L2Object.java 23 KB

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  1. /*
  2. * Copyright (C) 2004-2013 L2J Server
  3. *
  4. * This file is part of L2J Server.
  5. *
  6. * L2J Server is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * L2J Server is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
  14. * General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with this program. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. package com.l2jserver.gameserver.model;
  20. import java.util.Map;
  21. import javolution.util.FastMap;
  22. import com.l2jserver.gameserver.handler.ActionHandler;
  23. import com.l2jserver.gameserver.handler.ActionShiftHandler;
  24. import com.l2jserver.gameserver.handler.IActionHandler;
  25. import com.l2jserver.gameserver.idfactory.IdFactory;
  26. import com.l2jserver.gameserver.instancemanager.InstanceManager;
  27. import com.l2jserver.gameserver.model.actor.L2Character;
  28. import com.l2jserver.gameserver.model.actor.L2Npc;
  29. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  30. import com.l2jserver.gameserver.model.actor.knownlist.ObjectKnownList;
  31. import com.l2jserver.gameserver.model.actor.poly.ObjectPoly;
  32. import com.l2jserver.gameserver.model.actor.position.ObjectPosition;
  33. import com.l2jserver.gameserver.model.entity.Instance;
  34. import com.l2jserver.gameserver.model.zone.ZoneId;
  35. import com.l2jserver.gameserver.network.SystemMessageId;
  36. import com.l2jserver.gameserver.network.serverpackets.ActionFailed;
  37. import com.l2jserver.gameserver.network.serverpackets.ExSendUIEvent;
  38. import com.l2jserver.gameserver.network.serverpackets.L2GameServerPacket;
  39. /**
  40. * Mother class of all objects in the world which ones is it possible to interact (PC, NPC, Item...)<BR>
  41. * <BR>
  42. * L2Object :<BR>
  43. * <BR>
  44. * <li>L2Character</li> <li>L2ItemInstance</li>
  45. */
  46. public abstract class L2Object
  47. {
  48. private boolean _isVisible; // Object visibility
  49. private ObjectKnownList _knownList;
  50. private String _name;
  51. private int _objectId; // Object identifier
  52. private ObjectPoly _poly;
  53. private ObjectPosition _position;
  54. private int _instanceId = 0;
  55. private InstanceType _instanceType = null;
  56. private volatile Map<String, Object> _scripts;
  57. public L2Object(int objectId)
  58. {
  59. setInstanceType(InstanceType.L2Object);
  60. _objectId = objectId;
  61. initKnownList();
  62. initPosition();
  63. }
  64. public static enum InstanceType
  65. {
  66. L2Object(null),
  67. L2ItemInstance(L2Object),
  68. L2Character(L2Object),
  69. L2Npc(L2Character),
  70. L2Playable(L2Character),
  71. L2Summon(L2Playable),
  72. L2Decoy(L2Character),
  73. L2PcInstance(L2Playable),
  74. L2NpcInstance(L2Npc),
  75. L2MerchantInstance(L2NpcInstance),
  76. L2WarehouseInstance(L2NpcInstance),
  77. L2StaticObjectInstance(L2Character),
  78. L2DoorInstance(L2Character),
  79. L2TerrainObjectInstance(L2Npc),
  80. L2EffectPointInstance(L2Npc),
  81. // Summons, Pets, Decoys and Traps
  82. L2ServitorInstance(L2Summon),
  83. L2SiegeSummonInstance(L2ServitorInstance),
  84. L2MerchantSummonInstance(L2ServitorInstance),
  85. L2PetInstance(L2Summon),
  86. L2BabyPetInstance(L2PetInstance),
  87. L2DecoyInstance(L2Decoy),
  88. L2TrapInstance(L2Npc),
