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- /*
- * 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;
- import java.util.ArrayList;
- import java.util.Collection;
- import java.util.List;
- import java.util.Map;
- import java.util.logging.Logger;
- import javolution.util.FastList;
- import javolution.util.FastMap;
- import net.sf.l2j.Config;
- import net.sf.l2j.gameserver.GmListTable;
- import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2PetInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2PlayableInstance;
- import net.sf.l2j.util.Point3D;
- /**
- * This class ...
- *
- * @version $Revision: 1.21.2.5.2.7 $ $Date: 2005/03/27 15:29:32 $
- */
- public final class L2World
- {
- private static Logger _log = Logger.getLogger(L2World.class.getName());
- /*
- * biteshift, defines number of regions
- * note, shifting by 15 will result in regions corresponding to map tiles
- * shifting by 12 divides one tile to 8x8 regions
- */
- public static final int SHIFT_BY = 12;
- /** Map dimensions */
- public static final int MAP_MIN_X = -131072;
- public static final int MAP_MAX_X = 228608;
- public static final int MAP_MIN_Y = -262144;
- public static final int MAP_MAX_Y = 262144;
- /** calculated offset used so top left region is 0,0 */
- public static final int OFFSET_X = Math.abs(MAP_MIN_X >> SHIFT_BY);
- public static final int OFFSET_Y = Math.abs(MAP_MIN_Y >> SHIFT_BY);
- /** number of regions */
- private static final int REGIONS_X = (MAP_MAX_X >> SHIFT_BY) + OFFSET_X;
- private static final int REGIONS_Y = (MAP_MAX_Y >> SHIFT_BY) + OFFSET_Y;
- //private FastMap<String, L2PcInstance> _allGms;
- /** HashMap(String Player name, L2PcInstance) containing all the players in game */
- private Map<String, L2PcInstance> _allPlayers;
- /** L2ObjectHashMap(L2Object) containing all visible objects */
- private Map<Integer,L2Object> _allObjects;
- /** List with the pets instances and their owner id */
- private Map<Integer,L2PetInstance> _petsInstance;
- private static final L2World _instance = new L2World();
- private L2WorldRegion[][] _worldRegions;
- /**
- * Constructor of L2World.<BR><BR>
- */
- private L2World()
- {
- //_allGms = new FastMap<String, L2PcInstance>();
- _allPlayers = new FastMap<String, L2PcInstance>().setShared(true);
- _petsInstance = new FastMap<Integer,L2PetInstance>().setShared(true);
- _allObjects = new FastMap<Integer,L2Object>().setShared(true);
- initRegions();
- }
- /**
- * Return the current instance of L2World.<BR><BR>
- */
- public static L2World getInstance()
- {
- return _instance;
- }
- /**
- * Add L2Object object in _allObjects.<BR><BR>
- *
- * <B><U> Example of use </U> :</B><BR><BR>
- * <li> Withdraw an item from the warehouse, create an item</li>
- * <li> Spawn a L2Character (PC, NPC, Pet)</li><BR>
- */
- public void storeObject(L2Object object)
- {
- if(_allObjects.get(object.getObjectId()) != null)
- {
- if (Config.DEBUG)
- _log.warning("[L2World] objectId "+object.getObjectId()+" already exist in OID map!");
- return;
- }
- _allObjects.put(object.getObjectId(),object);
- }
- public long timeStoreObject(L2Object object)
- {
- long time = System.currentTimeMillis();
- _allObjects.put(object.getObjectId(),object);
- time -= System.currentTimeMillis();
- return time;
- }
- /**
- * Remove L2Object object from _allObjects of L2World.<BR><BR>
- *
- * <B><U> Example of use </U> :</B><BR><BR>
- * <li> Delete item from inventory, tranfer Item from inventory to warehouse</li>
- * <li> Crystallize item</li>
- * <li> Remove NPC/PC/Pet from the world</li><BR>
- *
- * @param object L2Object to remove from _allObjects of L2World
- *
- */
- public void removeObject(L2Object object)
- {
- _allObjects.remove(object.getObjectId()); // suggestion by whatev
- //IdFactory.getInstance().releaseId(object.getObjectId());
- }
- public void removeObjects(List<L2Object> list)
- {
