
-Removed unnecessary Map.containsKey calls
-Using java 8 methods where possible to avoid external checks.
Source L2J HighFive branch:
9d0fee8537
789 lines
23 KiB
Java
789 lines
23 KiB
Java
/*
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* Copyright (C) 2004-2015 L2J Server
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*
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* This file is part of L2J Server.
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*
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* L2J Server is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* L2J Server is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package com.l2jserver.gameserver.model.itemcontainer;
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import java.sql.Connection;
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import java.sql.PreparedStatement;
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import java.sql.ResultSet;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.concurrent.CopyOnWriteArrayList;
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import java.util.logging.Level;
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import java.util.logging.Logger;
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import com.l2jserver.Config;
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import com.l2jserver.L2DatabaseFactory;
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import com.l2jserver.gameserver.GameTimeController;
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import com.l2jserver.gameserver.datatables.ItemTable;
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import com.l2jserver.gameserver.enums.ItemLocation;
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import com.l2jserver.gameserver.model.L2World;
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import com.l2jserver.gameserver.model.actor.L2Character;
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import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
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import com.l2jserver.gameserver.model.items.L2Item;
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import com.l2jserver.gameserver.model.items.instance.L2ItemInstance;
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/**
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* @author Advi
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*/
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public abstract class ItemContainer
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{
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protected static final Logger _log = Logger.getLogger(ItemContainer.class.getName());
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protected final List<L2ItemInstance> _items = new CopyOnWriteArrayList<>();
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protected ItemContainer()
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{
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}
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protected abstract L2Character getOwner();
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protected abstract ItemLocation getBaseLocation();
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public String getName()
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{
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return "ItemContainer";
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}
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/**
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* @return int the owner object Id
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*/
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public int getOwnerId()
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{
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return getOwner() == null ? 0 : getOwner().getObjectId();
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}
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/**
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* @return the quantity of items in the inventory
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*/
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public int getSize()
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{
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return _items.size();
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}
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/**
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* @return the items in inventory
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*/
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public L2ItemInstance[] getItems()
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{
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return _items.toArray(new L2ItemInstance[_items.size()]);
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}
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/**
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* @param itemId the item Id
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* @return the item from inventory by itemId
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*/
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public L2ItemInstance getItemByItemId(int itemId)
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{
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for (L2ItemInstance item : _items)
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{
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if ((item != null) && (item.getId() == itemId))
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{
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return item;
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}
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}
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return null;
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}
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/**
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* @return true if player got item for self resurrection
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*/
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public final boolean haveItemForSelfResurrection()
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{
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for (L2ItemInstance item : _items)
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{
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if ((item != null) && (item.getItem().isAllowSelfResurrection()))
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{
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return true;
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}
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}
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return false;
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}
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/**
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* @param itemId the item Id
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* @return the items list from inventory by using its itemId
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*/
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public List<L2ItemInstance> getItemsByItemId(int itemId)
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{
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final List<L2ItemInstance> returnList = new ArrayList<>();
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for (L2ItemInstance item : _items)
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{
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if ((item != null) && (item.getId() == itemId))
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{
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returnList.add(item);
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}
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}
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return returnList;
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}
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/**
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* @param itemId the item Id
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* @param itemToIgnore used during the loop, to avoid returning the same item
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* @return the item from inventory by itemId
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*/
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public L2ItemInstance getItemByItemId(int itemId, L2ItemInstance itemToIgnore)
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{
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for (L2ItemInstance item : _items)
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{
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if ((item != null) && (item.getId() == itemId) && !item.equals(itemToIgnore))
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{
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return item;
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}
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}
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return null;
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}
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/**
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* @param objectId the item object Id
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* @return item from inventory by objectId
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*/
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public L2ItemInstance getItemByObjectId(int objectId)
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{
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for (L2ItemInstance item : _items)
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{
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if ((item != null) && (item.getObjectId() == objectId))
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{
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return item;
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}
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}
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return null;
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}
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/**
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* Gets the inventory item count by item Id and enchant level including equipped items.
