L2World.java 26 KB

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  1. /*
  2. * This program is free software: you can redistribute it and/or modify it under
  3. * the terms of the GNU General Public License as published by the Free Software
  4. * Foundation, either version 3 of the License, or (at your option) any later
  5. * version.
  6. *
  7. * This program is distributed in the hope that it will be useful, but WITHOUT
  8. * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
  9. * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
  10. * details.
  11. *
  12. * You should have received a copy of the GNU General Public License along with
  13. * this program. If not, see <http://www.gnu.org/licenses/>.
  14. */
  15. package com.l2jserver.gameserver.model;
  16. import java.util.ArrayList;
  17. import java.util.Collection;
  18. import java.util.List;
  19. import java.util.Map;
  20. import java.util.logging.Logger;
  21. import javolution.util.FastList;
  22. import javolution.util.FastMap;
  23. import com.l2jserver.Config;
  24. import com.l2jserver.gameserver.GmListTable;
  25. import com.l2jserver.gameserver.datatables.CharNameTable;
  26. import com.l2jserver.gameserver.model.actor.L2Playable;
  27. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  28. import com.l2jserver.gameserver.model.actor.instance.L2PetInstance;
  29. import com.l2jserver.gameserver.util.Point3D;
  30. import com.l2jserver.util.StringUtil;
  31. /**
  32. * This class ...
  33. *
  34. * @version $Revision: 1.21.2.5.2.7 $ $Date: 2005/03/27 15:29:32 $
  35. */
  36. public final class L2World
  37. {
  38. private static Logger _log = Logger.getLogger(L2World.class.getName());
  39. /**
  40. * Gracia border
  41. * Flying objects not allowed to the east of it.
  42. */
  43. public static final int GRACIA_MAX_X = -166168;
  44. public static final int GRACIA_MAX_Z = 6105;
  45. public static final int GRACIA_MIN_Z = -895;
  46. /*
  47. * biteshift, defines number of regions
  48. * note, shifting by 15 will result in regions corresponding to map tiles
  49. * shifting by 12 divides one tile to 8x8 regions
  50. */
  51. public static final int SHIFT_BY = 12;
  52. private static final int TILE_SIZE = 32768;
  53. /** Map dimensions */
  54. public static final int MAP_MIN_X = (Config.WORLD_X_MIN - 20) * TILE_SIZE;
  55. public static final int MAP_MAX_X = (Config.WORLD_X_MAX - 19) * TILE_SIZE;
  56. public static final int MAP_MIN_Y = (Config.WORLD_Y_MIN - 18) * TILE_SIZE;
  57. public static final int MAP_MAX_Y = (Config.WORLD_Y_MAX - 17) * TILE_SIZE;
  58. /** calculated offset used so top left region is 0,0 */
  59. public static final int OFFSET_X = Math.abs(MAP_MIN_X >> SHIFT_BY);
  60. public static final int OFFSET_Y = Math.abs(MAP_MIN_Y >> SHIFT_BY);
  61. /** number of regions */
  62. private static final int REGIONS_X = (MAP_MAX_X >> SHIFT_BY) + OFFSET_X;
  63. private static final int REGIONS_Y = (MAP_MAX_Y >> SHIFT_BY) + OFFSET_Y;
  64. //private FastMap<String, L2PcInstance> _allGms;
  65. /** HashMap(Integer Player id, L2PcInstance) containing all the players in game */
  66. private Map<Integer, L2PcInstance> _allPlayers;
  67. /** L2ObjectHashMap(L2Object) containing all visible objects */
  68. private Map<Integer, L2Object> _allObjects;
  69. /** List with the pets instances and their owner id */
  70. private Map<Integer, L2PetInstance> _petsInstance;
  71. private L2WorldRegion[][] _worldRegions;
  72. /**
  73. * Constructor of L2World.<BR><BR>
  74. */
  75. private L2World()
