L2World.java 27 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 static final L2World _instance = new L2World();
  63. private L2WorldRegion[][] _worldRegions;
  64. /**
  65. * Constructor of L2World.<BR><BR>
  66. */
  67. private L2World()
  68. {
  69. //_allGms = new FastMap<String, L2PcInstance>();
  70. _allPlayers = new FastMap<String, L2PcInstance>().setShared(true);
  71. _petsInstance = new FastMap<Integer,L2PetInstance>().setShared(true);
  72. _allObjects = new FastMap<Integer,L2Object>().setShared(true);
  73. initRegions();
  74. }
  75. /**
  76. * Return the current instance of L2World.<BR><BR>
  77. */
  78. public static L2World getInstance()
  79. {
  80. return _instance;
  81. }
  82. /**
  83. * Add L2Object object in _allObjects.<BR><BR>
  84. *
  85. * <B><U> Example of use </U> :</B><BR><BR>
  86. * <li> Withdraw an item from the warehouse, create an item</li>
  87. * <li> Spawn a L2Character (PC, NPC, Pet)</li><BR>
  88. */
  89. public void storeObject(L2Object object)
  90. {
  91. if(_allObjects.containsKey(object.getObjectId()))
  92. {
  93. if (Config.DEBUG)
  94. _log.warning("[L2World] objectId "+object.getObjectId()+" already exist in OID map!");
  95. if (Config.ASSERT)
  96. throw new AssertionError();
  97. return;
  98. }
  99. _allObjects.put(object.getObjectId(),object);
  100. }
  101. public long timeStoreObject(L2Object object)
  102. {
  103. long time = System.currentTimeMillis();
  104. _allObjects.put(object.getObjectId(),object);
  105. time -= System.currentTimeMillis();
  106. return time;
  107. }
  108. /**
  109. * Remove L2Object object from _allObjects of L2World.<BR><BR>
  110. *
  111. * <B><U> Example of use </U> :</B><BR><BR>
  112. * <li> Delete item from inventory, tranfer Item from inventory to warehouse</li>
  113. * <li> Crystallize item</li>
  114. * <li> Remove NPC/PC/Pet from the world</li><BR>
  115. *
  116. * @param object L2Object to remove from _allObjects of L2World
  117. *
  118. */
  119. public void removeObject(L2Object object)
  120. {
  121. _allObjects.remove(object.getObjectId()); // suggestion by whatev
  122. //IdFactory.getInstance().releaseId(object.getObjectId());
  123. }
  124. public void removeObjects(List<L2Object> list)
  125. {
  126. for(L2Object o : list)
  127. {
  128. if (o != null)
  129. _allObjects.remove(o.getObjectId()); // suggestion by whatev
  130. }
  131. //IdFactory.getInstance().releaseId(object.getObjectId());
  132. }
  133. public void removeObjects(L2Object[] objects)
  134. {
  135. for(L2Object o : objects) _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) _log.finest("objects in range:"+visibles.size());
  311. // tell the player about the surroundings
  312. // Go through the visible objects contained in the circular area
  313. for (L2Object visible : visibles)
  314. {
  315. // Add the object in L2ObjectHashSet(L2Object) _knownObjects of the visible L2Character according to conditions :
  316. // - L2Character is visible
  317. // - object is not already known
  318. // - object is in the watch distance
  319. // If L2Object is a L2PcInstance, add L2Object in L2ObjectHashSet(L2PcInstance) _knownPlayer of the visible L2Character
  320. visible.getKnownList().addKnownObject(object, dropper);
  321. // Add the visible L2Object in L2ObjectHashSet(L2Object) _knownObjects of the object according to conditions
  322. // If visible L2Object is a L2PcInstance, add visible L2Object in L2ObjectHashSet(L2PcInstance) _knownPlayer of the object
  323. object.getKnownList().addKnownObject(visible, dropper);
  324. }
  325. }
  326. /**
  327. * Add the L2PcInstance to _allPlayers of L2World.<BR><BR>
  328. *
  329. */
  330. public void addToAllPlayers(L2PcInstance cha)
  331. {
  332. _allPlayers.put(cha.getName().toLowerCase(), cha);
  333. }
  334. /**
  335. * Remove the L2PcInstance from _allPlayers of L2World.<BR><BR>
  336. *
  337. * <B><U> Example of use </U> :</B><BR><BR>
  338. * <li> Remove a player fom the visible objects </li><BR>
  339. *
  340. */
  341. public void removeFromAllPlayers(L2PcInstance cha)
  342. {
  343. _allPlayers.remove(cha.getName().toLowerCase());
  344. }
  345. /**
  346. * Remove a L2Object from the world.<BR><BR>
  347. *
  348. * <B><U> Concept</U> :</B><BR><BR>
  349. * L2Object (including L2PcInstance) are identified in <B>_visibleObjects</B> of his current L2WorldRegion and in <B>_knownObjects</B> of other surrounding L2Characters <BR>
  350. * 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>
  351. *
  352. * <B><U> Actions</U> :</B><BR><BR>
  353. * <li>Remove the L2Object object from _allPlayers* of L2World </li>
