/*
* 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 silentium.gameserver.network.clientpackets;
import silentium.gameserver.model.BlockList;
import silentium.gameserver.model.L2World;
import silentium.gameserver.model.actor.instance.L2PcInstance;
import silentium.gameserver.network.SystemMessageId;
import silentium.gameserver.network.serverpackets.FriendAddRequest;
import silentium.gameserver.network.serverpackets.SystemMessage;
public final class RequestFriendInvite extends L2GameClientPacket
{
private String _name;
@Override
protected void readImpl()
{
_name = readS();
}
@Override
protected void runImpl()
{
final L2PcInstance activeChar = getClient().getActiveChar();
if (activeChar == null)
return;
final L2PcInstance friend = L2World.getInstance().getPlayer(_name);
// can't use friend invite for locating invisible characters
if (friend == null || !friend.isOnline() || friend.getAppearance().getInvisible())
{
// Target is not found in the game.
activeChar.sendPacket(SystemMessageId.THE_USER_YOU_REQUESTED_IS_NOT_IN_GAME);
return;
}
if (friend == activeChar)
{
// You cannot add yourself to your own friend list.
activeChar.sendPacket(SystemMessageId.YOU_CANNOT_ADD_YOURSELF_TO_OWN_FRIEND_LIST);
return;
}
if (BlockList.isBlocked(activeChar, friend))
{
activeChar.sendMessage("You have blocked " + _name + ".");
return;
}
if (BlockList.isBlocked(friend, activeChar))
{
activeChar.sendMessage("You are in " + _name + "'s block list.");
return;
}
if (activeChar.getFriendList().contains(friend.getObjectId()))
{
// Player already is in your friendlist
activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S1_ALREADY_IN_FRIENDS_LIST).addString(_name));
return;
}
if (!friend.isProcessingRequest())
{
// request to become friend
activeChar.onTransactionRequest(friend);
friend.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S1_REQUESTED_TO_BECOME_FRIENDS).addPcName(activeChar));
friend.sendPacket(new FriendAddRequest(activeChar.getName()));
}
else
activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S1_IS_BUSY_TRY_LATER).addString(_name));
}
}