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- /*
- * Copyright © 2004-2020 L2J Server
- *
- * This file is part of L2J Server.
- *
- * L2J Server 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.
- *
- * L2J Server 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 com.l2jserver.gameserver.model.items;
- import static com.l2jserver.gameserver.config.Configuration.character;
- import static com.l2jserver.gameserver.config.Configuration.general;
- import static com.l2jserver.gameserver.config.Configuration.olympiad;
- import java.util.ArrayList;
- import java.util.Collections;
- import java.util.List;
- import java.util.logging.Logger;
- import com.l2jserver.gameserver.datatables.ItemTable;
- import com.l2jserver.gameserver.model.Elementals;
- import com.l2jserver.gameserver.model.L2Object;
- import com.l2jserver.gameserver.model.PcCondOverride;
- import com.l2jserver.gameserver.model.StatsSet;
- import com.l2jserver.gameserver.model.actor.L2Character;
- import com.l2jserver.gameserver.model.actor.L2Summon;
- import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
- import com.l2jserver.gameserver.model.conditions.Condition;
- import com.l2jserver.gameserver.model.events.ListenersContainer;
- import com.l2jserver.gameserver.model.holders.SkillHolder;
- import com.l2jserver.gameserver.model.interfaces.IIdentifiable;
- import com.l2jserver.gameserver.model.items.instance.L2ItemInstance;
- import com.l2jserver.gameserver.model.items.type.ActionType;
- import com.l2jserver.gameserver.model.items.type.CrystalType;
- import com.l2jserver.gameserver.model.items.type.EtcItemType;
- import com.l2jserver.gameserver.model.items.type.ItemType;
- import com.l2jserver.gameserver.model.items.type.ItemType1;
- import com.l2jserver.gameserver.model.items.type.ItemType2;
- import com.l2jserver.gameserver.model.items.type.MaterialType;
- import com.l2jserver.gameserver.model.skills.Skill;
- import com.l2jserver.gameserver.model.stats.functions.AbstractFunction;
- import com.l2jserver.gameserver.model.stats.functions.FuncTemplate;
- import com.l2jserver.gameserver.network.SystemMessageId;
- import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
- import com.l2jserver.gameserver.util.StringUtil;
- /**
- * This class contains all informations concerning the item (weapon, armor, etc).<BR>
- * Mother class of :
- * <ul>
- * <li>L2Armor</li>
- * <li>L2EtcItem</li>
- * <li>L2Weapon</li>
- * </ul>
- */
- public abstract class L2Item extends ListenersContainer implements IIdentifiable {
- protected static final Logger _log = Logger.getLogger(L2Item.class.getName());
-
- 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_BELT = 0x10000000;
- 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 SLOT_GREATWOLF = -104;
-
- public static final int SLOT_MULTI_ALLWEAPON = SLOT_LR_HAND | SLOT_R_HAND;
-
- private final int _itemId;
- private final int _displayId;
- private final String _name;
- private final String _icon;
- private final int _weight;
- private final boolean _stackable;
- private final MaterialType _materialType;
- private final CrystalType _crystalType;
- private final int _equipReuseDelay;
- private final int _duration;
- private final int _time;
- private final int _autoDestroyTime;
- 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;
- private final boolean _depositable;
- private final int _enchantable;
- private final boolean _elementable;
- private final boolean _questItem;
- private final boolean _freightable;
- private final boolean _allow_self_resurrection;
- private final boolean _is_oly_restricted;
- private final boolean _for_npc;
- private final boolean _common;
- private final boolean _heroItem;
- private final boolean _pvpItem;
- private final boolean _immediate_effect;