  76. {
  77. //_allGms = new FastMap<String, L2PcInstance>();
  78. _allPlayers = new FastMap<Integer, L2PcInstance>().shared();
  79. _petsInstance = new FastMap<Integer, L2PetInstance>().shared();
  80. _allObjects = new FastMap<Integer, L2Object>().shared();
  81. initRegions();
  82. }
  83. /**
  84. * Return the current instance of L2World.<BR><BR>
  85. */
  86. public static L2World getInstance()
  87. {
  88. return SingletonHolder._instance;
  89. }
  90. /**
  91. * Add L2Object object in _allObjects.<BR><BR>
  92. *
  93. * <B><U> Example of use </U> :</B><BR><BR>
  94. * <li> Withdraw an item from the warehouse, create an item</li>
  95. * <li> Spawn a L2Character (PC, NPC, Pet)</li><BR>
  96. */
  97. public void storeObject(L2Object object)
  98. {
  99. assert !_allObjects.containsKey(object.getObjectId());
  100. if (_allObjects.containsKey(object.getObjectId()))
  101. {
  102. _log.warning("[L2World] object: " + object + " already exist in OID map!");
  103. _log.info(StringUtil.getTraceString(Thread.currentThread().getStackTrace()));
  104. return;
  105. }
  106. _allObjects.put(object.getObjectId(), object);
  107. }
  108. public long timeStoreObject(L2Object object)
  109. {
  110. long time = System.nanoTime();
  111. _allObjects.put(object.getObjectId(), object);
  112. time = System.nanoTime() - time;
  113. return time;
  114. }
  115. /**
  116. * Remove L2Object object from _allObjects of L2World.<BR><BR>
  117. *
  118. * <B><U> Example of use </U> :</B><BR><BR>
  119. * <li> Delete item from inventory, tranfer Item from inventory to warehouse</li>
  120. * <li> Crystallize item</li>
  121. * <li> Remove NPC/PC/Pet from the world</li><BR>
  122. *
  123. * @param object L2Object to remove from _allObjects of L2World
  124. *
  125. */
  126. public void removeObject(L2Object object)
  127. {
  128. _allObjects.remove(Integer.valueOf(object.getObjectId())); // suggestion by whatev
  129. //IdFactory.getInstance().releaseId(object.getObjectId());
  130. }
  131. public void removeObjects(List<L2Object> list)
  132. {
  133. for (L2Object o : list)
  134. {
  135. if (o != null)
  136. _allObjects.remove(Integer.valueOf(o.getObjectId())); // suggestion by whatev
  137. }
  138. //IdFactory.getInstance().releaseId(object.getObjectId());
  139. }
  140. public void removeObjects(L2Object[] objects)
  141. {
  142. for (L2Object o : objects)
  143. _allObjects.remove(Integer.valueOf(o.getObjectId())); // suggestion by whatev
  144. //IdFactory.getInstance().releaseId(object.getObjectId());
  145. }
  146. public long timeRemoveObject(L2Object object)
  147. {
  148. long time = System.nanoTime();
  149. _allObjects.remove(Integer.valueOf(object.getObjectId()));
  150. time = System.nanoTime() - time;
  151. return time;
  152. }
  153. /**
  154. * Return the L2Object object that belongs to an ID or null if no object found.<BR><BR>
  155. *
  156. * <B><U> Example of use </U> :</B><BR><BR>
  157. * <li> Client packets : Action, AttackRequest, RequestJoinParty, RequestJoinPledge...</li><BR>
  158. *
  159. * @param oID Identifier of the L2Object
  160. */
  161. public L2Object findObject(int oID)
  162. {
  163. return _allObjects.get(Integer.valueOf(oID));
  164. }
  165. public long timeFindObject(int objectID)
  166. {
  167. long time = System.nanoTime();
  168. _allObjects.get(Integer.valueOf(objectID));
  169. time = System.nanoTime() - time;
  170. return time;
  171. }
  172. /**
  173. * Added by Tempy - 08 Aug 05
  174. * Allows easy retrevial of all visible objects in world.
