/* * 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.network.clientpackets; import java.util.logging.Logger; import com.l2jserver.Config; import com.l2jserver.gameserver.datatables.ItemTable; import com.l2jserver.gameserver.model.Elementals; import com.l2jserver.gameserver.model.L2Augmentation; import com.l2jserver.gameserver.model.L2ItemInstance; import com.l2jserver.gameserver.model.L2Multisell; import com.l2jserver.gameserver.model.L2Object; import com.l2jserver.gameserver.model.L2Multisell.MultiSellEntry; import com.l2jserver.gameserver.model.L2Multisell.MultiSellIngredient; import com.l2jserver.gameserver.model.L2Multisell.MultiSellListContainer; import com.l2jserver.gameserver.model.actor.L2Npc; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; import com.l2jserver.gameserver.model.itemcontainer.PcInventory; import com.l2jserver.gameserver.network.SystemMessageId; import com.l2jserver.gameserver.network.serverpackets.ExBrExtraUserInfo; import com.l2jserver.gameserver.network.serverpackets.ItemList; import com.l2jserver.gameserver.network.serverpackets.StatusUpdate; import com.l2jserver.gameserver.network.serverpackets.SystemMessage; import com.l2jserver.gameserver.network.serverpackets.UserInfo; import com.l2jserver.gameserver.templates.item.L2Armor; import com.l2jserver.gameserver.templates.item.L2Item; import com.l2jserver.gameserver.templates.item.L2Weapon; import javolution.util.FastList; /** * The Class MultiSellChoose. */ public class MultiSellChoose extends L2GameClientPacket { private static final String _C__A7_MULTISELLCHOOSE = "[C] A7 MultiSellChoose"; private static Logger _log = Logger.getLogger(MultiSellChoose.class.getName()); private int _listId; private int _entryId; private long _amount; private int _enchantment; private long _transactionTax; // local handling of taxation @SuppressWarnings("unused") private int _unk1; @SuppressWarnings("unused") private int _unk2; @SuppressWarnings("unused") private int _unk3; @SuppressWarnings("unused") private int _unk7; @SuppressWarnings("unused") private int _unk4; @SuppressWarnings("unused") private int _unk5; @SuppressWarnings("unused") private int _unk6; @SuppressWarnings("unused") private int _unk8; @SuppressWarnings("unused") private int _unk9; @SuppressWarnings("unused") private int _unk10; @SuppressWarnings("unused") private int _unk11; /* (non-Javadoc) * @see com.l2jserver.gameserver.network.clientpackets.L2GameClientPacket#readImpl() */ @Override protected void readImpl() { _listId = readD(); _entryId = readD(); _amount = readQ(); _unk1 = readH(); _unk2 = readD(); _unk3 = readD(); _unk4 = readH(); // elemental attributes _unk5 = readH();// elemental attributes _unk6 = readH();// elemental attributes _unk7 = readH();// elemental attributes _unk8 = readH();// elemental attributes _unk9 = readH();// elemental attributes _unk10 = readH();// elemental attributes _unk11 = readH();// elemental attributes _enchantment = _entryId % 100000; _entryId = _entryId / 100000; _transactionTax = 0; // initialize tax amount to 0... } /* (non-Javadoc) * @see com.l2jserver.gameserver.network.clientpackets.L2GameClientPacket#runImpl() */ @Override public void runImpl() { L2PcInstance player = getClient().getActiveChar(); if (player == null) return; if (!getClient().getFloodProtectors().getMultiSell().tryPerformAction("multisell choose")) return; if (_amount < 1 || _amount > 5000) return; MultiSellListContainer list = L2Multisell.getInstance().getList(_listId); if (list == null) return; L2Object target = player.getTarget(); if (!player.isGM() && (target == null || !(target instanceof L2Npc) || !list.checkNpcId(((L2Npc)target).getNpcId()) || !