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.interfaces.IPositionable;
  35. import com.l2jserver.gameserver.model.zone.ZoneId;
  36. import com.l2jserver.gameserver.network.SystemMessageId;
  37. import com.l2jserver.gameserver.network.serverpackets.ActionFailed;
  38. import com.l2jserver.gameserver.network.serverpackets.ExSendUIEvent;
  39. import com.l2jserver.gameserver.network.serverpackets.L2GameServerPacket;
  40. /**
  41. * Mother class of all objects in the world which ones is it possible to interact (PC, NPC, Item...)<BR>
  42. * <BR>
  43. * L2Object :<BR>
  44. * <BR>
  45. * <li>L2Character</li> <li>L2ItemInstance</li>
  46. */
  47. public abstract class L2Object implements IPositionable
  48. {
  49. private boolean _isVisible; // Object visibility
  50. private ObjectKnownList _knownList;
  51. private String _name;
  52. private int _objectId; // Object identifier
  53. private ObjectPoly _poly;
  54. private ObjectPosition _position;
  55. private int _instanceId = 0;
  56. private InstanceType _instanceType = null;
  57. private volatile Map<String, Object> _scripts;
  58. public L2Object(int objectId)
  59. {
  60. setInstanceType(InstanceType.L2Object);
  61. _objectId = objectId;
  62. initKnownList();
  63. initPosition();
  64. }
  65. public static enum InstanceType
  66. {
  67. L2Object(null),
  68. L2ItemInstance(L2Object),
  69. L2Character(L2Object),
  70. L2Npc(L2Character),
  71. L2Playable(L2Character),
  72. L2Summon(L2Playable),
  73. L2Decoy(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(L2Npc),
  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. // Fort NPCs
  132. L2FortEnvoyInstance(L2Npc),
  133. L2FortLogisticsInstance(L2MerchantInstance),
  134. L2FortManagerInstance(L2MerchantInstance),
  135. L2FortSiegeNpcInstance(L2Npc),
  136. L2FortSupportCaptainInstance(L2MerchantInstance),
  137. // Seven Signs
  138. L2SignsPriestInstance(L2Npc),
  139. L2DawnPriestInstance(L2SignsPriestInstance),
  140. L2DuskPriestInstance(L2SignsPriestInstance),
  141. L2DungeonGatekeeperInstance(L2Npc),
  142. // City NPCs
  143. L2AdventurerInstance(L2NpcInstance),
  144. L2AuctioneerInstance(L2Npc),
  145. L2ClanHallManagerInstance(L2MerchantInstance),
  146. L2FishermanInstance(L2MerchantInstance),
  147. L2ManorManagerInstance(L2MerchantInstance),
  148. L2ObservationInstance(L2Npc),
  149. L2OlympiadManagerInstance(L2Npc),
  150. L2PetManagerInstance(L2MerchantInstance),
  151. L2RaceManagerInstance(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. @Override
  283. public final int getX()
  284. {
  285. assert (getPosition().getWorldRegion() != null) || _isVisible;
  286. return getPosition().getX();
  287. }
  288. @Override
  289. public final int getY()
  290. {
  291. assert (getPosition().getWorldRegion() != null) || _isVisible;
  292. return getPosition().getY();
  293. }
  294. @Override
  295. public final int getZ()
  296. {
  297. assert (getPosition().getWorldRegion() != null) || _isVisible;
  298. return getPosition().getZ();
  299. }
  300. @Override
  301. public Location getLocation()
  302. {
  303. return new Location(getX(), getY(), getZ(), getHeading(), getInstanceId());
  304. }
  305. public int getHeading()
  306. {
  307. return 0;
  308. }
  309. /**
  310. * @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
  311. */
  312. public int getInstanceId()
  313. {
  314. return _instanceId;
  315. }
  316. /**
  317. * UnAfraid: TODO: Add listener here.
