L2World.java 23 KB

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  1. /*
  2. * Copyright (C) 2004-2013 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.IL2Procedure;
  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 MAP_MIN_X = (Config.WORLD_X_MIN - 20) * TILE_SIZE;
  49. public static final int MAP_MAX_X = (Config.WORLD_X_MAX - 19) * TILE_SIZE;
  50. public static final int MAP_MIN_Y = (Config.WORLD_Y_MIN - 18) * TILE_SIZE;
  51. public static final int MAP_MAX_Y = (Config.WORLD_Y_MAX - 17) * TILE_SIZE;
  52. /** calculated offset used so top left region is 0,0 */
  53. public static final int OFFSET_X = Math.abs(MAP_MIN_X >> SHIFT_BY);
  54. public static final int OFFSET_Y = Math.abs(MAP_MIN_Y >> SHIFT_BY);
  55. /** number of regions */
  56. private static final int REGIONS_X = (MAP_MAX_X >> SHIFT_BY) + OFFSET_X;
  57. private static final int REGIONS_Y = (MAP_MAX_Y >> SHIFT_BY) + OFFSET_Y;
  58. /** Map containing all the players in game. */
  59. private final Map<Integer, L2PcInstance> _allPlayers = new ConcurrentHashMap<>();
  60. /** Map containing all visible objects. */
  61. private final Map<Integer, L2Object> _allObjects = new ConcurrentHashMap<>();
  62. /** Map used for debug. */
  63. private final Map<Integer, String> _allObjectsDebug = new ConcurrentHashMap<>();
  64. /** Map with the pets instances and their owner ID. */
  65. private final Map<Integer, L2PetInstance> _petsInstance = new ConcurrentHashMap<>();
  66. private L2WorldRegion[][] _worldRegions;
  67. /** Constructor of L2World. */
  68. protected L2World()
  69. {
  70. initRegions();
  71. }
  72. /**
  73. * Adds an object to the world.<br>
  74. * <B><U>Example of use</U>:</B>
  75. * <ul>
  76. * <li>Withdraw an item from the warehouse, create an item</li>
  77. * <li>Spawn a L2Character (PC, NPC, Pet)</li>
  78. * </ul>
  79. * @param object
  80. */
  81. public void storeObject(L2Object object)
  82. {
  83. if (_allObjects.containsKey(object.getObjectId()))
  84. {
  85. _log.log(Level.WARNING, getClass().getSimpleName() + ": Current object: " + object + " already exist in OID map!");
  86. _log.log(Level.WARNING, StringUtil.getTraceString(Thread.currentThread().getStackTrace()));
  87. _log.log(Level.WARNING, getClass().getSimpleName() + ": Previous object: " + _allObjects.get(object.getObjectId()) + " already exist in OID map!");
  88. _log.log(Level.WARNING, _allObjectsDebug.get(object.getObjectId()));
  89. _log.log(Level.WARNING, "---------------------- End ---------------------");
  90. return;
  91. }
  92. _allObjects.put(object.getObjectId(), object);
  93. _allObjectsDebug.put(object.getObjectId(), StringUtil.getTraceString(Thread.currentThread().getStackTrace()));
  94. }
  95. /**
  96. * Removes an object from the world.<br>
  97. * <B><U>Example of use</U>:</B>
  98. * <ul>
  99. * <li>Delete item from inventory, transfer Item from inventory to warehouse</li>
  100. * <li>Crystallize item</li>
  101. * <li>Remove NPC/PC/Pet from the world</li>
  102. * </ul>
  103. * @param object the object to remove
  104. */
  105. public void removeObject(L2Object object)
  106. {
  107. _allObjects.remove(object.getObjectId());
  108. _allObjectsDebug.remove(object.getObjectId());
  109. }
  110. public void removeObjects(List<L2Object> list)
  111. {
  112. for (L2Object o : list)
  113. {
  114. if (o != null)
  115. {
  116. _allObjects.remove(o.getObjectId());
  117. _allObjectsDebug.remove(o.getObjectId());
  118. }
  119. }
  120. }
  121. public void removeObjects(L2Object[] objects)
  122. {
  123. for (L2Object o : objects)
  124. {
  125. _allObjects.remove(o.getObjectId());
  126. _allObjectsDebug.remove(o.getObjectId());
  127. }
  128. }
  129. /**
  130. * <B><U> Example of use</U>:</B>
  131. * <ul>
  132. * <li>Client packets : Action, AttackRequest, RequestJoinParty, RequestJoinPledge...</li>
  133. * </ul>
  134. * @param oID Identifier of the L2Object
  135. * @return the L2Object object that belongs to an ID or null if no object found.
