/*
 * 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 net.sf.l2j.gameserver.model.actor.instance;

import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.network.L2GameClient;
import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;
import net.sf.l2j.gameserver.templates.chars.L2NpcTemplate;

public class L2EffectPointInstance extends L2NpcInstance
{
    private L2Character _owner;

    public L2EffectPointInstance(int objectId, L2NpcTemplate template, L2Character owner)
    {
    	super(objectId, template);
    	_owner = owner;
    }
    
    public L2Character getOwner()
    {
    	return _owner;
    }
    
    /**
	 * this is called when a player interacts with this NPC
	 * @param player
	 */
	@Override
	public void onAction(L2PcInstance player)
	{
		// Send a Server->Client ActionFailed to the L2PcInstance in order to avoid that the client wait another packet
		player.sendPacket(ActionFailed.STATIC_PACKET);
	}
	
	@Override
    public void onActionShift(L2GameClient client)
    {
        L2PcInstance player = client.getActiveChar();
        if (player == null) return;
        player.sendPacket(ActionFailed.STATIC_PACKET);
    }
}
