/*
* 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 java.util.List;
import javolution.util.FastList;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import silentium.commons.utils.StringUtil;
import silentium.gameserver.configs.MainConfig;
import silentium.gameserver.model.L2Effect;
import silentium.gameserver.model.L2ItemInstance;
import silentium.gameserver.model.L2Object;
import silentium.gameserver.model.actor.L2Character;
import silentium.gameserver.model.actor.L2Summon;
import silentium.gameserver.model.actor.instance.L2PcInstance;
import silentium.gameserver.network.SystemMessageId;
import silentium.gameserver.network.serverpackets.SystemMessage;
import silentium.gameserver.skills.Env;
import silentium.gameserver.skills.SkillHolder;
import silentium.gameserver.skills.basefuncs.Func;
import silentium.gameserver.skills.basefuncs.FuncTemplate;
import silentium.gameserver.skills.conditions.Condition;
import silentium.gameserver.skills.effects.EffectTemplate;
import silentium.gameserver.tables.ItemTable;
import silentium.gameserver.templates.StatsSet;
/**
* This class contains all informations concerning the item (weapon, armor, etc).<BR>
* Mother class of : <LI>L2Armor</LI> <LI>L2EtcItem</LI> <LI>L2Weapon</LI>
*/
public abstract class L2Item
{
public static final int TYPE1_WEAPON_RING_EARRING_NECKLACE = 0;
public static final int TYPE1_SHIELD_ARMOR = 1;
public static final int TYPE1_ITEM_QUESTITEM_ADENA = 4;
public static final int TYPE2_WEAPON = 0;
public static final int TYPE2_SHIELD_ARMOR = 1;
public static final int TYPE2_ACCESSORY = 2;
public static final int TYPE2_QUEST = 3;
public static final int TYPE2_MONEY = 4;
public static final int TYPE2_OTHER = 5;
public static final int SLOT_NONE = 0x0000;
public static final int SLOT_UNDERWEAR = 0x0001;
public static final int SLOT_R_EAR = 0x0002;
public static final int SLOT_L_EAR = 0x0004;
public static final int SLOT_LR_EAR = 0x00006;
public static final int SLOT_NECK = 0x0008;
public static final int SLOT_R_FINGER = 0x0010;
public static final int SLOT_L_FINGER = 0x0020;
public static final int SLOT_LR_FINGER = 0x0030;
public static final int SLOT_HEAD = 0x0040;
public static final int SLOT_R_HAND = 0x0080;
public static final int SLOT_L_HAND = 0x0100;
public static final int SLOT_GLOVES = 0x0200;
public static final int SLOT_CHEST = 0x0400;
public static final int SLOT_LEGS = 0x0800;
public static final int SLOT_FEET = 0x1000;
public static final int SLOT_BACK = 0x2000;
public static final int SLOT_LR_HAND = 0x4000;
public static final int SLOT_FULL_ARMOR = 0x8000;
public static final int SLOT_FACE = 0x010000;
public static final int SLOT_ALLDRESS = 0x020000;
public static final int SLOT_HAIR = 0x040000;
public static final int SLOT_HAIRALL = 0x080000;
public static final int SLOT_WOLF = -100;
public static final int SLOT_HATCHLING = -101;
public static final int SLOT_STRIDER = -102;
public static final int SLOT_BABYPET = -103;
public static final int SLOT_ALLWEAPON = SLOT_LR_HAND | SLOT_R_HAND;
public static final int MATERIAL_STEEL = 0x00;
public static final int MATERIAL_FINE_STEEL = 0x01;
public static final int MATERIAL_BLOOD_STEEL = 0x02;
public static final int MATERIAL_BRONZE = 0x03;
public static final int MATERIAL_SILVER = 0x04;
public static final int MATERIAL_GOLD = 0x05;
public static final int MATERIAL_MITHRIL = 0x06;
public static final int MATERIAL_ORIHARUKON = 0x07;
public static final int MATERIAL_PAPER = 0x08;
public static final int MATERIAL_WOOD = 0x09;
public static final int MATERIAL_CLOTH = 0x0a;
public static final int MATERIAL_LEATHER = 0x0b;
public static final int MATERIAL_BONE = 0x0c;
public static final int MATERIAL_HORN = 0x0d;
public static final int MATERIAL_DAMASCUS = 0x0e;
public static final int MATERIAL_ADAMANTAITE = 0x0f;
public static final int MATERIAL_CHRYSOLITE = 0x10;
public static final int MATERIAL_CRYSTAL = 0x11;
public static final int MATERIAL_LIQUID = 0x12;
public static final int MATERIAL_SCALE_OF_DRAGON = 0x13;
public static final int MATERIAL_DYESTUFF = 0x14;
