/*
* Copyright © 2004-2020 L2J Server
*
* This file is part of L2J Server.
*
* L2J Server is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* L2J Server is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
package com.l2jserver.gameserver.model.items;
import static com.l2jserver.gameserver.config.Configuration.character;
import static com.l2jserver.gameserver.config.Configuration.general;
import static com.l2jserver.gameserver.config.Configuration.olympiad;
import java.util.ArrayList;
import java.util.Collections;
import java.util.List;
import java.util.logging.Logger;
import com.l2jserver.gameserver.datatables.ItemTable;
import com.l2jserver.gameserver.model.Elementals;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.PcCondOverride;
import com.l2jserver.gameserver.model.StatsSet;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Summon;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.conditions.Condition;
import com.l2jserver.gameserver.model.events.ListenersContainer;
import com.l2jserver.gameserver.model.holders.SkillHolder;
import com.l2jserver.gameserver.model.interfaces.IIdentifiable;
import com.l2jserver.gameserver.model.items.instance.L2ItemInstance;
import com.l2jserver.gameserver.model.items.type.ActionType;
import com.l2jserver.gameserver.model.items.type.CrystalType;
import com.l2jserver.gameserver.model.items.type.EtcItemType;
import com.l2jserver.gameserver.model.items.type.ItemType;
import com.l2jserver.gameserver.model.items.type.ItemType1;
import com.l2jserver.gameserver.model.items.type.ItemType2;
import com.l2jserver.gameserver.model.items.type.MaterialType;
import com.l2jserver.gameserver.model.skills.Skill;
import com.l2jserver.gameserver.model.stats.functions.AbstractFunction;
import com.l2jserver.gameserver.model.stats.functions.FuncTemplate;
import com.l2jserver.gameserver.network.SystemMessageId;
import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
import com.l2jserver.gameserver.util.StringUtil;
/**
* This class contains all informations concerning the item (weapon, armor, etc).
* Mother class of :
*
* - L2Armor
* - L2EtcItem
* - L2Weapon
*
*/
public abstract class L2Item extends ListenersContainer implements IIdentifiable {
protected static final Logger _log = Logger.getLogger(L2Item.class.getName());
public static final int SLOT_NONE = 0x0000;
public static final int SLOT_UNDERWEAR = 0x0001;
public static final int SLOT_R_EAR = 0x0002;
public static final int SLOT_L_EAR = 0x0004;
public static final int SLOT_LR_EAR = 0x00006;
public static final int SLOT_NECK = 0x0008;
public static final int SLOT_R_FINGER = 0x0010;
public static final int SLOT_L_FINGER = 0x0020;
public static final int SLOT_LR_FINGER = 0x0030;
public static final int SLOT_HEAD = 0x0040;
public static final int SLOT_R_HAND = 0x0080;
public static final int SLOT_L_HAND = 0x0100;
public static final int SLOT_GLOVES = 0x0200;
public static final int SLOT_CHEST = 0x0400;
public static final int SLOT_LEGS = 0x0800;
public static final int SLOT_FEET = 0x1000;
public static final int SLOT_BACK = 0x2000;
public static final int SLOT_LR_HAND = 0x4000;
public static final int SLOT_FULL_ARMOR = 0x8000;
public static final int SLOT_HAIR = 0x010000;
public static final int SLOT_ALLDRESS = 0x020000;
public static final int SLOT_HAIR2 = 0x040000;
public static final int SLOT_HAIRALL = 0x080000;
public static final int SLOT_R_BRACELET = 0x100000;
public static final int SLOT_L_BRACELET = 0x200000;
public static final int SLOT_DECO = 0x400000;
public static final int SLOT_BELT = 0x10000000;
public static final int SLOT_WOLF = -100;
public static final int SLOT_HATCHLING = -101;
public static final int SLOT_STRIDER = -102;
public static final int SLOT_BABYPET = -103;
public static final int SLOT_GREATWOLF = -104;
public static final int SLOT_MULTI_ALLWEAPON = SLOT_LR_HAND | SLOT_R_HAND;
private final int _itemId;
private final int _displayId;
private final String _name;
private final String _icon;
private final int _weight;
private final boolean _stackable;
private final MaterialType _materialType;
private final CrystalType _crystalType;
private final int _equipReuseDelay;
private final int _duration;
private final int _time;