((L2Npc)target).canInteract(player))) return; for (MultiSellEntry entry : list.getEntries()) { if (entry.getEntryId() == _entryId) { doExchange(player, entry, list.getApplyTaxes(), list.getMaintainEnchantment(), _enchantment); return; } } } /** * Do exchange. * * @param player the player * @param templateEntry the template entry * @param applyTaxes the apply taxes * @param maintainEnchantment the maintain enchantment * @param enchantment the enchantment */ private void doExchange(L2PcInstance player, MultiSellEntry templateEntry, boolean applyTaxes, boolean maintainEnchantment, int enchantment) { PcInventory inv = player.getInventory(); // given the template entry and information about maintaining enchantment and applying taxes // re-create the instance of the entry that will be used for this exchange // i.e. change the enchantment level of select ingredient/products and adena amount appropriately. L2Npc merchant = (player.getTarget() instanceof L2Npc) ? (L2Npc) player.getTarget() : null; if (merchant == null) return; MultiSellEntry entry = prepareEntry(merchant, templateEntry, applyTaxes, maintainEnchantment, enchantment); int slots = 0; int weight = 0; for (MultiSellIngredient e : entry.getProducts()) { if (e.getItemId() < 0) continue; L2Item template = ItemTable.getInstance().getTemplate(e.getItemId()); if (template == null) continue; if (!template.isStackable()) slots += e.getItemCount() * _amount; else if (player.getInventory().getItemByItemId(e.getItemId()) == null) slots++; weight += e.getItemCount() * _amount * template.getWeight(); } if (!inv.validateWeight(weight)) { player.sendPacket(new SystemMessage(SystemMessageId.WEIGHT_LIMIT_EXCEEDED)); return; } if (!inv.validateCapacity(slots)) { player.sendPacket(new SystemMessage(SystemMessageId.SLOTS_FULL)); return; } // Generate a list of distinct ingredients and counts in order to check if the correct item-counts // are possessed by the player FastList _ingredientsList = FastList.newInstance(); boolean newIng = true; for (MultiSellIngredient e : entry.getIngredients()) { newIng = true; // at this point, the template has already been modified so that enchantments are properly included // whenever they need to be applied. Uniqueness of items is thus judged by item id AND enchantment level for (MultiSellIngredient ex : _ingredientsList) { // if the item was already added in the list, merely increment the count // this happens if 1 list entry has the same ingredient twice (example 2 swords = 1 dual) if ((ex.getItemId() == e.getItemId()) && (ex.getEnchantmentLevel() == e.getEnchantmentLevel())) { if ((double) ex.getItemCount() + e.getItemCount() > Integer.MAX_VALUE) { player.sendPacket(new SystemMessage(SystemMessageId.YOU_HAVE_EXCEEDED_QUANTITY_THAT_CAN_BE_INPUTTED)); _ingredientsList.clear(); _ingredientsList = null; return; } ex.setItemCount(ex.getItemCount() + e.getItemCount()); newIng = false; } } if (newIng) { // if it's a new ingredient, just store its info directly (item id, count, enchantment) _ingredientsList.add(L2Multisell.getInstance().new MultiSellIngredient(e)); } } // now check if the player has sufficient items in the inventory to cover the ingredients' expences for (MultiSellIngredient e : _ingredientsList) { if ((double) e.getItemCount() * _amount > Integer.MAX_VALUE) { player.sendPacket(new SystemMessage(SystemMessageId.YOU_HAVE_EXCEEDED_QUANTITY_THAT_CAN_BE_INPUTTED)); _ingredientsList.clear(); _ingredientsList = null; return; } switch (e.getItemId()) { case -200: // Clan Reputation Score { if (player.getClan() == null) { player.sendPacket(new SystemMessage(SystemMessageId.YOU_ARE_NOT_A_CLAN_MEMBER)); return; } if (!player.isClanLeader()) { player.sendPacket(new SystemMessage(SystemMessageId.ONLY_THE_CLAN_LEADER_IS_ENABLED)); return; } if (player.getClan().getReputationScore() < e.getItemCount() * _amount) { player.sendPacket(new SystemMessage(SystemMessageId.THE_CLAN_REPUTATION_SCORE_IS_TOO_LOW)); return; } break; } case -300: // Player Fame { if (player.getFame() < e.getItemCount() * _amount) { player.sendPacket(new SystemMessage(SystemMessageId.NOT_ENOUGH_FAME_POINTS)); return; } break; } default: { // if this is not a list that maintains enchantment, check the count of all items that have the given id. // otherwise, check only the count of items with exactly the needed enchantment level if (inv.getInventoryItemCount(e.getItemId(), maintainEnchantment ? e.getEnchantmentLevel() : -1, false) < ((Config.ALT_BLACKSMITH_USE_RECIPES || !e.getMaintainIngredient()) ? (e.getItemCount() * _amount) : e.getItemCount())) { player.sendPacket(new SystemMessage(SystemMessageId.NOT_ENOUGH_REQUIRED_ITEMS));//Update by rocknow _ingredientsList.clear(); _ingredientsList = null; return; } break; } } } FastList.recycle(_ingredientsList); FastList augmentation = FastList.newInstance(); Elementals elemental = null; /** All ok, remove items and add final product */ for (MultiSellIngredient e : entry.getIngredients()) { switch (e.getItemId()) { case -200: // Clan Reputation Score { int repCost = (int) (e.getItemCount() * _amount); player.getClan().takeReputationScore(repCost, true); SystemMessage smsg = new SystemMessage(SystemMessageId.S1_DEDUCTED_FROM_CLAN_REP); smsg.addItemNumber(e.getItemCount() * _amount); player.sendPacket(smsg); break; } case -300: // Player Fame { int fameCost = (int) (player.getFame() - (e.getItemCount() * _amount)); player.setFame(fameCost); player.sendPacket(new UserInfo(player)); player.sendPacket(new ExBrExtraUserInfo(player)); break; } default: { L2ItemInstance itemToTake = inv.getItemByItemId(e.getItemId()); // initialize and initial guess for the item to take. if (itemToTake == null) { //this is a cheat, transaction will be aborted and if any items already taken will not be returned back to inventory! _log.severe("Character: " + player.getName() + " is trying to cheat in multisell, merchatnt id:" + merchant.getNpcId()); return; } /*if (itemToTake.isEquipped()) { //this is a cheat, transaction will be aborted and if any items already taken will not be returned back to inventory! _log.severe("Character: " + player.getName() + " is trying to cheat in multisell, exchanging equipped item, merchatnt id:" + merchant.getNpcId()); return; }*/ if (itemToTake.isWear()) {//Player trying to buy something from the Multisell store with an item that's just being used from the Wear option from merchants. _log.severe("Character: " + player.getName() + " is trying to cheat in multisell, merchatnt id:" + merchant.getNpcId()); return; } if (Config.ALT_BLACKSMITH_USE_RECIPES || !e.getMaintainIngredient()) { // if it's a stackable item, just reduce the amount from the first (only) instance that is found in the inventory if (itemToTake.isStackable()) { if (!player.destroyItem("Multisell", itemToTake.getObjectId(), (e.getItemCount() * _amount), player.getTarget(), true)) return; } else { // for non-stackable items, one of two scenaria are possible: // a) list maintains enchantment: get the instances that exactly match the requested enchantment level // b) list does not maintain enchantment: get the instances with the LOWEST enchantment level // a) if enchantment is maintained, then get a list of items that exactly match this enchantment if (maintainEnchantment) { // loop through this list and remove (one by one) each item until the required amount is taken. L2ItemInstance[] inventoryContents = inv.getAllItemsByItemId(e.getItemId(), e.getEnchantmentLevel(), false); for (int i = 0; i < (e.getItemCount() * _amount); i++) { if (inventoryContents[i].isAugmented()) augmentation.add(inventoryContents[i].getAugmentation()); if(inventoryContents[i].getElementals() != null) elemental = inventoryContents[i].getElementals(); if (!player.destroyItem("Multisell", inventoryContents[i].getObjectId(), 1, player.getTarget(), true)) return; } } else // b) enchantment is not maintained. Get the instances with the LOWEST enchantment level { /* NOTE: There are 2 ways to achieve the above goal. * 1) Get all items that have the correct itemId, loop through them until the lowest enchantment * level is found. Repeat all this for the next item until proper count of items is reached. * 2) Get all items that have the correct itemId, sort them once based on enchantment level, * and get the range of items that is necessary. * Method 1 is faster for a small number of items to be exchanged. * Method 2 is faster for large amounts. * * EXPLANATION: * Worst case scenario for algorithm 1 will make it run in a number of cycles given by: * m*(2n-m+1)/2 