- private final boolean _ex_immediate_effect;
- private final int _defaultEnchantLevel;
- private final ActionType _defaultAction;
-
- protected ItemType1 _type1; // needed for item list (inventory)
- protected ItemType2 _type2; // different lists for armor, weapon, etc
- protected Elementals[] _elementals = null;
- protected List<FuncTemplate> _funcTemplates;
- protected List<Condition> _preConditions;
- private SkillHolder[] _skillHolder;
- private SkillHolder _unequipSkill = null;
-
- private final int _useSkillDisTime;
- private final int _reuseDelay;
- private final int _sharedReuseGroup;
-
- /**
- * Constructor of the L2Item that fill class variables.<BR>
- * <BR>
- * @param set : StatsSet corresponding to a set of couples (key,value) for description of the item
- */
- protected L2Item(StatsSet set) {
- _itemId = set.getInt("item_id");
- _displayId = set.getInt("displayId", _itemId);
- _name = set.getString("name");
- _icon = set.getString("icon", null);
- _weight = set.getInt("weight", 0);
- _materialType = set.getEnum("material", MaterialType.class, MaterialType.STEEL);
- _equipReuseDelay = set.getInt("equip_reuse_delay", 0) * 1000;
- _duration = set.getInt("duration", -1);
- _time = set.getInt("time", -1);
- _autoDestroyTime = set.getInt("auto_destroy_time", -1) * 1000;
- _bodyPart = ItemTable.SLOTS.get(set.getString("bodypart", "none"));
- _referencePrice = set.getInt("price", 0);
- _crystalType = set.getEnum("crystal_type", CrystalType.class, CrystalType.NONE);
- _crystalCount = set.getInt("crystal_count", 0);
-
- _stackable = set.getBoolean("is_stackable", false);
- _sellable = set.getBoolean("is_sellable", true);
- _dropable = set.getBoolean("is_dropable", true);
- _destroyable = set.getBoolean("is_destroyable", true);
- _tradeable = set.getBoolean("is_tradable", true);
- _depositable = set.getBoolean("is_depositable", true);
- _elementable = set.getBoolean("element_enabled", false);
- _enchantable = set.getInt("enchant_enabled", 0);
- _questItem = set.getBoolean("is_questitem", false);
- _freightable = set.getBoolean("is_freightable", false);
- _allow_self_resurrection = set.getBoolean("allow_self_resurrection", false);
- _is_oly_restricted = set.getBoolean("is_oly_restricted", false);
- _for_npc = set.getBoolean("for_npc", false);
-
- _immediate_effect = set.getBoolean("immediate_effect", false);
- _ex_immediate_effect = set.getBoolean("ex_immediate_effect", false);
-
- _defaultAction = set.getEnum("default_action", ActionType.class, ActionType.NONE);
- _useSkillDisTime = set.getInt("useSkillDisTime", 0);
- _defaultEnchantLevel = set.getInt("enchanted", 0);
- _reuseDelay = set.getInt("reuse_delay", 0);
- _sharedReuseGroup = set.getInt("shared_reuse_group", 0);
-
- String skills = set.getString("item_skill", null);
- if (skills != null) {
- String[] skillsSplit = skills.split(";");
- _skillHolder = new SkillHolder[skillsSplit.length];
- int used = 0;
-
- for (String element : skillsSplit) {
- try {
- String[] skillSplit = element.split("-");
- int id = Integer.parseInt(skillSplit[0]);
- int level = Integer.parseInt(skillSplit[1]);
-
- if (id == 0) {
- _log.info(StringUtil.concat("Ignoring item_skill(", element, ") for item ", toString(), ". Skill id is 0!"));
- continue;
- }
-
- if (level == 0) {
- _log.info(StringUtil.concat("Ignoring item_skill(", element, ") for item ", toString(), ". Skill level is 0!"));
- continue;
- }
-
- _skillHolder[used] = new SkillHolder(id, level);
- ++used;
- } catch (Exception e) {
- _log.warning(StringUtil.concat("Failed to parse item_skill(", element, ") for item ", toString(), "! Format: SkillId0-SkillLevel0[;SkillIdN-SkillLevelN]"));
- }
- }
-
- // this is only loading? just don't leave a null or use a collection?
