/*
* This program is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later
* version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see .
*/
package net.sf.l2j.gameserver.templates;
import java.util.List;
import javolution.util.FastList;
import net.sf.l2j.Config;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.L2Effect;
import net.sf.l2j.gameserver.model.L2ItemInstance;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.skills.Env;
import net.sf.l2j.gameserver.skills.effects.EffectTemplate;
import net.sf.l2j.gameserver.skills.funcs.Func;
import net.sf.l2j.gameserver.skills.funcs.FuncTemplate;
/**
* This class contains all informations concerning the item (weapon, armor, etc).
* Mother class of :
*
L2Armor
* L2EtcItem
* L2Weapon
* @version $Revision: 1.7.2.2.2.5 $ $Date: 2005/04/06 18:25:18 $
*/
public abstract class L2Item
{
public static final int TYPE1_WEAPON_RING_EARRING_NECKLACE = 0;
public static final int TYPE1_SHIELD_ARMOR = 1;
public static final int TYPE1_ITEM_QUESTITEM_ADENA = 4;
public static final int TYPE2_WEAPON = 0;
public static final int TYPE2_SHIELD_ARMOR = 1;
public static final int TYPE2_ACCESSORY = 2;
public static final int TYPE2_QUEST = 3;
public static final int TYPE2_MONEY = 4;
public static final int TYPE2_OTHER = 5;
public static final int TYPE2_PET_WOLF = 6;
public static final int TYPE2_PET_HATCHLING = 7;
public static final int TYPE2_PET_STRIDER = 8;
public static final int TYPE2_PET_BABY = 9;
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_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 MATERIAL_STEEL = 0x00; // ??
public static final int MATERIAL_FINE_STEEL = 0x01; // ??
public static final int MATERIAL_BLOOD_STEEL = 0x02; // ??
public static final int MATERIAL_BRONZE = 0x03; // ??
public static final int MATERIAL_SILVER = 0x04; // ??
public static final int MATERIAL_GOLD = 0x05; // ??
public static final int MATERIAL_MITHRIL = 0x06; // ??
public static final int MATERIAL_ORIHARUKON = 0x07; // ??
public static final int MATERIAL_PAPER = 0x08; // ??
public static final int MATERIAL_WOOD = 0x09; // ??
public static final int MATERIAL_CLOTH = 0x0a; // ??
public static final int MATERIAL_LEATHER = 0x0b; // ??
public static final int MATERIAL_BONE = 0x0c; // ??
public static final int MATERIAL_HORN = 0x0d; // ??
public static final int MATERIAL_DAMASCUS = 0x0e; // ??
public static final int MATERIAL_ADAMANTAITE = 0x0f; // ??
public static final int MATERIAL_CHRYSOLITE = 0x10; // ??
public static final int MATERIAL_CRYSTAL = 0x11; // ??
public static final int MATERIAL_LIQUID = 0x12; // ??
public static final int MATERIAL_SCALE_OF_DRAGON = 0x13; // ??
public static final int MATERIAL_DYESTUFF = 0x14; // ??
public static final int MATERIAL_COBWEB = 0x15; // ??
public static final int MATERIAL_SEED = 0x15; // ??
public static final int CRYSTAL_NONE = 0x00; // ??
public static final int CRYSTAL_D = 0x01; // ??
public static final int CRYSTAL_C = 0x02; // ??
public static final int CRYSTAL_B = 0x03; // ??
public static final int CRYSTAL_A = 0x04; // ??
public static final int CRYSTAL_S = 0x05; // ??
public static final int CRYSTAL_S80 = 0x06; // ??
private static final int[] crystalItemId = {0, 1458, 1459, 1460, 1461, 1462, 1462};
private static final int[] crystalEnchantBonusArmor = {0, 11, 6, 11, 19, 25, 25};
private static final int[] crystalEnchantBonusWeapon = {0, 90, 45, 67, 144, 250, 250};
private final int _itemId;
private final String _name;
private final int _type1; // needed for item list (inventory)
private final int _type2; // different lists for armor, weapon, etc
private final int _weight;
private final boolean _crystallizable;
private final boolean _stackable;
private final int _materialType;
private final int _crystalType; // default to none-grade
private final int _duration;
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;
@SuppressWarnings("unchecked")
protected final Enum _type;
protected FuncTemplate[] _funcTemplates;
protected EffectTemplate[] _effectTemplates;
protected L2Skill[] _skills;
private static final Func[] _emptyFunctionSet = new Func[0];
protected static final L2Effect[] _emptyEffectSet = new L2Effect[0];
/**
* Constructor of the L2Item that fill class variables.