  89. // Attackable
  90. L2Attackable(L2Npc),
  91. L2GuardInstance(L2Attackable),
  92. L2QuestGuardInstance(L2GuardInstance),
  93. L2MonsterInstance(L2Attackable),
  94. L2ChestInstance(L2MonsterInstance),
  95. L2ControllableMobInstance(L2MonsterInstance),
  96. L2FeedableBeastInstance(L2MonsterInstance),
  97. L2TamedBeastInstance(L2FeedableBeastInstance),
  98. L2FriendlyMobInstance(L2Attackable),
  99. L2RiftInvaderInstance(L2MonsterInstance),
  100. L2RaidBossInstance(L2MonsterInstance),
  101. L2GrandBossInstance(L2RaidBossInstance),
  102. // FlyMobs
  103. L2FlyNpcInstance(L2NpcInstance),
  104. L2FlyMonsterInstance(L2MonsterInstance),
  105. L2FlyRaidBossInstance(L2RaidBossInstance),
  106. L2FlyTerrainObjectInstance(L2Npc),
  107. // Sepulchers
  108. L2SepulcherNpcInstance(L2NpcInstance),
  109. L2SepulcherMonsterInstance(L2MonsterInstance),
  110. // Festival
  111. L2FestivalGiudeInstance(L2Npc),
  112. L2FestivalMonsterInstance(L2MonsterInstance),
  113. // Vehicles
  114. L2Vehicle(L2Character),
  115. L2BoatInstance(L2Vehicle),
  116. L2AirShipInstance(L2Vehicle),
  117. L2ControllableAirShipInstance(L2AirShipInstance),
  118. // Siege
  119. L2DefenderInstance(L2Attackable),
  120. L2ArtefactInstance(L2NpcInstance),
  121. L2ControlTowerInstance(L2Npc),
  122. L2FlameTowerInstance(L2Npc),
  123. L2SiegeFlagInstance(L2Npc),
  124. L2SiegeNpcInstance(L2Npc),
  125. // Fort Siege
  126. L2FortBallistaInstance(L2Npc),
  127. L2FortCommanderInstance(L2DefenderInstance),
  128. // Castle NPCs
  129. L2CastleMagicianInstance(L2NpcInstance),
  130. // Fort NPCs
  131. L2FortEnvoyInstance(L2Npc),
  132. L2FortLogisticsInstance(L2MerchantInstance),
  133. L2FortManagerInstance(L2MerchantInstance),
  134. L2FortSiegeNpcInstance(L2Npc),
  135. L2FortSupportCaptainInstance(L2MerchantInstance),
  136. // Seven Signs
  137. L2SignsPriestInstance(L2Npc),
  138. L2DawnPriestInstance(L2SignsPriestInstance),
  139. L2DuskPriestInstance(L2SignsPriestInstance),
  140. L2DungeonGatekeeperInstance(L2Npc),
  141. // City NPCs
  142. L2AdventurerInstance(L2NpcInstance),
  143. L2AuctioneerInstance(L2Npc),
  144. L2ClanHallManagerInstance(L2MerchantInstance),
  145. L2FishermanInstance(L2MerchantInstance),
  146. L2ManorManagerInstance(L2MerchantInstance),
  147. L2ObservationInstance(L2Npc),
  148. L2OlympiadManagerInstance(L2Npc),
  149. L2PetManagerInstance(L2MerchantInstance),
  150. L2RaceManagerInstance(L2Npc),
  151. L2SymbolMakerInstance(L2Npc),
  152. L2TeleporterInstance(L2Npc),
  153. L2TrainerInstance(L2NpcInstance),
  154. L2VillageMasterInstance(L2NpcInstance),
  155. // Doormens
  156. L2DoormenInstance(L2NpcInstance),
  157. L2CastleDoormenInstance(L2DoormenInstance),
  158. L2FortDoormenInstance(L2DoormenInstance),
  159. L2ClanHallDoormenInstance(L2DoormenInstance),
  160. // Custom
  161. L2ClassMasterInstance(L2NpcInstance),
  162. L2NpcBufferInstance(L2Npc),
  163. L2TvTEventNpcInstance(L2Npc),
  164. L2WeddingManagerInstance(L2Npc),
  165. L2EventMobInstance(L2Npc);
  166. private final InstanceType _parent;
  167. private final long _typeL;
  168. private final long _typeH;
  169. private final long _maskL;
  170. private final long _maskH;
  171. private InstanceType(InstanceType parent)
  172. {
  173. _parent = parent;
  174. final int high = ordinal() - (Long.SIZE - 1);
