after parcial move
super.getPosition().setXYZ((int)(m._xAccurate), (int)(m._yAccurate), zPrev + (int)(dz * distFraction + 0.5));
}
revalidateZone(false);
// Set the timer of last position update to now
m._moveTimestamp = gameTicks;
return (distFraction > 1);
}
public void revalidateZone(boolean force)
{
if (getWorldRegion() == null) return;
// This function is called too often from movement code
if (force) _zoneValidateCounter = 4;
else
{
_zoneValidateCounter--;
if (_zoneValidateCounter < 0)
_zoneValidateCounter = 4;
else return;
}
getWorldRegion().revalidateZones(this);
}
/**
* Stop movement of the L2Character (Called by AI Accessor only).
*
* Actions :
* Delete movement data of the L2Character
* Set the current position (x,y,z), its current L2WorldRegion if necessary and its heading
* Remove the L2Object object from _gmList** of GmListTable
* Remove object from _knownObjects and _knownPlayer* of all surrounding L2WorldRegion L2Characters
*
* Caution : This method DOESN'T send Server->Client packet StopMove/StopRotation
*
*/
public void stopMove(L2CharPosition pos) { stopMove(pos, false); }
public void stopMove(L2CharPosition pos, boolean updateKnownObjects)
{
// Delete movement data of the L2Character
_move = null;
//if (getAI() != null)
// getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
// Set the current position (x,y,z), its current L2WorldRegion if necessary and its heading
// All data are contained in a L2CharPosition object
if (pos != null)
{
getPosition().setXYZ(pos.x, pos.y, pos.z);
setHeading(pos.heading);
revalidateZone(true);
}
broadcastPacket(new StopMove(this));
if (Config.MOVE_BASED_KNOWNLIST && updateKnownObjects) this.getKnownList().findObjects();
}
/**
* @return Returns the showSummonAnimation.
*/
public boolean isShowSummonAnimation()
{
return _showSummonAnimation;
}
/**
* @param showSummonAnimation The showSummonAnimation to set.
*/
public void setShowSummonAnimation(boolean showSummonAnimation)
{
_showSummonAnimation = showSummonAnimation;
}
/**
* Target a L2Object (add the target to the L2Character _target, _knownObject and L2Character to _KnownObject of the L2Object).
*
* Concept :
* The L2Object (including L2Character) targeted is identified in _target of the L2Character
*
* Actions :
* Set the _target of L2Character to L2Object
* If necessary, add L2Object to _knownObject of the L2Character
* If necessary, add L2Character to _KnownObject of the L2Object
* If object==null, cancel Attak or Cast
*
* Overridden in :
* L2PcInstance : Remove the L2PcInstance from the old target _statusListener and add it to the new target if it was a L2Character
*
* @param object L2object to target
*
*/
public void setTarget(L2Object object)
{
if (object != null && !object.isVisible())
object = null;
if (object != null && object != _target)
{
getKnownList().addKnownObject(object);
object.getKnownList().addKnownObject(this);
}
_target = object;
}
/**
* Return the identifier of the L2Object targeted or -1.
*/
public final int getTargetId()
{
if (_target != null)
{
return _target.getObjectId();
}
return -1;
}
/**
* Return the L2Object targeted or null.
*/
public final L2Object getTarget()
{
return _target;
}
// called from AIAccessor only
/**
* Calculate movement data for a move to location action and add the L2Character to movingObjects of GameTimeController (only called by AI Accessor).
*
* Concept :
* At the beginning of the move action, all properties of the movement are stored in the MoveData object called _move of the L2Character.
* The position of the start point and of the destination permit to estimated in function of the movement speed the time to achieve the destination.
* All L2Character in movement are identified in movingObjects of GameTimeController that will call the updatePosition method of those L2Character each 0.1s.
*
* Actions :
* Get current position of the L2Character
* Calculate distance (dx,dy) between current position and destination including offset
* Create and Init a MoveData object
* Set the L2Character _move object to MoveData object
* Add the L2Character to movingObjects of the GameTimeController
* Create a task to notify the AI that L2Character arrives at a check point of the movement
*
* Caution : This method DOESN'T send Server->Client packet MoveToPawn/CharMoveToLocation
*
* Example of use :
* AI : onIntentionMoveTo(L2CharPosition), onIntentionPickUp(L2Object), onIntentionInteract(L2Object)
* FollowTask
*
* @param x The X position of the destination
* @param y The Y position of the destination
* @param z The Y position of the destination
* @param offset The size of the interaction area of the L2Character targeted
*
*/
protected void moveToLocation(int x, int y, int z, int offset)
{
// Get the Move Speed of the L2Charcater
float speed = getStat().getMoveSpeed();
if (speed <= 0 || isMovementDisabled())
return;
// Get current position of the L2Character
final int curX = super.getX();
final int curY = super.getY();
final int curZ = super.getZ();
// Calculate distance (dx,dy) between current position and destination
// TODO: improve Z axis move/follow support when dx,dy are small compared to dz
double dx = (x - curX);
double dy = (y - curY);
double dz = (z - curZ);
double distance = Math.sqrt(dx*dx + dy*dy);
final boolean verticalMovementOnly = isFlying() && distance == 0 && dz != 0;
if (verticalMovementOnly)
distance = Math.abs(dz);
// make water move short and use no geodata checks for swimming chars
// distance in a click can easily be over 3000
if (Config.GEODATA > 0 && isInsideZone(ZONE_WATER) && distance > 700)
{
double divider = 700/distance;
x = curX + (int)(divider * dx);
y = curY + (int)(divider * dy);
z = curZ + (int)(divider * dz);
dx = (x - curX);
dy = (y - curY);
dz = (z - curZ);
distance = Math.sqrt(dx*dx + dy*dy);
}
if (Config.DEBUG)
_log.fine("distance to target:" + distance);
// Define movement angles needed
// ^
// | X (x,y)
// | /
// | /distance
// | /
// |/ angle
// X ---------->
// (curx,cury)
double cos;
double sin;
// Check if a movement offset is defined or no distance to go through
if (offset > 0 || distance < 1)
{
// approximation for moving closer when z coordinates are different
// TODO: handle Z axis movement better
offset -= Math.abs(dz);
if (offset < 5) offset = 5;
// If no distance to go through, the movement is canceled
if (distance < 1 || distance - offset <= 0)
{
if (Config.DEBUG) _log.fine("already in range, no movement needed.");
// Notify the AI that the L2Character is arrived at destination
getAI().notifyEvent(CtrlEvent.EVT_ARRIVED);
return;
}
// Calculate movement angles needed
sin = dy/distance;
cos = dx/distance;
distance -= (offset-5); // due to rounding error, we have to move a bit closer to be in range
// Calculate the new destination with offset included
x = curX + (int)(distance * cos);
y = curY + (int)(distance * sin);
}
else
{
// Calculate movement angles needed
sin = dy/distance;
cos = dx/distance;
}
// Create and Init a MoveData object
MoveData m = new MoveData();
// GEODATA MOVEMENT CHECKS AND PATHFINDING
m.onGeodataPathIndex = -1; // Initialize not on geodata path
m.disregardingGeodata = false;
if (Config.GEODATA > 0
&& !isFlying() // flying chars not checked - even canSeeTarget doesn't work yet
&& (!isInsideZone(ZONE_WATER) || isInsideZone(ZONE_SIEGE)) // swimming also not checked unless in siege zone - but distance is limited
&& !(this instanceof L2NpcWalkerInstance)) // npc walkers not checked
{
final boolean isInVehicle = this instanceof L2PcInstance && ((L2PcInstance)this).getVehicle() != null;
if (isInVehicle)
m.disregardingGeodata = true;
double originalDistance = distance;
int originalX = x;
int originalY = y;
int originalZ = z;
int gtx = (originalX - L2World.MAP_MIN_X) >> 4;
int gty = (originalY - L2World.MAP_MIN_Y) >> 4;
// Movement checks:
// when geodata == 2, for all characters except mobs returning home (could be changed later to teleport if pathfinding fails)
// when geodata == 1, for l2playableinstance and l2riftinstance only
if ((Config.GEODATA == 2 && !(this instanceof L2Attackable && ((L2Attackable)this).isReturningToSpawnPoint()))
|| (this instanceof L2PcInstance && !(isInVehicle && distance > 1500))
|| (this instanceof L2Summon && !(this.getAI().getIntention() == AI_INTENTION_FOLLOW)) // assuming intention_follow only when following owner
|| isAfraid()
|| this instanceof L2RiftInvaderInstance)
{
if (isOnGeodataPath())
{
try {
if (gtx == _move.geoPathGtx && gty == _move.geoPathGty)
return;
else
_move.onGeodataPathIndex = -1; // Set not on geodata path
} catch (NullPointerException e)
{
// nothing
}
}
if (curX < L2World.MAP_MIN_X || curX > L2World.MAP_MAX_X || curY < L2World.MAP_MIN_Y || curY > L2World.MAP_MAX_Y)
{
// Temporary fix for character outside world region errors
_log.warning("Character "+this.getName()+" outside world area, in coordinates x:"+curX+" y:"+curY);
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
if (this instanceof L2PcInstance) ((L2PcInstance)this).logout();
else if (this instanceof L2Summon) return; // preventation when summon get out of world coords, player will not loose him, unsummon handled from pcinstance
else this.onDecay();
return;
}
Location destiny = GeoData.getInstance().moveCheck(curX, curY, curZ, x, y, z, getInstanceId());
// location different if destination wasn't reached (or just z coord is different)
x = destiny.getX();
y = destiny.getY();
z = destiny.getZ();
dx = x - curX;
dy = y - curY;
dz = z - curZ;
distance = verticalMovementOnly ? Math.abs(dz*dz) : Math.sqrt(dx*dx + dy*dy);
}
// Pathfinding checks. Only when geodata setting is 2, the LoS check gives shorter result
// than the original movement was and the LoS gives a shorter distance than 2000
// This way of detecting need for pathfinding could be changed.
if(Config.GEODATA == 2 && originalDistance-distance > 30 && distance < 2000 && !this.isAfraid())
{
// Path calculation
// Overrides previous movement check
if((this instanceof L2Playable && !isInVehicle)
|| this instanceof L2MinionInstance
|| this.isInCombat())
{
m.geoPath = PathFinding.getInstance().findPath(curX, curY, curZ, originalX, originalY, originalZ, getInstanceId(), this instanceof L2Playable);
if (m.geoPath == null || m.geoPath.size() < 2) // No path found
{
// * Even though there's no path found (remember geonodes aren't perfect),
// the mob is attacking and right now we set it so that the mob will go
// after target anyway, is dz is small enough.