* Variables filled :
* type
* _itemId
* _name
* _type1 & _type2
* _weight
* _crystallizable
* _stackable
* _materialType & _crystalType & _crystlaCount
* _duration
* _bodypart
* _referencePrice
* _sellable
* @param type : Enum designating the type of the item
* @param set : StatsSet corresponding to a set of couples (key,value) for description of the item
*/
protected L2Item(Enum> type, StatsSet set)
{
_type = type;
_itemId = set.getInteger("item_id");
_name = set.getString("name");
_type1 = set.getInteger("type1"); // needed for item list (inventory)
_type2 = set.getInteger("type2"); // different lists for armor, weapon, etc
_weight = set.getInteger("weight");
_crystallizable = set.getBool("crystallizable");
_stackable = set.getBool("stackable", false);
_materialType = set.getInteger("material");
_crystalType = set.getInteger("crystal_type", CRYSTAL_NONE); // default to none-grade
_duration = set.getInteger("duration");
_bodyPart = set.getInteger("bodypart");
_referencePrice = set.getInteger("price");
_crystalCount = set.getInteger("crystal_count", 0);
_sellable = set.getBool("sellable", true);
_dropable = set.getBool("dropable", true);
_destroyable = set.getBool("destroyable", true);
_tradeable = set.getBool("tradeable", true);
}
/**
* Returns the itemType.
* @return Enum
*/
@SuppressWarnings("unchecked")
public Enum getItemType()
{
return _type;
}
/**
* Returns the duration of the item
* @return int
*/
public final int getDuration()
{
return _duration;
}
/**
* Returns the ID of the iden
* @return int
*/
public final int getItemId()
{
return _itemId;
}
public abstract int getItemMask();
/**
* Return the type of material of the item
* @return int
*/
public final int getMaterialType()
{
return _materialType;
}
/**
* Returns the type 2 of the item
* @return int
*/
public final int getType2()
{
return _type2;
}
/**
* Returns the weight of the item
* @return int
*/
public final int getWeight()
{
return _weight;
}
/**
* Returns if the item is crystallizable
* @return boolean
*/
public final boolean isCrystallizable()
{
return _crystallizable;
}
/**
* Return the type of crystal if item is crystallizable
* @return int
*/
public final int getCrystalType()
{
return _crystalType;
}
/**
* Return the type of crystal if item is crystallizable
* @return int
*/
public final int getCrystalItemId()
{
return crystalItemId[_crystalType];
}
/**
* Returns the grade of the item.
* Concept :
* In fact, this fucntion returns the type of crystal of the item.
* @return int
*/
public final int getItemGrade()
{
return getCrystalType();
}
/**
* Returns the quantity of crystals for crystallization
* @return int
*/
public final int getCrystalCount()
{
return _crystalCount;
}
/**
* Returns the quantity of crystals for crystallization on specific enchant level
* @return int
*/
public final int getCrystalCount(int enchantLevel)
{
if (enchantLevel > 3) switch(_type2)
{
case TYPE2_SHIELD_ARMOR: case TYPE2_ACCESSORY: return _crystalCount + crystalEnchantBonusArmor[getCrystalType()] * (3*enchantLevel -6);
case TYPE2_WEAPON: return _crystalCount + crystalEnchantBonusWeapon[getCrystalType()] * (2*enchantLevel -3);
default: return _crystalCount;
}
else if (enchantLevel > 0) switch(_type2)
{
case TYPE2_SHIELD_ARMOR: case TYPE2_ACCESSORY: return _crystalCount + crystalEnchantBonusArmor[getCrystalType()] * enchantLevel;
case TYPE2_WEAPON: return _crystalCount + crystalEnchantBonusWeapon[getCrystalType()] * enchantLevel;
default: return _crystalCount;
}
else return _crystalCount;
}
/**
* Returns the name of the item
* @return String
*/
public final String getName()
{
return _name;
}
/**
* Return the part of the body used with the item.