  175. *
  176. * -- do not use that fucntion, its unsafe!
  177. *
  178. * @deprecated
  179. */
  180. @Deprecated
  181. public final Map<Integer, L2Object> getAllVisibleObjects()
  182. {
  183. return _allObjects;
  184. }
  185. /**
  186. * Get the count of all visible objects in world.<br><br>
  187. *
  188. * @return count off all L2World objects
  189. */
  190. public final int getAllVisibleObjectsCount()
  191. {
  192. return _allObjects.size();
  193. }
  194. /**
  195. * Return a table containing all GMs.<BR><BR>
  196. *
  197. */
  198. public FastList<L2PcInstance> getAllGMs()
  199. {
  200. return GmListTable.getInstance().getAllGms(true);
  201. }
  202. public Map<Integer, L2PcInstance> getAllPlayers()
  203. {
  204. return _allPlayers;
  205. }
  206. /**
  207. * Return how many players are online.<BR><BR>
  208. *
  209. * @return number of online players.
  210. */
  211. public int getAllPlayersCount()
  212. {
  213. return _allPlayers.size();
  214. }
  215. /**
  216. * Return the player instance corresponding to the given name.<BR><BR>
  217. * <B>If you have access to player objectId use {@link #getPlayer(int playerObjId)}</B>
  218. * <BR>
  219. * @param name Name of the player to get Instance
  220. */
  221. public L2PcInstance getPlayer(String name)
  222. {
  223. return getPlayer(CharNameTable.getInstance().getIdByName(name));
  224. }
  225. /**
  226. * Return the player instance corresponding to the given object ID.<BR><BR>
  227. *
  228. * @param playerObjId Object ID of the player to get Instance
  229. */
  230. public L2PcInstance getPlayer(int playerObjId)
  231. {
  232. return _allPlayers.get(Integer.valueOf(playerObjId));
  233. }
  234. /**
  235. * Return the pet instance from the given ownerId.<BR><BR>
  236. *
  237. * @param ownerId ID of the owner
  238. */
  239. public L2PetInstance getPet(int ownerId)
  240. {
  241. return _petsInstance.get(Integer.valueOf(ownerId));
  242. }
  243. /**
  244. * Add the given pet instance from the given ownerId.<BR><BR>
  245. *
  246. * @param ownerId ID of the owner
  247. * @param pet L2PetInstance of the pet
  248. */
  249. public L2PetInstance addPet(int ownerId, L2PetInstance pet)
  250. {
  251. return _petsInstance.put(ownerId, pet);
  252. }
  253. /**
  254. * Remove the given pet instance.<BR><BR>
  255. *
  256. * @param ownerId ID of the owner
  257. */
  258. public void removePet(int ownerId)
  259. {
  260. _petsInstance.remove(Integer.valueOf(ownerId));
  261. }
  262. /**
  263. * Remove the given pet instance.<BR><BR>
  264. *
  265. * @param pet the pet to remove
  266. */
  267. public void removePet(L2PetInstance pet)
  268. {
  269. _petsInstance.remove(Integer.valueOf(pet.getOwner().getObjectId()));
  270. }
  271. /**
  272. * Add a L2Object in the world.<BR><BR>
  273. *
  274. * <B><U> Concept</U> :</B><BR><BR>
  275. * L2Object (including L2PcInstance) are identified in <B>_visibleObjects</B> of his current L2WorldRegion and in <B>_knownObjects</B> of other surrounding L2Characters <BR>
  276. * L2PcInstance are identified in <B>_allPlayers</B> of L2World, in <B>_allPlayers</B> of his current L2WorldRegion and in <B>_knownPlayer</B> of other surrounding L2Characters <BR><BR>
  277. *
  278. * <B><U> Actions</U> :</B><BR><BR>
  279. * <li>Add the L2Object object in _allPlayers* of L2World </li>
  280. * <li>Add the L2Object object in _gmList** of GmListTable </li>
  281. * <li>Add object in _knownObjects and _knownPlayer* of all surrounding L2WorldRegion L2Characters </li><BR>
