/*
* 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.tables;
import java.sql.Connection;
import java.sql.PreparedStatement;
import java.util.Map;
import java.util.concurrent.ScheduledFuture;
import javolution.util.FastMap;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import silentium.commons.database.DatabaseFactory;
import silentium.gameserver.Item;
import silentium.gameserver.ThreadPoolManager;
import silentium.gameserver.configs.MainConfig;
import silentium.gameserver.idfactory.IdFactory;
import silentium.gameserver.model.L2ItemInstance;
import silentium.gameserver.model.L2ItemInstance.ItemLocation;
import silentium.gameserver.model.L2Object;
import silentium.gameserver.model.L2World;
import silentium.gameserver.model.actor.L2Attackable;
import silentium.gameserver.model.actor.instance.L2PcInstance;
import silentium.gameserver.skills.SkillsEngine;
import silentium.gameserver.templates.item.L2Armor;
import silentium.gameserver.templates.item.L2ArmorType;
import silentium.gameserver.templates.item.L2EtcItem;
import silentium.gameserver.templates.item.L2Item;
import silentium.gameserver.templates.item.L2Weapon;
import silentium.gameserver.templates.item.L2WeaponType;
import silentium.gameserver.utils.LoggingUtils;
public class ItemTable
{
private static Logger _log = LoggerFactory.getLogger(ItemTable.class.getName());
private static Logger _logItems = LoggerFactory.getLogger("item");
public static final Map<String, Integer> _materials = new FastMap<>();
public static final Map<String, Integer> _crystalTypes = new FastMap<>();
public static final Map<String, Integer> _slots = new FastMap<>();
public static final Map<String, L2ArmorType> _armorTypes = new FastMap<>();
public static final Map<String, L2WeaponType> _weaponTypes = new FastMap<>();
private L2Item[] _allTemplates;
private final Map<Integer, L2Armor> _armors;
private final Map<Integer, L2EtcItem> _etcItems;
private final Map<Integer, L2Weapon> _weapons;
static
{
_materials.put("adamantaite", L2Item.MATERIAL_ADAMANTAITE);
_materials.put("blood_steel", L2Item.MATERIAL_BLOOD_STEEL);
_materials.put("bone", L2Item.MATERIAL_BONE);
_materials.put("bronze", L2Item.MATERIAL_BRONZE);
_materials.put("cloth", L2Item.MATERIAL_CLOTH);
_materials.put("chrysolite", L2Item.MATERIAL_CHRYSOLITE);
_materials.put("cobweb", L2Item.MATERIAL_COBWEB);
_materials.put("cotton", L2Item.MATERIAL_FINE_STEEL);
_materials.put("crystal", L2Item.MATERIAL_CRYSTAL);
_materials.put("damascus", L2Item.MATERIAL_DAMASCUS);
_materials.put("dyestuff", L2Item.MATERIAL_DYESTUFF);
_materials.put("fine_steel", L2Item.MATERIAL_FINE_STEEL);
_materials.put("gold", L2Item.MATERIAL_GOLD);
_materials.put("horn", L2Item.MATERIAL_HORN);
_materials.put("leather", L2Item.MATERIAL_LEATHER);
_materials.put("liquid", L2Item.MATERIAL_LIQUID);
_materials.put("mithril", L2Item.MATERIAL_MITHRIL);
_materials.put("oriharukon", L2Item.MATERIAL_ORIHARUKON);
_materials.put("paper", L2Item.MATERIAL_PAPER);
_materials.put("scale_of_dragon", L2Item.MATERIAL_SCALE_OF_DRAGON);
_materials.put("seed", L2Item.MATERIAL_SEED);
_materials.put("silver", L2Item.MATERIAL_SILVER);
_materials.put("steel", L2Item.MATERIAL_STEEL);
_materials.put("wood", L2Item.MATERIAL_WOOD);
_crystalTypes.put("s", L2Item.CRYSTAL_S);
_crystalTypes.put("a", L2Item.CRYSTAL_A);
_crystalTypes.put("b", L2Item.CRYSTAL_B);
_crystalTypes.put("c", L2Item.CRYSTAL_C);
_crystalTypes.put("d", L2Item.CRYSTAL_D);
_crystalTypes.put("none", L2Item.CRYSTAL_NONE);
// weapon types
for (L2WeaponType type : L2WeaponType.values())
_weaponTypes.put(type.toString(), type);
// armor types
for (L2ArmorType type : L2ArmorType.values())
_armorTypes.put(type.toString(), type);
_slots.put("chest", L2Item.SLOT_CHEST);
_slots.put("fullarmor", L2Item.SLOT_FULL_ARMOR);