  354. * <li>Remove the L2Object object from _visibleObjects and _allPlayers* of L2WorldRegion </li>
  355. * <li>Remove the L2Object object from _gmList** of GmListTable </li>
  356. * <li>Remove object from _knownObjects and _knownPlayer* of all surrounding L2WorldRegion L2Characters </li><BR>
  357. *
  358. * <li>If object is a L2Character, remove all L2Object from its _knownObjects and all L2PcInstance from its _knownPlayer </li><BR><BR>
  359. *
  360. * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T REMOVE the object from _allObjects of L2World</B></FONT><BR><BR>
  361. *
  362. * <I>* only if object is a L2PcInstance</I><BR>
  363. * <I>** only if object is a GM L2PcInstance</I><BR><BR>
  364. *
  365. * <B><U> Example of use </U> :</B><BR><BR>
  366. * <li> Pickup an Item </li>
  367. * <li> Decay a L2Character</li><BR><BR>
  368. *
  369. * @param object L2object to remove from the world
  370. * @param oldregion L2WorldRegion in wich the object was before removing
  371. *
  372. */
  373. public void removeVisibleObject(L2Object object, L2WorldRegion oldRegion)
  374. {
  375. if (object == null)
  376. return;
  377. //removeObject(object);
  378. if (oldRegion != null)
  379. {
  380. // Remove the object from the L2ObjectHashSet(L2Object) _visibleObjects of L2WorldRegion
  381. // If object is a L2PcInstance, remove it from the L2ObjectHashSet(L2PcInstance) _allPlayers of this L2WorldRegion
  382. oldRegion.removeVisibleObject(object);
  383. // Go through all surrounding L2WorldRegion L2Characters
  384. for (L2WorldRegion reg : oldRegion.getSurroundingRegions())
  385. {
  386. //synchronized (KnownListUpdateTaskManager.getInstance().getSync())
  387. {
  388. Collection<L2Object> vObj = reg.getVisibleObjects().values();
  389. //synchronized (reg.getVisibleObjects())
  390. {
  391. for (L2Object obj : vObj)
  392. {
  393. if (obj.getKnownList() != null)
  394. obj.getKnownList().removeKnownObject(object);
  395. if (object.getKnownList() != null)
  396. object.getKnownList().removeKnownObject(obj);
  397. }
  398. }
  399. }
  400. }
  401. // If object is a L2Character :
  402. // Remove all L2Object from L2ObjectHashSet(L2Object) containing all L2Object detected by the L2Character
  403. // Remove all L2PcInstance from L2ObjectHashSet(L2PcInstance) containing all player ingame detected by the L2Character
  404. object.getKnownList().removeAllKnownObjects();
  405. // If selected L2Object is a L2PcIntance, remove it from L2ObjectHashSet(L2PcInstance) _allPlayers of L2World
  406. if (object instanceof L2PcInstance)
  407. {
  408. if (!((L2PcInstance)object).isTeleporting())
  409. removeFromAllPlayers((L2PcInstance)object);
  410. // If selected L2Object is a GM L2PcInstance, remove it from Set(L2PcInstance) _gmList of GmListTable
  411. //if (((L2PcInstance)object).isGM())
  412. //GmListTable.getInstance().deleteGm((L2PcInstance)object);
  413. }
  414. }
  415. }
  416. /**
  417. * Return all visible objects of the L2WorldRegion object's and of its surrounding L2WorldRegion.<BR><BR>
  418. *
  419. * <B><U> Concept</U> :</B><BR><BR>
  420. * All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
  421. * 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>
  422. *
  423. * <B><U> Example of use </U> :</B><BR><BR>
  424. * <li> Find Close Objects for L2Character </li><BR>
  425. *
  426. * @param object L2object that determine the current L2WorldRegion
  427. *
  428. */
  429. public List<L2Object> getVisibleObjects(L2Object object)
  430. {
  431. L2WorldRegion reg = object.getWorldRegion();
  432. if (reg == null)
  433. return null;
  434. // Create an FastList in order to contain all visible L2Object
  435. List<L2Object> result = new ArrayList<L2Object>();
  436. // Go through the FastList of region
  437. for (L2WorldRegion regi : reg.getSurroundingRegions())
  438. {
  439. // Go through visible objects of the selected region
  440. Collection<L2Object> vObj = regi.getVisibleObjects().values();
  441. //synchronized (regi.getVisibleObjects())
  442. {
  443. for (L2Object _object : vObj)
  444. {
  445. if (_object.equals(object))
  446. continue; // skip our own character
  447. if (!_object.isVisible())
  448. continue; // skip dying objects
  449. result.add(_object);
  450. }
  451. }
  452. }
  453. return result;
  454. }
  455. /**
  456. * Return all visible objects of the L2WorldRegions in the circular area (radius) centered on the object.<BR><BR>
  457. *
  458. * <B><U> Concept</U> :</B><BR><BR>
  459. * All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
  460. * 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>
  461. *