- for(L2Object o : list) _allObjects.remove(o.getObjectId()); // suggestion by whatev
- //IdFactory.getInstance().releaseId(object.getObjectId());
- }
- public void removeObjects(L2Object[] objects)
- {
- for(L2Object o : objects) _allObjects.remove(o.getObjectId()); // suggestion by whatev
- //IdFactory.getInstance().releaseId(object.getObjectId());
- }
- public long timeRemoveObject(L2Object object)
- {
- long time = System.currentTimeMillis();
- _allObjects.remove(object.getObjectId());
- time -= System.currentTimeMillis();
- return time;
- }
- /**
- * Return the L2Object object that belongs to an ID or null if no object found.<BR><BR>
- *
- * <B><U> Example of use </U> :</B><BR><BR>
- * <li> Client packets : Action, AttackRequest, RequestJoinParty, RequestJoinPledge...</li><BR>
- *
- * @param oID Identifier of the L2Object
- */
- public L2Object findObject(int oID)
- {
- return _allObjects.get(oID);
- }
- public long timeFindObject(int objectID)
- {
- long time = System.currentTimeMillis();
- _allObjects.get(objectID);
- time -= System.currentTimeMillis();
- return time;
- }
-
- /**
- * Added by Tempy - 08 Aug 05
- * Allows easy retrevial of all visible objects in world.
- *
- * -- do not use that fucntion, its unsafe!
- *
- * @deprecated
- */
- @Deprecated
- public final Map<Integer,L2Object> getAllVisibleObjects()
- {
- return _allObjects;
- }
-
- /**
- * Get the count of all visible objects in world.<br><br>
- *
- * @return count off all L2World objects
- */
- public final int getAllVisibleObjectsCount()
- {
- return _allObjects.size();
- }
-
- /**
- * Return a table containing all GMs.<BR><BR>
- *
- */
- public FastList<L2PcInstance> getAllGMs()
- {
- return GmListTable.getInstance().getAllGms(true);
- }
-
- public Map<String,L2PcInstance> getAllPlayers()
- {
- return _allPlayers;
- }
- /**
- * Return how many players are online.<BR><BR>
- *
- * @return number of online players.
- */
- public int getAllPlayersCount()
- {
- return _allPlayers.size();
- }
- /**
- * Return the player instance corresponding to the given name.<BR><BR>
- *
- * @param name Name of the player to get Instance
- */
- public L2PcInstance getPlayer(String name)
- {
- return _allPlayers.get(name.toLowerCase());
- }
- /**
- * Return the pet instance from the given ownerId.<BR><BR>
- *
- * @param ownerId ID of the owner
- */
- public L2PetInstance getPet(int ownerId)
- {
- return _petsInstance.get(new Integer(ownerId));
- }
- /**
- * Add the given pet instance from the given ownerId.<BR><BR>
- *
- * @param ownerId ID of the owner
- * @param pet L2PetInstance of the pet
- */
- public L2PetInstance addPet(int ownerId, L2PetInstance pet)
- {
- return _petsInstance.put(ownerId, pet);
- }
- /**
- * Remove the given pet instance.<BR><BR>
- *
- * @param ownerId ID of the owner
- */
- public void removePet(int ownerId)
- {
- _petsInstance.remove(ownerId);
- }
- /**
- * Remove the given pet instance.<BR><BR>
- *
- * @param pet the pet to remove
- */
- public void removePet(L2PetInstance pet)
- {
- _petsInstance.remove(pet.getOwner().getObjectId());
- }
- /**
- * Add a L2Object in the world.<BR><BR>
- *
- * <B><U> Concept</U> :</B><BR><BR>
- * L2Object (including L2PcInstance) are identified in <B>_visibleObjects</B> of his current L2WorldRegion and in <B>_knownObjects</B> of other surrounding L2Characters <BR>
- * 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>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Add the L2Object object in _allPlayers* of L2World </li>
- * <li>Add the L2Object object in _gmList** of GmListTable </li>
- * <li>Add object in _knownObjects and _knownPlayer* of all surrounding L2WorldRegion L2Characters </li><BR>
- *
- * <li>If object is a L2Character, add all surrounding L2Object in its _knownObjects and all surrounding L2PcInstance in its _knownPlayer </li><BR>
- *
- * <I>* only if object is a L2PcInstance</I><BR>
