/* * 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)); } }