L2World.java 25 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 com.l2jserver.Config;
  22. import com.l2jserver.gameserver.GmListTable;
  23. import com.l2jserver.gameserver.datatables.CharNameTable;
  24. import com.l2jserver.gameserver.model.actor.L2Playable;
  25. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  26. import com.l2jserver.gameserver.model.actor.instance.L2PetInstance;
  27. import com.l2jserver.util.Point3D;
  28. import javolution.util.FastList;
  29. import javolution.util.FastMap;
  30. /**
  31. * This class ...
  32. *
  33. * @version $Revision: 1.21.2.5.2.7 $ $Date: 2005/03/27 15:29:32 $
  34. */
  35. public final class L2World
  36. {
  37. private static Logger _log = Logger.getLogger(L2World.class.getName());
  38. /*
  39. * biteshift, defines number of regions
  40. * note, shifting by 15 will result in regions corresponding to map tiles
  41. * shifting by 12 divides one tile to 8x8 regions
  42. */
  43. public static final int SHIFT_BY = 12;
  44. /** Map dimensions */
  45. public static final int MAP_MIN_X = -327680;
  46. public static final int MAP_MAX_X = 229376;
  47. public static final int MAP_MIN_Y = -262144;
  48. public static final int MAP_MAX_Y = 294912;
  49. /** calculated offset used so top left region is 0,0 */
  50. public static final int OFFSET_X = Math.abs(MAP_MIN_X >> SHIFT_BY);
  51. public static final int OFFSET_Y = Math.abs(MAP_MIN_Y >> SHIFT_BY);
  52. /** number of regions */
  53. private static final int REGIONS_X = (MAP_MAX_X >> SHIFT_BY) + OFFSET_X;
  54. private static final int REGIONS_Y = (MAP_MAX_Y >> SHIFT_BY) + OFFSET_Y;
  55. //private FastMap<String, L2PcInstance> _allGms;
  56. /** HashMap(Integer Player id, L2PcInstance) containing all the players in game */
  57. private Map<Integer, L2PcInstance> _allPlayers;
  58. /** L2ObjectHashMap(L2Object) containing all visible objects */
  59. private Map<Integer, L2Object> _allObjects;
  60. /** List with the pets instances and their owner id */
  61. private Map<Integer, L2PetInstance> _petsInstance;
  62. private L2WorldRegion[][] _worldRegions;
  63. /**
  64. * Constructor of L2World.<BR><BR>
  65. */
  66. private L2World()
  67. {
  68. //_allGms = new FastMap<String, L2PcInstance>();
  69. _allPlayers = new FastMap<Integer, L2PcInstance>().setShared(true);
  70. _petsInstance = new FastMap<Integer, L2PetInstance>().setShared(true);
  71. _allObjects = new FastMap<Integer, L2Object>().setShared(true);
  72. initRegions();
  73. }
  74. /**
  75. * Return the current instance of L2World.<BR><BR>
  76. */
  77. public static L2World getInstance()
  78. {
  79. return SingletonHolder._instance;
  80. }
  81. /**
  82. * Add L2Object object in _allObjects.<BR><BR>
  83. *
  84. * <B><U> Example of use </U> :</B><BR><BR>
  85. * <li> Withdraw an item from the warehouse, create an item</li>
  86. * <li> Spawn a L2Character (PC, NPC, Pet)</li><BR>
  87. */
  88. public void storeObject(L2Object object)
  89. {
  90. if (_allObjects.containsKey(object.getObjectId()))
  91. {
  92. if (Config.DEBUG)
  93. _log.warning("[L2World] objectId " + object.getObjectId() + " already exist in OID map!");
  94. if (Config.ASSERT)
  95. throw new AssertionError();
  96. return;
  97. }
  98. _allObjects.put(object.getObjectId(), object);
  99. }