// * With cellpathfinding this approach could be changed but would require taking
// off the geonodes and some more checks.
// * Summons will follow their masters no matter what.
// * Currently minions also must move freely since L2AttackableAI commands
// them to move along with their leader
if (this instanceof L2PcInstance
|| (!(this instanceof L2Playable)
&& !(this instanceof L2MinionInstance)
&& Math.abs(z - curZ) > 140)
|| (this instanceof L2Summon && !((L2Summon)this).getFollowStatus()))
{
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
return;
}
else
{
m.disregardingGeodata = true;
x = originalX;
y = originalY;
z = originalZ;
distance = originalDistance;
}
}
else
{
m.onGeodataPathIndex = 0; // on first segment
m.geoPathGtx = gtx;
m.geoPathGty = gty;
m.geoPathAccurateTx = originalX;
m.geoPathAccurateTy = originalY;
x = m.geoPath.get(m.onGeodataPathIndex).getX();
y = m.geoPath.get(m.onGeodataPathIndex).getY();
z = m.geoPath.get(m.onGeodataPathIndex).getZ();
// check for doors in the route
if (DoorTable.getInstance().checkIfDoorsBetween(curX, curY, curZ, x, y, z, getInstanceId()))
{
m.geoPath = null;
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
return;
}
for (int i = 0; i < m.geoPath.size()-1; i++)
{
if (DoorTable.getInstance().checkIfDoorsBetween(m.geoPath.get(i),m.geoPath.get(i+1),getInstanceId()))
{
m.geoPath = null;
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
return;
}
}
dx = x - curX;
dy = y - curY;
dz = z - curZ;
distance = verticalMovementOnly ? Math.abs(dz*dz) : Math.sqrt(dx*dx + dy*dy);
sin = dy/distance;
cos = dx/distance;
}
}
}
// If no distance to go through, the movement is canceled
if (distance < 1 && (Config.GEODATA == 2
|| this instanceof L2Playable
|| this instanceof L2RiftInvaderInstance
|| this.isAfraid()))
{
if(this instanceof L2Summon) ((L2Summon)this).setFollowStatus(false);
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
return;
}
}
// Apply Z distance for flying or swimming for correct timing calculations
if ((isFlying() || isInsideZone(ZONE_WATER)) && !verticalMovementOnly)
distance = Math.sqrt(distance*distance + dz*dz);
// Caclulate the Nb of ticks between the current position and the destination
// One tick added for rounding reasons
int ticksToMove = 1+(int)(GameTimeController.TICKS_PER_SECOND * distance / speed);
m._xDestination = x;
m._yDestination = y;
m._zDestination = z; // this is what was requested from client
// Calculate and set the heading of the L2Character
m._heading = 0; // initial value for coordinate sync
// Does not broke heading on vertical movements
if (!verticalMovementOnly)
setHeading(Util.calculateHeadingFrom(cos, sin));
if (Config.DEBUG)
_log.fine("dist:"+ distance +"speed:" + speed + " ttt:" + ticksToMove +
" heading:" + getHeading());
m._moveStartTime = GameTimeController.getGameTicks();
// Set the L2Character _move object to MoveData object
_move = m;
// Add the L2Character to movingObjects of the GameTimeController
// The GameTimeController manage objects movement
GameTimeController.getInstance().registerMovingObject(this);
// Create a task to notify the AI that L2Character arrives at a check point of the movement
if (ticksToMove*GameTimeController.MILLIS_IN_TICK > 3000)
ThreadPoolManager.getInstance().scheduleAi( new NotifyAITask(CtrlEvent.EVT_ARRIVED_REVALIDATE), 2000);
// the CtrlEvent.EVT_ARRIVED will be sent when the character will actually arrive
// to destination by GameTimeController
}
public boolean moveToNextRoutePoint()
{
if(!this.isOnGeodataPath())
{
// Cancel the move action
_move = null;
return false;
}
// Get the Move Speed of the L2Charcater
float speed = getStat().getMoveSpeed();
if (speed <= 0 || isMovementDisabled())
{
// Cancel the move action
_move = null;
return false;
}
MoveData md = _move;
if (md == null)
return false;
// Create and Init a MoveData object
MoveData m = new MoveData();
// Update MoveData object
m.onGeodataPathIndex = md.onGeodataPathIndex + 1; // next segment
m.geoPath = md.geoPath;
m.geoPathGtx = md.geoPathGtx;
m.geoPathGty = md.geoPathGty;
m.geoPathAccurateTx = md.geoPathAccurateTx;
m.geoPathAccurateTy = md.geoPathAccurateTy;
if (md.onGeodataPathIndex == md.geoPath.size()-2)
{
m._xDestination = md.geoPathAccurateTx;
m._yDestination = md.geoPathAccurateTy;
m._zDestination = md.geoPath.get(m.onGeodataPathIndex).getZ();
}
else
{
m._xDestination = md.geoPath.get(m.onGeodataPathIndex).getX();
m._yDestination = md.geoPath.get(m.onGeodataPathIndex).getY();
m._zDestination = md.geoPath.get(m.onGeodataPathIndex).getZ();
}
double dx = (m._xDestination - super.getX());
double dy = (m._yDestination - super.getY());
double distance = Math.sqrt(dx*dx + dy*dy);
// Calculate and set the heading of the L2Character
if (distance != 0)
setHeading(Util.calculateHeadingFrom(getX(), getY(),m._xDestination , m._yDestination));
// Caclulate the Nb of ticks between the current position and the destination
// One tick added for rounding reasons
int ticksToMove = 1+(int)(GameTimeController.TICKS_PER_SECOND * distance / speed);
m._heading = 0; // initial value for coordinate sync
m._moveStartTime = GameTimeController.getGameTicks();
if (Config.DEBUG) _log.fine("time to target:" + ticksToMove);
// Set the L2Character _move object to MoveData object
_move = m;
// Add the L2Character to movingObjects of the GameTimeController
// The GameTimeController manage objects movement
GameTimeController.getInstance().registerMovingObject(this);
// Create a task to notify the AI that L2Character arrives at a check point of the movement
if (ticksToMove*GameTimeController.MILLIS_IN_TICK > 3000)
ThreadPoolManager.getInstance().scheduleAi( new NotifyAITask(CtrlEvent.EVT_ARRIVED_REVALIDATE), 2000);
// the CtrlEvent.EVT_ARRIVED will be sent when the character will actually arrive
// to destination by GameTimeController
// Send a Server->Client packet CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
MoveToLocation msg = new MoveToLocation(this);
broadcastPacket(msg);
return true;
}
public boolean validateMovementHeading(int heading)
{
MoveData m = _move;
if (m == null) return true;
boolean result = true;
if (m._heading != heading)
{
result = (m._heading == 0); // initial value or false
m._heading = heading;
}
return result;
}
/**
* Return the distance between the current position of the L2Character and the target (x,y).
*
* @param x X position of the target
* @param y Y position of the target
* @return the plan distance
*
* @deprecated use getPlanDistanceSq(int x, int y, int z)
*/
@Deprecated
public final double getDistance(int x, int y)
{
double dx = x - getX();
double dy = y - getY();
return Math.sqrt(dx*dx + dy*dy);
}
/**
* Return the distance between the current position of the L2Character and the target (x,y).
*
* @param x X position of the target
* @param y Y position of the target
* @return the plan distance
*
* @deprecated use getPlanDistanceSq(int x, int y, int z)
*/
@Deprecated
public final double getDistance(int x, int y, int z)
{
double dx = x - getX();
double dy = y - getY();
double dz = z - getZ();
return Math.sqrt(dx*dx + dy*dy + dz*dz);
}
/**
* Return the squared distance between the current position of the L2Character and the given object.
*
* @param object L2Object
* @return the squared distance
*/
public final double getDistanceSq(L2Object object)
{
return getDistanceSq(object.getX(), object.getY(), object.getZ());
}
/**
* Return the squared distance between the current position of the L2Character and the given x, y, z.
*
* @param x X position of the target
* @param y Y position of the target
* @param z Z position of the target
* @return the squared distance
*/
public final double getDistanceSq(int x, int y, int z)
{
double dx = x - getX();
double dy = y - getY();
double dz = z - getZ();
return (dx*dx + dy*dy + dz*dz);
}
/**
* Return the squared plan distance between the current position of the L2Character and the given object.
* (check only x and y, not z)
*
* @param object L2Object
* @return the squared plan distance
*/
public final double getPlanDistanceSq(L2Object object)
{
return getPlanDistanceSq(object.getX(), object.getY());
}
/**
* Return the squared plan distance between the current position of the L2Character and the given x, y, z.
* (check only x and y, not z)
*
* @param x X position of the target
* @param y Y position of the target
* @return the squared plan distance
*/
public final double getPlanDistanceSq(int x, int y)
{
double dx = x - getX();
double dy = y - getY();
return (dx*dx + dy*dy);
}
/**
* Check if this object is inside the given radius around the given object. Warning: doesn't cover collision radius!
*
* @param object the target
* @param radius the radius around the target
* @param checkZ should we check Z axis also
* @param strictCheck true if (distance < radius), false if (distance <= radius)
* @return true is the L2Character is inside the radius.
*
* @see com.l2jserver.gameserver.model.L2Character.isInsideRadius(int x, int y, int z, int radius, boolean checkZ, boolean strictCheck)
*/
public final boolean isInsideRadius(L2Object object, int radius, boolean checkZ, boolean strictCheck)
{
return isInsideRadius(object.getX(), object.getY(), object.getZ(), radius, checkZ, strictCheck);
}
/**
* Check if this object is inside the given plan radius around the given point. Warning: doesn't cover collision radius!
*
* @param x X position of the target
* @param y Y position of the target
* @param radius the radius around the target
* @param strictCheck true if (distance < radius), false if (distance <= radius)
* @return true is the L2Character is inside the radius.