public static final int MATERIAL_COBWEB = 0x15;
public static final int MATERIAL_SEED = 0x16;
public static final int CRYSTAL_NONE = 0x00;
public static final int CRYSTAL_D = 0x01;
public static final int CRYSTAL_C = 0x02;
public static final int CRYSTAL_B = 0x03;
public static final int CRYSTAL_A = 0x04;
public static final int CRYSTAL_S = 0x05;
private static final int[] crystalItemId = { 0, 1458, 1459, 1460, 1461, 1462 };
private static final int[] crystalEnchantBonusArmor = { 0, 11, 6, 11, 19, 25 };
private static final int[] crystalEnchantBonusWeapon = { 0, 90, 45, 67, 144, 250 };
private final int _itemId;
private final String _name;
protected int _type1; // needed for item list (inventory)
protected int _type2; // different lists for armor, weapon, etc
private final int _weight;
private final boolean _stackable;
private final int _materialType;
private final int _crystalType; // default to none-grade
private final int _duration;
private final int _bodyPart;
private final int _referencePrice;
private final int _crystalCount;
private final boolean _sellable;
private final boolean _dropable;
private final boolean _destroyable;
private final boolean _tradable;
private final boolean _depositable;
private final boolean _heroItem;
private final boolean _isOlyRestricted;
private final L2ActionType _defaultAction;
protected FuncTemplate[] _funcTemplates;
protected EffectTemplate[] _effectTemplates;
protected List<Condition> _preConditions;
private SkillHolder[] _skillHolder;
protected static final Func[] _emptyFunctionSet = new Func[0];
protected static final L2Effect[] _emptyEffectSet = new L2Effect[0];
protected static final Logger _log = LoggerFactory.getLogger(L2Item.class.getName());
/**
* Constructor of the L2Item that fill class variables.<BR>
* <BR>
*
* @param set
* : StatsSet corresponding to a set of couples (key,value) for description of the item
*/
protected L2Item(StatsSet set)
{
_itemId = set.getInteger("item_id");
_name = set.getString("name");
_weight = set.getInteger("weight", 0);
_materialType = ItemTable._materials.get(set.getString("material", "steel")); // default is steel, yeah and what?
_duration = set.getInteger("duration", -1);
_bodyPart = ItemTable._slots.get(set.getString("bodypart", "none"));
_referencePrice = set.getInteger("price", 0);
_crystalType = ItemTable._crystalTypes.get(set.getString("crystal_type", "none")); // default to none-grade
_crystalCount = set.getInteger("crystal_count", 0);
_stackable = set.getBool("is_stackable", false);
_sellable = set.getBool("is_sellable", true);
_dropable = set.getBool("is_dropable", true);
_destroyable = set.getBool("is_destroyable", true);
_tradable = set.getBool("is_tradable", true);
_depositable = set.getBool("is_depositable", true);
_heroItem = (_itemId >= 6611 && _itemId <= 6621) || _itemId == 6842;
_isOlyRestricted = set.getBool("is_oly_restricted", false);
_defaultAction = set.getEnum("default_action", L2ActionType.class, L2ActionType.none);
String skills = set.getString("item_skill", null);
if (skills != null)
{
String[] skillsSplit = skills.split(";");
_skillHolder = new SkillHolder[skillsSplit.length];
int used = 0;
for (String element : skillsSplit)
{
try
{
String[] skillSplit = element.split("-");
int id = Integer.parseInt(skillSplit[0]);
int level = Integer.parseInt(skillSplit[1]);
if (id == 0)
{
_log.info(StringUtil.concat("Ignoring item_skill(", element, ") for item ", toString(), ". Skill id is 0."));
continue;
}
if (level == 0)
{
_log.info(StringUtil.concat("Ignoring item_skill(", element, ") for item ", toString(), ". Skill level is 0."));
continue;
}
_skillHolder[used] = new SkillHolder(id, level);
++used;
}
catch (Exception e)
{
_log.warn(StringUtil.concat("Failed to parse item_skill(", element, ") for item ", toString(), ". The used format is wrong."));
}
}
// this is only loading? just don't leave a null or use a collection?
if (used != _skillHolder.length)
{
SkillHolder[] skillHolder = new SkillHolder[used];
System.arraycopy(_skillHolder, 0, skillHolder, 0, used);
_skillHolder = skillHolder;
}
}
}
/**
* @return Enum the itemType.
