actual freya branch
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/*
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* This program is free software: you can redistribute it and/or modify it under
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* the terms of the GNU General Public License as published by the Free Software
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* Foundation, either version 3 of the License, or (at your option) any later
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* version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package com.l2jserver.gameserver.model;
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import com.l2jserver.Config;
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import com.l2jserver.gameserver.datatables.ItemTable;
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import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
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import com.l2jserver.gameserver.network.SystemMessageId;
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import com.l2jserver.gameserver.network.serverpackets.InventoryUpdate;
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import com.l2jserver.gameserver.network.serverpackets.ItemList;
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import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
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public class CombatFlag
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{
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// private static final Logger _log = Logger.getLogger(CombatFlag.class.getName());
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protected L2PcInstance _player = null;
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public int playerId = 0;
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private L2ItemInstance _item = null;
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private final Location _location;
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public L2ItemInstance itemInstance;
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private final int _itemId;
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// =========================================================
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// Constructor
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public CombatFlag(int fort_id, int x, int y, int z, int heading, int item_id)
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{
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_location = new Location(x, y, z, heading);
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_itemId = item_id;
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}
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public synchronized void spawnMe()
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{
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// Init the dropped L2ItemInstance and add it in the world as a visible object at the position where mob was last
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L2ItemInstance i = ItemTable.getInstance().createItem("Combat", _itemId, 1, null, null);
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i.dropMe(null, _location.getX(), _location.getY(), _location.getZ());
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itemInstance = i;
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}
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public synchronized void unSpawnMe()
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{
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if (_player != null)
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{
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dropIt();
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}
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if (itemInstance != null)
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{
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itemInstance.decayMe();
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}
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}
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public boolean activate(L2PcInstance player, L2ItemInstance item)
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{
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if (player.isMounted())
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{
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player.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.CANNOT_EQUIP_ITEM_DUE_TO_BAD_CONDITION));
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return false;
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}
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// Player holding it data
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_player = player;
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playerId = _player.getObjectId();
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itemInstance = null;
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// Equip with the weapon
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_item = item;
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_player.getInventory().equipItem(_item);
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SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S1_EQUIPPED);
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sm.addItemName(_item);
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_player.sendPacket(sm);
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// Refresh inventory
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if (!Config.FORCE_INVENTORY_UPDATE)
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{
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InventoryUpdate iu = new InventoryUpdate();
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iu.addItem(_item);
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_player.sendPacket(iu);
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}
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else
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{
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_player.sendPacket(new ItemList(_player, false));
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}
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// Refresh player stats
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_player.broadcastUserInfo();
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_player.setCombatFlagEquipped(true);
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return true;
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}
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public void dropIt()
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{
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// Reset player stats
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_player.setCombatFlagEquipped(false);
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int slot = _player.getInventory().getSlotFromItem(_item);
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_player.getInventory().unEquipItemInBodySlot(slot);
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_player.destroyItem("CombatFlag", _item, null, true);
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_item = null;
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_player.broadcastUserInfo();
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_player = null;
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playerId = 0;
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}
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}
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