  100. public long timeStoreObject(L2Object object)
  101. {
  102. long time = System.currentTimeMillis();
  103. _allObjects.put(object.getObjectId(), object);
  104. time -= System.currentTimeMillis();
  105. return time;
  106. }
  107. /**
  108. * Remove L2Object object from _allObjects of L2World.<BR><BR>
  109. *
  110. * <B><U> Example of use </U> :</B><BR><BR>
  111. * <li> Delete item from inventory, tranfer Item from inventory to warehouse</li>
  112. * <li> Crystallize item</li>
  113. * <li> Remove NPC/PC/Pet from the world</li><BR>
  114. *
  115. * @param object L2Object to remove from _allObjects of L2World
  116. *
  117. */
  118. public void removeObject(L2Object object)
  119. {
  120. _allObjects.remove(Integer.valueOf(object.getObjectId())); // suggestion by whatev
  121. //IdFactory.getInstance().releaseId(object.getObjectId());
  122. }
  123. public void removeObjects(List<L2Object> list)
  124. {
  125. for (L2Object o : list)
  126. {
  127. if (o != null)
  128. _allObjects.remove(Integer.valueOf(o.getObjectId())); // suggestion by whatev
  129. }
  130. //IdFactory.getInstance().releaseId(object.getObjectId());
  131. }
  132. public void removeObjects(L2Object[] objects)
  133. {
  134. for (L2Object o : objects)
  135. _allObjects.remove(Integer.valueOf(o.getObjectId())); // suggestion by whatev
  136. //IdFactory.getInstance().releaseId(object.getObjectId());
  137. }
  138. public long timeRemoveObject(L2Object object)
  139. {
  140. long time = System.currentTimeMillis();
  141. _allObjects.remove(Integer.valueOf(object.getObjectId()));
  142. time -= System.currentTimeMillis();
  143. return time;
  144. }
  145. /**
  146. * Return the L2Object object that belongs to an ID or null if no object found.<BR><BR>
  147. *
  148. * <B><U> Example of use </U> :</B><BR><BR>
  149. * <li> Client packets : Action, AttackRequest, RequestJoinParty, RequestJoinPledge...</li><BR>
  150. *
  151. * @param oID Identifier of the L2Object
  152. */
  153. public L2Object findObject(int oID)
  154. {
  155. return _allObjects.get(Integer.valueOf(oID));
  156. }
  157. public long timeFindObject(int objectID)
  158. {
  159. long time = System.currentTimeMillis();
  160. _allObjects.get(Integer.valueOf(objectID));
  161. time -= System.currentTimeMillis();
  162. return time;
  163. }
  164. /**
  165. * Added by Tempy - 08 Aug 05
  166. * Allows easy retrevial of all visible objects in world.
  167. *
  168. * -- do not use that fucntion, its unsafe!
  169. *
  170. * @deprecated
  171. */
  172. @Deprecated
  173. public final Map<Integer, L2Object> getAllVisibleObjects()
  174. {
  175. return _allObjects;
  176. }
  177. /**
  178. * Get the count of all visible objects in world.<br><br>
  179. *
  180. * @return count off all L2World objects
  181. */
  182. public final int getAllVisibleObjectsCount()
  183. {
  184. return _allObjects.size();
  185. }
  186. /**
  187. * Return a table containing all GMs.<BR><BR>
  188. *
  189. */
  190. public FastList<L2PcInstance> getAllGMs()
  191. {
  192. return GmListTable.getInstance().getAllGms(true);
  193. }
  194. public Map<Integer, L2PcInstance> getAllPlayers()
  195. {
  196. return _allPlayers;
  197. }
  198. /**
  199. * Return how many players are online.<BR><BR>
  200. *
  201. * @return number of online players.
