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. L2Trap(L2Character),
  74. L2PcInstance(L2Playable),
  75. L2NpcInstance(L2Npc),
  76. L2MerchantInstance(L2NpcInstance),
  77. L2WarehouseInstance(L2NpcInstance),
  78. L2StaticObjectInstance(L2Character),
  79. L2DoorInstance(L2Character),
  80. L2TerrainObjectInstance(L2Npc),
  81. L2EffectPointInstance(L2Npc),
  82. // Summons, Pets, Decoys and Traps
  83. L2ServitorInstance(L2Summon),
  84. L2SiegeSummonInstance(L2ServitorInstance),
  85. L2MerchantSummonInstance(L2ServitorInstance),
  86. L2PetInstance(L2Summon),
  87. L2BabyPetInstance(L2PetInstance),
  88. L2DecoyInstance(L2Decoy),
  89. L2TrapInstance(L2Trap),
  90. // Attackable
  91. L2Attackable(L2Npc),
  92. L2GuardInstance(L2Attackable),
  93. L2QuestGuardInstance(L2GuardInstance),
  94. L2MonsterInstance(L2Attackable),
  95. L2ChestInstance(L2MonsterInstance),
  96. L2ControllableMobInstance(L2MonsterInstance),
  97. L2FeedableBeastInstance(L2MonsterInstance),
  98. L2TamedBeastInstance(L2FeedableBeastInstance),
  99. L2FriendlyMobInstance(L2Attackable),
  100. L2RiftInvaderInstance(L2MonsterInstance),
  101. L2RaidBossInstance(L2MonsterInstance),
  102. L2GrandBossInstance(L2RaidBossInstance),
  103. // FlyMobs
  104. L2FlyNpcInstance(L2NpcInstance),
  105. L2FlyMonsterInstance(L2MonsterInstance),
  106. L2FlyRaidBossInstance(L2RaidBossInstance),
  107. L2FlyTerrainObjectInstance(L2Npc),
  108. // Sepulchers
  109. L2SepulcherNpcInstance(L2NpcInstance),
  110. L2SepulcherMonsterInstance(L2MonsterInstance),
  111. // Festival
  112. L2FestivalGiudeInstance(L2Npc),
  113. L2FestivalMonsterInstance(L2MonsterInstance),
  114. // Vehicles
  115. L2Vehicle(L2Character),
  116. L2BoatInstance(L2Vehicle),
  117. L2AirShipInstance(L2Vehicle),
  118. L2ControllableAirShipInstance(L2AirShipInstance),
  119. // Siege
  120. L2DefenderInstance(L2Attackable),
  121. L2ArtefactInstance(L2NpcInstance),
  122. L2ControlTowerInstance(L2Npc),
  123. L2FlameTowerInstance(L2Npc),
  124. L2SiegeFlagInstance(L2Npc),
  125. L2SiegeNpcInstance(L2Npc),
  126. // Fort Siege
  127. L2FortBallistaInstance(L2Npc),
  128. L2FortCommanderInstance(L2DefenderInstance),
  129. // Castle NPCs
  130. L2CastleMagicianInstance(L2NpcInstance),
  131. L2MercManagerInstance(L2MerchantInstance),
  132. // Fort NPCs
  133. L2FortEnvoyInstance(L2Npc),
  134. L2FortLogisticsInstance(L2MerchantInstance),
  135. L2FortManagerInstance(L2MerchantInstance),
  136. L2FortSiegeNpcInstance(L2Npc),
  137. L2FortSupportCaptainInstance(L2MerchantInstance),
  138. // Seven Signs
  139. L2SignsPriestInstance(L2Npc),
  140. L2DawnPriestInstance(L2SignsPriestInstance),
  141. L2DuskPriestInstance(L2SignsPriestInstance),
  142. L2DungeonGatekeeperInstance(L2Npc),
  143. // City NPCs
  144. L2AdventurerInstance(L2NpcInstance),
  145. L2AuctioneerInstance(L2Npc),
  146. L2ClanHallManagerInstance(L2MerchantInstance),
  147. L2FishermanInstance(L2MerchantInstance),
  148. L2ManorManagerInstance(L2MerchantInstance),
  149. L2ObservationInstance(L2Npc),
  150. L2OlympiadManagerInstance(L2Npc),
  151. L2PetManagerInstance(L2MerchantInstance),
  152. L2RaceManagerInstance(L2Npc),
  153. L2SymbolMakerInstance(L2Npc),
  154. L2TeleporterInstance(L2Npc),
  155. L2TrainerInstance(L2NpcInstance),
  156. L2VillageMasterInstance(L2NpcInstance),
  157. // Doormens
  158. L2DoormenInstance(L2NpcInstance),
  159. L2CastleDoormenInstance(L2DoormenInstance),
  160. L2FortDoormenInstance(L2DoormenInstance),
  161. L2ClanHallDoormenInstance(L2DoormenInstance),
  162. // Custom
  163. L2ClassMasterInstance(L2NpcInstance),
  164. L2NpcBufferInstance(L2Npc),