  175. if (high < 0)
  176. {
  177. _typeL = 1L << ordinal();
  178. _typeH = 0;
  179. }
  180. else
  181. {
  182. _typeL = 0;
  183. _typeH = 1L << high;
  184. }
  185. if ((_typeL < 0) || (_typeH < 0))
  186. {
  187. throw new Error("Too many instance types, failed to load " + name());
  188. }
  189. if (parent != null)
  190. {
  191. _maskL = _typeL | parent._maskL;
  192. _maskH = _typeH | parent._maskH;
  193. }
  194. else
  195. {
  196. _maskL = _typeL;
  197. _maskH = _typeH;
  198. }
  199. }
  200. public final InstanceType getParent()
  201. {
  202. return _parent;
  203. }
  204. public final boolean isType(InstanceType it)
  205. {
  206. return ((_maskL & it._typeL) > 0) || ((_maskH & it._typeH) > 0);
  207. }
  208. public final boolean isTypes(InstanceType... it)
  209. {
  210. for (InstanceType i : it)
  211. {
  212. if (isType(i))
  213. {
  214. return true;
  215. }
  216. }
  217. return false;
  218. }
  219. }
  220. protected final void setInstanceType(InstanceType i)
  221. {
  222. _instanceType = i;
  223. }
  224. public final InstanceType getInstanceType()
  225. {
  226. return _instanceType;
  227. }
  228. public final boolean isInstanceType(InstanceType i)
  229. {
  230. return _instanceType.isType(i);
  231. }
  232. public final boolean isInstanceTypes(InstanceType... i)
  233. {
  234. return _instanceType.isTypes(i);
  235. }
  236. public final void onAction(L2PcInstance player)
  237. {
  238. onAction(player, true);
  239. }
  240. public void onAction(L2PcInstance player, boolean interact)
  241. {
  242. IActionHandler handler = ActionHandler.getInstance().getHandler(getInstanceType());
  243. if (handler != null)
  244. {
  245. handler.action(player, this, interact);
  246. }
  247. player.sendPacket(ActionFailed.STATIC_PACKET);
  248. }
  249. public void onActionShift(L2PcInstance player)
  250. {
  251. IActionHandler handler = ActionShiftHandler.getInstance().getHandler(getInstanceType());
  252. if (handler != null)
  253. {
  254. handler.action(player, this, true);
  255. }
  256. player.sendPacket(ActionFailed.STATIC_PACKET);
  257. }
  258. public void onForcedAttack(L2PcInstance player)
  259. {
  260. player.sendPacket(ActionFailed.STATIC_PACKET);
  261. }
  262. /**
  263. * Do Nothing.<BR>
  264. * <BR>
  265. * <B><U> Overridden in </U> :</B><BR>
  266. * <BR>
  267. * <li>L2GuardInstance : Set the home location of its L2GuardInstance</li> <li>L2Attackable : Reset the Spoiled flag</li><BR>
  268. * <BR>
  269. */
  270. public void onSpawn()
  271. {
  272. }
  273. // Position - Should remove to fully move to L2ObjectPosition
  274. public final void setXYZ(int x, int y, int z)
  275. {
  276. getPosition().setXYZ(x, y, z);
  277. }
  278. public final void setXYZInvisible(int x, int y, int z)
  279. {
  280. getPosition().setXYZInvisible(x, y, z);
  281. }
  282. public final int getX()
  283. {
  284. assert (getPosition().getWorldRegion() != null) || _isVisible;
  285. return getPosition().getX();
  286. }
  287. /**
  288. * @return The id of the instance zone the object is in - id 0 is global since everything like dropped items, mobs, players can be in a instanciated area, it must be in l2object
  289. */
  290. public int getInstanceId()
  291. {
  292. return _instanceId;
  293. }
  294. /**
  295. * UnAfraid: TODO: Add listener here.
