/*
* 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 2, 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* http://www.gnu.org/copyleft/gpl.html
*/
package net.sf.l2j.gameserver.model;
import java.util.Collection;
import java.util.Collections;
import java.util.Iterator;
import java.util.List;
import java.util.Map;
import java.util.Set;
import java.util.concurrent.Future;
import java.util.logging.Level;
import java.util.logging.Logger;
import javolution.util.FastList;
import javolution.util.FastTable;
import javolution.util.FastMap;
import net.sf.l2j.Config;
import net.sf.l2j.gameserver.GeoData;
import net.sf.l2j.gameserver.Olympiad;
import net.sf.l2j.gameserver.GameTimeController;
import net.sf.l2j.gameserver.ThreadPoolManager;
import net.sf.l2j.gameserver.ai.CtrlEvent;
import net.sf.l2j.gameserver.ai.CtrlIntention;
import net.sf.l2j.gameserver.ai.L2AttackableAI;
import net.sf.l2j.gameserver.ai.L2CharacterAI;
import net.sf.l2j.gameserver.datatables.MapRegionTable;
import net.sf.l2j.gameserver.datatables.SkillTable;
import net.sf.l2j.gameserver.datatables.MapRegionTable.TeleportWhereType;
import net.sf.l2j.gameserver.handler.ISkillHandler;
import net.sf.l2j.gameserver.handler.SkillHandler;
import net.sf.l2j.gameserver.instancemanager.ZoneManager;
import net.sf.l2j.gameserver.lib.Rnd;
import net.sf.l2j.gameserver.model.L2Skill.SkillTargetType;
import net.sf.l2j.gameserver.model.L2Skill.SkillType;
import net.sf.l2j.gameserver.model.actor.instance.L2ArtefactInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2BoatInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2MinionInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2MonsterInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PetInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance.SkillDat;
import net.sf.l2j.gameserver.model.actor.knownlist.CharKnownList;
import net.sf.l2j.gameserver.model.actor.knownlist.ObjectKnownList.KnownListAsynchronousUpdateTask;
import net.sf.l2j.gameserver.model.actor.stat.CharStat;
import net.sf.l2j.gameserver.model.actor.status.CharStatus;
import net.sf.l2j.gameserver.model.entity.Zone;
import net.sf.l2j.gameserver.model.entity.ZoneType;
import net.sf.l2j.gameserver.model.quest.QuestState;
import net.sf.l2j.gameserver.serverpackets.ActionFailed;
import net.sf.l2j.gameserver.serverpackets.Attack;
import net.sf.l2j.gameserver.serverpackets.ChangeMoveType;
import net.sf.l2j.gameserver.serverpackets.ChangeWaitType;
import net.sf.l2j.gameserver.serverpackets.ExOlympiadSpelledInfo;
import net.sf.l2j.gameserver.serverpackets.MagicEffectIcons;
import net.sf.l2j.gameserver.serverpackets.MagicSkillCanceld;
import net.sf.l2j.gameserver.serverpackets.MagicSkillLaunched;
import net.sf.l2j.gameserver.serverpackets.MagicSkillUser;
import net.sf.l2j.gameserver.serverpackets.MyTargetSelected;
import net.sf.l2j.gameserver.serverpackets.NpcInfo;
import net.sf.l2j.gameserver.serverpackets.PartySpelled;
import net.sf.l2j.gameserver.serverpackets.PetInfo;
import net.sf.l2j.gameserver.serverpackets.Revive;
import net.sf.l2j.gameserver.serverpackets.ServerBasePacket;
import net.sf.l2j.gameserver.serverpackets.SetupGauge;
import net.sf.l2j.gameserver.serverpackets.SocialAction;
import net.sf.l2j.gameserver.serverpackets.StatusUpdate;
import net.sf.l2j.gameserver.serverpackets.StopMove;
import net.sf.l2j.gameserver.serverpackets.SystemMessage;
import net.sf.l2j.gameserver.serverpackets.TargetUnselected;
import net.sf.l2j.gameserver.serverpackets.TeleportToLocation;
import net.sf.l2j.gameserver.skills.Calculator;
import net.sf.l2j.gameserver.skills.Formulas;
import net.sf.l2j.gameserver.skills.Stats;
import net.sf.l2j.gameserver.skills.funcs.Func;
import net.sf.l2j.gameserver.templates.L2CharTemplate;
import net.sf.l2j.gameserver.templates.L2NpcTemplate;
import net.sf.l2j.gameserver.templates.L2Weapon;
import net.sf.l2j.gameserver.templates.L2WeaponType;
import net.sf.l2j.gameserver.util.Util;
/**
* Mother class of all character objects of the world (PC, NPC...)
*
* L2Character :
*
L2CastleGuardInstance
* L2DoorInstance
* L2NpcInstance
* L2PlayableInstance
*
*
* Concept of L2CharTemplate :
* Each L2Character owns generic and static properties (ex : all Keltir have the same number of HP...).
* All of those properties are stored in a different template for each type of L2Character.
* Each template is loaded once in the server cache memory (reduce memory use).
* When a new instance of L2Character is spawned, server just create a link between the instance and the template.
* This link is stored in _template
*
*
* @version $Revision: 1.53.2.45.2.34 $ $Date: 2005/04/11 10:06:08 $
*/
public abstract class L2Character extends L2Object
{
protected static final Logger _log = Logger.getLogger(L2Character.class.getName());
// =========================================================
// Data Field
private List _AttackByList;
private L2Character _AttackingChar;
private L2Skill _AttackingCharSkill;
private boolean _IsAffraid = false; // Flee in a random direction
private boolean _IsConfused = false; // Attack anyone randomly
private boolean _IsFakeDeath = false; // Fake death
private boolean _IsFlying = false; //Is flying Wyvern?
private boolean _IsMuted = false; // Cannot use magic
private boolean _IsPsychicalMuted = false; // Cannot use psychical skills
private boolean _IsKilledAlready = false;
private boolean _IsImobilised = false;
private boolean _IsOverloaded = false; // the char is carrying too much
private boolean _IsParalyzed = false;
private boolean _IsRiding = false; //Is Riding strider?
private boolean _IsPendingRevive = false;
private boolean _IsRooted = false; // Cannot move until root timed out
private boolean _IsRunning = false;
private boolean _IsSleeping = false; // Cannot move/attack until sleep timed out or monster is attacked
private boolean _IsStunned = false; // Cannot move/attack until stun timed out
private boolean _IsBetrayed = false; // Betrayed by own summon
protected boolean _IsTeleporting = false;
private boolean _IsNoblesseBlessed = false;
private L2Character _LastBuffer = null;
protected boolean _isInvul = false;
private int _LastHealAmount = 0;
private CharStat _Stat;
private CharStatus _Status;
private L2CharTemplate _Template; // The link on the L2CharTemplate object containing generic and static properties of this L2Character type (ex : Max HP, Speed...)
private String _Title;
private String _aiClass = "default";
private double _hpUpdateIncCheck;
private double _hpUpdateDecCheck;
private double _hpUpdateInterval;
/** Table of Calculators containing all used calculator */
private Calculator[] _Calculators;
/** FastMap(Integer, L2Skill) containing all skills of the L2Character */
protected final Map _Skills;
// =========================================================
// Constructor
/**
* Constructor of L2Character.
*
* Concept :
* Each L2Character owns generic and static properties (ex : all Keltir have the same number of HP...).
* All of those properties are stored in a different template for each type of L2Character.
* Each template is loaded once in the server cache memory (reduce memory use).
* When a new instance of L2Character is spawned, server just create a link between the instance and the template
* This link is stored in _template
*
* Actions :
* Set the _template of the L2Character
* Set _overloaded to false (the charcater can take more items)
*
* If L2Character is a L2NPCInstance, copy skills from template to object
* If L2Character is a L2NPCInstance, link _calculators to NPC_STD_CALCULATOR
*
* If L2Character is NOT a L2NPCInstance, create an empty _skills slot
* If L2Character is a L2PcInstance or L2Summon, copy basic Calculator set to object
*
* @param objectId Identifier of the object to initialized
* @param template The L2CharTemplate to apply to the object
*/
public L2Character(int objectId, L2CharTemplate template)
{
super(objectId);
this.getKnownList();
// Set its template to the new L2Character
_Template = template;
if (template != null && this instanceof L2NpcInstance)
{
// Copy the Standard Calcultors of the L2NPCInstance in _calculators
_Calculators = NPC_STD_CALCULATOR;
// Copy the skills of the L2NPCInstance from its template to the L2Character Instance
// The skills list can be affected by spell effects so it's necessary to make a copy
// to avoid that a spell affecting a L2NPCInstance, affects others L2NPCInstance of the same type too.
_Skills = ((L2NpcTemplate)template).getSkills();
if (_Skills != null)
{
for(Map.Entry skill : _Skills.entrySet())
addStatFuncs(skill.getValue().getStatFuncs(null, this));
}
}
else
{
// Initialize the FastMap _skills to null
_Skills = new FastMap();
// If L2Character is a L2PcInstance or a L2Summon, create the basic calculator set
_Calculators = new Calculator[Stats.NUM_STATS];
Formulas.getInstance().addFuncsToNewCharacter(this);
}
_hpUpdateInterval = getMaxHp()/352.0; // MAX_HP div MAX_HP_BAR_PX
_hpUpdateIncCheck = getMaxHp();
_hpUpdateDecCheck = getMaxHp()-_hpUpdateInterval;
}
// =========================================================
// Event - Public
/**
* Remove the L2Character from the world when the decay task is launched.
*
* Caution : This method DOESN'T REMOVE the object from _allObjects of L2World
* Caution : This method DOESN'T SEND Server->Client packets to players
*
*/
public void onDecay()
{
decayMe();
}
public void onTeleported()
{
setIsTeleporting(false);
spawnMe(getPosition().getX(), getPosition().getY(), getPosition().getZ());
if (_IsPendingRevive) doRevive();
// Modify the position of the pet if necessary
if(getPet() != null) getPet().teleToLocation(getPosition().getX() + Rnd.get(-100,100), getPosition().getY() + Rnd.get(-100,100), getPosition().getZ(), false);
}
// =========================================================
// Method - Public
/**
* Add L2Character instance that is attacking to the attacker list.
* @param player The L2Character that attcks this one
*/
public void addAttackerToAttackByList (L2Character player)
{
if (player == null || player == this || getAttackByList() == null || getAttackByList().contains(player)) return;
getAttackByList().add(player);
}
/**
* Send a packet to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character.
*
* Concept :
* L2PcInstance in the detection area of the L2Character are identified in _knownPlayers.
* In order to inform other players of state modification on the L2Character, server just need to go through _knownPlayers to send Server->Client Packet
*
*/
public final void broadcastPacket(ServerBasePacket mov)
{
sendPacket(mov);
if (getKnownList().getKnownPlayers() == null) return;
Collection knownPlayers = getKnownList().getKnownPlayers().values();
if (knownPlayers == null) return;
if (Config.DEBUG) _log.fine("players to notify:" + knownPlayers.size() + " packet:"+mov.getType());
try {
for (L2PcInstance player : knownPlayers)
{
if (player == null || player == this) continue;
player.sendPacket(mov);
//if(Config.DEVELOPER && !isInsideRadius(player, 3500, false, false)) _log.warning("broadcastPacket: Too far player see event!");
}
} catch (Exception e) { } // this npe catch might not be necessary any more
}
/**
* Returns true if status update should be done, false if not
* @return boolean
*/
private boolean needStatusUpdate()
{
if (!(this instanceof L2MonsterInstance))
return true;
double currentHp = getCurrentHp();
if (currentHp <= 0.00 || getMaxHp() < 352)
return true;
boolean needUpdate = false;
/* if (currentHp > getMaxHp())
currentHp = getMaxHp();*/
if (currentHp < _hpUpdateDecCheck)
{
needUpdate = true;
_hpUpdateDecCheck -= _hpUpdateInterval;
_hpUpdateIncCheck -= _hpUpdateInterval;
}
else if (currentHp > _hpUpdateIncCheck)
{
needUpdate = true;
_hpUpdateDecCheck += _hpUpdateInterval;
_hpUpdateIncCheck += _hpUpdateInterval;
}
return needUpdate;
}
/**
* Send the Server->Client packet StatusUpdate with current HP and MP to all other L2PcInstance to inform.
*
* Actions :
* Create the Server->Client packet StatusUpdate with current HP and MP
* Send the Server->Client packet StatusUpdate with current HP and MP to all
* L2Character called _statusListener that must be informed of HP/MP updates of this L2Character
*
* Caution : This method DOESN'T SEND CP information
*
* Overriden in :
* L2PcInstance : Send current HP,MP and CP to the L2PcInstance and only current HP, MP and Level to all other L2PcInstance of the Party
*
*/
public void broadcastStatusUpdate()
{
if (getStatus().getStatusListener() == null || getStatus().getStatusListener().isEmpty()) return;
if (!needStatusUpdate())
return;
// Create the Server->Client packet StatusUpdate with current HP and MP
StatusUpdate su = new StatusUpdate(getObjectId());
su.addAttribute(StatusUpdate.CUR_HP, (int)getCurrentHp());
su.addAttribute(StatusUpdate.CUR_MP, (int)getCurrentMp());
// Go through the StatusListener
// Send the Server->Client packet StatusUpdate with current HP and MP
Set listeners = getStatus().getStatusListener();
if (listeners != null)
for (L2Character temp : listeners)
temp.sendPacket(su);
}
/**
* Not Implemented.
*
* Overriden in :
* L2PcInstance
*/
public void sendPacket(@SuppressWarnings("unused") ServerBasePacket mov)
{
// default implementation
}
/**
* Teleport a L2Character and its pet if necessary.
*
* Actions :
* Stop the movement of the L2Character
* Set the x,y,z position of the L2Object and if necessary modify its _worldRegion
* Send a Server->Client packet TeleportToLocationt to the L2Character AND to all L2PcInstance in its _KnownPlayers
* Modify the position of the pet if necessary
*
*/
public void teleToLocation(int x, int y, int z, boolean allowRandomOffset)
{
// Stop movement
stopMove(null, false);
this.abortAttack();
this.abortCast();
setIsTeleporting(true);
setTarget(null);
if (Config.RESPAWN_RANDOM_ENABLED && allowRandomOffset)
{
x += Rnd.get(-Config.RESPAWN_RANDOM_MAX_OFFSET, Config.RESPAWN_RANDOM_MAX_OFFSET);
y += Rnd.get(-Config.RESPAWN_RANDOM_MAX_OFFSET, Config.RESPAWN_RANDOM_MAX_OFFSET);
}
z += 5;
if (Config.DEBUG)
_log.fine("Teleporting to: " + x + ", " + y + ", " + z);
// Send a Server->Client packet TeleportToLocationt to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
broadcastPacket(new TeleportToLocation(this, x, y, z));
// Set the x,y,z position of the L2Object and if necessary modify its _worldRegion
getPosition().setXYZ(x, y, z);
decayMe();
if (!(this instanceof L2PcInstance))
onTeleported();
}
public void teleToLocation(int x, int y, int z) { teleToLocation(x, y, z, false); }
public void teleToLocation(Location loc, boolean allowRandomOffset) { teleToLocation(loc.getX(), loc.getY(), loc.getZ(), allowRandomOffset); }
public void teleToLocation(TeleportWhereType teleportWhere) { teleToLocation(MapRegionTable.getInstance().getTeleToLocation(this, teleportWhere), true); }
// =========================================================
// Method - Private
/**
* Launch a physical attack against a target (Simple, Bow, Pole or Dual).
*
* Actions :
* Get the active weapon (always equiped in the right hand)
* If weapon is a bow, check for arrows, MP and bow re-use delay (if necessary, equip the L2PcInstance with arrows in left hand)
* If weapon is a bow, consumme MP and set the new period of bow non re-use
* Get the Attack Speed of the L2Character (delay (in milliseconds) before next attack)
* Select the type of attack to start (Simple, Bow, Pole or Dual) and verify if SoulShot are charged then start calculation
* If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
* Notify AI with EVT_READY_TO_ACT
*
* @param target The L2Character targeted
*
*/
protected void doAttack(L2Character target)
{
if (Config.DEBUG)
_log.fine(this.getName()+" doAttack: target="+target);
if (isAlikeDead() || target == null || (this instanceof L2NpcInstance && target.isAlikeDead())
|| (this instanceof L2PcInstance && target.isDead() && !target.isFakeDeath())
|| !getKnownList().knowsObject(target)
|| (this instanceof L2PcInstance && isDead()))
{
// If L2PcInstance is dead or the target is dead, the action is stoped
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
sendPacket(new ActionFailed());
return;
}
if (isAttackingDisabled())
return;
if (this instanceof L2PcInstance) {
if (((L2PcInstance)this).inObserverMode())
{
((L2PcInstance)this).sendMessage("Cant attack in observer mode");
sendPacket(new ActionFailed());
return;
}
if (target instanceof L2PcInstance)
{
if (((L2PcInstance)target).isCursedWeaponEquiped() && ((L2PcInstance)this).getLevel()<=20){
((L2PcInstance)this).sendMessage("Cant attack a cursed Player under twenty");
sendPacket(new ActionFailed());
return;
}
if (((L2PcInstance)this).isCursedWeaponEquiped() && ((L2PcInstance)target).getLevel()<=20){
((L2PcInstance)this).sendMessage("Cant attack a newbie player with Zarike");
sendPacket(new ActionFailed());
return;
}
}
}
// Get the active weapon instance (always equiped in the right hand)
L2ItemInstance weaponInst = getActiveWeaponInstance();
// Get the active weapon item corresponding to the active weapon instance (always equiped in the right hand)
L2Weapon weaponItem = getActiveWeaponItem();
if (weaponItem != null && weaponItem.getItemType() == L2WeaponType.ROD)
{
// You can't make an attack with a fishing pole.
