/*
* 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 2, 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* http://www.gnu.org/copyleft/gpl.html
*/
package com.l2jfrozen.gameserver.model;
import java.lang.reflect.Constructor;
import com.l2jfrozen.Config;
import com.l2jfrozen.gameserver.idfactory.IdFactory;
import com.l2jfrozen.gameserver.managers.ItemsOnGroundManager;
import com.l2jfrozen.gameserver.managers.MercTicketManager;
import com.l2jfrozen.gameserver.model.actor.instance.L2ItemInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance;
import com.l2jfrozen.gameserver.model.actor.knownlist.ObjectKnownList;
import com.l2jfrozen.gameserver.model.actor.poly.ObjectPoly;
import com.l2jfrozen.gameserver.model.actor.position.ObjectPosition;
import com.l2jfrozen.gameserver.model.extender.BaseExtender;
import com.l2jfrozen.gameserver.model.extender.BaseExtender.EventType;
import com.l2jfrozen.gameserver.network.L2GameClient;
import com.l2jfrozen.gameserver.network.serverpackets.ActionFailed;
import com.l2jfrozen.gameserver.network.serverpackets.GetItem;
/**
* Mother class of all objects in the world which ones is it possible to interact (PC, NPC, Item...)<BR>
* <BR>
* L2Object :<BR>
* <BR>
* <li>L2Character</li> <li>L2ItemInstance</li> <li>L2Potion</li>
*/
public abstract class L2Object
{
// =========================================================
// Data Field
private boolean _isVisible; // Object visibility
private ObjectKnownList _knownList;
private String _name;
private int _objectId; // Object identifier
private ObjectPoly _poly;
private ObjectPosition _position;
// Objects can only see objects in same instancezone, instance 0 is normal world -1 the all seeing world
private int _instanceId = 0;
// =========================================================
// Constructor
// by Azagthtot
private BaseExtender _extender = null;
// =========================================================
// Constructor
public L2Object(int objectId)
{
_objectId = objectId;
if(Config.EXTENDERS.get(this.getClass().getName()) != null)
{
for(String className : Config.EXTENDERS.get(this.getClass().getName()))
{
try
{
Class<?> clazz = Class.forName(className);
if(clazz == null)
{
continue;
}
if(!BaseExtender.class.isAssignableFrom(clazz))
{
continue;
}
if(!(Boolean) clazz.getMethod("canCreateFor", L2Object.class).invoke(null, this))
{
continue;
}
Constructor<?> construct = clazz.getConstructor(L2Object.class);
if(construct != null)
{
addExtender((BaseExtender) construct.newInstance(this));
}
}
catch(Exception e)
{
continue;
}
}
}
}
/**
* @param newExtender as BaseExtender
*/
public void addExtender(BaseExtender newExtender)
{
if(_extender == null)
{
_extender = newExtender;
}
else
{
_extender.addExtender(newExtender);
}
}
/**
* @param simpleName as String<br>
* @return as BaseExtender - null<br>
*/
public BaseExtender getExtender(final String simpleName)
{
if(_extender == null)
return null;
return _extender.getExtender(simpleName);
}
/**
*
* @param event as String<br>
* @param params
* @return as Object
*/
public Object fireEvent(final String event, Object... params)
{
if(_extender == null)
return null;
return _extender.onEvent(event, params);
}
public void removeExtender(BaseExtender ext) {
if(_extender!=null)
if(_extender==ext)
_extender = _extender.getNextExtender();
else
_extender.removeExtender(ext);
}
// =========================================================
// Event - Public
public void onAction(L2PcInstance player)
{
player.sendPacket(ActionFailed.STATIC_PACKET);
}
public void onActionShift(L2GameClient client)
{
// Like L2OFF send to L2PcInstance
onActionShift(client.getActiveChar());