* @return int
*/
public final int getBodyPart()
{
return _bodyPart;
}
/**
* Returns the type 1 of the item
* @return int
*/
public final int getType1()
{
return _type1;
}
/**
* Returns if the item is stackable
* @return boolean
*/
public final boolean isStackable()
{
return _stackable;
}
/**
* Returns if the item is consumable
* @return boolean
*/
public boolean isConsumable()
{
return false;
}
public boolean isEquipable()
{
return this.getBodyPart() != 0 && !(this.getItemType() instanceof L2EtcItemType);
}
/**
* Returns the price of reference of the item
* @return int
*/
public final int getReferencePrice()
{
return (isConsumable() ? (int)(_referencePrice * Config.RATE_CONSUMABLE_COST) : _referencePrice);
}
/**
* Returns if the item can be sold
* @return boolean
*/
public final boolean isSellable()
{
return _sellable;
}
/**
* Returns if the item can dropped
* @return boolean
*/
public final boolean isDropable()
{
return _dropable;
}
/**
* Returns if the item can destroy
* @return boolean
*/
public final boolean isDestroyable()
{
return _destroyable;
}
/**
* Returns if the item can add to trade
* @return boolean
*/
public final boolean isTradeable()
{
return _tradeable;
}
/**
* Returns if item is for hatchling
* @return boolean
*/
public boolean isForHatchling()
{
return (_type2 == TYPE2_PET_HATCHLING);
}
/**
* Returns if item is for strider
* @return boolean
*/
public boolean isForStrider()
{
return (_type2 == TYPE2_PET_STRIDER);
}
/**
* Returns if item is for wolf
* @return boolean
*/
public boolean isForWolf()
{
return (_type2 == TYPE2_PET_WOLF);
}
/**
* Returns if item is for wolf
* @return boolean
*/
public boolean isForBabyPet()
{
return (_type2 == TYPE2_PET_BABY);
}
/**
* Returns array of Func objects containing the list of functions used by the item
* @param instance : L2ItemInstance pointing out the item
* @param player : L2Character pointing out the player
* @return Func[] : array of functions
*/
public Func[] getStatFuncs(L2ItemInstance instance, L2Character player)
{
if (_funcTemplates == null)
return _emptyFunctionSet;
List funcs = new FastList();
for (FuncTemplate t : _funcTemplates) {
Env env = new Env();
env.player = player;
env.target = player;
env.item = instance;
Func f = t.getFunc(env, this); // skill is owner
if (f != null)
funcs.add(f);
}
if (funcs.size() == 0)
return _emptyFunctionSet;
return funcs.toArray(new Func[funcs.size()]);
}
/**
* Returns the effects associated with the item.
* @param instance : L2ItemInstance pointing out the item
* @param player : L2Character pointing out the player
* @return L2Effect[] : array of effects generated by the item
*/
public L2Effect[] getEffects(L2ItemInstance instance, L2Character player)
{
if (_effectTemplates == null)
return _emptyEffectSet;
List effects = new FastList();
for (EffectTemplate et : _effectTemplates) {
Env env = new Env();
env.player = player;
env.target = player;
env.item = instance;
L2Effect e = et.getEffect(env);
if (e != null)
effects.add(e);
}
if (effects.size() == 0)
return _emptyEffectSet;
return effects.toArray(new L2Effect[effects.size()]);
}
/**
* Returns effects of skills associated with the item.
* @param caster : L2Character pointing out the caster
* @param target : L2Character pointing out the target
* @return L2Effect[] : array of effects generated by the skill
*/
public L2Effect[] getSkillEffects(L2Character caster, L2Character target)
{
if (_skills == null)
return _emptyEffectSet;
List effects = new FastList();
for (L2Skill skill : _skills)
{
if (!skill.checkCondition(caster, target, true))
continue; // Skill condition not met
if (target.getFirstEffect(skill.getId()) != null)
target.removeEffect(target.getFirstEffect(skill.getId()));
for (L2Effect e:skill.getEffects(caster, target))
effects.add(e);
}
if (effects.size() == 0)
return _emptyEffectSet;
return effects.toArray(new L2Effect[effects.size()]);
}
/**
* Add the FuncTemplate f to the list of functions used with the item
* @param f : FuncTemplate to add
*/
public void attach(FuncTemplate f)
{
// If _functTemplates is empty, create it and add the FuncTemplate f in it
if (_funcTemplates == null)
{
_funcTemplates = new FuncTemplate[]{f};
}
else
{
int len = _funcTemplates.length;
FuncTemplate[] tmp = new FuncTemplate[len+1];
// Definition : arraycopy(array source, begins copy at this position of source, array destination, begins copy at this position in dest,
// number of components to be copied)
System.arraycopy(_funcTemplates, 0, tmp, 0, len);
tmp[len] = f;
_funcTemplates = tmp;
}
}
/**
* Add the EffectTemplate effect to the list of effects generated by the item
* @param effect : EffectTemplate
*/
public void attach(EffectTemplate effect)
{
if (_effectTemplates == null)
{
_effectTemplates = new EffectTemplate[]{effect};
}
else
{
int len = _effectTemplates.length;
EffectTemplate[] tmp = new EffectTemplate[len+1];
// Definition : arraycopy(array source, begins copy at this position of source, array destination, begins copy at this position in dest,
// number of components to be copied)
System.arraycopy(_effectTemplates, 0, tmp, 0, len);
tmp[len] = effect;
_effectTemplates = tmp;
}
}
/**
* Add the L2Skill skill to the list of skills generated by the item
* @param skill : L2Skill
*/
public void attach(L2Skill skill)
{
if (_skills == null)
{
_skills = new L2Skill[]{skill};
}
else
{
int len = _skills.length;
L2Skill[] tmp = new L2Skill[len+1];
// Definition : arraycopy(array source, begins copy at this position of source, array destination, begins copy at this position in dest,
// number of components to be copied)
System.arraycopy(_skills, 0, tmp, 0, len);
tmp[len] = skill;
_skills = tmp;
}
}
/**
* Returns the name of the item
* @return String
*/
@Override
public String toString()
{
return _name;
}
}