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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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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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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* 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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* 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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player.sendPacket(mov);
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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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* 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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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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* 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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toKnownPlayers(character, mov);
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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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if (character instanceof L2PcInstance)
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{
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character.sendPacket(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 != 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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* 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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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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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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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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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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