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* @param itemId the item Id
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* @param enchantLevel the item enchant level, use -1 to match any enchant level
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* @return the inventory item count
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*/
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public long getInventoryItemCount(int itemId, int enchantLevel)
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{
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return getInventoryItemCount(itemId, enchantLevel, true);
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}
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/**
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* Gets the inventory item count by item Id and enchant level, may include equipped items.
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* @param itemId the item Id
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* @param enchantLevel the item enchant level, use -1 to match any enchant level
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* @param includeEquipped if {@code true} includes equipped items in the result
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* @return the inventory item count
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*/
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public long getInventoryItemCount(int itemId, int enchantLevel, boolean includeEquipped)
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{
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long count = 0;
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for (L2ItemInstance item : _items)
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{
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if ((item.getId() == itemId) && ((item.getEnchantLevel() == enchantLevel) || (enchantLevel < 0)) && (includeEquipped || !item.isEquipped()))
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{
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if (item.isStackable())
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{
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// FIXME: Zoey76: if there are more than one stacks of the same item Id
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// it will return the count of the last one, if is not possible to
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// have more than one stacks of the same item Id,
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// it will continue iterating over all items
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// possible fixes:
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// count += item.getCount();
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// or
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// count = item.getCount();
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// break;
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count = item.getCount();
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}
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else
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{
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count++;
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}
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}
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}
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return count;
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}
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/**
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* Adds item to inventory
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* @param process : String Identifier of process triggering this action
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* @param item : L2ItemInstance to be added
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* @param actor : L2PcInstance Player requesting the item add
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* @param reference : Object Object referencing current action like NPC selling item or previous item in transformation
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* @return L2ItemInstance corresponding to the new item or the updated item in inventory
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*/
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public L2ItemInstance addItem(String process, L2ItemInstance item, L2PcInstance actor, Object reference)
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{
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L2ItemInstance olditem = getItemByItemId(item.getId());
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// If stackable item is found in inventory just add to current quantity
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if ((olditem != null) && olditem.isStackable())
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{
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long count = item.getCount();
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olditem.changeCount(process, count, actor, reference);
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olditem.setLastChange(L2ItemInstance.MODIFIED);
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// And destroys the item
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ItemTable.getInstance().destroyItem(process, item, actor, reference);
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item.updateDatabase();
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item = olditem;
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// Updates database
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float adenaRate = Config.RATE_DROP_AMOUNT_MULTIPLIER.getOrDefault(Inventory.ADENA_ID, 1f);
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if (actor.hasPremiumStatus() && Config.PREMIUM_RATE_DROP_AMOUNT_BY_ID.containsKey(Inventory.ADENA_ID))
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{
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adenaRate *= Config.PREMIUM_RATE_DROP_AMOUNT_BY_ID.get(Inventory.ADENA_ID);
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}
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if ((item.getId() == Inventory.ADENA_ID) && (count < (10000 * adenaRate)))
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{
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// Small adena changes won't be saved to database all the time
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if ((GameTimeController.getInstance().getGameTicks() % 5) == 0)
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{
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item.updateDatabase();
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}
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}
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else
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{
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item.updateDatabase();
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}
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}
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// If item hasn't be found in inventory, create new one
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else
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{
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item.setOwnerId(process, getOwnerId(), actor, reference);
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item.setItemLocation(getBaseLocation());
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item.setLastChange((L2ItemInstance.ADDED));
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// Add item in inventory
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addItem(item);
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// Updates database
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item.updateDatabase();
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}
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refreshWeight();
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return item;
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}
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/**
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* Adds item to inventory
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* @param process : String Identifier of process triggering this action
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* @param itemId : int Item Identifier of the item to be added
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* @param count : int Quantity of items to be added
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* @param actor : L2PcInstance Player requesting the item add
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* @param reference : Object Object referencing current action like NPC selling item or previous item in transformation
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* @return L2ItemInstance corresponding to the new item or the updated item in inventory
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*/
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public L2ItemInstance addItem(String process, int itemId, long count, L2PcInstance actor, Object reference)
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{
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L2ItemInstance item = getItemByItemId(itemId);
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// If stackable item is found in inventory just add to current quantity
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if ((item != null) && item.isStackable())
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{
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item.changeCount(process, count, actor, reference);
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item.setLastChange(L2ItemInstance.MODIFIED);
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// Updates database
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// If Adena drop rate is not present it will be x1.