  136. */
  137. public L2Object findObject(int oID)
  138. {
  139. return _allObjects.get(oID);
  140. }
  141. public Collection<L2Object> getVisibleObjects()
  142. {
  143. return _allObjects.values();
  144. }
  145. /**
  146. * Get the count of all visible objects in world.
  147. * @return count off all L2World objects
  148. */
  149. public int getVisibleObjectsCount()
  150. {
  151. return _allObjects.size();
  152. }
  153. public List<L2PcInstance> getAllGMs()
  154. {
  155. return AdminTable.getInstance().getAllGms(true);
  156. }
  157. public Collection<L2PcInstance> getPlayers()
  158. {
  159. return _allPlayers.values();
  160. }
  161. /**
  162. * Gets all players sorted by the given comparator.
  163. * @param comparator the comparator
  164. * @return the players sorted by the comparator
  165. */
  166. public L2PcInstance[] getPlayersSortedBy(Comparator<L2PcInstance> comparator)
  167. {
  168. final L2PcInstance[] players = _allPlayers.values().toArray(new L2PcInstance[_allPlayers.values().size()]);
  169. Arrays.sort(players, comparator);
  170. return players;
  171. }
  172. public boolean forEachPlayer(IL2Procedure<L2PcInstance> procedure)
  173. {
  174. for (L2PcInstance player : _allPlayers.values())
  175. {
  176. if (!procedure.execute(player))
  177. {
  178. return false;
  179. }
  180. }
  181. return true;
  182. }
  183. /**
  184. * Return how many players are online.
  185. * @return number of online players.
  186. */
  187. public int getAllPlayersCount()
  188. {
  189. return _allPlayers.size();
  190. }
  191. /**
  192. * <B>If you have access to player objectId use {@link #getPlayer(int playerObjId)}</B>
  193. * @param name Name of the player to get Instance
  194. * @return the player instance corresponding to the given name.
  195. */
  196. public L2PcInstance getPlayer(String name)
  197. {
  198. return getPlayer(CharNameTable.getInstance().getIdByName(name));
  199. }
  200. /**
  201. * @param playerObjId Object ID of the player to get Instance
  202. * @return the player instance corresponding to the given object ID.
  203. */
  204. public L2PcInstance getPlayer(int playerObjId)
  205. {
  206. return _allPlayers.get(playerObjId);
  207. }
  208. /**
  209. * @param ownerId ID of the owner
  210. * @return the pet instance from the given ownerId.
  211. */
  212. public L2PetInstance getPet(int ownerId)
  213. {
  214. return _petsInstance.get(ownerId);
  215. }
  216. /**
  217. * Add the given pet instance from the given ownerId.
  218. * @param ownerId ID of the owner
  219. * @param pet L2PetInstance of the pet
  220. * @return
  221. */
  222. public L2PetInstance addPet(int ownerId, L2PetInstance pet)
  223. {
  224. return _petsInstance.put(ownerId, pet);
  225. }
  226. /**
  227. * Remove the given pet instance.
  228. * @param ownerId ID of the owner
  229. */
  230. public void removePet(int ownerId)
  231. {
  232. _petsInstance.remove(ownerId);
  233. }
  234. /**
  235. * Remove the given pet instance.
  236. * @param pet the pet to remove
  237. */
  238. public void removePet(L2PetInstance pet)
  239. {
  240. _petsInstance.remove(pet.getOwner().getObjectId());
  241. }
  242. /**
  243. * 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>
  244. * 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
  245. * _gmList** of GmListTable</li> <li>Add object in _knownObjects and _knownPlayer* of all surrounding L2WorldRegion L2Characters</li><BR>
  246. * <li>If object is a L2Character, add all surrounding L2Object in its _knownObjects and all surrounding L2PcInstance in its _knownPlayer</li><BR>
  247. * <I>* only if object is a L2PcInstance</I><BR>
  248. * <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>
  249. * <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>
  250. * @param object L2object to add in the world
  251. * @param newRegion L2WorldRegion in wich the object will be add (not used)
  252. */
  253. public void addVisibleObject(L2Object object, L2WorldRegion newRegion)
  254. {
  255. // TODO: this code should be obsoleted by protection in putObject func...