private final int _autoDestroyTime;
private final int _bodyPart;
private final int _referencePrice;
private final int _crystalCount;
private final boolean _sellable;
private final boolean _dropable;
private final boolean _destroyable;
private final boolean _tradeable;
private final boolean _depositable;
private final int _enchantable;
private final boolean _elementable;
private final boolean _questItem;
private final boolean _freightable;
private final boolean _allow_self_resurrection;
private final boolean _is_oly_restricted;
private final boolean _for_npc;
private final boolean _common;
private final boolean _heroItem;
private final boolean _pvpItem;
private final boolean _immediate_effect;
private final boolean _ex_immediate_effect;
private final int _defaultEnchantLevel;
private final ActionType _defaultAction;
protected ItemType1 _type1; // needed for item list (inventory)
protected ItemType2 _type2; // different lists for armor, weapon, etc
protected Elementals[] _elementals = null;
protected List _funcTemplates;
protected List _preConditions;
private SkillHolder[] _skillHolder;
private SkillHolder _unequipSkill = null;
private final int _useSkillDisTime;
private final int _reuseDelay;
private final int _sharedReuseGroup;
/**
* Constructor of the L2Item that fill class variables.
*
* @param set : StatsSet corresponding to a set of couples (key,value) for description of the item
*/
protected L2Item(StatsSet set) {
_itemId = set.getInt("item_id");
_displayId = set.getInt("displayId", _itemId);
_name = set.getString("name");
_icon = set.getString("icon", null);
_weight = set.getInt("weight", 0);
_materialType = set.getEnum("material", MaterialType.class, MaterialType.STEEL);
_equipReuseDelay = set.getInt("equip_reuse_delay", 0) * 1000;
_duration = set.getInt("duration", -1);
_time = set.getInt("time", -1);
_autoDestroyTime = set.getInt("auto_destroy_time", -1) * 1000;
_bodyPart = ItemTable.SLOTS.get(set.getString("bodypart", "none"));
_referencePrice = set.getInt("price", 0);
_crystalType = set.getEnum("crystal_type", CrystalType.class, CrystalType.NONE);
_crystalCount = set.getInt("crystal_count", 0);
_stackable = set.getBoolean("is_stackable", false);
_sellable = set.getBoolean("is_sellable", true);
_dropable = set.getBoolean("is_dropable", true);
_destroyable = set.getBoolean("is_destroyable", true);
_tradeable = set.getBoolean("is_tradable", true);
_depositable = set.getBoolean("is_depositable", true);
_elementable = set.getBoolean("element_enabled", false);
_enchantable = set.getInt("enchant_enabled", 0);
_questItem = set.getBoolean("is_questitem", false);
_freightable = set.getBoolean("is_freightable", false);
_allow_self_resurrection = set.getBoolean("allow_self_resurrection", false);
_is_oly_restricted = set.getBoolean("is_oly_restricted", false);
_for_npc = set.getBoolean("for_npc", false);
_immediate_effect = set.getBoolean("immediate_effect", false);
_ex_immediate_effect = set.getBoolean("ex_immediate_effect", false);
_defaultAction = set.getEnum("default_action", ActionType.class, ActionType.NONE);
_useSkillDisTime = set.getInt("useSkillDisTime", 0);
_defaultEnchantLevel = set.getInt("enchanted", 0);
_reuseDelay = set.getInt("reuse_delay", 0);
_sharedReuseGroup = set.getInt("shared_reuse_group", 0);
String skills = set.getString("item_skill", null);
if (skills != null) {
String[] skillsSplit = skills.split(";");
_skillHolder = new SkillHolder[skillsSplit.length];
int used = 0;
for (String element : skillsSplit) {
try {
String[] skillSplit = element.split("-");
int id = Integer.parseInt(skillSplit[0]);
int level = Integer.parseInt(skillSplit[1]);
if (id == 0) {
_log.info(StringUtil.concat("Ignoring item_skill(", element, ") for item ", toString(), ". Skill id is 0!"));
continue;
}
if (level == 0) {
_log.info(StringUtil.concat("Ignoring item_skill(", element, ") for item ", toString(), ". Skill level is 0!"));
continue;
}
_skillHolder[used] = new SkillHolder(id, level);
++used;
} catch (Exception e) {
_log.warning(StringUtil.concat("Failed to parse item_skill(", element, ") for item ", toString(), "! Format: SkillId0-SkillLevel0[;SkillIdN-SkillLevelN]"));
}
}
// this is only loading? just don't leave a null or use a collection?