((L2PcInstance)this).sendPacket(new SystemMessage(SystemMessage.CANNOT_ATTACK_WITH_FISHING_POLE));
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
ActionFailed af = new ActionFailed();
sendPacket(af);
return;
}
// GeoData Los Check here
if (!GeoData.getInstance().canSeeTarget(this, target))
{
sendPacket(new SystemMessage(SystemMessage.CANT_SEE_TARGET));
sendPacket(new ActionFailed());
return;
}
// Check for a bow
if ((weaponItem != null && weaponItem.getItemType() == L2WeaponType.BOW))
{
//Check for arrows and MP
if (this instanceof L2PcInstance)
{
// Verify if the bow can be use
if (_disableBowAttackEndTime <= GameTimeController.getGameTicks())
{
// Verify if L2PcInstance owns enough MP
int saMpConsume = (int)getStat().calcStat(Stats.MP_CONSUME, 0, null, null);
int mpConsume = saMpConsume == 0 ? weaponItem.getMpConsume() : saMpConsume;
if (getCurrentMp() < mpConsume)
{
// If L2PcInstance doesn't have enough MP, stop the attack
ThreadPoolManager.getInstance().scheduleAi(new NotifyAITask(CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(new SystemMessage(SystemMessage.NOT_ENOUGH_MP));
sendPacket(new ActionFailed());
return;
}
// If L2PcInstance have enough MP, the bow consummes it
getStatus().reduceMp(mpConsume);
// Set the period of bow non re-use
_disableBowAttackEndTime = 5 * GameTimeController.TICKS_PER_SECOND + GameTimeController.getGameTicks();
}
else
{
// Cancel the action because the bow can't be re-use at this moment
ThreadPoolManager.getInstance().scheduleAi(new NotifyAITask(CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(new ActionFailed());
return;
}
// Equip arrows needed in left hand and send a Server->Client packet ItemList to the L2PcINstance then return True
if (!checkAndEquipArrows())
{
// Cancel the action because the L2PcInstance have no arrow
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
sendPacket(new ActionFailed());
sendPacket(new SystemMessage(SystemMessage.NOT_ENOUGH_ARROWS));
return;
}
}
else if (this instanceof L2NpcInstance)
{
if (_disableBowAttackEndTime > GameTimeController.getGameTicks())
return;
}
}
// Add the L2PcInstance to _knownObjects and _knownPlayer of the target
target.getKnownList().addKnownObject(this);
// Reduce the current CP if TIREDNESS configuration is activated
if (Config.ALT_GAME_TIREDNESS)
setCurrentCp(getCurrentCp() - 10);
// Recharge any active auto soulshot tasks for player (or player's summon if one exists).
if (this instanceof L2PcInstance)
((L2PcInstance)this).rechargeAutoSoulShot(true, false, false);
else if (this instanceof L2Summon)
((L2Summon)this).getOwner().rechargeAutoSoulShot(true, false, true);
// Verify if soulshots are charged.
boolean wasSSCharged;
if (this instanceof L2Summon && !(this instanceof L2PetInstance))
wasSSCharged = (((L2Summon)this).getChargedSoulShot() != L2ItemInstance.CHARGED_NONE);
else
wasSSCharged = (weaponInst != null && weaponInst.getChargedSoulshot() != L2ItemInstance.CHARGED_NONE);
// Get the Attack Speed of the L2Character (delay (in milliseconds) before next attack)
int sAtk = calculateAttackSpeed(target, weaponInst);
_attackEndTime = GameTimeController.getGameTicks();
_attackEndTime += (sAtk / GameTimeController.MILLIS_IN_TICK);
_attackEndTime -= 1;
int ssGrade = 0;
if (weaponItem != null)
ssGrade = weaponItem.getCrystalType();
// Create a Server->Client packet Attack
Attack attack = new Attack(this, wasSSCharged, ssGrade);
boolean hitted;
// Set the Attacking Body part to CHEST
setAttackingBodypart();
// Select the type of attack to start
if (weaponItem == null)
hitted = doAttackHitSimple(attack, target);
else if (weaponItem.getItemType() == L2WeaponType.BOW)
hitted = doAttackHitByBow(attack, target, sAtk);
else if (weaponItem.getItemType() == L2WeaponType.POLE)
hitted = doAttackHitByPole(attack);
else if (isUsingDualWeapon())
hitted = doAttackHitByDual(attack, target);
else
hitted = doAttackHitSimple(attack, target);
// Flag the attacker if it's a L2PcInstance outside a PvP area
L2PcInstance player = null;
if (this instanceof L2PcInstance)
player = (L2PcInstance)this;
else if (this instanceof L2Summon)
player = ((L2Summon)this).getOwner();
if (player != null)
player.updatePvPStatus(target);
// Check if hit isn't missed
if (!hitted)
// Abort the attack of the L2Character and send Server->Client ActionFailed packet
abortAttack();
else
{
/* ADDED BY nexus - 2006-08-17
*
* As soon as we know that our hit landed, we must discharge any active soulshots.
* This must be done so to avoid unwanted soulshot consumption.
*/
// If we didn't miss the hit, discharge the shoulshots, if any
if (this instanceof L2Summon && !(this instanceof L2PetInstance))
((L2Summon)this).setChargedSoulShot(L2ItemInstance.CHARGED_NONE);
else
if (weaponInst != null)
weaponInst.setChargedSoulshot(L2ItemInstance.CHARGED_NONE);
if (player != null)
{
if (player.isCursedWeaponEquiped())
{
// If hitted by a cursed weapon, Cp is reduced to 0
if (!target.isInvul())
target.setCurrentCp(0);
} else if (player.isHero())
{
if (target instanceof L2PcInstance && ((L2PcInstance)target).isCursedWeaponEquiped())
// If a cursed weapon is hitted by a Hero, Cp is reduced to 0
target.setCurrentCp(0);
}
}
}
// If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack
// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
if (attack.hasHits())
broadcastPacket(attack);
// Get the Attack Reuse Delay of the L2Weapon
int reuse = (weaponItem == null) ? 0 : weaponItem.getAttackReuseDelay();
// Notify AI with EVT_READY_TO_ACT
ThreadPoolManager.getInstance().scheduleAi(new NotifyAITask(CtrlEvent.EVT_READY_TO_ACT), sAtk+reuse);
}
/**
* Launch a Bow attack.
*
* Actions :
* Calculate if hit is missed or not
* Consumme arrows
* If hit isn't missed, calculate if shield defense is efficient
* If hit isn't missed, calculate if hit is critical
* If hit isn't missed, calculate physical damages
* If the L2Character is a L2PcInstance, Send a Server->Client packet SetupGauge
* Create a new hit task with Medium priority
* Calculate and set the disable delay of the bow in function of the Attack Speed
* Add this hit to the Server-Client packet Attack
*
* @param attack Server->Client packet Attack in which the hit will be added
* @param target The L2Character targeted
* @param sAtk The Attack Speed of the attacker
*
* @return True if the hit isn't missed
*
*/
private boolean doAttackHitByBow(Attack attack, L2Character target, int sAtk)
{
int damage1 = 0;
boolean shld1 = false;
boolean crit1 = false;
// Calculate if hit is missed or not
boolean miss1 = Formulas.getInstance().calcHitMiss(this, target);
// Consumme arrows
reduceArrowCount();
_move = null;
// Check if hit isn't missed
if (!miss1)
{
// Calculate if shield defense is efficient
shld1 = Formulas.getInstance().calcShldUse(this, target);
// Calculate if hit is critical
crit1 = Formulas.getInstance().calcCrit(getStat().getCriticalHit(target, null));
// Calculate physical damages
damage1 = (int)Formulas.getInstance().calcPhysDam(this, target, null, shld1, crit1, false, attack._soulshot);
}
// Calculate the bow re-use delay
int reuse;
L2Weapon bow = getActiveWeaponItem();
if (bow == null)
reuse = 1500;
else
reuse = bow.getAttackReuseDelay();
reuse *= getStat().getReuseModifier(target);
// Check if the L2Character is a L2PcInstance
if (this instanceof L2PcInstance)
{
// Send a system message
sendPacket(new SystemMessage(SystemMessage.GETTING_READY_TO_SHOOT_AN_ARROW));
// Send a Server->Client packet SetupGauge
SetupGauge sg = new SetupGauge(SetupGauge.RED, sAtk+reuse);
sendPacket(sg);
}
// Create a new hit task with Medium priority
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage1, crit1, miss1, attack._soulshot, shld1), sAtk);
// Calculate and set the disable delay of the bow in function of the Attack Speed
_disableBowAttackEndTime = (sAtk+reuse)/GameTimeController.MILLIS_IN_TICK + GameTimeController.getGameTicks();
// Add this hit to the Server-Client packet Attack
attack.addHit(target, damage1, miss1, crit1, shld1);
// Return true if hit isn't missed
return !miss1;
}
/**
* Launch a Dual attack.
*
* Actions :
* Calculate if hits are missed or not
* If hits aren't missed, calculate if shield defense is efficient
* If hits aren't missed, calculate if hit is critical
* If hits aren't missed, calculate physical damages
* Create 2 new hit tasks with Medium priority
* Add those hits to the Server-Client packet Attack
*
* @param attack Server->Client packet Attack in which the hit will be added
* @param target The L2Character targeted
*
* @return True if hit 1 or hit 2 isn't missed
*
*/
private boolean doAttackHitByDual(Attack attack, L2Character target)
{
int damage1 = 0;
int damage2 = 0;
boolean shld1 = false;
boolean shld2 = false;
boolean crit1 = false;
boolean crit2 = false;
// Calculate if hits are missed or not
boolean miss1 = Formulas.getInstance().calcHitMiss(this, target);
boolean miss2 = Formulas.getInstance().calcHitMiss(this, target);
// Check if hit 1 isn't missed
if (!miss1)
{
// Calculate if shield defense is efficient against hit 1
shld1 = Formulas.getInstance().calcShldUse(this, target);
// Calculate if hit 1 is critical
crit1 = Formulas.getInstance().calcCrit(getStat().getCriticalHit(target, null));
// Calculate physical damages of hit 1
damage1 = (int)Formulas.getInstance().calcPhysDam(this, target, null, shld1, crit1, true, attack._soulshot);
damage1 /= 2;
}
// Check if hit 2 isn't missed
if (!miss2)
{
// Calculate if shield defense is efficient against hit 2
shld2 = Formulas.getInstance().calcShldUse(this, target);
// Calculate if hit 2 is critical
crit2 = Formulas.getInstance().calcCrit(getStat().getCriticalHit(target, null));
// Calculate physical damages of hit 2
damage2 = (int)Formulas.getInstance().calcPhysDam(this, target, null, shld2, crit2, true, attack._soulshot);
damage2 /= 2;
}
// Create a new hit task with Medium priority for hit 1
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage1, crit1, miss1, attack._soulshot, shld1), 650);
// Create a new hit task with Medium priority for hit 2 with a higher delay
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage2, crit2, miss2, attack._soulshot, shld2), 1250);
// Add those hits to the Server-Client packet Attack
attack.addHit(target, damage1, miss1, crit1, shld1);
attack.addHit(target, damage2, miss2, crit2, shld2);
// Return true if hit 1 or hit 2 isn't missed
return (!miss1 || !miss2);
}
/**
* Launch a Pole attack.
*
* Actions :
* Get all visible objects in a spheric area near the L2Character to obtain possible targets
* If possible target is the L2Character targeted, launch a simple attack against it
* If possible target isn't the L2Character targeted but is attakable, launch a simple attack against it
*
* @param attack Server->Client packet Attack in which the hit will be added
*
* @return True if one hit isn't missed
*
*/
private boolean doAttackHitByPole(Attack attack)
{
boolean hitted = false;
double angleChar, angleTarget;
int maxRadius = (int)getStat().calcStat(Stats.POWER_ATTACK_RANGE, 66, null, null);
int maxAngleDiff = (int)getStat().calcStat(Stats.POWER_ATTACK_ANGLE, 120, null, null);
if(getTarget() == null)
return false;
if (Config.DEBUG)
{
_log.info("doAttackHitByPole: Max radius = " + maxRadius);
_log.info("doAttackHitByPole: Max angle = " + maxAngleDiff);
}
// o1 x: 83420 y: 148158 (Giran)
// o2 x: 83379 y: 148081 (Giran)
// dx = -41
// dy = -77
// distance between o1 and o2 = 87.24
// arctan2 = -120 (240) degree (excel arctan2(dx, dy); java arctan2(dy, dx))
//
// o2
//
// o1 ----- (heading)
// In the diagram above:
// o1 has a heading of 0/360 degree from horizontal (facing East)
// Degree of o2 in respect to o1 = -120 (240) degree
//
// o2 / (heading)
// /
// o1
// In the diagram above
// o1 has a heading of -80 (280) degree from horizontal (facing north east)
// Degree of o2 in respect to 01 = -40 (320) degree
// ===========================================================
// Make sure that char is facing selected target
angleTarget = Util.calculateAngleFrom(this, getTarget());
this.setHeading((int)((angleTarget / 9.0) * 1610.0)); // = this.setHeading((int)((angleTarget / 360.0) * 64400.0));
// Update char's heading degree
angleChar = Util.convertHeadingToDegree(this.getHeading());
double attackpercent = 85;
int attackcountmax = (int)getStat().calcStat(Stats.ATTACK_COUNT_MAX, 3, null, null);
int attackcount = 0;
if (angleChar <= 0)
angleChar += 360;
// ===========================================================
L2Character target;
for (L2Object obj : getKnownList().getKnownObjects().values())
{
//Check if the L2Object is a L2Character
if(obj instanceof L2Character)
{
if (obj instanceof L2PetInstance &&
this instanceof L2PcInstance &&
((L2PetInstance)obj).getOwner() == ((L2PcInstance)this)) continue;
if (!Util.checkIfInRange(maxRadius, this, obj, false)) continue;
//otherwise hit too high/low. 650 because mob z coord sometimes wrong on hills
if(Math.abs(obj.getZ() - this.getZ()) > 650) continue;
angleTarget = Util.calculateAngleFrom(this, obj);
if (
Math.abs(angleChar - angleTarget) > maxAngleDiff &&
Math.abs((angleChar + 360) - angleTarget) > maxAngleDiff && // Example: char is at 1 degree and target is at 359 degree
Math.abs(angleChar - (angleTarget + 360)) > maxAngleDiff // Example: target is at 1 degree and char is at 359 degree
) continue;
target = (L2Character) obj;
// Launch a simple attack against the L2Character targeted
if(!target.isAlikeDead())
{
attackcount += 1;
if (attackcount <= attackcountmax)
{
if (target == getAI().getAttackTarget() || target.isAutoAttackable(this))
{
hitted |= doAttackHitSimple(attack, target, attackpercent);
attackpercent /= 1.15;
}
}
}
}
}
// Return true if one hit isn't missed
return hitted;
}
/**
* Launch a simple attack.
*
* Actions :
* Calculate if hit is missed or not
* If hit isn't missed, calculate if shield defense is efficient
* If hit isn't missed, calculate if hit is critical
* If hit isn't missed, calculate physical damages
* Create a new hit task with Medium priority
* Add this hit to the Server-Client packet Attack
*
* @param attack Server->Client packet Attack in which the hit will be added
* @param target The L2Character targeted
*
* @return True if the hit isn't missed
*
*/
private boolean doAttackHitSimple(Attack attack, L2Character target)
{
return doAttackHitSimple(attack, target, 100);
}
private boolean doAttackHitSimple(Attack attack, L2Character target, double attackpercent)
{
int damage1 = 0;
boolean shld1 = false;
boolean crit1 = false;
// Calculate if hit is missed or not
boolean miss1 = Formulas.getInstance().calcHitMiss(this, target);
// Check if hit isn't missed
if (!miss1)
{
// Calculate if shield defense is efficient
shld1 = Formulas.getInstance().calcShldUse(this, target);
// Calculate if hit is critical
crit1 = Formulas.getInstance().calcCrit(getStat().getCriticalHit(target, null));
// Calculate physical damages
damage1 = (int)Formulas.getInstance().calcPhysDam(this, target, null, shld1, crit1, false, attack._soulshot);
if (attackpercent != 100)
damage1 = (int)(damage1*attackpercent/100);
}
// Create a new hit task with Medium priority
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage1, crit1, miss1, attack._soulshot, shld1), 980);
// Add this hit to the Server-Client packet Attack
attack.addHit(target, damage1, miss1, crit1, shld1);
// Return true if hit isn't missed
return !miss1;
}
/**
* Manage the casting task (casting and interrupt time, re-use delay...) and display the casting bar and animation on client.
*
* Actions :
* Verify the possibilty of the the cast : skill is a spell, caster isn't muted...
* Get the list of all targets (ex : area effects) and define the L2Charcater targeted (its stats will be used in calculation)
* Calculate the casting time (base + modifier of MAtkSpd), interrupt time and re-use delay
* Send a Server->Client packet MagicSkillUser (to diplay casting animation), a packet SetupGauge (to display casting bar) and a system message
* Disable all skills during the casting time (create a task EnableAllSkills)
* Disable the skill during the re-use delay (create a task EnableSkill)
* Create a task MagicUseTask (that will call method onMagicUseTimer) to launch the Magic Skill at the end of the casting time
*
* @param skill The L2Skill to use
*
*/
public void doCast(L2Skill skill)
{
if (skill == null)
{
getAI().notifyEvent(CtrlEvent.EVT_CANCEL);
return;
}
if (isSkillDisabled(skill.getId()))
{
if (this instanceof L2PcInstance)
{
SystemMessage sm = new SystemMessage(SystemMessage.S1_PREPARED_FOR_REUSE);
sm.addSkillName(skill.getId());
sendPacket(sm);
}
return;
}
// Check if the skill is a magic spell and if the L2Character is not muted
if (skill.isMagic() && isMuted() && !skill.isPotion())
{
getAI().notifyEvent(CtrlEvent.EVT_CANCEL);
return;
}
// Check if the skill is psychical and if the L2Character is not psychical_muted
if (!skill.isMagic() && isPsychicalMuted() && !skill.isPotion())
{
getAI().notifyEvent(CtrlEvent.EVT_CANCEL);
return;
}
//Recharge AutoSoulShot
if (skill.useSoulShot())
{
if (this instanceof L2PcInstance)
((L2PcInstance)this).rechargeAutoSoulShot(true, false, false);
else if (this instanceof L2Summon)
((L2Summon)this).getOwner().rechargeAutoSoulShot(true, false, true);
}
else if (skill.useSpiritShot())
{
if (this instanceof L2PcInstance)
((L2PcInstance)this).rechargeAutoSoulShot(false, true, false);
else if (this instanceof L2Summon)
((L2Summon)this).getOwner().rechargeAutoSoulShot(false, true, true);
}
//else if (skill.useFishShot())
//{
// if (this instanceof L2PcInstance)
// ((L2PcInstance)this).rechargeAutoSoulShot(true, false, false);
//}
// Get all possible targets of the skill in a table in function of the skill target type
L2Object[] targets = skill.getTargetList(this);
if (targets == null || targets.length == 0)
{
getAI().notifyEvent(CtrlEvent.EVT_CANCEL);
return;
}
// Set the target of the skill in function of Skill Type and Target Type
L2Character target = null;
if( skill.getSkillType() == SkillType.BUFF ||
skill.getSkillType() == SkillType.HEAL ||
skill.getSkillType() == SkillType.COMBATPOINTHEAL ||
skill.getSkillType() == SkillType.MANAHEAL ||
skill.getSkillType() == SkillType.REFLECT ||
skill.getSkillType() == SkillType.SEED ||
skill.getTargetType() == L2Skill.SkillTargetType.TARGET_SELF ||
skill.getTargetType() == L2Skill.SkillTargetType.TARGET_PET ||
skill.getTargetType() == L2Skill.SkillTargetType.TARGET_PARTY ||
skill.getTargetType() == L2Skill.SkillTargetType.TARGET_CLAN ||
skill.getTargetType() == L2Skill.SkillTargetType.TARGET_ALLY)
{
target = (L2Character) targets[0];
if (this instanceof L2PcInstance && target instanceof L2PcInstance && target.getAI().getIntention() == CtrlIntention.AI_INTENTION_ATTACK)
{
if(skill.getSkillType() == SkillType.BUFF || skill.getSkillType() == SkillType.HOT || skill.getSkillType() == SkillType.HEAL || skill.getSkillType() == SkillType.HEAL_PERCENT || skill.getSkillType() == SkillType.MANAHEAL || skill.getSkillType() == SkillType.MANAHEAL_PERCENT || skill.getSkillType() == SkillType.BALANCE_LIFE)
target.setLastBuffer(this);
if (((L2PcInstance)this).isInParty() && skill.getTargetType() == L2Skill.SkillTargetType.TARGET_PARTY)
{
for (L2PcInstance member : ((L2PcInstance)this).getParty().getPartyMembers())
member.setLastBuffer(this);
}
}
} else
target = (L2Character) getTarget();
// AURA skills should always be using caster as target
if (skill.getTargetType() == SkillTargetType.TARGET_AURA)
target = this;
if (target == null)
{
getAI().notifyEvent(CtrlEvent.EVT_CANCEL);
return;
}
setAttackingChar(this);
setAttackingCharSkill(skill);
// Get the Identifier of the skill
int magicId = skill.getId();
// Get the Display Identifier for a skill that client can't display
int displayId = skill.getDisplayId();
// Get the level of the skill
int level = getSkillLevel(magicId);
if (level < 1)
level = 1;
// Get the casting time of the skill (base)
int skillTime = skill.getSkillTime();
// Get the delay under wich the cast can be aborted (base)
int skillInterruptTime = skill.getSkillInterruptTime();
// Calculate the casting time of the skill (base + modifier of MAtkSpd)
skillTime = Formulas.getInstance().calcMAtkSpd(this, skill, skillTime);
// Calculate the Interrupt Time of the skill (base + modifier) if the skill is a spell else 0
if (skill.isMagic())
skillInterruptTime = Formulas.getInstance().calcMAtkSpd(this, skill, skillInterruptTime);
else
skillInterruptTime = 0;
// Calculate altered Cast Speed due to BSpS/SpS
L2ItemInstance weaponInst = this.getActiveWeaponInstance();
if ((weaponInst != null)&&(skill.isMagic())&&((skill.getTargetType())!=(SkillTargetType.TARGET_SELF))) {
if ((weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT)
|| (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_SPIRITSHOT))
{
//Only takes 70% of the time to cast a BSpS/SpS cast
skillTime = (int)(0.70 * skillTime);
skillInterruptTime = (int)(0.70 * skillInterruptTime);
//Because the following are magic skills that do not actively 'eat' BSpS/SpS,
//I must 'eat' them here so players don't take advantage of infinite speed increase
if ((skill.getSkillType() == SkillType.BUFF)||
(skill.getSkillType() == SkillType.MANAHEAL)||
(skill.getSkillType() == SkillType.RESURRECT)||
(skill.getSkillType() == SkillType.RECALL)||
(skill.getSkillType() == SkillType.POISON)||
(skill.getSkillType() == SkillType.CANCEL)||
(skill.getSkillType() == SkillType.DEBUFF)||
(skill.getSkillType() == SkillType.PARALYZE)||
(skill.getSkillType() == SkillType.ROOT)||
(skill.getSkillType() == SkillType.SLEEP)||
(skill.getSkillType() == SkillType.DOT))
{
weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE);
}
}
}
// Set the _castEndTime and _castInterruptTim
_castEndTime = 10 + GameTimeController.getGameTicks() + skillTime / GameTimeController.MILLIS_IN_TICK;
_castInterruptTime = GameTimeController.getGameTicks() + skillInterruptTime / GameTimeController.MILLIS_IN_TICK;
// Init the reuse time of the skill
int reuseDelay = (int)(skill.getReuseDelay() * getStat().getMReuseRate(skill));
if (skill.isMagic())
reuseDelay *= 333.0 / getMAtkSpd();
else
reuseDelay *= 333.0 / getPAtkSpd();
// Send a Server->Client packet MagicSkillUser with target, displayId, level, skillTime, reuseDelay
// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
broadcastPacket(new MagicSkillUser(this, target, displayId, level, skillTime, reuseDelay));
// Send a system message USE_S1 to the L2Character
if (this instanceof L2PcInstance && magicId != 1312)
{
SystemMessage sm = new SystemMessage(SystemMessage.USE_S1);
sm.addSkillName(magicId);
sendPacket(sm);
}
// Skill reuse check
if (reuseDelay > 30000) addTimeStamp(skill.getId(),reuseDelay);
// Check if this skill consume mp on start casting
int initmpcons = getStat().getMpInitialConsume(skill);
if (initmpcons > 0)
{
StatusUpdate su = new StatusUpdate(getObjectId());
getStatus().reduceMp(calcStat(Stats.MP_CONSUME_RATE,initmpcons,null,null));
su.addAttribute(StatusUpdate.CUR_MP, (int) getCurrentMp());
sendPacket(su);
}
// Disable the skill during the re-use delay and create a task EnableSkill with Medium priority to enable it at the end of the re-use delay
if (reuseDelay > 10)
{
disableSkill(skill.getId(), reuseDelay);
}
// launch the magic in skillTime milliseconds
if (skillTime > 50)
{
// Send a Server->Client packet SetupGauge with the color of the gauge and the casting time
if (this instanceof L2PcInstance)
{
SetupGauge sg = new SetupGauge(SetupGauge.BLUE, skillTime);
sendPacket(sg);
}
// Disable all skills during the casting
disableAllSkills();
if (_skillCast != null)
{
_skillCast.cancel(true);
_skillCast = null;
}
// Create a task MagicUseTask with Medium priority to launch the MagicSkill at the end of the casting time
_skillCast = ThreadPoolManager.getInstance().scheduleEffect(new MagicUseTask(targets, skill), skillTime);
}
else
{
onMagicUseTimer(targets, skill);
}
}
/**
* Index according to skill id the current timestamp of use.
