/* * 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.scripts.handlers.skill; import silentium.gameserver.configs.MainConfig; import silentium.gameserver.handler.ISkillHandler; import silentium.gameserver.model.L2ItemInstance; import silentium.gameserver.model.L2Object; import silentium.gameserver.model.L2Skill; import silentium.gameserver.model.actor.L2Attackable; import silentium.gameserver.model.actor.L2Character; import silentium.gameserver.model.actor.instance.L2PcInstance; import silentium.gameserver.network.SystemMessageId; import silentium.gameserver.network.serverpackets.InventoryUpdate; import silentium.gameserver.network.serverpackets.ItemList; import silentium.gameserver.network.serverpackets.SystemMessage; import silentium.gameserver.templates.skills.L2SkillType; /** * @author _drunk_ */ public class Sweep implements ISkillHandler { private static final L2SkillType[] SKILL_IDS = { L2SkillType.SWEEP }; @Override public void useSkill(final L2Character activeChar, final L2Skill skill, final L2Object... targets) { if (!(activeChar instanceof L2PcInstance)) return; final L2PcInstance player = (L2PcInstance) activeChar; final InventoryUpdate iu = MainConfig.FORCE_INVENTORY_UPDATE ? null : new InventoryUpdate(); boolean send = false; for (final L2Object target1 : targets) { if (!(target1 instanceof L2Attackable)) continue; final L2Attackable target = (L2Attackable) target1; L2Attackable.RewardItem[] items = null; boolean isSweeping = false; synchronized (target) { if (target.isSweepActive()) { items = target.takeSweep(); isSweeping = true; } } if (isSweeping) { if (items == null || items.length == 0) continue; for (final L2Attackable.RewardItem ritem : items) { if (player.isInParty()) player.getParty().distributeItem(player, ritem, true, target); else { final L2ItemInstance item = player.getInventory().addItem("Sweep", ritem.getItemId(), ritem.getCount(), player, target); if (iu != null) iu.addItem(item); send = true; SystemMessage smsg; if (ritem.getCount() > 1) { smsg = SystemMessage.getSystemMessage(SystemMessageId.EARNED_S2_S1_S); // earned $s2$s1 smsg.addItemName(ritem.getItemId()); smsg.addNumber(ritem.getCount()); } else { smsg = SystemMessage.getSystemMessage(SystemMessageId.EARNED_ITEM_S1); // earned $s1 smsg.addItemName(ritem.getItemId()); } player.sendPacket(smsg); smsg = null; } } } target.endDecayTask(); if (send) { if (iu != null) player.sendPacket(iu); else player.sendPacket(new ItemList(player, false)); } } } @Override public L2SkillType[] getSkillIds() { return SKILL_IDS; } }