L2World.java 23 KB

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  1. /*
  2. * Copyright (C) 2004-2014 L2J Server
  3. *
  4. * This file is part of L2J Server.
  5. *
  6. * L2J Server is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * L2J Server is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
  14. * General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with this program. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. package com.l2jserver.gameserver.model;
  20. import java.util.ArrayList;
  21. import java.util.Arrays;
  22. import java.util.Collection;
  23. import java.util.Comparator;
  24. import java.util.List;
  25. import java.util.Map;
  26. import java.util.concurrent.ConcurrentHashMap;
  27. import java.util.logging.Level;
  28. import java.util.logging.Logger;
  29. import com.l2jserver.Config;
  30. import com.l2jserver.gameserver.datatables.AdminTable;
  31. import com.l2jserver.gameserver.datatables.CharNameTable;
  32. import com.l2jserver.gameserver.model.actor.L2Playable;
  33. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  34. import com.l2jserver.gameserver.model.actor.instance.L2PetInstance;
  35. import com.l2jserver.gameserver.model.interfaces.IProcedure;
  36. import com.l2jserver.util.StringUtil;
  37. public final class L2World
  38. {
  39. private static final Logger _log = Logger.getLogger(L2World.class.getName());
  40. /** Gracia border Flying objects not allowed to the east of it. */
  41. public static final int GRACIA_MAX_X = -166168;
  42. public static final int GRACIA_MAX_Z = 6105;
  43. public static final int GRACIA_MIN_Z = -895;
  44. /** 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. */
  45. public static final int SHIFT_BY = 12;
  46. private static final int TILE_SIZE = 32768;
  47. /** Map dimensions */
  48. public static final int TILE_X_MIN = 11;
  49. public static final int TILE_Y_MIN = 10;
  50. public static final int TILE_X_MAX = 26;
  51. public static final int TILE_Y_MAX = 26;
  52. public static final int TILE_ZERO_COORD_X = 20;
  53. public static final int TILE_ZERO_COORD_Y = 18;
  54. public static final int MAP_MIN_X = (TILE_X_MIN - TILE_ZERO_COORD_X) * TILE_SIZE;
  55. public static final int MAP_MIN_Y = (TILE_Y_MIN - TILE_ZERO_COORD_Y) * TILE_SIZE;
  56. public static final int MAP_MAX_X = ((TILE_X_MAX - TILE_ZERO_COORD_X) + 1) * TILE_SIZE;
  57. public static final int MAP_MAX_Y = ((TILE_Y_MAX - TILE_ZERO_COORD_Y) + 1) * 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. /** Map containing all the players in game. */
  65. private final Map<Integer, L2PcInstance> _allPlayers = new ConcurrentHashMap<>();
  66. /** Map containing all visible objects. */
  67. private final Map<Integer, L2Object> _allObjects = new ConcurrentHashMap<>();
  68. /** Map used for debug. */
  69. private final Map<Integer, String> _allObjectsDebug = new ConcurrentHashMap<>();
  70. /** Map with the pets instances and their owner ID. */
  71. private final Map<Integer, L2PetInstance> _petsInstance = new ConcurrentHashMap<>();
  72. private L2WorldRegion[][] _worldRegions;
  73. /** Constructor of L2World. */
  74. protected L2World()
  75. {
  76. initRegions();
  77. }
  78. /**
  79. * Adds an object to the world.<br>
  80. * <B><U>Example of use</U>:</B>
  81. * <ul>
  82. * <li>Withdraw an item from the warehouse, create an item</li>
  83. * <li>Spawn a L2Character (PC, NPC, Pet)</li>
  84. * </ul>
  85. * @param object
  86. */
  87. public void storeObject(L2Object object)
  88. {
  89. if (_allObjects.containsKey(object.getObjectId()))
  90. {
  91. _log.log(Level.WARNING, getClass().getSimpleName() + ": Current object: " + object + " already exist in OID map!");
  92. _log.log(Level.WARNING, StringUtil.getTraceString(Thread.currentThread().getStackTrace()));
