/*
 * $Header: Broadcast.java, 18/11/2005 15:33:35 luisantonioa Exp $
 *
 * $Author: luisantonioa $
 * $Date: 18/11/2005 15:33:35 $
 * $Revision: 1 $
 * $Log: Broadcast.java,v $
 * Revision 1  18/11/2005 15:33:35  luisantonioa
 * Added copyright notice
 *
 *
* This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.util;

import java.util.Collection;
import java.util.logging.Logger;

import net.sf.l2j.Config;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.L2World;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.network.clientpackets.Say2;
import net.sf.l2j.gameserver.network.serverpackets.CharInfo;
import net.sf.l2j.gameserver.network.serverpackets.CreatureSay;
import net.sf.l2j.gameserver.network.serverpackets.L2GameServerPacket;
import net.sf.l2j.gameserver.network.serverpackets.RelationChanged;
import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;

/**
 * This class ...
 *
 * @version $Revision: 1.2 $ $Date: 2004/06/27 08:12:59 $
 */

public final class Broadcast
{
	private static Logger _log = Logger.getLogger(Broadcast.class.getName());
	
	/**
	 * Send a packet to all L2PcInstance in the _KnownPlayers of the L2Character that have the Character targetted.<BR><BR>
	 *
	 * <B><U> Concept</U> :</B><BR>
	 * L2PcInstance in the detection area of the L2Character are identified in <B>_knownPlayers</B>.<BR>
	 * In order to inform other players of state modification on the L2Character, server just need to go through _knownPlayers to send Server->Client Packet<BR><BR>
	 *
	 * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packet to this L2Character (to do this use method toSelfAndKnownPlayers)</B></FONT><BR><BR>
	 *
	 */
	public static void toPlayersTargettingMyself(L2Character character, L2GameServerPacket mov)
	{
		if (Config.DEBUG)
			_log.fine("players to notify:" + character.getKnownList().getKnownPlayers().size() + " packet:" + mov.getType());
		
		Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
		// synchronized (character.getKnownList().getKnownPlayers())
		{
			for (L2PcInstance player : plrs)
			{
				if (player.getTarget() != character)
					continue;
				
				player.sendPacket(mov);
			}
		}
	}
	
	/**
	 * Send a packet to all L2PcInstance in the _KnownPlayers of the
	 * L2Character.<BR>
	 * <BR>
	 * 
	 * <B><U> Concept</U> :</B><BR>
	 * L2PcInstance in the detection area of the L2Character are identified in
	 * <B>_knownPlayers</B>.<BR>
	 * In order to inform other players of state modification on the
	 * L2Character, server just need to go through _knownPlayers to send
	 * Server->Client Packet<BR>
	 * <BR>
	 * 
	 * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND
	 * Server->Client packet to this L2Character (to do this use method
	 * toSelfAndKnownPlayers)</B></FONT><BR>
	 * <BR>
	 * 
	 */
	public static void toKnownPlayers(L2Character character, L2GameServerPacket mov)
	{
		if (Config.DEBUG)
			_log.fine("players to notify:" + character.getKnownList().getKnownPlayers().size() + " packet:" + mov.getType());
		
		Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
		//synchronized (character.getKnownList().getKnownPlayers())
		{
			for (L2PcInstance player : plrs)
			{
				try
				{
					player.sendPacket(mov);
					if (mov instanceof CharInfo && character instanceof L2PcInstance)
					{
						int relation = ((L2PcInstance) character).getRelation(player);
						if (character.getKnownList().getKnownRelations().get(player.getObjectId()) != null && character.getKnownList().getKnownRelations().get(player.getObjectId()) != relation)
						{
							player.sendPacket(new RelationChanged((L2PcInstance) character, relation, player.isAutoAttackable(character)));
							if (((L2PcInstance) character).getPet() != null)
								player.sendPacket(new RelationChanged(((L2PcInstance) character).getPet(), relation, player.isAutoAttackable(character)));
						}
					}
				}
				catch (NullPointerException e)
				{
				}
			}
		}
	}
	
