/*
* 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.io.IOException;
import java.util.List;
import javolution.util.FastList;
import net.sf.l2j.gameserver.datatables.SkillTable;
import net.sf.l2j.gameserver.handler.ISkillHandler;
import net.sf.l2j.gameserver.handler.SkillHandler;
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.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.L2Skill.SkillType;
import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.quest.Quest;
import net.sf.l2j.gameserver.skills.Env;
import net.sf.l2j.gameserver.skills.conditions.ConditionGameChance;
import net.sf.l2j.gameserver.skills.funcs.Func;
import net.sf.l2j.gameserver.skills.funcs.FuncTemplate;
/**
* This class is dedicated to the management of weapons.
*
* @version $Revision: 1.4.2.3.2.5 $ $Date: 2005/04/02 15:57:51 $
*/
public final class L2Weapon extends L2Item
{
private final int _soulShotCount;
private final int _spiritShotCount;
private final int _pDam;
private final int _rndDam;
private final int _critical;
private final double _hitModifier;
private final int _avoidModifier;
private final int _shieldDef;
private final double _shieldDefRate;
private final int _atkSpeed;
private final int _atkReuse;
private final int _mpConsume;
private final int _mDam;
private L2Skill _itemSkill = null; // for passive skill
private L2Skill _enchant4Skill = null; // skill that activates when item is enchanted +4 (for duals)
private final int _changeWeaponId;
// Attached skills for Special Abilities
protected L2Skill[] _skillsOnCast;
protected L2Skill[] _skillsOnCrit;
/**
* Constructor for Weapon.
* Variables filled :
*
_soulShotCount & _spiritShotCount
* _pDam & _mDam & _rndDam
* _critical
* _hitModifier
* _avoidModifier
* _shieldDes & _shieldDefRate
* _atkSpeed & _AtkReuse
* _mpConsume
* @param type : L2ArmorType designating the type of armor
* @param set : StatsSet designating the set of couples (key,value) caracterizing the armor
* @see L2Item constructor
*/
public L2Weapon(L2WeaponType type, StatsSet set)
{
super(type, set);
_soulShotCount = set.getInteger("soulshots");
_spiritShotCount = set.getInteger("spiritshots");
_pDam = set.getInteger("p_dam");
_rndDam = set.getInteger("rnd_dam");
_critical = set.getInteger("critical");
_hitModifier = set.getDouble("hit_modify");
_avoidModifier = set.getInteger("avoid_modify");
_shieldDef = set.getInteger("shield_def");
_shieldDefRate = set.getDouble("shield_def_rate");
_atkSpeed = set.getInteger("atk_speed");
_atkReuse = set.getInteger("atk_reuse", (type==L2WeaponType.BOW) ? 1500 : (type==L2WeaponType.CROSSBOW) ? 1200 : 0);
_mpConsume = set.getInteger("mp_consume");
_mDam = set.getInteger("m_dam");
int sId = set.getInteger("item_skill_id");
int sLv = set.getInteger("item_skill_lvl");
if(sId > 0 && sLv > 0)
_itemSkill = SkillTable.getInstance().getInfo(sId,sLv);
sId = set.getInteger("enchant4_skill_id");
sLv = set.getInteger("enchant4_skill_lvl");
if(sId > 0 && sLv > 0)
_enchant4Skill = SkillTable.getInstance().getInfo(sId, sLv);
sId = set.getInteger("onCast_skill_id");
sLv = set.getInteger("onCast_skill_lvl");
int sCh = set.getInteger("onCast_skill_chance");
if(sId > 0 && sLv > 0 && sCh > 0)
{
L2Skill skill = SkillTable.getInstance().getInfo(sId, sLv);
skill.attach(new ConditionGameChance(sCh),true);
attachOnCast(skill);
}
sId = set.getInteger("onCrit_skill_id");
sLv = set.getInteger("onCrit_skill_lvl");
sCh = set.getInteger("onCrit_skill_chance");
if(sId > 0 && sLv > 0 && sCh > 0)
{
L2Skill skill = SkillTable.getInstance().getInfo(sId, sLv);
skill.attach(new ConditionGameChance(sCh),true);
attachOnCrit(skill);
}
_changeWeaponId = set.getInteger("change_weaponId");
}
/**
* Returns the type of Weapon
* @return L2WeaponType
*/
@Override
public L2WeaponType getItemType()
{
return (L2WeaponType)super._type;
}
/**
* Returns the ID of the Etc item after applying the mask.