if (used != _skillHolder.length) {
SkillHolder[] skillHolder = new SkillHolder[used];
System.arraycopy(_skillHolder, 0, skillHolder, 0, used);
_skillHolder = skillHolder;
}
}
skills = set.getString("unequip_skill", null);
if (skills != null) {
String[] info = skills.split("-");
if ((info != null) && (info.length == 2)) {
int id = 0;
int level = 0;
try {
id = Integer.parseInt(info[0]);
level = Integer.parseInt(info[1]);
} catch (Exception nfe) {
// Incorrect syntax, don't add new skill
_log.info(StringUtil.concat("Couldnt parse ", skills, " in weapon unequip skills! item ", toString()));
}
if ((id > 0) && (level > 0)) {
_unequipSkill = new SkillHolder(id, level);
}
}
}
_common = ((_itemId >= 11605) && (_itemId <= 12361));
_heroItem = ((_itemId >= 6611) && (_itemId <= 6621)) || ((_itemId >= 9388) && (_itemId <= 9390)) || (_itemId == 6842);
_pvpItem = ((_itemId >= 10667) && (_itemId <= 10835)) || ((_itemId >= 12852) && (_itemId <= 12977)) || ((_itemId >= 14363) && (_itemId <= 14525)) || (_itemId == 14528) || (_itemId == 14529) || (_itemId == 14558) || ((_itemId >= 15913) && (_itemId <= 16024))
|| ((_itemId >= 16134) && (_itemId <= 16147)) || (_itemId == 16149) || (_itemId == 16151) || (_itemId == 16153) || (_itemId == 16155) || (_itemId == 16157) || (_itemId == 16159) || ((_itemId >= 16168) && (_itemId <= 16176)) || ((_itemId >= 16179) && (_itemId <= 16220));
}
/**
* Returns the itemType.
* @return Enum
*/
public abstract ItemType getItemType();
/**
* Verifies if the item is a magic weapon.
* @return {@code true} if the weapon is magic, {@code false} otherwise
*/
public boolean isMagicWeapon() {
return false;
}
/**
* @return the _equipReuseDelay
*/
public int getEquipReuseDelay() {
return _equipReuseDelay;
}
/**
* Returns the duration of the item
* @return int
*/
public final int getDuration() {
return _duration;
}
/**
* Returns the time of the item
* @return int
*/
public final int getTime() {
return _time;
}
/**
* @return the auto destroy time of the item in seconds: 0 or less - default
*/
public final int getAutoDestroyTime() {
return _autoDestroyTime;
}
/**
* Returns the ID of the item
* @return int
*/
@Override
public final int getId() {
return _itemId;
}
/**
* Returns the ID of the item
* @return int
*/
public final int getDisplayId() {
return _displayId;
}
/**
* @return the ID of the item after applying the mask
*/
public abstract int getItemMask();
/**
* Return the type of material of the item
* @return MaterialType
*/
public final MaterialType getMaterialType() {
return _materialType;
}
/**
* Returns the type 2 of the item
* @return ItemType2
*/
public final ItemType2 getType2() {
return _type2;
}
/**
* Returns the weight of the item
* @return int
*/
public final int getWeight() {
return _weight;
}
/**
* Returns if the item is crystallizable
* @return boolean
*/
public final boolean isCrystallizable() {
return (_crystalType != CrystalType.NONE) && (_crystalCount > 0);
}
/**
* Return the type of crystal if item is crystallizable
* @return CrystalType
*/
public final CrystalType getCrystalType() {
return _crystalType;
}
/**
* Return the ID of crystal if item is crystallizable
* @return int
*/
public final int getCrystalItemId() {
return _crystalType.getCrystalId();
}
/**
* Returns the grade of the item.
