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- /*
- * 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 <http://www.gnu.org/licenses/>.
- */
- package net.sf.l2j.gameserver.handler.itemhandlers;
- import net.sf.l2j.gameserver.handler.IItemHandler;
- import net.sf.l2j.gameserver.model.L2ItemInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2PlayableInstance;
- import net.sf.l2j.gameserver.network.SystemMessageId;
- import net.sf.l2j.gameserver.network.serverpackets.ExAutoSoulShot;
- import net.sf.l2j.gameserver.network.serverpackets.MagicSkillUse;
- import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
- import net.sf.l2j.gameserver.skills.Stats;
- import net.sf.l2j.gameserver.templates.L2Item;
- import net.sf.l2j.gameserver.templates.L2Weapon;
- import net.sf.l2j.gameserver.util.Broadcast;
- /**
- * This class ...
- *
- * @version $Revision: 1.2.4.4 $ $Date: 2005/03/27 15:30:07 $
- */
- public class SoulShots implements IItemHandler
- {
- // All the item IDs that this handler knows.
- private static final int[] ITEM_IDS =
- {
- 5789, 1835, 1463, 1464, 1465, 1466, 1467
- };
- private static final int[] SKILL_IDS =
- {
- 2039, 2150, 2151, 2152, 2153, 2154, 2154
- };
-
- /**
- *
- * @see net.sf.l2j.gameserver.handler.IItemHandler#useItem(net.sf.l2j.gameserver.model.actor.instance.L2PlayableInstance, net.sf.l2j.gameserver.model.L2ItemInstance)
- */
- public void useItem(L2PlayableInstance playable, L2ItemInstance item)
- {
- if (!(playable instanceof L2PcInstance))
- return;
-
- L2PcInstance activeChar = (L2PcInstance) playable;
- L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
- L2Weapon weaponItem = activeChar.getActiveWeaponItem();
- int itemId = item.getItemId();
-
- // Check if Soul shot can be used
- if (weaponInst == null || weaponItem.getSoulShotCount() == 0)
- {
- if (!activeChar.getAutoSoulShot().containsKey(itemId))
- activeChar.sendPacket(new SystemMessage(SystemMessageId.CANNOT_USE_SOULSHOTS));
- return;
- }
-
- // Check for correct grade
- int weaponGrade = weaponItem.getCrystalType();
- if ((weaponGrade == L2Item.CRYSTAL_NONE && itemId != 5789 && itemId != 1835) || (weaponGrade == L2Item.CRYSTAL_D && itemId != 1463) || (weaponGrade == L2Item.CRYSTAL_C && itemId != 1464)
- || (weaponGrade == L2Item.CRYSTAL_B && itemId != 1465) || (weaponGrade == L2Item.CRYSTAL_A && itemId != 1466) || (weaponGrade == L2Item.CRYSTAL_S && itemId != 1467) || (weaponGrade == L2Item.CRYSTAL_S80 && itemId != 1467))
- {
- if (!activeChar.getAutoSoulShot().containsKey(itemId))
- activeChar.sendPacket(new SystemMessage(SystemMessageId.SOULSHOTS_GRADE_MISMATCH));
- return;
- }
-
- activeChar.soulShotLock.lock();
- try
- {
- // Check if Soul shot is already active
- if (weaponInst.getChargedSoulshot() != L2ItemInstance.CHARGED_NONE)
- return;
-
- // Consume Soul shots if player has enough of them
- int saSSCount = (int) activeChar.getStat().calcStat(Stats.SOULSHOT_COUNT, 0, null, null);
- int SSCount = saSSCount == 0 ? weaponItem.getSoulShotCount() : saSSCount;
-
- if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), SSCount, null, false))
- {
- if (activeChar.getAutoSoulShot().containsKey(itemId))
- {
- activeChar.removeAutoSoulShot(itemId);
- activeChar.sendPacket(new ExAutoSoulShot(itemId, 0));
-
- SystemMessage sm = new SystemMessage(SystemMessageId.AUTO_USE_OF_S1_CANCELLED);
- sm.addString(item.getItem().getName());
- activeChar.sendPacket(sm);
- }
- else
- activeChar.sendPacket(new SystemMessage(SystemMessageId.NOT_ENOUGH_SOULSHOTS));
- return;
- }
-
- // Charge soul shot
- weaponInst.setChargedSoulshot(L2ItemInstance.CHARGED_SOULSHOT);
- }
- finally
- {
- activeChar.soulShotLock.unlock();
- }
-
- // Send message to client
- activeChar.sendPacket(new SystemMessage(SystemMessageId.ENABLED_SOULSHOT));
- Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, SKILL_IDS[weaponGrade], 1, 0, 0), 360000);
- }
-
- /**
- *
- * @see net.sf.l2j.gameserver.handler.IItemHandler#getItemIds()
- */
- public int[] getItemIds()
- {
- return ITEM_IDS;
- }
- }
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