where m is the number of items to be exchanged and n is the total * number of inventory items that have a matching id. * With algorithm 2 (sort), sorting takes n*log(n) time and the choice is done in a single cycle * for case b (just grab the m first items) or in linear time for case a (find the beginning of items * with correct enchantment, index x, and take all items from x to x+m). * Basically, whenever m > log(n) we have: m*(2n-m+1)/2 = (2nm-m*m+m)/2 > * (2nlogn-logn*logn+logn)/2 = nlog(n) - log(n*n) + log(n) = nlog(n) + log(n/n*n) = * nlog(n) + log(1/n) = nlog(n) - log(n) = (n-1)log(n) * So for m < log(n) then m*(2n-m+1)/2 > (n-1)log(n) and m*(2n-m+1)/2 > nlog(n) * * IDEALLY: * In order to best optimize the performance, choose which algorithm to run, based on whether 2^m > n * if ( (2<<(e.getItemCount() * _amount)) < inventoryContents.length ) * // do Algorithm 1, no sorting * else * // do Algorithm 2, sorting * * CURRENT IMPLEMENTATION: * In general, it is going to be very rare for a person to do a massive exchange of non-stackable items * For this reason, we assume that algorithm 1 will always suffice and we keep things simple. * If, in the future, it becomes necessary that we optimize, the above discussion should make it clear * what optimization exactly is necessary (based on the comments under "IDEALLY"). */ // choice 1. Small number of items exchanged. No sorting. for (int i = 1; i <= (e.getItemCount() * _amount); i++) { L2ItemInstance[] inventoryContents = inv.getAllItemsByItemId(e.getItemId(), false); itemToTake = inventoryContents[0]; // get item with the LOWEST enchantment level from the inventory... // +0 is lowest by default... if (itemToTake.getEnchantLevel() > 0) { for (L2ItemInstance item : inventoryContents) { if (item.getEnchantLevel() < itemToTake.getEnchantLevel()) { itemToTake = item; // nothing will have enchantment less than 0. If a zero-enchanted // item is found, just take it if (itemToTake.getEnchantLevel() == 0) break; } } } if (!player.destroyItem("Multisell", itemToTake.getObjectId(), 1, player.getTarget(), true)) return; } } } } break; } } } // Generate the appropriate items for (MultiSellIngredient e : entry.getProducts()) { switch (e.getItemId()) { case -200: // Clan Reputation Score - now not supported { //player.getClan().setReputationScore((int)(player.getClan().getReputationScore() + e.getItemCount() * _amount), true); break; } case -300: // Player Fame { player.setFame((int)(player.getFame() + e.getItemCount() * _amount)); player.sendPacket(new UserInfo(player)); player.sendPacket(new ExBrExtraUserInfo(player)); break; } default: { L2ItemInstance tempItem = ItemTable.getInstance().createDummyItem(e.getItemId()); if (tempItem == null) { _log.severe("Problem with multisell ID:"+_listId+" entry ID:"+_entryId+" - Product ID:"+e.getItemId()+" not exist."); return; } if (tempItem.isStackable()) { inv.addItem("Multisell", e.getItemId(), (e.getItemCount() * _amount), player, player.getTarget()); } else { L2ItemInstance product = null; for (int i = 0; i < (e.getItemCount() * _amount); i++) { product = inv.addItem("Multisell", e.getItemId(), 1, player, player.getTarget()); if (maintainEnchantment) { if (i < augmentation.size()) product.setAugmentation(new L2Augmentation(augmentation.get(i).getAugmentationId(), augmentation.get(i).getSkill())); if (elemental != null) product.setElementAttr(elemental.getElement(), elemental.getValue()); product.setEnchantLevel(e.getEnchantmentLevel()); product.updateDatabase(); } } } // msg part SystemMessage sm; if (e.getItemCount() * _amount > 1) { sm = new SystemMessage(SystemMessageId.EARNED_S2_S1_S); sm.addItemName(e.getItemId()); sm.addItemNumber(e.getItemCount() * _amount); player.sendPacket(sm); sm = null; } else { if (maintainEnchantment && e.getEnchantmentLevel() > 0) { sm = new SystemMessage(SystemMessageId.ACQUIRED_S1_S2); sm.addItemNumber(e.getEnchantmentLevel()); sm.addItemName(e.getItemId()); } else { sm = new SystemMessage(SystemMessageId.EARNED_ITEM); sm.addItemName(e.getItemId()); } player.sendPacket(sm); sm = null; } } } } player.sendPacket(new ItemList(player, false)); StatusUpdate su = new StatusUpdate(player); su.addAttribute(StatusUpdate.CUR_LOAD, player.getCurrentLoad()); player.sendPacket(su); su = null; // finally, give the tax to the castle... if (merchant.getIsInTown() && merchant.getCastle().getOwnerId() > 0) merchant.getCastle().addToTreasury(_transactionTax * _amount); FastList.recycle(augmentation); } // Regarding taxation, the following appears to be the case: // a) The count of aa remains unchanged (taxes do not affect aa directly). // b) 5/6 of the amount of aa is taxed by the normal tax rate. // c) the resulting taxes are added as normal adena value. // d) normal adena are taxed fully. // e) Items other than adena and ancient adena are not taxed even when the list is taxable. // example: If the template has an item worth 120aa, and the tax is 10%, // then from 120aa, take 5/6 so that is 100aa, apply the 10% tax in adena (10a) // so the final price will be 120aa and 10a! /** * Prepare entry. * * @param merchant the merchant * @param templateEntry the template entry * @param applyTaxes the apply taxes * @param maintainEnchantment the maintain enchantment * @param enchantLevel the enchant level * @return the multi sell entry */ private MultiSellEntry prepareEntry(L2Npc merchant, MultiSellEntry templateEntry, boolean applyTaxes, boolean maintainEnchantment, int enchantLevel) { MultiSellEntry newEntry = L2Multisell.getInstance().new MultiSellEntry(); newEntry.setEntryId(templateEntry.getEntryId()); long totalAdenaCount = 0; boolean hasIngredient = false; for (MultiSellIngredient ing : templateEntry.getIngredients()) { // load the ingredient from the template MultiSellIngredient newIngredient = L2Multisell.getInstance().new MultiSellIngredient(ing); if (newIngredient.getItemId() == 57 && newIngredient.isTaxIngredient()) { double taxRate = 0.0; if (applyTaxes) { if (merchant != null && merchant.getIsInTown()) taxRate = merchant.getCastle().getTaxRate(); } _transactionTax = Math.round(newIngredient.getItemCount() * taxRate); totalAdenaCount += _transactionTax; continue; // do not yet add this adena amount to the list as non-taxIngredient adena might be entered later (order not guaranteed) } else if (ing.getItemId() == 57) // && !ing.isTaxIngredient() { totalAdenaCount += newIngredient.getItemCount(); continue; // do not yet add this adena amount to the list as taxIngredient adena might be entered later (order not guaranteed) } // if it is an armor/weapon, modify the enchantment level appropriately, if necessary // not used for clan reputation and fame else if (maintainEnchantment && newIngredient.getItemId() > 0) { L2Item tempItem = ItemTable.getInstance().createDummyItem(newIngredient.getItemId()).getItem(); if ((tempItem instanceof L2Armor) || (tempItem instanceof L2Weapon)) { newIngredient.setEnchantmentLevel(enchantLevel); hasIngredient = true; } } // finally, add this ingredient to the entry newEntry.addIngredient(newIngredient); } // Next add the adena amount, if any if (totalAdenaCount > 0) newEntry.addIngredient(L2Multisell.getInstance().new MultiSellIngredient(57, totalAdenaCount, false, false)); // Now modify the enchantment level of products, if necessary for (MultiSellIngredient ing : templateEntry.getProducts()) { // load the ingredient from the template MultiSellIngredient newIngredient = L2Multisell.getInstance().new MultiSellIngredient(ing); if (maintainEnchantment && hasIngredient) { // if it is an armor/weapon, modify the enchantment level appropriately // (note, if maintain enchantment is "false" this modification will result to a +0) L2Item tempItem = ItemTable.getInstance().createDummyItem(newIngredient.getItemId()).getItem(); if ((tempItem instanceof L2Armor) || (tempItem instanceof L2Weapon)) newIngredient.setEnchantmentLevel(enchantLevel); } newEntry.addProduct(newIngredient); } return newEntry; } /* (non-Javadoc) * @see com.l2jserver.gameserver.network.clientpackets.L2GameClientPacket#getType() */ @Override public String getType() { return _C__A7_MULTISELLCHOOSE; } }