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2026-09-12 15:41:31 +00:00

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Java

/*
* 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 3 of the License, 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, see <http://www.gnu.org/licenses/>.
*/
package com.l2jserver.gameserver.model;
import java.lang.reflect.Constructor;
import java.util.List;
import java.util.logging.Level;
import java.util.logging.Logger;
import javolution.util.FastList;
import com.l2jserver.Config;
import com.l2jserver.gameserver.GeoData;
import com.l2jserver.gameserver.Territory;
import com.l2jserver.gameserver.ThreadPoolManager;
import com.l2jserver.gameserver.idfactory.IdFactory;
import com.l2jserver.gameserver.model.actor.L2Attackable;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Npc;
import com.l2jserver.gameserver.model.actor.instance.L2MonsterInstance;
import com.l2jserver.gameserver.templates.chars.L2NpcTemplate;
import com.l2jserver.util.Rnd;
/**
* This class manages the spawn and respawn of a group of L2NpcInstance that are in the same are and have the same type. <B><U> Concept</U> :</B><BR>
* <BR>
* L2NpcInstance can be spawned either in a random position into a location area (if Lox=0 and Locy=0), either at an exact position. The heading of the L2NpcInstance can be a random heading if not defined (value= -1) or an exact heading (ex : merchant...).<BR>
* <BR>
* @author Nightmare
* @version $Revision: 1.9.2.3.2.8 $ $Date: 2005/03/27 15:29:32 $
*/
public class L2Spawn
{
protected static final Logger _log = Logger.getLogger(L2Spawn.class.getName());
/** The link on the L2NpcTemplate object containing generic and static properties of this spawn (ex : RewardExp, RewardSP, AggroRange...) */
private L2NpcTemplate _template;
// private String _location = DEFAULT_LOCATION;
/** The identifier of the location area where L2NpcInstance can be spwaned */
private int _location;
/** The maximum number of L2NpcInstance that can manage this L2Spawn */
private int _maximumCount;
/** The current number of L2NpcInstance managed by this L2Spawn */
private int _currentCount;
/** The current number of SpawnTask in progress or stand by of this L2Spawn */
protected int _scheduledCount;
/** The X position of the spwan point */
private int _locX;
/** The Y position of the spwan point */
private int _locY;
/** The Z position of the spwan point */
private int _locZ;
/** The heading of L2NpcInstance when they are spawned */
private int _heading;
/** The delay between a L2NpcInstance remove and its re-spawn */
private int _respawnDelay;
/** Minimum delay RaidBoss */
private int _respawnMinDelay;
/** Maximum delay RaidBoss */
private int _respawnMaxDelay;
private int _instanceId = 0;
/** The generic constructor of L2NpcInstance managed by this L2Spawn */
private Constructor<?> _constructor;
/** If True a L2NpcInstance is respawned each time that another is killed */
private boolean _doRespawn;
/** If true then spawn is custom */
private boolean _customSpawn;
private L2Npc _lastSpawn;
private static List<SpawnListener> _spawnListeners = new FastList<>();
/** The task launching the function doSpawn() */
class SpawnTask implements Runnable
{
// L2NpcInstance _instance;
// int _objId;
private final L2Npc _oldNpc;
public SpawnTask(/* int objid */L2Npc pOldNpc)
{
// _objId= objid;
_oldNpc = pOldNpc;
}
@Override
public void run()
{
try
{
// doSpawn();
respawnNpc(_oldNpc);
}
catch (Exception e)
{
_log.log(Level.WARNING, "", e);
}
_scheduledCount--;
}
}
/**
* Constructor of L2Spawn.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* Each L2Spawn owns generic and static properties (ex : RewardExp, RewardSP, AggroRange...). All of those properties are stored in a different L2NpcTemplate for each type of L2Spawn. Each template is loaded once in the server cache memory (reduce memory use). When a new instance of L2Spawn is
* created, server just create a link between the instance and the template. This link is stored in <B>_template</B><BR>
