/*
* 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
}
}