/* * 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 + ")"; } }