* <BR>
* Each L2NpcInstance is linked to a L2Spawn that manages its spawn and respawn (delay, location...). This link is stored in <B>_spawn</B> of the L2NpcInstance<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Set the _template of the L2Spawn</li> <li>Calculate the implementationName used to generate the generic constructor of L2NpcInstance managed by this L2Spawn</li> <li>Create the generic constructor of L2NpcInstance managed by this L2Spawn</li><BR>
* <BR>
* @param mobTemplate The L2NpcTemplate to link to this L2Spawn
*/
public L2Spawn(L2NpcTemplate mobTemplate) throws SecurityException, ClassNotFoundException, NoSuchMethodException
{
// Set the _template of the L2Spawn
_template = mobTemplate;
if (_template == null)
{
return;
}
// Create the generic constructor of L2NpcInstance managed by this L2Spawn
Class<?>[] parameters =
{
int.class,
Class.forName("com.l2jserver.gameserver.templates.chars.L2NpcTemplate")
};
_constructor = Class.forName("com.l2jserver.gameserver.model.actor.instance." + _template.type + "Instance").getConstructor(parameters);
}
/**
* Return the maximum number of L2NpcInstance that this L2Spawn can manage.<BR>
* <BR>
*/
public int getAmount()
{
return _maximumCount;
}
/**
* Return the Identifier of the location area where L2NpcInstance can be spwaned.<BR>
* <BR>
*/
public int getLocation()
{
return _location;
}
/**
* Return the X position of the spwan point.<BR>
* <BR>
*/
public int getLocx()
{
return _locX;
}
/**
* Return the Y position of the spwan point.<BR>
* <BR>
*/
public int getLocy()
{
return _locY;
}
/**
* Return the Z position of the spwan point.<BR>
* <BR>
*/
public int getLocz()
{
return _locZ;
}
/**
* Return the Itdentifier of the L2NpcInstance manage by this L2Spwan contained in the L2NpcTemplate.<BR>
* <BR>
*/
public int getNpcid()
{
return _template.npcId;
}
/**
* Return the heading of L2NpcInstance when they are spawned.<BR>
* <BR>
*/
public int getHeading()
{
return _heading;
}
/**
* Return the delay between a L2NpcInstance remove and its re-spawn.<BR>
* <BR>
*/
public int getRespawnDelay()
{
return _respawnDelay;
}
/**
* Return Min RaidBoss Spawn delay.<BR>
* <BR>
*/
public int getRespawnMinDelay()
{
return _respawnMinDelay;
}
/**
* Return Max RaidBoss Spawn delay.<BR>
* <BR>
*/
public int getRespawnMaxDelay()
{
return _respawnMaxDelay;
}
/**
* Set the maximum number of L2NpcInstance that this L2Spawn can manage.<BR>
* <BR>
*/
public void setAmount(int amount)
{
_maximumCount = amount;
}
/**
* Set the Identifier of the location area where L2NpcInstance can be spwaned.<BR>
* <BR>
*/
public void setLocation(int location)
{
_location = location;
}
/**
* Set Minimum Respawn Delay.<BR>
* <BR>
*/
public void setRespawnMinDelay(int date)
{
_respawnMinDelay = date;
}
/**
* Set Maximum Respawn Delay.<BR>
* <BR>
*/
public void setRespawnMaxDelay(int date)
{
_respawnMaxDelay = date;
}
/**
* Set the X position of the spwan point.<BR>
* <BR>
*/
public void setLocx(int locx)
{
_locX = locx;
}
/**
* Set the Y position of the spwan point.<BR>
* <BR>
*/
public void setLocy(int locy)
{
_locY = locy;
}
/**
* Set the Z position of the spwan point.<BR>
* <BR>
*/
public void setLocz(int locz)
{
_locZ = locz;
}
/**
* Set the heading of L2NpcInstance when they are spawned.<BR>
* <BR>
*/
public void setHeading(int heading)
{
_heading = heading;
}
/**
* Set the spawn as custom.<BR>
*/
public void setCustom(boolean custom)
{
_customSpawn = custom;
}
/**
* Return type of spawn.<BR>
* <BR>
*/
public boolean isCustom()
{
return _customSpawn;
}
/**
* Decrease the current number of L2NpcInstance of this L2Spawn and if necessary create a SpawnTask to launch after the respawn Delay.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Decrease the current number of L2NpcInstance of this L2Spawn</li> <li>Check if respawn is possible to prevent multiple respawning caused by lag</li> <li>Update the current number of SpawnTask in progress or stand by of this L2Spawn</li> <li>Create a new SpawnTask to launch after the