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float adenaRate = Config.RATE_DROP_AMOUNT_MULTIPLIER.getOrDefault(Inventory.ADENA_ID, 1f);
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if (actor.hasPremiumStatus() && Config.PREMIUM_RATE_DROP_AMOUNT_BY_ID.containsKey(Inventory.ADENA_ID))
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{
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adenaRate *= Config.PREMIUM_RATE_DROP_AMOUNT_BY_ID.get(Inventory.ADENA_ID);
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}
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if ((itemId == Inventory.ADENA_ID) && (count < (10000 * adenaRate)))
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{
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// Small adena changes won't be saved to database all the time
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if ((GameTimeController.getInstance().getGameTicks() % 5) == 0)
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{
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item.updateDatabase();
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}
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}
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else
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{
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item.updateDatabase();
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}
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}
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// If item hasn't be found in inventory, create new one
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else
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{
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for (int i = 0; i < count; i++)
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{
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L2Item template = ItemTable.getInstance().getTemplate(itemId);
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if (template == null)
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{
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_log.log(Level.WARNING, (actor != null ? "[" + actor.getName() + "] " : "") + "Invalid ItemId requested: ", itemId);
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return null;
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}
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item = ItemTable.getInstance().createItem(process, itemId, template.isStackable() ? count : 1, actor, reference);
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item.setOwnerId(getOwnerId());
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item.setItemLocation(getBaseLocation());
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item.setLastChange(L2ItemInstance.ADDED);
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// Add item in inventory
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addItem(item);
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// Updates database
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item.updateDatabase();
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// If stackable, end loop as entire count is included in 1 instance of item
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if (template.isStackable() || !Config.MULTIPLE_ITEM_DROP)
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{
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break;
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}
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}
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}
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refreshWeight();
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return item;
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}
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/**
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* Transfers item to another inventory
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* @param process string Identifier of process triggering this action
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* @param objectId Item Identifier of the item to be transfered
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* @param count Quantity of items to be transfered
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* @param target the item container where the item will be moved.
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* @param actor Player requesting the item transfer
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* @param reference Object Object referencing current action like NPC selling item or previous item in transformation
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* @return L2ItemInstance corresponding to the new item or the updated item in inventory
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*/
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public L2ItemInstance transferItem(String process, int objectId, long count, ItemContainer target, L2PcInstance actor, Object reference)
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{
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if (target == null)
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{
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return null;
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}
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L2ItemInstance sourceitem = getItemByObjectId(objectId);
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if (sourceitem == null)
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{
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return null;
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}
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L2ItemInstance targetitem = sourceitem.isStackable() ? target.getItemByItemId(sourceitem.getId()) : null;
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synchronized (sourceitem)
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{
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// check if this item still present in this container
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if (getItemByObjectId(objectId) != sourceitem)
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{
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return null;
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}
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// Check if requested quantity is available
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if (count > sourceitem.getCount())
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{
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count = sourceitem.getCount();
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}
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// If possible, move entire item object
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if ((sourceitem.getCount() == count) && (targetitem == null))
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{
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removeItem(sourceitem);
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target.addItem(process, sourceitem, actor, reference);
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targetitem = sourceitem;
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}
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else
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{
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if (sourceitem.getCount() > count) // If possible, only update counts
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{
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sourceitem.changeCount(process, -count, actor, reference);
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}
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else
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// Otherwise destroy old item
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{
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removeItem(sourceitem);
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ItemTable.getInstance().destroyItem(process, sourceitem, actor, reference);
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}
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if (targetitem != null) // If possible, only update counts
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{
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targetitem.changeCount(process, count, actor, reference);
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}
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else
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// Otherwise add new item
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{
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targetitem = target.addItem(process, sourceitem.getId(), count, actor, reference);
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}
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}
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// Updates database
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sourceitem.updateDatabase(true);
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if ((targetitem != sourceitem) && (targetitem != null))
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{
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targetitem.updateDatabase();
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}
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if (sourceitem.isAugmented())
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{
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sourceitem.getAugmentation().removeBonus(actor);
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}
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refreshWeight();
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target.refreshWeight();
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}
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return targetitem;
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}
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/**
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* Detaches the item from this item container so it can be used as a single instance.
