/*
* 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.utils;
import java.util.Collection;
import silentium.gameserver.model.L2World;
import silentium.gameserver.model.actor.L2Character;
import silentium.gameserver.model.actor.instance.L2PcInstance;
import silentium.gameserver.network.clientpackets.Say2;
import silentium.gameserver.network.serverpackets.CreatureSay;
import silentium.gameserver.network.serverpackets.L2GameServerPacket;
public final class Broadcast
{
/**
* Send a packet to all L2PcInstance in the _KnownPlayers of the L2Character that have the Character targetted.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* L2PcInstance in the detection area of the L2Character are identified in <B>_knownPlayers</B>.<BR>
* In order to inform other players of state modification on the L2Character, server just need to go through _knownPlayers to send
* Server->Client Packet<BR>
* <BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packet to this L2Character (to do this use method
* toSelfAndKnownPlayers)</B></FONT><BR>
* <BR>
*
* @param character
* The character to make checks on.
* @param mov
* The packet to send.
*/
public static void toPlayersTargettingMyself(L2Character character, L2GameServerPacket mov)
{
final Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
for (L2PcInstance player : plrs)
{
if (player == null || player.getTarget() != character)
continue;
player.sendPacket(mov);
}
}
/**
* Send a packet to all L2PcInstance in the _KnownPlayers of the L2Character.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* L2PcInstance in the detection area of the L2Character are identified in <B>_knownPlayers</B>.<BR>
* In order to inform other players of state modification on the L2Character, server just need to go through _knownPlayers to send
* Server->Client Packet<BR>
* <BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packet to this L2Character (to do this use method
* toSelfAndKnownPlayers)</B></FONT><BR>
* <BR>
*
* @param character
* The character to make checks on.
* @param mov
* The packet to send.
*/
public static void toKnownPlayers(L2Character character, L2GameServerPacket mov)
{
final Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
for (L2PcInstance player : plrs)
{
if (player == null)
continue;
player.sendPacket(mov);
}
}
/**
* Send a packet to all L2PcInstance in the _KnownPlayers (in the specified radius) of the L2Character.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* L2PcInstance in the detection area of the L2Character are identified in <B>_knownPlayers</B>.<BR>
* In order to inform other players of state modification on the L2Character, server just needs to go through _knownPlayers to send
* Server->Client Packet and check the distance between the targets.<BR>
* <BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packet to this L2Character (to do this use method
* toSelfAndKnownPlayers)</B></FONT><BR>
* <BR>
*
* @param character
* The character to make checks on.
* @param mov
* The packet to send.
* @param radius
* The given radius.
*/
public static void toKnownPlayersInRadius(L2Character character, L2GameServerPacket mov, int radius)
{
if (radius < 0)
radius = 1500;
final Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
for (L2PcInstance player : plrs)
{
if (player != null && character.isInsideRadius(player, radius, false, false))
player.sendPacket(mov);
}
}
/**
* Send a packet to all L2PcInstance in the _KnownPlayers of the L2Character and to the specified character.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* L2PcInstance in the detection area of the L2Character are identified in <B>_knownPlayers</B>.<BR>
* In order to inform other players of state modification on the L2Character, server just need to go through _knownPlayers to send
* Server->Client Packet<BR>
* <BR>
*
* @param character
* The character to make checks on.
* @param mov
* The packet to send.
*/
public static void toSelfAndKnownPlayers(L2Character character, L2GameServerPacket mov)
{
if (character instanceof L2PcInstance)
character.sendPacket(mov);
toKnownPlayers(character, mov);
}
public static void toSelfAndKnownPlayersInRadius(L2Character character, L2GameServerPacket mov, int radius)
{
if (radius < 0)
radius = 600;
if (character instanceof L2PcInstance)
character.sendPacket(mov);
final Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
for (L2PcInstance player : plrs)
{
if (player != null && character.isInsideRadius(player, radius, false, false))
player.sendPacket(mov);
}
}
public static void toSelfAndKnownPlayersInRadiusSq(L2Character character, L2GameServerPacket mov, int radiusSq)
{
if (radiusSq < 0)
radiusSq = 360000;
if (character instanceof L2PcInstance)
character.sendPacket(mov);
final Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
for (L2PcInstance player : plrs)
{
if (player != null && character.getDistanceSq(player) <= radiusSq)
player.sendPacket(mov);
}
}
/**
* Send a packet to all L2PcInstance present in the world.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* In order to inform other players of state modification on the L2Character, server just need to go through _allPlayers to send
* Server->Client Packet<BR>
* <BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packet to this L2Character (to do this use method
* toSelfAndKnownPlayers)</B></FONT><BR>
* <BR>
*
* @param mov
* The packet to send.
*/
public static void toAllOnlinePlayers(L2GameServerPacket mov)
{
final Collection<L2PcInstance> pls = L2World.getInstance().getAllPlayers().values();
for (L2PcInstance onlinePlayer : pls)
{
if (onlinePlayer != null && onlinePlayer.isOnline())
onlinePlayer.sendPacket(mov);
}
}
public static void announceToOnlinePlayers(String text)
{
toAllOnlinePlayers(new CreatureSay(0, Say2.ANNOUNCEMENT, "", text));
}
}