  93. _log.log(Level.WARNING, getClass().getSimpleName() + ": Previous object: " + _allObjects.get(object.getObjectId()) + " already exist in OID map!");
  94. _log.log(Level.WARNING, _allObjectsDebug.get(object.getObjectId()));
  95. _log.log(Level.WARNING, "---------------------- End ---------------------");
  96. return;
  97. }
  98. _allObjects.put(object.getObjectId(), object);
  99. _allObjectsDebug.put(object.getObjectId(), StringUtil.getTraceString(Thread.currentThread().getStackTrace()));
  100. }
  101. /**
  102. * Removes an object from the world.<br>
  103. * <B><U>Example of use</U>:</B>
  104. * <ul>
  105. * <li>Delete item from inventory, transfer Item from inventory to warehouse</li>
  106. * <li>Crystallize item</li>
  107. * <li>Remove NPC/PC/Pet from the world</li>
  108. * </ul>
  109. * @param object the object to remove
  110. */
  111. public void removeObject(L2Object object)
  112. {
  113. _allObjects.remove(object.getObjectId());
  114. _allObjectsDebug.remove(object.getObjectId());
  115. }
  116. /**
  117. * <B><U> Example of use</U>:</B>
  118. * <ul>
  119. * <li>Client packets : Action, AttackRequest, RequestJoinParty, RequestJoinPledge...</li>
  120. * </ul>
  121. * @param objectId Identifier of the L2Object
  122. * @return the L2Object object that belongs to an ID or null if no object found.
  123. */
  124. public L2Object findObject(int objectId)
  125. {
  126. return _allObjects.get(objectId);
  127. }
  128. public Collection<L2Object> getVisibleObjects()
  129. {
  130. return _allObjects.values();
  131. }
  132. /**
  133. * Get the count of all visible objects in world.
  134. * @return count off all L2World objects
  135. */
  136. public int getVisibleObjectsCount()
  137. {
  138. return _allObjects.size();
  139. }
  140. public List<L2PcInstance> getAllGMs()
  141. {
  142. return AdminTable.getInstance().getAllGms(true);
  143. }
  144. public Collection<L2PcInstance> getPlayers()
  145. {
  146. return _allPlayers.values();
  147. }
  148. /**
  149. * Gets all players sorted by the given comparator.
  150. * @param comparator the comparator
  151. * @return the players sorted by the comparator
  152. */
  153. public L2PcInstance[] getPlayersSortedBy(Comparator<L2PcInstance> comparator)
  154. {
  155. final L2PcInstance[] players = _allPlayers.values().toArray(new L2PcInstance[_allPlayers.values().size()]);
  156. Arrays.sort(players, comparator);
  157. return players;
  158. }
  159. public boolean forEachPlayer(IProcedure<L2PcInstance, Boolean> procedure)
  160. {
  161. for (L2PcInstance player : _allPlayers.values())
  162. {
  163. if (!procedure.execute(player))
  164. {
  165. return false;
  166. }
  167. }
  168. return true;
  169. }
  170. /**
  171. * Return how many players are online.
  172. * @return number of online players.
  173. */
  174. public int getAllPlayersCount()
  175. {
  176. return _allPlayers.size();
  177. }
  178. /**
  179. * <B>If you have access to player objectId use {@link #getPlayer(int playerObjId)}</B>
  180. * @param name Name of the player to get Instance
  181. * @return the player instance corresponding to the given name.
  182. */
  183. public L2PcInstance getPlayer(String name)
  184. {
  185. return getPlayer(CharNameTable.getInstance().getIdByName(name));
  186. }
  187. /**
  188. * @param objectId of the player to get Instance
  189. * @return the player instance corresponding to the given object ID.
  190. */
  191. public L2PcInstance getPlayer(int objectId)
  192. {
  193. return _allPlayers.get(objectId);
  194. }
  195. /**
  196. * @param ownerId ID of the owner
  197. * @return the pet instance from the given ownerId.
  198. */
  199. public L2PetInstance getPet(int ownerId)
  200. {
  201. return _petsInstance.get(ownerId);
  202. }
  203. /**
  204. * Add the given pet instance from the given ownerId.
