234 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			Java
		
	
	
	
	
	
			
		
		
	
	
			234 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			Java
		
	
	
	
	
	
| /*
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|  * Copyright (C) 2004-2015 L2J Server
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|  * 
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|  * This file is part of L2J Server.
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|  * 
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|  * L2J Server is free software: you can redistribute it and/or modify
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|  * it under the terms of the GNU General Public License as published by
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|  * the Free Software Foundation, either version 3 of the License, or
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|  * (at your option) any later version.
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|  * 
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|  * L2J Server is distributed in the hope that it will be useful,
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|  * but WITHOUT ANY WARRANTY; without even the implied warranty of
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|  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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|  * General Public License for more details.
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|  * 
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|  * You should have received a copy of the GNU General Public License
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|  * along with this program. If not, see <http://www.gnu.org/licenses/>.
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|  */
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| package com.l2jserver.gameserver.util;
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| 
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| import java.util.Collection;
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| import java.util.logging.Level;
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| import java.util.logging.Logger;
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| 
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| import com.l2jserver.gameserver.enums.ChatType;
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| import com.l2jserver.gameserver.model.L2World;
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| import com.l2jserver.gameserver.model.actor.L2Character;
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| import com.l2jserver.gameserver.model.actor.L2Summon;
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| import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
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| import com.l2jserver.gameserver.network.serverpackets.CharInfo;
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| import com.l2jserver.gameserver.network.serverpackets.CreatureSay;
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| import com.l2jserver.gameserver.network.serverpackets.ExShowScreenMessage;
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| import com.l2jserver.gameserver.network.serverpackets.L2GameServerPacket;
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| import com.l2jserver.gameserver.network.serverpackets.RelationChanged;
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| 
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| /**
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|  * This class ...
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|  * @version $Revision: 1.2 $ $Date: 2004/06/27 08:12:59 $
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|  */
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| public final class Broadcast
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| {
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| 	private static Logger _log = Logger.getLogger(Broadcast.class.getName());
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| 	
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| 	/**
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| 	 * Send a packet to all L2PcInstance in the _KnownPlayers of the L2Character that have the Character targeted.<BR>
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| 	 * <B><U> Concept</U> :</B><BR>
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| 	 * L2PcInstance in the detection area of the L2Character are identified in <B>_knownPlayers</B>.<BR>
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| 	 * 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>
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| 	 * <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>
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| 	 * @param character
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| 	 * @param mov
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| 	 */
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| 	public static void toPlayersTargettingMyself(L2Character character, L2GameServerPacket mov)
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| 	{
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| 		Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
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| 		for (L2PcInstance player : plrs)
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| 		{
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| 			if (player.getTarget() != character)
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| 			{
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| 				continue;
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| 			}
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| 			
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| 			player.sendPacket(mov);
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| 		}
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| 		
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| 	}
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| 	
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| 	/**
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| 	 * Send a packet to all L2PcInstance in the _KnownPlayers of the L2Character.<BR>
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| 	 * <B><U> Concept</U> :</B><BR>
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| 	 * L2PcInstance in the detection area of the L2Character are identified in <B>_knownPlayers</B>.<BR>
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| 	 * 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>
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| 	 * <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>
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| 	 * @param character
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| 	 * @param mov
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| 	 */
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| 	public static void toKnownPlayers(L2Character character, L2GameServerPacket mov)
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| 	{
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| 		final Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
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| 		for (L2PcInstance player : plrs)
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| 		{
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| 			if (player == null)
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| 			{
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| 				continue;
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| 			}
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| 			try
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| 			{
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| 				player.sendPacket(mov);
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| 				if ((mov instanceof CharInfo) && (character.isPlayer()))
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| 				{
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| 					int relation = ((L2PcInstance) character).getRelation(player);
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| 					Integer oldrelation = character.getKnownList().getKnownRelations().get(player.getObjectId());
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| 					if ((oldrelation != null) && (oldrelation != relation))
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| 					{
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| 						final RelationChanged rc = new RelationChanged();
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| 						rc.addRelation((L2PcInstance) character, relation, character.isAutoAttackable(player));
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| 						if (character.hasSummon())
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| 						{
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| 							final L2Summon pet = character.getPet();
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| 							if (pet != null)
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| 							{
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| 								rc.addRelation(pet, relation, character.isAutoAttackable(player));
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| 							}
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| 							if (character.hasServitors())
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| 							{
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| 								character.getServitors().values().forEach(s -> rc.addRelation(s, relation, character.isAutoAttackable(player)));
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| 							}
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| 						}
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| 						player.sendPacket(rc);