  202. */
  203. public int getAllPlayersCount()
  204. {
  205. return _allPlayers.size();
  206. }
  207. /**
  208. * Return the player instance corresponding to the given name.<BR><BR>
  209. * <B>If you have access to player objectId use {@link #getPlayer(int playerObjId)}</B>
  210. * <BR>
  211. * @param name Name of the player to get Instance
  212. */
  213. public L2PcInstance getPlayer(String name)
  214. {
  215. return getPlayer(CharNameTable.getInstance().getIdByName(name));
  216. }
  217. /**
  218. * Return the player instance corresponding to the given object ID.<BR><BR>
  219. *
  220. * @param playerObjId Object ID of the player to get Instance
  221. */
  222. public L2PcInstance getPlayer(int playerObjId)
  223. {
  224. return _allPlayers.get(Integer.valueOf(playerObjId));
  225. }
  226. /**
  227. * Return the pet instance from the given ownerId.<BR><BR>
  228. *
  229. * @param ownerId ID of the owner
  230. */
  231. public L2PetInstance getPet(int ownerId)
  232. {
  233. return _petsInstance.get(Integer.valueOf(ownerId));
  234. }
  235. /**
  236. * Add the given pet instance from the given ownerId.<BR><BR>
  237. *
  238. * @param ownerId ID of the owner
  239. * @param pet L2PetInstance of the pet
  240. */
  241. public L2PetInstance addPet(int ownerId, L2PetInstance pet)
  242. {
  243. return _petsInstance.put(ownerId, pet);
  244. }
  245. /**
  246. * Remove the given pet instance.<BR><BR>
  247. *
  248. * @param ownerId ID of the owner
  249. */
  250. public void removePet(int ownerId)
  251. {
  252. _petsInstance.remove(Integer.valueOf(ownerId));
  253. }
  254. /**
  255. * Remove the given pet instance.<BR><BR>
  256. *
  257. * @param pet the pet to remove
  258. */
  259. public void removePet(L2PetInstance pet)
  260. {
  261. _petsInstance.remove(Integer.valueOf(pet.getOwner().getObjectId()));
  262. }
  263. /**
  264. * Add a L2Object in the world.<BR><BR>
  265. *
  266. * <B><U> Concept</U> :</B><BR><BR>
  267. * L2Object (including L2PcInstance) are identified in <B>_visibleObjects</B> of his current L2WorldRegion and in <B>_knownObjects</B> of other surrounding L2Characters <BR>
  268. * 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>
  269. *
  270. * <B><U> Actions</U> :</B><BR><BR>
  271. * <li>Add the L2Object object in _allPlayers* of L2World </li>
  272. * <li>Add the L2Object object in _gmList** of GmListTable </li>
  273. * <li>Add object in _knownObjects and _knownPlayer* of all surrounding L2WorldRegion L2Characters </li><BR>
  274. *
  275. * <li>If object is a L2Character, add all surrounding L2Object in its _knownObjects and all surrounding L2PcInstance in its _knownPlayer </li><BR>
  276. *
  277. * <I>* only if object is a L2PcInstance</I><BR>
  278. * <I>** only if object is a GM L2PcInstance</I><BR><BR>
  279. *
  280. * <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>
  281. * <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>
  282. *
  283. * <B><U> Example of use </U> :</B><BR><BR>
  284. * <li> Drop an Item </li>
  285. * <li> Spawn a L2Character</li>
  286. * <li> Apply Death Penalty of a L2PcInstance </li><BR><BR>
  287. *
  288. * @param object L2object to add in the world
  289. * @param newregion L2WorldRegion in wich the object will be add (not used)
  290. * @param dropper L2Character who has dropped the object (if necessary)
  291. *
  292. */
  293. public void addVisibleObject(L2Object object, L2WorldRegion newRegion)
  294. {
  295. // If selected L2Object is a L2PcIntance, add it in L2ObjectHashSet(L2PcInstance) _allPlayers of L2World
  296. // XXX TODO: this code should be obsoleted by protection in putObject func...