* respawn Delay</li><BR>
* <BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : A respawn is possible ONLY if _doRespawn=True and _scheduledCount + _currentCount < _maximumCount</B></FONT><BR>
* <BR>
*/
public void decreaseCount(/* int npcId */L2Npc oldNpc)
{
// sanity check
if (_currentCount <= 0)
{
return;
}
// Decrease the current number of L2NpcInstance of this L2Spawn
_currentCount--;
// Check if respawn is possible to prevent multiple respawning caused by lag
if (_doRespawn && ((_scheduledCount + _currentCount) < _maximumCount))
{
// Update the current number of SpawnTask in progress or stand by of this L2Spawn
_scheduledCount++;
// Create a new SpawnTask to launch after the respawn Delay
// ClientScheduler.getInstance().scheduleLow(new SpawnTask(npcId), _respawnDelay);
ThreadPoolManager.getInstance().scheduleGeneral(new SpawnTask(oldNpc), _respawnDelay);
}
}
/**
* Create the initial spawning and set _doRespawn to True.<BR>
* <BR>
* @return The number of L2NpcInstance that were spawned
*/
public int init()
{
while (_currentCount < _maximumCount)
{
doSpawn();
}
_doRespawn = true;
return _currentCount;
}
/**
* Create a L2NpcInstance in this L2Spawn.<BR>
* <BR>
*/
public L2Npc spawnOne(boolean val)
{
return doSpawn(val);
}
/**
* Return true if respawn enabled
*/
public boolean isRespawnEnabled()
{
return _doRespawn;
}
/**
* Set _doRespawn to False to stop respawn in thios L2Spawn.<BR>
* <BR>
*/
public void stopRespawn()
{
_doRespawn = false;
}
/**
* Set _doRespawn to True to start or restart respawn in this L2Spawn.<BR>
* <BR>
*/
public void startRespawn()
{
_doRespawn = true;
}
public L2Npc doSpawn()
{
return doSpawn(false);
}
/**
* Create the L2NpcInstance, add it to the world and lauch its OnSpawn action.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* L2NpcInstance can be spawned either in a random position into a location area (if Lox=0 and Locy=0), either at an exact position. The heading of the L2NpcInstance can be a random heading if not defined (value= -1) or an exact heading (ex : merchant...).<BR>
* <BR>
* <B><U> Actions for an random spawn into location area</U> : <I>(if Locx=0 and Locy=0)</I></B><BR>
* <BR>
* <li>Get L2NpcInstance Init parameters and its generate an Identifier</li> <li>Call the constructor of the L2NpcInstance</li> <li>Calculate the random position in the location area (if Locx=0 and Locy=0) or get its exact position from the L2Spawn</li> <li>Set the position of the L2NpcInstance</li>
* <li>Set the HP and MP of the L2NpcInstance to the max</li> <li>Set the heading of the L2NpcInstance (random heading if not defined : value=-1)</li> <li>Link the L2NpcInstance to this L2Spawn</li> <li>Init other values of the L2NpcInstance (ex : from its L2CharTemplate for INT, STR, DEX...)
* and add it in the world</li> <li>Lauch the action OnSpawn fo the L2NpcInstance</li><BR>
* <BR>
* <li>Increase the current number of L2NpcInstance managed by this L2Spawn</li><BR>
* <BR>
*/
public L2Npc doSpawn(boolean isSummonSpawn)
{
L2Npc mob = null;
try
{
// Check if the L2Spawn is not a L2Pet or L2Minion or L2Decoy spawn
if (_template.type.equalsIgnoreCase("L2Pet") || _template.type.equalsIgnoreCase("L2Decoy") || _template.type.equalsIgnoreCase("L2Trap") || _template.type.equalsIgnoreCase("L2EffectPoint"))
{
_currentCount++;
return mob;
}
// Get L2NpcInstance Init parameters and its generate an Identifier
Object[] parameters =
{
IdFactory.getInstance().getNextId(),
_template
};
// Call the constructor of the L2NpcInstance
// (can be a L2ArtefactInstance, L2FriendlyMobInstance, L2GuardInstance, L2MonsterInstance, L2SiegeGuardInstance, L2BoxInstance,
// L2FeedableBeastInstance, L2TamedBeastInstance, L2FolkInstance or L2TvTEventNpcInstance)
Object tmp = _constructor.newInstance(parameters);
((L2Object) tmp).setInstanceId(_instanceId); // Must be done before object is spawned into visible world
if (isSummonSpawn && (tmp instanceof L2Character))