  462. * <B><U> Example of use </U> :</B><BR><BR>
  463. * <li> Define the aggrolist of monster </li>
  464. * <li> Define visible objects of a L2Object </li>
  465. * <li> Skill : Confusion... </li><BR>
  466. *
  467. * @param object L2object that determine the center of the circular area
  468. * @param radius Radius of the circular area
  469. *
  470. */
  471. public List<L2Object> getVisibleObjects(L2Object object, int radius)
  472. {
  473. if (object == null || !object.isVisible())
  474. return new ArrayList<L2Object>();
  475. int x = object.getX();
  476. int y = object.getY();
  477. int sqRadius = radius*radius;
  478. // Create an FastList in order to contain all visible L2Object
  479. List<L2Object> result = new ArrayList<L2Object>();
  480. // Go through the FastList of region
  481. for (L2WorldRegion regi : object.getWorldRegion().getSurroundingRegions())
  482. {
  483. // Go through visible objects of the selected region
  484. Collection<L2Object> vObj = regi.getVisibleObjects().values();
  485. //synchronized (regi.getVisibleObjects())
  486. {
  487. for (L2Object _object : vObj)
  488. {
  489. if (_object.equals(object)) continue; // skip our own character
  490. int x1 = _object.getX();
  491. int y1 = _object.getY();
  492. double dx = x1 - x;
  493. double dy = y1 - y;
  494. if (dx*dx + dy*dy < sqRadius)
  495. result.add(_object);
  496. }
  497. }
  498. }
  499. return result;
  500. }
  501. /**
  502. * Return all visible objects of the L2WorldRegions in the spheric area (radius) centered on the object.<BR><BR>
  503. *
  504. * <B><U> Concept</U> :</B><BR><BR>
  505. * All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
  506. * 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>
  507. *
  508. * <B><U> Example of use </U> :</B><BR><BR>
  509. * <li> Define the target list of a skill </li>
  510. * <li> Define the target list of a polearme attack </li><BR><BR>
  511. *
  512. * @param object L2object that determine the center of the circular area
  513. * @param radius Radius of the spheric area
  514. *
  515. */
  516. public List<L2Object> getVisibleObjects3D(L2Object object, int radius)
  517. {
  518. if (object == null || !object.isVisible())
  519. return new ArrayList<L2Object>();
  520. int x = object.getX();
  521. int y = object.getY();
  522. int z = object.getZ();
  523. int sqRadius = radius*radius;
  524. // Create an FastList in order to contain all visible L2Object
  525. List<L2Object> result = new ArrayList<L2Object>();
  526. // Go through visible object of the selected region
  527. for (L2WorldRegion regi : object.getWorldRegion().getSurroundingRegions())
  528. {
  529. Collection<L2Object> vObj = regi.getVisibleObjects().values();
  530. //synchronized (regi.getVisibleObjects())
  531. {
  532. for (L2Object _object : vObj)
  533. {
  534. if (_object.equals(object)) continue; // skip our own character
  535. int x1 = _object.getX();
  536. int y1 = _object.getY();
  537. int z1 = _object.getZ();
  538. long dx = x1 - x;
  539. long dy = y1 - y;
  540. long dz = z1 - z;
  541. if (dx*dx + dy*dy + dz*dz < sqRadius)
  542. result.add(_object);
  543. }
  544. }
  545. }
  546. return result;
  547. }
  548. /**
  549. * Return all visible players of the L2WorldRegion object's and of its surrounding L2WorldRegion.<BR><BR>
  550. *
  551. * <B><U> Concept</U> :</B><BR><BR>
  552. * All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
  553. * 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>
  554. *
  555. * <B><U> Example of use </U> :</B><BR><BR>
  556. * <li> Find Close Objects for L2Character </li><BR>
  557. *
  558. * @param object L2object that determine the current L2WorldRegion
  559. *
  560. */
  561. public List<L2Playable> getVisiblePlayable(L2Object object)
  562. {
  563. L2WorldRegion reg = object.getWorldRegion();
  564. if (reg == null)
  565. return null;
  566. // Create an FastList in order to contain all visible L2Object
  567. List<L2Playable> result = new ArrayList<L2Playable>();
  568. // Go through the FastList of region
  569. for (L2WorldRegion regi : reg.getSurroundingRegions())
  570. {
  571. // Create an Iterator to go through the visible L2Object of the L2WorldRegion
  572. Map<Integer,L2Playable> _allpls = regi.getVisiblePlayable();
  573. Collection<L2Playable> _playables = _allpls.values();
  574. // Go through visible object of the selected region
  575. //synchronized (_allpls)
  576. {
  577. for (L2Playable _object: _playables)
  578. {
  579. if (_object.equals(object))
  580. continue; // skip our own character
  581. if (!_object.isVisible()) // GM invisible is different than this...