*/
public final boolean isInsideRadius(int x, int y, int radius, boolean strictCheck)
{
return isInsideRadius(x, y, 0, radius, false, strictCheck);
}
/**
* Check if this object is inside the given radius around the given point.
*
* @param x X position of the target
* @param y Y position of the target
* @param z Z position of the target
* @param radius the radius around the target
* @param checkZ should we check Z axis also
* @param strictCheck true if (distance < radius), false if (distance <= radius)
* @return true is the L2Character is inside the radius.
*/
public final boolean isInsideRadius(int x, int y, int z, int radius, boolean checkZ, boolean strictCheck)
{
double dx = x - getX();
double dy = y - getY();
double dz = z - getZ();
if (strictCheck)
{
if (checkZ)
return (dx*dx + dy*dy + dz*dz) < radius * radius;
else
return (dx*dx + dy*dy) < radius * radius;
} else
{
if (checkZ)
return (dx*dx + dy*dy + dz*dz) <= radius * radius;
else
return (dx*dx + dy*dy) <= radius * radius;
}
}
// /**
// * event that is called when the destination coordinates are reached
// */
// public void onTargetReached()
// {
// L2Character pawn = getPawnTarget();
//
// if (pawn != null)
// {
// int x = pawn.getX(), y=pawn.getY(),z = pawn.getZ();
//
// double distance = getDistance(x,y);
// if (getCurrentState() == STATE_FOLLOW)
// {
// calculateMovement(x,y,z,distance);
// return;
// }
//
// // takes care of moving away but distance is 0 so i won't follow problem
//
//
// if (((distance > getAttackRange()) && (getCurrentState() == STATE_ATTACKING)) || (pawn.isMoving() && getCurrentState() != STATE_ATTACKING))
// {
// calculateMovement(x,y,z,distance);
// return;
// }
//
// }
// // update x,y,z with the current calculated position
// stopMove();
//
// if (Config.DEBUG)
// _log.fine(this.getName() +":: target reached at: x "+getX()+" y "+getY()+ " z:" + getZ());
//
// if (getPawnTarget() != null)
// {
//
// setPawnTarget(null);
// setMovingToPawn(false);
// }
// }
//
// public void setTo(int x, int y, int z, int heading)
// {
// setX(x);
// setY(y);
// setZ(z);
// setHeading(heading);
// updateCurrentWorldRegion(); //TODO: maybe not needed here
// if (isMoving())
// {
// setCurrentState(STATE_IDLE);
// StopMove setto = new StopMove(this);
// broadcastPacket(setto);
// }
// else
// {
// ValidateLocation setto = new ValidateLocation(this);
// broadcastPacket(setto);
// }
//
// FinishRotation fr = new FinishRotation(this);
// broadcastPacket(fr);
// }
// protected void startCombat()
// {
// if (_currentAttackTask == null )//&& !isInCombat())
// {
// _currentAttackTask = ThreadPoolManager.getInstance().scheduleMed(new AttackTask(), 0);
// }
// else
// {
// _log.info("multiple attacks want to start in parallel. prevented.");
// }
// }
//
/**
* Set _attacking corresponding to Attacking Body part to CHEST.
*/
public void setAttackingBodypart()
{
_attacking = Inventory.PAPERDOLL_CHEST;
}
/**
* Retun True if arrows are available.
*
* Overridden in :
* L2PcInstance
*
*/
protected boolean checkAndEquipArrows()
{
return true;
}
/**
* Retun True if bolts are available.
*
* Overridden in :
* L2PcInstance
*
*/
protected boolean checkAndEquipBolts()
{
return true;
}
/**
* Add Exp and Sp to the L2Character.
*
* Overridden in :
* L2PcInstance
* L2PetInstance
*
*/
public void addExpAndSp(long addToExp, int addToSp)
{
// Dummy method (overridden by players and pets)
}
/**
* Return the active weapon instance (always equiped in the right hand).
*
* Overridden in :
* L2PcInstance
*
*/
public abstract L2ItemInstance getActiveWeaponInstance();
/**
* Return the active weapon item (always equiped in the right hand).
*
* Overridden in :
* L2PcInstance
*
*/
public abstract L2Weapon getActiveWeaponItem();
/**
* Return the secondary weapon instance (always equiped in the left hand).
*
* Overridden in :
* L2PcInstance
*
*/
public abstract L2ItemInstance getSecondaryWeaponInstance();
/**
* Return the secondary weapon item (always equiped in the left hand).
*
* Overridden in :
* L2PcInstance
*
*/
public abstract L2Weapon getSecondaryWeaponItem();
/**
* Manage hit process (called by Hit Task).
*
* Actions :
* If the attacker/target is dead or use fake death, notify the AI with EVT_CANCEL and send a Server->Client packet ActionFailed (if attacker is a L2PcInstance)
* If attack isn't aborted, send a message system (critical hit, missed...) to attacker/target if they are L2PcInstance
* If attack isn't aborted and hit isn't missed, reduce HP of the target and calculate reflection damage to reduce HP of attacker if necessary
* if attack isn't aborted and hit isn't missed, manage attack or cast break of the target (calculating rate, sending message...)
*
* @param target The L2Character targeted
* @param damage Nb of HP to reduce
* @param crit True if hit is critical
* @param miss True if hit is missed
* @param soulshot True if SoulShot are charged
* @param shld True if shield is efficient
*
*/
protected void onHitTimer(L2Character target, int damage, boolean crit, boolean miss, boolean soulshot, byte shld)
{
// If the attacker/target is dead or use fake death, notify the AI with EVT_CANCEL
// and send a Server->Client packet ActionFailed (if attacker is a L2PcInstance)
if (target == null || isAlikeDead() ||(this instanceof L2Npc && ((L2Npc) this).isEventMob))
{
getAI().notifyEvent(CtrlEvent.EVT_CANCEL);
return;
}
if ((this instanceof L2Npc && target.isAlikeDead()) || target.isDead()
|| (!getKnownList().knowsObject(target) && !(this instanceof L2DoorInstance)))
{
//getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE, null);
getAI().notifyEvent(CtrlEvent.EVT_CANCEL);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
if (miss)
{
// Notify target AI
if (target.hasAI())
target.getAI().notifyEvent(CtrlEvent.EVT_EVADED, this);
// ON_EVADED_HIT
if (target.getChanceSkills() != null)
target.getChanceSkills().onEvadedHit(this);
if (target instanceof L2PcInstance)
{
SystemMessage sm = new SystemMessage(SystemMessageId.C1_EVADED_C2_ATTACK);
sm.addPcName((L2PcInstance) target);
sm.addCharName(this);
target.sendPacket(sm);
}
if (this instanceof L2PcInstance)
{
sendPacket(new SystemMessage(SystemMessageId.C1_ATTACK_WENT_ASTRAY).addPcName((L2PcInstance)this));
}
}
// If attack isn't aborted, send a message system (critical hit, missed...) to attacker/target if they are L2PcInstance
if (!isAttackAborted())
{
// Check Raidboss attack
// Character will be petrified if attacking a raid that's more
// than 8 levels lower
if (target.isRaid() && target.giveRaidCurse() && !Config.RAID_DISABLE_CURSE)
{
if (getLevel() > target.getLevel() + 8)
{
L2Skill skill = SkillTable.FrequentSkill.RAID_CURSE2.getSkill();
if (skill != null)
{
abortAttack();
abortCast();
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
skill.getEffects(target, this);
}
else
_log.warning("Skill 4515 at level 1 is missing in DP.");
damage = 0; // prevents messing up drop calculation
}
}
sendDamageMessage(target, damage, false, crit, miss);
// If L2Character target is a L2PcInstance, send a system message
if (target instanceof L2PcInstance)
{
L2PcInstance enemy = (L2PcInstance)target;
enemy.getAI().clientStartAutoAttack();
/*if (shld && 100 - Config.ALT_PERFECT_SHLD_BLOCK < Rnd.get(100))
{
if (100 - Config.ALT_PERFECT_SHLD_BLOCK < Rnd.get(100))
{
damage = 1;
enemy.sendPacket(new SystemMessage(SystemMessageId.YOUR_EXCELLENT_SHIELD_DEFENSE_WAS_A_SUCCESS)); //SHIELD_DEFENCE faultless
}
else
enemy.sendPacket(new SystemMessage(SystemMessageId.SHIELD_DEFENCE_SUCCESSFULL));
}*/
}
if (!miss && damage > 0)
{
L2Weapon weapon = getActiveWeaponItem();
boolean isBow = (weapon != null && (weapon.getItemType() == L2WeaponType.BOW || weapon.getItemType() == L2WeaponType.CROSSBOW));
int reflectedDamage = 0;
if (!isBow && !target.isInvul()) // Do not reflect if weapon is of type bow or target is invunlerable
{
// quick fix for no drop from raid if boss attack high-level char with damage reflection
if (!target.isRaid()
|| getActingPlayer() == null
|| getActingPlayer().getLevel() <= target.getLevel() + 8)
{
// Reduce HP of the target and calculate reflection damage to reduce HP of attacker if necessary
double reflectPercent = target.getStat().calcStat(Stats.REFLECT_DAMAGE_PERCENT,0,null,null);
if (reflectPercent > 0)
{
reflectedDamage = (int)(reflectPercent / 100. * damage);
damage -= reflectedDamage;
if(reflectedDamage > target.getMaxHp()) // to prevent extreme damage when hitting a low lvl char...