- if (used != _skillHolder.length) {
- SkillHolder[] skillHolder = new SkillHolder[used];
- System.arraycopy(_skillHolder, 0, skillHolder, 0, used);
- _skillHolder = skillHolder;
- }
- }
-
- skills = set.getString("unequip_skill", null);
- if (skills != null) {
- String[] info = skills.split("-");
- if ((info != null) && (info.length == 2)) {
- int id = 0;
- int level = 0;
- try {
- id = Integer.parseInt(info[0]);
- level = Integer.parseInt(info[1]);
- } catch (Exception nfe) {
- // Incorrect syntax, don't add new skill
- _log.info(StringUtil.concat("Couldnt parse ", skills, " in weapon unequip skills! item ", toString()));
- }
- if ((id > 0) && (level > 0)) {
- _unequipSkill = new SkillHolder(id, level);
- }
- }
- }
-
- _common = ((_itemId >= 11605) && (_itemId <= 12361));
- _heroItem = ((_itemId >= 6611) && (_itemId <= 6621)) || ((_itemId >= 9388) && (_itemId <= 9390)) || (_itemId == 6842);
- _pvpItem = ((_itemId >= 10667) && (_itemId <= 10835)) || ((_itemId >= 12852) && (_itemId <= 12977)) || ((_itemId >= 14363) && (_itemId <= 14525)) || (_itemId == 14528) || (_itemId == 14529) || (_itemId == 14558) || ((_itemId >= 15913) && (_itemId <= 16024))
- || ((_itemId >= 16134) && (_itemId <= 16147)) || (_itemId == 16149) || (_itemId == 16151) || (_itemId == 16153) || (_itemId == 16155) || (_itemId == 16157) || (_itemId == 16159) || ((_itemId >= 16168) && (_itemId <= 16176)) || ((_itemId >= 16179) && (_itemId <= 16220));
- }
-
- /**
- * Returns the itemType.
- * @return Enum
- */
- public abstract ItemType getItemType();
-
- /**
- * Verifies if the item is a magic weapon.
- * @return {@code true} if the weapon is magic, {@code false} otherwise
- */
- public boolean isMagicWeapon() {
- return false;
- }
-
- /**
- * @return the _equipReuseDelay
- */
- public int getEquipReuseDelay() {
- return _equipReuseDelay;
- }
-
- /**
- * Returns the duration of the item
- * @return int
- */
- public final int getDuration() {
- return _duration;
- }
-
- /**
- * Returns the time of the item
- * @return int
- */
- public final int getTime() {
- return _time;
- }
-
- /**
- * @return the auto destroy time of the item in seconds: 0 or less - default
- */
- public final int getAutoDestroyTime() {
- return _autoDestroyTime;
- }
-
- /**
- * Returns the ID of the item
- * @return int
- */
- @Override
- public final int getId() {
- return _itemId;
- }
-
- /**
- * Returns the ID of the item
- * @return int
- */
- public final int getDisplayId() {
- return _displayId;
- }
-
- /**
- * @return the ID of the item after applying the mask
- */
- public abstract int getItemMask();
-
- /**
- * Return the type of material of the item
- * @return MaterialType
- */
- public final MaterialType getMaterialType() {
- return _materialType;
- }
-
- /**
- * Returns the type 2 of the item
- * @return ItemType2
- */
- public final ItemType2 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 (_crystalType != CrystalType.NONE) && (_crystalCount > 0);
- }
-
- /**
- * Return the type of crystal if item is crystallizable
- * @return CrystalType
- */
- public final CrystalType getCrystalType() {
- return _crystalType;
- }
-
- /**
- * Return the ID of crystal if item is crystallizable
- * @return int
- */
- public final int getCrystalItemId() {
- return _crystalType.getCrystalId();
- }
-
- /**
- * Returns the grade of the item.<BR>
- * <BR>
- * <U><I>Concept :</I></U><BR>
- * In fact, this function returns the type of crystal of the item.
- * @return CrystalType
- */
- public final CrystalType getItemGrade() {
- return getCrystalType();
- }
-
- /**
- * For grades S80 and S84 return S
- * @return the grade of the item.
