/*
* 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 net.sf.l2j.gameserver.model;
import net.sf.l2j.Config;
import net.sf.l2j.gameserver.idfactory.IdFactory;
import net.sf.l2j.gameserver.instancemanager.ItemsOnGroundManager;
import net.sf.l2j.gameserver.instancemanager.MercTicketManager;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.actor.knownlist.ObjectKnownList;
import net.sf.l2j.gameserver.model.actor.poly.ObjectPoly;
import net.sf.l2j.gameserver.model.actor.position.ObjectPosition;
import net.sf.l2j.gameserver.model.quest.QuestState;
import net.sf.l2j.gameserver.network.L2GameClient;
import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;
import net.sf.l2j.gameserver.network.serverpackets.GetItem;
/**
* Mother class of all objects in the world wich ones is it possible
* to interact (PC, NPC, Item...)
*
* L2Object :
*
L2Character
* L2ItemInstance
* L2Potion
*
*/
public abstract class L2Object
{
// =========================================================
// Data Field
private boolean _isVisible; // Object visibility
private ObjectKnownList _knownList;
private String _name;
private int _objectId; // Object identifier
private ObjectPoly _poly;
private ObjectPosition _position;
// =========================================================
// Constructor
public L2Object(int objectId)
{
_objectId = objectId;
}
// =========================================================
// Event - Public
public void onAction(L2PcInstance player)
{
player.sendPacket(ActionFailed.STATIC_PACKET);
}
public void onActionShift(L2GameClient client)
{
client.getActiveChar().sendPacket(ActionFailed.STATIC_PACKET);
}
public void onForcedAttack(L2PcInstance player)
{
player.sendPacket(ActionFailed.STATIC_PACKET);
}
/**
* Do Nothing.
*
* Overridden in :
* L2GuardInstance : Set the home location of its L2GuardInstance
* L2Attackable : Reset the Spoiled flag
*
*/
public void onSpawn()
{
}
// =========================================================
// Position - Should remove to fully move to L2ObjectPosition
public final void setXYZ(int x, int y, int z)
{
getPosition().setXYZ(x, y, z);
}
public final void setXYZInvisible(int x, int y, int z)
{
getPosition().setXYZInvisible(x, y, z);
}
public final int getX()
{
if (Config.ASSERT) assert getPosition().getWorldRegion() != null || _isVisible;
return getPosition().getX();
}
public final int getY()
{
if (Config.ASSERT) assert getPosition().getWorldRegion() != null || _isVisible;
return getPosition().getY();
}
public final int getZ()
{
if (Config.ASSERT) assert getPosition().getWorldRegion() != null || _isVisible;
return getPosition().getZ();
}
// =========================================================
// Method - Public
/**
* Remove a L2Object from the world.
*
* Actions :
* Remove the L2Object from the world
*
* Caution : This method DOESN'T REMOVE the object from _allObjects of L2World
* Caution : This method DOESN'T SEND Server->Client packets to players
*
* Assert :
* _worldRegion != null (L2Object is visible at the beginning)
*
* Example of use :
* Delete NPC/PC or Unsummon
*
*/
public final void decayMe()
{
if (Config.ASSERT) assert getPosition().getWorldRegion() != null;
L2WorldRegion reg = getPosition().getWorldRegion();
synchronized (this)
{
_isVisible = false;
getPosition().setWorldRegion(null);
}
// this can synchronize on others instancies, so it's out of
// synchronized, to avoid deadlocks
// Remove the L2Object from the world
L2World.getInstance().removeVisibleObject(this, reg);
L2World.getInstance().removeObject(this);
if (Config.SAVE_DROPPED_ITEM)
ItemsOnGroundManager.getInstance().removeObject(this);
}
/**
* Remove a L2ItemInstance from the world and send server->client GetItem packets.
*
* Actions :
* Send a Server->Client Packet GetItem to player that pick up and its _knowPlayers member
* Remove the L2Object from the world
*
* Caution : This method DOESN'T REMOVE the object from _allObjects of L2World
*
* Assert :
* this instanceof L2ItemInstance
* _worldRegion != null (L2Object is visible at the beginning)
*
* Example of use :
* Do Pickup Item : PCInstance and Pet
*
* @param player Player that pick up the item
*
*/
public final void pickupMe(L2Character player) // NOTE: Should move this function into L2ItemInstance because it does not apply to L2Character
{
if (Config.ASSERT) assert this instanceof L2ItemInstance;
if (Config.ASSERT) assert getPosition().getWorldRegion() != null;
L2WorldRegion oldregion = getPosition().getWorldRegion();
// Create a server->client GetItem packet to pick up the L2ItemInstance
GetItem gi = new GetItem((L2ItemInstance)this, player.getObjectId());
player.broadcastPacket(gi);
synchronized (this)
{
_isVisible = false;
getPosition().setWorldRegion(null);
}
// if this item is a mercenary ticket, remove the spawns!