  282. *
  283. * <li>If object is a L2Character, add all surrounding L2Object in its _knownObjects and all surrounding L2PcInstance in its _knownPlayer </li><BR>
  284. *
  285. * <I>* only if object is a L2PcInstance</I><BR>
  286. * <I>** only if object is a GM L2PcInstance</I><BR><BR>
  287. *
  288. * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T ADD the object in _visibleObjects and _allPlayers* of L2WorldRegion (need synchronisation)</B></FONT><BR>
  289. * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T ADD the object to _allObjects and _allPlayers* of L2World (need synchronisation)</B></FONT><BR><BR>
  290. *
  291. * <B><U> Example of use </U> :</B><BR><BR>
  292. * <li> Drop an Item </li>
  293. * <li> Spawn a L2Character</li>
  294. * <li> Apply Death Penalty of a L2PcInstance </li><BR><BR>
  295. *
  296. * @param object L2object to add in the world
  297. * @param newregion L2WorldRegion in wich the object will be add (not used)
  298. * @param dropper L2Character who has dropped the object (if necessary)
  299. *
  300. */
  301. public void addVisibleObject(L2Object object, L2WorldRegion newRegion)
  302. {
  303. // If selected L2Object is a L2PcIntance, add it in L2ObjectHashSet(L2PcInstance) _allPlayers of L2World
  304. // XXX TODO: this code should be obsoleted by protection in putObject func...
  305. if (object instanceof L2PcInstance)
  306. {
  307. L2PcInstance player = (L2PcInstance) object;
  308. if (!player.isTeleporting())
  309. {
  310. L2PcInstance tmp = _allPlayers.get(Integer.valueOf(player.getObjectId()));
  311. if (tmp != null)
  312. {
  313. _log.warning("Duplicate character!? Closing both characters (" + player.getName() + ")");
  314. player.logout();
  315. tmp.logout();
  316. return;
  317. }
  318. _allPlayers.put(player.getObjectId(), player);
  319. }
  320. }
  321. if (!newRegion.isActive())
  322. return;
  323. // Get all visible objects contained in the _visibleObjects of L2WorldRegions
  324. // in a circular area of 2000 units
  325. List<L2Object> visibles = getVisibleObjects(object, 2000);
  326. if (Config.DEBUG)
  327. _log.finest("objects in range:" + visibles.size());
  328. // tell the player about the surroundings
  329. // Go through the visible objects contained in the circular area
  330. for (L2Object visible : visibles)
  331. {
  332. if (visible == null)
  333. continue;
  334. // Add the object in L2ObjectHashSet(L2Object) _knownObjects of the visible L2Character according to conditions :
  335. // - L2Character is visible
  336. // - object is not already known
  337. // - object is in the watch distance
  338. // If L2Object is a L2PcInstance, add L2Object in L2ObjectHashSet(L2PcInstance) _knownPlayer of the visible L2Character
  339. visible.getKnownList().addKnownObject(object);
  340. // Add the visible L2Object in L2ObjectHashSet(L2Object) _knownObjects of the object according to conditions
  341. // If visible L2Object is a L2PcInstance, add visible L2Object in L2ObjectHashSet(L2PcInstance) _knownPlayer of the object
  342. object.getKnownList().addKnownObject(visible);
  343. }
  344. }
  345. /**
  346. * Add the L2PcInstance to _allPlayers of L2World.<BR><BR>
  347. *
  348. */
  349. public void addToAllPlayers(L2PcInstance cha)
  350. {
  351. _allPlayers.put(cha.getObjectId(), cha);
  352. }
  353. /**
  354. * Remove the L2PcInstance from _allPlayers of L2World.<BR><BR>
  355. *
  356. * <B><U> Example of use </U> :</B><BR><BR>
  357. * <li> Remove a player fom the visible objects </li><BR>
