L2World.java 22 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635
  1. /*
  2. * Copyright (C) 2004-2015 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.LinkedList;
  25. import java.util.List;
  26. import java.util.Map;
  27. import java.util.concurrent.ConcurrentHashMap;
  28. import java.util.logging.Level;
  29. import java.util.logging.Logger;
  30. import com.l2jserver.Config;
  31. import com.l2jserver.gameserver.data.sql.impl.CharNameTable;
  32. import com.l2jserver.gameserver.data.xml.impl.AdminData;
  33. import com.l2jserver.gameserver.model.actor.L2Playable;
  34. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  35. import com.l2jserver.gameserver.model.actor.instance.L2PetInstance;
  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 AdminData.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. /**
  160. * Return how many players are online.
  161. * @return number of online players.
  162. */
  163. public int getAllPlayersCount()
  164. {
  165. return _allPlayers.size();
  166. }
  167. /**
  168. * <B>If you have access to player objectId use {@link #getPlayer(int playerObjId)}</B>
  169. * @param name Name of the player to get Instance
  170. * @return the player instance corresponding to the given name.
  171. */
  172. public L2PcInstance getPlayer(String name)
  173. {
  174. return getPlayer(CharNameTable.getInstance().getIdByName(name));
  175. }
  176. /**
  177. * @param objectId of the player to get Instance
  178. * @return the player instance corresponding to the given object ID.
  179. */
  180. public L2PcInstance getPlayer(int objectId)
  181. {
  182. return _allPlayers.get(objectId);
  183. }
  184. /**
  185. * @param ownerId ID of the owner
  186. * @return the pet instance from the given ownerId.
  187. */
  188. public L2PetInstance getPet(int ownerId)
  189. {
  190. return _petsInstance.get(ownerId);
  191. }
  192. /**
  193. * Add the given pet instance from the given ownerId.
  194. * @param ownerId ID of the owner
  195. * @param pet L2PetInstance of the pet
  196. * @return
  197. */
  198. public L2PetInstance addPet(int ownerId, L2PetInstance pet)
  199. {
  200. return _petsInstance.put(ownerId, pet);
  201. }
  202. /**
  203. * Remove the given pet instance.
  204. * @param ownerId ID of the owner
  205. */
  206. public void removePet(int ownerId)
  207. {
  208. _petsInstance.remove(ownerId);
  209. }
  210. /**
  211. * Remove the given pet instance.
  212. * @param pet the pet to remove
  213. */
  214. public void removePet(L2PetInstance pet)
  215. {
  216. _petsInstance.remove(pet.getOwner().getObjectId());
  217. }
  218. /**
  219. * 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>
  220. * 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
  221. * _gmList** of GmListTable</li> <li>Add object in _knownObjects and _knownPlayer* of all surrounding L2WorldRegion L2Characters</li><BR>
  222. * <li>If object is a L2Character, add all surrounding L2Object in its _knownObjects and all surrounding L2PcInstance in its _knownPlayer</li><BR>
  223. * <I>* only if object is a L2PcInstance</I><BR>
  224. * <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>
  225. * <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>
  226. * @param object L2object to add in the world
  227. * @param newRegion L2WorldRegion in wich the object will be add (not used)
  228. */
  229. public void addVisibleObject(L2Object object, L2WorldRegion newRegion)
  230. {
  231. // TODO: this code should be obsoleted by protection in putObject func...
  232. if (object.isPlayer())
  233. {
  234. L2PcInstance player = object.getActingPlayer();
  235. if (!player.isTeleporting())
  236. {
  237. final L2PcInstance old = getPlayer(player.getObjectId());
  238. if (old != null)
  239. {
  240. _log.warning("Duplicate character!? Closing both characters (" + player.getName() + ")");
  241. player.logout();
  242. old.logout();
  243. return;
  244. }
  245. addPlayerToWorld(player);
  246. }
  247. }
  248. if (!newRegion.isActive())
  249. {
  250. return;
  251. }
  252. // Get all visible objects contained in the _visibleObjects of L2WorldRegions
  253. // in a circular area of 2000 units
  254. List<L2Object> visibles = getVisibleObjects(object, 2000);
  255. if (Config.DEBUG)
  256. {
  257. _log.finest("objects in range:" + visibles.size());
  258. }
  259. // tell the player about the surroundings
  260. // Go through the visible objects contained in the circular area
  261. for (L2Object visible : visibles)
  262. {
  263. if (visible == null)
  264. {
  265. continue;
  266. }
  267. // Add the object in L2ObjectHashSet(L2Object) _knownObjects of the visible L2Character according to conditions :
  268. // - L2Character is visible
  269. // - object is not already known
  270. // - object is in the watch distance
  271. // If L2Object is a L2PcInstance, add L2Object in L2ObjectHashSet(L2PcInstance) _knownPlayer of the visible L2Character
  272. visible.getKnownList().addKnownObject(object);
  273. // Add the visible L2Object in L2ObjectHashSet(L2Object) _knownObjects of the object according to conditions
  274. // If visible L2Object is a L2PcInstance, add visible L2Object in L2ObjectHashSet(L2PcInstance) _knownPlayer of the object
  275. object.getKnownList().addKnownObject(visible);
  276. }
  277. }
  278. /**
  279. * Adds the player to the world.