  582. continue; // skip dying objects
  583. result.add(_object);
  584. }
  585. }
  586. }
  587. return result;
  588. }
  589. /**
  590. * Calculate the current L2WorldRegions of the object according to its position (x,y).<BR><BR>
  591. *
  592. * <B><U> Example of use </U> :</B><BR><BR>
  593. * <li> Set position of a new L2Object (drop, spawn...) </li>
  594. * <li> Update position of a L2Object after a mouvement </li><BR>
  595. *
  596. * @param Point3D point position of the object
  597. */
  598. public L2WorldRegion getRegion(Point3D point)
  599. {
  600. return _worldRegions[(point.getX() >> SHIFT_BY) + OFFSET_X][(point.getY() >> SHIFT_BY) + OFFSET_Y];
  601. }
  602. public L2WorldRegion getRegion(int x, int y)
  603. {
  604. return _worldRegions[(x >> SHIFT_BY) + OFFSET_X][(y >> SHIFT_BY) + OFFSET_Y];
  605. }
  606. /**
  607. * Returns the whole 2d array containing the world regions
  608. * used by ZoneData.java to setup zones inside the world regions
  609. * @return
  610. */
  611. public L2WorldRegion[][] getAllWorldRegions()
  612. {
  613. return _worldRegions;
  614. }
  615. /**
  616. * Check if the current L2WorldRegions of the object is valid according to its position (x,y).<BR><BR>
  617. *
  618. * <B><U> Example of use </U> :</B><BR><BR>
  619. * <li> Init L2WorldRegions </li><BR>
  620. *
  621. * @param x X position of the object
  622. * @param y Y position of the object
  623. *
  624. * @return True if the L2WorldRegion is valid
  625. */
  626. private boolean validRegion(int x, int y)
  627. {
  628. return (x >= 0 && x <= REGIONS_X && y >= 0 && y <= REGIONS_Y);
  629. }
  630. /**
  631. * Init each L2WorldRegion and their surrounding table.<BR><BR>
  632. *
  633. * <B><U> Concept</U> :</B><BR><BR>
  634. * 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>
  635. *
  636. * <B><U> Example of use </U> :</B><BR><BR>
  637. * <li> Constructor of L2World </li><BR>
  638. *
  639. */
  640. private void initRegions()
  641. {
  642. _log.config("L2World: Setting up World Regions");
  643. _worldRegions = new L2WorldRegion[REGIONS_X+1][REGIONS_Y+1];
  644. for (int i = 0; i <= REGIONS_X; i++)
  645. {
  646. for (int j = 0; j <= REGIONS_Y; j++)
  647. {
  648. _worldRegions[i][j] = new L2WorldRegion(i, j);
  649. }
  650. }
  651. for (int x=0; x <= REGIONS_X; x++)
  652. {
  653. for (int y=0; y <= REGIONS_Y; y++)
  654. {
  655. for (int a = -1; a <= 1; a++)
  656. {
  657. for (int b = -1; b <= 1; b++)
  658. {
  659. if (validRegion(x + a, y + b))
  660. {
  661. _worldRegions[x + a][y + b].addSurroundingRegion(_worldRegions[x][y]);
  662. }
  663. }
  664. }
  665. }
  666. }
  667. _log.config("L2World: ("+REGIONS_X+" by "+REGIONS_Y+") World Region Grid set up.");
  668. }
  669. /**
  670. * Deleted all spawns in the world.
  671. */
  672. public void deleteVisibleNpcSpawns()
  673. {
  674. _log.info("Deleting all visible NPC's.");
  675. for (int i = 0; i <= REGIONS_X; i++)
  676. {
  677. for (int j = 0; j <= REGIONS_Y; j++)
  678. {
  679. _worldRegions[i][j].deleteVisibleNpcSpawns();
  680. }
  681. }
  682. _log.info("All visible NPC's deleted.");
  683. }
  684. }