* @return int : ID of the Weapon
*/
@Override
public int getItemMask()
{
return getItemType().mask();
}
/**
* Returns the quantity of SoulShot used.
* @return int
*/
public int getSoulShotCount()
{
return _soulShotCount;
}
/**
* Returns the quatity of SpiritShot used.
* @return int
*/
public int getSpiritShotCount()
{
return _spiritShotCount;
}
/**
* Returns the physical damage.
* @return int
*/
public int getPDamage()
{
return _pDam;
}
/**
* Returns the random damage inflicted by the weapon
* @return int
*/
public int getRandomDamage()
{
return _rndDam;
}
/**
* Returns the attack speed of the weapon
* @return int
*/
public int getAttackSpeed()
{
return _atkSpeed;
}
/**
* Return the Attack Reuse Delay of the L2Weapon.
* @return int
*/
public int getAttackReuseDelay()
{
return _atkReuse;
}
/**
* Returns the avoid modifier of the weapon
* @return int
*/
public int getAvoidModifier()
{
return _avoidModifier;
}
/**
* Returns the rate of critical hit
* @return int
*/
public int getCritical()
{
return _critical;
}
/**
* Returns the hit modifier of the weapon
* @return double
*/
public double getHitModifier()
{
return _hitModifier;
}
/**
* Returns the magical damage inflicted by the weapon
* @return int
*/
public int getMDamage()
{
return _mDam;
}
/**
* Returns the MP consumption with the weapon
* @return int
*/
public int getMpConsume()
{
return _mpConsume;
}
/**
* Returns the shield defense of the weapon
* @return int
*/
public int getShieldDef()
{
return _shieldDef;
}
/**
* Returns the rate of shield defense of the weapon
* @return double
*/
public double getShieldDefRate()
{
return _shieldDefRate;
}
/**
* Returns passive skill linked to that weapon
* @return
*/
public L2Skill getSkill()
{
return _itemSkill;
}
/**
* Returns skill that player get when has equiped weapon +4 or more (for duals SA)
* @return
*/
public L2Skill getEnchant4Skill()
{
return _enchant4Skill;
}
/**
* Returns the Id in wich weapon this weapon can be changed
* @return
*/
public int getChangeWeaponId()
{
return _changeWeaponId;
}
/**
* Returns array of Func objects containing the list of functions used by the weapon
* @param instance : L2ItemInstance pointing out the weapon
* @param player : L2Character pointing out the player
* @return Func[] : array of functions
*/
@Override
public Func[] getStatFuncs(L2ItemInstance instance, L2Character player)
{
List funcs = new FastList();
if (_funcTemplates != null)
{
for (FuncTemplate t : _funcTemplates) {
Env env = new Env();
env.player = player;
env.item = instance;
Func f = t.getFunc(env, instance);
if (f != null)
funcs.add(f);
}
}
return funcs.toArray(new Func[funcs.size()]);
}
/**
* Returns effects of skills associated with the item to be triggered onHit.