reflectedDamage = target.getMaxHp();
}
}
}
// reduce targets HP
target.reduceCurrentHp(damage, this, null);
if (reflectedDamage > 0)
{
reduceCurrentHp(reflectedDamage, target, true, false, null);
// Custom messages - nice but also more network load
/*
if (target instanceof L2PcInstance)
((L2PcInstance)target).sendMessage("You reflected " + reflectedDamage + " damage.");
else if (target instanceof L2Summon)
((L2Summon)target).getOwner().sendMessage("Summon reflected " + reflectedDamage + " damage.");
if (this instanceof L2PcInstance)
((L2PcInstance)this).sendMessage("Target reflected to you " + reflectedDamage + " damage.");
else if (this instanceof L2Summon)
((L2Summon)this).getOwner().sendMessage("Target reflected to your summon " + reflectedDamage + " damage.");
*/
}
if (!isBow) // Do not absorb if weapon is of type bow
{
// Absorb HP from the damage inflicted
double absorbPercent = getStat().calcStat(Stats.ABSORB_DAMAGE_PERCENT,0, null,null);
if (absorbPercent > 0)
{
int maxCanAbsorb = (int)(getMaxHp() - getCurrentHp());
int absorbDamage = (int)(absorbPercent / 100. * damage);
if (absorbDamage > maxCanAbsorb)
absorbDamage = maxCanAbsorb; // Can't absord more than max hp
if (absorbDamage > 0)
setCurrentHp(getCurrentHp() + absorbDamage);
}
// Absorb MP from the damage inflicted
absorbPercent = getStat().calcStat(Stats.ABSORB_MANA_DAMAGE_PERCENT, 0, null, null);
if (absorbPercent > 0)
{
int maxCanAbsorb = (int) (getMaxMp() - getCurrentMp());
int absorbDamage = (int) (absorbPercent / 100. * damage);
if (absorbDamage > maxCanAbsorb)
absorbDamage = maxCanAbsorb; // Can't absord more than max hp
if (absorbDamage > 0)
setCurrentMp(getCurrentMp() + absorbDamage);
}
}
// Notify AI with EVT_ATTACKED
if (target.hasAI())
target.getAI().notifyEvent(CtrlEvent.EVT_ATTACKED, this);
getAI().clientStartAutoAttack();
if (this instanceof L2Summon)
{
L2PcInstance owner = ((L2Summon)this).getOwner();
if (owner != null)
{
owner.getAI().clientStartAutoAttack();
}
}
// Manage attack or cast break of the target (calculating rate, sending message...)
if (!target.isRaid() && Formulas.calcAtkBreak(target, damage))
{
target.breakAttack();
target.breakCast();
}
// Maybe launch chance skills on us
if (_chanceSkills != null)
_chanceSkills.onHit(target, false, crit);
// Maybe launch chance skills on target
if (target.getChanceSkills() != null)
target.getChanceSkills().onHit(this, true, crit);
}
// Launch weapon Special ability effect if available
L2Weapon activeWeapon = getActiveWeaponItem();
if (activeWeapon != null)
activeWeapon.getSkillEffects(this, target, crit);
/* COMMENTED OUT BY nexus - 2006-08-17
*
* We must not discharge the soulshouts at the onHitTimer method,
* as this can cause unwanted soulshout consumption if the attacker
* recharges the soulshot right after an attack request but before
* his hit actually lands on the target.
*
* The soulshot discharging has been moved to the doAttack method:
* As soon as we know that we didn't missed the hit there, then we
* must discharge any charged soulshots.
*/
/*
L2ItemInstance weapon = getActiveWeaponInstance();
if (!miss)
{
if (this instanceof L2Summon && !(this instanceof L2PetInstance))
{
if (((L2Summon)this).getChargedSoulShot() != L2ItemInstance.CHARGED_NONE)
((L2Summon)this).setChargedSoulShot(L2ItemInstance.CHARGED_NONE);
}
else
{
if (weapon != null && weapon.getChargedSoulshot() != L2ItemInstance.CHARGED_NONE)
weapon.setChargedSoulshot(L2ItemInstance.CHARGED_NONE);
}
}
*/
return;
}
if (!isCastingNow() && !isCastingSimultaneouslyNow())
getAI().notifyEvent(CtrlEvent.EVT_CANCEL);
}
/**
* Break an attack and send Server->Client ActionFailed packet and a System Message to the L2Character.
*/
public void breakAttack()
{
if (isAttackingNow())
{
// Abort the attack of the L2Character and send Server->Client ActionFailed packet
abortAttack();
if (this instanceof L2PcInstance)
{
//TODO Remove sendPacket because it's always done in abortAttack
sendPacket(ActionFailed.STATIC_PACKET);
// Send a system message
sendPacket(new SystemMessage(SystemMessageId.ATTACK_FAILED));
}
}
}
/**
* Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character.
*/
public void breakCast()
{
// damage can only cancel magical skills
if (isCastingNow() && canAbortCast() && getLastSkillCast() != null && getLastSkillCast().isMagic())
{
// Abort the cast of the L2Character and send Server->Client MagicSkillCanceld/ActionFailed packet.
abortCast();
if (this instanceof L2PcInstance)
{
// Send a system message
sendPacket(new SystemMessage(SystemMessageId.CASTING_INTERRUPTED));
}
}
}
/**
* Reduce the arrow number of the L2Character.
*
* Overridden in :
* L2PcInstance
*
*/
protected void reduceArrowCount(boolean bolts)
{
// default is to do nothing
}
/**
* Manage Forced attack (shift + select target).
*
* Actions :
* If L2Character or target is in a town area, send a system message TARGET_IN_PEACEZONE a Server->Client packet ActionFailed
* If target is confused, send a Server->Client packet ActionFailed
* If L2Character is a L2ArtefactInstance, send a Server->Client packet ActionFailed
* Send a Server->Client packet MyTargetSelected to start attack and Notify AI with AI_INTENTION_ATTACK
*
* @param player The L2PcInstance to attack
*
*/
@Override
public void onForcedAttack(L2PcInstance player)
{
if (isInsidePeaceZone(player))
{
// If L2Character or target is in a peace zone, send a system message TARGET_IN_PEACEZONE a Server->Client packet ActionFailed
player.sendPacket(new SystemMessage(SystemMessageId.TARGET_IN_PEACEZONE));
player.sendPacket(ActionFailed.STATIC_PACKET);
return;
}
if (player.isInOlympiadMode() && player.getTarget() != null && player.getTarget() instanceof L2Playable)
{
L2PcInstance target;
if (player.getTarget() instanceof L2Summon)
target=((L2Summon)player.getTarget()).getOwner();
else
target=(L2PcInstance)player.getTarget();
if (target == null
|| (target.isInOlympiadMode()
&& (!player.isOlympiadStart()
|| player.getOlympiadGameId() != target.getOlympiadGameId())))
{
// if L2PcInstance is in Olympia and the match isn't already start, send a Server->Client packet ActionFailed
player.sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
if (player.getTarget() != null && !player.getTarget().isAttackable() && !player.getAccessLevel().allowPeaceAttack())
{
// If target is not attackable, send a Server->Client packet ActionFailed
player.sendPacket(ActionFailed.STATIC_PACKET);
return;
}
if (player.isConfused())
{
// If target is confused, send a Server->Client packet ActionFailed
player.sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// GeoData Los Check or dz > 1000
if (!GeoData.getInstance().canSeeTarget(player, this))
{
player.sendPacket(new SystemMessage(SystemMessageId.CANT_SEE_TARGET));
player.sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Notify AI with AI_INTENTION_ATTACK
player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this);
}
/**
* Return True if inside peace zone.
*/
public boolean isInsidePeaceZone(L2PcInstance attacker)
{
return isInsidePeaceZone(attacker, this);
}
public boolean isInsidePeaceZone(L2PcInstance attacker, L2Object target)
{
return (
!attacker.getAccessLevel().allowPeaceAttack() &&
isInsidePeaceZone((L2Object)attacker, target)
);
}
public boolean isInsidePeaceZone(L2Object attacker, L2Object target)
{
if (target == null)
return false;
if (!(target instanceof L2Playable && attacker instanceof L2Playable))
return false;
if (InstanceManager.getInstance().getInstance(this.getInstanceId()).isPvPInstance())
return false;
if (TerritoryWarManager.PLAYER_WITH_WARD_CAN_BE_KILLED_IN_PEACEZONE
&& TerritoryWarManager.getInstance().isTWInProgress())
{
if (target instanceof L2PcInstance && ((L2PcInstance)target).isCombatFlagEquipped())
return false;
}
if (Config.ALT_GAME_KARMA_PLAYER_CAN_BE_KILLED_IN_PEACEZONE)
{
// allows red to be attacked and red to attack flagged players
if (target.getActingPlayer() != null && target.getActingPlayer().getKarma() > 0)
return false;
if (attacker.getActingPlayer() != null && attacker.getActingPlayer().getKarma() > 0
&& target.getActingPlayer() != null && target.getActingPlayer().getPvpFlag() > 0)
return false;
if (attacker instanceof L2Character && target instanceof L2Character)
{
return (((L2Character)target).isInsideZone(ZONE_PEACE) || ((L2Character)attacker).isInsideZone(ZONE_PEACE));
}
if (attacker instanceof L2Character)
{
return (TownManager.getTown(target.getX(), target.getY(), target.getZ()) != null || ((L2Character)attacker).isInsideZone(ZONE_PEACE));
}
}
if (attacker instanceof L2Character && target instanceof L2Character)
{
return (((L2Character)target).isInsideZone(ZONE_PEACE) || ((L2Character)attacker).isInsideZone(ZONE_PEACE));
}
if (attacker instanceof L2Character)
{
return (TownManager.getTown(target.getX(), target.getY(), target.getZ()) != null || ((L2Character)attacker).isInsideZone(ZONE_PEACE));
}
return (TownManager.getTown(target.getX(), target.getY(), target.getZ()) != null ||
TownManager.getTown(attacker.getX(), attacker.getY(), attacker.getZ()) != null);
}
/**
* return true if this character is inside an active grid.
*/
public Boolean isInActiveRegion()
{
L2WorldRegion region = getWorldRegion();
return ((region !=null) && (region.isActive()));
}
/**
* Return True if the L2Character has a Party in progress.
*/
public boolean isInParty()
{
return false;
}
/**
* Return the L2Party object of the L2Character.
*/
public L2Party getParty()
{
return null;
}
/**
* Return the Attack Speed of the L2Character (delay (in milliseconds) before next attack).