}
/**
* @param player
*/
public void onActionShift(L2PcInstance player)
{
player.sendPacket(ActionFailed.STATIC_PACKET);
}
public void onForcedAttack(L2PcInstance player)
{
player.sendPacket(ActionFailed.STATIC_PACKET);
}
/**
* Do Nothing.<BR>
* <BR>
* <B><U> Overridden 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()
{
fireEvent(EventType.SPAWN.name, (Object[]) null);
}
// =========================================================
// Position - Should remove to fully move to L2ObjectPosition
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()
{
if(Config.ASSERT)
{
assert getPosition().getWorldRegion() != null || _isVisible;
}
return getPosition().getX();
}
public final int getY()
{
if(Config.ASSERT)
{
assert getPosition().getWorldRegion() != null || _isVisible;
}
return getPosition().getY();
}
public final int getZ()
{
if(Config.ASSERT)
{
assert getPosition().getWorldRegion() != null || _isVisible;
}
return getPosition().getZ();
}
// =========================================================
// Method - Public
/**
* Remove a L2Object from the world.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Remove the L2Object from the world</li><BR>
* <BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T REMOVE the object from _allObjects of L2World
* </B></FONT><BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packets to players</B></FONT><BR>
* <BR>
* <B><U> Assert </U> :</B><BR>
* <BR>
* <li>_worldRegion != null <I>(L2Object is visible at the beginning)</I></li><BR>
* <BR>
* <B><U> Example of use </U> :</B><BR>
* <BR>
* <li>Delete NPC/PC or Unsummon</li><BR>
* <BR>
*/
public final void decayMe()
{
if(Config.ASSERT)
{
assert getPosition().getWorldRegion() != null;
}
L2WorldRegion reg = getPosition().getWorldRegion();
synchronized (this)
{
_isVisible = false;
getPosition().setWorldRegion(null);
}
// this can synchronize on others instances, so it's out of
// synchronized, to avoid deadlocks
// Remove the L2Object from the world
L2World.getInstance().removeVisibleObject(this, reg);
L2World.getInstance().removeObject(this);
if(Config.SAVE_DROPPED_ITEM)
{
ItemsOnGroundManager.getInstance().removeObject(this);
}
reg = null;
fireEvent(EventType.DELETE.name, (Object[]) null);
}
/**
* Remove a L2ItemInstance from the world and send server->client GetItem packets.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Send a Server->Client Packet GetItem to player that pick up and its _knowPlayers member</li> <li>Remove the
* L2Object from the world</li><BR>
* <BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T REMOVE the object from _allObjects of L2World
* </B></FONT><BR>
* <BR>
* <B><U> Assert </U> :</B><BR>
* <BR>
* <li>this instanceof L2ItemInstance</li> <li>_worldRegion != null <I>(L2Object is visible at the beginning)</I></li>
* <BR>
* <BR>
* <B><U> Example of use </U> :</B><BR>
* <BR>
* <li>Do Pickup Item : PCInstance and Pet</li><BR>
* <BR>
*
* @param player Player that pick up the item
*/
public final void pickupMe(L2Character player) // NOTE: Should move this function into L2ItemInstance because it does not apply to L2Character
{
if(Config.ASSERT)
{
assert this instanceof L2ItemInstance;
}
if(Config.ASSERT)
{
assert getPosition().getWorldRegion() != null;
}
L2WorldRegion oldregion = getPosition().getWorldRegion();
// Create a server->client GetItem packet to pick up the L2ItemInstance
GetItem gi = new GetItem((L2ItemInstance) this, player.getObjectId());
player.broadcastPacket(gi);
gi = null;
synchronized (this)
{
_isVisible = false;
getPosition().setWorldRegion(null);
}
// if this item is a mercenary ticket, remove the spawns!
