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 net.sf.l2j.gameserver.model;
  16. import java.util.ArrayList;
  17. import java.util.Collection;
  18. import java.util.List;
  19. import java.util.Map;
  20. import java.util.logging.Logger;
  21. import javolution.util.FastList;
  22. import javolution.util.FastMap;
  23. import net.sf.l2j.Config;
  24. import net.sf.l2j.gameserver.GmListTable;
  25. import net.sf.l2j.gameserver.model.actor.L2Character;
  26. import net.sf.l2j.gameserver.model.actor.L2Playable;
  27. import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
  28. import net.sf.l2j.gameserver.model.actor.instance.L2PetInstance;
  29. import net.sf.l2j.util.Point3D;
  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(String Player name, L2PcInstance) containing all the players in game */
  57. private Map<String, 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<String, 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(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(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(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(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(oID);
  156. }
  157. public long timeFindObject(int objectID)
  158. {
  159. long time = System.currentTimeMillis();
  160. _allObjects.get(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<String, 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. *
  210. * @param name Name of the player to get Instance
  211. */
  212. public L2PcInstance getPlayer(String name)
  213. {
  214. if (name == null)
  215. return null;
  216. return _allPlayers.get(name.toLowerCase());
  217. }
  218. /**
  219. * Return the pet instance from the given ownerId.<BR><BR>
  220. *
  221. * @param ownerId ID of the owner
  222. */
  223. public L2PetInstance getPet(int ownerId)
  224. {
  225. return _petsInstance.get(Integer.valueOf(ownerId));
  226. }
  227. /**
  228. * Add the given pet instance from the given ownerId.<BR><BR>
  229. *
  230. * @param ownerId ID of the owner
  231. * @param pet L2PetInstance of the pet
  232. */
  233. public L2PetInstance addPet(int ownerId, L2PetInstance pet)
  234. {
  235. return _petsInstance.put(ownerId, pet);
  236. }
  237. /**
  238. * Remove the given pet instance.<BR><BR>
  239. *
  240. * @param ownerId ID of the owner
  241. */
  242. public void removePet(int ownerId)
  243. {
  244. _petsInstance.remove(ownerId);
  245. }
  246. /**
  247. * Remove the given pet instance.<BR><BR>
  248. *
  249. * @param pet the pet to remove
  250. */
  251. public void removePet(L2PetInstance pet)
  252. {
  253. _petsInstance.remove(pet.getOwner().getObjectId());
  254. }
  255. /**
  256. * Add a L2Object in the world.<BR><BR>
  257. *
  258. * <B><U> Concept</U> :</B><BR><BR>
  259. * L2Object (including L2PcInstance) are identified in <B>_visibleObjects</B> of his current L2WorldRegion and in <B>_knownObjects</B> of other surrounding L2Characters <BR>
  260. * 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>
  261. *
  262. * <B><U> Actions</U> :</B><BR><BR>
  263. * <li>Add the L2Object object in _allPlayers* of L2World </li>
  264. * <li>Add the L2Object object in _gmList** of GmListTable </li>
  265. * <li>Add object in _knownObjects and _knownPlayer* of all surrounding L2WorldRegion L2Characters </li><BR>
  266. *
  267. * <li>If object is a L2Character, add all surrounding L2Object in its _knownObjects and all surrounding L2PcInstance in its _knownPlayer </li><BR>
  268. *
  269. * <I>* only if object is a L2PcInstance</I><BR>
  270. * <I>** only if object is a GM L2PcInstance</I><BR><BR>
  271. *
  272. * <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>
  273. * <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>
  274. *
  275. * <B><U> Example of use </U> :</B><BR><BR>
  276. * <li> Drop an Item </li>
  277. * <li> Spawn a L2Character</li>
  278. * <li> Apply Death Penalty of a L2PcInstance </li><BR><BR>
  279. *
  280. * @param object L2object to add in the world
  281. * @param newregion L2WorldRegion in wich the object will be add (not used)
  282. * @param dropper L2Character who has dropped the object (if necessary)
  283. *
  284. */
  285. public void addVisibleObject(L2Object object, L2WorldRegion newRegion, L2Character dropper)
  286. {
  287. // If selected L2Object is a L2PcIntance, add it in L2ObjectHashSet(L2PcInstance) _allPlayers of L2World
  288. // XXX TODO: this code should be obsoleted by protection in putObject func...