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* @param process string Identifier of process triggering this action
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* @param item the item instance to be detached
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* @param count the count of items to be detached
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* @param newLocation the new item location
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* @param actor Player requesting the item detach
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* @param reference Object Object referencing current action like NPC selling item or previous item in transformation
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* @return the detached item instance if operation completes successfully, {@code null} if the item does not exist in this container anymore or item count is not available
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*/
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public L2ItemInstance detachItem(String process, L2ItemInstance item, long count, ItemLocation newLocation, L2PcInstance actor, Object reference)
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{
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if (item == null)
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{
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return null;
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}
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synchronized (item)
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{
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if (!_items.contains(item))
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{
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return null;
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}
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if (count > item.getCount())
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{
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return null;
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}
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if (count == item.getCount())
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{
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removeItem(item);
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}
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else
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{
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item.changeCount(process, -count, actor, reference);
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item.updateDatabase(true);
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item = ItemTable.getInstance().createItem(process, item.getId(), count, actor, reference);
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item.setOwnerId(getOwnerId());
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}
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item.setItemLocation(newLocation);
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item.updateDatabase(true);
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}
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refreshWeight();
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return item;
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}
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/**
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* Detaches the item from this item container so it can be used as a single instance.
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* @param process string Identifier of process triggering this action
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* @param itemObjectId the item object id to be detached
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* @param count the count of items to be detached
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* @param newLocation the new item location
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* @param actor Player requesting the item detach
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* @param reference Object Object referencing current action like NPC selling item or previous item in transformation
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* @return the detached item instance if operation completes successfully, {@code null} if the item does not exist in this container anymore or item count is not available
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*/
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public L2ItemInstance detachItem(String process, int itemObjectId, long count, ItemLocation newLocation, L2PcInstance actor, Object reference)
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{
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final L2ItemInstance itemInstance = getItemByObjectId(itemObjectId);
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if (itemInstance == null)
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{
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return null;
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}
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return detachItem(process, itemInstance, count, newLocation, actor, reference);
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}
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/**
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* Destroy item from inventory and updates database
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* @param process : String Identifier of process triggering this action
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* @param item : L2ItemInstance to be destroyed
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* @param actor : L2PcInstance Player requesting the item destroy
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* @param reference : Object Object referencing current action like NPC selling item or previous item in transformation
