/*
* 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 java.util.ArrayList;
import java.util.List;
import silentium.gameserver.configs.MainConfig;
import silentium.gameserver.configs.PlayersConfig;
import silentium.gameserver.model.L2ItemInstance;
import silentium.gameserver.model.actor.L2Npc;
import silentium.gameserver.model.actor.instance.L2PcInstance;
import silentium.gameserver.model.itemcontainer.ItemContainer;
import silentium.gameserver.model.itemcontainer.PcFreight;
import silentium.gameserver.network.SystemMessageId;
import silentium.gameserver.network.serverpackets.InventoryUpdate;
import silentium.gameserver.network.serverpackets.ItemList;
import silentium.gameserver.network.serverpackets.StatusUpdate;
import silentium.gameserver.network.serverpackets.SystemMessage;
/**
* @author -Wooden-
*/
public final class RequestPackageSend extends L2GameClientPacket
{
private List<Item> _items = null;
private int _objectID;
@Override
protected void readImpl()
{
_objectID = readD();
int count = readD();
if (count < 0 || count > PlayersConfig.MAX_ITEM_IN_PACKET)
return;
_items = new ArrayList<>(count);
for (int i = 0; i < count; i++)
{
int id = readD(); // this is some id sent in PackageSendableList
int cnt = readD();
_items.add(new Item(id, cnt));
}
}
@Override
protected void runImpl()
{
if (_items == null || _items.isEmpty() || !MainConfig.ALLOW_FREIGHT)
return;
final L2PcInstance player = getClient().getActiveChar();
if (player == null)
return;
// player attempts to send freight to the different account
if (!player.getAccountChars().containsKey(_objectID))
return;
final PcFreight freight = player.getDepositedFreight(_objectID);
player.setActiveWarehouse(freight);
final ItemContainer warehouse = player.getActiveWarehouse();
if (warehouse == null)
return;
final L2Npc manager = player.getCurrentFolkNPC();
if ((manager == null || !player.isInsideRadius(manager, L2Npc.INTERACTION_DISTANCE, false, false)) && !player.isGM())
return;
if (warehouse instanceof PcFreight && !player.getAccessLevel().allowTransaction())
{
player.sendMessage("Transactions are disabled for your Access Level.");
return;
}
// Alt game - Karma punishment
if (!PlayersConfig.KARMA_PLAYER_CAN_USE_WH && player.getKarma() > 0)
return;
// Freight price from config or normal price per item slot (30)
int fee = _items.size() * PlayersConfig.ALT_GAME_FREIGHT_PRICE;
int currentAdena = player.getAdena();
int slots = 0;
for (Item i : _items)
{
int objectId = i.id;
int count = i.count;
// Check validity of requested item
L2ItemInstance item = player.checkItemManipulation(objectId, count, "deposit");
if (item == null)
{
log.warn("Error depositing a warehouse object for char " + player.getName() + " (validity check)");
i.id = 0;
i.count = 0;
continue;
}
if (!item.isTradable() || item.isQuestItem())
return;
// Calculate needed adena and slots
if (item.getItemId() == 57)
currentAdena -= count;
if (!item.isStackable())
slots += count;
else if (warehouse.getItemByItemId(item.getItemId()) == null)
slots++;
}
// Item Max Limit Check
if (!warehouse.validateCapacity(slots))
{
sendPacket(SystemMessage.getSystemMessage(SystemMessageId.YOU_HAVE_EXCEEDED_QUANTITY_THAT_CAN_BE_INPUTTED));
return;
}
// Check if enough adena and charge the fee
if (currentAdena < fee || !player.reduceAdena("Warehouse", fee, player.getCurrentFolkNPC(), false))
{
sendPacket(SystemMessage.getSystemMessage(SystemMessageId.YOU_NOT_ENOUGH_ADENA));
return;
}
// Proceed to the transfer
InventoryUpdate playerIU = MainConfig.FORCE_INVENTORY_UPDATE ? null : new InventoryUpdate();
for (Item i : _items)
{
int objectId = i.id;
int count = i.count;
// check for an invalid item
if (objectId == 0 && count == 0)
continue;
L2ItemInstance oldItem = player.getInventory().getItemByObjectId(objectId);
if (oldItem == null)
{
log.warn("Error depositing a warehouse object for char " + player.getName() + " (olditem == null)");
continue;
}
if (oldItem.isHeroItem())
continue;
L2ItemInstance newItem = player.getInventory().transferItem("Warehouse", objectId, count, warehouse, player, player.getCurrentFolkNPC());
if (newItem == null)
{
log.warn("Error depositing a warehouse object for char " + player.getName() + " (newitem == null)");
continue;
}
if (playerIU != null)
{
if (oldItem.getCount() > 0 && oldItem != newItem)
playerIU.addModifiedItem(oldItem);
else
playerIU.addRemovedItem(oldItem);
}
}
// Send updated item list to the player
if (playerIU != null)
player.sendPacket(playerIU);
else
player.sendPacket(new ItemList(player, false));
// Update current load status on player
StatusUpdate su = new StatusUpdate(player);
su.addAttribute(StatusUpdate.CUR_LOAD, player.getCurrentLoad());
player.sendPacket(su);
}
private class Item
{
public int id;
public int count;
public Item(int i, int c)
{
id = i;
count = c;
}
}
}