  289. if (object instanceof L2PcInstance)
  290. {
  291. L2PcInstance player = (L2PcInstance) object;
  292. if (!player.isTeleporting())
  293. {
  294. L2PcInstance tmp = _allPlayers.get(player.getName().toLowerCase());
  295. if (tmp != null)
  296. {
  297. _log.warning("Duplicate character!? Closing both characters (" + player.getName() + ")");
  298. player.closeNetConnection();
  299. tmp.closeNetConnection();
  300. return;
  301. }
  302. _allPlayers.put(player.getName().toLowerCase(), player);
  303. }
  304. }
  305. if (!newRegion.isActive())
  306. return;
  307. // Get all visible objects contained in the _visibleObjects of L2WorldRegions
  308. // in a circular area of 2000 units
  309. List<L2Object> visibles = getVisibleObjects(object, 2000);
  310. if (Config.DEBUG)
  311. _log.finest("objects in range:" + visibles.size());
  312. // tell the player about the surroundings
  313. // Go through the visible objects contained in the circular area
  314. for (L2Object visible : visibles)
  315. {
  316. // Add the object in L2ObjectHashSet(L2Object) _knownObjects of the visible L2Character according to conditions :
  317. // - L2Character is visible
  318. // - object is not already known
  319. // - object is in the watch distance
  320. // If L2Object is a L2PcInstance, add L2Object in L2ObjectHashSet(L2PcInstance) _knownPlayer of the visible L2Character
  321. visible.getKnownList().addKnownObject(object, dropper);
  322. // Add the visible L2Object in L2ObjectHashSet(L2Object) _knownObjects of the object according to conditions
  323. // If visible L2Object is a L2PcInstance, add visible L2Object in L2ObjectHashSet(L2PcInstance) _knownPlayer of the object
  324. object.getKnownList().addKnownObject(visible, dropper);
  325. }
  326. }
  327. /**
  328. * Add the L2PcInstance to _allPlayers of L2World.<BR><BR>
  329. *
  330. */
  331. public void addToAllPlayers(L2PcInstance cha)
  332. {
  333. _allPlayers.put(cha.getName().toLowerCase(), cha);
  334. }
  335. /**
  336. * Remove the L2PcInstance from _allPlayers of L2World.<BR><BR>
  337. *
  338. * <B><U> Example of use </U> :</B><BR><BR>
  339. * <li> Remove a player fom the visible objects </li><BR>
  340. *
  341. */
  342. public void removeFromAllPlayers(L2PcInstance cha)
  343. {
  344. _allPlayers.remove(cha.getName().toLowerCase());
  345. }
  346. /**
  347. * Remove a L2Object from the world.<BR><BR>
  348. *
  349. * <B><U> Concept</U> :</B><BR><BR>
  350. * L2Object (including L2PcInstance) are identified in <B>_visibleObjects</B> of his current L2WorldRegion and in <B>_knownObjects</B> of other surrounding L2Characters <BR>
  351. * 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>
  352. *
  353. * <B><U> Actions</U> :</B><BR><BR>
  354. * <li>Remove the L2Object object from _allPlayers* of L2World </li>
  355. * <li>Remove the L2Object object from _visibleObjects and _allPlayers* of L2WorldRegion </li>
  356. * <li>Remove the L2Object object from _gmList** of GmListTable </li>
  357. * <li>Remove object from _knownObjects and _knownPlayer* of all surrounding L2WorldRegion L2Characters </li><BR>
  358. *
  359. * <li>If object is a L2Character, remove all L2Object from its _knownObjects and all L2PcInstance from its _knownPlayer </li><BR><BR>
  360. *
  361. * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T REMOVE the object from _allObjects of L2World</B></FONT><BR><BR>
  362. *
  363. * <I>* only if object is a L2PcInstance</I><BR>
  364. * <I>** only if object is a GM L2PcInstance</I><BR><BR>
  365. *
  366. * <B><U> Example of use </U> :</B><BR><BR>
  367. * <li> Pickup an Item </li>
  368. * <li> Decay a L2Character</li><BR><BR>
  369. *
  370. * @param object L2object to remove from the world
  371. * @param oldregion L2WorldRegion in wich the object was before removing
  372. *
  373. */
  374. public void removeVisibleObject(L2Object object, L2WorldRegion oldRegion)
  375. {
  376. if (object == null)
  377. return;
  378. //removeObject(object);
  379. if (oldRegion != null)
  380. {