  280. * @param player the player to add
  281. */
  282. public void addPlayerToWorld(L2PcInstance player)
  283. {
  284. _allPlayers.put(player.getObjectId(), player);
  285. }
  286. /**
  287. * Remove the player from the world.
  288. * @param player the player to remove
  289. */
  290. public void removeFromAllPlayers(L2PcInstance player)
  291. {
  292. _allPlayers.remove(player.getObjectId());
  293. }
  294. /**
  295. * 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>
  296. * 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
  297. * 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>
  298. * <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>
  299. * <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>
  300. * @param object L2object to remove from the world
  301. * @param oldRegion L2WorldRegion in which the object was before removing
  302. */
  303. public void removeVisibleObject(L2Object object, L2WorldRegion oldRegion)
  304. {
  305. if (object == null)
  306. {
  307. return;
  308. }
  309. if (oldRegion != null)
  310. {
  311. // Remove the object from the L2ObjectHashSet(L2Object) _visibleObjects of L2WorldRegion
  312. // If object is a L2PcInstance, remove it from the L2ObjectHashSet(L2PcInstance) _allPlayers of this L2WorldRegion
  313. oldRegion.removeVisibleObject(object);
  314. // Go through all surrounding L2WorldRegion L2Characters
  315. for (L2WorldRegion reg : oldRegion.getSurroundingRegions())
  316. {
  317. final Collection<L2Object> vObj = reg.getVisibleObjects().values();
  318. for (L2Object obj : vObj)
  319. {
  320. if (obj != null)
  321. {
  322. obj.getKnownList().removeKnownObject(object);
  323. }
  324. }
  325. }
  326. // If object is a L2Character :
  327. // Remove all L2Object from L2ObjectHashSet(L2Object) containing all L2Object detected by the L2Character
  328. // Remove all L2PcInstance from L2ObjectHashSet(L2PcInstance) containing all player ingame detected by the L2Character
  329. object.getKnownList().removeAllKnownObjects();
  330. // If selected L2Object is a L2PcIntance, remove it from L2ObjectHashSet(L2PcInstance) _allPlayers of L2World
  331. if (object.isPlayer())
  332. {
  333. final L2PcInstance player = object.getActingPlayer();
  334. if (!player.isTeleporting())
  335. {
  336. removeFromAllPlayers(player);
  337. }
  338. }
  339. }
  340. }
  341. /**
  342. * 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>
  343. * 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>
  344. * @param object L2object that determine the current L2WorldRegion
  345. * @return
  346. */
  347. public List<L2Object> getVisibleObjects(L2Object object)
  348. {
  349. L2WorldRegion reg = object.getWorldRegion();
  350. if (reg == null)
  351. {
  352. return null;
  353. }
  354. // Create a list in order to contain all visible objects.
  355. final List<L2Object> result = new LinkedList<>();
  356. for (L2WorldRegion regi : reg.getSurroundingRegions())
  357. {
  358. // Go through visible objects of the selected region
  359. for (L2Object _object : regi.getVisibleObjects().values())
  360. {
  361. if ((_object == null) || _object.equals(object))
  362. {
  363. continue; // skip our own character
  364. }
  365. else if (!_object.isVisible())
  366. {
  367. continue; // skip dying objects
  368. }
  369. result.add(_object);
  370. }
  371. }
  372. return result;
  373. }
  374. /**
  375. * 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>
  376. * 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 :
  377. * Confusion...</li><BR>
  378. * @param object L2object that determine the center of the circular area
  379. * @param radius Radius of the circular area
  380. * @return
  381. */
  382. public List<L2Object> getVisibleObjects(L2Object object, int radius)
  383. {
  384. if ((object == null) || !object.isVisible())
  385. {
  386. return new ArrayList<>();
  387. }
  388. final int sqRadius = radius * radius;
  389. // Create a list in order to contain all visible objects.
  390. final List<L2Object> result = new LinkedList<>();
  391. for (L2WorldRegion regi : object.getWorldRegion().getSurroundingRegions())
  392. {
  393. // Go through visible objects of the selected region
  394. for (L2Object _object : regi.getVisibleObjects().values())
  395. {
  396. if ((_object == null) || _object.equals(object))
  397. {
  398. continue; // skip our own character
  399. }
  400. if (sqRadius > object.calculateDistance(_object, false, true))
  401. {
  402. result.add(_object);
  403. }
  404. }
  405. }
  406. return result;
  407. }
  408. /**
  409. * 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>
  410. * 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>
  411. * @param object L2object that determine the center of the circular area
  412. * @param radius Radius of the spheric area
  413. * @return
  414. */
  415. public List<L2Object> getVisibleObjects3D(L2Object object, int radius)
  416. {
  417. if ((object == null) || !object.isVisible())
  418. {
  419. return new ArrayList<>();
  420. }
  421. final int sqRadius = radius * radius;
  422. // Create a list in order to contain all visible objects.