*
* @param skill id
* @param reuse delay
*
Overriden in : (L2PcInstance)
*/
public void addTimeStamp(int s, int r) {/***/}
/**
* Index according to skill id the current timestamp of use.
*
* @param skill id
*
Overriden in : (L2PcInstance)
*/
public void removeTimeStamp(int s) {/***/}
/**
* Kill the L2Character.
*
* Actions :
* Set target to null and cancel Attack or Cast
* Stop movement
* Stop HP/MP/CP Regeneration task
* Stop all active skills effects in progress on the L2Character
* Send the Server->Client packet StatusUpdate with current HP and MP to all other L2PcInstance to inform
* Notify L2Character AI
*
* Overriden in :
* L2NpcInstance : Create a DecayTask to remove the corpse of the L2NpcInstance after 7 seconds
* L2Attackable : Distribute rewards (EXP, SP, Drops...) and notify Quest Engine
* L2PcInstance : Apply Death Penalty, Manage gain/loss Karma and Item Drop
*
* @param killer The L2Character who killed it
*
*/
public void doDie(L2Character killer)
{
// Set target to null and cancel Attack or Cast
setTarget(null);
// Stop movement
stopMove(null);
// Stop HP/MP/CP Regeneration task
getStatus().stopHpMpRegeneration();
//Stop all active skills effects in progress on the L2Character, if the Character isn't Noblesse Blessed
if(isNoblesseBlessed() && (killer.isRaid() || (killer instanceof L2MinionInstance && killer.isRaid())))
stopNoblesseBlessing(null);
else
stopAllEffects();
// Send the Server->Client packet StatusUpdate with current HP and MP to all other L2PcInstance to inform
broadcastStatusUpdate();
// Notify L2Character AI
getAI().notifyEvent(CtrlEvent.EVT_DEAD, null);
if (killer != null)
{
// Notify Quest of character's death
L2NpcInstance npc = null;
if (killer instanceof L2NpcInstance) npc = (L2NpcInstance)killer;
for (QuestState qs: getNotifyQuestOfDeath())
{
qs.getQuest().notifyDeath(npc, this, qs);
}
getNotifyQuestOfDeath().clear();
}
getAttackByList().clear();
}
/** Sets HP, MP and CP and revives the L2Character. */
public void doRevive()
{
if (!isTeleporting())
{
setIsPendingRevive(false);
_Status.setCurrentCp(getMaxCp() * Config.RESPAWN_RESTORE_CP);
_Status.setCurrentHp(getMaxHp() * Config.RESPAWN_RESTORE_HP);
//_Status.setCurrentMp(getMaxMp() * Config.RESPAWN_RESTORE_MP);
// Start broadcast status
broadcastPacket(new SocialAction(getObjectId(), 15));
broadcastPacket(new Revive(this));
}
else
setIsPendingRevive(true);
}
/** Revives the L2Character using skill. */
public void doRevive(double revivePower) { doRevive(); }
/**
* Check if the active L2Skill can be casted.
*
* Actions :
* Check if the L2Character can cast (ex : not sleeping...)
* Check if the target is correct
* Notify the AI with AI_INTENTION_CAST and target
*
* @param skill The L2Skill to use
*
*/
protected void useMagic(L2Skill skill)
{
if (skill == null || isDead())
return;
// Check if the L2Character can cast
if (isAllSkillsDisabled())
{
// must be checked by caller
return;
}
// Ignore the passive skill request. why does the client send it anyway ??
if (skill.isPassive())
return;
// Get the target for the skill
L2Object target = null;
switch (skill.getTargetType())
{
case TARGET_AURA: // AURA, SELF should be cast even if no target has been found
case TARGET_SELF:
target = this;
break;
default:
// Get the first target of the list
target = skill.getFirstOfTargetList(this);
break;
}
// Notify the AI with AI_INTENTION_CAST and target
getAI().setIntention(CtrlIntention.AI_INTENTION_CAST, skill, target);
}
// =========================================================
// Property - Public
/**
* Return the L2CharacterAI of the L2Character and if its null create a new one.
*/
public L2CharacterAI getAI()
{
if (_ai == null)
{
synchronized(this)
{
if (_ai == null) _ai = new L2CharacterAI(new AIAccessor());
}
}
return _ai;
}
public void setAI(L2CharacterAI newAI)
{
L2CharacterAI oldAI = getAI();
if(oldAI != null && oldAI != newAI && oldAI instanceof L2AttackableAI)
((L2AttackableAI)oldAI).stopAITask();
_ai = newAI;
}
/** Return True if the L2Character has a L2CharacterAI. */
public boolean hasAI() { return _ai != null; }
/** Return True if the L2Character is RaidBoss or his minion. */
public boolean isRaid()
{
return false;
}
/** Return a list of L2Character that attacked. */
public final List getAttackByList ()
{
if (_AttackByList == null) _AttackByList = new FastList();
return _AttackByList;
}
public final L2Character getAttackingChar() { return _AttackingChar; }
/**
* Set _attackingChar to the L2Character that attacks this one.
* @param player The L2Character that attcks this one
*/
public final void setAttackingChar (L2Character player)
{
if (player == null || player == this) return;
_AttackingChar = player;
addAttackerToAttackByList(player);
}
public final L2Skill getAttackingCharSkill() { return _AttackingCharSkill; }
/**
* Set _attackingCharSkill to the L2Skill used against this L2Character.
* @param skill The L2Skill used against this L2Character
*/
public void setAttackingCharSkill (L2Skill skill) { _AttackingCharSkill = skill; }
public final boolean isAffraid() { return _IsAffraid; }
public final void setIsAffraid(boolean value) { _IsAffraid = value; }
/** Return True if the L2Character is dead or use fake death. */
public final boolean isAlikeDead() { return isFakeDeath() || !(getCurrentHp() > 0.5); }
/** Return True if the L2Character can't use its skills (ex : stun, sleep...). */
public final boolean isAllSkillsDisabled() { return _allSkillsDisabled || isStunned() || isSleeping() || isParalyzed(); }
/** Return True if the L2Character can't attack (stun, sleep, attackEndTime, fakeDeath, paralyse). */
public final boolean isAttackingDisabled() { return isStunned() || isSleeping() || _attackEndTime > GameTimeController.getGameTicks() || isFakeDeath() || isParalyzed(); }
public final Calculator[] getCalculators() { return _Calculators; }
public final boolean isConfused() { return _IsConfused; }
public final void setIsConfused(boolean value) { _IsConfused = value; }
/** Return True if the L2Character is dead. */
public final boolean isDead() { return !(isFakeDeath()) && !(getCurrentHp() > 0.5); }
public final boolean isFakeDeath() { return _IsFakeDeath; }
public final void setIsFakeDeath(boolean value) { _IsFakeDeath = value; }
/** Return True if the L2Character is flying. */
public final boolean isFlying() { return _IsFlying; }
/** Set the L2Character flying mode to True. */
public final void setIsFlying(boolean mode) { _IsFlying = mode; }
public boolean isImobilised() { return _IsImobilised; }
public void setIsImobilised(boolean value){ _IsImobilised = value; }
public final boolean isKilledAlready() { return _IsKilledAlready; }
public final void setIsKilledAlready(boolean value) { _IsKilledAlready = value; }
public final boolean isMuted() { return _IsMuted; }
public final void setIsMuted(boolean value) { _IsMuted = value; }
public final boolean isPsychicalMuted() { return _IsPsychicalMuted; }
public final void setIsPsychicalMuted(boolean value) { _IsPsychicalMuted = value; }
/** Return True if the L2Character can't move (stun, root, sleep, overload, paralyzed). */
public final boolean isMovementDisabled() { return isStunned() || isRooted() || isSleeping() || isOverloaded() || isParalyzed() || isImobilised() || isFakeDeath(); }
/** Return True if the L2Character can be controlled by the player (confused, affraid). */
public final boolean isOutOfControl() { return isConfused() || isAffraid(); }
public final boolean isOverloaded() { return _IsOverloaded; }
/** Set the overloaded status of the L2Character is overloaded (if True, the L2PcInstance can't take more item). */
public final void setIsOverloaded(boolean value) { _IsOverloaded = value; }
public final boolean isParalyzed() { return _IsParalyzed; }
public final void setIsParalyzed(boolean value) { _IsParalyzed = value; }
public final boolean isPendingRevive() { return isDead() && _IsPendingRevive; }
public final void setIsPendingRevive(boolean value) { _IsPendingRevive = value; }
/**
* Return the L2Summon of the L2Character.
* Overriden in :
* L2PcInstance
*/
public L2Summon getPet() { return null; }
/** Return True if the L2Character is ridding. */
public final boolean isRiding() { return _IsRiding; }
/** Set the L2Character riding mode to True. */
public final void setIsRiding(boolean mode) { _IsRiding = mode; }
public final boolean isRooted() { return _IsRooted; }
public final void setIsRooted(boolean value) { _IsRooted = value; }
/** Return True if the L2Character is running. */
public final boolean isRunning() { return _IsRunning; }
public final void setIsRunning(boolean value)
{
_IsRunning = value;
broadcastPacket(new ChangeMoveType(this));
}
/** Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance. */
public final void setRunning() { if (!isRunning()) setIsRunning(true); }
public final boolean isSleeping() { return _IsSleeping; }
public final void setIsSleeping(boolean value) { _IsSleeping = value; }
public final boolean isStunned() { return _IsStunned; }
public final void setIsStunned(boolean value) { _IsStunned = value; }
public final boolean isBetrayed() { return _IsBetrayed; }
public final void setIsBetrayed(boolean value) { _IsBetrayed = value; }
public final boolean isTeleporting() { return _IsTeleporting; }
public final void setIsTeleporting(boolean value) { _IsTeleporting = value; }
public final boolean isNoblesseBlessed() { return _IsNoblesseBlessed; }
public final void setIsNoblesseBlessed(boolean value) { _IsNoblesseBlessed = value; }
public void setIsInvul(boolean b){_isInvul = b;}
public boolean isInvul(){return _isInvul || _IsTeleporting;}
public boolean isUndead() { return false; }
public CharKnownList getKnownList()
{
if(super.getKnownList() == null || !(super.getKnownList() instanceof CharKnownList))
this.setKnownList(new CharKnownList(this));
return ((CharKnownList)super.getKnownList());
}
public CharStat getStat()
{
if (_Stat == null) _Stat = new CharStat(this);
return _Stat;
}
public final void setStat(CharStat value) { _Stat = value; }
public CharStatus getStatus()
{
if (_Status == null) _Status = new CharStatus(this);
return _Status;
}
public final void setStatus(CharStatus value) { _Status = value; }
public L2CharTemplate getTemplate() { return _Template; }
/**
* Set the template of the L2Character.
*
* Concept :
* Each L2Character owns generic and static properties (ex : all Keltir have the same number of HP...).
* All of those properties are stored in a different template for each type of L2Character.
* Each template is loaded once in the server cache memory (reduce memory use).
* When a new instance of L2Character is spawned, server just create a link between the instance and the template
* This link is stored in _template
*
* Assert :
* this instanceof L2Character
Client packet ChangeMoveType to all others L2PcInstance. */
public final void setWalking() { if (isRunning()) setIsRunning(false); }
/** Task lauching the function enableSkill() */
class EnableSkill implements Runnable
{
int _skillId;
public EnableSkill(int skillId)
{
_skillId = skillId;
}
public void run()
{
try
{
enableSkill(_skillId);
} catch (Throwable e) {
_log.log(Level.SEVERE, "", e);
}
}
}
/**
* Task lauching the function onHitTimer().
*
* Actions :
* If the attacker/target is dead or use fake death, notify the AI with EVT_CANCEL and send a Server->Client packet ActionFailed (if attacker is a L2PcInstance)
* If attack isn't aborted, send a message system (critical hit, missed...) to attacker/target if they are L2PcInstance
* If attack isn't aborted and hit isn't missed, reduce HP of the target and calculate reflection damage to reduce HP of attacker if necessary
* if attack isn't aborted and hit isn't missed, manage attack or cast break of the target (calculating rate, sending message...)
*
*/
class HitTask implements Runnable
{
L2Character _hitTarget;
int _damage;
boolean _crit;
boolean _miss;
boolean _shld;
boolean _soulshot;
public HitTask(L2Character target, int damage, boolean crit, boolean miss, boolean soulshot, boolean shld)
{
_hitTarget = target;
_damage = damage;
_crit = crit;
_shld = shld;
_miss = miss;
_soulshot = soulshot;
}
public void run()
{
try
{
onHitTimer(_hitTarget, _damage, _crit, _miss, _soulshot, _shld);
}
catch (Throwable e)
{
_log.severe(e.toString());
}
}
}
/** Task lauching the function onMagicUseTimer() */
class MagicUseTask implements Runnable
{
L2Object[] _targets;
L2Skill _skill;
public MagicUseTask(L2Object[] targets, L2Skill skill)
{
_targets = targets;
_skill = skill;
}
public void run()
{
try
{
enableAllSkills();
onMagicUseTimer(_targets, _skill);
_skillCast = null;
}
catch (Throwable e)
{
_log.log(Level.SEVERE, "", e);
}
}
}
/** Task lauching the function useMagic() */
class QueuedMagicUseTask implements Runnable
{
L2PcInstance _currPlayer;
L2Skill _queuedSkill;
boolean _isCtrlPressed;
boolean _isShiftPressed;
public QueuedMagicUseTask(L2PcInstance currPlayer, L2Skill queuedSkill, boolean isCtrlPressed, boolean isShiftPressed)
{
_currPlayer = currPlayer;
_queuedSkill = queuedSkill;
_isCtrlPressed = isCtrlPressed;
_isShiftPressed = isShiftPressed;
}
public void run()
{
try
{
_currPlayer.useMagic(_queuedSkill, _isCtrlPressed, _isShiftPressed);
}
catch (Throwable e)
{
_log.log(Level.SEVERE, "", e);
}
}
}
/** Task of AI notification */
public class NotifyAITask implements Runnable
{
private final CtrlEvent _evt;
NotifyAITask(CtrlEvent evt)
{
this._evt = evt;
}
public void run()
{
try
{
getAI().notifyEvent(_evt, null);
}
catch (Throwable t)
{
_log.log(Level.WARNING, "", t);
}
}
}
/** Task lauching the function stopPvPFlag() */
class PvPFlag implements Runnable
{
public void run()
{
try
{
// _log.fine("Checking pvp time: " + getlastPvpAttack());
// "lastattack: " _lastAttackTime "currenttime: "
// System.currentTimeMillis());
if (Math.abs(System.currentTimeMillis()-getlastPvpAttack()) > Config.PVP_TIME)
{
// _log.fine("Stopping PvP");
stopPvPFlag();
}
else if (Math.abs(System.currentTimeMillis()-getlastPvpAttack()) > Config.PVP_TIME - 5000)
{
updatePvPFlag(2);
}
else
{
updatePvPFlag(1);
// Start a new PvP timer check
//checkPvPFlag();
}
}
catch (Exception e)
{
_log.log(Level.WARNING, "error in pvp flag task:", e);
}
}
}
// =========================================================
// =========================================================
// Abnormal Effect - NEED TO REMOVE ONCE L2CHARABNORMALEFFECT IS COMPLETE
// Data Field
/** Map 16 bits (0x0000) containing all abnormal effect in progress */
private short _AbnormalEffects;
/**
* FastTable containing all active skills effects in progress of a L2Character.