  381. // Remove the object from the L2ObjectHashSet(L2Object) _visibleObjects of L2WorldRegion
  382. // If object is a L2PcInstance, remove it from the L2ObjectHashSet(L2PcInstance) _allPlayers of this L2WorldRegion
  383. oldRegion.removeVisibleObject(object);
  384. // Go through all surrounding L2WorldRegion L2Characters
  385. for (L2WorldRegion reg : oldRegion.getSurroundingRegions())
  386. {
  387. //synchronized (KnownListUpdateTaskManager.getInstance().getSync())
  388. {
  389. Collection<L2Object> vObj = reg.getVisibleObjects().values();
  390. //synchronized (reg.getVisibleObjects())
  391. {
  392. for (L2Object obj : vObj)
  393. {
  394. if (obj.getKnownList() != null)
  395. obj.getKnownList().removeKnownObject(object);
  396. if (object.getKnownList() != null)
  397. object.getKnownList().removeKnownObject(obj);
  398. }
  399. }
  400. }
  401. }
  402. // If object is a L2Character :
  403. // Remove all L2Object from L2ObjectHashSet(L2Object) containing all L2Object detected by the L2Character
  404. // Remove all L2PcInstance from L2ObjectHashSet(L2PcInstance) containing all player ingame detected by the L2Character
  405. object.getKnownList().removeAllKnownObjects();
  406. // If selected L2Object is a L2PcIntance, remove it from L2ObjectHashSet(L2PcInstance) _allPlayers of L2World
  407. if (object instanceof L2PcInstance)
  408. {
  409. if (!((L2PcInstance) object).isTeleporting())
  410. removeFromAllPlayers((L2PcInstance) object);
  411. // If selected L2Object is a GM L2PcInstance, remove it from Set(L2PcInstance) _gmList of GmListTable
  412. //if (((L2PcInstance)object).isGM())
  413. //GmListTable.getInstance().deleteGm((L2PcInstance)object);
  414. }
  415. }
  416. }
  417. /**
  418. * Return all visible objects of the L2WorldRegion object's and of its surrounding L2WorldRegion.<BR><BR>
  419. *
  420. * <B><U> Concept</U> :</B><BR><BR>
  421. * All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
  422. * 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>
  423. *
  424. * <B><U> Example of use </U> :</B><BR><BR>
  425. * <li> Find Close Objects for L2Character </li><BR>
  426. *
  427. * @param object L2object that determine the current L2WorldRegion
  428. *
  429. */
  430. public List<L2Object> getVisibleObjects(L2Object object)
  431. {
  432. L2WorldRegion reg = object.getWorldRegion();
  433. if (reg == null)
  434. return null;
  435. // Create an FastList in order to contain all visible L2Object
  436. List<L2Object> result = new ArrayList<L2Object>();
  437. // Go through the FastList of region
  438. for (L2WorldRegion regi : reg.getSurroundingRegions())
  439. {
  440. // Go through visible objects of the selected region
  441. Collection<L2Object> vObj = regi.getVisibleObjects().values();
  442. //synchronized (regi.getVisibleObjects())
  443. {
  444. for (L2Object _object : vObj)
  445. {
  446. if (_object.equals(object))
  447. continue; // skip our own character
  448. if (!_object.isVisible())
  449. continue; // skip dying objects
  450. result.add(_object);
  451. }
  452. }
  453. }
  454. return result;
  455. }
  456. /**
  457. * Return all visible objects of the L2WorldRegions in the circular area (radius) centered on the object.<BR><BR>
  458. *
  459. * <B><U> Concept</U> :</B><BR><BR>
  460. * All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
  461. * 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>
  462. *
  463. * <B><U> Example of use </U> :</B><BR><BR>
  464. * <li> Define the aggrolist of monster </li>
  465. * <li> Define visible objects of a L2Object </li>
  466. * <li> Skill : Confusion... </li><BR>
  467. *
  468. * @param object L2object that determine the center of the circular area
  469. * @param radius Radius of the circular area
  470. *
  471. */
  472. public List<L2Object> getVisibleObjects(L2Object object, int radius)
  473. {
  474. if (object == null || !object.isVisible())
  475. return new ArrayList<L2Object>();
  476. int x = object.getX();
  477. int y = object.getY();
  478. int sqRadius = radius * radius;