  297. if (object instanceof L2PcInstance)
  298. {
  299. L2PcInstance player = (L2PcInstance) object;
  300. if (!player.isTeleporting())
  301. {
  302. L2PcInstance tmp = _allPlayers.get(Integer.valueOf(player.getObjectId()));
  303. if (tmp != null)
  304. {
  305. _log.warning("Duplicate character!? Closing both characters (" + player.getName() + ")");
  306. player.logout();
  307. tmp.logout();
  308. return;
  309. }
  310. _allPlayers.put(player.getObjectId(), player);
  311. }
  312. }
  313. if (!newRegion.isActive())
  314. return;
  315. // Get all visible objects contained in the _visibleObjects of L2WorldRegions
  316. // in a circular area of 2000 units
  317. List<L2Object> visibles = getVisibleObjects(object, 2000);
  318. if (Config.DEBUG)
  319. _log.finest("objects in range:" + visibles.size());
  320. // tell the player about the surroundings
  321. // Go through the visible objects contained in the circular area
  322. for (L2Object visible : visibles)
  323. {
  324. // Add the object in L2ObjectHashSet(L2Object) _knownObjects of the visible L2Character according to conditions :
  325. // - L2Character is visible
  326. // - object is not already known
  327. // - object is in the watch distance
  328. // If L2Object is a L2PcInstance, add L2Object in L2ObjectHashSet(L2PcInstance) _knownPlayer of the visible L2Character
  329. visible.getKnownList().addKnownObject(object);
  330. // Add the visible L2Object in L2ObjectHashSet(L2Object) _knownObjects of the object according to conditions
  331. // If visible L2Object is a L2PcInstance, add visible L2Object in L2ObjectHashSet(L2PcInstance) _knownPlayer of the object
  332. object.getKnownList().addKnownObject(visible);
  333. }
  334. }
  335. /**
  336. * Add the L2PcInstance to _allPlayers of L2World.<BR><BR>
  337. *
  338. */
  339. public void addToAllPlayers(L2PcInstance cha)
  340. {
  341. _allPlayers.put(cha.getObjectId(), cha);
  342. }
  343. /**
  344. * Remove the L2PcInstance from _allPlayers of L2World.<BR><BR>
  345. *
  346. * <B><U> Example of use </U> :</B><BR><BR>
  347. * <li> Remove a player fom the visible objects </li><BR>
  348. *
  349. */
  350. public void removeFromAllPlayers(L2PcInstance cha)
  351. {
  352. _allPlayers.remove(Integer.valueOf(cha.getObjectId()));
  353. }
  354. /**
  355. * Remove a L2Object from the world.<BR><BR>
  356. *
  357. * <B><U> Concept</U> :</B><BR><BR>
  358. * L2Object (including L2PcInstance) are identified in <B>_visibleObjects</B> of his current L2WorldRegion and in <B>_knownObjects</B> of other surrounding L2Characters <BR>
  359. * 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>
  360. *
  361. * <B><U> Actions</U> :</B><BR><BR>
  362. * <li>Remove the L2Object object from _allPlayers* of L2World </li>
  363. * <li>Remove the L2Object object from _visibleObjects and _allPlayers* of L2WorldRegion </li>
  364. * <li>Remove the L2Object object from _gmList** of GmListTable </li>
  365. * <li>Remove object from _knownObjects and _knownPlayer* of all surrounding L2WorldRegion L2Characters </li><BR>
  366. *
  367. * <li>If object is a L2Character, remove all L2Object from its _knownObjects and all L2PcInstance from its _knownPlayer </li><BR><BR>
  368. *
  369. * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T REMOVE the object from _allObjects of L2World</B></FONT><BR><BR>
  370. *
  371. * <I>* only if object is a L2PcInstance</I><BR>
  372. * <I>** only if object is a GM L2PcInstance</I><BR><BR>
  373. *
  374. * <B><U> Example of use </U> :</B><BR><BR>
  375. * <li> Pickup an Item </li>
  376. * <li> Decay a L2Character</li><BR><BR>
  377. *
  378. * @param object L2object to remove from the world
  379. * @param oldregion L2WorldRegion in wich the object was before removing
  380. *
  381. */
  382. public void removeVisibleObject(L2Object object, L2WorldRegion oldRegion)
  383. {
  384. if (object == null)
  385. return;
  386. //removeObject(object);
  387. if (oldRegion != null)
  388. {
  389. // Remove the object from the L2ObjectHashSet(L2Object) _visibleObjects of L2WorldRegion
