/* * 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; } }