  479. // Create an FastList in order to contain all visible L2Object
  480. List<L2Object> result = new ArrayList<L2Object>();
  481. // Go through the FastList of region
  482. for (L2WorldRegion regi : object.getWorldRegion().getSurroundingRegions())
  483. {
  484. // Go through visible objects of the selected region
  485. Collection<L2Object> vObj = regi.getVisibleObjects().values();
  486. //synchronized (regi.getVisibleObjects())
  487. {
  488. for (L2Object _object : vObj)
  489. {
  490. if (_object.equals(object))
  491. continue; // skip our own character
  492. int x1 = _object.getX();
  493. int y1 = _object.getY();
  494. double dx = x1 - x;
  495. double dy = y1 - y;
  496. if (dx * dx + dy * dy < sqRadius)
  497. result.add(_object);
  498. }
  499. }
  500. }
  501. return result;
  502. }
  503. /**
  504. * Return all visible objects of the L2WorldRegions in the spheric area (radius) centered on the object.<BR><BR>
  505. *
  506. * <B><U> Concept</U> :</B><BR><BR>
  507. * All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
  508. * 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>
  509. *
  510. * <B><U> Example of use </U> :</B><BR><BR>
  511. * <li> Define the target list of a skill </li>
  512. * <li> Define the target list of a polearme attack </li><BR><BR>
  513. *
  514. * @param object L2object that determine the center of the circular area
  515. * @param radius Radius of the spheric area
  516. *
  517. */
  518. public List<L2Object> getVisibleObjects3D(L2Object object, int radius)
  519. {
  520. if (object == null || !object.isVisible())
  521. return new ArrayList<L2Object>();
  522. int x = object.getX();
  523. int y = object.getY();
  524. int z = object.getZ();
  525. int sqRadius = radius * radius;
  526. // Create an FastList in order to contain all visible L2Object
  527. List<L2Object> result = new ArrayList<L2Object>();
  528. // Go through visible object of the selected region
  529. for (L2WorldRegion regi : object.getWorldRegion().getSurroundingRegions())
  530. {
  531. Collection<L2Object> vObj = regi.getVisibleObjects().values();
  532. //synchronized (regi.getVisibleObjects())
  533. {
  534. for (L2Object _object : vObj)
  535. {
  536. if (_object.equals(object))
  537. continue; // skip our own character
  538. int x1 = _object.getX();
  539. int y1 = _object.getY();
  540. int z1 = _object.getZ();
  541. long dx = x1 - x;
  542. long dy = y1 - y;
  543. long dz = z1 - z;
  544. if (dx * dx + dy * dy + dz * dz < sqRadius)
  545. result.add(_object);
  546. }
  547. }
  548. }
  549. return result;
  550. }
  551. /**
  552. * Return all visible players of the L2WorldRegion object's and of its surrounding L2WorldRegion.<BR><BR>
  553. *
  554. * <B><U> Concept</U> :</B><BR><BR>
  555. * All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
  556. * 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>
  557. *
  558. * <B><U> Example of use </U> :</B><BR><BR>
  559. * <li> Find Close Objects for L2Character </li><BR>
  560. *
  561. * @param object L2object that determine the current L2WorldRegion
  562. *
  563. */
  564. public List<L2Playable> getVisiblePlayable(L2Object object)
  565. {
  566. L2WorldRegion reg = object.getWorldRegion();
  567. if (reg == null)
  568. return null;
  569. // Create an FastList in order to contain all visible L2Object
  570. List<L2Playable> result = new ArrayList<L2Playable>();
  571. // Go through the FastList of region
  572. for (L2WorldRegion regi : reg.getSurroundingRegions())
  573. {
  574. // Create an Iterator to go through the visible L2Object of the L2WorldRegion
  575. Map<Integer, L2Playable> _allpls = regi.getVisiblePlayable();
  576. Collection<L2Playable> _playables = _allpls.values();
  577. // Go through visible object of the selected region
  578. //synchronized (_allpls)
  579. {
  580. for (L2Playable _object : _playables)
  581. {
  582. if (_object.equals(object))
  583. continue; // skip our own character
  584. if (!_object.isVisible()) // GM invisible is different than this...