_slots.put("alldress", L2Item.SLOT_ALLDRESS);
_slots.put("head", L2Item.SLOT_HEAD);
_slots.put("hair", L2Item.SLOT_HAIR);
_slots.put("face", L2Item.SLOT_FACE);
_slots.put("hairall", L2Item.SLOT_HAIRALL);
_slots.put("underwear", L2Item.SLOT_UNDERWEAR);
_slots.put("back", L2Item.SLOT_BACK);
_slots.put("neck", L2Item.SLOT_NECK);
_slots.put("legs", L2Item.SLOT_LEGS);
_slots.put("feet", L2Item.SLOT_FEET);
_slots.put("gloves", L2Item.SLOT_GLOVES);
_slots.put("chest,legs", L2Item.SLOT_CHEST | L2Item.SLOT_LEGS);
_slots.put("rhand", L2Item.SLOT_R_HAND);
_slots.put("lhand", L2Item.SLOT_L_HAND);
_slots.put("lrhand", L2Item.SLOT_LR_HAND);
_slots.put("rear;lear", L2Item.SLOT_R_EAR | L2Item.SLOT_L_EAR);
_slots.put("rfinger;lfinger", L2Item.SLOT_R_FINGER | L2Item.SLOT_L_FINGER);
_slots.put("none", L2Item.SLOT_NONE);
_slots.put("wolf", L2Item.SLOT_WOLF); // for wolf
_slots.put("hatchling", L2Item.SLOT_HATCHLING); // for hatchling
_slots.put("strider", L2Item.SLOT_STRIDER); // for strider
_slots.put("babypet", L2Item.SLOT_BABYPET); // for babypet
}
/**
* Returns instance of ItemTable
*
* @return ItemTable
*/
public static ItemTable getInstance()
{
return SingletonHolder._instance;
}
/**
* Returns a new object Item
*
* @return
*/
public Item newItem()
{
return new Item();
}
/**
* Constructor.
*/
protected ItemTable()
{
_armors = new FastMap<>();
_etcItems = new FastMap<>();
_weapons = new FastMap<>();
load();
}
private void load()
{
int highest = 0;
for (L2Item item : SkillsEngine.getInstance().loadItems())
{
if (highest < item.getItemId())
highest = item.getItemId();
if (item instanceof L2EtcItem)
_etcItems.put(item.getItemId(), (L2EtcItem) item);
else if (item instanceof L2Armor)
_armors.put(item.getItemId(), (L2Armor) item);
else
_weapons.put(item.getItemId(), (L2Weapon) item);
}
buildFastLookupTable(highest);
}
/**
* Builds a variable in which all items are putting in in function of their ID.
*
* @param size
*/
private void buildFastLookupTable(int size)
{
// Create a FastLookUp Table called _allTemplates of size : value of the highest item ID
_log.info("ItemTable: Highest used itemID : " + size);
_allTemplates = new L2Item[size + 1];
// Insert armor item in Fast Look Up Table
for (L2Armor item : _armors.values())
_allTemplates[item.getItemId()] = item;
// Insert weapon item in Fast Look Up Table
for (L2Weapon item : _weapons.values())
_allTemplates[item.getItemId()] = item;
// Insert etcItem item in Fast Look Up Table
for (L2EtcItem item : _etcItems.values())
_allTemplates[item.getItemId()] = item;
}
/**
* Returns the item corresponding to the item ID
*
* @param id
* : int designating the item
* @return L2Item
*/
public L2Item getTemplate(int id)
{
if (id >= _allTemplates.length)
return null;
return _allTemplates[id];
}
/**
* Create the L2ItemInstance corresponding to the Item Identifier and quantitiy add logs the activity.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Create and Init the L2ItemInstance corresponding to the Item Identifier and quantity</li> <li>Add the L2ItemInstance object to
* _allObjects of L2world</li> <li>Logs Item creation according to log settings</li><BR>
* <BR>
*
* @param process
* : String Identifier of process triggering this action
* @param itemId
* : int Item Identifier of the item to be created
* @param count
* : int Quantity of items to be created for stackable items
* @param actor
* : L2PcInstance Player requesting the item creation
* @param reference
* : L2Object Object referencing current action like NPC selling item or previous item in transformation
* @return L2ItemInstance corresponding to the new item
*/
public L2ItemInstance createItem(String process, int itemId, int count, L2PcInstance actor, L2Object reference)
{
// Create and Init the L2ItemInstance corresponding to the Item Identifier