*
* Concept :
* In fact, this function returns the type of crystal of the item.
* @return CrystalType
*/
public final CrystalType getItemGrade() {
return getCrystalType();
}
/**
* For grades S80 and S84 return S
* @return the grade of the item.
*/
public final CrystalType getItemGradeSPlus() {
switch (getItemGrade()) {
case S80:
case S84:
return CrystalType.S;
default:
return getItemGrade();
}
}
/**
* @return the quantity of crystals for crystallization.
*/
public final int getCrystalCount() {
return _crystalCount;
}
/**
* @param enchantLevel
* @return the quantity of crystals for crystallization on specific enchant level
*/
public final int getCrystalCount(int enchantLevel) {
if (enchantLevel > 3) {
switch (_type2) {
case SHIELD_ARMOR:
case ACCESSORY:
return _crystalCount + (getCrystalType().getCrystalEnchantBonusArmor() * ((3 * enchantLevel) - 6));
case WEAPON:
return _crystalCount + (getCrystalType().getCrystalEnchantBonusWeapon() * ((2 * enchantLevel) - 3));
default:
return _crystalCount;
}
} else if (enchantLevel > 0) {
switch (_type2) {
case SHIELD_ARMOR:
case ACCESSORY:
return _crystalCount + (getCrystalType().getCrystalEnchantBonusArmor() * enchantLevel);
case WEAPON:
return _crystalCount + (getCrystalType().getCrystalEnchantBonusWeapon() * enchantLevel);
default:
return _crystalCount;
}
} else {
return _crystalCount;
}
}
/**
* @return the name of the item.
*/
public final String getName() {
return _name;
}
/**
* @return the base elemental of the item.
*/
public final Elementals[] getElementals() {
return _elementals;
}
public Elementals getElemental(byte attribute) {
for (Elementals elm : _elementals) {
if (elm.getElement() == attribute) {
return elm;
}
}
return null;
}
/**
* Sets the base elemental of the item.
* @param element the element to set.
*/
public void setElementals(Elementals element) {
if (_elementals == null) {
_elementals = new Elementals[1];
_elementals[0] = element;
} else {
Elementals elm = getElemental(element.getElement());
if (elm != null) {
elm.setValue(element.getValue());
} else {
elm = element;
Elementals[] array = new Elementals[_elementals.length + 1];
System.arraycopy(_elementals, 0, array, 0, _elementals.length);
array[_elementals.length] = elm;
_elementals = array;
}
}
}
/**
* @return the part of the body used with the item.
*/
public final int getBodyPart() {
return _bodyPart;
}
/**
* @return the type 1 of the item.
*/
public final ItemType1 getType1() {
return _type1;
}
/**
* @return {@code true} if the item is stackable, {@code false} otherwise.
*/
public final boolean isStackable() {
return _stackable;
}
/**
* @return {@code true} if the item can be equipped, {@code false} otherwise.
*/
public boolean isEquipable() {
return (getBodyPart() != 0) && !(getItemType() instanceof EtcItemType);
}
/**
* @return the price of reference of the item.
*/
public final int getReferencePrice() {
return _referencePrice;
}
/**
* @return {@code true} if the item can be sold, {@code false} otherwise.