  296. * @param instanceId The id of the instance zone the object is in - id 0 is global
  297. */
  298. public void setInstanceId(int instanceId)
  299. {
  300. if ((instanceId < 0) || (_instanceId == instanceId))
  301. {
  302. return;
  303. }
  304. Instance oldI = InstanceManager.getInstance().getInstance(_instanceId);
  305. Instance newI = InstanceManager.getInstance().getInstance(instanceId);
  306. if (newI == null)
  307. {
  308. return;
  309. }
  310. if (isPlayer())
  311. {
  312. L2PcInstance player = getActingPlayer();
  313. if ((_instanceId > 0) && (oldI != null))
  314. {
  315. oldI.removePlayer(getObjectId());
  316. if (oldI.isShowTimer())
  317. {
  318. int startTime = (int) ((System.currentTimeMillis() - oldI.getInstanceStartTime()) / 1000);
  319. int endTime = (int) ((oldI.getInstanceEndTime() - oldI.getInstanceStartTime()) / 1000);
  320. if (oldI.isTimerIncrease())
  321. {
  322. sendPacket(new ExSendUIEvent(getActingPlayer(), true, true, startTime, endTime, oldI.getTimerText()));
  323. }
  324. else
  325. {
  326. sendPacket(new ExSendUIEvent(getActingPlayer(), true, false, endTime - startTime, 0, oldI.getTimerText()));
  327. }
  328. }
  329. }
  330. if (instanceId > 0)
  331. {
  332. newI.addPlayer(getObjectId());
  333. if (newI.isShowTimer())
  334. {
  335. int startTime = (int) ((System.currentTimeMillis() - newI.getInstanceStartTime()) / 1000);
  336. int endTime = (int) ((newI.getInstanceEndTime() - newI.getInstanceStartTime()) / 1000);
  337. if (newI.isTimerIncrease())
  338. {
  339. sendPacket(new ExSendUIEvent(getActingPlayer(), false, true, startTime, endTime, newI.getTimerText()));
  340. }
  341. else
  342. {
  343. sendPacket(new ExSendUIEvent(getActingPlayer(), false, false, endTime - startTime, 0, newI.getTimerText()));
  344. }
  345. }
  346. }
  347. if (player.hasSummon())
  348. {
  349. player.getSummon().setInstanceId(instanceId);
  350. }
  351. }
  352. else if (isNpc())
  353. {
  354. L2Npc npc = (L2Npc) this;
  355. if ((_instanceId > 0) && (oldI != null))
  356. {
  357. oldI.removeNpc(npc);
  358. }
  359. if (instanceId > 0)
  360. {
  361. newI.addNpc(npc);
  362. }
  363. }
  364. _instanceId = instanceId;
  365. // If we change it for visible objects, me must clear & revalidates knownlists
  366. if (_isVisible && (_knownList != null))
  367. {
  368. if (isPlayer())
  369. {
  370. // We don't want some ugly looking disappear/appear effects, so don't update
  371. // the knownlist here, but players usually enter instancezones through teleporting
  372. // and the teleport will do the revalidation for us.
  373. }
  374. else
  375. {
  376. decayMe();
  377. spawnMe();
  378. }
  379. }
  380. }
  381. public final int getY()
  382. {
  383. assert (getPosition().getWorldRegion() != null) || _isVisible;
  384. return getPosition().getY();
  385. }
  386. public final int getZ()
  387. {
  388. assert (getPosition().getWorldRegion() != null) || _isVisible;
  389. return getPosition().getZ();
  390. }
  391. public int getHeading()
  392. {
  393. return 0;
  394. }
  395. /**
  396. * Remove a L2Object from the world.<BR>
  397. * <BR>
  398. * <B><U> Actions</U> :</B><BR>
  399. * <BR>
  400. * <li>Remove the L2Object from the world</li><BR>
  401. * <BR>
  402. * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T REMOVE the object from _allObjects of L2World </B></FONT><BR>
  403. * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packets to players</B></FONT><BR>
  404. * <BR>
  405. * <B><U> Assert </U> :</B><BR>
  406. * <BR>
  407. * <li>_worldRegion != null <I>(L2Object is visible at the beginning)</I></li><BR>
  408. * <BR>
  409. * <B><U> Example of use </U> :</B><BR>
  410. * <BR>
  411. * <li>Delete NPC/PC or Unsummon</li><BR>
  412. * <BR>
  413. */
  414. public void decayMe()
  415. {
  416. assert getPosition().getWorldRegion() != null;
  417. L2WorldRegion reg = getPosition().getWorldRegion();
  418. synchronized (this)
  419. {
  420. _isVisible = false;
  421. getPosition().setWorldRegion(null);
  422. }
  423. // this can synchronize on others instances, so it's out of
  424. // synchronized, to avoid deadlocks
  425. // Remove the L2Object from the world
  426. L2World.getInstance().removeVisibleObject(this, reg);
  427. L2World.getInstance().removeObject(this);
  428. }
  429. public void refreshID()
  430. {
  431. L2World.getInstance().removeObject(this);
  432. IdFactory.getInstance().releaseId(getObjectId());