  423. final List<L2Object> result = new LinkedList<>();
  424. for (L2WorldRegion regi : object.getWorldRegion().getSurroundingRegions())
  425. {
  426. for (L2Object _object : regi.getVisibleObjects().values())
  427. {
  428. if ((_object == null) || _object.equals(object))
  429. {
  430. continue; // skip our own character
  431. }
  432. if (sqRadius > object.calculateDistance(_object, true, true))
  433. {
  434. result.add(_object);
  435. }
  436. }
  437. }
  438. return result;
  439. }
  440. /**
  441. * <B><U> Concept</U> :</B> All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
  442. * 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>
  443. * @param object L2object that determine the current L2WorldRegion
  444. * @return all visible players of the L2WorldRegion object's and of its surrounding L2WorldRegion.
  445. */
  446. public List<L2Playable> getVisiblePlayable(L2Object object)
  447. {
  448. L2WorldRegion reg = object.getWorldRegion();
  449. if (reg == null)
  450. {
  451. return null;
  452. }
  453. // Create a list in order to contain all visible objects.
  454. final List<L2Playable> result = new LinkedList<>();
  455. for (L2WorldRegion regi : reg.getSurroundingRegions())
  456. {
  457. // Create an Iterator to go through the visible L2Object of the L2WorldRegion
  458. Map<Integer, L2Playable> _allpls = regi.getVisiblePlayable();
  459. Collection<L2Playable> _playables = _allpls.values();
  460. // Go through visible object of the selected region
  461. for (L2Playable _object : _playables)
  462. {
  463. if ((_object == null) || _object.equals(object))
  464. {
  465. continue; // skip our own character
  466. }
  467. if (!_object.isVisible())
  468. {
  469. continue; // skip dying objects
  470. }
  471. result.add(_object);
  472. }
  473. }
  474. return result;
  475. }
  476. /**
  477. * 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>
  478. * @param point position of the object
  479. * @return
  480. */
  481. public L2WorldRegion getRegion(Location point)
  482. {
  483. return _worldRegions[(point.getX() >> SHIFT_BY) + OFFSET_X][(point.getY() >> SHIFT_BY) + OFFSET_Y];
  484. }
  485. public L2WorldRegion getRegion(int x, int y)
  486. {
  487. return _worldRegions[(x >> SHIFT_BY) + OFFSET_X][(y >> SHIFT_BY) + OFFSET_Y];
  488. }
  489. /**
  490. * Returns the whole 2d array containing the world regions used by ZoneData.java to setup zones inside the world regions
  491. * @return
  492. */
  493. public L2WorldRegion[][] getWorldRegions()
  494. {
  495. return _worldRegions;
  496. }
  497. /**
  498. * 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>
  499. * @param x X position of the object
  500. * @param y Y position of the object
  501. * @return True if the L2WorldRegion is valid
  502. */
  503. private boolean validRegion(int x, int y)
  504. {
  505. return ((x >= 0) && (x <= REGIONS_X) && (y >= 0) && (y <= REGIONS_Y));
  506. }
  507. /**
  508. * Initialize the world regions.
  509. */
  510. private void initRegions()
  511. {
  512. _worldRegions = new L2WorldRegion[REGIONS_X + 1][REGIONS_Y + 1];
  513. for (int i = 0; i <= REGIONS_X; i++)
  514. {
  515. for (int j = 0; j <= REGIONS_Y; j++)
  516. {
  517. _worldRegions[i][j] = new L2WorldRegion(i, j);
  518. }
  519. }
  520. for (int x = 0; x <= REGIONS_X; x++)
  521. {
  522. for (int y = 0; y <= REGIONS_Y; y++)
  523. {
  524. for (int a = -1; a <= 1; a++)
  525. {
  526. for (int b = -1; b <= 1; b++)
  527. {
  528. if (validRegion(x + a, y + b))
  529. {
  530. _worldRegions[x + a][y + b].addSurroundingRegion(_worldRegions[x][y]);
  531. }
  532. }
  533. }
  534. }
  535. }
  536. _log.info("L2World: (" + REGIONS_X + " by " + REGIONS_Y + ") World Region Grid set up.");
  537. }
  538. /**
  539. * Deleted all spawns in the world.
  540. */
  541. public void deleteVisibleNpcSpawns()
  542. {
  543. _log.info("Deleting all visible NPC's.");
  544. for (int i = 0; i <= REGIONS_X; i++)
  545. {
  546. for (int j = 0; j <= REGIONS_Y; j++)
  547. {
  548. _worldRegions[i][j].deleteVisibleNpcSpawns();
  549. }
  550. }
  551. _log.info("All visible NPC's deleted.");
  552. }
  553. /**
  554. * @return the current instance of L2World
  555. */
  556. public static L2World getInstance()
  557. {
  558. return SingletonHolder._instance;
  559. }
  560. private static class SingletonHolder
  561. {
  562. protected static final L2World _instance = new L2World();
  563. }
  564. }