- * <I>** only if object is a GM L2PcInstance</I><BR><BR>
- *
- * <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>
- * <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>
- *
- * <B><U> Example of use </U> :</B><BR><BR>
- * <li> Drop an Item </li>
- * <li> Spawn a L2Character</li>
- * <li> Apply Death Penalty of a L2PcInstance </li><BR><BR>
- *
- * @param object L2object to add in the world
- * @param newregion L2WorldRegion in wich the object will be add (not used)
- * @param dropper L2Character who has dropped the object (if necessary)
- *
- */
- public void addVisibleObject(L2Object object, L2WorldRegion newRegion, L2Character dropper)
- {
- // If selected L2Object is a L2PcIntance, add it in L2ObjectHashSet(L2PcInstance) _allPlayers of L2World
- // XXX TODO: this code should be obsoleted by protection in putObject func...
- if (object instanceof L2PcInstance)
- {
- L2PcInstance player = (L2PcInstance) object;
- if (!player.isTeleporting())
- {
- L2PcInstance tmp = _allPlayers.get(player.getName().toLowerCase());
- if (tmp != null)
- {
- _log.warning("Duplicate character!? Closing both characters ("+player.getName()+")");
- player.closeNetConnection();
- tmp.closeNetConnection();
- return;
- }
- _allPlayers.put(player.getName().toLowerCase(), player);
- }
- }
-
- if (!newRegion.isActive())
- return;
- // Get all visible objects contained in the _visibleObjects of L2WorldRegions
- // in a circular area of 2000 units
- List<L2Object> visibles = getVisibleObjects(object, 2000);
- if (Config.DEBUG) _log.finest("objects in range:"+visibles.size());
- // tell the player about the surroundings
- // Go through the visible objects contained in the circular area
- for (L2Object visible : visibles)
- {
- // Add the object in L2ObjectHashSet(L2Object) _knownObjects of the visible L2Character according to conditions :
- // - L2Character is visible
- // - object is not already known
- // - object is in the watch distance
- // If L2Object is a L2PcInstance, add L2Object in L2ObjectHashSet(L2PcInstance) _knownPlayer of the visible L2Character
- visible.getKnownList().addKnownObject(object, dropper);
- // Add the visible L2Object in L2ObjectHashSet(L2Object) _knownObjects of the object according to conditions
- // If visible L2Object is a L2PcInstance, add visible L2Object in L2ObjectHashSet(L2PcInstance) _knownPlayer of the object
- object.getKnownList().addKnownObject(visible, dropper);
- }
- }
- /**
- * Add the L2PcInstance to _allPlayers of L2World.<BR><BR>
- *
- */
- public void addToAllPlayers(L2PcInstance cha)
- {
- _allPlayers.put(cha.getName().toLowerCase(), cha);
- }
- /**
- * Remove the L2PcInstance from _allPlayers of L2World.<BR><BR>
- *
- * <B><U> Example of use </U> :</B><BR><BR>
- * <li> Remove a player fom the visible objects </li><BR>
- *
- */
- public void removeFromAllPlayers(L2PcInstance cha)
- {
- _allPlayers.remove(cha.getName().toLowerCase());
- }
- /**
- * Remove a L2Object from the world.<BR><BR>
- *
- * <B><U> Concept</U> :</B><BR><BR>
- * L2Object (including L2PcInstance) are identified in <B>_visibleObjects</B> of his current L2WorldRegion and in <B>_knownObjects</B> of other surrounding L2Characters <BR>
- * 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>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Remove the L2Object object from _allPlayers* of L2World </li>
- * <li>Remove the L2Object object from _visibleObjects and _allPlayers* of L2WorldRegion </li>
- * <li>Remove the L2Object object from _gmList** of GmListTable </li>
- * <li>Remove object from _knownObjects and _knownPlayer* of all surrounding L2WorldRegion L2Characters </li><BR>
- *
- * <li>If object is a L2Character, remove all L2Object from its _knownObjects and all L2PcInstance from its _knownPlayer </li><BR><BR>
- *
- * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T REMOVE the object from _allObjects of L2World</B></FONT><BR><BR>