  205. * @param ownerId ID of the owner
  206. * @param pet L2PetInstance of the pet
  207. * @return
  208. */
  209. public L2PetInstance addPet(int ownerId, L2PetInstance pet)
  210. {
  211. return _petsInstance.put(ownerId, pet);
  212. }
  213. /**
  214. * Remove the given pet instance.
  215. * @param ownerId ID of the owner
  216. */
  217. public void removePet(int ownerId)
  218. {
  219. _petsInstance.remove(ownerId);
  220. }
  221. /**
  222. * Remove the given pet instance.
  223. * @param pet the pet to remove
  224. */
  225. public void removePet(L2PetInstance pet)
  226. {
  227. _petsInstance.remove(pet.getOwner().getObjectId());
  228. }
  229. /**
  230. * Add a L2Object in the world. <B><U> Concept</U> :</B> L2Object (including L2PcInstance) are identified in <B>_visibleObjects</B> of his current L2WorldRegion and in <B>_knownObjects</B> of other surrounding L2Characters <BR>
  231. * 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 <B><U> Actions</U> :</B> <li>Add the L2Object object in _allPlayers* of L2World</li> <li>Add the L2Object object in
  232. * _gmList** of GmListTable</li> <li>Add object in _knownObjects and _knownPlayer* of all surrounding L2WorldRegion L2Characters</li><BR>
  233. * <li>If object is a L2Character, add all surrounding L2Object in its _knownObjects and all surrounding L2PcInstance in its _knownPlayer</li><BR>
  234. * <I>* only if object is a L2PcInstance</I><BR>
  235. * <I>** only if object is a GM L2PcInstance</I> <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>
  236. * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T ADD the object to _allObjects and _allPlayers* of L2World (need synchronisation)</B></FONT> <B><U> Example of use </U> :</B> <li>Drop an Item</li> <li>Spawn a L2Character</li> <li>Apply Death Penalty of a L2PcInstance</li>
  237. * @param object L2object to add in the world
  238. * @param newRegion L2WorldRegion in wich the object will be add (not used)
  239. */
  240. public void addVisibleObject(L2Object object, L2WorldRegion newRegion)
  241. {
  242. // TODO: this code should be obsoleted by protection in putObject func...
  243. if (object.isPlayer())
  244. {
  245. L2PcInstance player = object.getActingPlayer();
  246. if (!player.isTeleporting())
  247. {
  248. final L2PcInstance old = getPlayer(player.getObjectId());
  249. if (old != null)
  250. {
  251. _log.warning("Duplicate character!? Closing both characters (" + player.getName() + ")");
  252. player.logout();
  253. old.logout();
  254. return;
  255. }
  256. addPlayerToWorld(player);
  257. }
  258. }
  259. if (!newRegion.isActive())
  260. {
  261. return;
  262. }
  263. // Get all visible objects contained in the _visibleObjects of L2WorldRegions
  264. // in a circular area of 2000 units
  265. List<L2Object> visibles = getVisibleObjects(object, 2000);
  266. if (Config.DEBUG)
  267. {
  268. _log.finest("objects in range:" + visibles.size());
  269. }
  270. // tell the player about the surroundings
  271. // Go through the visible objects contained in the circular area
  272. for (L2Object visible : visibles)
  273. {
  274. if (visible == null)
  275. {
  276. continue;
  277. }
  278. // Add the object in L2ObjectHashSet(L2Object) _knownObjects of the visible L2Character according to conditions :
  279. // - L2Character is visible
  280. // - object is not already known
  281. // - object is in the watch distance
  282. // If L2Object is a L2PcInstance, add L2Object in L2ObjectHashSet(L2PcInstance) _knownPlayer of the visible L2Character
  283. visible.getKnownList().addKnownObject(object);
  284. // Add the visible L2Object in L2ObjectHashSet(L2Object) _knownObjects of the object according to conditions
  285. // If visible L2Object is a L2PcInstance, add visible L2Object in L2ObjectHashSet(L2PcInstance) _knownPlayer of the object
  286. object.getKnownList().addKnownObject(visible);
  287. }
  288. }
  289. /**
  290. * Adds the player to the world.
  291. * @param player the player to add
  292. */
  293. public void addPlayerToWorld(L2PcInstance player)
  294. {
  295. _allPlayers.put(player.getObjectId(), player);
  296. }
  297. /**
  298. * Remove the player from the world.