  318. * @param instanceId The id of the instance zone the object is in - id 0 is global
  319. */
  320. public void setInstanceId(int instanceId)
  321. {
  322. if ((instanceId < 0) || (_instanceId == instanceId))
  323. {
  324. return;
  325. }
  326. Instance oldI = InstanceManager.getInstance().getInstance(_instanceId);
  327. Instance newI = InstanceManager.getInstance().getInstance(instanceId);
  328. if (newI == null)
  329. {
  330. return;
  331. }
  332. if (isPlayer())
  333. {
  334. L2PcInstance player = getActingPlayer();
  335. if ((_instanceId > 0) && (oldI != null))
  336. {
  337. oldI.removePlayer(getObjectId());
  338. if (oldI.isShowTimer())
  339. {
  340. int startTime = (int) ((System.currentTimeMillis() - oldI.getInstanceStartTime()) / 1000);
  341. int endTime = (int) ((oldI.getInstanceEndTime() - oldI.getInstanceStartTime()) / 1000);
  342. if (oldI.isTimerIncrease())
  343. {
  344. sendPacket(new ExSendUIEvent(getActingPlayer(), true, true, startTime, endTime, oldI.getTimerText()));
  345. }
  346. else
  347. {
  348. sendPacket(new ExSendUIEvent(getActingPlayer(), true, false, endTime - startTime, 0, oldI.getTimerText()));
  349. }
  350. }
  351. }
  352. if (instanceId > 0)
  353. {
  354. newI.addPlayer(getObjectId());
  355. if (newI.isShowTimer())
  356. {
  357. int startTime = (int) ((System.currentTimeMillis() - newI.getInstanceStartTime()) / 1000);
  358. int endTime = (int) ((newI.getInstanceEndTime() - newI.getInstanceStartTime()) / 1000);
  359. if (newI.isTimerIncrease())
  360. {
  361. sendPacket(new ExSendUIEvent(getActingPlayer(), false, true, startTime, endTime, newI.getTimerText()));
  362. }
  363. else
  364. {
  365. sendPacket(new ExSendUIEvent(getActingPlayer(), false, false, endTime - startTime, 0, newI.getTimerText()));
  366. }
  367. }
  368. }
  369. if (player.hasSummon())
  370. {
  371. player.getSummon().setInstanceId(instanceId);
  372. }
  373. }
  374. else if (isNpc())
  375. {
  376. L2Npc npc = (L2Npc) this;
  377. if ((_instanceId > 0) && (oldI != null))
  378. {
  379. oldI.removeNpc(npc);
  380. }
  381. if (instanceId > 0)
  382. {
  383. newI.addNpc(npc);
  384. }
  385. }
  386. _instanceId = instanceId;
  387. // If we change it for visible objects, me must clear & revalidates knownlists
  388. if (_isVisible && (_knownList != null))
  389. {
  390. if (isPlayer())
  391. {
  392. // We don't want some ugly looking disappear/appear effects, so don't update
  393. // the knownlist here, but players usually enter instancezones through teleporting
  394. // and the teleport will do the revalidation for us.
