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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.clientpackets;
- import java.util.logging.Logger;
- import javolution.util.FastList;
- import net.sf.l2j.Config;
- import net.sf.l2j.gameserver.datatables.ItemTable;
- import net.sf.l2j.gameserver.model.L2Augmentation;
- import net.sf.l2j.gameserver.model.L2ItemInstance;
- import net.sf.l2j.gameserver.model.L2Multisell;
- import net.sf.l2j.gameserver.model.PcInventory;
- import net.sf.l2j.gameserver.model.L2Multisell.MultiSellEntry;
- import net.sf.l2j.gameserver.model.L2Multisell.MultiSellIngredient;
- import net.sf.l2j.gameserver.model.L2Multisell.MultiSellListContainer;
- import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
- import net.sf.l2j.gameserver.network.SystemMessageId;
- import net.sf.l2j.gameserver.serverpackets.ItemList;
- import net.sf.l2j.gameserver.serverpackets.PledgeShowInfoUpdate;
- import net.sf.l2j.gameserver.serverpackets.StatusUpdate;
- import net.sf.l2j.gameserver.serverpackets.SystemMessage;
- import net.sf.l2j.gameserver.templates.L2Armor;
- import net.sf.l2j.gameserver.templates.L2Item;
- import net.sf.l2j.gameserver.templates.L2Weapon;
- 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 int _amount;
- private int _enchantment;
- private int _transactionTax; // local handling of taxation
- @Override
- protected void readImpl()
- {
- _listId = readD();
- _entryId = readD();
- _amount = readD();
- // _enchantment = readH(); // <---commented this line because it did NOT work!
- _enchantment = _entryId % 100000;
- _entryId = _entryId / 100000;
- _transactionTax = 0; // initialize tax amount to 0...
- }
- @Override
- public void runImpl()
- {
- if(_amount < 1 || _amount > 5000)
- return;
- MultiSellListContainer list = L2Multisell.getInstance().getList(_listId);
- if(list == null) return;
- L2PcInstance player = getClient().getActiveChar();
- if(player == null) return;
- for(MultiSellEntry entry : list.getEntries())
- {
- if(entry.getEntryId() == _entryId)
- {
- doExchange(player,entry,list.getApplyTaxes(), list.getMaintainEnchantment(), _enchantment);
- return;
- }
- }
- }
- 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.
- L2NpcInstance merchant = (player.getTarget() instanceof L2NpcInstance)? (L2NpcInstance) player.getTarget() : null;
- if (merchant == null) return;
- MultiSellEntry entry = prepareEntry(merchant, templateEntry, applyTaxes, maintainEnchantment, enchantment);
- // Generate a list of distinct ingredients and counts in order to check if the correct item-counts
- // are possessed by the player
- FastList<MultiSellIngredient> _ingredientsList = new FastList<MultiSellIngredient>();
- 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;
- }
- if(e.getItemId() !=65336)
- {
- // 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) < ((Config.ALT_BLACKSMITH_USE_RECIPES || !e.getMantainIngredient()) ? (e.getItemCount() * _amount) : e.getItemCount()) )
- {
- player.sendPacket(new SystemMessage(SystemMessageId.NOT_ENOUGH_ITEMS));
- _ingredientsList.clear();
- _ingredientsList = null;
- return;
- }
- }
- else
- {
- 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())
- {
- player.sendPacket(new SystemMessage(SystemMessageId.THE_CLAN_REPUTATION_SCORE_IS_TOO_LOW));
- return;
- }
- }
- }
- _ingredientsList.clear();
- _ingredientsList = null;
- FastList<L2Augmentation> augmentation = new FastList<L2Augmentation>();
- /** All ok, remove items and add final product */
- for(MultiSellIngredient e : entry.getIngredients())
- {
- if(e.getItemId()!=65336)
- {
- 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 tanken will not be returned back to inventory!
- _log.severe("Character: " + player.getName() + " is trying to cheat in multisell, merchatnt id:" + merchant.getNpcId());
- return;
- }
- if (Config.ALT_BLACKSMITH_USE_RECIPES || !e.getMantainIngredient())
- {
- // 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());
- for (int i = 0; i < (e.getItemCount() * _amount); i++)
- {
- if (inventoryContents[i].isAugmented())
- augmentation.add(inventoryContents[i].getAugmentation());
- 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());
- itemToTake = inventoryContents[0];
- // get item with the LOWEST enchantment level from the inventory...
- // +0 is lowest by default...
- if (itemToTake.getEnchantLevel() > 0)
- {
- for (int j = 0; j < inventoryContents.length; j++)
- {
- if (inventoryContents[j].getEnchantLevel() < itemToTake.getEnchantLevel())
- {
- itemToTake = inventoryContents[j];
- // 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;
- }
- }
- }
- }
- }
- else
- {
- int repCost = player.getClan().getReputationScore() - e.getItemCount();
- player.getClan().setReputationScore(repCost, true);
- SystemMessage smsg = new SystemMessage(SystemMessageId.S1_DEDUCTED_FROM_CLAN_REP);
- smsg.addNumber(e.getItemCount());
- player.sendPacket(smsg);
- player.getClan().broadcastToOnlineMembers(new PledgeShowInfoUpdate(player.getClan()));
- }
- }
- // Generate the appropriate items
- for(MultiSellIngredient e : entry.getProducts())
- {
- if (ItemTable.getInstance().createDummyItem(e.getItemId()).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(product, augmentation.get(i).getAugmentationId(), augmentation.get(i).getSkill(), true));
- }
- product.setEnchantLevel(e.getEnchantmentLevel());
- }
- }
- }
- // msg part
- SystemMessage sm;
- if (e.getItemCount() * _amount > 1)
- {
- sm = new SystemMessage(SystemMessageId.EARNED_S2_S1_S);
- sm.addItemName(e.getItemId());
- sm.addNumber(e.getItemCount() * _amount);
- player.sendPacket(sm);
- sm = null;
- }
- else
- {
- if(maintainEnchantment && _enchantment > 0)
- {
- sm = new SystemMessage(SystemMessageId.ACQUIRED);
- sm.addNumber(_enchantment);
- 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.getObjectId());
- su.addAttribute(StatusUpdate.CUR_LOAD, player.getCurrentLoad());
- player.sendPacket(su);
- su = null;
- // finally, give the tax to the castle...
- if (merchant != null && merchant.getIsInTown() && merchant.getCastle().getOwnerId() > 0)
- merchant.getCastle().addToTreasury(_transactionTax * _amount);
- }
- // 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!
- private MultiSellEntry prepareEntry(L2NpcInstance merchant, MultiSellEntry templateEntry, boolean applyTaxes, boolean maintainEnchantment, int enchantLevel)
- {
- MultiSellEntry newEntry = L2Multisell.getInstance().new MultiSellEntry();
- newEntry.setEntryId(templateEntry.getEntryId());
- int totalAdenaCount = 0;
- 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 = (int)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
- else if (maintainEnchantment)
- {
- L2Item tempItem = ItemTable.getInstance().createDummyItem(newIngredient.getItemId()).getItem();
- if ((tempItem instanceof L2Armor) || (tempItem instanceof L2Weapon))
- newIngredient.setEnchantmentLevel(enchantLevel);
- }
- // 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)
- {
- // 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;
- }
- @Override
- public String getType()
- {
- return _C__A7_MULTISELLCHOOSE;
- }
- }
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