- */
- public final CrystalType getItemGradeSPlus() {
- switch (getItemGrade()) {
- case S80:
- case S84:
- return CrystalType.S;
- default:
- return getItemGrade();
- }
- }
-
- /**
- * @return the quantity of crystals for crystallization.
- */
- public final int getCrystalCount() {
- return _crystalCount;
- }
-
- /**
- * @param enchantLevel
- * @return the quantity of crystals for crystallization on specific enchant level
- */
- public final int getCrystalCount(int enchantLevel) {
- if (enchantLevel > 3) {
- switch (_type2) {
- case SHIELD_ARMOR:
- case ACCESSORY:
- return _crystalCount + (getCrystalType().getCrystalEnchantBonusArmor() * ((3 * enchantLevel) - 6));
- case WEAPON:
- return _crystalCount + (getCrystalType().getCrystalEnchantBonusWeapon() * ((2 * enchantLevel) - 3));
- default:
- return _crystalCount;
- }
- } else if (enchantLevel > 0) {
- switch (_type2) {
- case SHIELD_ARMOR:
- case ACCESSORY:
- return _crystalCount + (getCrystalType().getCrystalEnchantBonusArmor() * enchantLevel);
- case WEAPON:
- return _crystalCount + (getCrystalType().getCrystalEnchantBonusWeapon() * enchantLevel);
- default:
- return _crystalCount;
- }
- } else {
- return _crystalCount;
- }
- }
-
- /**
- * @return the name of the item.
- */
- public final String getName() {
- return _name;
- }
-
- /**
- * @return the base elemental of the item.
- */
- public final Elementals[] getElementals() {
- return _elementals;
- }
-
- public Elementals getElemental(byte attribute) {
- for (Elementals elm : _elementals) {
- if (elm.getElement() == attribute) {
- return elm;
- }
- }
- return null;
- }
-
- /**
- * Sets the base elemental of the item.
- * @param element the element to set.
- */
- public void setElementals(Elementals element) {
- if (_elementals == null) {
- _elementals = new Elementals[1];
- _elementals[0] = element;
- } else {
- Elementals elm = getElemental(element.getElement());
- if (elm != null) {
- elm.setValue(element.getValue());
- } else {
- elm = element;
- Elementals[] array = new Elementals[_elementals.length + 1];
- System.arraycopy(_elementals, 0, array, 0, _elementals.length);
- array[_elementals.length] = elm;
- _elementals = array;
- }
- }
- }
-
- /**
- * @return the part of the body used with the item.
- */
- public final int getBodyPart() {
- return _bodyPart;
- }
-
- /**
- * @return the type 1 of the item.
- */
- public final ItemType1 getType1() {
- return _type1;
- }
-
- /**
- * @return {@code true} if the item is stackable, {@code false} otherwise.
- */
- public final boolean isStackable() {
- return _stackable;
- }
-
- /**
- * @return {@code true} if the item can be equipped, {@code false} otherwise.
- */
- public boolean isEquipable() {
- return (getBodyPart() != 0) && !(getItemType() instanceof EtcItemType);
- }
-
- /**
- * @return the price of reference of the item.
- */
- public final int getReferencePrice() {
- return _referencePrice;
- }
-
- /**
- * @return {@code true} if the item can be sold, {@code false} otherwise.
- */
- public final boolean isSellable() {
- return _sellable;
- }
-
- /**
- * @return {@code true} if the item can be dropped, {@code false} otherwise.
- */
- public final boolean isDropable() {
- return _dropable;
- }
-
- /**
- * @return {@code true} if the item can be destroyed, {@code false} otherwise.
- */
- public final boolean isDestroyable() {
- return _destroyable;
- }
-
- /**
- * @return {@code true} if the item can be traded, {@code false} otherwise.
- */
- public final boolean isTradeable() {
- return _tradeable;
- }
-
- /**
- * @return {@code true} if the item can be put into warehouse, {@code false} otherwise.
- */
- public final boolean isDepositable() {
- return _depositable;
- }
-
- /**
- * This method also check the enchant blacklist.