  358. *
  359. */
  360. public void removeFromAllPlayers(L2PcInstance cha)
  361. {
  362. _allPlayers.remove(Integer.valueOf(cha.getObjectId()));
  363. }
  364. /**
  365. * Remove a L2Object from the world.<BR><BR>
  366. *
  367. * <B><U> Concept</U> :</B><BR><BR>
  368. * L2Object (including L2PcInstance) are identified in <B>_visibleObjects</B> of his current L2WorldRegion and in <B>_knownObjects</B> of other surrounding L2Characters <BR>
  369. * L2PcInstance are identified in <B>_allPlayers</B> of L2World, in <B>_allPlayers</B> of his current L2WorldRegion and in <B>_knownPlayer</B> of other surrounding L2Characters <BR><BR>
  370. *
  371. * <B><U> Actions</U> :</B><BR><BR>
  372. * <li>Remove the L2Object object from _allPlayers* of L2World </li>
  373. * <li>Remove the L2Object object from _visibleObjects and _allPlayers* of L2WorldRegion </li>
  374. * <li>Remove the L2Object object from _gmList** of GmListTable </li>
  375. * <li>Remove object from _knownObjects and _knownPlayer* of all surrounding L2WorldRegion L2Characters </li><BR>
  376. *
  377. * <li>If object is a L2Character, remove all L2Object from its _knownObjects and all L2PcInstance from its _knownPlayer </li><BR><BR>
  378. *
  379. * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T REMOVE the object from _allObjects of L2World</B></FONT><BR><BR>
  380. *
  381. * <I>* only if object is a L2PcInstance</I><BR>
  382. * <I>** only if object is a GM L2PcInstance</I><BR><BR>
  383. *
  384. * <B><U> Example of use </U> :</B><BR><BR>
  385. * <li> Pickup an Item </li>
  386. * <li> Decay a L2Character</li><BR><BR>
  387. *
  388. * @param object L2object to remove from the world
  389. * @param oldregion L2WorldRegion in wich the object was before removing
  390. *
  391. */
  392. public void removeVisibleObject(L2Object object, L2WorldRegion oldRegion)
  393. {
  394. if (object == null)
  395. return;
  396. //removeObject(object);
  397. if (oldRegion != null)
  398. {
  399. // Remove the object from the L2ObjectHashSet(L2Object) _visibleObjects of L2WorldRegion
  400. // If object is a L2PcInstance, remove it from the L2ObjectHashSet(L2PcInstance) _allPlayers of this L2WorldRegion
  401. oldRegion.removeVisibleObject(object);
  402. // Go through all surrounding L2WorldRegion L2Characters
  403. for (L2WorldRegion reg : oldRegion.getSurroundingRegions())
  404. {
  405. //synchronized (KnownListUpdateTaskManager.getInstance().getSync())
  406. {
  407. Collection<L2Object> vObj = reg.getVisibleObjects().values();
  408. //synchronized (reg.getVisibleObjects())
  409. {
  410. for (L2Object obj : vObj)
  411. {
  412. if (obj != null)
  413. {
  414. obj.getKnownList().removeKnownObject(object);
  415. object.getKnownList().removeKnownObject(obj);
  416. }
  417. }
  418. }
  419. }
  420. }
  421. // If object is a L2Character :
  422. // Remove all L2Object from L2ObjectHashSet(L2Object) containing all L2Object detected by the L2Character
  423. // Remove all L2PcInstance from L2ObjectHashSet(L2PcInstance) containing all player ingame detected by the L2Character
  424. object.getKnownList().removeAllKnownObjects();
  425. // If selected L2Object is a L2PcIntance, remove it from L2ObjectHashSet(L2PcInstance) _allPlayers of L2World
  426. if (object instanceof L2PcInstance)
  427. {
  428. if (!((L2PcInstance) object).isTeleporting())
  429. removeFromAllPlayers((L2PcInstance) object);
  430. // If selected L2Object is a GM L2PcInstance, remove it from Set(L2PcInstance) _gmList of GmListTable
