Package com.l2jfrozen.gameserver.model.quest

Source Code of com.l2jfrozen.gameserver.model.quest.QuestSpawn$DeSpawnScheduleTimerTask

/*
* 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;
  }

}
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