*/
public abstract L2ItemType getItemType();
/**
* @return int the duration of the item
*/
public final int getDuration()
{
return _duration;
}
/**
* @return int the ID of the item
*/
public final int getItemId()
{
return _itemId;
}
public abstract int getItemMask();
/**
* @return int the type of material of the item
*/
public final int getMaterialType()
{
return _materialType;
}
/**
* @return int the type 2 of the item
*/
public final int getType2()
{
return _type2;
}
/**
* @return int the weight of the item
*/
public final int getWeight()
{
return _weight;
}
/**
* @return boolean if the item is crystallizable
*/
public final boolean isCrystallizable()
{
return _crystalType != L2Item.CRYSTAL_NONE && _crystalCount > 0;
}
/**
* @return int the type of crystal if item is crystallizable
*/
public final int getCrystalType()
{
return _crystalType;
}
/**
* @return int the type of crystal if item is crystallizable
*/
public final int getCrystalItemId()
{
return crystalItemId[_crystalType];
}
/**
* @return int the quantity of crystals for crystallization
*/
public final int getCrystalCount()
{
return _crystalCount;
}
/**
* @param enchantLevel
* @return int the quantity of crystals for crystallization on specific enchant level
*/
public final int getCrystalCount(int enchantLevel)
{
if (enchantLevel > 3)
{
switch (_type2)
{
case TYPE2_SHIELD_ARMOR:
case TYPE2_ACCESSORY:
return _crystalCount + crystalEnchantBonusArmor[getCrystalType()] * (3 * enchantLevel - 6);
case TYPE2_WEAPON:
return _crystalCount + crystalEnchantBonusWeapon[getCrystalType()] * (2 * enchantLevel - 3);
default:
return _crystalCount;
}
}
else if (enchantLevel > 0)
{
switch (_type2)
{
case TYPE2_SHIELD_ARMOR:
case TYPE2_ACCESSORY:
return _crystalCount + crystalEnchantBonusArmor[getCrystalType()] * enchantLevel;
case TYPE2_WEAPON:
return _crystalCount + crystalEnchantBonusWeapon[getCrystalType()] * enchantLevel;
default:
return _crystalCount;
}
}
else
return _crystalCount;
}
/**
* @return String the name of the item
*/
public final String getName()
{
return _name;
}
/**
* @return int the part of the body used with the item.
*/
public final int getBodyPart()
{
return _bodyPart;
}
/**
* @return int the type 1 of the item
*/
public final int getType1()
{
return _type1;
}
/**
* @return boolean if the item is stackable
*/
public final boolean isStackable()
{
return _stackable;
}
/**
* @return boolean if the item is consumable
*/
public boolean isConsumable()
{
return false;
}
public boolean isEquipable()
{
return getBodyPart() != 0 && !(getItemType() instanceof L2EtcItemType);
}
/**
* @return int the price of reference of the item
*/
public final int getReferencePrice()
{
return (isConsumable() ? (int) (_referencePrice * MainConfig.RATE_CONSUMABLE_COST) : _referencePrice);
}
/**
* Returns if the item can be sold
*
* @return boolean
*/
public final boolean isSellable()
{
return _sellable;
}
/**
* Returns if the item can dropped
*
* @return boolean
*/
public final boolean isDropable()
{
return _dropable;
}
/**
* Returns if the item can destroy
*
* @return boolean
*/
public final boolean isDestroyable()
{
return _destroyable;
}
/**
* Returns if the item can add to trade
*
* @return boolean
*/
public final boolean isTradable()
{
return _tradable;
}
/**
* Returns if the item can be put into warehouse
*
* @return boolean
*/
public final boolean isDepositable()
{
return _depositable;
}
/**
* Returns array of Func objects containing the list of functions used by the item
*
* @param instance
* : L2ItemInstance pointing out the item
* @param player
* : L2Character pointing out the player
* @return Func[] : array of functions
*/
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.target = player;
env.item = instance;
Func f;
for (FuncTemplate t : _funcTemplates)
{
f = t.getFunc(env, this); // skill is owner
if (f != null)
funcs.add(f);
}
if (funcs.isEmpty())
return _emptyFunctionSet;
return funcs.toArray(new Func[funcs.size()]);
}
/**
* Returns the effects associated with the item.