*/
private FastTable _effects;
/** The table containing the List of all stacked effect in progress for each Stack group Identifier */
protected Map> _stackedEffects;
/** Table EMPTY_EFFECTS shared by all L2Character without effects in progress */
private static final L2Effect[] EMPTY_EFFECTS = new L2Effect[0];
public static final int ABNORMAL_EFFECT_BLEEDING = 0x0001; // not sure
public static final int ABNORMAL_EFFECT_POISON = 0x0002;
public static final int ABNORMAL_EFFECT_UNKNOWN_3 = 0x0004;
public static final int ABNORMAL_EFFECT_UNKNOWN_4 = 0x0008;
public static final int ABNORMAL_EFFECT_UNKNOWN_5 = 0x0010;
public static final int ABNORMAL_EFFECT_UNKNOWN_6 = 0x0020;
public static final int ABNORMAL_EFFECT_STUN = 0x0040;
public static final int ABNORMAL_EFFECT_SLEEP = 0x0080;
public static final int ABNORMAL_EFFECT_MUTED = 0x0100; // not sure
public static final int ABNORMAL_EFFECT_ROOT = 0x0200;
public static final int ABNORMAL_EFFECT_HOLD_1 = 0x0400;
public static final int ABNORMAL_EFFECT_HOLD_2 = 0x0800;
public static final int ABNORMAL_EFFECT_UNKNOWN_13 = 0x1000;
public static final int ABNORMAL_EFFECT_BIG_HEAD = 0x2000;
public static final int ABNORMAL_EFFECT_FLAME = 0x4000;
public static final int ABNORMAL_EFFECT_UNKNOWN_16 = 0x8000;
// FIXME : correct the value of the abnormal effect confused
public static final int ABNORMAL_EFFECT_CONFUSED = 0x0020;
// FIXME : correct the value of the abnormal effect affraid
public static final int ABNORMAL_EFFECT_AFFRAID = 0x0010;
// Method - Public
/**
* Launch and add L2Effect (including Stack Group management) to L2Character and update client magic icone.
*
* Concept :
* All active skills effects in progress on the L2Character are identified in ConcurrentHashMap(Integer,L2Effect) _effects.
* The Integer key of _effects is the L2Skill Identifier that has created the L2Effect.
*
* Several same effect can't be used on a L2Character at the same time.
* Indeed, effects are not stackable and the last cast will replace the previous in progress.
* More, some effects belong to the same Stack Group (ex WindWald and Haste Potion).
* If 2 effects of a same group are used at the same time on a L2Character, only the more efficient (identified by its priority order) will be preserve.
*
* Actions :
* Add the L2Effect to the L2Character _effects
* If this effect doesn't belong to a Stack Group, add its Funcs to the Calculator set of the L2Character (remove the old one if necessary)
* If this effect has higher priority in its Stack Group, add its Funcs to the Calculator set of the L2Character (remove previous stacked effect Funcs if necessary)
* If this effect has NOT higher priority in its Stack Group, set the effect to Not In Use
* Update active skills in progress icones on player client
*
*/
public final void addEffect(L2Effect newEffect)
{
if(newEffect == null) return;
synchronized (this)
{
if (_effects == null)
_effects = new FastTable();
if (_stackedEffects == null)
_stackedEffects = new FastMap>();
}
synchronized(_effects)
{
L2Effect tempEffect = null;
// Make sure there's no same effect previously
for (int i=0; i<_effects.size(); i++)
{
if (_effects.get(i).getSkill().getId() == newEffect.getSkill().getId())
return;
}
// Remove first Buff if number of buffs > 19
L2Skill tempskill = newEffect.getSkill();
if (getBuffCount() > Config.BUFFS_MAX_AMOUNT && !doesStack(tempskill) && ((
tempskill.getSkillType() == L2Skill.SkillType.BUFF ||
tempskill.getSkillType() == L2Skill.SkillType.DEBUFF ||
tempskill.getSkillType() == L2Skill.SkillType.REFLECT ||
tempskill.getSkillType() == L2Skill.SkillType.HEAL_PERCENT ||
tempskill.getSkillType() == L2Skill.SkillType.MANAHEAL_PERCENT)&&
tempskill.getId() != 4267 &&
tempskill.getId() != 4270 &&
!(tempskill.getId() > 4360 && tempskill.getId() < 4367))
) removeFirstBuff(tempskill.getId());
// Add the L2Effect to all effect in progress on the L2Character
if (!newEffect.getSkill().isToggle())
{
int pos=0;
for (int i=0; i<_effects.size(); i++)
{
if (_effects.get(i) != null)
{
int skillid = _effects.get(i).getSkill().getId();
if (!_effects.get(i).getSkill().isToggle() &&
(skillid != 4267 && skillid != 4270 && !(skillid > 4360 && skillid < 4367))
) pos++;
}
else break;
}
_effects.add(pos, newEffect);
}
else _effects.addLast(newEffect);
// Check if a stack group is defined for this effect
if (newEffect.getStackType().equals("none"))
{
// Set this L2Effect to In Use
newEffect.setInUse(true);
// Add Funcs of this effect to the Calculator set of the L2Character
addStatFuncs(newEffect.getStatFuncs());
// Update active skills in progress icones on player client
updateEffectIcons();
return;
}
// Get the list of all stacked effects corresponding to the stack type of the L2Effect to add
List stackQueue = _stackedEffects.get(newEffect.getStackType());
if (stackQueue == null)
stackQueue = new FastList();
if (stackQueue.size() > 0)
{
// Get the first stacked effect of the Stack group selected
tempEffect = null;
for (int i=0; i<_effects.size(); i++)
{
if (_effects.get(i) == stackQueue.get(0))
{
tempEffect = _effects.get(i);
break;
}
}
if (tempEffect != null)
{
// Remove all Func objects corresponding to this stacked effect from the Calculator set of the L2Character
removeStatsOwner(tempEffect);
// Set the L2Effect to Not In Use
tempEffect.setInUse(false);
}
}
// Add the new effect to the stack group selected at its position
stackQueue = effectQueueInsert(newEffect, stackQueue);
if (stackQueue == null) return;
// Update the Stack Group table _stackedEffects of the L2Character
_stackedEffects.put(newEffect.getStackType(), stackQueue);
// Get the first stacked effect of the Stack group selected
tempEffect = null;
for (int i=0; i<_effects.size(); i++)
{
if (_effects.get(i) == stackQueue.get(0))
{
tempEffect = _effects.get(i);
break;
}
}
// Set this L2Effect to In Use
tempEffect.setInUse(true);
// Add all Func objects corresponding to this stacked effect to the Calculator set of the L2Character
addStatFuncs(tempEffect.getStatFuncs());
}
// Update active skills in progress (In Use and Not In Use because stacked) icones on client
updateEffectIcons();
}
/**
* Insert an effect at the specified position in a Stack Group.
*
* Concept :
* Several same effect can't be used on a L2Character at the same time.
* Indeed, effects are not stackable and the last cast will replace the previous in progress.
* More, some effects belong to the same Stack Group (ex WindWald and Haste Potion).
* If 2 effects of a same group are used at the same time on a L2Character, only the more efficient (identified by its priority order) will be preserve.
*
* @param id The identifier of the stacked effect to add to the Stack Group
* @param stackOrder The position of the effect in the Stack Group
* @param stackQueue The Stack Group in wich the effect must be added
*
*/
private List effectQueueInsert(L2Effect newStackedEffect, List stackQueue)
{
// Get the L2Effect corresponding to the Effect Identifier from the L2Character _effects
if(_effects == null)
return null;
// Create an Iterator to go through the list of stacked effects in progress on the L2Character
Iterator queueIterator = stackQueue.iterator();
int i = 0;
while (queueIterator.hasNext()) {
L2Effect cur = queueIterator.next();
if (newStackedEffect.getStackOrder() < cur.getStackOrder())
i++;
else break;
}
// Add the new effect to the Stack list in function of its position in the Stack group
stackQueue.add(i, newStackedEffect);
// skill.exit() could be used, if the users don't wish to see "effect
// removed" always when a timer goes off, even if the buff isn't active
// any more (has been replaced). but then check e.g. npc hold and raid petrify.
if (Config.EFFECT_CANCELING && !newStackedEffect.isHerbEffect() && stackQueue.size() > 1)
{
// only keep the current effect, cancel other effects
for (int n=0; n<_effects.size(); n++)
{
if (_effects.get(n) == stackQueue.get(1))
{
_effects.remove(n);
break;
}
}
stackQueue.remove(1);
}
return stackQueue;
}
/**
* Stop and remove L2Effect (including Stack Group management) from L2Character and update client magic icone.
*
* Concept :
* All active skills effects in progress on the L2Character are identified in ConcurrentHashMap(Integer,L2Effect) _effects.
* The Integer key of _effects is the L2Skill Identifier that has created the L2Effect.
*
* Several same effect can't be used on a L2Character at the same time.
* Indeed, effects are not stackable and the last cast will replace the previous in progress.
* More, some effects belong to the same Stack Group (ex WindWald and Haste Potion).
* If 2 effects of a same group are used at the same time on a L2Character, only the more efficient (identified by its priority order) will be preserve.
*
* Actions :
* Remove Func added by this effect from the L2Character Calculator (Stop L2Effect)
* If the L2Effect belongs to a not empty Stack Group, replace theses Funcs by next stacked effect Funcs
* Remove the L2Effect from _effects of the L2Character
* Update active skills in progress icones on player client
*
*/
public final void removeEffect(L2Effect effect)
{
if(effect == null || _effects == null)
return;
synchronized(_effects)
{
if (effect.getStackType() == "none")
{
// Remove Func added by this effect from the L2Character Calculator
removeStatsOwner(effect);
}
else
{
if(_stackedEffects == null)
return;
// Get the list of all stacked effects corresponding to the stack type of the L2Effect to add
List stackQueue = _stackedEffects.get(effect.getStackType());
if (stackQueue == null || stackQueue.size() < 1)
return;
// Get the Identifier of the first stacked effect of the Stack group selected
L2Effect frontEffect = stackQueue.get(0);
// Remove the effect from the Stack Group
boolean removed = stackQueue.remove(effect);
if (removed)
{
// Check if the first stacked effect was the effect to remove
if (frontEffect == effect)
{
// Remove all its Func objects from the L2Character calculator set
removeStatsOwner(effect);
// Check if there's another effect in the Stack Group
if (stackQueue.size() > 0)
{
// Add its list of Funcs to the Calculator set of the L2Character
for (int i=0; i<_effects.size(); i++)
{
if (_effects.get(i) == stackQueue.get(0))
{
// Add its list of Funcs to the Calculator set of the L2Character
addStatFuncs(_effects.get(i).getStatFuncs());
// Set the effect to In Use
_effects.get(i).setInUse(true);
break;
}
}
}
}
if (stackQueue.isEmpty())
_stackedEffects.remove(effect.getStackType());
else
// Update the Stack Group table _stackedEffects of the L2Character
_stackedEffects.put(effect.getStackType(), stackQueue);
}
}
// Remove the active skill L2effect from _effects of the L2Character
// The Integer key of _effects is the L2Skill Identifier that has created the effect
for (int i=0; i<_effects.size(); i++)
{
if (_effects.get(i) == effect)
{
_effects.remove(i);
break;
}
}
}
// Update active skills in progress (In Use and Not In Use because stacked) icones on client
updateEffectIcons();
}
/**
* Active abnormal effects flags in the binary mask and send Server->Client UserInfo/CharInfo packet.
*/
public final void startAbnormalEffect(short mask)
{
_AbnormalEffects |= mask;
updateAbnormalEffect();
}
/**
* Active the abnormal effect Confused flag, notify the L2Character AI and send Server->Client UserInfo/CharInfo packet.
*/
public final void startConfused()
{
setIsConfused(true);
getAI().notifyEvent(CtrlEvent.EVT_CONFUSED);
updateAbnormalEffect();
}
/**
* Active the abnormal effect Fake Death flag, notify the L2Character AI and send Server->Client UserInfo/CharInfo packet.
*/
public final void startFakeDeath()
{
setIsFakeDeath(true);
/* Aborts any attacks/casts if fake dead */
abortAttack();
abortCast();
getAI().notifyEvent(CtrlEvent.EVT_FAKE_DEATH, null);
broadcastPacket(new ChangeWaitType(this,ChangeWaitType.WT_START_FAKEDEATH));
}
/**
* Active the abnormal effect Fear flag, notify the L2Character AI and send Server->Client UserInfo/CharInfo packet.
*/
public final void startFear()
{
setIsAffraid(true);
getAI().notifyEvent(CtrlEvent.EVT_AFFRAID);
updateAbnormalEffect();
}
/**
* Active the abnormal effect Muted flag, notify the L2Character AI and send Server->Client UserInfo/CharInfo packet.
*/
public final void startMuted()
{
setIsMuted(true);
/* Aborts any casts if muted */
abortCast();
getAI().notifyEvent(CtrlEvent.EVT_MUTED);
updateAbnormalEffect();
}
/**
* Active the abnormal effect Psychical_Muted flag, notify the L2Character AI and send Server->Client UserInfo/CharInfo packet.
*/
public final void startPsychicalMuted()
{
setIsPsychicalMuted(true);
getAI().notifyEvent(CtrlEvent.EVT_MUTED);
updateAbnormalEffect();
}
/**
* Active the abnormal effect Root flag, notify the L2Character AI and send Server->Client UserInfo/CharInfo packet.
*/
public final void startRooted()
{
setIsRooted(true);
getAI().notifyEvent(CtrlEvent.EVT_ROOTED, null);
updateAbnormalEffect();
}
/**
* Active the abnormal effect Sleep flag, notify the L2Character AI and send Server->Client UserInfo/CharInfo packet.
*/
public final void startSleeping()
{
setIsSleeping(true);
/* Aborts any attacks/casts if sleeped */
abortAttack();
abortCast();
getAI().notifyEvent(CtrlEvent.EVT_SLEEPING, null);
updateAbnormalEffect();
}
/**
* Launch a Stun Abnormal Effect on the L2Character.
*
* Actions :
* Calculate the success rate of the Stun Abnormal Effect on this L2Character
* If Stun succeed, active the abnormal effect Stun flag, notify the L2Character AI and send Server->Client UserInfo/CharInfo packet
* If Stun NOT succeed, send a system message Failed to the L2PcInstance attacker
*
*/
public final void startStunning()
{
setIsStunned(true);
/* Aborts any attacks/casts if stunned */
abortAttack();
abortCast();
getAI().notifyEvent(CtrlEvent.EVT_STUNNED, null);
updateAbnormalEffect();
}
public final void startBetray()
{
setIsBetrayed(true);
getAI().notifyEvent(CtrlEvent.EVT_BETRAYED, null);
updateAbnormalEffect();
}
public final void stopBetray()
{
stopEffects(L2Effect.EffectType.BETRAY);
setIsBetrayed(false);
updateAbnormalEffect();
}
public final void startNoblesseBlessing()
{
setIsNoblesseBlessed(true);
updateAbnormalEffect();
}
}
/**
* Modify the abnormal effect map according to the mask.
*/
public final void stopAbnormalEffect(short mask)
{
_AbnormalEffects &= ~mask;
updateAbnormalEffect();
}
public final void stopNoblesseBlessing(L2Effect effect)
{
if (effect == null)
stopEffects(L2Effect.EffectType.NOBLESSE_BLESSING);
else
removeEffect(effect);
setIsNoblesseBlessed(false);
updateAbnormalEffect();
}
/**
* Stop all active skills effects in progress on the L2Character.
*/
public final void stopAllEffects()
{
// Get all active skills effects in progress on the L2Character
L2Effect[] effects = getAllEffects();
if (effects == null) return;
// Go through all active skills effects
for(L2Effect e : effects)
if(e != null) e.exit();
}
/**
* Stop a specified/all Confused abnormal L2Effect.
*
* Actions :
* Delete a specified/all (if effect=null) Confused abnormal L2Effect from L2Character and update client magic icone
* Set the abnormal effect flag _confused to False
* Notify the L2Character AI
* Send Server->Client UserInfo/CharInfo packet
*
*/
public final void stopConfused(L2Effect effect)
{
if (effect == null)
stopEffects(L2Effect.EffectType.CONFUSION);
else
removeEffect(effect);
setIsConfused(false);
getAI().notifyEvent(CtrlEvent.EVT_THINK, null);
updateAbnormalEffect();
}
/**
* Stop and remove the L2Effect corresponding to the L2Skill Identifier and update client magic icone.
*
* Concept :
* All active skills effects in progress on the L2Character are identified in ConcurrentHashMap(Integer,L2Effect) _effects.
* The Integer key of _effects is the L2Skill Identifier that has created the L2Effect.
*
* @param effectId The L2Skill Identifier of the L2Effect to remove from _effects
*
*/
public final void stopEffect(int effectId)
{
L2Effect effect = getEffect(effectId);
if(effect != null) effect.exit();
}
/**
* Stop and remove all L2Effect of the selected type (ex : BUFF, DMG_OVER_TIME...) from the L2Character and update client magic icone.
*
* Concept :
* All active skills effects in progress on the L2Character are identified in ConcurrentHashMap(Integer,L2Effect) _effects.
* The Integer key of _effects is the L2Skill Identifier that has created the L2Effect.
*
* Actions :
* Remove Func added by this effect from the L2Character Calculator (Stop L2Effect)
* Remove the L2Effect from _effects of the L2Character
* Update active skills in progress icones on player client
*
* @param type The type of effect to stop ((ex : BUFF, DMG_OVER_TIME...)
*
*/
public final void stopEffects(L2Effect.EffectType type)
{
// Get all active skills effects in progress on the L2Character
L2Effect[] effects = getAllEffects();
if (effects == null) return;
// Go through all active skills effects
for(L2Effect e : effects)
{
// Stop active skills effects of the selected type
if (e.getEffectType() == type) e.exit();
}
}
/**
* Stop a specified/all Fake Death abnormal L2Effect.
*
* Actions :
* Delete a specified/all (if effect=null) Fake Death abnormal L2Effect from L2Character and update client magic icone
* Set the abnormal effect flag _fake_death to False
* Notify the L2Character AI
*
*/
public final void stopFakeDeath(L2Effect effect)
{
if (effect == null)
stopEffects(L2Effect.EffectType.FAKE_DEATH);
else
removeEffect(effect);
setIsFakeDeath(false);
ChangeWaitType revive = new ChangeWaitType(this,ChangeWaitType.WT_STOP_FAKEDEATH);
broadcastPacket(revive);
getAI().notifyEvent(CtrlEvent.EVT_THINK, null);
}
/**
* Stop a specified/all Fear abnormal L2Effect.
*
* Actions :
* Delete a specified/all (if effect=null) Fear abnormal L2Effect from L2Character and update client magic icone
* Set the abnormal effect flag _affraid to False
* Notify the L2Character AI
* Send Server->Client UserInfo/CharInfo packet
*
*/
public final void stopFear(L2Effect effect)
{
if (effect == null)
stopEffects(L2Effect.EffectType.FEAR);
else
removeEffect(effect);
setIsAffraid(false);
updateAbnormalEffect();
}
/**
* Stop a specified/all Muted abnormal L2Effect.
*
* Actions :
* Delete a specified/all (if effect=null) Muted abnormal L2Effect from L2Character and update client magic icone
* Set the abnormal effect flag _muted to False
* Notify the L2Character AI
* Send Server->Client UserInfo/CharInfo packet
*
*/
public final void stopMuted(L2Effect effect)
{
if (effect == null)
stopEffects(L2Effect.EffectType.MUTE);
else
removeEffect(effect);
setIsMuted(false);
updateAbnormalEffect();
}
public final void stopPsychicalMuted(L2Effect effect)
{
if (effect == null)
stopEffects(L2Effect.EffectType.PSYCHICAL_MUTE);
else
removeEffect(effect);
setIsPsychicalMuted(false);
updateAbnormalEffect();
}
/**
* Stop a specified/all Root abnormal L2Effect.
*
* Actions :
* Delete a specified/all (if effect=null) Root abnormal L2Effect from L2Character and update client magic icone
* Set the abnormal effect flag _rooted to False
* Notify the L2Character AI
* Send Server->Client UserInfo/CharInfo packet
*
*/
public final void stopRooting(L2Effect effect)
{
if (effect == null)
stopEffects(L2Effect.EffectType.ROOT);
else
removeEffect(effect);
setIsRooted(false);
getAI().notifyEvent(CtrlEvent.EVT_THINK, null);
updateAbnormalEffect();
}
/**
* Stop a specified/all Sleep abnormal L2Effect.
