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- /*
- * Copyright (C) 2004-2015 L2J Server
- *
- * This file is part of L2J Server.
- *
- * L2J Server 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.
- *
- * L2J Server 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 <http://www.gnu.org/licenses/>.
- */
- package com.l2jserver.gameserver.util;
- import java.util.Collection;
- import java.util.logging.Level;
- import java.util.logging.Logger;
- import com.l2jserver.gameserver.model.L2World;
- import com.l2jserver.gameserver.model.actor.L2Character;
- import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
- import com.l2jserver.gameserver.network.clientpackets.Say2;
- import com.l2jserver.gameserver.network.serverpackets.CharInfo;
- import com.l2jserver.gameserver.network.serverpackets.CreatureSay;
- import com.l2jserver.gameserver.network.serverpackets.ExShowScreenMessage;
- import com.l2jserver.gameserver.network.serverpackets.L2GameServerPacket;
- import com.l2jserver.gameserver.network.serverpackets.RelationChanged;
- /**
- * This class ...
- * @version $Revision: 1.2 $ $Date: 2004/06/27 08:12:59 $
- */
- public final class Broadcast
- {
- private static Logger _log = Logger.getLogger(Broadcast.class.getName());
-
- /**
- * Send a packet to all L2PcInstance in the _KnownPlayers of the L2Character that have the Character targeted.<BR>
- * <B><U> Concept</U> :</B><BR>
- * L2PcInstance in the detection area of the L2Character are identified in <B>_knownPlayers</B>.<BR>
- * In order to inform other players of state modification on the L2Character, server just need to go through _knownPlayers to send Server->Client Packet<BR>
- * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packet to this L2Character (to do this use method toSelfAndKnownPlayers)</B></FONT><BR>
- * @param character
- * @param mov
- */
- public static void toPlayersTargettingMyself(L2Character character, L2GameServerPacket mov)
- {
- Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
- for (L2PcInstance player : plrs)
- {
- if (player.getTarget() != character)
- {
- continue;
- }
-
- player.sendPacket(mov);
- }
-
- }
-
- /**
- * Send a packet to all L2PcInstance in the _KnownPlayers of the L2Character.<BR>
- * <B><U> Concept</U> :</B><BR>
- * L2PcInstance in the detection area of the L2Character are identified in <B>_knownPlayers</B>.<BR>
- * In order to inform other players of state modification on the L2Character, server just need to go through _knownPlayers to send Server->Client Packet<BR>
- * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packet to this L2Character (to do this use method toSelfAndKnownPlayers)</B></FONT><BR>
- * @param character
- * @param mov
- */
- public static void toKnownPlayers(L2Character character, L2GameServerPacket mov)
- {
- Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
- for (L2PcInstance player : plrs)
- {
- if (player == null)
- {
- continue;
- }
- try
- {
- player.sendPacket(mov);
- if ((mov instanceof CharInfo) && (character instanceof L2PcInstance))
- {
- int relation = ((L2PcInstance) character).getRelation(player);
- Integer oldrelation = character.getKnownList().getKnownRelations().get(player.getObjectId());
- if ((oldrelation != null) && (oldrelation != relation))
- {
- player.sendPacket(new RelationChanged((L2PcInstance) character, relation, character.isAutoAttackable(player)));
- if (character.hasSummon())
- {
- player.sendPacket(new RelationChanged(character.getSummon(), relation, character.isAutoAttackable(player)));
- }
- }
- }
- }
- catch (NullPointerException e)
- {
- _log.log(Level.WARNING, e.getMessage(), e);
- }
- }
-
- }
-
- /**
- * Send a packet to all L2PcInstance in the _KnownPlayers (in the specified radius) of the L2Character.<BR>
- * <B><U> Concept</U> :</B><BR>
- * L2PcInstance in the detection area of the L2Character are identified in <B>_knownPlayers</B>.<BR>
- * In order to inform other players of state modification on the L2Character, server just needs to go through _knownPlayers to send Server->Client Packet and check the distance between the targets.<BR>
- * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packet to this L2Character (to do this use method toSelfAndKnownPlayers)</B></FONT><BR>
- * @param character
- * @param mov
- * @param radius
- */
- public static void toKnownPlayersInRadius(L2Character character, L2GameServerPacket mov, int radius)
- {
- if (radius < 0)
- {
- radius = 1500;
- }
-
- Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
- for (L2PcInstance player : plrs)
- {
- if (character.isInsideRadius(player, radius, false, false))
- {
- player.sendPacket(mov);
- }
- }
- }
-
- /**
- * Send a packet to all L2PcInstance in the _KnownPlayers of the L2Character and to the specified character.<BR>
- * <B><U> Concept</U> :</B><BR>
- * L2PcInstance in the detection area of the L2Character are identified in <B>_knownPlayers</B>.<BR>
- * In order to inform other players of state modification on the L2Character, server just need to go through _knownPlayers to send Server->Client Packet<BR>
- * @param character
- * @param mov
- */
- public static void toSelfAndKnownPlayers(L2Character character, L2GameServerPacket mov)
- {
- if (character instanceof L2PcInstance)
- {
- character.sendPacket(mov);
- }
-
- toKnownPlayers(character, mov);
- }
-
- // To improve performance we are comparing values of radius^2 instead of calculating sqrt all the time
- public static void toSelfAndKnownPlayersInRadius(L2Character character, L2GameServerPacket mov, int radius)
- {
- if (radius < 0)
- {
- radius = 600;
- }
-
- if (character instanceof L2PcInstance)
- {
- character.sendPacket(mov);
- }
-
- Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
- for (L2PcInstance player : plrs)
- {
- if ((player != null) && Util.checkIfInRange(radius, character, player, false))
- {
- player.sendPacket(mov);
- }
- }
- }
-
- /**
- * Send a packet to all L2PcInstance present in the world.<BR>
- * <B><U> Concept</U> :</B><BR>
- * In order to inform other players of state modification on the L2Character, server just need to go through _allPlayers to send Server->Client Packet<BR>
- * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packet to this L2Character (to do this use method toSelfAndKnownPlayers)</B></FONT><BR>
- * @param packet
- */
- public static void toAllOnlinePlayers(L2GameServerPacket packet)
- {
- for (L2PcInstance player : L2World.getInstance().getPlayers())
- {
- if (player.isOnline())
- {
- player.sendPacket(packet);
- }
- }
- }
-
- public static void toAllOnlinePlayers(String text)
- {
- toAllOnlinePlayers(text, false);
- }
-
- public static void toAllOnlinePlayers(String text, boolean isCritical)
- {
- toAllOnlinePlayers(new CreatureSay(0, isCritical ? Say2.CRITICAL_ANNOUNCE : Say2.ANNOUNCEMENT, "", text));
- }
-
- public static void toPlayersInInstance(L2GameServerPacket packet, int instanceId)
- {
- for (L2PcInstance player : L2World.getInstance().getPlayers())
- {
- if (player.isOnline() && (player.getInstanceId() == instanceId))
- {
- player.sendPacket(packet);
- }
- }
- }
-
- public static void toAllOnlinePlayersOnScreen(String text)
- {
- toAllOnlinePlayers(new ExShowScreenMessage(text, 10000));
- }
- }
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