  390. // If object is a L2PcInstance, remove it from the L2ObjectHashSet(L2PcInstance) _allPlayers of this L2WorldRegion
  391. oldRegion.removeVisibleObject(object);
  392. // Go through all surrounding L2WorldRegion L2Characters
  393. for (L2WorldRegion reg : oldRegion.getSurroundingRegions())
  394. {
  395. //synchronized (KnownListUpdateTaskManager.getInstance().getSync())
  396. {
  397. Collection<L2Object> vObj = reg.getVisibleObjects().values();
  398. //synchronized (reg.getVisibleObjects())
  399. {
  400. for (L2Object obj : vObj)
  401. {
  402. if (obj.getKnownList() != null)
  403. obj.getKnownList().removeKnownObject(object);
  404. if (object.getKnownList() != null)
  405. object.getKnownList().removeKnownObject(obj);
  406. }
  407. }
  408. }
  409. }
  410. // If object is a L2Character :
  411. // Remove all L2Object from L2ObjectHashSet(L2Object) containing all L2Object detected by the L2Character
  412. // Remove all L2PcInstance from L2ObjectHashSet(L2PcInstance) containing all player ingame detected by the L2Character
  413. object.getKnownList().removeAllKnownObjects();
  414. // If selected L2Object is a L2PcIntance, remove it from L2ObjectHashSet(L2PcInstance) _allPlayers of L2World
  415. if (object instanceof L2PcInstance)
  416. {
  417. if (!((L2PcInstance) object).isTeleporting())
  418. removeFromAllPlayers((L2PcInstance) object);
  419. // If selected L2Object is a GM L2PcInstance, remove it from Set(L2PcInstance) _gmList of GmListTable
  420. //if (((L2PcInstance)object).isGM())
  421. //GmListTable.getInstance().deleteGm((L2PcInstance)object);
  422. }
  423. }
  424. }
  425. /**
  426. * Return all visible objects of the L2WorldRegion object's and of its surrounding L2WorldRegion.<BR><BR>
  427. *
  428. * <B><U> Concept</U> :</B><BR><BR>
  429. * All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
  430. * 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>
  431. *
  432. * <B><U> Example of use </U> :</B><BR><BR>
  433. * <li> Find Close Objects for L2Character </li><BR>
  434. *
  435. * @param object L2object that determine the current L2WorldRegion
  436. *
  437. */
  438. public List<L2Object> getVisibleObjects(L2Object object)
  439. {
  440. L2WorldRegion reg = object.getWorldRegion();
  441. if (reg == null)
  442. return null;
  443. // Create an FastList in order to contain all visible L2Object
  444. List<L2Object> result = new ArrayList<L2Object>();
  445. // Go through the FastList of region
  446. for (L2WorldRegion regi : reg.getSurroundingRegions())
  447. {
  448. // Go through visible objects of the selected region
  449. Collection<L2Object> vObj = regi.getVisibleObjects().values();
  450. //synchronized (regi.getVisibleObjects())
  451. {
  452. for (L2Object _object : vObj)
  453. {
  454. if (_object.equals(object))
  455. continue; // skip our own character
  456. if (!_object.isVisible())
  457. continue; // skip dying objects
  458. result.add(_object);
  459. }
  460. }
  461. }
  462. return result;
  463. }
  464. /**
  465. * Return all visible objects of the L2WorldRegions in the circular area (radius) centered on the object.<BR><BR>
  466. *
  467. * <B><U> Concept</U> :</B><BR><BR>
  468. * All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
  469. * 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>
  470. *
  471. * <B><U> Example of use </U> :</B><BR><BR>
  472. * <li> Define the aggrolist of monster </li>
  473. * <li> Define visible objects of a L2Object </li>
  474. * <li> Skill : Confusion... </li><BR>
  475. *
  476. * @param object L2object that determine the center of the circular area
  477. * @param radius Radius of the circular area
  478. *
  479. */
  480. public List<L2Object> getVisibleObjects(L2Object object, int radius)
  481. {
  482. if (object == null || !object.isVisible())
  483. return new ArrayList<L2Object>();
  484. int x = object.getX();
  485. int y = object.getY();
  486. int sqRadius = radius * radius;