*
* Actions :
* Delete a specified/all (if effect=null) Sleep abnormal L2Effect from L2Character and update client magic icone
* Set the abnormal effect flag _sleeping to False
* Notify the L2Character AI
* Send Server->Client UserInfo/CharInfo packet
*
*/
public final void stopSleeping(L2Effect effect)
{
if (effect == null)
stopEffects(L2Effect.EffectType.SLEEP);
else
removeEffect(effect);
setIsSleeping(false);
getAI().notifyEvent(CtrlEvent.EVT_THINK, null);
updateAbnormalEffect();
}
/**
* Stop a specified/all Stun abnormal L2Effect.
*
* Actions :
* Delete a specified/all (if effect=null) Stun abnormal L2Effect from L2Character and update client magic icone
* Set the abnormal effect flag _stuned to False
* Notify the L2Character AI
* Send Server->Client UserInfo/CharInfo packet
*
*/
public final void stopStunning(L2Effect effect)
{
if (effect == null)
stopEffects(L2Effect.EffectType.STUN);
else
removeEffect(effect);
setIsStunned(false);
getAI().notifyEvent(CtrlEvent.EVT_THINK, null);
updateAbnormalEffect();
}
/**
* Not Implemented.
*
* Overridden in :
* L2NPCInstance
* L2PcInstance
* L2Summon
* L2DoorInstance
*
*/
public abstract void updateAbnormalEffect();
/**
* Update active skills in progress (In Use and Not In Use because stacked) icones on client.
*
* Concept :
* All active skills effects in progress (In Use and Not In Use because stacked) are represented by an icone on the client.
*
* Caution : This method ONLY UPDATE the client of the player and not clients of all players in the party.
*
*/
public final void updateEffectIcons()
{
updateEffectIcons(false);
}
public final void updateEffectIcons(boolean partyOnly)
{
// Create a L2PcInstance of this if needed
L2PcInstance player = null;
if (this instanceof L2PcInstance)
player = (L2PcInstance)this;
// Create a L2Summon of this if needed
L2Summon summon = null;
if (this instanceof L2Summon)
{
summon = (L2Summon)this;
player = summon.getOwner();
}
// Create the main packet if needed
MagicEffectIcons mi = null;
if (!partyOnly)
mi = new MagicEffectIcons();
// Create the party packet if needed
PartySpelled ps = null;
if (summon != null)
ps = new PartySpelled(summon);
else if (player != null && player.isInParty())
ps = new PartySpelled(player);
// Create the olympiad spectator packet if needed
ExOlympiadSpelledInfo os = null;
if (player != null && player.isInOlympiadMode())
os = new ExOlympiadSpelledInfo(player);
if (mi == null && ps ==null && os == null)
return; // nothing to do (should not happen)
// Add special effects
if (player != null && mi != null)
{
if (player.getWeightPenalty() > 0)
mi.addEffect(4270, player.getWeightPenalty(), -1);
if (player.getexpertisePenalty() > 0)
mi.addEffect(4267, 1, -1);
if (player.getMessageRefusal())
mi.addEffect(4269, 1, -1);
}
// Go through all effects if any
L2Effect[] effects = getAllEffects();
if (effects != null && effects.length > 0)
for (int i = 0; i < effects.length; i++)
{
L2Effect effect = effects[i];
if (effect == null)
continue;
if (effect.getInUse())
{
if (mi != null)
effect.addIcon(mi);
if (ps != null)
effect.addPartySpelledIcon(ps);
if (os != null)
effect.addOlympiadSpelledIcon(os);
}
}
// Send the packets if needed
if (mi != null)
sendPacket(mi);
if (ps != null && player != null)
{
if (player.isInParty())
player.getParty().broadcastToPartyMembers(player, ps);
else
player.sendPacket(ps);
}
if (os != null)
{
if (Olympiad.getInstance().getSpectators(player.getOlympiadGameId()) != null)
{
for (L2PcInstance spectator : Olympiad.getInstance().getSpectators(player.getOlympiadGameId()))
{
if (spectator == null) continue;
spectator.sendPacket(os);
}
}
}
}
// Property - Public
/**
* Return a map of 16 bits (0x0000) containing all abnormal effect in progress for this L2Character.
*
* Concept :
* In Server->Client packet, each effect is represented by 1 bit of the map (ex : BLEEDING = 0x0001 (bit 1), SLEEP = 0x0080 (bit 8)...).
* The map is calculated by applying a BINARY OR operation on each effect.
*
* Example of use :
* Server Packet : CharInfo, NpcInfo, NpcInfoPoly, UserInfo...
*/
public short getAbnormalEffect()
{
short ae = _AbnormalEffects;
if (isStunned()) ae |= ABNORMAL_EFFECT_STUN;
if (isRooted()) ae |= ABNORMAL_EFFECT_ROOT;
if (isSleeping()) ae |= ABNORMAL_EFFECT_SLEEP;
if (isConfused()) ae |= ABNORMAL_EFFECT_CONFUSED;
if (isMuted()) ae |= ABNORMAL_EFFECT_MUTED;
if (isAffraid()) ae |= ABNORMAL_EFFECT_AFFRAID;
return ae;
}
/**
* Return all active skills effects in progress on the L2Character.
*
* Concept :
* All active skills effects in progress on the L2Character are identified in _effects.
* The Integer key of _effects is the L2Skill Identifier that has created the effect.
*
* @return A table containing all active skills effect in progress on the L2Character
*
*/
public final L2Effect[] getAllEffects()
{
// Create a copy of the effects set
FastTable effects = _effects;
// If no effect found, return EMPTY_EFFECTS
if (effects == null || effects.isEmpty()) return EMPTY_EFFECTS;
// Return all effects in progress in a table
int ArraySize = effects.size();
L2Effect[] effectArray = new L2Effect[ArraySize];
for (int i=0; i= effects.size() || effects.get(i) == null) break;
effectArray[i] = effects.get(i);
}
return effectArray;
}
/**
* Return L2Effect in progress on the L2Character corresponding to the L2Skill Identifier.
*
* Concept :
* All active skills effects in progress on the L2Character are identified in _effects.
*
* @param index The L2Skill Identifier of the L2Effect to return from the _effects
*
* @return The L2Effect corresponding to the L2Skill Identifier
*
*/
public final L2Effect getEffect(int index)
{
FastTable effects = _effects;
if (effects == null) return null;
L2Effect e;
L2Effect eventNotInUse = null;
for (int i=0; i
*
* Concept :
* All active skills effects in progress on the L2Character are identified in _effects.
*
* @param skill The L2Skill whose effect must be returned
*
* @return The first L2Effect created by the L2Skill
*
*/
public final L2Effect getEffect(L2Skill skill)
{
FastTable effects = _effects;
if (effects == null) return null;
L2Effect e;
L2Effect eventNotInUse = null;
for (int i=0; i
*
* Concept :
* All active skills effects in progress on the L2Character are identified in ConcurrentHashMap(Integer,L2Effect) _effects.
* The Integer key of _effects is the L2Skill Identifier that has created the L2Effect.
*
* @param tp The Effect Type of skills whose effect must be returned
*
* @return The first L2Effect corresponding to the Effect Type
*
*/
public final L2Effect getEffect(L2Effect.EffectType tp)
{
FastTable effects = _effects;
if (effects == null) return null;
L2Effect e;
L2Effect eventNotInUse = null;
for (int i=0; i
*/
public L2Character getActor()
{
return L2Character.this;
}
/**
* Accessor to L2Character moveToLocation() method with an interaction area.
*/
public void moveTo(int x, int y, int z, int offset)
{
L2Character.this.moveToLocation(x, y, z, offset);
}
/**
* Accessor to L2Character moveToLocation() method without interaction area.
*/
public void moveTo(int x, int y, int z)
{
L2Character.this.moveToLocation(x, y, z, 0);
}
/**
* Accessor to L2Character stopMove() method.
*/
public void stopMove(L2CharPosition pos)
{
L2Character.this.stopMove(pos);
}
/**
* Accessor to L2Character doAttack() method.
*/
public void doAttack(L2Character target)
{
L2Character.this.doAttack(target);
}
/**
* Accessor to L2Character doCast() method.
*/
public void doCast(L2Skill skill)
{
L2Character.this.doCast(skill);
}
/**
* Create a NotifyAITask.
*/
public NotifyAITask newNotifyTask(CtrlEvent evt)
{
return new NotifyAITask(evt);
}
/**
* Cancel the AI.
*/
public void detachAI()
{
L2Character.this._ai = null;
}
}
/**
* This class group all mouvement data.
*
* Data :
* _moveTimestamp : Last time position update
* _xDestination, _yDestination, _zDestination : Position of the destination
* _xMoveFrom, _yMoveFrom, _zMoveFrom : Position of the origin
* _moveStartTime : Start time of the movement
* _ticksToMove : Nb of ticks between the start and the destination
* _xSpeedTicks, _ySpeedTicks : Speed in unit/ticks
*
* */
public static class MoveData
{
// when we retrieve x/y/z we use GameTimeControl.getGameTicks()
// if we are moving, but move timestamp==gameticks, we don't need
// to recalculate position
public int _moveTimestamp;
public int _xDestination;
public int _yDestination;
public int _zDestination;
public int _xMoveFrom;
public int _yMoveFrom;
public int _zMoveFrom;
public int _heading;
public int _moveStartTime;
public int _ticksToMove;
public float _xSpeedTicks;
public float _ySpeedTicks;
}
/** Table containing all skillId that are disabled */
protected List _disabledSkills;
private boolean _allSkillsDisabled;
// private int _flyingRunSpeed;
// private int _floatingWalkSpeed;
// private int _flyingWalkSpeed;
// private int _floatingRunSpeed;
/** Movement data of this L2Character */
protected MoveData _move;
/** Orientation of the L2Character */
private int _heading;
/** L2Charcater targeted by the L2Character */
private L2Object _target;
// setted by the start of casting, in game ticks
private int _castEndTime;
private int _castInterruptTime;
private boolean _inCombat;
// setted by the start of attack, in game ticks
private int _attackEndTime;
private int _attacking;
private int _disableBowAttackEndTime;
/** Table of calculators containing all standard NPC calculator (ex : ACCURACY_COMBAT, EVASION_RATE */
private static final Calculator[] NPC_STD_CALCULATOR;
static {NPC_STD_CALCULATOR = Formulas.getInstance().getStdNPCCalculators();}
protected L2CharacterAI _ai;
/** Future Skill Cast */
protected Future _skillCast;
/** Char Coords from Client */
private int _clientX;
private int _clientY;
private int _clientZ;
private int _clientHeading;
/** List of all QuestState instance that needs to be notified of this character's death */
private List _NotifyQuestOfDeathList = new FastList();
/**
* Add QuestState instance that is to be notified of character's death.
*
* @param qs The QuestState that subscribe to this event
*
*/
public void addNotifyQuestOfDeath (QuestState qs)
{
if (qs == null || _NotifyQuestOfDeathList.contains(qs))
return;
_NotifyQuestOfDeathList.add(qs);
}
/**
* Return a list of L2Character that attacked.
*/
public final List getNotifyQuestOfDeath ()
{
if (_NotifyQuestOfDeathList == null)
_NotifyQuestOfDeathList = new FastList();
return _NotifyQuestOfDeathList;
}
/**
* Add a Func to the Calculator set of the L2Character.
*
* Concept :
* A L2Character owns a table of Calculators called _calculators.
* Each Calculator (a calculator per state) own a table of Func object.
* A Func object is a mathematic function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...).
* To reduce cache memory use, L2NPCInstances who don't have skills share the same Calculator set called NPC_STD_CALCULATOR.
*
* That's why, if a L2NPCInstance is under a skill/spell effect that modify one of its state, a copy of the NPC_STD_CALCULATOR
* must be create in its _calculators before addind new Func object.
*
* Actions :
* If _calculators is linked to NPC_STD_CALCULATOR, create a copy of NPC_STD_CALCULATOR in _calculators
* Add the Func object to _calculators
*
* @param f The Func object to add to the Calculator corresponding to the state affected
*/
public final synchronized void addStatFunc(Func f)
{
if (f == null)
return;
// Check if Calculator set is linked to the standard Calculator set of NPC
if (_Calculators == NPC_STD_CALCULATOR)
{
// Create a copy of the standard NPC Calculator set
_Calculators = new Calculator[Stats.NUM_STATS];
for (int i=0; i < Stats.NUM_STATS; i++)
{
if (NPC_STD_CALCULATOR[i] != null)
_Calculators[i] = new Calculator(NPC_STD_CALCULATOR[i]);
}
}
// Select the Calculator of the affected state in the Calculator set
int stat = f._stat.ordinal();
if (_Calculators[stat] == null)
_Calculators[stat] = new Calculator();
// Add the Func to the calculator corresponding to the state
_Calculators[stat].addFunc(f);
}
/**
* Add a list of Funcs to the Calculator set of the L2Character.
*
* Concept :
* A L2Character owns a table of Calculators called _calculators.
* Each Calculator (a calculator per state) own a table of Func object.
* A Func object is a mathematic function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...).
*
* Caution : This method is ONLY for L2PcInstance
*
* Example of use :
* Equip an item from inventory
* Learn a new passive skill
* Use an active skill
*
* @param funcs The list of Func objects to add to the Calculator corresponding to the state affected
*/
public final synchronized void addStatFuncs(Func[] funcs)
{
for (Func f : funcs)
addStatFunc(f);
if (funcs.length > 0) updateStats();
}
/**
* Remove a Func from the Calculator set of the L2Character.
*
* Concept :
* A L2Character owns a table of Calculators called _calculators.
* Each Calculator (a calculator per state) own a table of Func object.
* A Func object is a mathematic function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...).
* To reduce cache memory use, L2NPCInstances who don't have skills share the same Calculator set called NPC_STD_CALCULATOR.
*
* That's why, if a L2NPCInstance is under a skill/spell effect that modify one of its state, a copy of the NPC_STD_CALCULATOR
* must be create in its _calculators before addind new Func object.
*
* Actions :
* Remove the Func object from _calculators
* If L2Character is a L2NPCInstance and _calculators is equal to NPC_STD_CALCULATOR,
* free cache memory and just create a link on NPC_STD_CALCULATOR in _calculators
*
* @param f The Func object to remove from the Calculator corresponding to the state affected
*/
public final synchronized void removeStatFunc(Func f)
{
if (f == null)
return;
// Select the Calculator of the affected state in the Calculator set
int stat = f._stat.ordinal();
if (_Calculators[stat] == null)
return;
// Remove the Func object from the Calculator
_Calculators[stat].removeFunc(f);
if (_Calculators[stat].size() == 0)
_Calculators[stat] = null;
// If possible, free the memory and just create a link on NPC_STD_CALCULATOR
if (this instanceof L2NpcInstance)
{
int i = 0;
for (; i < Stats.NUM_STATS; i++)
{
if (!Calculator.equalsCals(_Calculators[i], NPC_STD_CALCULATOR[i]))
break;
}
if (i >= Stats.NUM_STATS)
_Calculators = NPC_STD_CALCULATOR;
}
}
/**
* Remove a list of Funcs from the Calculator set of the L2PcInstance.
*
* Concept :
* A L2Character owns a table of Calculators called _calculators.
* Each Calculator (a calculator per state) own a table of Func object.
* A Func object is a mathematic function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...).
*
* Caution : This method is ONLY for L2PcInstance
*
* Example of use :
* Unequip an item from inventory
* Stop an active skill
*
* @param funcs The list of Func objects to add to the Calculator corresponding to the state affected
*/
public final synchronized void removeStatFuncs(Func[] funcs)
{
for (Func f : funcs)
removeStatFunc(f);
if (funcs.length > 0) updateStats();
}
/**
* Remove all Func objects with the selected owner from the Calculator set of the L2Character.
*
* Concept :
* A L2Character owns a table of Calculators called _calculators.
* Each Calculator (a calculator per state) own a table of Func object.
* A Func object is a mathematic function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...).
* To reduce cache memory use, L2NPCInstances who don't have skills share the same Calculator set called NPC_STD_CALCULATOR.
*
* That's why, if a L2NPCInstance is under a skill/spell effect that modify one of its state, a copy of the NPC_STD_CALCULATOR
* must be create in its _calculators before addind new Func object.
*
* Actions :
* Remove all Func objects of the selected owner from _calculators
* If L2Character is a L2NPCInstance and _calculators is equal to NPC_STD_CALCULATOR,
* free cache memory and just create a link on NPC_STD_CALCULATOR in _calculators
*
* Example of use :
* Unequip an item from inventory
* Stop an active skill
*
* @param owner The Object(Skill, Item...) that has created the effect
*/
public final synchronized void removeStatsOwner(Object owner)
{
// Go through the Calculator set
for (int i=0; i < _Calculators.length; i++)
{
if (_Calculators[i] != null)
{
// Delete all Func objects of the selected owner
_Calculators[i].removeOwner(owner);
if (_Calculators[i].size() == 0)
_Calculators[i] = null;
}
}
// If possible, free the memory and just create a link on NPC_STD_CALCULATOR
if (this instanceof L2NpcInstance)
{
int i = 0;
for (; i < Stats.NUM_STATS; i++)
{
if (!Calculator.equalsCals(_Calculators[i], NPC_STD_CALCULATOR[i]))
break;
}
if (i >= Stats.NUM_STATS)
_Calculators = NPC_STD_CALCULATOR;
}
}
/**
* Return the orientation of the L2Character.
*/
public final int getHeading()
{
return _heading;
}
/**
* Set the orientation of the L2Character.
*/
public final void setHeading(int heading)
{
_heading = heading;
}
/**
* Get zone L2Character is currently located in
*/
public Zone getZone()
{
for (Zone zone: ZoneManager.getInstance().getZones(ZoneType.getZoneTypeName(ZoneType.ZoneTypeEnum.Town)))
if (zone.checkIfInZone(this))return zone;
return null;
}
/**
* Return the X destination of the L2Character or the X position if not in movement.
*/
public final int getClientX()
{
return _clientX;
}
public final int getClientY()
{
return _clientY;
}
public final int getClientZ()
{
return _clientZ;
}
public final int getClientHeading()
{
return _clientHeading;
}
public final void setClientX(int val)
{
_clientX=val;
}
public final void setClientY(int val)
{
_clientY=val;
}
public final void setClientZ(int val)
{
_clientZ=val;
}
public final void setClientHeading(int val)
{
_clientHeading=val;
}
public final int getXdestination()
{
MoveData m = _move;
if (m != null)
return m._xDestination;
return getX();
}
/**
* Return the Y destination of the L2Character or the Y position if not in movement.
*/
public final int getYdestination()
{
MoveData m = _move;
if (m != null)
return m._yDestination;
return getY();
}
/**
* Return the Z destination of the L2Character or the Z position if not in movement.
*/
public final int getZdestination()
{
MoveData m = _move;
if (m != null)
return m._zDestination;
return getZ();
}
/**
* Return True if the L2Character is in combat.
*/
public final boolean isInCombat()
{
return _inCombat;
}
/**
* Return True if the L2Character is moving.
*/
public final boolean isMoving()
{
return _move != null;
}
/**
* Return True if the L2Character is casting.
*/
public final boolean isCastingNow()
{
return _castEndTime > GameTimeController.getGameTicks();
}
/**
* Return True if the cast of the L2Character can be aborted.
*/
public final boolean canAbortCast()
{
return _castInterruptTime > GameTimeController.getGameTicks();
}
/**
* Return True if the L2Character is attacking.
*/
public final boolean isAttackingNow()
{
return _attackEndTime > GameTimeController.getGameTicks();
}
/**
* Return True if the L2Character has aborted its attack.
*/
public final boolean isAttackAborted()
{
return _attacking <= 0;
}
/**
* Abort the attack of the L2Character and send Server->Client ActionFailed packet.
*/
public final void abortAttack()
{
if (isAttackingNow())
{
_attacking = 0;
sendPacket(new ActionFailed());
}
}
/**
* Returns body part (paperdoll slot) we are targeting right now
*/
public final int getAttackingBodyPart()
{
return _attacking;
}
/**
* Abort the cast of the L2Character and send Server->Client MagicSkillCanceld/ActionFailed packet.