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* @return L2ItemInstance corresponding to the destroyed item or the updated item in inventory
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*/
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public L2ItemInstance destroyItem(String process, L2ItemInstance item, L2PcInstance actor, Object reference)
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{
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return this.destroyItem(process, item, item.getCount(), actor, reference);
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}
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|
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/**
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* Destroy item from inventory and updates database
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* @param process : String Identifier of process triggering this action
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* @param item : L2ItemInstance to be destroyed
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* @param count
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* @param actor : L2PcInstance Player requesting the item destroy
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* @param reference : Object Object referencing current action like NPC selling item or previous item in transformation
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* @return L2ItemInstance corresponding to the destroyed item or the updated item in inventory
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*/
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public L2ItemInstance destroyItem(String process, L2ItemInstance item, long count, L2PcInstance actor, Object reference)
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{
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synchronized (item)
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{
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// Adjust item quantity
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if (item.getCount() > count)
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{
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item.changeCount(process, -count, actor, reference);
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item.setLastChange(L2ItemInstance.MODIFIED);
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// don't update often for untraced items
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if ((process != null) || ((GameTimeController.getInstance().getGameTicks() % 10) == 0))
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{
|
|
item.updateDatabase();
|
|
}
|
|
|
|
refreshWeight();
|
|
}
|
|
else
|
|
{
|
|
if (item.getCount() < count)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
boolean removed = removeItem(item);
|
|
if (!removed)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
ItemTable.getInstance().destroyItem(process, item, actor, reference);
|
|
|
|
item.updateDatabase();
|
|
refreshWeight();
|
|
}
|
|
item.deleteMe();
|
|
}
|
|
return item;
|
|
}
|
|
|
|
/**
|
|
* Destroy item from inventory by using its <B>objectID</B> and updates database
|
|
* @param process : String Identifier of process triggering this action
|
|
* @param objectId : int Item Instance identifier of the item to be destroyed
|
|
* @param count : int Quantity of items to be destroyed
|
|
* @param actor : L2PcInstance Player requesting the item destroy
|
|
* @param reference : Object Object referencing current action like NPC selling item or previous item in transformation
|
|
* @return L2ItemInstance corresponding to the destroyed item or the updated item in inventory
|
|
*/
|
|
public L2ItemInstance destroyItem(String process, int objectId, long count, L2PcInstance actor, Object reference)
|
|
{
|
|
L2ItemInstance item = getItemByObjectId(objectId);
|
|
if (item == null)
|
|
{
|
|
return null;
|
|
}
|
|
return this.destroyItem(process, item, count, actor, reference);
|
|
}
|
|
|
|
/**
|
|
* Destroy item from inventory by using its <B>itemId</B> and updates database
|
|
* @param process : String Identifier of process triggering this action
|
|
* @param itemId : int Item identifier of the item to be destroyed
|
|
* @param count : int Quantity of items to be destroyed
|
|
* @param actor : L2PcInstance Player requesting the item destroy
|
|
* @param reference : Object Object referencing current action like NPC selling item or previous item in transformation
|
|
* @return L2ItemInstance corresponding to the destroyed item or the updated item in inventory
|
|
*/
|
|
public L2ItemInstance destroyItemByItemId(String process, int itemId, long count, L2PcInstance actor, Object reference)
|
|
{
|
|
L2ItemInstance item = getItemByItemId(itemId);
|
|
if (item == null)
|
|
{
|
|
return null;
|
|
}
|
|
return destroyItem(process, item, count, actor, reference);
|
|
}
|
|
|
|
/**
|
|
* Destroy all items from inventory and updates database
|
|
* @param process : String Identifier of process triggering this action
|
|
* @param actor : L2PcInstance Player requesting the item destroy
|
|
* @param reference : Object Object referencing current action like NPC selling item or previous item in transformation
|
|
*/
|
|
public void destroyAllItems(String process, L2PcInstance actor, Object reference)
|
|
{
|
|
for (L2ItemInstance item : _items)
|
|
{
|
|
if (item != null)
|
|
{
|
|
destroyItem(process, item, actor, reference);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @return warehouse Adena.
|
|
*/
|
|
public long getAdena()
|
|
{
|
|
for (L2ItemInstance item : _items)
|
|
{
|
|
if ((item != null) && (item.getId() == Inventory.ADENA_ID))
|
|
{
|
|
return item.getCount();
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
public long getBeautyTickets()
|
|
{
|
|
for (L2ItemInstance item : _items)
|
|
{
|
|
if ((item != null) && (item.getId() == Inventory.BEAUTY_TICKET_ID))
|
|
{
|
|
return item.getCount();
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Adds item to inventory for further adjustments.