  165. L2TvTEventNpcInstance(L2Npc),
  166. L2WeddingManagerInstance(L2Npc),
  167. L2EventMobInstance(L2Npc);
  168. private final InstanceType _parent;
  169. private final long _typeL;
  170. private final long _typeH;
  171. private final long _maskL;
  172. private final long _maskH;
  173. private InstanceType(InstanceType parent)
  174. {
  175. _parent = parent;
  176. final int high = ordinal() - (Long.SIZE - 1);
  177. if (high < 0)
  178. {
  179. _typeL = 1L << ordinal();
  180. _typeH = 0;
  181. }
  182. else
  183. {
  184. _typeL = 0;
  185. _typeH = 1L << high;
  186. }
  187. if ((_typeL < 0) || (_typeH < 0))
  188. {
  189. throw new Error("Too many instance types, failed to load " + name());
  190. }
  191. if (parent != null)
  192. {
  193. _maskL = _typeL | parent._maskL;
  194. _maskH = _typeH | parent._maskH;
  195. }
  196. else
  197. {
  198. _maskL = _typeL;
  199. _maskH = _typeH;
  200. }
  201. }
  202. public final InstanceType getParent()
  203. {
  204. return _parent;
  205. }
  206. public final boolean isType(InstanceType it)
  207. {
  208. return ((_maskL & it._typeL) > 0) || ((_maskH & it._typeH) > 0);
  209. }
  210. public final boolean isTypes(InstanceType... it)
  211. {
  212. for (InstanceType i : it)
  213. {
  214. if (isType(i))
  215. {
  216. return true;
  217. }
  218. }
  219. return false;
  220. }
  221. }
  222. protected final void setInstanceType(InstanceType i)
  223. {
  224. _instanceType = i;
  225. }
  226. public final InstanceType getInstanceType()
  227. {
  228. return _instanceType;
  229. }
  230. public final boolean isInstanceType(InstanceType i)
  231. {
  232. return _instanceType.isType(i);
  233. }
  234. public final boolean isInstanceTypes(InstanceType... i)
  235. {
  236. return _instanceType.isTypes(i);
  237. }
  238. public final void onAction(L2PcInstance player)
  239. {
  240. onAction(player, true);
  241. }
  242. public void onAction(L2PcInstance player, boolean interact)
  243. {
  244. IActionHandler handler = ActionHandler.getInstance().getHandler(getInstanceType());
  245. if (handler != null)
  246. {
  247. handler.action(player, this, interact);
  248. }
  249. player.sendPacket(ActionFailed.STATIC_PACKET);
  250. }
  251. public void onActionShift(L2PcInstance player)
  252. {
  253. IActionHandler handler = ActionShiftHandler.getInstance().getHandler(getInstanceType());
  254. if (handler != null)
  255. {
  256. handler.action(player, this, true);
  257. }
  258. player.sendPacket(ActionFailed.STATIC_PACKET);
  259. }
  260. public void onForcedAttack(L2PcInstance player)
  261. {
  262. player.sendPacket(ActionFailed.STATIC_PACKET);
  263. }
  264. /**
  265. * Do Nothing.<BR>
  266. * <BR>
  267. * <B><U> Overridden in </U> :</B><BR>
  268. * <BR>
  269. * <li>L2GuardInstance : Set the home location of its L2GuardInstance</li> <li>L2Attackable : Reset the Spoiled flag</li><BR>
  270. * <BR>
  271. */
  272. public void onSpawn()
  273. {
  274. }
  275. // Position - Should remove to fully move to L2ObjectPosition
  276. public final void setXYZ(int x, int y, int z)
  277. {
  278. getPosition().setXYZ(x, y, z);
  279. }
  280. public final void setXYZInvisible(int x, int y, int z)
  281. {
  282. getPosition().setXYZInvisible(x, y, z);
  283. }
  284. public final int getX()
  285. {
  286. assert (getPosition().getWorldRegion() != null) || _isVisible;
  287. return getPosition().getX();
  288. }
  289. /**
  290. * @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
  291. */
  292. public int getInstanceId()
  293. {
  294. return _instanceId;
  295. }
  296. /**
  297. * UnAfraid: TODO: Add listener here.