  487. // Create an FastList in order to contain all visible L2Object
  488. List<L2Object> result = new ArrayList<L2Object>();
  489. // Go through the FastList of region
  490. for (L2WorldRegion regi : object.getWorldRegion().getSurroundingRegions())
  491. {
  492. // Go through visible objects of the selected region
  493. Collection<L2Object> vObj = regi.getVisibleObjects().values();
  494. //synchronized (regi.getVisibleObjects())
  495. {
  496. for (L2Object _object : vObj)
  497. {
  498. if (_object.equals(object))
  499. continue; // skip our own character
  500. int x1 = _object.getX();
  501. int y1 = _object.getY();
  502. double dx = x1 - x;
  503. double dy = y1 - y;
  504. if (dx * dx + dy * dy < sqRadius)
  505. result.add(_object);
  506. }
  507. }
  508. }
  509. return result;
  510. }
  511. /**
  512. * Return all visible objects of the L2WorldRegions in the spheric area (radius) centered on the object.<BR><BR>
  513. *
  514. * <B><U> Concept</U> :</B><BR><BR>
  515. * All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
  516. * 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>
  517. *
  518. * <B><U> Example of use </U> :</B><BR><BR>
  519. * <li> Define the target list of a skill </li>
  520. * <li> Define the target list of a polearme attack </li><BR><BR>
  521. *
  522. * @param object L2object that determine the center of the circular area
  523. * @param radius Radius of the spheric area
  524. *
  525. */
  526. public List<L2Object> getVisibleObjects3D(L2Object object, int radius)
  527. {
  528. if (object == null || !object.isVisible())
  529. return new ArrayList<L2Object>();
  530. int x = object.getX();
  531. int y = object.getY();
  532. int z = object.getZ();
  533. int sqRadius = radius * radius;
  534. // Create an FastList in order to contain all visible L2Object
  535. List<L2Object> result = new ArrayList<L2Object>();
  536. // Go through visible object of the selected region
  537. for (L2WorldRegion regi : object.getWorldRegion().getSurroundingRegions())
  538. {
  539. Collection<L2Object> vObj = regi.getVisibleObjects().values();
  540. //synchronized (regi.getVisibleObjects())
  541. {
  542. for (L2Object _object : vObj)
  543. {
  544. if (_object.equals(object))
  545. continue; // skip our own character
  546. int x1 = _object.getX();
  547. int y1 = _object.getY();
  548. int z1 = _object.getZ();
  549. long dx = x1 - x;
  550. long dy = y1 - y;
  551. long dz = z1 - z;
  552. if (dx * dx + dy * dy + dz * dz < sqRadius)
  553. result.add(_object);
  554. }
  555. }
  556. }
  557. return result;
  558. }
  559. /**
  560. * Return all visible players of the L2WorldRegion object's and of its surrounding L2WorldRegion.<BR><BR>
  561. *
  562. * <B><U> Concept</U> :</B><BR><BR>
  563. * All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
  564. * 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>
  565. *
  566. * <B><U> Example of use </U> :</B><BR><BR>
  567. * <li> Find Close Objects for L2Character </li><BR>
  568. *
  569. * @param object L2object that determine the current L2WorldRegion
  570. *
  571. */
  572. public List<L2Playable> getVisiblePlayable(L2Object object)
  573. {
  574. L2WorldRegion reg = object.getWorldRegion();
  575. if (reg == null)
  576. return null;
  577. // Create an FastList in order to contain all visible L2Object
  578. List<L2Playable> result = new ArrayList<L2Playable>();
  579. // Go through the FastList of region
  580. for (L2WorldRegion regi : reg.getSurroundingRegions())
  581. {
  582. // Create an Iterator to go through the visible L2Object of the L2WorldRegion
  583. Map<Integer, L2Playable> _allpls = regi.getVisiblePlayable();
  584. Collection<L2Playable> _playables = _allpls.values();
  585. // Go through visible object of the selected region
  586. //synchronized (_allpls)
  587. {
  588. for (L2Playable _object : _playables)
  589. {
  590. if (_object.equals(object))
  591. continue; // skip our own character
  592. if (!_object.isVisible()) // GM invisible is different than this...