{
((L2Character) tmp).setShowSummonAnimation(isSummonSpawn);
}
// Check if the Instance is a L2NpcInstance
if (!(tmp instanceof L2Npc))
{
return mob;
}
mob = (L2Npc) tmp;
return initializeNpcInstance(mob);
}
catch (Exception e)
{
_log.log(Level.WARNING, "NPC " + _template.npcId + " class not found", e);
}
return mob;
}
/**
* @param mob
* @return
*/
private L2Npc initializeNpcInstance(L2Npc mob)
{
int newlocx, newlocy, newlocz;
// If Locx=0 and Locy=0, the L2NpcInstance must be spawned in an area defined by location
if ((getLocx() == 0) && (getLocy() == 0))
{
if (getLocation() == 0)
{
return mob;
}
// Calculate the random position in the location area
int p[] = Territory.getInstance().getRandomPoint(getLocation());
// Set the calculated position of the L2NpcInstance
newlocx = p[0];
newlocy = p[1];
newlocz = GeoData.getInstance().getSpawnHeight(newlocx, newlocy, p[2], p[3], this);
}
else
{
// The L2NpcInstance is spawned at the exact position (Lox, Locy, Locz)
newlocx = getLocx();
newlocy = getLocy();
if (Config.GEODATA > 0)
{
newlocz = GeoData.getInstance().getSpawnHeight(newlocx, newlocy, getLocz(), getLocz(), this);
}
else
{
newlocz = getLocz();
}
}
mob.stopAllEffects();
mob.setIsDead(false);
// Reset decay info
mob.setDecayed(false);
// Set the HP and MP of the L2NpcInstance to the max
mob.setCurrentHpMp(mob.getMaxHp(), mob.getMaxMp());
// Set the heading of the L2NpcInstance (random heading if not defined)
if (getHeading() == -1)
{
mob.setHeading(Rnd.nextInt(61794));
}
else
{
mob.setHeading(getHeading());
}
if (mob instanceof L2Attackable)
{
((L2Attackable) mob).setChampion(false);
}
if (Config.L2JMOD_CHAMPION_ENABLE)
{
// Set champion on next spawn
if ((mob instanceof L2MonsterInstance) && !getTemplate().isQuestMonster && !mob.isRaid() && !((L2MonsterInstance) mob).isRaidMinion() && (Config.L2JMOD_CHAMPION_FREQUENCY > 0) && (mob.getLevel() >= Config.L2JMOD_CHAMP_MIN_LVL) && (mob.getLevel() <= Config.L2JMOD_CHAMP_MAX_LVL) && (Config.L2JMOD_CHAMPION_ENABLE_IN_INSTANCES || (getInstanceId() == 0)))
{
int random = Rnd.get(100);
if (random < Config.L2JMOD_CHAMPION_FREQUENCY)
{
((L2Attackable) mob).setChampion(true);
}
}
}
// Link the L2NpcInstance to this L2Spawn
mob.setSpawn(this);
// Init other values of the L2NpcInstance (ex : from its L2CharTemplate for INT, STR, DEX...) and add it in the world as a visible object
mob.spawnMe(newlocx, newlocy, newlocz);
L2Spawn.notifyNpcSpawned(mob);
_lastSpawn = mob;
if (Config.DEBUG)
{
_log.finest("spawned Mob ID: " + _template.npcId + " ,at: " + mob.getX() + " x, " + mob.getY() + " y, " + mob.getZ() + " z");
}
// Increase the current number of L2NpcInstance managed by this L2Spawn
_currentCount++;
return mob;
}
public static void addSpawnListener(SpawnListener listener)
{
synchronized (_spawnListeners)
{
_spawnListeners.add(listener);
}
}
public static void removeSpawnListener(SpawnListener listener)
{
synchronized (_spawnListeners)
{
_spawnListeners.remove(listener);
}
}
public static void notifyNpcSpawned(L2Npc npc)
{
synchronized (_spawnListeners)
{
for (SpawnListener listener : _spawnListeners)
{
listener.npcSpawned(npc);
}
}
}
/**
* @param i delay in seconds
*/
public void setRespawnDelay(int i)
{
if (i < 0)
{
_log.warning("respawn delay is negative for spawn:" + this);
}
if (i < 10)
{
i = 10;
}
_respawnDelay = i * 1000;
}
public L2Npc getLastSpawn()
{
return _lastSpawn;
}
/**
* @param oldNpc
*/
public void respawnNpc(L2Npc oldNpc)
{
if (_doRespawn)
{
oldNpc.refreshID();
/* L2NpcInstance instance = */initializeNpcInstance(oldNpc);
}
}
public L2NpcTemplate getTemplate()
{
return _template;
}
public int getInstanceId()
{
return _instanceId;
}
public void setInstanceId(int instanceId)
{
_instanceId = instanceId;
}
/*
* (non-Javadoc)
* @see java.lang.Object#toString()
*/
@Override
public String toString()
{
return "L2Spawn [_template=" + getNpcid() + ", _locX=" + _locX + ", _locY=" + _locY + ", _locZ=" + _locZ + ", _heading=" + _heading + "]";
}
}