/*
* 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 silentium.gameserver.model;
import silentium.gameserver.idfactory.IdFactory;
import silentium.gameserver.model.actor.L2Character;
import silentium.gameserver.model.actor.instance.L2PcInstance;
import silentium.gameserver.model.actor.knownlist.ObjectKnownList;
import silentium.gameserver.model.actor.poly.ObjectPoly;
import silentium.gameserver.model.actor.position.ObjectPosition;
import silentium.gameserver.network.L2GameClient;
import silentium.gameserver.network.serverpackets.ActionFailed;
/**
* Mother class of all interactive objects in the world (PC, NPC, Item...)
*/
public abstract class L2Object
{
private boolean _isVisible; // Object visibility
private ObjectKnownList _knownList;
private String _name;
private int _objectId; // Object identifier
private ObjectPoly _poly;
private ObjectPosition _position;
public L2Object(int objectId)
{
_objectId = objectId;
initKnownList();
initPosition();
}
public void onAction(L2PcInstance player)
{
player.sendPacket(ActionFailed.STATIC_PACKET);
}
public void onActionShift(L2GameClient client)
{
client.getActiveChar().sendPacket(ActionFailed.STATIC_PACKET);
}
public void onForcedAttack(L2PcInstance player)
{
player.sendPacket(ActionFailed.STATIC_PACKET);
}
/**
* Do Nothing.<BR>
* <BR>
* <B><U> Overriden in </U> :</B><BR>
* <BR>
* <li>L2GuardInstance : Set the home location of its L2GuardInstance</li> <li>L2Attackable : Reset the Spoiled flag</li><BR>
* <BR>
*/
public void onSpawn()
{
}
public final void setXYZ(int x, int y, int z)
{
getPosition().setXYZ(x, y, z);
}
public final void setXYZInvisible(int x, int y, int z)
{
getPosition().setXYZInvisible(x, y, z);
}
public final int getX()
{
assert getPosition().getWorldRegion() != null || _isVisible;
return getPosition().getX();
}
public final int getY()
{
assert getPosition().getWorldRegion() != null || _isVisible;
return getPosition().getY();
}
public final int getZ()
{
assert getPosition().getWorldRegion() != null || _isVisible;
return getPosition().getZ();
}
/**
* Remove a L2Object from the world.
*/
public void decayMe()
{
assert getPosition().getWorldRegion() != null;
L2WorldRegion reg = getPosition().getWorldRegion();
synchronized (this)
{
_isVisible = false;
getPosition().setWorldRegion(null);
}
// Remove the L2Object from the world -- Out of synchronized to avoid deadlocks
L2World.getInstance().removeVisibleObject(this, reg);
L2World.getInstance().removeObject(this);
}
public void refreshID()
{
L2World.getInstance().removeObject(this);
IdFactory.getInstance().releaseId(getObjectId());
_objectId = IdFactory.getInstance().getNextId();
}
/**
* Init the position of a L2Object spawn and add it in the world as a visible object.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <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>
* <BR>
* <B><U> Assert </U> :</B><BR>
* <BR>
* <li>_worldRegion == null <I>(L2Object is invisible at the beginning)</I></li><BR>
* <BR>
* <B><U> Example of use </U> :</B><BR>
* <BR>
* <li>Create Door</li> <li>Spawn : Monster, Minion, CTs, Summon...</li><BR>
*/
public final void spawnMe()
{
assert getPosition().getWorldRegion() == null && getPosition().getWorldPosition().getX() != 0 && getPosition().getWorldPosition().getY() != 0 && getPosition().getWorldPosition().getZ() != 0;
synchronized (this)
{
// Set the x,y,z position of the L2Object spawn and update its _worldregion
_isVisible = true;
getPosition().setWorldRegion(L2World.getInstance().getRegion(getPosition().getWorldPosition()));
// Add the L2Object spawn in the _allobjects of L2World
L2World.getInstance().storeObject(this);
// Add the L2Object spawn to _visibleObjects and if necessary to _allplayers of its L2WorldRegion
getPosition().getWorldRegion().addVisibleObject(this);
}
// Add the L2Object spawn in the world as a visible object -- out of synchronized to avoid deadlocks
L2World.getInstance().addVisibleObject(this, getPosition().getWorldRegion());
onSpawn();
}
public final void spawnMe(int x, int y, int z)
{
assert getPosition().getWorldRegion() == null;
synchronized (this)
{
// Set the x,y,z position of the L2Object spawn and update its _worldregion
_isVisible = true;
if (x > L2World.MAP_MAX_X)
x = L2World.MAP_MAX_X - 5000;
if (x < L2World.MAP_MIN_X)
x = L2World.MAP_MIN_X + 5000;
if (y > L2World.MAP_MAX_Y)
y = L2World.MAP_MAX_Y - 5000;
if (y < L2World.MAP_MIN_Y)
y = L2World.MAP_MIN_Y + 5000;
getPosition().setWorldPosition(x, y, z);
getPosition().setWorldRegion(L2World.getInstance().getRegion(getPosition().getWorldPosition()));
}
// Add the L2Object spawn in the _allobjects of L2World
L2World.getInstance().storeObject(this);
// Add the L2Object spawn to _visibleObjects and if necessary to _allplayers of its L2WorldRegion
getPosition().getWorldRegion().addVisibleObject(this);
// Add the L2Object spawn in the world as a visible object
L2World.getInstance().addVisibleObject(this, getPosition().getWorldRegion());
onSpawn();
}
public void toggleVisible()
{
if (isVisible())
decayMe();
else
spawnMe();
}
public boolean isAttackable()
{
return false;
}
public abstract boolean isAutoAttackable(L2Character attacker);
public boolean isMarker()
{
return false;
}
/**
* A L2Object is visible if <B>_isVisible</B> = true and <B>_worldregion</B> != null.
*
* @return the visibilty state of the L2Object.
*/
public final boolean isVisible()
{
return getPosition().getWorldRegion() != null && _isVisible;
}
public final void setIsVisible(boolean value)
{
_isVisible = value;
if (!_isVisible)
getPosition().setWorldRegion(null);
}
public void initKnownList()
{
_knownList = new ObjectKnownList(this);
}
public ObjectKnownList getKnownList()
{
return _knownList;
}
public final void setKnownList(ObjectKnownList value)
{
_knownList = value;
}
public final String getName()
{
return _name;
}
public void setName(String value)
{
_name = value;
}
public final int getObjectId()
{
return _objectId;
}
public final ObjectPoly getPoly()
{
if (_poly == null)
_poly = new ObjectPoly(this);
return _poly;
}
public void initPosition()
{
_position = new ObjectPosition(this);
}
public ObjectPosition getPosition()
{
return _position;
}
public final void setObjectPosition(ObjectPosition value)
{
_position = value;
}
public L2PcInstance getActingPlayer()
{
return null;
}
/**
* @return a reference to the region this object is located.
*/
public L2WorldRegion getWorldRegion()
{
return getPosition().getWorldRegion();
}
/**
* Sends the Server->Client info packet for the object. Is Overridden in: <li>L2BoatInstance</li> <li>L2DoorInstance</li> <li>L2PcInstance</li>
* <li>L2StaticObjectInstance</li> <li>L2Npc</li> <li>L2Summon</li> <li>L2ItemInstance</li>
*
* @param activeChar
*/
public void sendInfo(L2PcInstance activeChar)
{
}
@Override
public String toString()
{
return (getClass().getSimpleName() + ":" + getName() + "[" + getObjectId() + "]");
}
}