  256. if (object.isPlayer())
  257. {
  258. L2PcInstance player = object.getActingPlayer();
  259. if (!player.isTeleporting())
  260. {
  261. final L2PcInstance old = getPlayer(player.getObjectId());
  262. if (old != null)
  263. {
  264. _log.warning("Duplicate character!? Closing both characters (" + player.getName() + ")");
  265. player.logout();
  266. old.logout();
  267. return;
  268. }
  269. addPlayerToWorld(player);
  270. }
  271. }
  272. if (!newRegion.isActive())
  273. {
  274. return;
  275. }
  276. // Get all visible objects contained in the _visibleObjects of L2WorldRegions
  277. // in a circular area of 2000 units
  278. List<L2Object> visibles = getVisibleObjects(object, 2000);
  279. if (Config.DEBUG)
  280. {
  281. _log.finest("objects in range:" + visibles.size());
  282. }
  283. // tell the player about the surroundings
  284. // Go through the visible objects contained in the circular area
  285. for (L2Object visible : visibles)
  286. {
  287. if (visible == null)
  288. {
  289. continue;
  290. }
  291. // Add the object in L2ObjectHashSet(L2Object) _knownObjects of the visible L2Character according to conditions :
  292. // - L2Character is visible
  293. // - object is not already known
  294. // - object is in the watch distance
  295. // If L2Object is a L2PcInstance, add L2Object in L2ObjectHashSet(L2PcInstance) _knownPlayer of the visible L2Character
  296. visible.getKnownList().addKnownObject(object);
  297. // Add the visible L2Object in L2ObjectHashSet(L2Object) _knownObjects of the object according to conditions
  298. // If visible L2Object is a L2PcInstance, add visible L2Object in L2ObjectHashSet(L2PcInstance) _knownPlayer of the object
  299. object.getKnownList().addKnownObject(visible);
  300. }
  301. }
  302. /**
  303. * Adds the player to the world.
  304. * @param player the player to add
  305. */
  306. public void addPlayerToWorld(L2PcInstance player)
  307. {
  308. _allPlayers.put(player.getObjectId(), player);
  309. }
  310. /**
  311. * Remove the player from the world.
  312. * @param player the player to remove
  313. */
  314. public void removeFromAllPlayers(L2PcInstance player)
  315. {
  316. _allPlayers.remove(player.getObjectId());
  317. }
  318. /**
  319. * 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>
  320. * 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
  321. * 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>
  322. * <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>
  323. * <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>
  324. * @param object L2object to remove from the world
  325. * @param oldRegion L2WorldRegion in which the object was before removing
  326. */
  327. public void removeVisibleObject(L2Object object, L2WorldRegion oldRegion)
  328. {
  329. if (object == null)
  330. {
  331. return;
  332. }
  333. if (oldRegion != null)
  334. {
  335. // Remove the object from the L2ObjectHashSet(L2Object) _visibleObjects of L2WorldRegion
  336. // If object is a L2PcInstance, remove it from the L2ObjectHashSet(L2PcInstance) _allPlayers of this L2WorldRegion
  337. oldRegion.removeVisibleObject(object);
  338. // Go through all surrounding L2WorldRegion L2Characters
  339. for (L2WorldRegion reg : oldRegion.getSurroundingRegions())
  340. {
  341. final Collection<L2Object> vObj = reg.getVisibleObjects().values();
  342. for (L2Object obj : vObj)
  343. {
  344. if (obj != null)
  345. {
  346. obj.getKnownList().removeKnownObject(object);
  347. }
  348. }
  349. }
  350. // If object is a L2Character :
  351. // Remove all L2Object from L2ObjectHashSet(L2Object) containing all L2Object detected by the L2Character
  352. // Remove all L2PcInstance from L2ObjectHashSet(L2PcInstance) containing all player ingame detected by the L2Character
  353. object.getKnownList().removeAllKnownObjects();
  354. // If selected L2Object is a L2PcIntance, remove it from L2ObjectHashSet(L2PcInstance) _allPlayers of L2World
  355. if (object.isPlayer())
  356. {
  357. final L2PcInstance player = object.getActingPlayer();