- * @return {@code true} if the item can be enchanted, {@code false} otherwise.
- */
- public final int isEnchantable() {
- return character().getEnchantBlacklist().contains(getId()) ? 0 : _enchantable;
- }
-
- /**
- * @return {@code true} if the item can be elemented, {@code false} otherwise.
- */
- public final boolean isElementable() {
- return _elementable;
- }
-
- /**
- * Returns if item is common
- * @return boolean
- */
- public final boolean isCommon() {
- return _common;
- }
-
- /**
- * Returns if item is hero-only
- * @return
- */
- public final boolean isHeroItem() {
- return _heroItem;
- }
-
- /**
- * Returns if item is pvp
- * @return
- */
- public final boolean isPvpItem() {
- return _pvpItem;
- }
-
- public boolean isPotion() {
- return (getItemType() == EtcItemType.POTION);
- }
-
- public boolean isElixir() {
- return (getItemType() == EtcItemType.ELIXIR);
- }
-
- public boolean isScroll() {
- return (getItemType() == EtcItemType.SCROLL);
- }
-
- /**
- * Get the functions used by this item.
- * @param item : L2ItemInstance pointing out the item
- * @param player : L2Character pointing out the player
- * @return the list of functions
- */
- public final List<AbstractFunction> getStatFuncs(L2ItemInstance item, L2Character player) {
- if ((_funcTemplates == null) || _funcTemplates.isEmpty()) {
- return Collections.<AbstractFunction> emptyList();
- }
-
- final List<AbstractFunction> funcs = new ArrayList<>(_funcTemplates.size());
- for (FuncTemplate t : _funcTemplates) {
- AbstractFunction f = t.getFunc(player, player, item, item);
- if (f != null) {
- funcs.add(f);
- }
- }
- return funcs;
- }
-
- /**
- * Add the FuncTemplate f to the list of functions used with the item
- * @param f : FuncTemplate to add
- */
- public void attach(FuncTemplate f) {
- switch (f.getStat()) {
- case FIRE_RES:
- case FIRE_POWER:
- setElementals(new Elementals(Elementals.FIRE, (int) f.getValue()));
- break;
- case WATER_RES:
- case WATER_POWER:
- setElementals(new Elementals(Elementals.WATER, (int) f.getValue()));
- break;
- case WIND_RES:
- case WIND_POWER:
- setElementals(new Elementals(Elementals.WIND, (int) f.getValue()));
- break;
- case EARTH_RES:
- case EARTH_POWER:
- setElementals(new Elementals(Elementals.EARTH, (int) f.getValue()));
- break;
- case HOLY_RES:
- case HOLY_POWER:
- setElementals(new Elementals(Elementals.HOLY, (int) f.getValue()));
- break;
- case DARK_RES:
- case DARK_POWER:
- setElementals(new Elementals(Elementals.DARK, (int) f.getValue()));
- break;
- }
-
- if (_funcTemplates == null) {
- _funcTemplates = new ArrayList<>(1);
- }
- _funcTemplates.add(f);
- }
-
- public final void attach(Condition c) {
- if (_preConditions == null) {
- _preConditions = new ArrayList<>(1);
- }
- if (!_preConditions.contains(c)) {
- _preConditions.add(c);
- }
- }
-
- public boolean hasSkills() {
- return _skillHolder != null;
- }
-
- /**
- * Method to retrieve skills linked to this item armor and weapon: passive skills etcitem: skills used on item use <-- ???