* @param caster : L2Character pointing out the caster
* @param target : L2Character pointing out the target
* @param crit : boolean tells whether the hit was critical
* @return L2Effect[] : array of effects generated by the skill
*/
public L2Effect[] getSkillEffects(L2Character caster, L2Character target, boolean crit)
{
if (_skillsOnCrit == null || !crit)
return _emptyEffectSet;
List effects = new FastList();
for (L2Skill skill : _skillsOnCrit)
{
if (target.isRaid() && (skill.getSkillType() == SkillType.CONFUSION || skill.getSkillType() == SkillType.MUTE || skill.getSkillType() == SkillType.PARALYZE || skill.getSkillType() == SkillType.ROOT))
continue; // These skills should not work on RaidBoss
if (!skill.checkCondition(caster, target, true))
continue; // Skill condition not met
if (target.getFirstEffect(skill.getId()) != null)
target.getFirstEffect(skill.getId()).exit();
for (L2Effect e:skill.getEffects(caster, target))
effects.add(e);
}
if (effects.size() == 0)
return _emptyEffectSet;
return effects.toArray(new L2Effect[effects.size()]);
}
/**
* Returns effects of skills associated with the item to be triggered onCast.
* @param caster : L2Character pointing out the caster
* @param target : L2Character pointing out the target
* @param trigger : L2Skill pointing out the skill triggering this action
* @return L2Effect[] : array of effects generated by the skill
*/
public L2Effect[] getSkillEffects(L2Character caster, L2Character target, L2Skill trigger)
{
if (_skillsOnCast == null)
return _emptyEffectSet;
List effects = new FastList();
for (L2Skill skill : _skillsOnCast)
{
if (trigger.isOffensive() != skill.isOffensive())
continue; // Trigger only same type of skill
if (target.isRaid() && (skill.getSkillType() == SkillType.CONFUSION || skill.getSkillType() == SkillType.MUTE || skill.getSkillType() == SkillType.PARALYZE || skill.getSkillType() == SkillType.ROOT))
continue; // These skills should not work on RaidBoss
if (trigger.isToggle() && skill.getSkillType() == SkillType.BUFF)
continue; // No buffing with toggle skills
if (!skill.checkCondition(caster, target, true))
continue; // Skill condition not met
try
{
// Get the skill handler corresponding to the skill type
ISkillHandler handler = SkillHandler.getInstance().getSkillHandler(skill.getSkillType());
L2Character[] targets = new L2Character[1];
targets[0] = target;
// Launch the magic skill and calculate its effects
if (handler != null)
handler.useSkill(caster, skill, targets);
else
skill.useSkill(caster, targets);
// notify quests of a skill use
if (caster instanceof L2PcInstance)
{
// Mobs in range 1000 see spell
for (L2Object spMob : caster.getKnownList().getKnownObjects().values())
{
if (spMob instanceof L2NpcInstance)
{
L2NpcInstance npcMob = (L2NpcInstance) spMob;
if (npcMob.getTemplate().getEventQuests(Quest.QuestEventType.ON_SKILL_SEE) !=null)
for (Quest quest: npcMob.getTemplate().getEventQuests(Quest.QuestEventType.ON_SKILL_SEE))
quest.notifySkillSee(npcMob, (L2PcInstance) caster, skill, targets, false);
}
}
}
}
catch (IOException e)
{
}
}
if (effects.size() == 0)
return _emptyEffectSet;
return effects.toArray(new L2Effect[effects.size()]);
}
/**
* Add the L2Skill skill to the list of skills generated by the item triggered by critical hit
* @param skill : L2Skill
*/
public void attachOnCrit(L2Skill skill)
{
if (_skillsOnCrit == null)
{
_skillsOnCrit = new L2Skill[]{skill};
}
else
{
int len = _skillsOnCrit.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(_skillsOnCrit, 0, tmp, 0, len);
tmp[len] = skill;
_skillsOnCrit = tmp;
}
}
/**
* Add the L2Skill skill to the list of skills generated by the item triggered by casting spell
* @param skill : L2Skill
*/
public void attachOnCast(L2Skill skill)
{
if (_skillsOnCast == null)
{
_skillsOnCast = new L2Skill[]{skill};
}
else
{
int len = _skillsOnCast.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(_skillsOnCast, 0, tmp, 0, len);
tmp[len] = skill;
_skillsOnCast = tmp;
}
}
}