- *
- * <I>* only if object is a L2PcInstance</I><BR>
- * <I>** only if object is a GM L2PcInstance</I><BR><BR>
- *
- * <B><U> Example of use </U> :</B><BR><BR>
- * <li> Pickup an Item </li>
- * <li> Decay a L2Character</li><BR><BR>
- *
- * @param object L2object to remove from the world
- * @param oldregion L2WorldRegion in wich the object was before removing
- *
- */
- public void removeVisibleObject(L2Object object, L2WorldRegion oldRegion)
- {
- if (object == null)
- return;
- //removeObject(object);
- if (oldRegion != null)
- {
- // Remove the object from the L2ObjectHashSet(L2Object) _visibleObjects of L2WorldRegion
- // If object is a L2PcInstance, remove it from the L2ObjectHashSet(L2PcInstance) _allPlayers of this L2WorldRegion
- oldRegion.removeVisibleObject(object);
-
- // Go through all surrounding L2WorldRegion L2Characters
- for (L2WorldRegion reg : oldRegion.getSurroundingRegions())
- {
- //synchronized (KnownListUpdateTaskManager.getInstance().getSync())
- {
- Collection<L2Object> vObj = reg.getVisibleObjects().values();
- //synchronized (reg.getVisibleObjects())
- {
- for (L2Object obj : vObj)
- {
- if (obj.getKnownList() != null)
- obj.getKnownList().removeKnownObject(object);
- if (object.getKnownList() != null)
- object.getKnownList().removeKnownObject(obj);
- }
- }
- }
- }
-
- // If object is a L2Character :
- // Remove all L2Object from L2ObjectHashSet(L2Object) containing all L2Object detected by the L2Character
- // Remove all L2PcInstance from L2ObjectHashSet(L2PcInstance) containing all player ingame detected by the L2Character
- object.getKnownList().removeAllKnownObjects();
- // If selected L2Object is a L2PcIntance, remove it from L2ObjectHashSet(L2PcInstance) _allPlayers of L2World
- if (object instanceof L2PcInstance)
- {
- if (!((L2PcInstance)object).isTeleporting())
- removeFromAllPlayers((L2PcInstance)object);
- // If selected L2Object is a GM L2PcInstance, remove it from Set(L2PcInstance) _gmList of GmListTable
- //if (((L2PcInstance)object).isGM())
- //GmListTable.getInstance().deleteGm((L2PcInstance)object);
- }
- }
- }
- /**
- * Return all visible objects of the L2WorldRegion object's and of its surrounding L2WorldRegion.<BR><BR>
- *
- * <B><U> Concept</U> :</B><BR><BR>
- * All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
- * 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>
- *
- * <B><U> Example of use </U> :</B><BR><BR>
- * <li> Find Close Objects for L2Character </li><BR>
- *
- * @param object L2object that determine the current L2WorldRegion
- *
- */
- public List<L2Object> getVisibleObjects(L2Object object)
- {
- L2WorldRegion reg = object.getWorldRegion();
- if (reg == null)
- return null;
- // Create an FastList in order to contain all visible L2Object
- List<L2Object> result = new ArrayList<L2Object>();
- // Go through the FastList of region
- for (L2WorldRegion regi : reg.getSurroundingRegions())
- {
- // Go through visible objects of the selected region
- Collection<L2Object> vObj = regi.getVisibleObjects().values();
- //synchronized (regi.getVisibleObjects())
- {
- for (L2Object _object : vObj)
- {
- if (_object.equals(object))
- continue; // skip our own character
- if (!_object.isVisible())
- continue; // skip dying objects
- result.add(_object);
- }
- }
- }
- return result;
- }
- /**
- * Return all visible objects of the L2WorldRegions in the circular area (radius) centered on the object.<BR><BR>
- *
- * <B><U> Concept</U> :</B><BR><BR>
- * All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
- * 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>
- *
- * <B><U> Example of use </U> :</B><BR><BR>
- * <li> Define the aggrolist of monster </li>
- * <li> Define visible objects of a L2Object </li>
- * <li> Skill : Confusion... </li><BR>
- *
- * @param object L2object that determine the center of the circular area