*/
public int calculateTimeBetweenAttacks(L2Character target, L2Weapon weapon)
{
double atkSpd = 0;
if (weapon !=null && !isTransformed())
{
switch (weapon.getItemType())
{
case BOW:
atkSpd = getStat().getPAtkSpd();
return (int)(1500*345/atkSpd);
case CROSSBOW:
atkSpd = getStat().getPAtkSpd();
return (int)(1200*345/atkSpd);
case DAGGER:
atkSpd = getStat().getPAtkSpd();
//atkSpd /= 1.15;
break;
default:
atkSpd = getStat().getPAtkSpd();
}
}
else
atkSpd = getPAtkSpd();
return Formulas.calcPAtkSpd(this, target, atkSpd);
}
public int calculateReuseTime(L2Character target, L2Weapon weapon)
{
if (weapon == null || isTransformed()) return 0;
int reuse = weapon.getAttackReuseDelay();
// only bows should continue for now
if (reuse == 0) return 0;
// else if (reuse < 10) reuse = 1500;
reuse *= getStat().getWeaponReuseModifier(target);
double atkSpd = getStat().getPAtkSpd();
switch (weapon.getItemType())
{
case BOW:
case CROSSBOW:
return (int)(reuse*345/atkSpd);
default:
return (int)(reuse*312/atkSpd);
}
}
/**
* Return True if the L2Character use a dual weapon.
*/
public boolean isUsingDualWeapon()
{
return false;
}
/**
* Add a skill to the L2Character _skills and its Func objects to the calculator set of the L2Character.
*
* Concept :
* All skills own by a L2Character are identified in _skills
*
* Actions :
* Replace oldSkill by newSkill or Add the newSkill
* If an old skill has been replaced, remove all its Func objects of L2Character calculator set
* Add Func objects of newSkill to the calculator set of the L2Character
*
* Overridden in :
* L2PcInstance : Save update in the character_skills table of the database
*
* @param newSkill The L2Skill to add to the L2Character
*
* @return The L2Skill replaced or null if just added a new L2Skill
*
*/
public L2Skill addSkill(L2Skill newSkill)
{
L2Skill oldSkill = null;
if (newSkill != null)
{
// Replace oldSkill by newSkill or Add the newSkill
oldSkill = _skills.put(newSkill.getId(), newSkill);
// If an old skill has been replaced, remove all its Func objects
if (oldSkill != null)
{
// if skill came with another one, we should delete the other one too.
if(( oldSkill.triggerAnotherSkill()))
{
removeSkill(oldSkill.getTriggeredId(),true);
}
removeStatsOwner(oldSkill);
}
// Add Func objects of newSkill to the calculator set of the L2Character
addStatFuncs(newSkill.getStatFuncs(null, this));
if (oldSkill != null && _chanceSkills != null)
{
removeChanceSkill(oldSkill.getId());
}
if (newSkill.isChance())
{
addChanceTrigger(newSkill);
}
/*if (!newSkill.isChance() && newSkill.triggerAnotherSkill() )
{
L2Skill bestowed = SkillTable.getInstance().getInfo(newSkill.getTriggeredId(), newSkill.getTriggeredLevel());
addSkill(bestowed);
//bestowed skills are invisible for player. Visible for gm's looking thru gm window.
//those skills should always be chance or passive, to prevent hlapex.
}
if(newSkill.isChance() && newSkill.triggerAnotherSkill())
{
L2Skill triggeredSkill = SkillTable.getInstance().getInfo(newSkill.getTriggeredId(),newSkill.getTriggeredLevel());
addSkill(triggeredSkill);
}*/
}
return oldSkill;
}
/**
* Remove a skill from the L2Character and its Func objects from calculator set of the L2Character.
*
* Concept :
* All skills own by a L2Character are identified in _skills
*
* Actions :
* Remove the skill from the L2Character _skills
* Remove all its Func objects from the L2Character calculator set
*
* Overridden in :
* L2PcInstance : Save update in the character_skills table of the database
*
* @param skill The L2Skill to remove from the L2Character
*
* @return The L2Skill removed
*
*/
public L2Skill removeSkill(L2Skill skill)
{
if (skill == null) return null;
return removeSkill(skill.getId(), true);
}
public L2Skill removeSkill(L2Skill skill, boolean cancelEffect)
{
if (skill == null) return null;
// Remove the skill from the L2Character _skills
return removeSkill(skill.getId(), cancelEffect);
}
public L2Skill removeSkill(int skillId)
{
return removeSkill(skillId, true);
}
public L2Skill removeSkill(int skillId, boolean cancelEffect)
{
// Remove the skill from the L2Character _skills
L2Skill oldSkill = _skills.remove(skillId);
// Remove all its Func objects from the L2Character calculator set
if (oldSkill != null)
{
//this is just a fail-safe againts buggers and gm dummies...
if((oldSkill.triggerAnotherSkill()) && oldSkill.getTriggeredId()>0)
{
removeSkill(oldSkill.getTriggeredId(),true);
}
// does not abort casting of the transformation dispell
if (oldSkill.getSkillType() != L2SkillType.TRANSFORMDISPEL)
{
// Stop casting if this skill is used right now
if (getLastSkillCast() != null && isCastingNow())
{
if (oldSkill.getId() == getLastSkillCast().getId())
abortCast();
}
if (getLastSimultaneousSkillCast() != null && isCastingSimultaneouslyNow())
{
if (oldSkill.getId() == getLastSimultaneousSkillCast().getId())
abortCast();
}
}
if (cancelEffect || oldSkill.isToggle())
{
// for now, to support transformations, we have to let their
// effects stay when skill is removed
L2Effect e = getFirstEffect(oldSkill);
if (e == null || e.getEffectType() != L2EffectType.TRANSFORMATION)
{
removeStatsOwner(oldSkill);
stopSkillEffects(oldSkill.getId());
}
}
if (oldSkill instanceof L2SkillAgathion && this instanceof L2PcInstance && ((L2PcInstance)this).getAgathionId() > 0)
{
((L2PcInstance)this).setAgathionId(0);
((L2PcInstance)this).broadcastUserInfo();
}
if (oldSkill instanceof L2SkillMount && this instanceof L2PcInstance && ((L2PcInstance)this).isMounted())
((L2PcInstance)this).dismount();
if (oldSkill.isChance() && _chanceSkills != null)
{
removeChanceSkill(oldSkill.getId());
}
if (oldSkill instanceof L2SkillSummon && oldSkill.getId() == 710 && this instanceof L2PcInstance && ((L2PcInstance)this).getPet() != null && ((L2PcInstance)this).getPet().getNpcId() == 14870)
{
((L2PcInstance)this).getPet().unSummon(((L2PcInstance)this));
}
}
return oldSkill;
}
public void removeChanceSkill(int id)
{
if (_chanceSkills == null) return;
synchronized (_chanceSkills)
{
for (IChanceSkillTrigger trigger : _chanceSkills.keySet())
{
if (!(trigger instanceof L2Skill))
continue;
if (((L2Skill) trigger).getId() == id)
_chanceSkills.remove(trigger);
}
}
}
public void addChanceTrigger(IChanceSkillTrigger trigger)
{
if (_chanceSkills == null)
{
synchronized(this)
{
if (_chanceSkills == null)
_chanceSkills = new ChanceSkillList(this);
}
}
_chanceSkills.put(trigger, trigger.getTriggeredChanceCondition());
}
public void removeChanceEffect(EffectChanceSkillTrigger effect)
{
if (_chanceSkills == null) return;
_chanceSkills.remove(effect);
}
public void onStartChanceEffect(byte element)
{
if (_chanceSkills == null)
return;
_chanceSkills.onStart(element);
}
public void onActionTimeChanceEffect(byte element)
{
if (_chanceSkills == null)
return;
_chanceSkills.onActionTime(element);
}
public void onExitChanceEffect(byte element)
{
if (_chanceSkills == null)
return;
_chanceSkills.onExit(element);
}
/**
* Return all skills own by the L2Character in a table of L2Skill.
*
* Concept :
* All skills own by a L2Character are identified in _skills the L2Character
*
*/
public final L2Skill[] getAllSkills()
{
if (_skills == null)
return new L2Skill[0];
return _skills.values().toArray(new L2Skill[_skills.values().size()]);
}
public ChanceSkillList getChanceSkills()
{
return _chanceSkills;
}
/**
* Return the level of a skill owned by the L2Character.
*
* @param skillId The identifier of the L2Skill whose level must be returned
*
* @return The level of the L2Skill identified by skillId
*
*/
public int getSkillLevel(int skillId)
{
final L2Skill skill = getKnownSkill(skillId);
if (skill == null)
return -1;
return skill.getLevel();
}
/**
* Return True if the skill is known by the L2Character.
*
* @param skillId The identifier of the L2Skill to check the knowledge
*
*/
public final L2Skill getKnownSkill(int skillId)
{
if (_skills == null)
return null;
return _skills.get(skillId);
}
/**
* Return the number of buffs affecting this L2Character.
*
* @return The number of Buffs affecting this L2Character
*/
public int getBuffCount()
{
return _effects.getBuffCount();
}
public int getDanceCount()
{
return _effects.getDanceCount();
}
/**
* Manage the magic skill launching task (MP, HP, Item consummation...) and display the magic skill animation on client.
*
* Actions :
* Send a Server->Client packet MagicSkillLaunched (to display magic skill animation) to all L2PcInstance of L2Charcater _knownPlayers
* Consumme MP, HP and Item if necessary
* Send a Server->Client packet StatusUpdate with MP modification to the L2PcInstance
* Launch the magic skill in order to calculate its effects
* If the skill type is PDAM, notify the AI of the target with AI_INTENTION_ATTACK
* Notify the AI of the L2Character with EVT_FINISH_CASTING
*
* Caution : A magic skill casting MUST BE in progress
*
* @param skill The L2Skill to use
*
*/
public void onMagicLaunchedTimer(MagicUseTask mut)
{
final L2Skill skill = mut.skill;
L2Object[] targets = mut.targets;
if (skill == null || targets == null || targets.length <= 0)
{
abortCast();
return;
}
// Escaping from under skill's radius and peace zone check. First version, not perfect in AoE skills.
int escapeRange = 0;
if(skill.getEffectRange() > escapeRange) escapeRange = skill.getEffectRange();
else if(skill.getCastRange() < 0 && skill.getSkillRadius() > 80) escapeRange = skill.getSkillRadius();
if (escapeRange > 0)
{
List targetList = new FastList(targets.length);
for (L2Object target: targets)
{
if (target instanceof L2Character)
{
if (!Util.checkIfInRange(escapeRange, this, target, true))
continue;
if(skill.isOffensive() && !skill.isNeutral())
{
if(this instanceof L2PcInstance)
{
if(((L2Character)target).isInsidePeaceZone((L2PcInstance)this))
continue;
}
else
{
if(((L2Character)target).isInsidePeaceZone(this, target))
continue;
}
}
targetList.add((L2Character)target);
}
//else
//{
// if (Config.DEBUG)
// _log.warning("Class cast bad: "+targets[i].getClass().toString());
//}
}
if(targetList.isEmpty())
{
abortCast();
return;
}
mut.targets = targetList.toArray(new L2Character[targetList.size()]);
}
// Ensure that a cast is in progress
// Check if player is using fake death.
