/* * 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.skills.effects; import silentium.gameserver.configs.MainConfig; import silentium.gameserver.geo.GeoData; import silentium.gameserver.model.CharEffectList; import silentium.gameserver.model.L2Effect; import silentium.gameserver.model.Location; import silentium.gameserver.network.serverpackets.FlyToLocation; import silentium.gameserver.network.serverpackets.FlyToLocation.FlyType; import silentium.gameserver.network.serverpackets.ValidateLocation; import silentium.gameserver.skills.Env; import silentium.gameserver.templates.skills.L2EffectType; public class EffectThrowUp extends L2Effect { private int _x, _y, _z; public EffectThrowUp(Env env, EffectTemplate template) { super(env, template); } @Override public L2EffectType getEffectType() { return L2EffectType.THROW_UP; } @Override public boolean onStart() { // Get current position of the L2Character final int curX = getEffected().getX(); final int curY = getEffected().getY(); final int curZ = getEffected().getZ(); // Get the difference between effector and effected positions double dx = getEffector().getX() - curX; double dy = getEffector().getY() - curY; double dz = getEffector().getZ() - curZ; // Calculate distance between effector and effected current position double distance = Math.sqrt(dx * dx + dy * dy); if (distance < 1 || distance > 2000) return false; int offset = Math.min((int) distance + getSkill().getFlyRadius(), 1400); double cos, sin; // approximation for moving futher when z coordinates are different // TODO: handle Z axis movement better offset += Math.abs(dz); if (offset < 5) offset = 5; // Calculate movement angles needed sin = dy / distance; cos = dx / distance; // Calculate the new destination with offset included _x = getEffector().getX() - (int) (offset * cos); _y = getEffector().getY() - (int) (offset * sin); _z = getEffected().getZ(); if (MainConfig.GEODATA > 0) { Location destiny = GeoData.getInstance().moveCheck(getEffected().getX(), getEffected().getY(), getEffected().getZ(), _x, _y, _z); _x = destiny.getX(); _y = destiny.getY(); } getEffected().startStunning(); getEffected().broadcastPacket(new FlyToLocation(getEffected(), _x, _y, _z, FlyType.THROW_UP)); return true; } @Override public boolean onActionTime() { return false; } @Override public void onExit() { getEffected().stopStunning(false); getEffected().setXYZ(_x, _y, _z); getEffected().broadcastPacket(new ValidateLocation(getEffected())); } @Override public int getEffectFlags() { return CharEffectList.EFFECT_FLAG_STUNNED; } }