/*
 * $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 2, 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, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 * 02111-1307, USA.
 *
 * http://www.gnu.org/copyleft/gpl.html
 */
package com.l2jfrozen.gameserver.util;

import java.util.logging.Logger;

import com.l2jfrozen.Config;
import com.l2jfrozen.gameserver.model.L2Character;
import com.l2jfrozen.gameserver.model.L2World;
import com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance;
import com.l2jfrozen.gameserver.network.serverpackets.CharInfo;
import com.l2jfrozen.gameserver.network.serverpackets.L2GameServerPacket;
import com.l2jfrozen.gameserver.network.serverpackets.RelationChanged;

/**
 * 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());
		}

		for(L2PcInstance player : character.getKnownList().getKnownPlayers().values())
		{
			if(player == null || 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());
		}

		for(L2PcInstance player : character.getKnownList().getKnownPlayers().values())
		{
			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)));
					}
				}
			}
			catch(NullPointerException e)
			{
				if(Config.ENABLE_ALL_EXCEPTIONS)
					e.printStackTrace();
			}
		}
	}

	/**
	 * 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;
		}

		for(L2PcInstance player : character.getKnownList().getKnownPlayers().values())
		{
			if(player == null)
			{
				continue;
			}

			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);
		}

		for(L2PcInstance player : character.getKnownList().getKnownPlayers().values())
		{
			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.getAllPlayersCount() + " (with packet " + mov.getType() + ")");
		}

		for(L2PcInstance onlinePlayer : L2World.getInstance().getAllPlayers())
		{
			if(onlinePlayer == null)
			{
				continue;
			}

			onlinePlayer.sendPacket(mov);
		}
	}
}