- * @param radius Radius of the circular area
- *
- */
- public List<L2Object> getVisibleObjects(L2Object object, int radius)
- {
- if (object == null || !object.isVisible())
- return new ArrayList<L2Object>();
- int x = object.getX();
- int y = object.getY();
- int sqRadius = radius*radius;
- // Create an FastList in order to contain all visible L2Object
- List<L2Object> result = new ArrayList<L2Object>();
- // Go through the FastList of region
- for (L2WorldRegion regi : object.getWorldRegion().getSurroundingRegions())
- {
- // Go through visible objects of the selected region
- Collection<L2Object> vObj = regi.getVisibleObjects().values();
- //synchronized (regi.getVisibleObjects())
- {
- for (L2Object _object : vObj)
- {
- if (_object.equals(object)) continue; // skip our own character
- int x1 = _object.getX();
- int y1 = _object.getY();
- double dx = x1 - x;
- double dy = y1 - y;
- if (dx*dx + dy*dy < sqRadius)
- result.add(_object);
- }
- }
- }
- return result;
- }
- /**
- * Return all visible objects of the L2WorldRegions in the spheric area (radius) centered on the object.<BR><BR>
- *
- * <B><U> Concept</U> :</B><BR><BR>
- * All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
- * 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>
- *
- * <B><U> Example of use </U> :</B><BR><BR>
- * <li> Define the target list of a skill </li>
- * <li> Define the target list of a polearme attack </li><BR><BR>
- *
- * @param object L2object that determine the center of the circular area
- * @param radius Radius of the spheric area
- *
- */
- public List<L2Object> getVisibleObjects3D(L2Object object, int radius)
- {
- if (object == null || !object.isVisible())
- return new ArrayList<L2Object>();
- int x = object.getX();
- int y = object.getY();
- int z = object.getZ();
- int sqRadius = radius*radius;
- // Create an FastList in order to contain all visible L2Object
- List<L2Object> result = new ArrayList<L2Object>();
- // Go through visible object of the selected region
- for (L2WorldRegion regi : object.getWorldRegion().getSurroundingRegions())
- {
- Collection<L2Object> vObj = regi.getVisibleObjects().values();
- //synchronized (regi.getVisibleObjects())
- {
- for (L2Object _object : vObj)
- {
- if (_object.equals(object)) continue; // skip our own character
- int x1 = _object.getX();
- int y1 = _object.getY();
- int z1 = _object.getZ();
- long dx = x1 - x;
- long dy = y1 - y;
- long dz = z1 - z;
- if (dx*dx + dy*dy + dz*dz < sqRadius)
- result.add(_object);
- }
- }
- }
- return result;
- }
- /**
- * Return all visible players of the L2WorldRegion object's and of its surrounding L2WorldRegion.<BR><BR>
- *
- * <B><U> Concept</U> :</B><BR><BR>
- * All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
- * 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>
- *
- * <B><U> Example of use </U> :</B><BR><BR>
- * <li> Find Close Objects for L2Character </li><BR>
- *
- * @param object L2object that determine the current L2WorldRegion
- *
- */
- public List<L2PlayableInstance> getVisiblePlayable(L2Object object)
- {
- L2WorldRegion reg = object.getWorldRegion();
- if (reg == null)
- return null;
- // Create an FastList in order to contain all visible L2Object
- List<L2PlayableInstance> result = new ArrayList<L2PlayableInstance>();
- // Go through the FastList of region
- for (L2WorldRegion regi : reg.getSurroundingRegions())
- {
- // Create an Iterator to go through the visible L2Object of the L2WorldRegion
- Map<Integer,L2PlayableInstance> _allpls = regi.getVisiblePlayable();
- Collection<L2PlayableInstance> _playables = _allpls.values();
- // Go through visible object of the selected region
- //synchronized (_allpls)
- {
- for (L2PlayableInstance _object: _playables)
- {
- if (_object.equals(object))
- continue; // skip our own character
- if (!_object.isVisible()) // GM invisible is different than this...
