/*
* 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 com.l2jserver.gameserver.model;
import com.l2jserver.Config;
import com.l2jserver.gameserver.datatables.ItemTable;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.network.SystemMessageId;
import com.l2jserver.gameserver.network.serverpackets.InventoryUpdate;
import com.l2jserver.gameserver.network.serverpackets.ItemList;
import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
public class CombatFlag
{
//private static final Logger _log = Logger.getLogger(CombatFlag.class.getName());
protected L2PcInstance _player = null;
public int playerId = 0;
private L2ItemInstance _item = null;
private Location _location;
public L2ItemInstance itemInstance;
private int _itemId;
@SuppressWarnings("unused")
private int _heading;
@SuppressWarnings("unused")
private int _fortId;
// =========================================================
// Constructor
public CombatFlag(int fort_id, int x, int y, int z, int heading, int item_id)
{
_fortId = fort_id;
_location = new Location(x,y,z,heading);
_heading = heading;
_itemId = item_id;
}
public synchronized void spawnMe()
{
// Init the dropped L2ItemInstance and add it in the world as a visible object at the position where mob was last
L2ItemInstance i = ItemTable.getInstance().createItem("Combat", _itemId, 1, null, null);
i.dropMe(null, _location.getX(), _location.getY(), _location.getZ());
itemInstance = i;
}
public synchronized void unSpawnMe()
{
if (_player != null)
{
dropIt();
}
if (itemInstance != null)
{
itemInstance.decayMe();
}
}
public boolean activate(L2PcInstance player, L2ItemInstance item)
{
if (player.isMounted())
{
player.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.CANNOT_EQUIP_ITEM_DUE_TO_BAD_CONDITION));
return false;
}
// Player holding it data
_player = player;
playerId = _player.getObjectId();
itemInstance = null;
// Equip with the weapon
_item = item;
_player.getInventory().equipItem(_item);
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S1_EQUIPPED);
sm.addItemName(_item);
_player.sendPacket(sm);
// Refresh inventory
if (!Config.FORCE_INVENTORY_UPDATE)
{
InventoryUpdate iu = new InventoryUpdate();
iu.addItem(_item);
_player.sendPacket(iu);
}
else _player.sendPacket(new ItemList(_player, false));
// Refresh player stats
_player.broadcastUserInfo();
_player.setCombatFlagEquipped(true);
return true;
}
public void dropIt()
{
// Reset player stats
_player.setCombatFlagEquipped(false);
int slot = _player.getInventory().getSlotFromItem(_item);
_player.getInventory().unEquipItemInBodySlot(slot);
_player.destroyItem("CombatFlag", _item, null, true);
_item = null;
_player.broadcastUserInfo();
_player = null;
playerId = 0;
}
}