  299. * @param player the player to remove
  300. */
  301. public void removeFromAllPlayers(L2PcInstance player)
  302. {
  303. _allPlayers.remove(player.getObjectId());
  304. }
  305. /**
  306. * Remove a L2Object from the world. <B><U> Concept</U> :</B> L2Object (including L2PcInstance) are identified in <B>_visibleObjects</B> of his current L2WorldRegion and in <B>_knownObjects</B> of other surrounding L2Characters <BR>
  307. * 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 <B><U> Actions</U> :</B> <li>Remove the L2Object object from _allPlayers* of L2World</li> <li>Remove the L2Object
  308. * 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>
  309. * <li>If object is a L2Character, remove all L2Object from its _knownObjects and all L2PcInstance from its _knownPlayer</li> <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T REMOVE the object from _allObjects of L2World</B></FONT> <I>* only if object is a L2PcInstance</I><BR>
  310. * <I>** only if object is a GM L2PcInstance</I> <B><U> Example of use </U> :</B> <li>Pickup an Item</li> <li>Decay a L2Character</li>
  311. * @param object L2object to remove from the world
  312. * @param oldRegion L2WorldRegion in which the object was before removing
  313. */
  314. public void removeVisibleObject(L2Object object, L2WorldRegion oldRegion)
  315. {
  316. if (object == null)
  317. {
  318. return;
  319. }
  320. if (oldRegion != null)
  321. {
  322. // Remove the object from the L2ObjectHashSet(L2Object) _visibleObjects of L2WorldRegion
  323. // If object is a L2PcInstance, remove it from the L2ObjectHashSet(L2PcInstance) _allPlayers of this L2WorldRegion
  324. oldRegion.removeVisibleObject(object);
  325. // Go through all surrounding L2WorldRegion L2Characters
  326. for (L2WorldRegion reg : oldRegion.getSurroundingRegions())
  327. {
  328. final Collection<L2Object> vObj = reg.getVisibleObjects().values();
  329. for (L2Object obj : vObj)
  330. {
  331. if (obj != null)
  332. {
  333. obj.getKnownList().removeKnownObject(object);
  334. }
  335. }
  336. }
  337. // If object is a L2Character :
  338. // Remove all L2Object from L2ObjectHashSet(L2Object) containing all L2Object detected by the L2Character
  339. // Remove all L2PcInstance from L2ObjectHashSet(L2PcInstance) containing all player ingame detected by the L2Character
  340. object.getKnownList().removeAllKnownObjects();
  341. // If selected L2Object is a L2PcIntance, remove it from L2ObjectHashSet(L2PcInstance) _allPlayers of L2World
  342. if (object.isPlayer())
  343. {
  344. final L2PcInstance player = object.getActingPlayer();
  345. if (!player.isTeleporting())
  346. {
  347. removeFromAllPlayers(player);
  348. }
  349. }
  350. }
  351. }
  352. /**
  353. * Return all visible objects of the L2WorldRegion object's and of its surrounding L2WorldRegion. <B><U> Concept</U> :</B> All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
  354. * All surrounding L2WorldRegion are identified in <B>_surroundingRegions</B> of the selected L2WorldRegion in order to scan a large area around a L2Object <B><U> Example of use </U> :</B> <li>Find Close Objects for L2Character</li><BR>
  355. * @param object L2object that determine the current L2WorldRegion
  356. * @return
  357. */
  358. public List<L2Object> getVisibleObjects(L2Object object)
  359. {
  360. L2WorldRegion reg = object.getWorldRegion();
  361. if (reg == null)
  362. {
  363. return null;
  364. }
  365. // Create an FastList in order to contain all visible L2Object
  366. List<L2Object> result = new ArrayList<>();
  367. // Go through the FastList of region
  368. for (L2WorldRegion regi : reg.getSurroundingRegions())
  369. {
  370. // Go through visible objects of the selected region
  371. Collection<L2Object> vObj = regi.getVisibleObjects().values();
  372. for (L2Object _object : vObj)
  373. {
  374. if ((_object == null) || _object.equals(object))