  433. _objectId = IdFactory.getInstance().getNextId();
  434. }
  435. /**
  436. * Init the position of a L2Object spawn and add it in the world as a visible object.<BR>
  437. * <BR>
  438. * <B><U> Actions</U> :</B><BR>
  439. * <BR>
  440. * <li>Set the x,y,z position of the L2Object spawn and update its _worldregion</li> <li>Add the L2Object spawn in the _allobjects of L2World</li> <li>Add the L2Object spawn to _visibleObjects of its L2WorldRegion</li> <li>Add the L2Object spawn in the world as a <B>visible</B> object</li><BR>
  441. * <BR>
  442. * <B><U> Assert </U> :</B><BR>
  443. * <BR>
  444. * <li>_worldRegion == null <I>(L2Object is invisible at the beginning)</I></li><BR>
  445. * <BR>
  446. * <B><U> Example of use </U> :</B><BR>
  447. * <BR>
  448. * <li>Create Door</li> <li>Spawn : Monster, Minion, CTs, Summon...</li><BR>
  449. */
  450. public final void spawnMe()
  451. {
  452. assert (getPosition().getWorldRegion() == null) && (getPosition().getWorldPosition().getX() != 0) && (getPosition().getWorldPosition().getY() != 0) && (getPosition().getWorldPosition().getZ() != 0);
  453. synchronized (this)
  454. {
  455. // Set the x,y,z position of the L2Object spawn and update its _worldregion
  456. _isVisible = true;
  457. getPosition().setWorldRegion(L2World.getInstance().getRegion(getPosition().getWorldPosition()));
  458. // Add the L2Object spawn in the _allobjects of L2World
  459. L2World.getInstance().storeObject(this);
  460. // Add the L2Object spawn to _visibleObjects and if necessary to _allplayers of its L2WorldRegion
  461. getPosition().getWorldRegion().addVisibleObject(this);
  462. }
  463. // this can synchronize on others instances, so it's out of
  464. // synchronized, to avoid deadlocks
  465. // Add the L2Object spawn in the world as a visible object
  466. L2World.getInstance().addVisibleObject(this, getPosition().getWorldRegion());
  467. onSpawn();
  468. }
  469. public final void spawnMe(int x, int y, int z)
  470. {
  471. assert getPosition().getWorldRegion() == null;
  472. synchronized (this)
  473. {
  474. // Set the x,y,z position of the L2Object spawn and update its _worldregion
  475. _isVisible = true;
  476. if (x > L2World.MAP_MAX_X)
  477. {
  478. x = L2World.MAP_MAX_X - 5000;
  479. }
  480. if (x < L2World.MAP_MIN_X)
  481. {
  482. x = L2World.MAP_MIN_X + 5000;
  483. }
  484. if (y > L2World.MAP_MAX_Y)
  485. {
  486. y = L2World.MAP_MAX_Y - 5000;
  487. }
  488. if (y < L2World.MAP_MIN_Y)
  489. {
  490. y = L2World.MAP_MIN_Y + 5000;
  491. }
  492. getPosition().setWorldPosition(x, y, z);
  493. getPosition().setWorldRegion(L2World.getInstance().getRegion(getPosition().getWorldPosition()));
  494. // Add the L2Object spawn in the _allobjects of L2World
  495. }
  496. L2World.getInstance().storeObject(this);
  497. // these can synchronize on others instances, so they're out of
  498. // synchronized, to avoid deadlocks
  499. // Add the L2Object spawn to _visibleObjects and if necessary to _allplayers of its L2WorldRegion
  500. getPosition().getWorldRegion().addVisibleObject(this);
  501. // Add the L2Object spawn in the world as a visible object
  502. L2World.getInstance().addVisibleObject(this, getPosition().getWorldRegion());
  503. onSpawn();
  504. }
  505. public void toggleVisible()
  506. {
  507. if (isVisible())
  508. {
  509. decayMe();
  510. }
  511. else
  512. {
  513. spawnMe();
  514. }
  515. }
  516. public boolean isAttackable()
  517. {
  518. return false;
  519. }
  520. public abstract boolean isAutoAttackable(L2Character attacker);
  521. public boolean isMarker()
  522. {
  523. return false;
  524. }
  525. /**
  526. * Return the visibility state of the L2Object. <B><U> Concept</U> :</B><BR>
  527. * <BR>
  528. * A L2Object is visible if <B>__IsVisible</B>=true and <B>_worldregion</B>!=null <BR>
  529. * <BR>
  530. * @return
  531. */
  532. public final boolean isVisible()
  533. {
  534. return getPosition().getWorldRegion() != null;
  535. }
  536. public final void setIsVisible(boolean value)
  537. {
  538. _isVisible = value;
  539. if (!_isVisible)
  540. {
  541. getPosition().setWorldRegion(null);
  542. }
  543. }
  544. public ObjectKnownList getKnownList()
  545. {
  546. return _knownList;
  547. }
  548. /**
  549. * Initializes the KnownList of the L2Object, is overwritten in classes that require a different knownlist Type. Removes the need for instanceof checks.