*/
public final boolean isSellable() {
return _sellable;
}
/**
* @return {@code true} if the item can be dropped, {@code false} otherwise.
*/
public final boolean isDropable() {
return _dropable;
}
/**
* @return {@code true} if the item can be destroyed, {@code false} otherwise.
*/
public final boolean isDestroyable() {
return _destroyable;
}
/**
* @return {@code true} if the item can be traded, {@code false} otherwise.
*/
public final boolean isTradeable() {
return _tradeable;
}
/**
* @return {@code true} if the item can be put into warehouse, {@code false} otherwise.
*/
public final boolean isDepositable() {
return _depositable;
}
/**
* This method also check the enchant blacklist.
* @return {@code true} if the item can be enchanted, {@code false} otherwise.
*/
public final int isEnchantable() {
return character().getEnchantBlacklist().contains(getId()) ? 0 : _enchantable;
}
/**
* @return {@code true} if the item can be elemented, {@code false} otherwise.
*/
public final boolean isElementable() {
return _elementable;
}
/**
* Returns if item is common
* @return boolean
*/
public final boolean isCommon() {
return _common;
}
/**
* Returns if item is hero-only
* @return
*/
public final boolean isHeroItem() {
return _heroItem;
}
/**
* Returns if item is pvp
* @return
*/
public final boolean isPvpItem() {
return _pvpItem;
}
public boolean isPotion() {
return (getItemType() == EtcItemType.POTION);
}
public boolean isElixir() {
return (getItemType() == EtcItemType.ELIXIR);
}
public boolean isScroll() {
return (getItemType() == EtcItemType.SCROLL);
}
/**
* Get the functions used by this item.
* @param item : L2ItemInstance pointing out the item
* @param player : L2Character pointing out the player
* @return the list of functions
*/
public final List getStatFuncs(L2ItemInstance item, L2Character player) {
if ((_funcTemplates == null) || _funcTemplates.isEmpty()) {
return Collections. emptyList();
}
final List funcs = new ArrayList<>(_funcTemplates.size());
for (FuncTemplate t : _funcTemplates) {
AbstractFunction f = t.getFunc(player, player, item, item);
if (f != null) {
funcs.add(f);
}
}
return funcs;
}
/**
* Add the FuncTemplate f to the list of functions used with the item
* @param f : FuncTemplate to add
*/
public void attach(FuncTemplate f) {
switch (f.getStat()) {
case FIRE_RES:
case FIRE_POWER:
setElementals(new Elementals(Elementals.FIRE, (int) f.getValue()));
break;
case WATER_RES:
case WATER_POWER:
setElementals(new Elementals(Elementals.WATER, (int) f.getValue()));
break;
case WIND_RES:
case WIND_POWER:
setElementals(new Elementals(Elementals.WIND, (int) f.getValue()));
break;
case EARTH_RES:
case EARTH_POWER:
setElementals(new Elementals(Elementals.EARTH, (int) f.getValue()));
break;
case HOLY_RES:
case HOLY_POWER:
setElementals(new Elementals(Elementals.HOLY, (int) f.getValue()));
break;
case DARK_RES:
case DARK_POWER:
setElementals(new Elementals(Elementals.DARK, (int) f.getValue()));
break;
}
if (_funcTemplates == null) {
_funcTemplates = new ArrayList<>(1);
}
_funcTemplates.add(f);
}
public final void attach(Condition c) {
if (_preConditions == null) {
_preConditions = new ArrayList<>(1);
}
if (!_preConditions.contains(c)) {
_preConditions.add(c);
}
}
public boolean hasSkills() {
return _skillHolder != null;
}
/**
* Method to retrieve skills linked to this item armor and weapon: passive skills etcitem: skills used on item use <-- ???
