/*
* 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()]);
}
}