/*
* 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 <http://www.gnu.org/licenses/>.
*/
package com.l2jserver.gameserver.model.actor.instance;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Npc;
import com.l2jserver.gameserver.network.serverpackets.ActionFailed;
import com.l2jserver.gameserver.templates.chars.L2NpcTemplate;
public class L2EffectPointInstance extends L2Npc
{
private final L2PcInstance _owner;
public L2EffectPointInstance(int objectId, L2NpcTemplate template, L2Character owner)
{
super(objectId, template);
setInstanceType(InstanceType.L2EffectPointInstance);
setIsInvul(false);
_owner = owner == null ? null : owner.getActingPlayer();
setInstanceId(owner.getInstanceId());
}
@Override
public L2PcInstance getActingPlayer()
{
return _owner;
}
/**
* this is called when a player interacts with this NPC
* @param player
*/
@Override
public void onAction(L2PcInstance player, boolean interact)
{
// Send a Server->Client ActionFailed to the L2PcInstance in order to avoid that the client wait another packet
player.sendPacket(ActionFailed.STATIC_PACKET);
}
@Override
public void onActionShift(L2PcInstance player)
{
if (player == null)
return;
player.sendPacket(ActionFailed.STATIC_PACKET);
}
}