  395. }
  396. else
  397. {
  398. decayMe();
  399. spawnMe();
  400. }
  401. }
  402. }
  403. /**
  404. * Remove a L2Object from the world.<BR>
  405. * <BR>
  406. * <B><U> Actions</U> :</B><BR>
  407. * <BR>
  408. * <li>Remove the L2Object from the world</li><BR>
  409. * <BR>
  410. * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T REMOVE the object from _allObjects of L2World </B></FONT><BR>
  411. * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packets to players</B></FONT><BR>
  412. * <BR>
  413. * <B><U> Assert </U> :</B><BR>
  414. * <BR>
  415. * <li>_worldRegion != null <I>(L2Object is visible at the beginning)</I></li><BR>
  416. * <BR>
  417. * <B><U> Example of use </U> :</B><BR>
  418. * <BR>
  419. * <li>Delete NPC/PC or Unsummon</li><BR>
  420. * <BR>
  421. */
  422. public void decayMe()
  423. {
  424. assert getPosition().getWorldRegion() != null;
  425. L2WorldRegion reg = getPosition().getWorldRegion();
  426. synchronized (this)
  427. {
  428. _isVisible = false;
  429. getPosition().setWorldRegion(null);
  430. }
  431. // this can synchronize on others instances, so it's out of
  432. // synchronized, to avoid deadlocks
  433. // Remove the L2Object from the world
  434. L2World.getInstance().removeVisibleObject(this, reg);
  435. L2World.getInstance().removeObject(this);
  436. }
  437. public void refreshID()
  438. {
  439. L2World.getInstance().removeObject(this);
  440. IdFactory.getInstance().releaseId(getObjectId());
  441. _objectId = IdFactory.getInstance().getNextId();
  442. }
  443. /**
  444. * Init the position of a L2Object spawn and add it in the world as a visible object.<BR>
  445. * <BR>
  446. * <B><U> Actions</U> :</B><BR>
  447. * <BR>
  448. * <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>
  449. * <BR>
  450. * <B><U> Assert </U> :</B><BR>
  451. * <BR>
  452. * <li>_worldRegion == null <I>(L2Object is invisible at the beginning)</I></li><BR>
  453. * <BR>
  454. * <B><U> Example of use </U> :</B><BR>
  455. * <BR>
  456. * <li>Create Door</li> <li>Spawn : Monster, Minion, CTs, Summon...</li><BR>
  457. */
  458. public final void spawnMe()
  459. {
  460. assert (getPosition().getWorldRegion() == null) && (getPosition().getWorldPosition().getX() != 0) && (getPosition().getWorldPosition().getY() != 0) && (getPosition().getWorldPosition().getZ() != 0);
  461. synchronized (this)
  462. {
  463. // Set the x,y,z position of the L2Object spawn and update its _worldregion
  464. _isVisible = true;
  465. getPosition().setWorldRegion(L2World.getInstance().getRegion(getPosition().getWorldPosition()));
  466. // Add the L2Object spawn in the _allobjects of L2World
  467. L2World.getInstance().storeObject(this);
  468. // Add the L2Object spawn to _visibleObjects and if necessary to _allplayers of its L2WorldRegion
  469. getPosition().getWorldRegion().addVisibleObject(this);
  470. }
  471. // this can synchronize on others instances, so it's out of
  472. // synchronized, to avoid deadlocks
  473. // Add the L2Object spawn in the world as a visible object
  474. L2World.getInstance().addVisibleObject(this, getPosition().getWorldRegion());
  475. onSpawn();
  476. }
  477. public final void spawnMe(int x, int y, int z)
  478. {
  479. assert getPosition().getWorldRegion() == null;
  480. synchronized (this)
  481. {
  482. // Set the x,y,z position of the L2Object spawn and update its _worldregion
  483. _isVisible = true;
  484. if (x > L2World.MAP_MAX_X)
  485. {
  486. x = L2World.MAP_MAX_X - 5000;
  487. }
  488. if (x < L2World.MAP_MIN_X)
  489. {
  490. x = L2World.MAP_MIN_X + 5000;
  491. }
  492. if (y > L2World.MAP_MAX_Y)
  493. {
  494. y = L2World.MAP_MAX_Y - 5000;
  495. }
  496. if (y < L2World.MAP_MIN_Y)
  497. {
  498. y = L2World.MAP_MIN_Y + 5000;
  499. }
  500. getPosition().setWorldPosition(x, y, z);
  501. getPosition().setWorldRegion(L2World.getInstance().getRegion(getPosition().getWorldPosition()));
  502. // Add the L2Object spawn in the _allobjects of L2World
  503. }
  504. L2World.getInstance().storeObject(this);
  505. // these can synchronize on others instances, so they're out of
  506. // synchronized, to avoid deadlocks
  507. // Add the L2Object spawn to _visibleObjects and if necessary to _allplayers of its L2WorldRegion
  508. getPosition().getWorldRegion().addVisibleObject(this);
  509. // Add the L2Object spawn in the world as a visible object
  510. L2World.getInstance().addVisibleObject(this, getPosition().getWorldRegion());
  511. onSpawn();
  512. }
  513. public void toggleVisible()
  514. {
  515. if (isVisible())
  516. {
  517. decayMe();
  518. }
  519. else
  520. {
  521. spawnMe();
  522. }
  523. }
  524. public boolean isAttackable()
  525. {
  526. return false;
  527. }
  528. public abstract boolean isAutoAttackable(L2Character attacker);
  529. public boolean isMarker()
  530. {
  531. return false;
  532. }
  533. /**
  534. * Return the visibility state of the L2Object. <B><U> Concept</U> :</B><BR>
  535. * <BR>
  536. * A L2Object is visible if <B>__IsVisible</B>=true and <B>_worldregion</B>!=null <BR>
  537. * <BR>
  538. * @return
  539. */
  540. public final boolean isVisible()
  541. {
  542. return getPosition().getWorldRegion() != null;
  543. }
  544. public final void setIsVisible(boolean value)
  545. {
  546. _isVisible = value;
  547. if (!_isVisible)
  548. {
  549. getPosition().setWorldRegion(null);
  550. }
  551. }
  552. public ObjectKnownList getKnownList()
  553. {
  554. return _knownList;
  555. }
  556. /**
  557. * Initializes the KnownList of the L2Object, is overwritten in classes that require a different knownlist Type. Removes the need for instanceof checks.