* @return Skills linked to this item as SkillHolder[]
*/
public final SkillHolder[] getSkills() {
return _skillHolder;
}
/**
* @return skill that activates, when player unequip this weapon or armor
*/
public final Skill getUnequipSkill() {
return _unequipSkill == null ? null : _unequipSkill.getSkill();
}
public boolean checkCondition(L2Character activeChar, L2Object object, boolean sendMessage) {
if (activeChar.canOverrideCond(PcCondOverride.ITEM_CONDITIONS) && !general().gmItemRestriction()) {
return true;
}
// Don't allow hero equipment and restricted items during Olympiad
if ((isOlyRestrictedItem() || isHeroItem()) && ((activeChar instanceof L2PcInstance) && activeChar.getActingPlayer().isInOlympiadMode())) {
if (isEquipable()) {
activeChar.sendPacket(SystemMessageId.THIS_ITEM_CANT_BE_EQUIPPED_FOR_THE_OLYMPIAD_EVENT);
} else {
activeChar.sendPacket(SystemMessageId.THIS_ITEM_IS_NOT_AVAILABLE_FOR_THE_OLYMPIAD_EVENT);
}
return false;
}
if (!isConditionAttached()) {
return true;
}
final L2Character target = (object instanceof L2Character) ? (L2Character) object : null;
for (Condition preCondition : _preConditions) {
if (preCondition == null) {
continue;
}
if (!preCondition.test(activeChar, target, null, null)) {
if (activeChar instanceof L2Summon) {
activeChar.sendPacket(SystemMessageId.PET_CANNOT_USE_ITEM);
return false;
}
if (sendMessage) {
String msg = preCondition.getMessage();
int msgId = preCondition.getMessageId();
if (msg != null) {
activeChar.sendMessage(msg);
} else if (msgId != 0) {
SystemMessage sm = SystemMessage.getSystemMessage(msgId);
if (preCondition.isAddName()) {
sm.addItemName(_itemId);
}
activeChar.sendPacket(sm);
}
}
return false;
}
}
return true;
}
public boolean isConditionAttached() {
return (_preConditions != null) && !_preConditions.isEmpty();
}
public boolean isQuestItem() {
return _questItem;
}
public boolean isFreightable() {
return _freightable;
}
public boolean isAllowSelfResurrection() {
return _allow_self_resurrection;
}
public boolean isOlyRestrictedItem() {
return _is_oly_restricted || olympiad().getRestrictedItems().contains(_itemId);
}
public boolean isForNpc() {
return _for_npc;
}
/**
* Returns the name of the item followed by the item ID.
* @return the name and the ID of the item
*/
@Override
public String toString() {
return _name + "(" + _itemId + ")";
}
/**
* Verifies if the item has effects immediately.
* Used for herbs mostly.
* @return {@code true} if the item applies effects immediately, {@code false} otherwise
*/
public boolean hasExImmediateEffect() {
return _ex_immediate_effect;
}
/**
* Verifies if the item has effects immediately.
* @return {@code true} if the item applies effects immediately, {@code false} otherwise
*/
public boolean hasImmediateEffect() {
return _immediate_effect;
}
/**
* @return the _default_action
*/
public ActionType getDefaultAction() {
return _defaultAction;
}
public int useSkillDisTime() {
return _useSkillDisTime;
}
/**
* Gets the item reuse delay time in seconds.
* @return the reuse delay time
*/
public int getReuseDelay() {
return _reuseDelay;
}
/**
* Gets the shared reuse group.
* Items with the same reuse group will render reuse delay upon those items when used.
* @return the shared reuse group
*/
public int getSharedReuseGroup() {
return _sharedReuseGroup;
}
/**
* Usable in HTML windows.
* @return the icon link in client files
*/
public String getIcon() {
return _icon;
}
public int getDefaultEnchantLevel() {
return _defaultEnchantLevel;
}
public boolean isPetItem() {
return getItemType() == EtcItemType.PET_COLLAR;
}
/**
* @return skill that player get when has equipped armor +4 or more
*/
public Skill getEnchant4Skill() {
return null;
}
}