|
|
* @param item : L2ItemInstance to be added from inventory
|
|
*/
|
|
protected void addItem(L2ItemInstance item)
|
|
{
|
|
_items.add(item);
|
|
}
|
|
|
|
/**
|
|
* Removes item from inventory for further adjustments.
|
|
* @param item : L2ItemInstance to be removed from inventory
|
|
* @return
|
|
*/
|
|
protected boolean removeItem(L2ItemInstance item)
|
|
{
|
|
return _items.remove(item);
|
|
}
|
|
|
|
/**
|
|
* Refresh the weight of equipment loaded
|
|
*/
|
|
protected void refreshWeight()
|
|
{
|
|
}
|
|
|
|
/**
|
|
* Delete item object from world
|
|
*/
|
|
public void deleteMe()
|
|
{
|
|
if (getOwner() != null)
|
|
{
|
|
for (L2ItemInstance item : _items)
|
|
{
|
|
if (item != null)
|
|
{
|
|
item.updateDatabase(true);
|
|
item.deleteMe();
|
|
L2World.getInstance().removeObject(item);
|
|
}
|
|
}
|
|
}
|
|
_items.clear();
|
|
}
|
|
|
|
/**
|
|
* Update database with items in inventory
|
|
*/
|
|
public void updateDatabase()
|
|
{
|
|
if (getOwner() != null)
|
|
{
|
|
for (L2ItemInstance item : _items)
|
|
{
|
|
if (item != null)
|
|
{
|
|
item.updateDatabase(true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Get back items in container from database
|
|
*/
|
|
public void restore()
|
|
{
|
|
try (Connection con = L2DatabaseFactory.getInstance().getConnection();
|
|
PreparedStatement statement = con.prepareStatement("SELECT object_id, item_id, count, enchant_level, loc, loc_data, custom_type1, custom_type2, mana_left, time FROM items WHERE owner_id=? AND (loc=?)"))
|
|
{
|
|
statement.setInt(1, getOwnerId());
|
|
statement.setString(2, getBaseLocation().name());
|
|
try (ResultSet inv = statement.executeQuery())
|
|
{
|
|
L2ItemInstance item;
|
|
while (inv.next())
|
|
{
|
|
item = L2ItemInstance.restoreFromDb(getOwnerId(), inv);
|
|
if (item == null)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
L2World.getInstance().storeObject(item);
|
|
|
|
L2PcInstance owner = getOwner() == null ? null : getOwner().getActingPlayer();
|
|
|
|
// If stackable item is found in inventory just add to current quantity
|
|
if (item.isStackable() && (getItemByItemId(item.getId()) != null))
|
|
{
|
|
addItem("Restore", item, owner, null);
|
|
}
|
|
else
|
|
{
|
|
addItem(item);
|
|
}
|
|
}
|
|
}
|
|
refreshWeight();
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
_log.log(Level.WARNING, "could not restore container:", e);
|
|
}
|
|
}
|
|
|
|
public boolean validateCapacity(long slots)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
public boolean validateWeight(long weight)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* If the item is stackable validates 1 slot, if the item isn't stackable validates the item count.
|
|
* @param itemId the item Id to verify
|
|
* @param count amount of item's weight to validate
|
|
* @return {@code true} if the item doesn't exists or it validates its slot count
|
|
*/
|
|
public boolean validateCapacityByItemId(int itemId, long count)
|
|
{
|
|
final L2Item template = ItemTable.getInstance().getTemplate(itemId);
|
|
return (template == null) || (template.isStackable() ? validateCapacity(1) : validateCapacity(count));
|
|
}
|
|
|
|
/**
|
|
* @param itemId the item Id to verify
|
|
* @param count amount of item's weight to validate
|
|
* @return {@code true} if the item doesn't exists or it validates its weight
|
|
*/
|
|
public boolean validateWeightByItemId(int itemId, long count)
|
|
{
|
|
final L2Item template = ItemTable.getInstance().getTemplate(itemId);
|
|
return (template == null) || validateWeight(template.getWeight() * count);
|
|
}
|
|
}
|