  358. if (!player.isTeleporting())
  359. {
  360. removeFromAllPlayers(player);
  361. }
  362. }
  363. }
  364. }
  365. /**
  366. * 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>
  367. * 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>
  368. * @param object L2object that determine the current L2WorldRegion
  369. * @return
  370. */
  371. public List<L2Object> getVisibleObjects(L2Object object)
  372. {
  373. L2WorldRegion reg = object.getWorldRegion();
  374. if (reg == null)
  375. {
  376. return null;
  377. }
  378. // Create an FastList in order to contain all visible L2Object
  379. List<L2Object> result = new ArrayList<>();
  380. // Go through the FastList of region
  381. for (L2WorldRegion regi : reg.getSurroundingRegions())
  382. {
  383. // Go through visible objects of the selected region
  384. Collection<L2Object> vObj = regi.getVisibleObjects().values();
  385. for (L2Object _object : vObj)
  386. {
  387. if ((_object == null) || _object.equals(object))
  388. {
  389. continue; // skip our own character
  390. }
  391. else if (!_object.isVisible())
  392. {
  393. continue; // skip dying objects
  394. }
  395. result.add(_object);
  396. }
  397. }
  398. return result;
  399. }
  400. /**
  401. * 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>
  402. * 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 :
  403. * Confusion...</li><BR>
  404. * @param object L2object that determine the center of the circular area
  405. * @param radius Radius of the circular area
  406. * @return
  407. */
  408. public List<L2Object> getVisibleObjects(L2Object object, int radius)
  409. {
  410. if ((object == null) || !object.isVisible())
  411. {
  412. return new ArrayList<>();
  413. }
  414. final int sqRadius = radius * radius;
  415. // Create an FastList in order to contain all visible L2Object
  416. List<L2Object> result = new ArrayList<>();
  417. // Go through the FastList of region
  418. for (L2WorldRegion regi : object.getWorldRegion().getSurroundingRegions())
  419. {
  420. // Go through visible objects of the selected region
  421. Collection<L2Object> vObj = regi.getVisibleObjects().values();
  422. for (L2Object _object : vObj)
  423. {
  424. if ((_object == null) || _object.equals(object))
  425. {
  426. continue; // skip our own character
  427. }
  428. if (sqRadius > object.calculateDistance(_object, false, true))
  429. {
  430. result.add(_object);
  431. }
  432. }
  433. }
  434. return result;
  435. }
  436. /**
  437. * 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>
  438. * 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>
  439. * @param object L2object that determine the center of the circular area
  440. * @param radius Radius of the spheric area
  441. * @return
  442. */
  443. public List<L2Object> getVisibleObjects3D(L2Object object, int radius)
  444. {
  445. if ((object == null) || !object.isVisible())
  446. {
  447. return new ArrayList<>();
  448. }
  449. final int sqRadius = radius * radius;
  450. // Create an FastList in order to contain all visible L2Object
  451. List<L2Object> result = new ArrayList<>();
  452. // Go through visible object of the selected region
  453. for (L2WorldRegion regi : object.getWorldRegion().getSurroundingRegions())
  454. {
  455. Collection<L2Object> vObj = regi.getVisibleObjects().values();
  456. for (L2Object _object : vObj)
  457. {
  458. if ((_object == null) || _object.equals(object))
  459. {
  460. continue; // skip our own character
  461. }
  462. if (sqRadius > object.calculateDistance(_object, true, true))
  463. {
  464. result.add(_object);
  465. }
  466. }
  467. }
  468. return result;
  469. }
  470. /**
  471. * <B><U> Concept</U> :</B> All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
  472. * 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>
  473. * @param object L2object that determine the current L2WorldRegion
  474. * @return all visible players of the L2WorldRegion object's and of its surrounding L2WorldRegion.