  585. continue; // skip dying objects
  586. result.add(_object);
  587. }
  588. }
  589. }
  590. return result;
  591. }
  592. /**
  593. * Calculate the current L2WorldRegions of the object according to its position (x,y).<BR><BR>
  594. *
  595. * <B><U> Example of use </U> :</B><BR><BR>
  596. * <li> Set position of a new L2Object (drop, spawn...) </li>
  597. * <li> Update position of a L2Object after a mouvement </li><BR>
  598. *
  599. * @param Point3D point position of the object
  600. */
  601. public L2WorldRegion getRegion(Point3D point)
  602. {
  603. return _worldRegions[(point.getX() >> SHIFT_BY) + OFFSET_X][(point.getY() >> SHIFT_BY) + OFFSET_Y];
  604. }
  605. public L2WorldRegion getRegion(int x, int y)
  606. {
  607. return _worldRegions[(x >> SHIFT_BY) + OFFSET_X][(y >> SHIFT_BY) + OFFSET_Y];
  608. }
  609. /**
  610. * Returns the whole 2d array containing the world regions
  611. * used by ZoneData.java to setup zones inside the world regions
  612. * @return
  613. */
  614. public L2WorldRegion[][] getAllWorldRegions()
  615. {
  616. return _worldRegions;
  617. }
  618. /**
  619. * Check if the current L2WorldRegions of the object is valid according to its position (x,y).<BR><BR>
  620. *
  621. * <B><U> Example of use </U> :</B><BR><BR>
  622. * <li> Init L2WorldRegions </li><BR>
  623. *
  624. * @param x X position of the object
  625. * @param y Y position of the object
  626. *
  627. * @return True if the L2WorldRegion is valid
  628. */
  629. private boolean validRegion(int x, int y)
  630. {
  631. return (x >= 0 && x <= REGIONS_X && y >= 0 && y <= REGIONS_Y);
  632. }
  633. /**
  634. * Init each L2WorldRegion and their surrounding table.<BR><BR>
  635. *
  636. * <B><U> Concept</U> :</B><BR><BR>
  637. * 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>
  638. *
  639. * <B><U> Example of use </U> :</B><BR><BR>
  640. * <li> Constructor of L2World </li><BR>
  641. *
  642. */
  643. private void initRegions()
  644. {
  645. _log.config("L2World: Setting up World Regions");
  646. _worldRegions = new L2WorldRegion[REGIONS_X + 1][REGIONS_Y + 1];
  647. for (int i = 0; i <= REGIONS_X; i++)
  648. {
  649. for (int j = 0; j <= REGIONS_Y; j++)
  650. {
  651. _worldRegions[i][j] = new L2WorldRegion(i, j);
  652. }
  653. }
  654. for (int x = 0; x <= REGIONS_X; x++)
  655. {
  656. for (int y = 0; y <= REGIONS_Y; y++)
  657. {
  658. for (int a = -1; a <= 1; a++)
  659. {
  660. for (int b = -1; b <= 1; b++)
  661. {
  662. if (validRegion(x + a, y + b))
  663. {
  664. _worldRegions[x + a][y + b].addSurroundingRegion(_worldRegions[x][y]);
  665. }
  666. }
  667. }
  668. }
  669. }
  670. _log.config("L2World: (" + REGIONS_X + " by " + REGIONS_Y + ") World Region Grid set up.");
  671. }
  672. /**
  673. * Deleted all spawns in the world.
  674. */
  675. public void deleteVisibleNpcSpawns()
  676. {
  677. _log.info("Deleting all visible NPC's.");
  678. for (int i = 0; i <= REGIONS_X; i++)
  679. {
  680. for (int j = 0; j <= REGIONS_Y; j++)
  681. {
  682. _worldRegions[i][j].deleteVisibleNpcSpawns();
  683. }
  684. }
  685. _log.info("All visible NPC's deleted.");
  686. }
  687. @SuppressWarnings("synthetic-access")
  688. private static class SingletonHolder
  689. {
  690. protected static final L2World _instance = new L2World();
  691. }
  692. }