	/**
	 * Send a packet to all L2PcInstance in the _KnownPlayers (in the specified
	 * radius) of the L2Character.<BR>
	 * <BR>
	 * 
	 * <B><U> Concept</U> :</B><BR>
	 * L2PcInstance in the detection area of the L2Character are identified in
	 * <B>_knownPlayers</B>.<BR>
	 * In order to inform other players of state modification on the
	 * L2Character, server just needs to go through _knownPlayers to send
	 * Server->Client Packet and check the distance between the targets.<BR>
	 * <BR>
	 * 
	 * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND
	 * Server->Client packet to this L2Character (to do this use method
	 * toSelfAndKnownPlayers)</B></FONT><BR>
	 * <BR>
	 * 
	 */
	public static void toKnownPlayersInRadius(L2Character character, L2GameServerPacket mov, int radius)
	{
		if (radius < 0)
			radius = 1500;
		
		Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
		//synchronized (character.getKnownList().getKnownPlayers())
		{
			for (L2PcInstance player : plrs)
			{
				if (character.isInsideRadius(player, radius, false, false))
					player.sendPacket(mov);
			}
		}
	}
	
	/**
	 * Send a packet to all L2PcInstance in the _KnownPlayers of the L2Character and to the specified character.<BR><BR>
	 *
	 * <B><U> Concept</U> :</B><BR>
	 * L2PcInstance in the detection area of the L2Character are identified in <B>_knownPlayers</B>.<BR>
	 * In order to inform other players of state modification on the L2Character, server just need to go through _knownPlayers to send Server->Client Packet<BR><BR>
	 *
	 */
	public static void toSelfAndKnownPlayers(L2Character character, L2GameServerPacket mov)
	{
		if (character instanceof L2PcInstance)
		{
			character.sendPacket(mov);
		}
		
		toKnownPlayers(character, mov);
	}
	
	// To improve performance we are comparing values of radius^2 instead of calculating sqrt all the time
	public static void toSelfAndKnownPlayersInRadius(L2Character character, L2GameServerPacket mov, long radiusSq)
	{
		if (radiusSq < 0)
			radiusSq = 360000;
		
		if (character instanceof L2PcInstance)
			character.sendPacket(mov);
		
		Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
		//synchronized (character.getKnownList().getKnownPlayers())
		{
			for (L2PcInstance player : plrs)
			{
				if (player != null && character.getDistanceSq(player) <= radiusSq)
					player.sendPacket(mov);
			}
		}
	}
	
	/**
	 * Send a packet to all L2PcInstance present in the world.<BR><BR>
	 *
	 * <B><U> Concept</U> :</B><BR>
	 * In order to inform other players of state modification on the L2Character, server just need to go through _allPlayers to send Server->Client Packet<BR><BR>
	 *
	 * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packet to this L2Character (to do this use method toSelfAndKnownPlayers)</B></FONT><BR><BR>
	 *
	 */
	public static void toAllOnlinePlayers(L2GameServerPacket mov)
	{
		if (Config.DEBUG)
			_log.fine("Players to notify: " + L2World.getInstance().getAllPlayersCount() + " (with packet " + mov.getType() + ")");
		
		Collection<L2PcInstance> pls = L2World.getInstance().getAllPlayers().values();
		// synchronized (L2World.getInstance().getAllPlayers())
		{
			for (L2PcInstance onlinePlayer : pls)
				if (onlinePlayer.isOnline() == 1)
					onlinePlayer.sendPacket(mov);
		}
	}
	
	public static void announceToOnlinePlayers(String text)
	{
		CreatureSay cs = new CreatureSay(0, Say2.ANNOUNCEMENT, "", text);
		toAllOnlinePlayers(cs);
	}
	public static void announceToOnlinePlayers(SystemMessage message)	//XXX:[JOJO]
	{
		toAllOnlinePlayers(message);
	}
	
	public static void toPlayersInInstance(L2GameServerPacket mov, int instanceId)
	{
		Collection<L2PcInstance> pls = L2World.getInstance().getAllPlayers().values();
		//synchronized (character.getKnownList().getKnownPlayers())
		{
			for (L2PcInstance onlinePlayer : pls)
			{
				if (onlinePlayer.isOnline() == 1 && onlinePlayer.getInstanceId() == instanceId)
					onlinePlayer.sendPacket(mov);
			}
		}
	}
}
