/* * 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.templates.item; import java.util.ArrayList; import silentium.gameserver.model.L2ItemInstance; import silentium.gameserver.model.actor.L2Character; import silentium.gameserver.skills.Env; import silentium.gameserver.skills.basefuncs.Func; import silentium.gameserver.skills.basefuncs.FuncTemplate; import silentium.gameserver.templates.StatsSet; /** * This class is dedicated to the management of armors. */ public final class L2Armor extends L2Item { private L2ArmorType _type; /** * Constructor for Armor.<BR> * <BR> * <U><I>Variables filled :</I></U><BR> * <LI>_avoidModifier</LI> <LI>_pDef & _mDef</LI> <LI>_mpBonus & _hpBonus</LI> * * @param set * : StatsSet designating the set of couples (key,value) caracterizing the armor * @see L2Item constructor */ public L2Armor(StatsSet set) { super(set); _type = L2ArmorType.valueOf(set.getString("armor_type", "none").toUpperCase()); int _bodyPart = getBodyPart(); if (_bodyPart == L2Item.SLOT_NECK || _bodyPart == L2Item.SLOT_FACE || _bodyPart == L2Item.SLOT_HAIR || _bodyPart == L2Item.SLOT_HAIRALL || (_bodyPart & L2Item.SLOT_L_EAR) != 0 || (_bodyPart & L2Item.SLOT_L_FINGER) != 0 || (_bodyPart & L2Item.SLOT_BACK) != 0) { _type1 = L2Item.TYPE1_WEAPON_RING_EARRING_NECKLACE; _type2 = L2Item.TYPE2_ACCESSORY; } else { if (_type == L2ArmorType.NONE && getBodyPart() == L2Item.SLOT_L_HAND) // retail define shield as NONE _type = L2ArmorType.SHIELD; _type1 = L2Item.TYPE1_SHIELD_ARMOR; _type2 = L2Item.TYPE2_SHIELD_ARMOR; } } /** * Returns the type of the armor. * * @return L2ArmorType */ @Override public L2ArmorType getItemType() { return _type; } /** * Returns the ID of the item after applying the mask. * * @return int : ID of the item */ @Override public final int getItemMask() { return getItemType().mask(); } /** * Returns array of Func objects containing the list of functions used by the armor * * @param instance * : L2ItemInstance pointing out the armor * @param player * : L2Character pointing out the player * @return Func[] : array of functions */ @Override public Func[] getStatFuncs(L2ItemInstance instance, L2Character player) { if (_funcTemplates == null || _funcTemplates.length == 0) return _emptyFunctionSet; ArrayList<Func> funcs = new ArrayList<>(_funcTemplates.length); Env env = new Env(); env.player = player; env.item = instance; Func f; for (FuncTemplate t : _funcTemplates) { f = t.getFunc(env, instance); if (f != null) funcs.add(f); } return funcs.toArray(new Func[funcs.size()]); } }