  375. {
  376. continue; // skip our own character
  377. }
  378. else if (!_object.isVisible())
  379. {
  380. continue; // skip dying objects
  381. }
  382. result.add(_object);
  383. }
  384. }
  385. return result;
  386. }
  387. /**
  388. * Return all visible objects of the L2WorldRegions in the circular area (radius) centered on the object. <B><U> Concept</U> :</B> All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
  389. * All surrounding L2WorldRegion are identified in <B>_surroundingRegions</B> of the selected L2WorldRegion in order to scan a large area around a L2Object <B><U> Example of use </U> :</B> <li>Define the aggrolist of monster</li> <li>Define visible objects of a L2Object</li> <li>Skill :
  390. * Confusion...</li><BR>
  391. * @param object L2object that determine the center of the circular area
  392. * @param radius Radius of the circular area
  393. * @return
  394. */
  395. public List<L2Object> getVisibleObjects(L2Object object, int radius)
  396. {
  397. if ((object == null) || !object.isVisible())
  398. {
  399. return new ArrayList<>();
  400. }
  401. final int sqRadius = radius * radius;
  402. // Create an FastList in order to contain all visible L2Object
  403. List<L2Object> result = new ArrayList<>();
  404. // Go through the FastList of region
  405. for (L2WorldRegion regi : object.getWorldRegion().getSurroundingRegions())
  406. {
  407. // Go through visible objects of the selected region
  408. Collection<L2Object> vObj = regi.getVisibleObjects().values();
  409. for (L2Object _object : vObj)
  410. {
  411. if ((_object == null) || _object.equals(object))
  412. {
  413. continue; // skip our own character
  414. }
  415. if (sqRadius > object.calculateDistance(_object, false, true))
  416. {
  417. result.add(_object);
  418. }
  419. }
  420. }
  421. return result;
  422. }
  423. /**
  424. * Return all visible objects of the L2WorldRegions in the spheric area (radius) centered on the object. <B><U> Concept</U> :</B> All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
  425. * All surrounding L2WorldRegion are identified in <B>_surroundingRegions</B> of the selected L2WorldRegion in order to scan a large area around a L2Object <B><U> Example of use </U> :</B> <li>Define the target list of a skill</li> <li>Define the target list of a polearme attack</li>
  426. * @param object L2object that determine the center of the circular area
  427. * @param radius Radius of the spheric area
  428. * @return
  429. */
  430. public List<L2Object> getVisibleObjects3D(L2Object object, int radius)
  431. {
  432. if ((object == null) || !object.isVisible())
  433. {
  434. return new ArrayList<>();
  435. }
  436. final int sqRadius = radius * radius;
  437. // Create an FastList in order to contain all visible L2Object
  438. List<L2Object> result = new ArrayList<>();
  439. // Go through visible object of the selected region
  440. for (L2WorldRegion regi : object.getWorldRegion().getSurroundingRegions())
  441. {
  442. Collection<L2Object> vObj = regi.getVisibleObjects().values();
  443. for (L2Object _object : vObj)
  444. {
  445. if ((_object == null) || _object.equals(object))
  446. {
  447. continue; // skip our own character
  448. }
  449. if (sqRadius > object.calculateDistance(_object, true, true))
  450. {
  451. result.add(_object);
  452. }
  453. }
  454. }
  455. return result;
  456. }
  457. /**
  458. * <B><U> Concept</U> :</B> All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
  459. * All surrounding L2WorldRegion are identified in <B>_surroundingRegions</B> of the selected L2WorldRegion in order to scan a large area around a L2Object <B><U> Example of use </U> :</B> <li>Find Close Objects for L2Character</li><BR>
  460. * @param object L2object that determine the current L2WorldRegion
  461. * @return all visible players of the L2WorldRegion object's and of its surrounding L2WorldRegion.
