/*
* 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.quest;
import java.util.logging.Level;
import java.util.logging.Logger;
import com.l2jfrozen.Config;
import com.l2jfrozen.gameserver.datatables.sql.NpcTable;
import com.l2jfrozen.gameserver.model.L2Character;
import com.l2jfrozen.gameserver.model.actor.instance.L2NpcInstance;
import com.l2jfrozen.gameserver.model.spawn.L2Spawn;
import com.l2jfrozen.gameserver.templates.L2NpcTemplate;
import com.l2jfrozen.gameserver.thread.ThreadPoolManager;
import com.l2jfrozen.util.random.Rnd;
/**
* @author programmos
*/
public final class QuestSpawn
{
private Logger _log = Quest._log;
private static QuestSpawn instance;
public static QuestSpawn getInstance()
{
if(instance == null)
{
instance = new QuestSpawn();
}
return instance;
}
public class DeSpawnScheduleTimerTask implements Runnable
{
L2NpcInstance _npc = null;
public DeSpawnScheduleTimerTask(L2NpcInstance npc)
{
_npc = npc;
}
@Override
public void run()
{
_npc.onDecay();
}
}
// Method - Public
/**
* Add spawn for player instance Will despawn after the spawn length expires Uses player's coords and heading. Adds
* a little randomization in the x y coords Return object id of newly spawned npc
* @param npcId
* @param cha
* @return
*/
public L2NpcInstance addSpawn(int npcId, L2Character cha)
{
return addSpawn(npcId, cha.getX(), cha.getY(), cha.getZ(), cha.getHeading(), false, 0);
}
/**
* Add spawn for player instance Return object id of newly spawned npc
* @param npcId
* @param x
* @param y
* @param z
* @param heading
* @param randomOffset
* @param despawnDelay
* @return
*/
public L2NpcInstance addSpawn(int npcId, int x, int y, int z, int heading, boolean randomOffset, int despawnDelay)
{
L2NpcInstance result = null;
try
{
L2NpcTemplate template = NpcTable.getInstance().getTemplate(npcId);
if(template != null)
{
// Sometimes, even if the quest script specifies some xyz (for example npc.getX() etc) by the time the code
// reaches here, xyz have become 0! Also, a questdev might have purposely set xy to 0,0...however,
// the spawn code is coded such that if x=y=0, it looks into location for the spawn loc! This will NOT work
// with quest spawns! For both of the above cases, we need a fail-safe spawn. For this, we use the
// default spawn location, which is at the player's loc.
if(x == 0 && y == 0)
{
_log.log(Level.SEVERE, "Failed to adjust bad locks for quest spawn! Spawn aborted!");
return null;
}
if(randomOffset)
{
int offset;
// Get the direction of the offset
offset = Rnd.get(2);
if(offset == 0)
{
offset = -1;
}
// make offset negative
offset *= Rnd.get(50, 100);
x += offset;
// Get the direction of the offset
offset = Rnd.get(2);
if(offset == 0)
{
offset = -1;
}
// make offset negative
offset *= Rnd.get(50, 100);
y += offset;
}
L2Spawn spawn = new L2Spawn(template);
spawn.setHeading(heading);
spawn.setLocx(x);
spawn.setLocy(y);
spawn.setLocz(z + 20);
spawn.stopRespawn();
result = spawn.spawnOne();
spawn = null;
if(despawnDelay > 0)
{
ThreadPoolManager.getInstance().scheduleGeneral(new DeSpawnScheduleTimerTask(result), despawnDelay);
}
return result;
}
}
catch(Exception e1)
{
if(Config.ENABLE_ALL_EXCEPTIONS)
e1.printStackTrace();
_log.warning("Could not spawn Npc " + npcId);
}
return null;
}
}