/* * 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)); } }