*/
public final void abortCast()
{
if (isCastingNow())
{
_castEndTime = 0;
_castInterruptTime = 0;
if (_skillCast != null)
{
_skillCast.cancel(true);
_skillCast = null;
}
// cancels the skill hit scheduled task
enableAllSkills(); // re-enables the skills
if (this instanceof L2PcInstance) getAI().notifyEvent(CtrlEvent.EVT_FINISH_CASTING); // setting back previous intention
broadcastPacket(new MagicSkillCanceld(getObjectId())); // broadcast packet to stop animations client-side
sendPacket(new ActionFailed()); // send an "action failed" packet to the caster
}
}
/**
* Update the position of the L2Character during a movement and return True if the movement is finished.
*
* Concept :
* At the beginning of the move action, all properties of the movement are stored in the MoveData object called _move of the L2Character.
* The position of the start point and of the destination permit to estimated in function of the movement speed the time to achieve the destination.
*
* When the movement is started (ex : by MovetoLocation), this method will be called each 0.1 sec to estimate and update the L2Character position on the server.
* Note, that the current server position can differe from the current client position even if each movement is straight foward.
* That's why, client send regularly a Client->Server ValidatePosition packet to eventually correct the gap on the server.
* But, it's always the server position that is used in range calculation.
*
* At the end of the estimated movement time, the L2Character position is automatically set to the destination position even if the movement is not finished.
*
* Caution : The current Z position is obtained FROM THE CLIENT by the Client->Server ValidatePosition Packet.
* But x and y positions must be calculated to avoid that players try to modify their movement speed.
*
* @param gameTicks Nb of ticks since the server start
* @return True if the movement is finished
*/
public boolean updatePosition(int gameTicks)
{
// Get movement data
MoveData m = _move;
if (m == null)
return true;
if (!isVisible())
{
_move = null;
return true;
}
// Check if the position has alreday be calculated
if (m._moveTimestamp == gameTicks)
return false;
// Calculate the time between the beginning of the deplacement and now
int elapsed = gameTicks - m._moveStartTime;
// If estimated time needed to achieve the destination is passed,
// the L2Character is positionned to the destination position
if (elapsed >= m._ticksToMove)
{
// Set the timer of last position update to now
m._moveTimestamp = gameTicks;
// Set the position of the L2Character to the destination
if(this instanceof L2BoatInstance )
{
super.getPosition().setXYZ(m._xDestination, m._yDestination, m._zDestination);
((L2BoatInstance)this).updatePeopleInTheBoat(m._xDestination, m._yDestination, m._zDestination);
}
else
{
super.getPosition().setXYZ(m._xDestination, m._yDestination, m._zDestination);
}
// Cancel the move action
_move = null;
return true;
}
// Estimate the position of the L2Character dureing the movement according to its _xSpeedTicks and _ySpeedTicks
// The Z position is obtained from the client
if(this instanceof L2BoatInstance )
{
super.getPosition().setXYZ(m._xMoveFrom + (int)(elapsed * m._xSpeedTicks),m._yMoveFrom + (int)(elapsed * m._ySpeedTicks),super.getZ());
((L2BoatInstance)this).updatePeopleInTheBoat(m._xMoveFrom + (int)(elapsed * m._xSpeedTicks),m._yMoveFrom + (int)(elapsed * m._ySpeedTicks),super.getZ());
}
else
{
super.getPosition().setXYZ(m._xMoveFrom + (int)(elapsed * m._xSpeedTicks),m._yMoveFrom + (int)(elapsed * m._ySpeedTicks),super.getZ());
}
// Set the timer of last position update to now
m._moveTimestamp = gameTicks;
return false;
}
/**
* Stop movement of the L2Character (Called by AI Accessor only).
*
* Actions :
* Delete movement data of the L2Character
* Set the current position (x,y,z), its current L2WorldRegion if necessary and its heading
* Remove the L2Object object from _gmList** of GmListTable
* Remove object from _knownObjects and _knownPlayer* of all surrounding L2WorldRegion L2Characters
*
* Caution : This method DOESN'T send Server->Client packet StopMove/StopRotation
*
*/
public void stopMove(L2CharPosition pos) { stopMove(pos, true); }
public void stopMove(L2CharPosition pos, boolean updateKnownObjects)
{
// Delete movement data of the L2Character
_move = null;
//if (getAI() != null)
// getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
// Set the current position (x,y,z), its current L2WorldRegion if necessary and its heading
// All data are contained in a L2CharPosition object
if (pos != null)
{
getPosition().setXYZ(pos.x, pos.y, pos.z);
setHeading(pos.heading);
}
sendPacket(new StopMove(this));
if (updateKnownObjects) ThreadPoolManager.getInstance().executeTask(new KnownListAsynchronousUpdateTask(this));
}
/**
* Target a L2Object (add the target to the L2Character _target, _knownObject and L2Character to _KnownObject of the L2Object).
*
* Concept :
* The L2Object (including L2Character) targeted is identified in _target of the L2Character
*
* Actions :
* Set the _target of L2Character to L2Object
* If necessary, add L2Object to _knownObject of the L2Character
* If necessary, add L2Character to _KnownObject of the L2Object
* If object==null, cancel Attak or Cast
*
* Overriden in :
* L2PcInstance : Remove the L2PcInstance from the old target _statusListener and add it to the new target if it was a L2Character
*
* @param object L2object to target
*
*/
public void setTarget(L2Object object)
{
if (object != null && !object.isVisible())
object = null;
if (object != null && object != _target)
{
this.getKnownList().addKnownObject(object);
object.getKnownList().addKnownObject(this);
}
// If object==null, Cancel Attak or Cast
if (object == null)
{
if(_target != null)
{
broadcastPacket(new TargetUnselected(this));
}
/*if (isAttackingNow() && getAI().getAttackTarget() == _target)
{
abortAttack();
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
if (this instanceof L2PcInstance) {
sendPacket(new ActionFailed());
SystemMessage sm = new SystemMessage(SystemMessage.S1_S2);
sm.addString("Attack is aborted");
sendPacket(sm);
}
}
if (isCastingNow() && canAbortCast() && getAI().getCastTarget() == _target)
{
abortCast();
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
if (this instanceof L2PcInstance) {
sendPacket(new ActionFailed());
SystemMessage sm = new SystemMessage(SystemMessage.S1_S2);
sm.addString("Casting is aborted");
sendPacket(sm);
}
}*/
}
_target = object;
}
/**
* Return the identifier of the L2Object targeted or -1.
*/
public final int getTargetId()
{
if (_target != null)
{
return _target.getObjectId();
}
return -1;
}
/**
* Return the L2Object targeted or null.
*/
public final L2Object getTarget()
{
return _target;
}
// called from AIAccessor only
/**
* Calculate movement data for a move to location action and add the L2Character to movingObjects of GameTimeController (only called by AI Accessor).
*
* Concept :
* At the beginning of the move action, all properties of the movement are stored in the MoveData object called _move of the L2Character.
* The position of the start point and of the destination permit to estimated in function of the movement speed the time to achieve the destination.
* All L2Character in movement are identified in movingObjects of GameTimeController that will call the updatePosition method of those L2Character each 0.1s.
*
* Actions :
* Get current position of the L2Character
* Calculate distance (dx,dy) between current position and destination including offset
* Create and Init a MoveData object
* Set the L2Character _move object to MoveData object
* Add the L2Character to movingObjects of the GameTimeController
* Create a task to notify the AI that L2Character arrives at a check point of the movement
*
* Caution : This method DOESN'T send Server->Client packet MoveToPawn/CharMoveToLocation
*
* Example of use :
* AI : onIntentionMoveTo(L2CharPosition), onIntentionPickUp(L2Object), onIntentionInteract(L2Object)
* FollowTask
*
* @param x The X position of the destination
* @param y The Y position of the destination
* @param z The Y position of the destination
* @param offset The size of the interaction area of the L2Character targeted
*
*/
protected void moveToLocation(int x, int y, int z, int offset)
{
// Get current position of the L2Character
final int curX = super.getX();
final int curY = super.getY();
final int curZ = super.getZ();
// Calculate distance (dx,dy) between current position and destination
final double dx = (x - curX);
final double dy = (y - curY);
double distance = Math.sqrt(dx*dx + dy*dy);
if (Config.DEBUG) _log.fine("distance to target:" + distance);
// Define movement angles needed
// ^
// | X (x,y)
// | /
// | /distance
// | /
// |/ angle
// X ---------->
// (curx,cury)
double cos;
double sin;
// Check if a movement offset is defined or no distance to go through
if (offset > 0 || distance < 1)
{
// If no distance to go through, the movement is canceled
if (distance < 1 || distance - offset <= 0)
{
sin = 0;
cos = 1;
distance = 0;
x = curX;
y = curY;
if (Config.DEBUG) _log.fine("already in range, no movement needed.");
// Notify the AI that the L2Character is arrived at destination
getAI().notifyEvent(CtrlEvent.EVT_ARRIVED, null);
return;
}
// Calculate movement angles needed
sin = dy/distance;
cos = dx/distance;
distance -= (offset-5); // due to rounding error, we have to move a bit closer to be in range
// Calculate the new destination with offset included
x = curX + (int)(distance * cos);
y = curY + (int)(distance * sin);
}
else
{
// Calculate movement angles needed
sin = dy/distance;
cos = dx/distance;
}
// Get the Move Speed of the L2Charcater
float speed = getStat().getMoveSpeed();
// Create and Init a MoveData object
MoveData m = new MoveData();
// Caclulate the Nb of ticks between the current position and the destination
m._ticksToMove = (int)(GameTimeController.TICKS_PER_SECOND * (distance + 25) / speed);
// Calculate the xspeed and yspeed in unit/ticks in function of the movement speed
m._xSpeedTicks = (float)(cos * speed / GameTimeController.TICKS_PER_SECOND);
m._ySpeedTicks = (float)(sin * speed / GameTimeController.TICKS_PER_SECOND);
// Calculate and set the heading of the L2Character
int heading = (int) (Math.atan2(-sin, -cos) * 10430.378350470452724949566316381);
heading += 32768;
setHeading(heading);
if (Config.DEBUG)
_log.fine("dist:"+ distance +"speed:" + speed + " ttt:" +m._ticksToMove +
" dx:"+(int)m._xSpeedTicks + " dy:"+(int)m._ySpeedTicks + " heading:" + heading);
m._xDestination = x;
m._yDestination = y;
m._zDestination = z; // this is what was requested from client
m._heading = 0;
m._moveStartTime = GameTimeController.getGameTicks();
m._xMoveFrom = curX;
m._yMoveFrom = curY;
m._zMoveFrom = curZ;
// If necessary set Nb ticks needed to a min value to ensure small distancies movements
if (m._ticksToMove < 1 )
m._ticksToMove = 1;
if (Config.DEBUG) _log.fine("time to target:" + m._ticksToMove);
// Set the L2Character _move object to MoveData object
_move = m;
// Add the L2Character to movingObjects of the GameTimeController
// The GameTimeController manage objects movement
GameTimeController.getInstance().registerMovingObject(this);
int tm = m._ticksToMove*GameTimeController.MILLIS_IN_TICK;
// Create a task to notify the AI that L2Character arrives at a check point of the movement
if (tm > 3000)
ThreadPoolManager.getInstance().scheduleAi( new NotifyAITask(CtrlEvent.EVT_ARRIVED_REVALIDATE), 2000);
// the CtrlEvent.EVT_ARRIVED will be sent when the character will actually arrive
// to destination by GameTimeController
}
public boolean validateMovementHeading(int heading)
{
if (_move == null) return true;
boolean result = true;
// if (_move._heading < heading - 5 || _move._heading > heading 5)
if (_move._heading != heading)
{
result = (_move._heading == 0);
_move._heading = heading;
}
return result;
}
/**
* Return the distance between the current position of the L2Character and the target (x,y).
*
* @param x X position of the target
* @param y Y position of the target
* @return the plan distance
*
* @deprecated use getPlanDistanceSq(int x, int y, int z)
*/
@Deprecated
public final double getDistance(int x, int y)
{
double dx = x - getX();
double dy = y - getY();
return Math.sqrt(dx*dx + dy*dy);
}
/**
* Return the distance between the current position of the L2Character and the target (x,y).
*
* @param x X position of the target
* @param y Y position of the target
* @return the plan distance
*
* @deprecated use getPlanDistanceSq(int x, int y, int z)
*/
@Deprecated
public final double getDistance(int x, int y, int z)
{
double dx = x - getX();
double dy = y - getY();
double dz = z - getZ();
return Math.sqrt(dx*dx + dy*dy + dz*dz);
}
/**
* Return the squared distance between the current position of the L2Character and the given object.
*
* @param object L2Object
* @return the squared distance
*/
public final double getDistanceSq(L2Object object)
{
return getDistanceSq(object.getX(), object.getY(), object.getZ());
}
/**
* Return the squared distance between the current position of the L2Character and the given x, y, z.
*
* @param x X position of the target
* @param y Y position of the target
* @param z Z position of the target
* @return the squared distance
*/
public final double getDistanceSq(int x, int y, int z)
{
double dx = x - getX();
double dy = y - getY();
double dz = z - getZ();
return (dx*dx + dy*dy + dz*dz);
}
/**
* Return the squared plan distance between the current position of the L2Character and the given object.
* (check only x and y, not z)
*
* @param object L2Object
* @return the squared plan distance
*/
public final double getPlanDistanceSq(L2Object object)
{
return getPlanDistanceSq(object.getX(), object.getY());
}
/**
* Return the squared plan distance between the current position of the L2Character and the given x, y, z.
* (check only x and y, not z)
*
* @param x X position of the target
* @param y Y position of the target
* @return the squared plan distance
*/
public final double getPlanDistanceSq(int x, int y)
{
double dx = x - getX();
double dy = y - getY();
return (dx*dx + dy*dy);
}
/**
* Check if this object is inside the given radius around the given object.
*
* @param object the target
* @param radius the radius around the target
* @param checkZ should we check Z axis also
* @param strictCheck true if (distance < radius), false if (distance <= radius)
* @return true is the L2Character is inside the radius.
*
* @see net.sf.l2j.gameserver.model.L2Character.isInsideRadius(int x, int y, int z, int radius, boolean checkZ, boolean strictCheck)
*/
public final boolean isInsideRadius(L2Object object, int radius, boolean checkZ, boolean strictCheck)
{
return isInsideRadius(object.getX(), object.getY(), object.getZ(), radius, checkZ, strictCheck);
}
/**
* Check if this object is inside the given plan radius around the given point.
*
* @param x X position of the target
* @param y Y position of the target
* @param radius the radius around the target
* @param strictCheck true if (distance < radius), false if (distance <= radius)
* @return true is the L2Character is inside the radius.
*/
public final boolean isInsideRadius(int x, int y, int radius, boolean strictCheck)
{
return isInsideRadius(x, y, 0, radius, false, strictCheck);
}
/**
* Check if this object is inside the given radius around the given point.
*
* @param x X position of the target
* @param y Y position of the target
* @param z Z position of the target
* @param radius the radius around the target
* @param checkZ should we check Z axis also
* @param strictCheck true if (distance < radius), false if (distance <= radius)
* @return true is the L2Character is inside the radius.
*/
public final boolean isInsideRadius(int x, int y, int z, int radius, boolean checkZ, boolean strictCheck)
{
double dx = x - getX();
double dy = y - getY();
double dz = z - getZ();
if (strictCheck)
{
if (checkZ)
return (dx*dx + dy*dy + dz*dz) < radius * radius;
else
return (dx*dx + dy*dy) < radius * radius;
} else
{
if (checkZ)
return (dx*dx + dy*dy + dz*dz) <= radius * radius;
else
return (dx*dx + dy*dy) <= radius * radius;
}
}
// /**
// * event that is called when the destination coordinates are reached
// */
// public void onTargetReached()
// {
// L2Character pawn = getPawnTarget();
//
// if (pawn != null)
// {
// int x = pawn.getX(), y=pawn.getY(),z = pawn.getZ();
//
// double distance = getDistance(x,y);
// if (getCurrentState() == STATE_FOLLOW)
// {
// calculateMovement(x,y,z,distance);
// return;
// }
//
// // takes care of moving away but distance is 0 so i won't follow problem
//
//
// if (((distance > getAttackRange()) && (getCurrentState() == STATE_ATTACKING)) || (pawn.isMoving() && getCurrentState() != STATE_ATTACKING))
// {
// calculateMovement(x,y,z,distance);
// return;
// }
//
// }
// // update x,y,z with the current calculated position
// stopMove();
//
// if (Config.DEBUG)
// _log.fine(this.getName() +":: target reached at: x "+getX()+" y "+getY()+ " z:" + getZ());
//
// if (getPawnTarget() != null)
// {
//
// setPawnTarget(null);
// setMovingToPawn(false);
// }
// }
//
// public void setTo(int x, int y, int z, int heading)
// {
// setX(x);
// setY(y);
// setZ(z);
// setHeading(heading);
// updateCurrentWorldRegion(); //TODO: maybe not needed here
// if (isMoving())
// {
// setCurrentState(STATE_IDLE);
// StopMove setto = new StopMove(this);
// broadcastPacket(setto);
// }
// else
// {
// ValidateLocation setto = new ValidateLocation(this);
// broadcastPacket(setto);
// }
//
// FinishRotation fr = new FinishRotation(this);
// broadcastPacket(fr);
// }
// protected void startCombat()
// {
// if (_currentAttackTask == null )//&& !isInCombat())
// {
// _currentAttackTask = ThreadPoolManager.getInstance().scheduleMed(new AttackTask(), 0);
// }
// else
// {
// _log.info("multiple attacks want to start in parallel. prevented.");
// }
// }
//
/**
* Return the Weapon Expertise Penalty of the L2Character.
*/
public float getWeaponExpertisePenalty()
{
return 1.f;
}
/**
* Return the Armour Expertise Penalty of the L2Character.
*/
public float getArmourExpertisePenalty()
{
return 1.f;
}
/**
* Set _attacking corresponding to Attacking Body part to CHEST.
*/
public void setAttackingBodypart()
{
_attacking = Inventory.PAPERDOLL_CHEST;
}
/**
* Retun True if arrows are available.
*
* Overriden in :
* L2PcInstance
*
*/
protected boolean checkAndEquipArrows()
{
return true;
}
/**
* Add Exp and Sp to the L2Character.
*
* Overriden in :
* L2PcInstance
* L2PetInstance
*
*/
public void addExpAndSp(@SuppressWarnings("unused") long addToExp, @SuppressWarnings("unused") int addToSp)
{
// Dummy method (overridden by players and pets)
}
/**
* Return the active weapon instance (always equiped in the right hand).
*
* Overriden in :
* L2PcInstance
*
*/
public abstract L2ItemInstance getActiveWeaponInstance();
/**
* Return the active weapon item (always equiped in the right hand).
*
* Overriden in :
* L2PcInstance
*
*/
public abstract L2Weapon getActiveWeaponItem();
/**
* Return the secondary weapon instance (always equiped in the left hand).
*
* Overriden in :
* L2PcInstance
*
*/
public abstract L2ItemInstance getSecondaryWeaponInstance();
/**
* Return the secondary weapon item (always equiped in the left hand).
*
* Overriden in :
* L2PcInstance
*
*/
public abstract L2Weapon getSecondaryWeaponItem();
/**
* Manage hit process (called by Hit Task).
*
* Actions :
* If the attacker/target is dead or use fake death, notify the AI with EVT_CANCEL and send a Server->Client packet ActionFailed (if attacker is a L2PcInstance)
* If attack isn't aborted, send a message system (critical hit, missed...) to attacker/target if they are L2PcInstance
* If attack isn't aborted and hit isn't missed, reduce HP of the target and calculate reflection damage to reduce HP of attacker if necessary
* if attack isn't aborted and hit isn't missed, manage attack or cast break of the target (calculating rate, sending message...)
