/* * 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.network.serverpackets; import silentium.gameserver.model.actor.L2Character; import silentium.gameserver.model.actor.L2Npc; /** * @author devScarlet & mrTJO */ public final class ServerObjectInfo extends L2GameServerPacket { private final L2Npc _activeChar; private final int _x, _y, _z, _heading; private final int _idTemplate; private final boolean _isAttackable; private final double _collisionHeight, _collisionRadius; private final String _name; public ServerObjectInfo(L2Npc activeChar, L2Character actor) { _activeChar = activeChar; _idTemplate = _activeChar.getTemplate().getIdTemplate(); _isAttackable = _activeChar.isAutoAttackable(actor); _collisionHeight = _activeChar.getCollisionHeight(); _collisionRadius = _activeChar.getCollisionRadius(); _x = _activeChar.getX(); _y = _activeChar.getY(); _z = _activeChar.getZ(); _heading = _activeChar.getHeading(); _name = _activeChar.getTemplate().isServerSideName() ? _activeChar.getTemplate().getName() : ""; } @Override protected final void writeImpl() { writeC(0x8C); writeD(_activeChar.getObjectId()); writeD(_idTemplate + 1000000); writeS(_name); // name writeD(_isAttackable ? 1 : 0); writeD(_x); writeD(_y); writeD(_z); writeD(_heading); writeF(1.0); // movement multiplier writeF(1.0); // attack speed multiplier writeF(_collisionRadius); writeF(_collisionHeight); writeD((int) (_isAttackable ? _activeChar.getCurrentHp() : 0)); writeD(_isAttackable ? _activeChar.getMaxHp() : 0); writeD(0x01); // object type writeD(0x00); // special effects } }