  298. * @param instanceId The id of the instance zone the object is in - id 0 is global
  299. */
  300. public void setInstanceId(int instanceId)
  301. {
  302. if ((instanceId < 0) || (_instanceId == instanceId))
  303. {
  304. return;
  305. }
  306. Instance oldI = InstanceManager.getInstance().getInstance(_instanceId);
  307. Instance newI = InstanceManager.getInstance().getInstance(instanceId);
  308. if (newI == null)
  309. {
  310. return;
  311. }
  312. if (isPlayer())
  313. {
  314. L2PcInstance player = getActingPlayer();
  315. if ((_instanceId > 0) && (oldI != null))
  316. {
  317. oldI.removePlayer(getObjectId());
  318. if (oldI.isShowTimer())
  319. {
  320. int startTime = (int) ((System.currentTimeMillis() - oldI.getInstanceStartTime()) / 1000);
  321. int endTime = (int) ((oldI.getInstanceEndTime() - oldI.getInstanceStartTime()) / 1000);
  322. if (oldI.isTimerIncrease())
  323. {
  324. sendPacket(new ExSendUIEvent(getActingPlayer(), true, true, startTime, endTime, oldI.getTimerText()));
  325. }
  326. else
  327. {
  328. sendPacket(new ExSendUIEvent(getActingPlayer(), true, false, endTime - startTime, 0, oldI.getTimerText()));
  329. }
  330. }
  331. }
  332. if (instanceId > 0)
  333. {
  334. newI.addPlayer(getObjectId());
  335. if (newI.isShowTimer())
  336. {
  337. int startTime = (int) ((System.currentTimeMillis() - newI.getInstanceStartTime()) / 1000);
  338. int endTime = (int) ((newI.getInstanceEndTime() - newI.getInstanceStartTime()) / 1000);
  339. if (newI.isTimerIncrease())
  340. {
  341. sendPacket(new ExSendUIEvent(getActingPlayer(), false, true, startTime, endTime, newI.getTimerText()));
  342. }
  343. else
  344. {
  345. sendPacket(new ExSendUIEvent(getActingPlayer(), false, false, endTime - startTime, 0, newI.getTimerText()));
  346. }
  347. }
  348. }
  349. if (player.hasSummon())
  350. {
  351. player.getSummon().setInstanceId(instanceId);
  352. }
  353. }
  354. else if (isNpc())
  355. {
  356. L2Npc npc = (L2Npc) this;
  357. if ((_instanceId > 0) && (oldI != null))
  358. {
  359. oldI.removeNpc(npc);
  360. }
  361. if (instanceId > 0)
  362. {
  363. newI.addNpc(npc);
  364. }
  365. }
  366. _instanceId = instanceId;
  367. // If we change it for visible objects, me must clear & revalidates knownlists
  368. if (_isVisible && (_knownList != null))
  369. {
  370. if (isPlayer())
  371. {
  372. // We don't want some ugly looking disappear/appear effects, so don't update
  373. // the knownlist here, but players usually enter instancezones through teleporting
  374. // and the teleport will do the revalidation for us.