// Potions can be used while faking death.
if ((mut.simultaneously && !isCastingSimultaneouslyNow())
|| (!mut.simultaneously && !isCastingNow())
|| (isAlikeDead() && !skill.isPotion()))
{
// now cancels both, simultaneous and normal
getAI().notifyEvent(CtrlEvent.EVT_CANCEL);
return;
}
// Get the display identifier of the skill
int magicId = skill.getDisplayId();
// Get the level of the skill
int level = getSkillLevel(skill.getId());
if (level < 1)
level = 1;
// Send a Server->Client packet MagicSkillLaunched to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
if (!skill.isPotion()) broadcastPacket(new MagicSkillLaunched(this, magicId, level, targets));
mut.phase = 2;
if (mut.hitTime == 0)
onMagicHitTimer(mut);
else
_skillCast = ThreadPoolManager.getInstance().scheduleEffect(mut, 200);
}
/*
* Runs in the end of skill casting
*/
public void onMagicHitTimer(MagicUseTask mut)
{
final L2Skill skill = mut.skill;
final L2Object[] targets = mut.targets;
if (skill == null || targets == null || targets.length <= 0)
{
abortCast();
return;
}
if(getFusionSkill() != null)
{
if (mut.simultaneously)
{
_skillCast2 = null;
setIsCastingSimultaneouslyNow(false);
}
else
{
_skillCast = null;
setIsCastingNow(false);
}
getFusionSkill().onCastAbort();
notifyQuestEventSkillFinished(skill, targets[0]);
return;
}
L2Effect mog = getFirstEffect(L2EffectType.SIGNET_GROUND);
if (mog != null)
{
if (mut.simultaneously)
{
_skillCast2 = null;
setIsCastingSimultaneouslyNow(false);
}
else
{
_skillCast = null;
setIsCastingNow(false);
}
mog.exit();
notifyQuestEventSkillFinished(skill, targets[0]);
return;
}
try
{
// Go through targets table
for (L2Object tgt: targets)
{
if (tgt instanceof L2Playable)
{
L2Character target = (L2Character) tgt;
if (skill.getSkillType() == L2SkillType.BUFF)
{
SystemMessage smsg = new SystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT);
smsg.addSkillName(skill);
target.sendPacket(smsg);
}
if (this instanceof L2PcInstance
&& target instanceof L2Summon)
{
((L2Summon) target).updateAndBroadcastStatus(1);
}
}
}
StatusUpdate su = new StatusUpdate(this);
boolean isSendStatus = false;
// Consume MP of the L2Character and Send the Server->Client packet StatusUpdate with current HP and MP to all other L2PcInstance to inform
double mpConsume = getStat().getMpConsume(skill);
if (mpConsume > 0)
{
if (mpConsume > getCurrentMp())
{
sendPacket(new SystemMessage(SystemMessageId.NOT_ENOUGH_MP));
abortCast();
return;
}
getStatus().reduceMp(mpConsume);
su.addAttribute(StatusUpdate.CUR_MP, (int) getCurrentMp());
isSendStatus = true;
}
// Consume HP if necessary and Send the Server->Client packet StatusUpdate with current HP and MP to all other L2PcInstance to inform
if (skill.getHpConsume() > 0)
{
double consumeHp;
consumeHp = calcStat(Stats.HP_CONSUME_RATE, skill.getHpConsume(), null, null);
if (consumeHp + 1 >= getCurrentHp())
consumeHp = getCurrentHp() - 1.0;
getStatus().reduceHp(consumeHp, this, true);
su.addAttribute(StatusUpdate.CUR_HP, (int) getCurrentHp());
isSendStatus = true;
}
// Consume CP if necessary and Send the Server->Client packet StatusUpdate with current CP/HP and MP to all other L2PcInstance to inform
if (skill.getCpConsume() > 0)
{
double consumeCp;
consumeCp = skill.getCpConsume();
if (consumeCp + 1 >= getCurrentHp())
consumeCp = getCurrentHp() - 1.0;
getStatus().reduceCp((int)consumeCp);
su.addAttribute(StatusUpdate.CUR_CP, (int) getCurrentCp());
isSendStatus = true;
}
// Send a Server->Client packet StatusUpdate with MP modification to the L2PcInstance
if (isSendStatus) sendPacket(su);
if (this instanceof L2PcInstance)
{
int charges = ((L2PcInstance)this).getCharges();
// check for charges
if (skill.getMaxCharges() == 0 && charges < skill.getNumCharges())
{
SystemMessage sm = new SystemMessage(SystemMessageId.S1_CANNOT_BE_USED);
sm.addSkillName(skill);
sendPacket(sm);
abortCast();
return;
}
// generate charges if any
if (skill.getNumCharges() > 0)
{
if (skill.getMaxCharges() > 0)
((L2PcInstance)this).increaseCharges(skill.getNumCharges(), skill.getMaxCharges());
else
((L2PcInstance)this).decreaseCharges(skill.getNumCharges());
}
// Consume Souls if necessary
if (skill.getSoulConsumeCount() > 0 || skill.getMaxSoulConsumeCount() > 0)
{
if (!((L2PcInstance)this).decreaseSouls(skill.getSoulConsumeCount() > 0 ? skill.getSoulConsumeCount():skill.getMaxSoulConsumeCount(),skill))
{
abortCast();
return;
}
}
}
// On each repeat restore shots before cast
if (mut.count > 0)
{
final L2ItemInstance weaponInst = getActiveWeaponInstance();
if (weaponInst != null)
{
if (mut.skill.useSoulShot())
weaponInst.setChargedSoulshot(mut.shots);
else if (mut.skill.useSpiritShot())
weaponInst.setChargedSpiritshot(mut.shots);
}
}
// Launch the magic skill in order to calculate its effects
callSkill(mut.skill, mut.targets);
}
catch (NullPointerException e)
{
_log.log(Level.WARNING, "", e);
}
if (mut.hitTime > 0)
{
mut.count++;
if (mut.count < skill.getHitCounts())
{
int hitTime = mut.hitTime * skill.getHitTimings()[mut.count] / 100;
if (mut.simultaneously)
_skillCast2 = ThreadPoolManager.getInstance().scheduleEffect(mut, hitTime);
else
_skillCast = ThreadPoolManager.getInstance().scheduleEffect(mut, hitTime);
return;
}
}
mut.phase = 3;
if (mut.hitTime == 0 || mut.coolTime == 0)
onMagicFinalizer(mut);
else
{
if (mut.simultaneously)
_skillCast2 = ThreadPoolManager.getInstance().scheduleEffect(mut, mut.coolTime);
else
_skillCast = ThreadPoolManager.getInstance().scheduleEffect(mut, mut.coolTime);
}
}
/*
* Runs after skill hitTime+coolTime
*/
public void onMagicFinalizer(MagicUseTask mut)
{
if (mut.simultaneously)
{
_skillCast2 = null;
setIsCastingSimultaneouslyNow(false);
return;
}
else
{
_skillCast = null;
setIsCastingNow(false);
_castInterruptTime = 0;
}
final L2Skill skill = mut.skill;
final L2Object target = mut.targets[0];
// Attack target after skill use
if (skill.nextActionIsAttack()
&& getTarget() instanceof L2Character
&& getTarget() != this
&& getTarget() == target)
{
if(getAI() == null
|| getAI().getNextIntention() == null
|| getAI().getNextIntention().getCtrlIntention() != CtrlIntention.AI_INTENTION_MOVE_TO)
{
getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, target);
}
}
if (skill.isOffensive() && !skill.isNeutral() && !(skill.getSkillType() == L2SkillType.UNLOCK) && !(skill.getSkillType() == L2SkillType.DELUXE_KEY_UNLOCK))
getAI().clientStartAutoAttack();
// Notify the AI of the L2Character with EVT_FINISH_CASTING
getAI().notifyEvent(CtrlEvent.EVT_FINISH_CASTING);
notifyQuestEventSkillFinished(skill, target);
/*
* If character is a player, then wipe their current cast state and
* check if a skill is queued.
*
* If there is a queued skill, launch it and wipe the queue.
*/
if (this instanceof L2PcInstance)
{
L2PcInstance currPlayer = (L2PcInstance)this;
SkillDat queuedSkill = currPlayer.getQueuedSkill();
currPlayer.setCurrentSkill(null, false, false);
if (queuedSkill != null)
{
currPlayer.setQueuedSkill(null, false, false);
// DON'T USE : Recursive call to useMagic() method
// currPlayer.useMagic(queuedSkill.getSkill(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
ThreadPoolManager.getInstance().executeTask(new QueuedMagicUseTask(currPlayer, queuedSkill.getSkill(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed()) );
}
}
}
// Quest event ON_SPELL_FNISHED
protected void notifyQuestEventSkillFinished(L2Skill skill, L2Object target)
{
}
public Map getDisabledSkills()
{
return _disabledSkills;
}
/**
* Enable a skill (remove it from _disabledSkills of the L2Character).
*
* Concept :
* All skills disabled are identified by their skillId in _disabledSkills of the L2Character
*
* @param skillId The identifier of the L2Skill to enable
*
*/
public void enableSkill(L2Skill skill)
{
if (skill == null || _disabledSkills == null)
return;
_disabledSkills.remove(Integer.valueOf(skill.getReuseHashCode()));
}
/**
* Disable this skill id for the duration of the delay in milliseconds.
* @param skill
* @param delay (seconds * 1000)
*/
public void disableSkill(L2Skill skill, long delay)
{
if (skill == null)
return;
if (_disabledSkills == null)
_disabledSkills = Collections.synchronizedMap(new FastMap());
_disabledSkills.put(Integer.valueOf(skill.getReuseHashCode()), delay > 10 ? System.currentTimeMillis() + delay : Long.MAX_VALUE);
}
/**
* Check if a skill is disabled.