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| 						character.getKnownList().getKnownRelations().put(player.getObjectId(), relation);
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| 					}
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| 				}
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| 			}
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| 			catch (NullPointerException e)
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| 			{
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| 				_log.log(Level.WARNING, e.getMessage(), e);
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| 			}
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| 		}
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| 		
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| 	}
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| 	
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| 	/**
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| 	 * Send a packet to all L2PcInstance in the _KnownPlayers (in the specified radius) of the L2Character.<BR>
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| 	 * <B><U> Concept</U> :</B><BR>
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| 	 * L2PcInstance in the detection area of the L2Character are identified in <B>_knownPlayers</B>.<BR>
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| 	 * 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>
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| 	 * <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>
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| 	 * @param character
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| 	 * @param mov
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| 	 * @param radius
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| 	 */
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| 	public static void toKnownPlayersInRadius(L2Character character, L2GameServerPacket mov, int radius)
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| 	{
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| 		if (radius < 0)
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| 		{
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| 			radius = 1500;
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| 		}
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| 		
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| 		Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
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| 		for (L2PcInstance player : plrs)
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| 		{
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| 			if (character.isInsideRadius(player, radius, false, false))
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| 			{
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| 				player.sendPacket(mov);
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| 			}
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| 		}
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| 	}
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| 	
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| 	/**
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| 	 * Send a packet to all L2PcInstance in the _KnownPlayers of the L2Character and to the specified character.<BR>
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| 	 * <B><U> Concept</U> :</B><BR>
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| 	 * L2PcInstance in the detection area of the L2Character are identified in <B>_knownPlayers</B>.<BR>
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| 	 * 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>
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| 	 * @param character
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| 	 * @param mov
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| 	 */
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| 	public static void toSelfAndKnownPlayers(L2Character character, L2GameServerPacket mov)
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| 	{
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| 		if (character instanceof L2PcInstance)
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| 		{
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| 			character.sendPacket(mov);
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| 		}
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| 		
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| 		toKnownPlayers(character, mov);
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| 	}
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| 	
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| 	// To improve performance we are comparing values of radius^2 instead of calculating sqrt all the time
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| 	public static void toSelfAndKnownPlayersInRadius(L2Character character, L2GameServerPacket mov, int radius)
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| 	{
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| 		if (radius < 0)
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| 		{
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| 			radius = 600;
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| 		}
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| 		
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| 		if (character instanceof L2PcInstance)
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| 		{
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| 			character.sendPacket(mov);
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| 		}
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| 		
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| 		Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
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| 		for (L2PcInstance player : plrs)
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| 		{
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| 			if ((player != null) && Util.checkIfInRange(radius, character, player, false))
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| 			{
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| 				player.sendPacket(mov);
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| 			}
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| 		}
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| 	}
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| 	
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| 	/**
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| 	 * Send a packet to all L2PcInstance present in the world.<BR>
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| 	 * <B><U> Concept</U> :</B><BR>
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| 	 * 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>
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| 	 * <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>
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| 	 * @param packet
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| 	 */
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| 	public static void toAllOnlinePlayers(L2GameServerPacket packet)
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| 	{
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| 		for (L2PcInstance player : L2World.getInstance().getPlayers())
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| 		{
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| 			if (player.isOnline())
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| 			{
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| 				player.sendPacket(packet);
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| 			}
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| 		}
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| 	}
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| 	
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| 	public static void toAllOnlinePlayers(String text)
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| 	{
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| 		toAllOnlinePlayers(text, false);
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| 	}
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| 	
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| 	public static void toAllOnlinePlayers(String text, boolean isCritical)
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| 	{
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| 		toAllOnlinePlayers(new CreatureSay(0, isCritical ? ChatType.CRITICAL_ANNOUNCE : ChatType.ANNOUNCEMENT, "", text));
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| 	}
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| 	
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| 	public static void toPlayersInInstance(L2GameServerPacket packet, int instanceId)
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| 	{
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| 		for (L2PcInstance player : L2World.getInstance().getPlayers())
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| 		{
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| 			if (player.isOnline() && (player.getInstanceId() == instanceId))
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| 			{
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| 				player.sendPacket(packet);
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| 			}
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| 		}
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| 	}
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| 	
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| 	public static void toAllOnlinePlayersOnScreen(String text)
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| 	{
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| 		toAllOnlinePlayers(new ExShowScreenMessage(text, 10000));
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| 	}
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| }
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