  475. */
  476. public List<L2Playable> getVisiblePlayable(L2Object object)
  477. {
  478. L2WorldRegion reg = object.getWorldRegion();
  479. if (reg == null)
  480. {
  481. return null;
  482. }
  483. // Create an FastList in order to contain all visible L2Object
  484. List<L2Playable> result = new ArrayList<>();
  485. // Go through the FastList of region
  486. for (L2WorldRegion regi : reg.getSurroundingRegions())
  487. {
  488. // Create an Iterator to go through the visible L2Object of the L2WorldRegion
  489. Map<Integer, L2Playable> _allpls = regi.getVisiblePlayable();
  490. Collection<L2Playable> _playables = _allpls.values();
  491. // Go through visible object of the selected region
  492. for (L2Playable _object : _playables)
  493. {
  494. if ((_object == null) || _object.equals(object))
  495. {
  496. continue; // skip our own character
  497. }
  498. if (!_object.isVisible())
  499. {
  500. continue; // skip dying objects
  501. }
  502. result.add(_object);
  503. }
  504. }
  505. return result;
  506. }
  507. /**
  508. * 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>
  509. * @param point position of the object
  510. * @return
  511. */
  512. public L2WorldRegion getRegion(Location point)
  513. {
  514. return _worldRegions[(point.getX() >> SHIFT_BY) + OFFSET_X][(point.getY() >> SHIFT_BY) + OFFSET_Y];
  515. }
  516. public L2WorldRegion getRegion(int x, int y)
  517. {
  518. return _worldRegions[(x >> SHIFT_BY) + OFFSET_X][(y >> SHIFT_BY) + OFFSET_Y];
  519. }
  520. /**
  521. * Returns the whole 2d array containing the world regions used by ZoneData.java to setup zones inside the world regions
  522. * @return
  523. */
  524. public L2WorldRegion[][] getWorldRegions()
  525. {
  526. return _worldRegions;
  527. }
  528. /**
  529. * 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>
  530. * @param x X position of the object
  531. * @param y Y position of the object
  532. * @return True if the L2WorldRegion is valid
  533. */
  534. private boolean validRegion(int x, int y)
  535. {
  536. return ((x >= 0) && (x <= REGIONS_X) && (y >= 0) && (y <= REGIONS_Y));
  537. }
  538. /**
  539. * Initialize the world regions.
  540. */
  541. private void initRegions()
  542. {
  543. _worldRegions = new L2WorldRegion[REGIONS_X + 1][REGIONS_Y + 1];
  544. for (int i = 0; i <= REGIONS_X; i++)
  545. {
  546. for (int j = 0; j <= REGIONS_Y; j++)
  547. {
  548. _worldRegions[i][j] = new L2WorldRegion(i, j);
  549. }
  550. }
  551. for (int x = 0; x <= REGIONS_X; x++)
  552. {
  553. for (int y = 0; y <= REGIONS_Y; y++)
  554. {
  555. for (int a = -1; a <= 1; a++)
  556. {
  557. for (int b = -1; b <= 1; b++)
  558. {
  559. if (validRegion(x + a, y + b))
  560. {
  561. _worldRegions[x + a][y + b].addSurroundingRegion(_worldRegions[x][y]);
  562. }
  563. }
  564. }
  565. }
  566. }
  567. _log.info("L2World: (" + REGIONS_X + " by " + REGIONS_Y + ") World Region Grid set up.");
  568. }
  569. /**
  570. * Deleted all spawns in the world.
  571. */
  572. public void deleteVisibleNpcSpawns()
  573. {
  574. _log.info("Deleting all visible NPC's.");
  575. for (int i = 0; i <= REGIONS_X; i++)
  576. {
  577. for (int j = 0; j <= REGIONS_Y; j++)
  578. {
  579. _worldRegions[i][j].deleteVisibleNpcSpawns();
  580. }
  581. }
  582. _log.info("All visible NPC's deleted.");
  583. }
  584. /**
  585. * @return the current instance of L2World
  586. */
  587. public static L2World getInstance()
  588. {
  589. return SingletonHolder._instance;
  590. }
  591. private static class SingletonHolder
  592. {
  593. protected static final L2World _instance = new L2World();
  594. }
  595. }