*
* @param target The L2Character targeted
* @param damage Nb of HP to reduce
* @param crit True if hit is critical
* @param miss True if hit is missed
* @param soulshot True if SoulShot are charged
* @param shld True if shield is efficient
*
*/
protected void onHitTimer(L2Character target, int damage, boolean crit, boolean miss, boolean soulshot, boolean shld)
{
// If the attacker/target is dead or use fake death, notify the AI with EVT_CANCEL
// and send a Server->Client packet ActionFailed (if attacker is a L2PcInstance)
if (target == null || isAlikeDead() ||(this instanceof L2NpcInstance && ((L2NpcInstance) this).isEventMob))
{
getAI().notifyEvent(CtrlEvent.EVT_CANCEL);
return;
}
if ((this instanceof L2NpcInstance && target.isAlikeDead()) || target.isDead()
|| (!getKnownList().knowsObject(target) && !(this instanceof L2DoorInstance)))
{
//getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE, null);
getAI().notifyEvent(CtrlEvent.EVT_CANCEL);
sendPacket(new ActionFailed());
return;
}
if (miss)
{
if (target instanceof L2PcInstance)
{
SystemMessage sm = new SystemMessage(SystemMessage.AVOIDED_S1s_ATTACK);
if (this instanceof L2Summon)
{
int mobId = ((L2Summon)this).getTemplate().npcId;
sm.addNpcName(mobId);
}
else
{
sm.addString(getName());
}
((L2PcInstance)target).sendPacket(sm);
}
}
// If attack isn't aborted, send a message system (critical hit, missed...) to attacker/target if they are L2PcInstance
if (!isAttackAborted())
{
// If L2Character attacker is a L2PcInstance, send a system message
if (this instanceof L2PcInstance)
{
// Check if hit is critical
if (crit)
sendPacket(new SystemMessage(SystemMessage.CRITICAL_HIT));
// Check if hit is missed
if (miss)
{
sendPacket(new SystemMessage(SystemMessage.MISSED_TARGET));
}
else if (damage < 1)
{
//((L2PcInstance)this).sendMessage("You hit the target's armor.");
}
else
{
SystemMessage sm = new SystemMessage(SystemMessage.YOU_DID_S1_DMG);
sm.addNumber(damage);
sendPacket(sm);
}
}
else if (this instanceof L2Summon)
{
L2Summon activeSummon = (L2Summon)this;
// Prevents the double spam of system messages, if the target is the owning player.
if (target.getObjectId() != activeSummon.getOwner().getObjectId())
{
if (crit)
activeSummon.getOwner().sendPacket(new SystemMessage(SystemMessage.PET_CRITICAL_HIT));
if (miss)
{
activeSummon.getOwner().sendMessage("The pet missed the target.");
}
else
{
SystemMessage sm = new SystemMessage(SystemMessage.PET_DID_S1_DMG);
sm.addNumber(damage);
activeSummon.getOwner().sendPacket(sm);
}
}
}
// If L2Character target is a L2PcInstance, send a system message
if (target instanceof L2PcInstance)
{
L2PcInstance enemy = (L2PcInstance)target;
// Check if shield is efficient
if (shld)
enemy.sendPacket(new SystemMessage(SystemMessage.SHIELD_DEFENCE_SUCCESSFULL));
//else if (!miss && damage < 1)
//enemy.sendMessage("You hit the target's armor.");
}
else if (target instanceof L2Summon)
{
L2Summon activeSummon = (L2Summon)target;
SystemMessage sm = new SystemMessage(SystemMessage.PET_RECEIVED_DAMAGE_OF_S2_BY_S1);
sm.addString(getName());
sm.addNumber(damage);
activeSummon.getOwner().sendPacket(sm);
}
if (!miss && damage > 0)
{
L2Weapon weapon = getActiveWeaponItem();
boolean isBow = (weapon != null && weapon.getItemType().toString().equalsIgnoreCase("Bow"));
if (!isBow) // Do not reflect or absorb if weapon is of type bow
{
// Reduce HP of the target and calculate reflection damage to reduce HP of attacker if necessary
double reflectPercent = target.getStat().calcStat(Stats.REFLECT_DAMAGE_PERCENT,0,null,null);
if (reflectPercent > 0)
{
int reflectedDamage = (int)(reflectPercent / 100. * damage);
damage -= reflectedDamage;
if(reflectedDamage > target.getMaxHp()) // to prevent extreme damage when hitting a low lvl char...
reflectedDamage = target.getMaxHp();
getStatus().reduceHp(reflectedDamage, null, true);
// Custom messages - nice but also more network load
/*
if (target instanceof L2PcInstance)
((L2PcInstance)target).sendMessage("You reflected " + reflectedDamage + " damage.");
else if (target instanceof L2Summon)
((L2Summon)target).getOwner().sendMessage("Summon reflected " + reflectedDamage + " damage.");
if (this instanceof L2PcInstance)
((L2PcInstance)this).sendMessage("Target reflected to you " + reflectedDamage + " damage.");
else if (this instanceof L2Summon)
((L2Summon)this).getOwner().sendMessage("Target reflected to your summon " + reflectedDamage + " damage.");
*/
}
// Absorb HP from the damage inflicted
double absorbPercent = this.getStat().calcStat(Stats.ABSORB_DAMAGE_PERCENT,0, null,null);
if (absorbPercent > 0)
{
int maxCanAbsorb = (int)(this.getMaxHp() - this.getCurrentHp());
int absorbDamage = (int)(absorbPercent / 100. * damage);
if (absorbDamage > maxCanAbsorb)
absorbDamage = maxCanAbsorb; // Can't absord more than max hp
if (absorbDamage > 0)
{
setCurrentHp(getCurrentHp() + absorbDamage);
// Custom messages - nice but also more network load
/*
if (this instanceof L2PcInstance)
((L2PcInstance)this).sendMessage("You absorbed " + absorbDamage + " damage.");
else if (this instanceof L2Summon)
((L2Summon)this).getOwner().sendMessage("Summon absorbed " + absorbDamage + " damage.");
else if (Config.DEBUG)
_log.info(getName() + " absorbed " + absorbDamage + " damage.");
*/
}
}
}
target.reduceCurrentHp(damage, this);
// Notify AI with EVT_ATTACKED
target.getAI().notifyEvent(CtrlEvent.EVT_ATTACKED, this);
getAI().clientStartAutoAttack();
// Manage attack or cast break of the target (calculating rate, sending message...)
if (!target.isRaid() && Formulas.getInstance().calcAtkBreak(target, damage))
{
target.breakAttack();
target.breakCast();
}
}
// Launch weapon Special ability effect if available
L2Weapon activeWeapon = getActiveWeaponItem();
if (activeWeapon != null)
activeWeapon.getSkillEffects(this, target, crit);
// Check Raidboss attack
if (target.isRaid())
{
int level = 0;
if (this instanceof L2PcInstance)
level = getLevel();
else if (this instanceof L2Summon)
level = ((L2Summon)this).getOwner().getLevel();
if (level > target.getLevel() + 8)
{
L2Skill skill = SkillTable.getInstance().getInfo(4515, 99);
if (skill != null)
skill.getEffects(target, this);
else
_log.warning("Skill 4515 at level 99 is missing in DP.");
}
}
/* COMMENTED OUT BY nexus - 2006-08-17
*
* We must not discharge the soulshouts at the onHitTimer method,
* as this can cause unwanted soulshout consumption if the attacker
* recharges the soulshot right after an attack request but before
* his hit actually lands on the target.
*
* The soulshot discharging has been moved to the doAttack method:
* As soon as we know that we didn't missed the hit there, then we
* must discharge any charged soulshots.
*/
/*
L2ItemInstance weapon = getActiveWeaponInstance();
if (!miss)
{
if (this instanceof L2Summon && !(this instanceof L2PetInstance))
{
if (((L2Summon)this).getChargedSoulShot() != L2ItemInstance.CHARGED_NONE)
((L2Summon)this).setChargedSoulShot(L2ItemInstance.CHARGED_NONE);
}
else
{
if (weapon != null && weapon.getChargedSoulshot() != L2ItemInstance.CHARGED_NONE)
weapon.setChargedSoulshot(L2ItemInstance.CHARGED_NONE);
}
}
*/
return;
}
getAI().notifyEvent(CtrlEvent.EVT_CANCEL);
}
/**
* Break an attack and send Server->Client ActionFailed packet and a System Message to the L2Character.
*/
public void breakAttack()
{
if (isAttackingNow())
{
// Abort the attack of the L2Character and send Server->Client ActionFailed packet
abortAttack();
if (this instanceof L2PcInstance)
{
//TODO Remove sendPacket because it's always done in abortAttack
sendPacket(new ActionFailed());
// Send a system message
sendPacket(new SystemMessage(SystemMessage.ATTACK_FAILED));
}
}
}
/**
* Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character.
*/
public void breakCast()
{
if (isCastingNow() && canAbortCast())
{
// Abort the cast of the L2Character and send Server->Client MagicSkillCanceld/ActionFailed packet.
abortCast();
if (this instanceof L2PcInstance)
{
// Send a system message
sendPacket(new SystemMessage(SystemMessage.CASTING_INTERRUPTED));
}
}
}
/**
* Reduce the arrow number of the L2Character.
*
* Overriden in :
* L2PcInstance
*
*/
protected void reduceArrowCount()
{
// default is to do nothin
}
/**
* Manage Forced attack (shift + select target).
*
* Actions :
* If L2Character or target is in a town area, send a system message TARGET_IN_PEACEZONE a Server->Client packet ActionFailed
* If target is confused, send a Server->Client packet ActionFailed
* If L2Character is a L2ArtefactInstance, send a Server->Client packet ActionFailed
* Send a Server->Client packet MyTargetSelected to start attack and Notify AI with AI_INTENTION_ATTACK
*
* @param player The L2PcInstance to attack
*
*/
public void onForcedAttack(L2PcInstance player)
{
if (isInsidePeaceZone(player))
{
// If L2Character or target is in a peace zone, send a system message TARGET_IN_PEACEZONE a Server->Client packet ActionFailed
player.sendPacket(new SystemMessage(SystemMessage.TARGET_IN_PEACEZONE));
player.sendPacket(new ActionFailed());
}
else if (player.getTarget() != null && !player.getTarget().isAttackable() && (player.getAccessLevel() < Config.GM_PEACEATTACK))
{
// If target is not attackable, send a Server->Client packet ActionFailed
player.sendPacket(new ActionFailed());
return;
}
else if (player.isConfused())
{
// If target is confused, send a Server->Client packet ActionFailed
player.sendPacket(new ActionFailed());
}
else if (this instanceof L2ArtefactInstance)
{
// If L2Character is a L2ArtefactInstance, send a Server->Client packet ActionFailed
player.sendPacket(new ActionFailed());
}
else
{
//_log.config("Not within a zone");
//player.startAttack(this);
// Send a Server->Client packet MyTargetSelected to start attack
player.sendPacket(new MyTargetSelected(getObjectId(), player.getLevel() - getLevel()));
// Notify AI with AI_INTENTION_ATTACK
player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this);
}
}
/**
* Return True if inside peace zone.
*/
public boolean isInsidePeaceZone(L2PcInstance attacker)
{
return isInsidePeaceZone(attacker, this);
}
public boolean isInsidePeaceZone(L2PcInstance attacker, L2Object target)
{
return (
(attacker.getAccessLevel() < Config.GM_PEACEATTACK) &&
isInsidePeaceZone((L2Object)attacker, target)
);
}
public boolean isInsidePeaceZone(L2Object attacker, L2Object target)
{
return (
target != null &&
!(target instanceof L2MonsterInstance) && // Target is not a monster and
( // (
ZoneManager.getInstance().checkIfInZonePeace(attacker) || // Player is inside peace zone or
ZoneManager.getInstance().checkIfInZonePeace(target) // Target is inside peace zone
) && // ) and
( // (
!(target instanceof L2PcInstance) || // Target is not a player or
(!Config.ALT_GAME_KARMA_PLAYER_CAN_BE_KILLED_IN_PEACEZONE) || // Target is a player and killable in peace zone is false or
(((L2PcInstance)target).getKarma() <= 0) // Target is a player, killable in peace zone is true, and has no karma
) // )
);
}
/**
* return true if this character is inside an active grid.
*/
public Boolean isInActiveRegion()
{
L2WorldRegion region = L2World.getInstance().getRegion(getX(),getY());
return ((region !=null) && (region.isActive()));
}
/**
* Return True if the L2Character has a Party in progress.
*/
public boolean isInParty()
{
return false;
}
/**
* Return the L2Party object of the L2Character.
*/
public L2Party getParty()
{
return null;
}
/**
* Return the Attack Speed of the L2Character (delay (in milliseconds) before next attack).
*/
public int calculateAttackSpeed(L2Character target, @SuppressWarnings("unused") L2ItemInstance weaponInst)
{
double atkSpd = 0;
if (this instanceof L2Summon)
{
atkSpd = getPAtkSpd();
} else
{
L2Weapon weapon = this.getActiveWeaponItem();
if (weapon !=null)
{
switch (weapon.getItemType())
{
case DAGGER:
atkSpd = getStat().getPAtkSpd();
atkSpd /= 1.15;
break;
default:
atkSpd = getStat().getPAtkSpd();
}
}
}
return Formulas.getInstance().calcPAtkSpd(this, target, atkSpd);
}
/**
* Return True if the L2Character use a dual weapon.
*/
public boolean isUsingDualWeapon()
{
return false;
}
/**
* Add a skill to the L2Character _skills and its Func objects to the calculator set of the L2Character.
*
* Concept :
* All skills own by a L2Character are identified in _skills
*
* Actions :
* Replace oldSkill by newSkill or Add the newSkill
* If an old skill has been replaced, remove all its Func objects of L2Character calculator set
* Add Func objects of newSkill to the calculator set of the L2Character
*
* Overriden in :
* L2PcInstance : Save update in the character_skills table of the database
*
* @param newSkill The L2Skill to add to the L2Character
*
* @return The L2Skill replaced or null if just added a new L2Skill
*
*/
public L2Skill addSkill(L2Skill newSkill)
{
L2Skill oldSkill = null;
if (newSkill != null)
{
// Replace oldSkill by newSkill or Add the newSkill
oldSkill = _Skills.put(newSkill.getId(), newSkill);
// If an old skill has been replaced, remove all its Func objects
if (oldSkill != null)
removeStatsOwner(oldSkill);
// Add Func objects of newSkill to the calculator set of the L2Character
addStatFuncs(newSkill.getStatFuncs(null, this));
}
return oldSkill;
}
/**
* Remove a skill from the L2Character and its Func objects from calculator set of the L2Character.
*
* Concept :
* All skills own by a L2Character are identified in _skills
*
* Actions :
* Remove the skill from the L2Character _skills
* Remove all its Func objects from the L2Character calculator set
*
* Overriden in :
* L2PcInstance : Save update in the character_skills table of the database
*
* @param skill The L2Skill to remove from the L2Character
*
* @return The L2Skill removed
*
*/
public L2Skill removeSkill(L2Skill skill)
{
if (skill == null) return null;
// Remove the skill from the L2Character _skills
L2Skill oldSkill = _Skills.remove(skill.getId());
// Remove all its Func objects from the L2Character calculator set
if (oldSkill != null)
removeStatsOwner(oldSkill);
return oldSkill;
}
/**
* Return all skills own by the L2Character in a table of L2Skill.
*
* Concept :
* All skills own by a L2Character are identified in _skills the L2Character
*
*/
public final L2Skill[] getAllSkills()
{
if (_Skills == null)
return new L2Skill[0];
return _Skills.values().toArray(new L2Skill[_Skills.values().size()]);
}
/**
* Return the level of a skill owned by the L2Character.
*
* @param skillId The identifier of the L2Skill whose level must be returned
*
* @return The level of the L2Skill identified by skillId
*
*/
public int getSkillLevel(int skillId)
{
if (_Skills == null)
return -1;
L2Skill skill = _Skills.get(skillId);
if (skill == null)
return -1;
return skill.getLevel();
}
/**
* Return True if the skill is known by the L2Character.
*
* @param skillId The identifier of the L2Skill to check the knowledge
*
*/
public final L2Skill getKnownSkill(int skillId)
{
if (_Skills == null)
return null;
return _Skills.get(skillId);
}
/**
* Return the number of skills of type(Buff, Debuff, HEAL_PERCENT, MANAHEAL_PERCENT) affecting this L2Character.
*
* @return The number of Buffs affecting this L2Character
*/
public int getBuffCount() {
L2Effect[] effects = this.getAllEffects();
int numBuffs=0;
if (effects != null) {
for (L2Effect e : effects) {
if (e != null) {
if ((e.getSkill().getSkillType() == L2Skill.SkillType.BUFF ||
e.getSkill().getSkillType() == L2Skill.SkillType.DEBUFF ||
e.getSkill().getSkillType() == L2Skill.SkillType.REFLECT ||
e.getSkill().getSkillType() == L2Skill.SkillType.HEAL_PERCENT ||
e.getSkill().getSkillType() == L2Skill.SkillType.MANAHEAL_PERCENT) &&
e.getSkill().getId() != 4267 &&
e.getSkill().getId() != 4270 &&
!(e.getSkill().getId() > 4360 && e.getSkill().getId() < 4367)) { // 7s buffs
numBuffs++;
}
}
}
}
return numBuffs;
}
/**
* Removes the first Buff of this L2Character.
*
* @param preferSkill If != 0 the given skill Id will be removed instead of first
*/
public void removeFirstBuff(int preferSkill) {
L2Effect[] effects = this.getAllEffects();
L2Effect removeMe=null;
if (effects != null) {
for (L2Effect e : effects) {
if (e != null) {
if ((e.getSkill().getSkillType() == L2Skill.SkillType.BUFF ||
e.getSkill().getSkillType() == L2Skill.SkillType.DEBUFF ||
e.getSkill().getSkillType() == L2Skill.SkillType.REFLECT ||
e.getSkill().getSkillType() == L2Skill.SkillType.HEAL_PERCENT ||
e.getSkill().getSkillType() == L2Skill.SkillType.MANAHEAL_PERCENT) &&
e.getSkill().getId() != 4267 &&
e.getSkill().getId() != 4270 &&
!(e.getSkill().getId() > 4360 && e.getSkill().getId() < 4367)) {
if (preferSkill == 0) { removeMe=e; break; }
else if (e.getSkill().getId() == preferSkill) { removeMe=e; break; }
else if (removeMe==null) removeMe=e;
}
}
}
}
if (removeMe != null) removeMe.exit();
}
public int getDanceCount()
{
int danceCount = 0;
L2Effect[] effects = getAllEffects();
for (L2Effect effect : effects)
{
if (effect == null)
continue;
if (effect.getSkill().isDance() && effect.getInUse())
danceCount++;
}
return danceCount;
}
/**
* Checks if the given skill stacks with an existing one.
*
* @param checkSkill the skill to be checked
*
* @return Returns whether or not this skill will stack
*/
public boolean doesStack(L2Skill checkSkill) {
if (_effects == null || _effects.size() < 1 ||
checkSkill._effectTemplates == null ||
checkSkill._effectTemplates.length < 1 ||
checkSkill._effectTemplates[0]._stackType == null) return false;
String stackType=checkSkill._effectTemplates[0]._stackType;
if (stackType.equals("none")) return false;
for (int i=0; i<_effects.size(); i++) {
if (_effects.get(i).getStackType() != null &&
_effects.get(i).getStackType().equals(stackType)) return true;
}
return false;
}
/**
* Manage the magic skill launching task (MP, HP, Item consummation...) and display the magic skill animation on client.