  593. continue; // skip dying objects
  594. result.add(_object);
  595. }
  596. }
  597. }
  598. return result;
  599. }
  600. /**
  601. * Calculate the current L2WorldRegions of the object according to its position (x,y).<BR><BR>
  602. *
  603. * <B><U> Example of use </U> :</B><BR><BR>
  604. * <li> Set position of a new L2Object (drop, spawn...) </li>
  605. * <li> Update position of a L2Object after a mouvement </li><BR>
  606. *
  607. * @param Point3D point position of the object
  608. */
  609. public L2WorldRegion getRegion(Point3D point)
  610. {
  611. return _worldRegions[(point.getX() >> SHIFT_BY) + OFFSET_X][(point.getY() >> SHIFT_BY) + OFFSET_Y];
  612. }
  613. public L2WorldRegion getRegion(int x, int y)
  614. {
  615. return _worldRegions[(x >> SHIFT_BY) + OFFSET_X][(y >> SHIFT_BY) + OFFSET_Y];
  616. }
  617. /**
  618. * Returns the whole 2d array containing the world regions
  619. * used by ZoneData.java to setup zones inside the world regions
  620. * @return
  621. */
  622. public L2WorldRegion[][] getAllWorldRegions()
  623. {
  624. return _worldRegions;
  625. }
  626. /**
  627. * Check if the current L2WorldRegions of the object is valid according to its position (x,y).<BR><BR>
  628. *
  629. * <B><U> Example of use </U> :</B><BR><BR>
  630. * <li> Init L2WorldRegions </li><BR>
  631. *
  632. * @param x X position of the object
  633. * @param y Y position of the object
  634. *
  635. * @return True if the L2WorldRegion is valid
  636. */
  637. private boolean validRegion(int x, int y)
  638. {
  639. return (x >= 0 && x <= REGIONS_X && y >= 0 && y <= REGIONS_Y);
  640. }
  641. /**
  642. * Init each L2WorldRegion and their surrounding table.<BR><BR>
  643. *
  644. * <B><U> Concept</U> :</B><BR><BR>
  645. * 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>
  646. *
  647. * <B><U> Example of use </U> :</B><BR><BR>
  648. * <li> Constructor of L2World </li><BR>
  649. *
  650. */
  651. private void initRegions()
  652. {
  653. _log.config("L2World: Setting up World Regions");
  654. _worldRegions = new L2WorldRegion[REGIONS_X + 1][REGIONS_Y + 1];
  655. for (int i = 0; i <= REGIONS_X; i++)
  656. {
  657. for (int j = 0; j <= REGIONS_Y; j++)
  658. {
  659. _worldRegions[i][j] = new L2WorldRegion(i, j);
  660. }
  661. }
  662. for (int x = 0; x <= REGIONS_X; x++)
  663. {
  664. for (int y = 0; y <= REGIONS_Y; y++)
  665. {
  666. for (int a = -1; a <= 1; a++)
  667. {
  668. for (int b = -1; b <= 1; b++)
  669. {
  670. if (validRegion(x + a, y + b))
  671. {
  672. _worldRegions[x + a][y + b].addSurroundingRegion(_worldRegions[x][y]);
  673. }
  674. }
  675. }
  676. }
  677. }
  678. _log.config("L2World: (" + REGIONS_X + " by " + REGIONS_Y + ") World Region Grid set up.");
  679. }
  680. /**
  681. * Deleted all spawns in the world.
  682. */
  683. public void deleteVisibleNpcSpawns()
  684. {
  685. _log.info("Deleting all visible NPC's.");
  686. for (int i = 0; i <= REGIONS_X; i++)
  687. {
  688. for (int j = 0; j <= REGIONS_Y; j++)
  689. {
  690. _worldRegions[i][j].deleteVisibleNpcSpawns();
  691. }
  692. }
  693. _log.info("All visible NPC's deleted.");
  694. }
  695. @SuppressWarnings("synthetic-access")
  696. private static class SingletonHolder
  697. {
  698. protected static final L2World _instance = new L2World();
  699. }
  700. }