  375. }
  376. else
  377. {
  378. decayMe();
  379. spawnMe();
  380. }
  381. }
  382. }
  383. public final int getY()
  384. {
  385. assert (getPosition().getWorldRegion() != null) || _isVisible;
  386. return getPosition().getY();
  387. }
  388. public final int getZ()
  389. {
  390. assert (getPosition().getWorldRegion() != null) || _isVisible;
  391. return getPosition().getZ();
  392. }
  393. /**
  394. * Remove a L2Object from the world.<BR>
  395. * <BR>
  396. * <B><U> Actions</U> :</B><BR>
  397. * <BR>
  398. * <li>Remove the L2Object from the world</li><BR>
  399. * <BR>
  400. * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T REMOVE the object from _allObjects of L2World </B></FONT><BR>
  401. * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packets to players</B></FONT><BR>
  402. * <BR>
  403. * <B><U> Assert </U> :</B><BR>
  404. * <BR>
  405. * <li>_worldRegion != null <I>(L2Object is visible at the beginning)</I></li><BR>
  406. * <BR>
  407. * <B><U> Example of use </U> :</B><BR>
  408. * <BR>
  409. * <li>Delete NPC/PC or Unsummon</li><BR>
  410. * <BR>
  411. */
  412. public void decayMe()
  413. {
  414. assert getPosition().getWorldRegion() != null;
  415. L2WorldRegion reg = getPosition().getWorldRegion();
  416. synchronized (this)
  417. {
  418. _isVisible = false;
  419. getPosition().setWorldRegion(null);
  420. }
  421. // this can synchronize on others instances, so it's out of
  422. // synchronized, to avoid deadlocks
  423. // Remove the L2Object from the world
  424. L2World.getInstance().removeVisibleObject(this, reg);
  425. L2World.getInstance().removeObject(this);
  426. }
  427. public void refreshID()
  428. {
  429. L2World.getInstance().removeObject(this);
  430. IdFactory.getInstance().releaseId(getObjectId());
  431. _objectId = IdFactory.getInstance().getNextId();
  432. }
  433. /**
  434. * Init the position of a L2Object spawn and add it in the world as a visible object.<BR>
  435. * <BR>
  436. * <B><U> Actions</U> :</B><BR>
  437. * <BR>
  438. * <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>
  439. * <BR>
  440. * <B><U> Assert </U> :</B><BR>
  441. * <BR>
  442. * <li>_worldRegion == null <I>(L2Object is invisible at the beginning)</I></li><BR>
  443. * <BR>
  444. * <B><U> Example of use </U> :</B><BR>
  445. * <BR>
  446. * <li>Create Door</li> <li>Spawn : Monster, Minion, CTs, Summon...</li><BR>
  447. */
  448. public final void spawnMe()
  449. {
  450. assert (getPosition().getWorldRegion() == null) && (getPosition().getWorldPosition().getX() != 0) && (getPosition().getWorldPosition().getY() != 0) && (getPosition().getWorldPosition().getZ() != 0);
  451. synchronized (this)
  452. {
  453. // Set the x,y,z position of the L2Object spawn and update its _worldregion
  454. _isVisible = true;
  455. getPosition().setWorldRegion(L2World.getInstance().getRegion(getPosition().getWorldPosition()));
  456. // Add the L2Object spawn in the _allobjects of L2World
  457. L2World.getInstance().storeObject(this);
  458. // Add the L2Object spawn to _visibleObjects and if necessary to _allplayers of its L2WorldRegion
  459. getPosition().getWorldRegion().addVisibleObject(this);
  460. }
  461. // this can synchronize on others instances, so it's out of
  462. // synchronized, to avoid deadlocks
  463. // Add the L2Object spawn in the world as a visible object
  464. L2World.getInstance().addVisibleObject(this, getPosition().getWorldRegion());
  465. onSpawn();
  466. }
  467. public final void spawnMe(int x, int y, int z)
  468. {
  469. assert getPosition().getWorldRegion() == null;
  470. synchronized (this)
  471. {
  472. // Set the x,y,z position of the L2Object spawn and update its _worldregion
  473. _isVisible = true;
  474. if (x > L2World.MAP_MAX_X)
  475. {
  476. x = L2World.MAP_MAX_X - 5000;
  477. }
  478. if (x < L2World.MAP_MIN_X)
  479. {
  480. x = L2World.MAP_MIN_X + 5000;
  481. }
  482. if (y > L2World.MAP_MAX_Y)
  483. {
  484. y = L2World.MAP_MAX_Y - 5000;
  485. }
  486. if (y < L2World.MAP_MIN_Y)
  487. {
  488. y = L2World.MAP_MIN_Y + 5000;
  489. }
  490. getPosition().setWorldPosition(x, y, z);