- * @return Skills linked to this item as SkillHolder[]
- */
- public final SkillHolder[] getSkills() {
- return _skillHolder;
- }
-
- /**
- * @return skill that activates, when player unequip this weapon or armor
- */
- public final Skill getUnequipSkill() {
- return _unequipSkill == null ? null : _unequipSkill.getSkill();
- }
-
- public boolean checkCondition(L2Character activeChar, L2Object object, boolean sendMessage) {
- if (activeChar.canOverrideCond(PcCondOverride.ITEM_CONDITIONS) && !general().gmItemRestriction()) {
- return true;
- }
-
- // Don't allow hero equipment and restricted items during Olympiad
- if ((isOlyRestrictedItem() || isHeroItem()) && ((activeChar instanceof L2PcInstance) && activeChar.getActingPlayer().isInOlympiadMode())) {
- if (isEquipable()) {
- activeChar.sendPacket(SystemMessageId.THIS_ITEM_CANT_BE_EQUIPPED_FOR_THE_OLYMPIAD_EVENT);
- } else {
- activeChar.sendPacket(SystemMessageId.THIS_ITEM_IS_NOT_AVAILABLE_FOR_THE_OLYMPIAD_EVENT);
- }
- return false;
- }
-
- if (!isConditionAttached()) {
- return true;
- }
-
- final L2Character target = (object instanceof L2Character) ? (L2Character) object : null;
- for (Condition preCondition : _preConditions) {
- if (preCondition == null) {
- continue;
- }
-
- if (!preCondition.test(activeChar, target, null, null)) {
- if (activeChar instanceof L2Summon) {
- activeChar.sendPacket(SystemMessageId.PET_CANNOT_USE_ITEM);
- return false;
- }
-
- if (sendMessage) {
- String msg = preCondition.getMessage();
- int msgId = preCondition.getMessageId();
- if (msg != null) {
- activeChar.sendMessage(msg);
- } else if (msgId != 0) {
- SystemMessage sm = SystemMessage.getSystemMessage(msgId);
- if (preCondition.isAddName()) {
- sm.addItemName(_itemId);
- }
- activeChar.sendPacket(sm);
- }
- }
- return false;
- }
- }
- return true;
- }
-
- public boolean isConditionAttached() {
- return (_preConditions != null) && !_preConditions.isEmpty();
- }
-
- public boolean isQuestItem() {
- return _questItem;
- }
-
- public boolean isFreightable() {
- return _freightable;
- }
-
- public boolean isAllowSelfResurrection() {
- return _allow_self_resurrection;
- }
-
- public boolean isOlyRestrictedItem() {
- return _is_oly_restricted || olympiad().getRestrictedItems().contains(_itemId);
- }
-
- public boolean isForNpc() {
- return _for_npc;
- }
-
- /**
- * Returns the name of the item followed by the item ID.
- * @return the name and the ID of the item
- */
- @Override
- public String toString() {
- return _name + "(" + _itemId + ")";
- }
-
- /**
- * Verifies if the item has effects immediately.<br>
- * <i>Used for herbs mostly.</i>
- * @return {@code true} if the item applies effects immediately, {@code false} otherwise
- */
- public boolean hasExImmediateEffect() {
- return _ex_immediate_effect;
- }
-
- /**
- * Verifies if the item has effects immediately.
- * @return {@code true} if the item applies effects immediately, {@code false} otherwise
- */
- public boolean hasImmediateEffect() {
- return _immediate_effect;
- }
-
- /**
- * @return the _default_action
- */
- public ActionType getDefaultAction() {
- return _defaultAction;
- }
-
- public int useSkillDisTime() {
- return _useSkillDisTime;
- }
-
- /**
- * Gets the item reuse delay time in seconds.
- * @return the reuse delay time
- */
- public int getReuseDelay() {
- return _reuseDelay;
- }
-
- /**
- * Gets the shared reuse group.<br>
- * Items with the same reuse group will render reuse delay upon those items when used.
- * @return the shared reuse group
- */
- public int getSharedReuseGroup() {
- return _sharedReuseGroup;
- }
-
- /**
- * Usable in HTML windows.
- * @return the icon link in client files
- */
- public String getIcon() {
- return _icon;
- }
-
- public int getDefaultEnchantLevel() {
- return _defaultEnchantLevel;
- }
-
- public boolean isPetItem() {
- return getItemType() == EtcItemType.PET_COLLAR;
- }
-
- /**
- * @return skill that player get when has equipped armor +4 or more
- */
- public Skill getEnchant4Skill() {
- return null;
- }
- }
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