  558. */
  559. public void initKnownList()
  560. {
  561. _knownList = new ObjectKnownList(this);
  562. }
  563. public final void setKnownList(ObjectKnownList value)
  564. {
  565. _knownList = value;
  566. }
  567. public final String getName()
  568. {
  569. return _name;
  570. }
  571. public void setName(String value)
  572. {
  573. _name = value;
  574. }
  575. public final int getObjectId()
  576. {
  577. return _objectId;
  578. }
  579. public final ObjectPoly getPoly()
  580. {
  581. if (_poly == null)
  582. {
  583. _poly = new ObjectPoly(this);
  584. }
  585. return _poly;
  586. }
  587. public ObjectPosition getPosition()
  588. {
  589. return _position;
  590. }
  591. /**
  592. * Initializes the Position class of the L2Object, is overwritten in classes that require a different position Type. Removes the need for instanceof checks.
  593. */
  594. public void initPosition()
  595. {
  596. _position = new ObjectPosition(this);
  597. }
  598. public final void setObjectPosition(ObjectPosition value)
  599. {
  600. _position = value;
  601. }
  602. /**
  603. * @return reference to region this object is in.
  604. */
  605. public L2WorldRegion getWorldRegion()
  606. {
  607. return getPosition().getWorldRegion();
  608. }
  609. public L2PcInstance getActingPlayer()
  610. {
  611. return null;
  612. }
  613. /**
  614. * Sends the Server->Client info packet for the object.<br>
  615. * <br>
  616. * 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>
  617. * @param activeChar
  618. */
  619. public void sendInfo(L2PcInstance activeChar)
  620. {
  621. }
  622. @Override
  623. public String toString()
  624. {
  625. return (getClass().getSimpleName() + ":" + getName() + "[" + getObjectId() + "]");
  626. }
  627. /**
  628. * Not Implemented.<BR>
  629. * <BR>
  630. * <B><U> Overridden in </U> :</B><BR>
  631. * <BR>
  632. * <li>L2PcInstance</li><BR>
  633. * <BR>
  634. * @param mov
  635. */
  636. public void sendPacket(L2GameServerPacket mov)
  637. {
  638. // default implementation
  639. }
  640. /**
  641. * Not Implemented.<BR>
  642. * <BR>
  643. * <B><U> Overridden in </U> :</B><BR>
  644. * <BR>
  645. * <li>L2PcInstance</li><BR>
  646. * <BR>
  647. * @param id
  648. */
  649. public void sendPacket(SystemMessageId id)
  650. {
  651. // default implementation
  652. }
  653. /**
  654. * @return {@code true} if object is instance of L2PcInstance
  655. */
  656. public boolean isPlayer()
  657. {
  658. return false;
  659. }
  660. /**
  661. * @return {@code true} if object is instance of L2Playable
  662. */
  663. public boolean isPlayable()
  664. {
  665. return false;
  666. }
  667. /**
  668. * @return {@code true} if object is instance of L2Summon
  669. */
  670. public boolean isSummon()
  671. {
  672. return false;
  673. }
  674. /**
  675. * @return {@code true} if object is instance of L2PetInstance
  676. */
  677. public boolean isPet()
  678. {
  679. return false;
  680. }
  681. /**
  682. * @return {@code true} if object is instance of L2ServitorInstance
  683. */
  684. public boolean isServitor()
  685. {
  686. return false;
  687. }
  688. /**
  689. * @return {@code true} if object is instance of L2DoorInstance
  690. */
  691. public boolean isDoor()
  692. {