  491. getPosition().setWorldRegion(L2World.getInstance().getRegion(getPosition().getWorldPosition()));
  492. // Add the L2Object spawn in the _allobjects of L2World
  493. }
  494. L2World.getInstance().storeObject(this);
  495. // these can synchronize on others instances, so they're out of
  496. // synchronized, to avoid deadlocks
  497. // Add the L2Object spawn to _visibleObjects and if necessary to _allplayers of its L2WorldRegion
  498. getPosition().getWorldRegion().addVisibleObject(this);
  499. // Add the L2Object spawn in the world as a visible object
  500. L2World.getInstance().addVisibleObject(this, getPosition().getWorldRegion());
  501. onSpawn();
  502. }
  503. public void toggleVisible()
  504. {
  505. if (isVisible())
  506. {
  507. decayMe();
  508. }
  509. else
  510. {
  511. spawnMe();
  512. }
  513. }
  514. public boolean isAttackable()
  515. {
  516. return false;
  517. }
  518. public abstract boolean isAutoAttackable(L2Character attacker);
  519. public boolean isMarker()
  520. {
  521. return false;
  522. }
  523. /**
  524. * Return the visibility state of the L2Object. <B><U> Concept</U> :</B><BR>
  525. * <BR>
  526. * A L2Object is visible if <B>__IsVisible</B>=true and <B>_worldregion</B>!=null <BR>
  527. * <BR>
  528. * @return
  529. */
  530. public final boolean isVisible()
  531. {
  532. return getPosition().getWorldRegion() != null;
  533. }
  534. public final void setIsVisible(boolean value)
  535. {
  536. _isVisible = value;
  537. if (!_isVisible)
  538. {
  539. getPosition().setWorldRegion(null);
  540. }
  541. }
  542. public ObjectKnownList getKnownList()
  543. {
  544. return _knownList;
  545. }
  546. /**
  547. * Initializes the KnownList of the L2Object, is overwritten in classes that require a different knownlist Type. Removes the need for instanceof checks.
  548. */
  549. public void initKnownList()
  550. {
  551. _knownList = new ObjectKnownList(this);
  552. }
  553. public final void setKnownList(ObjectKnownList value)
  554. {
  555. _knownList = value;
  556. }
  557. public final String getName()
  558. {
  559. return _name;
  560. }
  561. public void setName(String value)
  562. {
  563. _name = value;
  564. }
  565. public final int getObjectId()
  566. {
  567. return _objectId;
  568. }
  569. public final ObjectPoly getPoly()
  570. {
  571. if (_poly == null)
  572. {
  573. _poly = new ObjectPoly(this);
  574. }
  575. return _poly;
  576. }
  577. public ObjectPosition getPosition()
  578. {
  579. return _position;
  580. }
  581. /**
  582. * Initializes the Position class of the L2Object, is overwritten in classes that require a different position Type. Removes the need for instanceof checks.
  583. */
  584. public void initPosition()
  585. {
  586. _position = new ObjectPosition(this);
  587. }
  588. public final void setObjectPosition(ObjectPosition value)
  589. {
  590. _position = value;
  591. }
  592. /**
  593. * @return reference to region this object is in.
  594. */
  595. public L2WorldRegion getWorldRegion()
  596. {
  597. return getPosition().getWorldRegion();
  598. }
  599. public L2PcInstance getActingPlayer()
  600. {
  601. return null;
  602. }
  603. /**
  604. * Sends the Server->Client info packet for the object.<br>
  605. * <br>
  606. * 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>
  607. * @param activeChar
  608. */
  609. public void sendInfo(L2PcInstance activeChar)
  610. {
  611. }
  612. @Override
  613. public String toString()
  614. {
  615. return (getClass().getSimpleName() + ":" + getName() + "[" + getObjectId() + "]");
  616. }
  617. /**
  618. * Not Implemented.<BR>
  619. * <BR>
  620. * <B><U> Overridden in </U> :</B><BR>
  621. * <BR>
  622. * <li>L2PcInstance</li><BR>
  623. * <BR>
  624. * @param mov
  625. */
  626. public void sendPacket(L2GameServerPacket mov)
  627. {
  628. // default implementation
  629. }
  630. /**
  631. * Not Implemented.<BR>
  632. * <BR>
  633. * <B><U> Overridden in </U> :</B><BR>
  634. * <BR>
  635. * <li>L2PcInstance</li><BR>
  636. * <BR>
  637. * @param id
  638. */
  639. public void sendPacket(SystemMessageId id)
  640. {
  641. // default implementation
