private void spawnMonster( L2PcInstance activeChar, String monsterId, int respawnTime, int mobCount, boolean permanent) { L2Object target = activeChar.getTarget(); if (target == null) { target = activeChar; } L2NpcTemplate template1; if (monsterId.matches("[0-9]*")) { // First parameter was an ID number int monsterTemplate = Integer.parseInt(monsterId); template1 = NpcData.getInstance().getTemplate(monsterTemplate); } else { // First parameter wasn't just numbers so go by name not ID monsterId = monsterId.replace('_', ' '); template1 = NpcData.getInstance().getTemplateByName(monsterId); } try { L2Spawn spawn = new L2Spawn(template1); if (Config.SAVE_GMSPAWN_ON_CUSTOM) { spawn.setCustom(true); } spawn.setX(target.getX()); spawn.setY(target.getY()); spawn.setZ(target.getZ()); spawn.setAmount(mobCount); spawn.setHeading(activeChar.getHeading()); spawn.setRespawnDelay(respawnTime); if (activeChar.getInstanceId() > 0) { spawn.setInstanceId(activeChar.getInstanceId()); permanent = false; } else { spawn.setInstanceId(0); } // TODO add checks for GrandBossSpawnManager if (RaidBossSpawnManager.getInstance().isDefined(spawn.getId())) { activeChar.sendMessage("You cannot spawn another instance of " + template1.getName() + "."); } else { if (RaidBossSpawnManager.getInstance().getValidTemplate(spawn.getId()) != null) { spawn.setRespawnMinDelay(43200); spawn.setRespawnMaxDelay(129600); RaidBossSpawnManager.getInstance() .addNewSpawn(spawn, 0, template1.getBaseHpMax(), template1.getBaseMpMax(), permanent); } else { SpawnTable.getInstance().addNewSpawn(spawn, permanent); spawn.init(); } if (!permanent) { spawn.stopRespawn(); } activeChar.sendMessage("Created " + template1.getName() + " on " + target.getObjectId()); } } catch (Exception e) { activeChar.sendPacket(SystemMessageId.TARGET_CANT_FOUND); } }
@Override protected void runImpl() { L2PcInstance player = getActiveChar(); if (player == null) { return; } if (!player.getAccessLevel().allowTransaction()) { player.sendMessage("Transactions are disabled for your current Access Level."); sendPacket(ActionFailed.STATIC_PACKET); return; } BuffInfo info = player.getEffectList().getBuffInfoByAbnormalType(AbnormalType.BOT_PENALTY); if (info != null) { for (AbstractEffect effect : info.getEffects()) { if (!effect.checkCondition(BotReportTable.TRADE_ACTION_BLOCK_ID)) { player.sendPacket(SystemMessageId.YOU_HAVE_BEEN_REPORTED_SO_ACTIONS_NOT_ALLOWED); player.sendPacket(ActionFailed.STATIC_PACKET); return; } } } final L2Object target = L2World.getInstance().findObject(_objectId); // If there is no target, target is far away or // they are in different instances (except multiverse) // trade request is ignored and there is no system message. if ((target == null) || !player.getKnownList().knowsObject(target) || ((target.getInstanceId() != player.getInstanceId()) && (player.getInstanceId() != -1))) { return; } // If target and acting player are the same, trade request is ignored // and the following system message is sent to acting player. if (target.getObjectId() == player.getObjectId()) { player.sendPacket(SystemMessageId.TARGET_IS_INCORRECT); return; } if (!target.isPlayer()) { player.sendPacket(SystemMessageId.INCORRECT_TARGET); return; } final L2PcInstance partner = target.getActingPlayer(); if (partner.isInOlympiadMode() || player.isInOlympiadMode()) { player.sendMessage( "A user currently participating in the Olympiad cannot accept or request a trade."); return; } info = partner.getEffectList().getBuffInfoByAbnormalType(AbnormalType.BOT_PENALTY); if (info != null) { for (AbstractEffect effect : info.getEffects()) { if (!effect.checkCondition(BotReportTable.TRADE_ACTION_BLOCK_ID)) { final SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_REPORTED_AND_IS_BEING_INVESTIGATED); sm.addCharName(partner); player.sendPacket(sm); player.sendPacket(ActionFailed.STATIC_PACKET); return; } } } // L2J Customs: Karma punishment if (!Config.ALT_GAME_KARMA_PLAYER_CAN_TRADE && (player.getKarma() > 0)) { player.sendMessage("You cannot trade while you are in a chaotic state."); return; } if (!Config.ALT_GAME_KARMA_PLAYER_CAN_TRADE && (partner.getKarma() > 0)) { player.sendMessage("You cannot request a trade while your target is in a chaotic state."); return; } if (Config.JAIL_DISABLE_TRANSACTION && (player.isJailed() || partner.isJailed())) { player.sendMessage("You cannot trade while you are in in Jail."); return; } if ((player.getPrivateStoreType() != PrivateStoreType.NONE) || (partner.getPrivateStoreType() != PrivateStoreType.NONE)) { player.sendPacket(SystemMessageId.CANNOT_TRADE_DISCARD_DROP_ITEM_WHILE_IN_SHOPMODE); return; } if (player.isProcessingTransaction()) { if (Config.DEBUG) { _log.fine("Already trading with someone else."); } player.sendPacket(SystemMessageId.ALREADY_TRADING); return; } SystemMessage sm; if (partner.isProcessingRequest() || partner.isProcessingTransaction()) { if (Config.DEBUG) { _log.info("Transaction already in progress."); } sm = SystemMessage.getSystemMessage(SystemMessageId.C1_IS_BUSY_TRY_LATER); sm.addString(partner.getName()); player.sendPacket(sm); return; } if (partner.getTradeRefusal()) { player.sendMessage("That person is in trade refusal mode."); return; } if (BlockList.isBlocked(partner, player)) { sm = SystemMessage.getSystemMessage(SystemMessageId.S1_HAS_ADDED_YOU_TO_IGNORE_LIST); sm.addCharName(partner); player.sendPacket(sm); return; } if (player.calculateDistance(partner, true, false) > 150) { player.sendPacket(SystemMessageId.TARGET_TOO_FAR); return; } player.onTransactionRequest(partner); partner.sendPacket(new SendTradeRequest(player.getObjectId())); sm = SystemMessage.getSystemMessage(SystemMessageId.REQUEST_C1_FOR_TRADE); sm.addString(partner.getName()); player.sendPacket(sm); }
@Override public void runImpl() { final L2PcInstance player = getClient().getActiveChar(); if (player == null) { return; } if (!getClient().getFloodProtectors().getMultiSell().tryPerformAction("multisell choose")) { player.setMultiSell(null); return; } if ((_amount < 1) || (_amount > 5000)) { player.setMultiSell(null); return; } PreparedListContainer list = player.getMultiSell(); if ((list == null) || (list.getListId() != _listId)) { player.setMultiSell(null); return; } final L2Npc npc = player.getLastFolkNPC(); if (((npc != null) && !list.isNpcAllowed(npc.getId())) || ((npc == null) && list.isNpcOnly())) { player.setMultiSell(null); return; } if (!player.isGM() && (npc != null)) { if (!player.isInsideRadius(npc, INTERACTION_DISTANCE, true, false) || (player.getInstanceId() != npc.getInstanceId())) { player.setMultiSell(null); return; } } for (Entry entry : list.getEntries()) { if (entry.getEntryId() == _entryId) { if (!entry.isStackable() && (_amount > 1)) { _log.severe( "Character: " + player.getName() + " is trying to set amount > 1 on non-stackable multisell, id:" + _listId + ":" + _entryId); player.setMultiSell(null); return; } final PcInventory inv = player.getInventory(); int slots = 0; int weight = 0; for (Ingredient e : entry.getProducts()) { if (e.getItemId() < 0) { continue; } if (!e.isStackable()) { slots += e.getItemCount() * _amount; } else if (player.getInventory().getItemByItemId(e.getItemId()) == null) { slots++; } weight += e.getItemCount() * _amount * e.getWeight(); } if (!inv.validateWeight(weight)) { player.sendPacket(SystemMessageId.WEIGHT_LIMIT_EXCEEDED); return; } if (!inv.validateCapacity(slots)) { player.sendPacket(SystemMessageId.SLOTS_FULL); return; } ArrayList<Ingredient> ingredientsList = new ArrayList<>(entry.getIngredients().size()); // Generate a list of distinct ingredients and counts in order to check if the correct // item-counts // are possessed by the player boolean newIng; for (Ingredient e : entry.getIngredients()) { newIng = true; // at this point, the template has already been modified so that enchantments are properly // included // whenever they need to be applied. Uniqueness of items is thus judged by item id AND // enchantment level for (int i = ingredientsList.size(); --i >= 0; ) { Ingredient ex = ingredientsList.get(i); // if the item was already added in the list, merely increment the count // this happens if 1 list entry has the same ingredient twice (example 2 swords = 1 // dual) if ((ex.getItemId() == e.getItemId()) && (ex.getEnchantLevel() == e.getEnchantLevel())) { if ((ex.getItemCount() + e.getItemCount()) > Integer.MAX_VALUE) { player.sendPacket(SystemMessageId.YOU_HAVE_EXCEEDED_QUANTITY_THAT_CAN_BE_INPUTTED); return; } // two same ingredients, merge into one and replace old final Ingredient ing = ex.getCopy(); ing.setItemCount(ex.getItemCount() + e.getItemCount()); ingredientsList.set(i, ing); newIng = false; break; } } if (newIng) { // if it's a new ingredient, just store its info directly (item id, count, enchantment) ingredientsList.add(e); } } // now check if the player has sufficient items in the inventory to cover the ingredients' // expences for (Ingredient e : ingredientsList) { if ((e.getItemCount() * _amount) > Integer.MAX_VALUE) { player.sendPacket(SystemMessageId.YOU_HAVE_EXCEEDED_QUANTITY_THAT_CAN_BE_INPUTTED); return; } if (e.getItemId() < 0) { if (!MultisellData.hasSpecialIngredient( e.getItemId(), e.getItemCount() * _amount, player)) { return; } } else { // if this is not a list that maintains enchantment, check the count of all items that // have the given id. // otherwise, check only the count of items with exactly the needed enchantment level final long required = ((Config.ALT_BLACKSMITH_USE_RECIPES || !e.getMaintainIngredient()) ? (e.getItemCount() * _amount) : e.getItemCount()); if (inv.getInventoryItemCount( e.getItemId(), list.getMaintainEnchantment() ? e.getEnchantLevel() : -1, false) < required) { SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S2_UNIT_OF_THE_ITEM_S1_REQUIRED); sm.addItemName(e.getTemplate()); sm.addLong(required); player.sendPacket(sm); return; } } } List<L2Augmentation> augmentation = new ArrayList<>(); Elementals[] elemental = null; /** All ok, remove items and add final product */ for (Ingredient e : entry.getIngredients()) { if (e.getItemId() < 0) { if (!MultisellData.takeSpecialIngredient( e.getItemId(), e.getItemCount() * _amount, player)) { return; } } else { L2ItemInstance itemToTake = inv.getItemByItemId( e.getItemId()); // initialize and initial guess for the item to take. if (itemToTake == null) { // this is a cheat, transaction will be aborted and if any items already // taken will not be returned back to inventory! _log.severe( "Character: " + player.getName() + " is trying to cheat in multisell, id:" + _listId + ":" + _entryId); player.setMultiSell(null); return; } // if (itemToTake.isEquipped()) // { // this is a cheat, transaction will be aborted and if any items already taken will not // be returned back to inventory! // _log.severe("Character: " + player.getName() + " is trying to cheat in multisell, // exchanging equipped item, merchatnt id:" + merchant.getNpcId()); // player.setMultiSell(null); // return; // } if (Config.ALT_BLACKSMITH_USE_RECIPES || !e.getMaintainIngredient()) { // if it's a stackable item, just reduce the amount from the first (only) instance // that is found in the inventory if (itemToTake.isStackable()) { if (!player.destroyItem( "Multisell", itemToTake.getObjectId(), (e.getItemCount() * _amount), player.getTarget(), true)) { player.setMultiSell(null); return; } } else { // for non-stackable items, one of two scenaria are possible: // a) list maintains enchantment: get the instances that exactly match the requested // enchantment level // b) list does not maintain enchantment: get the instances with the LOWEST // enchantment level // a) if enchantment is maintained, then get a list of items that exactly match this // enchantment if (list.getMaintainEnchantment()) { // loop through this list and remove (one by one) each item until the required // amount is taken. L2ItemInstance[] inventoryContents = inv.getAllItemsByItemId(e.getItemId(), e.getEnchantLevel(), false); for (int i = 0; i < (e.getItemCount() * _amount); i++) { if (inventoryContents[i].isAugmented()) { augmentation.add(inventoryContents[i].getAugmentation()); } if (inventoryContents[i].getElementals() != null) { elemental = inventoryContents[i].getElementals(); } if (!player.destroyItem( "Multisell", inventoryContents[i].getObjectId(), 1, player.getTarget(), true)) { player.setMultiSell(null); return; } } } else // b) enchantment is not maintained. Get the instances with the LOWEST enchantment // level { // NOTE: There are 2 ways to achieve the above goal. // 1) Get all items that have the correct itemId, loop through them until the // lowest enchantment // level is found. Repeat all this for the next item until proper count of items // is reached. // 2) Get all items that have the correct itemId, sort them once based on // enchantment