  431. //if (((L2PcInstance)object).isGM())
  432. //GmListTable.getInstance().deleteGm((L2PcInstance)object);
  433. }
  434. }
  435. }
  436. /**
  437. * Return all visible objects of the L2WorldRegion object's and of its surrounding L2WorldRegion.<BR><BR>
  438. *
  439. * <B><U> Concept</U> :</B><BR><BR>
  440. * All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
  441. * All surrounding L2WorldRegion are identified in <B>_surroundingRegions</B> of the selected L2WorldRegion in order to scan a large area around a L2Object<BR><BR>
  442. *
  443. * <B><U> Example of use </U> :</B><BR><BR>
  444. * <li> Find Close Objects for L2Character </li><BR>
  445. *
  446. * @param object L2object that determine the current L2WorldRegion
  447. *
  448. */
  449. public List<L2Object> getVisibleObjects(L2Object object)
  450. {
  451. L2WorldRegion reg = object.getWorldRegion();
  452. if (reg == null)
  453. return null;
  454. // Create an FastList in order to contain all visible L2Object
  455. List<L2Object> result = new ArrayList<L2Object>();
  456. // Go through the FastList of region
  457. for (L2WorldRegion regi : reg.getSurroundingRegions())
  458. {
  459. // Go through visible objects of the selected region
  460. Collection<L2Object> vObj = regi.getVisibleObjects().values();
  461. //synchronized (regi.getVisibleObjects())
  462. {
  463. for (L2Object _object : vObj)
  464. {
  465. if (_object == null || _object.equals(object))
  466. continue; // skip our own character
  467. if (!_object.isVisible())
  468. continue; // skip dying objects
  469. result.add(_object);
  470. }
  471. }
  472. }
  473. return result;
  474. }
  475. /**
  476. * Return all visible objects of the L2WorldRegions in the circular area (radius) centered on the object.<BR><BR>
  477. *
  478. * <B><U> Concept</U> :</B><BR><BR>
  479. * All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
  480. * All surrounding L2WorldRegion are identified in <B>_surroundingRegions</B> of the selected L2WorldRegion in order to scan a large area around a L2Object<BR><BR>
  481. *
  482. * <B><U> Example of use </U> :</B><BR><BR>
  483. * <li> Define the aggrolist of monster </li>
  484. * <li> Define visible objects of a L2Object </li>
  485. * <li> Skill : Confusion... </li><BR>
  486. *
  487. * @param object L2object that determine the center of the circular area
  488. * @param radius Radius of the circular area
  489. *
  490. */
  491. public List<L2Object> getVisibleObjects(L2Object object, int radius)
  492. {
  493. if (object == null || !object.isVisible())
  494. return new ArrayList<L2Object>();
  495. int x = object.getX();
  496. int y = object.getY();
  497. int sqRadius = radius * radius;
  498. // Create an FastList in order to contain all visible L2Object
  499. List<L2Object> result = new ArrayList<L2Object>();
  500. // Go through the FastList of region
  501. for (L2WorldRegion regi : object.getWorldRegion().getSurroundingRegions())
  502. {
  503. // Go through visible objects of the selected region
  504. Collection<L2Object> vObj = regi.getVisibleObjects().values();
  505. //synchronized (regi.getVisibleObjects())
  506. {
  507. for (L2Object _object : vObj)
  508. {
  509. if (_object == null || _object.equals(object))
  510. continue; // skip our own character
  511. int x1 = _object.getX();
  512. int y1 = _object.getY();
  513. double dx = x1 - x;
  514. double dy = y1 - y;
  515. if (dx * dx + dy * dy < sqRadius)
  516. result.add(_object);
  517. }
  518. }
