/* * This file is part of the L2J Mobius project. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ package handlers.targethandlers; import com.l2jmobius.gameserver.GeoData; import com.l2jmobius.gameserver.handler.ITargetTypeHandler; import com.l2jmobius.gameserver.model.L2Object; import com.l2jmobius.gameserver.model.actor.L2Character; import com.l2jmobius.gameserver.model.actor.L2Playable; import com.l2jmobius.gameserver.model.effects.L2EffectType; import com.l2jmobius.gameserver.model.skills.Skill; import com.l2jmobius.gameserver.model.skills.targets.TargetType; import com.l2jmobius.gameserver.model.zone.ZoneId; import com.l2jmobius.gameserver.network.SystemMessageId; /** * Target dead player or pet. * @author Nik */ public class PcBody implements ITargetTypeHandler { @Override public Enum getTargetType() { return TargetType.PC_BODY; } @Override public L2Object getTarget(L2Character activeChar, L2Object selectedTarget, Skill skill, boolean forceUse, boolean dontMove, boolean sendMessage) { if (selectedTarget == null) { return null; } if (!selectedTarget.isCharacter()) { return null; } if (!selectedTarget.isPlayer() || selectedTarget.isPet()) { if (sendMessage) { activeChar.sendPacket(SystemMessageId.INVALID_TARGET); } return null; } final L2Playable target = (L2Playable) selectedTarget; if (target.isDead()) { if (skill.hasEffectType(L2EffectType.RESURRECTION)) { if (activeChar.isResurrectionBlocked() || target.isResurrectionBlocked()) { if (sendMessage) { activeChar.sendPacket(SystemMessageId.REJECT_RESURRECTION); // Reject resurrection target.sendPacket(SystemMessageId.REJECT_RESURRECTION); // Reject resurrection } return null; } // check target is not in a active siege zone if (target.isPlayer() && target.isInsideZone(ZoneId.SIEGE) && !target.getActingPlayer().isInSiege()) { if (sendMessage) { activeChar.sendPacket(SystemMessageId.IT_IS_NOT_POSSIBLE_TO_RESURRECT_IN_BATTLEGROUNDS_WHERE_A_SIEGE_WAR_IS_TAKING_PLACE); } return null; } } // Check for cast range if character cannot move. TODO: char will start follow until within castrange, but if his moving is blocked by geodata, this msg will be sent. if (dontMove) { if (activeChar.calculateDistance(target, false, false) > skill.getCastRange()) { if (sendMessage) { activeChar.sendPacket(SystemMessageId.THE_DISTANCE_IS_TOO_FAR_AND_SO_THE_CASTING_HAS_BEEN_STOPPED); } return null; } } // Geodata check when character is within range. if (!GeoData.getInstance().canSeeTarget(activeChar, target)) { if (sendMessage) { activeChar.sendPacket(SystemMessageId.CANNOT_SEE_TARGET); } return null; } return target; } // If target is not dead or not player/pet it will not even bother to walk within range, unlike Enemy target type. if (sendMessage) { activeChar.sendPacket(SystemMessageId.INVALID_TARGET); } return null; } }