  550. */
  551. public void initKnownList()
  552. {
  553. _knownList = new ObjectKnownList(this);
  554. }
  555. public final void setKnownList(ObjectKnownList value)
  556. {
  557. _knownList = value;
  558. }
  559. public final String getName()
  560. {
  561. return _name;
  562. }
  563. public void setName(String value)
  564. {
  565. _name = value;
  566. }
  567. public final int getObjectId()
  568. {
  569. return _objectId;
  570. }
  571. public final ObjectPoly getPoly()
  572. {
  573. if (_poly == null)
  574. {
  575. _poly = new ObjectPoly(this);
  576. }
  577. return _poly;
  578. }
  579. public ObjectPosition getPosition()
  580. {
  581. return _position;
  582. }
  583. /**
  584. * Initializes the Position class of the L2Object, is overwritten in classes that require a different position Type. Removes the need for instanceof checks.
  585. */
  586. public void initPosition()
  587. {
  588. _position = new ObjectPosition(this);
  589. }
  590. public final void setObjectPosition(ObjectPosition value)
  591. {
  592. _position = value;
  593. }
  594. /**
  595. * @return reference to region this object is in.
  596. */
  597. public L2WorldRegion getWorldRegion()
  598. {
  599. return getPosition().getWorldRegion();
  600. }
  601. public L2PcInstance getActingPlayer()
  602. {
  603. return null;
  604. }
  605. /**
  606. * Sends the Server->Client info packet for the object.<br>
  607. * <br>
  608. * Is Overridden in: <li>L2AirShipInstance</li> <li>L2BoatInstance</li> <li>L2DoorInstance</li> <li>L2PcInstance</li> <li>L2StaticObjectInstance</li> <li>L2Decoy</li> <li>L2Npc</li> <li>L2Summon</li> <li>L2Trap</li> <li>L2ItemInstance</li>
  609. * @param activeChar
  610. */
  611. public void sendInfo(L2PcInstance activeChar)
  612. {
  613. }
  614. @Override
  615. public String toString()
  616. {
  617. return (getClass().getSimpleName() + ":" + getName() + "[" + getObjectId() + "]");
  618. }
  619. /**
  620. * Not Implemented.<BR>
  621. * <BR>
  622. * <B><U> Overridden in </U> :</B><BR>
  623. * <BR>
  624. * <li>L2PcInstance</li><BR>
  625. * <BR>
  626. * @param mov
  627. */
  628. public void sendPacket(L2GameServerPacket mov)
  629. {
  630. // default implementation
  631. }
  632. /**
  633. * Not Implemented.<BR>
  634. * <BR>
  635. * <B><U> Overridden in </U> :</B><BR>
  636. * <BR>
  637. * <li>L2PcInstance</li><BR>
  638. * <BR>
  639. * @param id
  640. */
  641. public void sendPacket(SystemMessageId id)
  642. {
  643. // default implementation
  644. }
  645. /**
  646. * @return {@code true} if object is instance of L2PcInstance
  647. */
  648. public boolean isPlayer()
  649. {
  650. return false;
  651. }
  652. /**
  653. * @return {@code true} if object is instance of L2Playable
  654. */
  655. public boolean isPlayable()
  656. {
  657. return false;
  658. }
  659. /**
  660. * @return {@code true} if object is instance of L2Summon
  661. */
  662. public boolean isSummon()
  663. {
  664. return false;
  665. }
  666. /**
  667. * @return {@code true} if object is instance of L2PetInstance
  668. */
  669. public boolean isPet()
  670. {
  671. return false;
  672. }
  673. /**
  674. * @return {@code true} if object is instance of L2ServitorInstance
  675. */
  676. public boolean isServitor()
  677. {
  678. return false;
  679. }
  680. /**