  519. }
  520. return result;
  521. }
  522. /**
  523. * Return all visible objects of the L2WorldRegions in the spheric area (radius) centered on the object.<BR><BR>
  524. *
  525. * <B><U> Concept</U> :</B><BR><BR>
  526. * All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
  527. * All surrounding L2WorldRegion are identified in <B>_surroundingRegions</B> of the selected L2WorldRegion in order to scan a large area around a L2Object<BR><BR>
  528. *
  529. * <B><U> Example of use </U> :</B><BR><BR>
  530. * <li> Define the target list of a skill </li>
  531. * <li> Define the target list of a polearme attack </li><BR><BR>
  532. *
  533. * @param object L2object that determine the center of the circular area
  534. * @param radius Radius of the spheric area
  535. *
  536. */
  537. public List<L2Object> getVisibleObjects3D(L2Object object, int radius)
  538. {
  539. if (object == null || !object.isVisible())
  540. return new ArrayList<L2Object>();
  541. int x = object.getX();
  542. int y = object.getY();
  543. int z = object.getZ();
  544. int sqRadius = radius * radius;
  545. // Create an FastList in order to contain all visible L2Object
  546. List<L2Object> result = new ArrayList<L2Object>();
  547. // Go through visible object of the selected region
  548. for (L2WorldRegion regi : object.getWorldRegion().getSurroundingRegions())
  549. {
  550. Collection<L2Object> vObj = regi.getVisibleObjects().values();
  551. //synchronized (regi.getVisibleObjects())
  552. {
  553. for (L2Object _object : vObj)
  554. {
  555. if (_object == null || _object.equals(object))
  556. continue; // skip our own character
  557. int x1 = _object.getX();
  558. int y1 = _object.getY();
  559. int z1 = _object.getZ();
  560. long dx = x1 - x;
  561. long dy = y1 - y;
  562. long dz = z1 - z;
  563. if (dx * dx + dy * dy + dz * dz < sqRadius)
  564. result.add(_object);
  565. }
  566. }
  567. }
  568. return result;
  569. }
  570. /**
  571. * Return all visible players of the L2WorldRegion object's and of its surrounding L2WorldRegion.<BR><BR>
  572. *
  573. * <B><U> Concept</U> :</B><BR><BR>
  574. * All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
  575. * All surrounding L2WorldRegion are identified in <B>_surroundingRegions</B> of the selected L2WorldRegion in order to scan a large area around a L2Object<BR><BR>
  576. *
  577. * <B><U> Example of use </U> :</B><BR><BR>
  578. * <li> Find Close Objects for L2Character </li><BR>
  579. *
  580. * @param object L2object that determine the current L2WorldRegion
  581. *
  582. */
  583. public List<L2Playable> getVisiblePlayable(L2Object object)
  584. {
  585. L2WorldRegion reg = object.getWorldRegion();
  586. if (reg == null)
  587. return null;
  588. // Create an FastList in order to contain all visible L2Object
  589. List<L2Playable> result = new ArrayList<L2Playable>();
  590. // Go through the FastList of region
  591. for (L2WorldRegion regi : reg.getSurroundingRegions())
  592. {
  593. // Create an Iterator to go through the visible L2Object of the L2WorldRegion
  594. Map<Integer, L2Playable> _allpls = regi.getVisiblePlayable();
  595. Collection<L2Playable> _playables = _allpls.values();
  596. // Go through visible object of the selected region
  597. //synchronized (_allpls)
  598. {
  599. for (L2Playable _object : _playables)
  600. {
  601. if (_object == null || _object.equals(object))
  602. continue; // skip our own character
  603. if (!_object.isVisible()) // GM invisible is different than this...