  642. }
  643. /**
  644. * @return {@code true} if object is instance of L2PcInstance
  645. */
  646. public boolean isPlayer()
  647. {
  648. return false;
  649. }
  650. /**
  651. * @return {@code true} if object is instance of L2Playable
  652. */
  653. public boolean isPlayable()
  654. {
  655. return false;
  656. }
  657. /**
  658. * @return {@code true} if object is instance of L2Summon
  659. */
  660. public boolean isSummon()
  661. {
  662. return false;
  663. }
  664. /**
  665. * @return {@code true} if object is instance of L2PetInstance
  666. */
  667. public boolean isPet()
  668. {
  669. return false;
  670. }
  671. /**
  672. * @return {@code true} if object is instance of L2ServitorInstance
  673. */
  674. public boolean isServitor()
  675. {
  676. return false;
  677. }
  678. /**
  679. * @return {@code true} if object is instance of L2DoorInstance
  680. */
  681. public boolean isDoor()
  682. {
  683. return false;
  684. }
  685. /**
  686. * @return {@code true} if object is instance of L2Npc
  687. */
  688. public boolean isNpc()
  689. {
  690. return false;
  691. }
  692. /**
  693. * @return {@code true} if object is instance of L2Attackable
  694. */
  695. public boolean isL2Attackable()
  696. {
  697. return false;
  698. }
  699. /**
  700. * @return {@code true} if object is instance of L2MonsterInstance
  701. */
  702. public boolean isMonster()
  703. {
  704. return false;
  705. }
  706. /**
  707. * @return {@code true} if object is instance of L2TrapInstance
  708. */
  709. public boolean isTrap()
  710. {
  711. return false;
  712. }
  713. /**
  714. * @return {@code true} if object is instance of L2ItemInstance
  715. */
  716. public boolean isItem()
  717. {
  718. return false;
  719. }
  720. /**
  721. * @return {@code true} if object Npc Walker or Vehicle
  722. */
  723. public boolean isWalker()
  724. {
  725. return false;
  726. }
  727. /**
  728. * @return {@code true} if object Can be targeted
  729. */
  730. public boolean isTargetable()
  731. {
  732. return true;
  733. }
  734. /**
  735. * Check if the object is in the given zone Id.
  736. * @param zone the zone Id to check
  737. * @return {@code true} if the object is in that zone Id
  738. */
  739. public boolean isInsideZone(ZoneId zone)
  740. {
  741. return false;
  742. }
  743. /**
  744. * Check if current object has charged shot.
  745. * @param type of the shot to be checked.
  746. * @return {@code true} if the object has charged shot
  747. */
  748. public boolean isChargedShot(ShotType type)
  749. {
  750. return false;
  751. }
  752. /**
  753. * Charging shot into the current object.
  754. * @param type of the shot to be charged.
  755. * @param charged
  756. */
  757. public void setChargedShot(ShotType type, boolean charged)
  758. {
  759. }
  760. /**
  761. * Try to recharge a shot.
  762. * @param physical skill are using Soul shots.
  763. * @param magical skill are using Spirit shots.
  764. */
  765. public void rechargeShots(boolean physical, boolean magical)
  766. {
  767. }
  768. /**
  769. * @param <T>
  770. * @param script
  771. * @return
  772. */
  773. public final <T> T addScript(T script)
  774. {
  775. if (_scripts == null)
  776. {
  777. // Double-checked locking
  778. synchronized (this)
  779. {
  780. if (_scripts == null)
  781. {
  782. _scripts = new FastMap<String, Object>().shared();
  783. }
  784. }
  785. }
  786. _scripts.put(script.getClass().getName(), script);
  787. return script;
  788. }
  789. /**
  790. * @param <T>
  791. * @param script
  792. * @return
  793. */
  794. @SuppressWarnings("unchecked")
  795. public final <T> T removeScript(Class<T> script)
  796. {
  797. if (_scripts == null)
  798. {
  799. return null;
  800. }
  801. return (T) _scripts.remove(script.getName());
  802. }
  803. /**
  804. * @param <T>
  805. * @param script
  806. * @return
  807. */
  808. @SuppressWarnings("unchecked")
  809. public final <T> T getScript(Class<T> script)
  810. {
  811. if (_scripts == null)
  812. {
  813. return null;
  814. }
  815. return (T) _scripts.get(script.getName());
  816. }
  817. }