*
* @param instance
* : L2ItemInstance pointing out the item
* @param player
* : L2Character pointing out the player
* @return L2Effect[] : array of effects generated by the item
*/
public L2Effect[] getEffects(L2ItemInstance instance, L2Character player)
{
if (_effectTemplates == null || _effectTemplates.length == 0)
return _emptyEffectSet;
FastList<L2Effect> effects = FastList.newInstance();
Env env = new Env();
env.player = player;
env.target = player;
env.item = instance;
L2Effect e;
for (EffectTemplate et : _effectTemplates)
{
e = et.getEffect(env);
if (e != null)
{
e.scheduleEffect();
effects.add(e);
}
}
if (effects.isEmpty())
return _emptyEffectSet;
L2Effect[] result = effects.toArray(new L2Effect[effects.size()]);
FastList.recycle(effects);
return result;
}
/**
* Add the FuncTemplate f to the list of functions used with the item
*
* @param f
* : FuncTemplate to add
*/
public void attach(FuncTemplate f)
{
switch (f.stat)
{/*
* FIXME elementals case FIRE_RES: case FIRE_POWER: setElementals(new Elementals(Elementals.FIRE, (int) f.lambda.calc(null))); break;
* case WATER_RES: case WATER_POWER: setElementals(new Elementals(Elementals.WATER, (int) f.lambda.calc(null))); break; case WIND_RES:
* case WIND_POWER: setElementals(new Elementals(Elementals.WIND, (int) f.lambda.calc(null))); break; case EARTH_RES: case EARTH_POWER:
* setElementals(new Elementals(Elementals.EARTH, (int) f.lambda.calc(null))); break; case HOLY_RES: case HOLY_POWER: setElementals(new
* Elementals(Elementals.HOLY, (int) f.lambda.calc(null))); break; case DARK_RES: case DARK_POWER: setElementals(new
* Elementals(Elementals.DARK, (int) f.lambda.calc(null))); break;
*/
}
// If _functTemplates is empty, create it and add the FuncTemplate f in it
if (_funcTemplates == null)
_funcTemplates = new FuncTemplate[] { f };
else
{
int len = _funcTemplates.length;
FuncTemplate[] tmp = new FuncTemplate[len + 1];
System.arraycopy(_funcTemplates, 0, tmp, 0, len);
tmp[len] = f;
_funcTemplates = tmp;
}
}
/**
* Add the EffectTemplate effect to the list of effects generated by the item
*
* @param effect
* : EffectTemplate
*/
public void attach(EffectTemplate effect)
{
if (_effectTemplates == null)
_effectTemplates = new EffectTemplate[] { effect };
else
{
int len = _effectTemplates.length;
EffectTemplate[] tmp = new EffectTemplate[len + 1];
System.arraycopy(_effectTemplates, 0, tmp, 0, len);
tmp[len] = effect;
_effectTemplates = tmp;
}
}
public final void attach(Condition c)
{
if (_preConditions == null)
_preConditions = new FastList<>();
if (!_preConditions.contains(c))
_preConditions.add(c);
}
/**
* Method to retrieve skills linked to this item
*
* @return Skills linked to this item as SkillHolder[]
*/
public final SkillHolder[] getSkills()
{
return _skillHolder;
}
public boolean checkCondition(L2Character activeChar, L2Object target, boolean sendMessage)
{
// Don't allow hero equipment and restricted items during Olympiad
if ((isOlyRestrictedItem() || isHeroItem()) && ((activeChar instanceof L2PcInstance) && activeChar.getActingPlayer().isInOlympiadMode()))
{
if (isEquipable())
activeChar.getActingPlayer().sendPacket(SystemMessageId.THIS_ITEM_CANT_BE_EQUIPPED_FOR_THE_OLYMPIAD_EVENT);
else
activeChar.getActingPlayer().sendPacket(SystemMessageId.THIS_ITEM_IS_NOT_AVAILABLE_FOR_THE_OLYMPIAD_EVENT);
return false;
}
if (_preConditions == null)
return true;
Env env = new Env();
env.player = activeChar;
if (target instanceof L2Character)
env.target = (L2Character) target;
for (Condition preCondition : _preConditions)
{
if (preCondition == null)
continue;
if (!preCondition.test(env))
{
if (activeChar instanceof L2Summon)
{
activeChar.getActingPlayer().sendPacket(SystemMessageId.PET_CANNOT_USE_ITEM);
return false;
}
if (sendMessage)
{
String msg = preCondition.getMessage();
int msgId = preCondition.getMessageId();
if (msg != null)
{
activeChar.sendMessage(msg);
}
else if (msgId != 0)
{
SystemMessage sm = SystemMessage.getSystemMessage(msgId);
if (preCondition.isAddName())
sm.addItemName(_itemId);
activeChar.sendPacket(sm);
}
}
return false;
}
}
return true;
}
public boolean isConditionAttached()
{
return _preConditions != null && !_preConditions.isEmpty();
}
public boolean isQuestItem()
{
return (getItemType() == L2EtcItemType.QUEST);
}
public final boolean isHeroItem()
{
return _heroItem;
}
public boolean isOlyRestrictedItem()
{
return _isOlyRestricted;
}
public boolean isPetItem()
{
return (getItemType() == L2ArmorType.PET || getItemType() == L2WeaponType.PET);
}
public boolean isPotion()
{
return (getItemType() == L2EtcItemType.POTION);
}
public boolean isElixir()
{
return (getItemType() == L2EtcItemType.ELIXIR);
}
public L2ActionType getDefaultAction()
{
return _defaultAction;
}
/**
* Returns the name of the item
*
* @return String
*/
@Override
public String toString()
{
return _name + " (" + _itemId + ")";
}
}