  693. return false;
  694. }
  695. /**
  696. * @return {@code true} if object is instance of L2Npc
  697. */
  698. public boolean isNpc()
  699. {
  700. return false;
  701. }
  702. /**
  703. * @return {@code true} if object is instance of L2Attackable
  704. */
  705. public boolean isL2Attackable()
  706. {
  707. return false;
  708. }
  709. /**
  710. * @return {@code true} if object is instance of L2MonsterInstance
  711. */
  712. public boolean isMonster()
  713. {
  714. return false;
  715. }
  716. /**
  717. * @return {@code true} if object is instance of L2TrapInstance
  718. */
  719. public boolean isTrap()
  720. {
  721. return false;
  722. }
  723. /**
  724. * @return {@code true} if object is instance of L2ItemInstance
  725. */
  726. public boolean isItem()
  727. {
  728. return false;
  729. }
  730. /**
  731. * @return {@code true} if object Npc Walker or Vehicle
  732. */
  733. public boolean isWalker()
  734. {
  735. return false;
  736. }
  737. /**
  738. * @return {@code true} if object Can be targeted
  739. */
  740. public boolean isTargetable()
  741. {
  742. return true;
  743. }
  744. /**
  745. * Check if the object is in the given zone Id.
  746. * @param zone the zone Id to check
  747. * @return {@code true} if the object is in that zone Id
  748. */
  749. public boolean isInsideZone(ZoneId zone)
  750. {
  751. return false;
  752. }
  753. /**
  754. * Check if current object has charged shot.
  755. * @param type of the shot to be checked.
  756. * @return {@code true} if the object has charged shot
  757. */
  758. public boolean isChargedShot(ShotType type)
  759. {
  760. return false;
  761. }
  762. /**
  763. * Charging shot into the current object.
  764. * @param type of the shot to be charged.
  765. * @param charged
  766. */
  767. public void setChargedShot(ShotType type, boolean charged)
  768. {
  769. }
  770. /**
  771. * Try to recharge a shot.
  772. * @param physical skill are using Soul shots.
  773. * @param magical skill are using Spirit shots.
  774. */
  775. public void rechargeShots(boolean physical, boolean magical)
  776. {
  777. }
  778. /**
  779. * @param <T>
  780. * @param script
  781. * @return
  782. */
  783. public final <T> T addScript(T script)
  784. {
  785. if (_scripts == null)
  786. {
  787. // Double-checked locking
  788. synchronized (this)
  789. {
  790. if (_scripts == null)
  791. {
  792. _scripts = new FastMap<String, Object>().shared();
  793. }
  794. }
  795. }
  796. _scripts.put(script.getClass().getName(), script);
  797. return script;
  798. }
  799. /**
  800. * @param <T>
  801. * @param script
  802. * @return
  803. */
  804. @SuppressWarnings("unchecked")
  805. public final <T> T removeScript(Class<T> script)
  806. {
  807. if (_scripts == null)
  808. {
  809. return null;
  810. }
  811. return (T) _scripts.remove(script.getName());
  812. }
  813. /**
  814. * @param <T>
  815. * @param script
  816. * @return
  817. */
  818. @SuppressWarnings("unchecked")
  819. public final <T> T getScript(Class<T> script)
  820. {
  821. if (_scripts == null)
  822. {
  823. return null;
  824. }
  825. return (T) _scripts.get(script.getName());
  826. }
  827. public void removeStatusListener(L2Character object)
  828. {
  829. }
  830. }