*
* Actions :
* Send a Server->Client packet MagicSkillLaunched (to display magic skill animation) to all L2PcInstance of L2Charcater _knownPlayers
* Consumme MP, HP and Item if necessary
* Send a Server->Client packet StatusUpdate with MP modification to the L2PcInstance
* Launch the magic skill in order to calculate its effects
* If the skill type is PDAM, notify the AI of the target with AI_INTENTION_ATTACK
* Notify the AI of the L2Character with EVT_FINISH_CASTING
*
* Caution : A magic skill casting MUST BE in progress
*
* @param skill The L2Skill to use
*
*/
public void onMagicUseTimer(L2Object[] targets, L2Skill skill)
{
if (skill == null || targets == null || targets.length <= 0)
{
setAttackingChar(null);
setAttackingCharSkill(null);
getAI().notifyEvent(CtrlEvent.EVT_CANCEL);
return;
}
// Escaping from under skill's radius. First version, not perfect in AoE skills.
int escapeRange = 0;
if(skill.getEffectRange() > escapeRange) escapeRange = skill.getEffectRange();
else if(skill.getCastRange() < 0 && skill.getSkillRadius() > 80) escapeRange = skill.getSkillRadius();
if(escapeRange > 0)
{
List targetList = new FastList();
for (int i = 0; i < targets.length; i++)
{
if (targets[i] instanceof L2Character)
{
if(!this.isInsideRadius(targets[i],escapeRange,true,false)) continue;
else targetList.add((L2Character)targets[i]);
}
//else
//{
// if (Config.DEBUG)
// _log.warning("Class cast bad: "+targets[i].getClass().toString());
//}
}
if(targetList.isEmpty())
{
abortCast();
return;
}
else targets = targetList.toArray(new L2Character[targetList.size()]);
}
// Check if player is using fake death.
if (isAlikeDead())
{
setAttackingChar(null);
setAttackingCharSkill(null);
getAI().notifyEvent(CtrlEvent.EVT_CANCEL);
_castEndTime = 0;
_castInterruptTime = 0;
return;
}
// Check if a cast is in progress
if (isCastingNow())
{
// Get the display identifier of the skill
int magicId = skill.getDisplayId();
// Get the level of the skill
int level = getSkillLevel(skill.getId());
if (level < 1)
level = 1;
// Go through targets table
for (int i = 0;i < targets.length;i++)
{
if (targets[i] instanceof L2Character)
{
L2Character target = (L2Character) targets[i];
if (skill.getSkillType() == L2Skill.SkillType.BUFF || skill.getSkillType() == L2Skill.SkillType.SEED)
{
SystemMessage smsg = new SystemMessage(SystemMessage.YOU_FEEL_S1_EFFECT);
smsg.addString(skill.getName());
target.sendPacket(smsg);
}
if (Config.DEBUG)
_log.fine("msl: "+getName()+" "+magicId+" "+level+" "+target.getTitle());
// Send a Server->Client packet MagicSkillLaunched to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
broadcastPacket(new MagicSkillLaunched(this, magicId, level, target));
if (this instanceof L2PcInstance && target instanceof L2Summon)
{
if (this.equals(((L2Summon)target).getOwner()))
this.sendPacket(new PetInfo((L2Summon)target));
else
this.sendPacket(new NpcInfo((L2Summon)target, this));
}
}
}
StatusUpdate su = new StatusUpdate(getObjectId());
boolean isSendStatus = false;
// Consume MP of the L2Character and Send the Server->Client packet StatusUpdate with current HP and MP to all other L2PcInstance to inform
if (getStat().getMpConsume(skill) > 0)
{
getStatus().reduceMp(calcStat(Stats.MP_CONSUME_RATE,getStat().getMpConsume(skill),null,null));
su.addAttribute(StatusUpdate.CUR_MP, (int) getCurrentMp());
isSendStatus = true;
}
// Consume HP if necessary and Send the Server->Client packet StatusUpdate with current HP and MP to all other L2PcInstance to inform
if (skill.getHpConsume() > 0)
{
double consumeHp;
consumeHp = calcStat(Stats.HP_CONSUME_RATE,skill.getHpConsume(),null,null);
if(consumeHp+1 >= getCurrentHp())
consumeHp = getCurrentHp()-1.0;
getStatus().reduceHp(consumeHp, this);
su.addAttribute(StatusUpdate.CUR_HP, (int) getCurrentHp());
isSendStatus = true;
}
// Send a Server->Client packet StatusUpdate with MP modification to the L2PcInstance
if (isSendStatus) sendPacket(su);
// Consume Items if necessary and Send the Server->Client packet InventoryUpdate with Item modification to all the L2Character
if (skill.getItemConsume() > 0)
consumeItem(skill.getItemConsumeId(), skill.getItemConsume());
_castEndTime = 0;
_castInterruptTime = 0;
_skillCast = null;
// Launch the magic skill in order to calculate its effects
callSkill(skill, targets);
//if the skill has changed the character's state to something other than STATE_CASTING
//then just leave it that way, otherwise switch back to STATE_IDLE.
//if(isCastingNow())
// getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE, null);
// If the skill type is PDAM or DRAIN_SOUL, notify the AI of the target with AI_INTENTION_ATTACK
if (skill.getSkillType() == SkillType.PDAM || skill.getSkillType() == SkillType.DRAIN_SOUL)
{
if ((getTarget() != null) && (getTarget() instanceof L2Character))
getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, getTarget());
}
if (skill.isOffensive())
getAI().clientStartAutoAttack();
// Notify the AI of the L2Character with EVT_FINISH_CASTING
getAI().notifyEvent(CtrlEvent.EVT_FINISH_CASTING);
/*
* If character is a player, then wipe their current cast state and
* check if a skill is queued.
*
* If there is a queued skill, launch it and wipe the queue.
*/
if (this instanceof L2PcInstance)
{
L2PcInstance currPlayer = (L2PcInstance)this;
SkillDat queuedSkill = currPlayer.getQueuedSkill();
currPlayer.setCurrentSkill(null, false, false);
if (queuedSkill != null)
{
currPlayer.setQueuedSkill(null, false, false);
// DON'T USE : Recursive call to useMagic() method
// currPlayer.useMagic(queuedSkill.getSkill(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
ThreadPoolManager.getInstance().executeTask(new QueuedMagicUseTask(currPlayer, queuedSkill.getSkill(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed()) );
}
}
}
}
/**
* Reduce the item number of the L2Character.
*
* Overriden in :
* L2PcInstance
*
*/
public void consumeItem(@SuppressWarnings("unused") int itemConsumeId, @SuppressWarnings("unused") int itemCount)
{
}
/**
* Enable a skill (remove it from _disabledSkills of the L2Character).
*
* Concept :
* All skills disabled are identified by their skillId in _disabledSkills of the L2Character
*
* @param skillId The identifier of the L2Skill to enable
*
*/
public void enableSkill(int skillId)
{
if (_disabledSkills == null) return;
synchronized (_disabledSkills)
{
_disabledSkills.remove(new Integer(skillId));
if (this instanceof L2PcInstance)
removeTimeStamp(skillId);
}
}
/**
* Disable a skill (add it to _disabledSkills of the L2Character).
*
* Concept :
* All skills disabled are identified by their skillId in _disabledSkills of the L2Character
*
* @param skillId The identifier of the L2Skill to disable
*
*/
public void disableSkill(int skillId)
{
if (_disabledSkills == null) _disabledSkills = Collections.synchronizedList(new FastList());
_disabledSkills.add(skillId);
}
/**
* Disable this skill id for the duration of the delay in milliseconds.
* @param skillId
* @param delay (seconds * 1000)
*/
public void disableSkill(int skillId, long delay)
{
disableSkill(skillId);
if (delay > 10) ThreadPoolManager.getInstance().scheduleAi(new EnableSkill(skillId), delay);
}
/**
* Check if a skill is disabled.
*
* Concept :
* All skills disabled are identified by their skillId in _disabledSkills of the L2Character
*
* @param skillId The identifier of the L2Skill to disable
*
*/
public boolean isSkillDisabled(int skillId)
{
if (isAllSkillsDisabled()) return true;
if (_disabledSkills == null) return false;
return _disabledSkills.contains(skillId);
}
/**
* Disable all skills (set _allSkillsDisabled to True).
*/
public void disableAllSkills()
{
if (Config.DEBUG) _log.fine("all skills disabled");
_allSkillsDisabled = true;
}
/**
* Enable all skills (set _allSkillsDisabled to False).
*/
public void enableAllSkills()
{
if (Config.DEBUG) _log.fine("all skills enabled");
_allSkillsDisabled = false;
}
/**
* Launch the magic skill and calculate its effects on each target contained in the targets table.
*
* @param skill The L2Skill to use
* @param targets The table of L2Object targets
*
*/
public void callSkill(L2Skill skill, L2Object[] targets)
{
try
{
// Do initial checkings for skills and set pvp flag/draw aggro when needed
for (L2Object target : targets)
{
if (target instanceof L2Character)
{
// Set some values inside target's instance for later use
L2Character player = (L2Character) target;
L2Weapon activeWeapon = getActiveWeaponItem();
// Launch weapon Special ability skill effect if available
if (activeWeapon != null && !((L2Character)target).isDead())
{
if (activeWeapon.getSkillEffects(this, player, skill).length > 0 && this instanceof L2PcInstance)
this.sendPacket(SystemMessage.sendString("Target affected by weapon special ability!"));
}
// Check Raidboss attack
if (player.isRaid() && getLevel() > player.getLevel() + 8)
{
L2Skill tempSkill = SkillTable.getInstance().getInfo(4515, 99);
if(tempSkill != null)
{
tempSkill.getEffects(player, this);
}
else
{
_log.warning("Skill 4515 at level 99 is missing in DP.");
}
}
L2PcInstance activeChar = null;
if (this instanceof L2PcInstance)
activeChar = (L2PcInstance)this;
else if (this instanceof L2Summon)
activeChar = ((L2Summon)this).getOwner();
if (activeChar != null)
{
if (skill.isOffensive())
{
if ((player instanceof L2PcInstance || player instanceof L2Summon) && activeChar.checkIfPvP(player))
{
player.getAI().notifyEvent(CtrlEvent.EVT_ATTACKED, activeChar);
activeChar.updatePvPStatus(player);
}else if (player instanceof L2Attackable)
{
// notify the AI that she is attacked
player.getAI().notifyEvent(CtrlEvent.EVT_ATTACKED, activeChar);
}
}
else
{
if (player instanceof L2PcInstance)
{
// Casting non offensive skill on player with pvp flag set or with karma
if (!player.equals(this) &&
(((L2PcInstance)player).getPvpFlag() > 0 ||
((L2PcInstance)player).getKarma() > 0)) activeChar.updatePvPStatus();
}
else if (player instanceof L2Attackable && !(skill.getSkillType() == L2Skill.SkillType.SUMMON))
activeChar.updatePvPStatus();
}
}
}
}
ISkillHandler handler = null;
// TODO Remove this useless section
if(skill.isToggle())
{
// Check if the skill effects are already in progress on the L2Character
if(getEffect(skill.getId()) != null)
{
handler = SkillHandler.getInstance().getSkillHandler(skill.getSkillType());
if (handler != null)
handler.useSkill(this, skill, targets);
else
skill.useSkill(this, targets);
return;
}
}
// Check if over-hit is possible
if(skill.isOverhit())
{
// Set the "over-hit enabled" flag on each of the possible targets
for (L2Object target : targets)
{
L2Character player = (L2Character) target;
if(player instanceof L2Attackable)
{
((L2Attackable)player).overhitEnabled(true);
}
}
}
// Get the skill handler corresponding to the skill type (PDAM, MDAM, SWEEP...) started in gameserver
handler = SkillHandler.getInstance().getSkillHandler(skill.getSkillType());
// Launch the magic skill and calculate its effects
if (handler != null)
handler.useSkill(this, skill, targets);
else
skill.useSkill(this, targets);
}
catch (Exception e)
{
_log.log(Level.WARNING, "", e);
}
}
/**
* Return True if the L2Character is behind the target and can't be seen.
*/
public boolean isBehindTarget()
{
double angleChar, angleTarget, angleDiff, maxAngleDiff = 45;
if(getTarget() == null)
return false;
if (getTarget() instanceof L2Character)
{
L2Character target = (L2Character) getTarget();
angleChar = Util.calculateAngleFrom(target, this);
angleTarget = Util.convertHeadingToDegree(target.getHeading());
angleDiff = angleChar - angleTarget;
if (angleDiff <= -360 + maxAngleDiff) angleDiff += 360;
if (angleDiff >= 360 - maxAngleDiff) angleDiff -= 360;
if (Math.abs(angleDiff) <= maxAngleDiff)
{
if (Config.DEBUG)
_log.info("Char " + this.getName() + " is behind " + target.getName());
return true;
}
}
else
{
_log.fine("isBehindTarget's target not an L2 Character.");
}
return false;
}
/**
* Return 1.
*/
public double getLevelMod()
{
return 1;
}
public final void setSkillCast(Future newSkillCast)
{
_skillCast = newSkillCast;
}
public final void setSkillCastEndTime(int newSkillCastEndTime)
{
_castEndTime = newSkillCastEndTime;
}
/**
* Not Implemented.
*/
public void updateStats()
{
}
private Future _PvPRegTask;
private long _lastPvpAttack;
public void setlastPvpAttack(long time)
{
_lastPvpAttack = time;
}
public long getlastPvpAttack()
{
return _lastPvpAttack;
}
public void startPvPFlag()
{
updatePvPFlag(1);
_PvPRegTask = ThreadPoolManager.getInstance().scheduleGeneralAtFixedRate(
new PvPFlag(), 1000, 1000);
}
public void stopPvPFlag() {
if (_PvPRegTask != null) _PvPRegTask.cancel(false);
updatePvPFlag(0);
_PvPRegTask = null;
}
public void updatePvPFlag(int value) {
if (!(this instanceof L2PcInstance))
return;
L2PcInstance player = (L2PcInstance)this;
if (player.getPvpFlag() == value)
return;
player.setPvpFlag(value);
if (player.getKarma() < 1)
{
StatusUpdate su = new StatusUpdate(getObjectId());
su.addAttribute(StatusUpdate.PVP_FLAG, value);
broadcastPacket(su);
}
else return;
}
// public void checkPvPFlag()
// {
// if (Config.DEBUG) _log.fine("Checking PvpFlag");
// _PvPRegTask = ThreadPoolManager.getInstance().scheduleLowAtFixedRate(
// new PvPFlag(), 1000, 5000);
// _PvPRegActive = true;
// // _log.fine("PvP recheck");
// }
//
/**
* Return a Random Damage in function of the weapon.
*/
public final int getRandomDamage(@SuppressWarnings("unused") L2Character target)
{
L2Weapon weaponItem = getActiveWeaponItem();
if (weaponItem == null)
return 5+(int)Math.sqrt(getLevel());
return weaponItem.getRandomDamage();
}
public String toString()
{
return "mob "+this.getObjectId();
}
public int getAttackEndTime()
{
return _attackEndTime;
}
/**
* Not Implemented.
*/
public abstract int getLevel();
// =========================================================
// =========================================================
// Stat - NEED TO REMOVE ONCE L2CHARSTAT IS COMPLETE
// Property - Public
public final double calcStat(Stats stat, double init, L2Character target, L2Skill skill) { return getStat().calcStat(stat, init, target, skill); }
// Property - Public
public int getAccuracy() { return getStat().getAccuracy(); }
public final float getAttackSpeedMultiplier() { return getStat().getAttackSpeedMultiplier(); }
public int getCON() { return getStat().getCON(); }
public int getDEX() { return getStat().getDEX(); }
public final double getCriticalDmg(L2Character target, double init) { return getStat().getCriticalDmg(target, init); }
public int getCriticalHit(L2Character target, L2Skill skill) { return getStat().getCriticalHit(target, skill); }
public int getEvasionRate(L2Character target) { return getStat().getEvasionRate(target); }
public int getINT() { return getStat().getINT(); }
public final int getMagicalAttackRange(L2Skill skill) { return getStat().getMagicalAttackRange(skill); }
public final int getMaxCp() { return getStat().getMaxCp(); }
public int getMAtk(L2Character target, L2Skill skill) { return getStat().getMAtk(target, skill); }
public int getMAtkSpd() { return getStat().getMAtkSpd(); }
public int getMaxMp() { return getStat().getMaxMp(); }
public int getMaxHp() { return getStat().getMaxHp(); }
public final int getMCriticalHit(L2Character target, L2Skill skill) { return getStat().getMCriticalHit(target, skill); }
public int getMDef(L2Character target, L2Skill skill) { return getStat().getMDef(target, skill); }
public int getMEN() { return getStat().getMEN(); }
public double getMReuseRate(L2Skill skill) { return getStat().getMReuseRate(skill); }
public float getMovementSpeedMultiplier() { return getStat().getMovementSpeedMultiplier(); }
public int getPAtk(L2Character target) { return getStat().getPAtk(target); }
public double getPAtkAnimals(L2Character target) { return getStat().getPAtkAnimals(target); }
public double getPAtkDragons(L2Character target) { return getStat().getPAtkDragons(target); }
public double getPAtkInsects(L2Character target) { return getStat().getPAtkInsects(target); }
public double getPAtkMonsters(L2Character target) { return getStat().getPAtkMonsters(target); }
public double getPAtkPlants(L2Character target) { return getStat().getPAtkPlants(target); }
public int getPAtkSpd() { return getStat().getPAtkSpd(); }
public double getPAtkUndead(L2Character target) { return getStat().getPAtkUndead(target); }
public double getPDefUndead(L2Character target) { return getStat().getPDefUndead(target); }
public int getPDef(L2Character target) { return getStat().getPDef(target); }
public final int getPhysicalAttackRange() { return getStat().getPhysicalAttackRange(); }
public int getRunSpeed() { return getStat().getRunSpeed(); }
public final int getShldDef() { return getStat().getShldDef(); }
public int getSTR() { return getStat().getSTR(); }
public final int getWalkSpeed() { return getStat().getWalkSpeed(); }
public int getWIT() { return getStat().getWIT(); }
// =========================================================
// =========================================================
// Status - NEED TO REMOVE ONCE L2CHARTATUS IS COMPLETE
// Method - Public
public void addStatusListener(L2Character object) { getStatus().addStatusListener(object); }
public void reduceCurrentHp(double i, L2Character attacker) { reduceCurrentHp(i, attacker, true); }
public void reduceCurrentHp(double i, L2Character attacker, boolean awake) { getStatus().reduceHp(i, attacker, awake); }
public void reduceCurrentMp(double i) { getStatus().reduceMp(i); }
public void removeStatusListener(L2Character object) { getStatus().removeStatusListener(object); }
protected synchronized void stopHpMpRegeneration() { getStatus().stopHpMpRegeneration(); }
// Property - Public
public final double getCurrentCp() { return getStatus().getCurrentCp(); }
public final void setCurrentCp(Double newCp) { setCurrentCp((double) newCp); }
public final void setCurrentCp(double newCp) { getStatus().setCurrentCp(newCp); }
public final double getCurrentHp() { return getStatus().getCurrentHp(); }
public final void setCurrentHp(double newHp) { getStatus().setCurrentHp(newHp); }
public final void setCurrentHpMp(double newHp, double newMp){ getStatus().setCurrentHpMp(newHp, newMp); }
public final double getCurrentMp() { return getStatus().getCurrentMp(); }
public final void setCurrentMp(Double newMp) { setCurrentMp((double)newMp); }
public final void setCurrentMp(double newMp) { getStatus().setCurrentMp(newMp); }
// =========================================================
public void setAiClass(String aiClass)
{
_aiClass = aiClass;
}
public String getAiClass()
{
return _aiClass;
}
public L2Character getLastBuffer()
{
return _LastBuffer;
}
public int getLastHealAmount()
{
return _LastHealAmount;
}
public void setLastBuffer(L2Character buffer)
{
_LastBuffer = buffer;
}
public void setLastHealAmount(int hp)
{
_LastHealAmount = hp;
}
/**
* Check if character reflected skill
* @param skill
* @return
*/
public boolean reflectSkill(L2Skill skill)
{
double reflect = calcStat(skill.isMagic() ? Stats.REFLECT_SKILL_MAGIC : Stats.REFLECT_SKILL_PHYSIC, 0, null, null);
if( Rnd.get(100) < reflect)
return true;
return false;
}
}