if(this instanceof L2ItemInstance)
{
int itemId = ((L2ItemInstance) this).getItemId();
if(MercTicketManager.getInstance().getTicketCastleId(itemId) > 0)
{
MercTicketManager.getInstance().removeTicket((L2ItemInstance) this);
ItemsOnGroundManager.getInstance().removeObject(this);
}
}
// this can synchronize on others instancies, so it's out of
// synchronized, to avoid deadlocks
// Remove the L2ItemInstance from the world
L2World.getInstance().removeVisibleObject(this, oldregion);
oldregion = null;
}
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()
{
if(Config.ASSERT)
{
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);
}
// this can synchronize on others instances, so it's out of
// synchronized, to avoid deadlocks
// Add the L2Object spawn in the world as a visible object
L2World.getInstance().addVisibleObject(this, getPosition().getWorldRegion(), null);
onSpawn();
}
public final void spawnMe(int x, int y, int z)
{
if(Config.ASSERT)
{
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()));
}
// these can synchronize on others instances, so they're out of
// synchronized, to avoid deadlocks
// 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
L2WorldRegion region = getPosition().getWorldRegion();
if(region!=null)
region.addVisibleObject(this);
else{
System.out.println("ATTENTION: no region found for location "+x+","+y+","+z+". It's not possible to spawn object "+_objectId+" here...");
return;
}
// this can synchronize on others instances, so it's out of
// synchronized, to avoid deadlocks
// Add the L2Object spawn in the world as a visible object
L2World.getInstance().addVisibleObject(this, region, null);
onSpawn();
}
public void toggleVisible()
{
if(isVisible())
{
decayMe();
}
else
{
spawnMe();
}
}
// =========================================================
// Method - Private
// =========================================================
// Property - Public
public boolean isAttackable()
{
return false;
}
public abstract boolean isAutoAttackable(L2Character attacker);
public boolean isMarker()
{
return false;
}
public boolean isInRaidEvent()
{
L2PcInstance player = getActingPlayer();
return (player == null ? false : player.isInRaidEvent());
}
/**
* <B><U> Concept</U> :</B><BR>
* <BR>
* A L2Object is visible if <B>__IsVisible</B>=true and <B>_worldregion</B>!=null <BR>
* <BR>
* @return the visibility state of the L2Object.
*/
public final boolean isVisible()
{
//return getPosition().getWorldRegion() != null && _IsVisible;
return getPosition().getWorldRegion() != null;
}
public final void setIsVisible(boolean value)
{
_isVisible = value;
if(!_isVisible)
{
getPosition().setWorldRegion(null);
}
}
public ObjectKnownList getKnownList()
{
if(_knownList == null)
{
_knownList = new ObjectKnownList(this);
}
return _knownList;
}
public final void setKnownList(ObjectKnownList value)
{
_knownList = value;
}
public final String getName()
{
return _name;
}
public final 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 final ObjectPosition getPosition()
{
if(_position == null)
{
_position = new ObjectPosition(this);
}
return _position;
}
/**
* @return reference to region this object is in
*/
public L2WorldRegion getWorldRegion()
{
return getPosition().getWorldRegion();
}
/**
* @return The id of the instance zone the object is in - id 0 is global since everything like dropped items, mobs,
* players can be in a instantiated area, it must be in l2object
*/
public int getInstanceId()
{
return _instanceId;
}
/**
* @param instanceId The id of the instance zone the object is in - id 0 is global
*/
public void setInstanceId(int instanceId)
{
_instanceId = instanceId;
// If we change it for visible objects, me must clear & revalidates knownlists
if(_isVisible && _knownList != null)
{
if(this instanceof L2PcInstance)
{
// We don't want some ugly looking disappear/appear effects, so don't update
// the knownlist here, but players usually enter instancezones through teleporting
// and the teleport will do the revalidation for us.
}
else
{
decayMe();
spawnMe();
}
}
}
public L2PcInstance getActingPlayer()
{
return null;
}
@Override
public String toString()
{
return "" + getObjectId();
}
public void sendInfo(L2PcInstance activeChar)
{
}
}