*
* Concept :
* All skills disabled are identified by their reuse hashcodes in _disabledSkills of the L2Character
*
* @param skill The L2Skill to check
*
*/
public boolean isSkillDisabled(L2Skill skill)
{
if (skill == null)
return true;
return isSkillDisabled(skill.getReuseHashCode());
}
/**
* Check if a skill is disabled.
*
* Concept :
* All skills disabled are identified by their reuse hashcodes in _disabledSkills of the L2Character
*
* @param reuseHashcode The reuse hashcode of the skillId/level to check
*
*/
public boolean isSkillDisabled(int reuseHashcode)
{
if (isAllSkillsDisabled())
return true;
if (_disabledSkills == null)
return false;
final Long timeStamp = _disabledSkills.get(Integer.valueOf(reuseHashcode));
if (timeStamp == null)
return false;
if (timeStamp < System.currentTimeMillis())
{
_disabledSkills.remove(Integer.valueOf(reuseHashcode));
return false;
}
return true;
}
/**
* Disable all skills (set _allSkillsDisabled to True).
*/
public void disableAllSkills()
{
if (Config.DEBUG) _log.fine("all skills disabled");
_allSkillsDisabled = true;
}
/**
* Enable all skills (set _allSkillsDisabled to False).
*/
public void enableAllSkills()
{
if (Config.DEBUG) _log.fine("all skills enabled");
_allSkillsDisabled = false;
}
/**
* Launch the magic skill and calculate its effects on each target contained in the targets table.
*
* @param skill The L2Skill to use
* @param targets The table of L2Object targets
*
*/
public void callSkill(L2Skill skill, L2Object[] targets)
{
try
{
// Get the skill handler corresponding to the skill type (PDAM, MDAM, SWEEP...) started in gameserver
ISkillHandler handler = SkillHandler.getInstance().getSkillHandler(skill.getSkillType());
L2Weapon activeWeapon = getActiveWeaponItem();
// Check if the toggle skill effects are already in progress on the L2Character
if(skill.isToggle() && getFirstEffect(skill.getId()) != null)
return;
// Initial checks
for (L2Object trg : targets)
{
if (trg instanceof L2Character)
{
// Set some values inside target's instance for later use
L2Character target = (L2Character) trg;
// Check Raidboss attack and
// check buffing chars who attack raidboss. Results in mute.
L2Character targetsAttackTarget = null;
L2Character targetsCastTarget = null;
if (target.hasAI())
{
targetsAttackTarget = target.getAI().getAttackTarget();
targetsCastTarget = target.getAI().getCastTarget();
}
if (!Config.RAID_DISABLE_CURSE
&& ((target.isRaid() && target.giveRaidCurse() && getLevel() > target.getLevel() + 8)
||
(!skill.isOffensive() && targetsAttackTarget != null && targetsAttackTarget.isRaid()
&& targetsAttackTarget.giveRaidCurse()
&& targetsAttackTarget.getAttackByList().contains(target) // has attacked raid
&& getLevel() > targetsAttackTarget.getLevel() + 8)
||
(!skill.isOffensive() && targetsCastTarget != null && targetsCastTarget.isRaid()
&& targetsCastTarget.giveRaidCurse()
&& targetsCastTarget.getAttackByList().contains(target) // has attacked raid
&& getLevel() > targetsCastTarget.getLevel() + 8))
)
{
if (skill.isMagic())
{
L2Skill tempSkill = SkillTable.FrequentSkill.RAID_CURSE.getSkill();
if(tempSkill != null)
{
abortAttack();
abortCast();
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
tempSkill.getEffects(target, this);
}
else if (_log.isLoggable(Level.WARNING))
_log.log(Level.WARNING, "Skill 4215 at level 1 is missing in DP.");
}
else
{
L2Skill tempSkill = SkillTable.FrequentSkill.RAID_CURSE2.getSkill();
if(tempSkill != null)
{
abortAttack();
abortCast();
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
tempSkill.getEffects(target, this);
}
else if (_log.isLoggable(Level.WARNING))
_log.log(Level.WARNING, "Skill 4515 at level 1 is missing in DP.");
}
return;
}
// Check if over-hit is possible
if (skill.isOverhit())
{
if (target instanceof L2Attackable)
((L2Attackable)target).overhitEnabled(true);
}
// crafting does not trigger any chance skills
// possibly should be unhardcoded
switch (skill.getSkillType())
{
case COMMON_CRAFT:
case DWARVEN_CRAFT:
break;
default:
// Launch weapon Special ability skill effect if available
if (activeWeapon != null && !target.isDead())
{
if (activeWeapon.getSkillEffects(this, target, skill).length > 0 && this instanceof L2PcInstance)
{
SystemMessage sm = new SystemMessage(SystemMessageId.S1_HAS_BEEN_ACTIVATED);
sm.addSkillName(skill);
sendPacket(sm);
}
}
// Maybe launch chance skills on us
if (_chanceSkills != null)
_chanceSkills.onSkillHit(target, false, skill.isMagic(), skill.isOffensive(), skill.getElement());
// Maybe launch chance skills on target
if (target.getChanceSkills() != null)
target.getChanceSkills().onSkillHit(this, true, skill.isMagic(), skill.isOffensive(), skill.getElement());
}
}
}
L2PcInstance player = getActingPlayer();
if (player != null)
{
for (L2Object target : targets)
{
// EVT_ATTACKED and PvPStatus
if (target instanceof L2Character)
{
if (skill.isNeutral())
{
// no flags
}
else if (skill.isOffensive())
{
if (target instanceof L2PcInstance || target instanceof L2Summon || target instanceof L2Trap)
{
// Signets are a special case, casted on target_self but don't harm self
if (skill.getSkillType() != L2SkillType.SIGNET && skill.getSkillType() != L2SkillType.SIGNET_CASTTIME)
{
if (target instanceof L2PcInstance)
{
((L2PcInstance)target).getAI().clientStartAutoAttack();
}
else if (target instanceof L2Summon && ((L2Character)target).hasAI())
{
L2PcInstance owner =((L2Summon)target).getOwner();
if (owner != null)
{
owner.getAI().clientStartAutoAttack();
}
}
// attack of the own pet does not flag player
// triggering trap not flag trap owner
if (player.getPet() != target && !(this instanceof L2Trap))
player.updatePvPStatus((L2Character)target);
}
}
else if (target instanceof L2Attackable)
{
switch (skill.getId())
{
case 51: // Lure
case 511: // Temptation
break;
default:
// add attacker into list
((L2Character)target).addAttackerToAttackByList(this);
}
}
// notify target AI about the attack
if (((L2Character)target).hasAI())
{
switch (skill.getSkillType())
{
case AGGREDUCE:
case AGGREDUCE_CHAR:
case AGGREMOVE:
break;
default:
((L2Character)target).getAI().notifyEvent(CtrlEvent.EVT_ATTACKED, this);
}
}
}
else
{
if (target instanceof L2PcInstance)
{
// Casting non offensive skill on player with pvp flag set or with karma
if (!(target.equals(this) || target.equals(player)) &&
(((L2PcInstance)target).getPvpFlag() > 0 ||
((L2PcInstance)target).getKarma() > 0)) player.updatePvPStatus();
}
else if (target instanceof L2Attackable)
{
switch (skill.getSkillType())
{
case SUMMON:
case BEAST_FEED:
case UNLOCK:
case DELUXE_KEY_UNLOCK:
case UNLOCK_SPECIAL:
break;
default:
player.updatePvPStatus();
}
}
}
}
}
// Mobs in range 1000 see spell
Collection objs = player.getKnownList().getKnownObjects().values();
//synchronized (player.getKnownList().getKnownObjects())
{
for (L2Object spMob : objs)
{
if (spMob instanceof L2Npc)
{
L2Npc npcMob = (L2Npc) spMob;
if ((npcMob.isInsideRadius(player, 1000, true, true))
&& (npcMob.getTemplate().getEventQuests(Quest.QuestEventType.ON_SKILL_SEE) != null))
for (Quest quest : npcMob.getTemplate().getEventQuests(Quest.QuestEventType.ON_SKILL_SEE))
quest.notifySkillSee(npcMob, player, skill, targets, this instanceof L2Summon);
}
}
}
}
// Launch the magic skill and calculate its effects
if (handler != null)
handler.useSkill(this, skill, targets);
else
skill.useSkill(this, targets);
// Notify AI
if (skill.isOffensive())
{
switch (skill.getSkillType())
{
case AGGREDUCE:
case AGGREDUCE_CHAR:
case AGGREMOVE:
break;
default:
for (L2Object target : targets)
{
if (target instanceof L2Character && ((L2Character)target).hasAI())
{
// notify target AI about the attack
((L2Character)target).getAI().notifyEvent(CtrlEvent.EVT_ATTACKED, this);
}
}
break;
}
}
}
catch (Exception e)
{
_log.log(Level.WARNING, getClass().getSimpleName()+": callSkill() failed.", e);
}
}
/**
* Return True if the L2Character is behind the target and can't be seen.
*/
public boolean isBehind(L2Object target)
{
double angleChar, angleTarget, angleDiff, maxAngleDiff = 45;
if(target == null)
return false;
if (target instanceof L2Character)
{
L2Character target1 = (L2Character) target;
angleChar = Util.calculateAngleFrom(this, target1);
angleTarget = Util.convertHeadingToDegree(target1.getHeading());
angleDiff = angleChar - angleTarget;
if (angleDiff <= -360 + maxAngleDiff) angleDiff += 360;
if (angleDiff >= 360 - maxAngleDiff) angleDiff -= 360;
if (Math.abs(angleDiff) <= maxAngleDiff)
{
if (Config.DEBUG)
_log.info("Char " + getName() + " is behind " + target.getName());
return true;
}
}
else
{
_log.fine("isBehindTarget's target not an L2 Character.");
}
return false;
}
public boolean isBehindTarget()
{
return isBehind(getTarget());
}
/**
* Return True if the target is facing the L2Character.