L2ItemInstance item = new L2ItemInstance(IdFactory.getInstance().getNextId(), itemId);
if (process.equalsIgnoreCase("loot"))
{
ScheduledFuture<?> itemLootShedule;
if (reference instanceof L2Attackable && ((L2Attackable) reference).isRaid()) // loot privilege for raids
{
L2Attackable raid = (L2Attackable) reference;
// if in CommandChannel and was killing a World/RaidBoss
if (raid.getFirstCommandChannelAttacked() != null && !MainConfig.AUTO_LOOT_RAID)
{
item.setOwnerId(raid.getFirstCommandChannelAttacked().getChannelLeader().getObjectId());
itemLootShedule = ThreadPoolManager.getInstance().scheduleGeneral(new ResetOwner(item), 300000);
item.setItemLootShedule(itemLootShedule);
}
}
else if (!MainConfig.AUTO_LOOT)
{
item.setOwnerId(actor.getObjectId());
itemLootShedule = ThreadPoolManager.getInstance().scheduleGeneral(new ResetOwner(item), 15000);
item.setItemLootShedule(itemLootShedule);
}
}
_log.debug("ItemTable: Item created oid:" + item.getObjectId() + " itemid:" + itemId);
// Add the L2ItemInstance object to _allObjects of L2world
L2World.getInstance().storeObject(item);
// Set Item parameters
if (item.isStackable() && count > 1)
item.setCount(count);
if (MainConfig.LOG_ITEMS)
LoggingUtils.logItem(_logItems, "CREATE: ", process, item, actor.getName(), reference);
return item;
}
public L2ItemInstance createItem(String process, int itemId, int count, L2PcInstance actor)
{
return createItem(process, itemId, count, actor, null);
}
/**
* Returns a dummy (fr = factice) item.<BR>
* <BR>
* <U><I>Concept :</I></U><BR>
* Dummy item is created by setting the ID of the object in the world at null value
*
* @param itemId
* : int designating the item
* @return L2ItemInstance designating the dummy item created
*/
public L2ItemInstance createDummyItem(int itemId)
{
L2Item item = getTemplate(itemId);
if (item == null)
return null;
L2ItemInstance temp = new L2ItemInstance(0, item);
return temp;
}
/**
* Destroys the L2ItemInstance.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Sets L2ItemInstance parameters to be unusable</li> <li>Removes the L2ItemInstance object to _allObjects of L2world</li> <li>Logs Item
* delettion according to log settings</li><BR>
* <BR>
*
* @param process
* : String Identifier of process triggering this action
* @param item
* : L2ItemInstance The instance of object to delete
* @param actor
* : L2PcInstance Player requesting the item destroy
* @param reference
* : L2Object Object referencing current action like NPC selling item or previous item in transformation
*/
public void destroyItem(String process, L2ItemInstance item, L2PcInstance actor, L2Object reference)
{
synchronized (item)
{
item.setCount(0);
item.setOwnerId(0);
item.setLocation(ItemLocation.VOID);
item.setLastChange(L2ItemInstance.REMOVED);
L2World.getInstance().removeObject(item);
IdFactory.getInstance().releaseId(item.getObjectId());
if (MainConfig.LOG_ITEMS)
LoggingUtils.logItem(_logItems, "DELETE: ", process, item, actor.getName(), reference);
// if it's a pet control item, delete the pet as well
if (PetDataTable.isPetCollar(item.getItemId()))
{
try (Connection con = DatabaseFactory.getConnection())
{
PreparedStatement statement = con.prepareStatement("DELETE FROM pets WHERE item_obj_id=?");
statement.setInt(1, item.getObjectId());
statement.execute();
statement.close();
}
catch (Exception e)
{
_log.warn("could not delete pet objectid:", e);
}
}
}
}
public void reload()
{
_armors.clear();
_etcItems.clear();
_weapons.clear();
load();
}
protected static class ResetOwner implements Runnable
{
L2ItemInstance _item;
public ResetOwner(L2ItemInstance item)
{
_item = item;
}
@Override
public void run()
{
_item.setOwnerId(0);
_item.setItemLootShedule(null);
}
}
private static class SingletonHolder
{
protected static final ItemTable _instance = new ItemTable();
}
}