  681. * @return {@code true} if object is instance of L2DoorInstance
  682. */
  683. public boolean isDoor()
  684. {
  685. return false;
  686. }
  687. /**
  688. * @return {@code true} if object is instance of L2Npc
  689. */
  690. public boolean isNpc()
  691. {
  692. return false;
  693. }
  694. /**
  695. * @return {@code true} if object is instance of L2Attackable
  696. */
  697. public boolean isL2Attackable()
  698. {
  699. return false;
  700. }
  701. /**
  702. * @return {@code true} if object is instance of L2MonsterInstance
  703. */
  704. public boolean isMonster()
  705. {
  706. return false;
  707. }
  708. /**
  709. * @return {@code true} if object is instance of L2TrapInstance
  710. */
  711. public boolean isTrap()
  712. {
  713. return false;
  714. }
  715. /**
  716. * @return {@code true} if object is instance of L2ItemInstance
  717. */
  718. public boolean isItem()
  719. {
  720. return false;
  721. }
  722. /**
  723. * @return {@code true} if object Npc Walker or Vehicle
  724. */
  725. public boolean isWalker()
  726. {
  727. return false;
  728. }
  729. /**
  730. * @return {@code true} if object Can be targeted
  731. */
  732. public boolean isTargetable()
  733. {
  734. return true;
  735. }
  736. /**
  737. * Check if the object is in the given zone Id.
  738. * @param zone the zone Id to check
  739. * @return {@code true} if the object is in that zone Id
  740. */
  741. public boolean isInsideZone(ZoneId zone)
  742. {
  743. return false;
  744. }
  745. /**
  746. * Check if current object has charged shot.
  747. * @param type of the shot to be checked.
  748. * @return {@code true} if the object has charged shot
  749. */
  750. public boolean isChargedShot(ShotType type)
  751. {
  752. return false;
  753. }
  754. /**
  755. * Charging shot into the current object.
  756. * @param type of the shot to be charged.
  757. * @param charged
  758. */
  759. public void setChargedShot(ShotType type, boolean charged)
  760. {
  761. }
  762. /**
  763. * Try to recharge a shot.
  764. * @param physical skill are using Soul shots.
  765. * @param magical skill are using Spirit shots.
  766. */
  767. public void rechargeShots(boolean physical, boolean magical)
  768. {
  769. }
  770. /**
  771. * @param <T>
  772. * @param script
  773. * @return
  774. */
  775. public final <T> T addScript(T script)
  776. {
  777. if (_scripts == null)
  778. {
  779. // Double-checked locking
  780. synchronized (this)
  781. {
  782. if (_scripts == null)
  783. {
  784. _scripts = new FastMap<String, Object>().shared();
  785. }
  786. }
  787. }
  788. _scripts.put(script.getClass().getName(), script);
  789. return script;
  790. }
  791. /**
  792. * @param <T>
  793. * @param script
  794. * @return
  795. */
  796. @SuppressWarnings("unchecked")
  797. public final <T> T removeScript(Class<T> script)
  798. {
  799. if (_scripts == null)
  800. {
  801. return null;
  802. }
  803. return (T) _scripts.remove(script.getName());
  804. }
  805. /**
  806. * @param <T>
  807. * @param script
  808. * @return
  809. */
  810. @SuppressWarnings("unchecked")
  811. public final <T> T getScript(Class<T> script)
  812. {
  813. if (_scripts == null)
  814. {
  815. return null;
  816. }
  817. return (T) _scripts.get(script.getName());
  818. }
  819. public void removeStatusListener(L2Character object)
  820. {
  821. }
  822. }