level, // and get the range of items that is necessary. // Method 1 is faster for a small number of items to be exchanged. // Method 2 is faster for large amounts. // // EXPLANATION: // Worst case scenario for algorithm 1 will make it run in a number of cycles // given by: // m*(2n-m+1)/2 where m is the number of items to be exchanged and n is the total // number of inventory items that have a matching id. // With algorithm 2 (sort), sorting takes n*log(n) time and the choice is done in // a single cycle // for case b (just grab the m first items) or in linear time for case a (find the // beginning of items // with correct enchantment, index x, and take all items from x to x+m). // Basically, whenever m > log(n) we have: m*(2n-m+1)/2 = (2nm-m*m+m)/2 > // (2nlogn-logn*logn+logn)/2 = nlog(n) - log(n*n) + log(n) = nlog(n) + log(n/n*n) // = // nlog(n) + log(1/n) = nlog(n) - log(n) = (n-1)log(n) // So for m < log(n) then m*(2n-m+1)/2 > (n-1)log(n) and m*(2n-m+1)/2 > nlog(n) // // IDEALLY: // In order to best optimize the performance, choose which algorithm to run, based // on whether 2^m > n // if ( (2<<(e.getItemCount()// _amount)) < inventoryContents.length ) // // do Algorithm 1, no sorting // else // // do Algorithm 2, sorting // // CURRENT IMPLEMENTATION: // In general, it is going to be very rare for a person to do a massive exchange // of non-stackable items // For this reason, we assume that algorithm 1 will always suffice and we keep // things simple. // If, in the future, it becomes necessary that we optimize, the above discussion // should make it clear // what optimization exactly is necessary (based on the comments under "IDEALLY"). // // choice 1. Small number of items exchanged. No sorting. for (int i = 1; i <= (e.getItemCount() * _amount); i++) { L2ItemInstance[] inventoryContents = inv.getAllItemsByItemId(e.getItemId(), false); itemToTake = inventoryContents[0]; // get item with the LOWEST enchantment level from the inventory... // +0 is lowest by default... if (itemToTake.getEnchantLevel() > 0) { for (L2ItemInstance item : inventoryContents) { if (item.getEnchantLevel() < itemToTake.getEnchantLevel()) { itemToTake = item; // nothing will have enchantment less than 0. If a zero-enchanted // item is found, just take it if (itemToTake.getEnchantLevel() == 0) { break; } } } } if (!player.destroyItem( "Multisell", itemToTake.getObjectId(), 1, player.getTarget(), true)) { player.setMultiSell(null); return; } } } } } } } // Generate the appropriate items for (Ingredient e : entry.getProducts()) { if (e.getItemId() < 0) { MultisellData.giveSpecialProduct(e.getItemId(), e.getItemCount() * _amount, player); } else { if (e.isStackable()) { inv.addItem( "Multisell", e.getItemId(), e.getItemCount() * _amount, player, player.getTarget()); } else { L2ItemInstance product = null; for (int i = 0; i < (e.getItemCount() * _amount); i++) { product = inv.addItem("Multisell", e.getItemId(), 1, player, player.getTarget()); if ((product != null) && list.getMaintainEnchantment()) { if (i < augmentation.size()) { product.setAugmentation( new L2Augmentation(augmentation.get(i).getAugmentationId())); } if (elemental != null) { for (Elementals elm : elemental) { product.setElementAttr(elm.getElement(), elm.getValue()); } } product.setEnchantLevel(e.getEnchantLevel()); product.updateDatabase(); } } } // msg part SystemMessage sm; if ((e.getItemCount() * _amount) > 1) { sm = SystemMessage.getSystemMessage(SystemMessageId.EARNED_S2_S1_S); sm.addItemName(e.getItemId()); sm.addLong(e.getItemCount() * _amount); player.sendPacket(sm); } else { if (list.getMaintainEnchantment() && (e.getEnchantLevel() > 0)) { sm = SystemMessage.getSystemMessage(SystemMessageId.ACQUIRED_S1_S2); sm.addLong(e.getEnchantLevel()); sm.addItemName(e.getItemId()); } else { sm = SystemMessage.getSystemMessage(SystemMessageId.EARNED_ITEM_S1); sm.addItemName(e.getItemId()); } player.sendPacket(sm); } } } player.sendPacket(new ItemList(player, false)); StatusUpdate su = new StatusUpdate(player); su.addAttribute(StatusUpdate.CUR_LOAD, player.getCurrentLoad()); player.sendPacket(su); // finally, give the tax to the castle... if ((npc != null) && (entry.getTaxAmount() > 0)) { npc.getCastle().addToTreasury(entry.getTaxAmount() * _amount); } break; } } }