  604. continue; // skip dying objects
  605. result.add(_object);
  606. }
  607. }
  608. }
  609. return result;
  610. }
  611. /**
  612. * Calculate the current L2WorldRegions of the object according to its position (x,y).<BR><BR>
  613. *
  614. * <B><U> Example of use </U> :</B><BR><BR>
  615. * <li> Set position of a new L2Object (drop, spawn...) </li>
  616. * <li> Update position of a L2Object after a mouvement </li><BR>
  617. *
  618. * @param Point3D point position of the object
  619. */
  620. public L2WorldRegion getRegion(Point3D point)
  621. {
  622. return _worldRegions[(point.getX() >> SHIFT_BY) + OFFSET_X][(point.getY() >> SHIFT_BY) + OFFSET_Y];
  623. }
  624. public L2WorldRegion getRegion(int x, int y)
  625. {
  626. return _worldRegions[(x >> SHIFT_BY) + OFFSET_X][(y >> SHIFT_BY) + OFFSET_Y];
  627. }
  628. /**
  629. * Returns the whole 2d array containing the world regions
  630. * used by ZoneData.java to setup zones inside the world regions
  631. * @return
  632. */
  633. public L2WorldRegion[][] getAllWorldRegions()
  634. {
  635. return _worldRegions;
  636. }
  637. /**
  638. * Check if the current L2WorldRegions of the object is valid according to its position (x,y).<BR><BR>
  639. *
  640. * <B><U> Example of use </U> :</B><BR><BR>
  641. * <li> Init L2WorldRegions </li><BR>
  642. *
  643. * @param x X position of the object
  644. * @param y Y position of the object
  645. *
  646. * @return True if the L2WorldRegion is valid
  647. */
  648. private boolean validRegion(int x, int y)
  649. {
  650. return (x >= 0 && x <= REGIONS_X && y >= 0 && y <= REGIONS_Y);
  651. }
  652. /**
  653. * Init each L2WorldRegion and their surrounding table.<BR><BR>
  654. *
  655. * <B><U> Concept</U> :</B><BR><BR>
  656. * All surrounding L2WorldRegion are identified in <B>_surroundingRegions</B> of the selected L2WorldRegion in order to scan a large area around a L2Object<BR><BR>
  657. *
  658. * <B><U> Example of use </U> :</B><BR><BR>
  659. * <li> Constructor of L2World </li><BR>
  660. *
  661. */
  662. private void initRegions()
  663. {
  664. _worldRegions = new L2WorldRegion[REGIONS_X + 1][REGIONS_Y + 1];
  665. for (int i = 0; i <= REGIONS_X; i++)
  666. {
  667. for (int j = 0; j <= REGIONS_Y; j++)
  668. {
  669. _worldRegions[i][j] = new L2WorldRegion(i, j);
  670. }
  671. }
  672. for (int x = 0; x <= REGIONS_X; x++)
  673. {
  674. for (int y = 0; y <= REGIONS_Y; y++)
  675. {
  676. for (int a = -1; a <= 1; a++)
  677. {
  678. for (int b = -1; b <= 1; b++)
  679. {
  680. if (validRegion(x + a, y + b))
  681. {
  682. _worldRegions[x + a][y + b].addSurroundingRegion(_worldRegions[x][y]);
  683. }
  684. }
  685. }
  686. }
  687. }
  688. _log.info("L2World: (" + REGIONS_X + " by " + REGIONS_Y + ") World Region Grid set up.");
  689. }
  690. /**
  691. * Deleted all spawns in the world.
  692. */
  693. public void deleteVisibleNpcSpawns()
  694. {
  695. _log.info("Deleting all visible NPC's.");
  696. for (int i = 0; i <= REGIONS_X; i++)
  697. {
  698. for (int j = 0; j <= REGIONS_Y; j++)
  699. {
  700. _worldRegions[i][j].deleteVisibleNpcSpawns();
  701. }
  702. }
  703. _log.info("All visible NPC's deleted.");
  704. }
  705. @SuppressWarnings("synthetic-access")
  706. private static class SingletonHolder
  707. {
  708. protected static final L2World _instance = new L2World();
  709. }
  710. }