- continue; // skip dying objects
- result.add(_object);
- }
- }
- }
- return result;
- }
- /**
- * Calculate the current L2WorldRegions of the object according to its position (x,y).<BR><BR>
- *
- * <B><U> Example of use </U> :</B><BR><BR>
- * <li> Set position of a new L2Object (drop, spawn...) </li>
- * <li> Update position of a L2Object after a mouvement </li><BR>
- *
- * @param Point3D point position of the object
- */
- public L2WorldRegion getRegion(Point3D point)
- {
- return _worldRegions[(point.getX() >> SHIFT_BY) + OFFSET_X][(point.getY() >> SHIFT_BY) + OFFSET_Y];
- }
- public L2WorldRegion getRegion(int x, int y)
- {
- return _worldRegions[(x >> SHIFT_BY) + OFFSET_X][(y >> SHIFT_BY) + OFFSET_Y];
- }
- /**
- * Returns the whole 2d array containing the world regions
- * used by ZoneData.java to setup zones inside the world regions
- * @return
- */
- public L2WorldRegion[][] getAllWorldRegions()
- {
- return _worldRegions;
- }
- /**
- * Check if the current L2WorldRegions of the object is valid according to its position (x,y).<BR><BR>
- *
- * <B><U> Example of use </U> :</B><BR><BR>
- * <li> Init L2WorldRegions </li><BR>
- *
- * @param x X position of the object
- * @param y Y position of the object
- *
- * @return True if the L2WorldRegion is valid
- */
- private boolean validRegion(int x, int y)
- {
- return (x >= 0 && x <= REGIONS_X && y >= 0 && y <= REGIONS_Y);
- }
- /**
- * Init each L2WorldRegion and their surrounding table.<BR><BR>
- *
- * <B><U> Concept</U> :</B><BR><BR>
- * 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>
- *
- * <B><U> Example of use </U> :</B><BR><BR>
- * <li> Constructor of L2World </li><BR>
- *
- */
- private void initRegions()
- {
- _log.config("L2World: Setting up World Regions");
- _worldRegions = new L2WorldRegion[REGIONS_X+1][REGIONS_Y+1];
- for (int i = 0; i <= REGIONS_X; i++)
- {
- for (int j = 0; j <= REGIONS_Y; j++)
- {
- _worldRegions[i][j] = new L2WorldRegion(i, j);
- }
- }
- for (int x=0; x <= REGIONS_X; x++)
- {
- for (int y=0; y <= REGIONS_Y; y++)
- {
- for (int a = -1; a <= 1; a++)
- {
- for (int b = -1; b <= 1; b++)
- {
- if (validRegion(x + a, y + b))
- {
- _worldRegions[x + a][y + b].addSurroundingRegion(_worldRegions[x][y]);
- }
- }
- }
- }
- }
- _log.config("L2World: ("+REGIONS_X+" by "+REGIONS_Y+") World Region Grid set up.");
- }
- /**
- * Deleted all spawns in the world.
- */
- public void deleteVisibleNpcSpawns()
- {
- _log.info("Deleting all visible NPC's.");
- for (int i = 0; i <= REGIONS_X; i++)
- {
- for (int j = 0; j <= REGIONS_Y; j++)
- {
- _worldRegions[i][j].deleteVisibleNpcSpawns();
- }
- }
- _log.info("All visible NPC's deleted.");
- }
- }
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