if (this instanceof L2ItemInstance)
{
int itemId = ((L2ItemInstance)this).getItemId();
if (MercTicketManager.getInstance().getTicketCastleId(itemId) > 0)
{
MercTicketManager.getInstance().removeTicket((L2ItemInstance)this);
ItemsOnGroundManager.getInstance().removeObject(this);
}
if (itemId == 57 || itemId == 6353)
{
QuestState qs = null;
if (player instanceof L2Summon)
{
qs = ((L2Summon)player).getOwner().getQuestState("255_Tutorial");
if (qs != null)
qs.getQuest().notifyEvent("CE"+itemId+"",null,((L2Summon)player).getOwner());
}
else if (player instanceof L2PcInstance)
{
qs = ((L2PcInstance)player).getQuestState("255_Tutorial");
if (qs != null)
qs.getQuest().notifyEvent("CE"+itemId+"",null,(L2PcInstance)player);
}
}
}
// outside of synchronized to avoid deadlocks
// Remove the L2ItemInstance from the world
L2World.getInstance().removeVisibleObject(this, oldregion);
}
public void refreshID()
{
L2World.getInstance().removeObject(this);
IdFactory.getInstance().releaseId(getObjectId());
_objectId = IdFactory.getInstance().getNextId();
}
/**
* Init the position of a L2Object spawn and add it in the world as a visible object.
*
* Actions :
* Set the x,y,z position of the L2Object spawn and update its _worldregion
* Add the L2Object spawn in the _allobjects of L2World
* Add the L2Object spawn to _visibleObjects of its L2WorldRegion
* Add the L2Object spawn in the world as a visible object
*
* Assert :
* _worldRegion == null (L2Object is invisible at the beginning)
*
* Example of use :
* Create Door
* Spawn : Monster, Minion, CTs, Summon...
*
*/
public final void spawnMe()
{
if (Config.ASSERT) assert getPosition().getWorldRegion() == null && getPosition().getWorldPosition().getX() != 0 && getPosition().getWorldPosition().getY() != 0 && getPosition().getWorldPosition().getZ() != 0;
synchronized (this)
{
// Set the x,y,z position of the L2Object spawn and update its _worldregion
_isVisible = true;
getPosition().setWorldRegion(L2World.getInstance().getRegion(getPosition().getWorldPosition()));
// Add the L2Object spawn in the _allobjects of L2World
L2World.getInstance().storeObject(this);
// Add the L2Object spawn to _visibleObjects and if necessary to _allplayers of its L2WorldRegion
getPosition().getWorldRegion().addVisibleObject(this);
}
// this can synchronize on others instancies, so it's out of
// synchronized, to avoid deadlocks
// Add the L2Object spawn in the world as a visible object
L2World.getInstance().addVisibleObject(this, getPosition().getWorldRegion(), null);
onSpawn();
}
public final void spawnMe(int x, int y, int z)
{
if (Config.ASSERT) assert getPosition().getWorldRegion() == null;
synchronized (this)
{
// Set the x,y,z position of the L2Object spawn and update its _worldregion
_isVisible = true;
if (x > L2World.MAP_MAX_X) x = L2World.MAP_MAX_X - 5000;
if (x < L2World.MAP_MIN_X) x = L2World.MAP_MIN_X + 5000;
if (y > L2World.MAP_MAX_Y) y = L2World.MAP_MAX_Y - 5000;
if (y < L2World.MAP_MIN_Y) y = L2World.MAP_MIN_Y + 5000;
getPosition().setWorldPosition(x, y ,z);
getPosition().setWorldRegion(L2World.getInstance().getRegion(getPosition().getWorldPosition()));
// Add the L2Object spawn in the _allobjects of L2World
}
L2World.getInstance().storeObject(this);
// these can synchronize on others instancies, so they're out of
// synchronized, to avoid deadlocks
// Add the L2Object spawn to _visibleObjects and if necessary to _allplayers of its L2WorldRegion
getPosition().getWorldRegion().addVisibleObject(this);
// Add the L2Object spawn in the world as a visible object
L2World.getInstance().addVisibleObject(this, getPosition().getWorldRegion(), null);
onSpawn();
}
public void toggleVisible()
{
if (isVisible())
decayMe();
else
spawnMe();
}
// =========================================================
// Method - Private
// =========================================================
// Property - Public
public boolean isAttackable()
{
return false;
}
public abstract boolean isAutoAttackable(L2Character attacker);
public boolean isMarker()
{
return false;
}
/**
* Return the visibilty state of the L2Object.
*
* Concept :
* A L2Object is visble if __IsVisible=true and _worldregion!=null
*/
public final boolean isVisible()
{
//return getPosition().getWorldRegion() != null && _IsVisible;
return getPosition().getWorldRegion() != null;
}
public final void setIsVisible(boolean value)
{
_isVisible = value;
if (!_isVisible) getPosition().setWorldRegion(null);
}
public ObjectKnownList getKnownList()
{
if (_knownList == null) _knownList = new ObjectKnownList(this);
return _knownList;
}
public final void setKnownList(ObjectKnownList value) { _knownList = value; }
public final String getName()
{
return _name;
}
public final void setName(String value)
{
_name = value;
}
public final int getObjectId()
{
return _objectId;
}
public final ObjectPoly getPoly()
{
if (_poly == null) _poly = new ObjectPoly(this);
return _poly;
}
public final ObjectPosition getPosition()
{
if (_position == null) _position = new ObjectPosition(this);
return _position;
}
/**
* returns reference to region this object is in
*/
public L2WorldRegion getWorldRegion()
{
return getPosition().getWorldRegion();
}
@Override
public String toString()
{
return "" + getObjectId();
}
}