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