*/
public boolean isInFrontOf(L2Character target)
{
double angleChar, angleTarget, angleDiff, maxAngleDiff = 45;
if(target == null)
return false;
angleTarget = Util.calculateAngleFrom(target, this);
angleChar = Util.convertHeadingToDegree(target.getHeading());
angleDiff = angleChar - angleTarget;
if (angleDiff <= -360 + maxAngleDiff) angleDiff += 360;
if (angleDiff >= 360 - maxAngleDiff) angleDiff -= 360;
if (Math.abs(angleDiff) <= maxAngleDiff)
return true;
return false;
}
/** Returns true if target is in front of L2Character (shield def etc) */
public boolean isFacing(L2Object target, int maxAngle)
{
double angleChar, angleTarget, angleDiff, maxAngleDiff;
if(target == null)
return false;
maxAngleDiff = maxAngle / 2;
angleTarget = Util.calculateAngleFrom(this, target);
angleChar = Util.convertHeadingToDegree(this.getHeading());
angleDiff = angleChar - angleTarget;
if (angleDiff <= -360 + maxAngleDiff) angleDiff += 360;
if (angleDiff >= 360 - maxAngleDiff) angleDiff -= 360;
if (Math.abs(angleDiff) <= maxAngleDiff)
return true;
return false;
}
public boolean isInFrontOfTarget()
{
L2Object target = getTarget();
if (target instanceof L2Character)
return isInFrontOf((L2Character)target);
else
return false;
}
/**
* Return 1.
*/
public double getLevelMod()
{
return 1;
}
public final void setSkillCast(Future> newSkillCast)
{
_skillCast = newSkillCast;
}
/** Sets _isCastingNow to true and _castInterruptTime is calculated from end time (ticks) */
public final void forceIsCasting(int newSkillCastEndTick)
{
setIsCastingNow(true);
// for interrupt -200 ms
_castInterruptTime = newSkillCastEndTick-2;
}
private boolean _AIdisabled = false;
public void updatePvPFlag(int value)
{
// Overridden in L2PcInstance
}
/**
* Return a Random Damage in function of the weapon.
*/
public final int getRandomDamage(L2Character target)
{
L2Weapon weaponItem = getActiveWeaponItem();
if (weaponItem == null)
return 5+(int)Math.sqrt(getLevel());
return weaponItem.getRandomDamage();
}
public int getAttackEndTime()
{
return _attackEndTime;
}
/**
* Not Implemented.
*/
public abstract int getLevel();
// =========================================================
// =========================================================
// Stat - NEED TO REMOVE ONCE L2CHARSTAT IS COMPLETE
// Property - Public
public final double calcStat(Stats stat, double init, L2Character target, L2Skill skill) { return getStat().calcStat(stat, init, target, skill); }
// Property - Public
public int getAccuracy() { return getStat().getAccuracy(); }
public final float getAttackSpeedMultiplier() { return getStat().getAttackSpeedMultiplier(); }
public int getCON() { return getStat().getCON(); }
public int getDEX() { return getStat().getDEX(); }
public final double getCriticalDmg(L2Character target, double init) { return getStat().getCriticalDmg(target, init); }
public int getCriticalHit(L2Character target, L2Skill skill) { return getStat().getCriticalHit(target, skill); }
public int getEvasionRate(L2Character target) { return getStat().getEvasionRate(target); }
public int getINT() { return getStat().getINT(); }
public final int getMagicalAttackRange(L2Skill skill) { return getStat().getMagicalAttackRange(skill); }
public final int getMaxCp() { return getStat().getMaxCp(); }
public int getMAtk(L2Character target, L2Skill skill) { return getStat().getMAtk(target, skill); }
public int getMAtkSpd() { return getStat().getMAtkSpd(); }
public int getMaxMp() { return getStat().getMaxMp(); }
public int getMaxHp() { return getStat().getMaxHp(); }
public final int getMCriticalHit(L2Character target, L2Skill skill) { return getStat().getMCriticalHit(target, skill); }
public int getMDef(L2Character target, L2Skill skill) { return getStat().getMDef(target, skill); }
public int getMEN() { return getStat().getMEN(); }
public double getMReuseRate(L2Skill skill) { return getStat().getMReuseRate(skill); }
public float getMovementSpeedMultiplier() { return getStat().getMovementSpeedMultiplier(); }
public int getPAtk(L2Character target) { return getStat().getPAtk(target); }
public double getPAtkAnimals(L2Character target) { return getStat().getPAtkAnimals(target); }
public double getPAtkDragons(L2Character target) { return getStat().getPAtkDragons(target); }
public double getPAtkInsects(L2Character target) { return getStat().getPAtkInsects(target); }
public double getPAtkMonsters(L2Character target) { return getStat().getPAtkMonsters(target); }
public double getPAtkPlants(L2Character target) { return getStat().getPAtkPlants(target); }
public double getPAtkGiants(L2Character target) { return getStat().getPAtkGiants(target); }
public double getPAtkMCreatures(L2Character target) { return getStat().getPAtkMCreatures(target); }
public double getPDefAnimals(L2Character target) { return getStat().getPDefAnimals(target); }
public double getPDefDragons(L2Character target) { return getStat().getPDefDragons(target); }
public double getPDefInsects(L2Character target) { return getStat().getPDefInsects(target); }
public double getPDefMonsters(L2Character target) { return getStat().getPDefMonsters(target); }
public double getPDefPlants(L2Character target) { return getStat().getPDefPlants(target); }
public double getPDefGiants(L2Character target) { return getStat().getPDefGiants(target); }
/**
* Return max visible HP for display purpose.
* Calculated by applying non-visible HP limit
* getMaxHp() = getMaxVisibleHp() * limitHp
*/
public int getMaxVisibleHp() { return getStat().getMaxVisibleHp(); }
public int getPAtkSpd() { return getStat().getPAtkSpd(); }
public int getPDef(L2Character target) { return getStat().getPDef(target); }
public final int getPhysicalAttackRange() { return getStat().getPhysicalAttackRange(); }
public int getRunSpeed() { return getStat().getRunSpeed(); }
public final int getShldDef() { return getStat().getShldDef(); }
public int getSTR() { return getStat().getSTR(); }
public final int getWalkSpeed() { return getStat().getWalkSpeed(); }
public int getWIT() { return getStat().getWIT(); }
// =========================================================
// =========================================================
// Status - NEED TO REMOVE ONCE L2CHARTATUS IS COMPLETE
// Method - Public
public void addStatusListener(L2Character object) { getStatus().addStatusListener(object); }
public void reduceCurrentHp(double i, L2Character attacker, L2Skill skill) { reduceCurrentHp(i, attacker, true, false, skill); }
public void reduceCurrentHpByDOT(double i, L2Character attacker, L2Skill skill) { reduceCurrentHp(i, attacker, !skill.isToggle(), true, skill); }
public void reduceCurrentHp(double i, L2Character attacker, boolean awake, boolean isDOT, L2Skill skill)
{
if (Config.L2JMOD_CHAMPION_ENABLE && isChampion() && Config.L2JMOD_CHAMPION_HP != 0)
getStatus().reduceHp(i/Config.L2JMOD_CHAMPION_HP, attacker, awake, isDOT, false);
else
getStatus().reduceHp(i, attacker, awake, isDOT, false);
}
public void reduceCurrentMp(double i) { getStatus().reduceMp(i); }
public void removeStatusListener(L2Character object) { getStatus().removeStatusListener(object); }
protected void stopHpMpRegeneration() { getStatus().stopHpMpRegeneration(); }
// Property - Public
public final double getCurrentCp() { return getStatus().getCurrentCp(); }
public final void setCurrentCp(Double newCp) { setCurrentCp((double) newCp); }
public final void setCurrentCp(double newCp) { getStatus().setCurrentCp(newCp); }
public final double getCurrentHp() { return getStatus().getCurrentHp(); }
public final void setCurrentHp(double newHp) { getStatus().setCurrentHp(newHp); }
public final void setCurrentHpMp(double newHp, double newMp){ getStatus().setCurrentHpMp(newHp, newMp); }
public final double getCurrentMp() { return getStatus().getCurrentMp(); }
public final void setCurrentMp(Double newMp) { setCurrentMp((double)newMp); }
public final void setCurrentMp(double newMp) { getStatus().setCurrentMp(newMp); }
// =========================================================
public boolean isChampion()
{
return false;
}
/**
* Check player max buff count
* @return max buff count
*/
public int getMaxBuffCount()
{
return Config.BUFFS_MAX_AMOUNT + Math.max(0, getSkillLevel(L2Skill.SKILL_DIVINE_INSPIRATION));
}
/**
* Send system message about damage.
*
* Overridden in :
* L2PcInstance
* L2SummonInstance
* L2PetInstance
*
*/
public void sendDamageMessage(L2Character target, int damage, boolean mcrit, boolean pcrit, boolean miss)
{
}
public FusionSkill getFusionSkill()
{
return _fusionSkill;
}
public void setFusionSkill(FusionSkill fb)
{
_fusionSkill = fb;
}
public byte getAttackElement()
{
return getStat().getAttackElement();
}
public int getAttackElementValue(byte attackAttribute)
{
return getStat().getAttackElementValue(attackAttribute);
}
public int getDefenseElementValue(byte defenseAttribute)
{
return getStat().getDefenseElementValue(defenseAttribute);
}
public final void startPhysicalAttackMuted()
{
setIsPhysicalAttackMuted(true);
abortAttack();
}
public final void stopPhysicalAttackMuted(L2Effect effect)
{
if (effect == null)
stopEffects(L2EffectType.PHYSICAL_ATTACK_MUTE);
else
removeEffect(effect);
setIsPhysicalAttackMuted(false);
}
public void disableCoreAI(boolean val)
{
_AIdisabled = val;
}
public boolean isCoreAIDisabled()
{
return _AIdisabled;
}
/** Task for potion and herb queue */
private class UsePotionTask implements Runnable
{
private L2Character _activeChar;
private L2Skill _skill;
UsePotionTask(L2Character activeChar, L2Skill skill)
{
_activeChar = activeChar;
_skill = skill;
}
public void run()
{
try
{
_activeChar.doSimultaneousCast(_skill);
}
catch (Exception e)
{
_log.log(Level.WARNING, "", e);
}
}
}
public boolean isRaidMinion()
{
return false;
}
/**
* Set this Npc as a Minion instance.
* @param val
*/
public void setIsRaidMinion(boolean val)
{
}
/**
* Overridden in L2GrandBossInstance
* @return true
*/
public boolean giveRaidCurse()
{
return true;
}
}