  462. */
  463. public List<L2Playable> getVisiblePlayable(L2Object object)
  464. {
  465. L2WorldRegion reg = object.getWorldRegion();
  466. if (reg == null)
  467. {
  468. return null;
  469. }
  470. // Create an FastList in order to contain all visible L2Object
  471. List<L2Playable> result = new ArrayList<>();
  472. // Go through the FastList of region
  473. for (L2WorldRegion regi : reg.getSurroundingRegions())
  474. {
  475. // Create an Iterator to go through the visible L2Object of the L2WorldRegion
  476. Map<Integer, L2Playable> _allpls = regi.getVisiblePlayable();
  477. Collection<L2Playable> _playables = _allpls.values();
  478. // Go through visible object of the selected region
  479. for (L2Playable _object : _playables)
  480. {
  481. if ((_object == null) || _object.equals(object))
  482. {
  483. continue; // skip our own character
  484. }
  485. if (!_object.isVisible())
  486. {
  487. continue; // skip dying objects
  488. }
  489. result.add(_object);
  490. }
  491. }
  492. return result;
  493. }
  494. /**
  495. * Calculate the current L2WorldRegions of the object according to its position (x,y). <B><U> Example of use </U> :</B> <li>Set position of a new L2Object (drop, spawn...)</li> <li>Update position of a L2Object after a movement</li><BR>
  496. * @param point position of the object
  497. * @return
  498. */
  499. public L2WorldRegion getRegion(Location point)
  500. {
  501. return _worldRegions[(point.getX() >> SHIFT_BY) + OFFSET_X][(point.getY() >> SHIFT_BY) + OFFSET_Y];
  502. }
  503. public L2WorldRegion getRegion(int x, int y)
  504. {
  505. return _worldRegions[(x >> SHIFT_BY) + OFFSET_X][(y >> SHIFT_BY) + OFFSET_Y];
  506. }
  507. /**
  508. * Returns the whole 2d array containing the world regions used by ZoneData.java to setup zones inside the world regions
  509. * @return
  510. */
  511. public L2WorldRegion[][] getWorldRegions()
  512. {
  513. return _worldRegions;
  514. }
  515. /**
  516. * Check if the current L2WorldRegions of the object is valid according to its position (x,y). <B><U> Example of use </U> :</B> <li>Init L2WorldRegions</li><BR>
  517. * @param x X position of the object
  518. * @param y Y position of the object
  519. * @return True if the L2WorldRegion is valid
  520. */
  521. private boolean validRegion(int x, int y)
  522. {
  523. return ((x >= 0) && (x <= REGIONS_X) && (y >= 0) && (y <= REGIONS_Y));
  524. }
  525. /**
  526. * Initialize the world regions.
  527. */
  528. private void initRegions()
  529. {
  530. _worldRegions = new L2WorldRegion[REGIONS_X + 1][REGIONS_Y + 1];
  531. for (int i = 0; i <= REGIONS_X; i++)
  532. {
  533. for (int j = 0; j <= REGIONS_Y; j++)
  534. {
  535. _worldRegions[i][j] = new L2WorldRegion(i, j);
  536. }
  537. }
  538. for (int x = 0; x <= REGIONS_X; x++)
  539. {
  540. for (int y = 0; y <= REGIONS_Y; y++)
  541. {
  542. for (int a = -1; a <= 1; a++)
  543. {
  544. for (int b = -1; b <= 1; b++)
  545. {
  546. if (validRegion(x + a, y + b))
  547. {
  548. _worldRegions[x + a][y + b].addSurroundingRegion(_worldRegions[x][y]);
  549. }
  550. }
  551. }
  552. }
  553. }
  554. _log.info("L2World: (" + REGIONS_X + " by " + REGIONS_Y + ") World Region Grid set up.");
  555. }
  556. /**
  557. * Deleted all spawns in the world.
  558. */
  559. public void deleteVisibleNpcSpawns()
  560. {
  561. _log.info("Deleting all visible NPC's.");
  562. for (int i = 0; i <= REGIONS_X; i++)
  563. {
  564. for (int j = 0; j <= REGIONS_Y; j++)
  565. {
  566. _worldRegions[i][j].deleteVisibleNpcSpawns();
  567. }
  568. }
  569. _log.info("All visible NPC's deleted.");
  570. }
  571. /**
  572. * @return the current instance of L2World
  573. */
  574. public static L2World getInstance()
  575. {
  576. return SingletonHolder._instance;
  577. }
  578. private static class SingletonHolder
  579. {
  580. protected static final L2World _instance = new L2World();
  581. }
  582. }