/*
* 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 com.l2jserver.gameserver.model.actor.position;
import java.util.logging.Logger;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.L2World;
import com.l2jserver.gameserver.model.L2WorldRegion;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.util.Point3D;
public class ObjectPosition
{
private static final Logger _log = Logger.getLogger(ObjectPosition.class.getName());
// =========================================================
// Data Field
private L2Object _activeObject;
private int _heading = 0;
private Point3D _worldPosition;
private L2WorldRegion _worldRegion; // Object localization : Used for items/chars that are seen in the world
// =========================================================
// Constructor
public ObjectPosition(L2Object activeObject)
{
_activeObject = activeObject;
setWorldRegion(L2World.getInstance().getRegion(getWorldPosition()));
}
// =========================================================
// Method - Public
/**
* Set the x,y,z position of the L2Object and if necessary modify its _worldRegion.<BR><BR>
*
* <B><U> Assert </U> :</B><BR><BR>
* <li> _worldRegion != null</li><BR><BR>
*
* <B><U> Example of use </U> :</B><BR><BR>
* <li> Update position during and after movement, or after teleport </li><BR>
*/
public final void setXYZ(int x, int y, int z)
{
assert getWorldRegion() != null;
setWorldPosition(x, y ,z);
try
{
if (L2World.getInstance().getRegion(getWorldPosition()) != getWorldRegion())
updateWorldRegion();
}
catch (Exception e)
{
_log.warning("Object Id at bad coords: (x: " + getX() + ", y: " + getY() + ", z: " + getZ() + ").");
badCoords();
}
}
/**
* Called on setXYZ exception.<BR><BR>
* <B><U> Overwritten in </U> :</B><BR><BR>
* <li> CharPosition</li>
* <li> PcPosition</li><BR>
*/
protected void badCoords()
{
}
/**
* Set the x,y,z position of the L2Object and make it invisible.<BR><BR>
*
* <B><U> Concept</U> :</B><BR><BR>
* A L2Object is invisble if <B>_hidden</B>=true or <B>_worldregion</B>==null <BR><BR>
*
* <B><U> Assert </U> :</B><BR><BR>
* <li> _worldregion==null <I>(L2Object is invisible)</I></li><BR><BR>
*
* <B><U> Example of use </U> :</B><BR><BR>
* <li> Create a Door</li>
* <li> Restore L2PcInstance</li><BR>
*/
public final void setXYZInvisible(int x, int y, int z)
{
assert getWorldRegion() == null;
if (x > L2World.MAP_MAX_X) x = L2World.MAP_MAX_X - 5000;
if (x < L2World.MAP_MIN_X) x = L2World.MAP_MIN_X + 5000;
if (y > L2World.MAP_MAX_Y) y = L2World.MAP_MAX_Y - 5000;
if (y < L2World.MAP_MIN_Y) y = L2World.MAP_MIN_Y + 5000;
setWorldPosition(x, y ,z);
getActiveObject().setIsVisible(false);
}
/**
* checks if current object changed its region, if so, update referencies
*/
public void updateWorldRegion()
{
if (!getActiveObject().isVisible()) return;
L2WorldRegion newRegion = L2World.getInstance().getRegion(getWorldPosition());
if (newRegion != getWorldRegion())
{
getWorldRegion().removeVisibleObject(getActiveObject());
setWorldRegion(newRegion);
// Add the L2Oject spawn to _visibleObjects and if necessary to _allplayers of its L2WorldRegion
getWorldRegion().addVisibleObject(getActiveObject());
}
}
// =========================================================
// Method - Private
// =========================================================
// Property - Public
public L2Object getActiveObject()
{
return _activeObject;
}
public final int getHeading() { return _heading; }
public final void setHeading(int value) { _heading = value; }
/** Return the x position of the L2Object. */
public final int getX() { return getWorldPosition().getX(); }
public final void setX(int value) { getWorldPosition().setX(value); }
/** Return the y position of the L2Object. */
public final int getY() { return getWorldPosition().getY(); }
public final void setY(int value) { getWorldPosition().setY(value); }
/** Return the z position of the L2Object. */
public final int getZ() { return getWorldPosition().getZ(); }
public final void setZ(int value) { getWorldPosition().setZ(value); }
public final Point3D getWorldPosition()
{
if (_worldPosition == null)
{
_worldPosition = new Point3D(0, 0, 0);
}
return _worldPosition;
}
public final void setWorldPosition(int x, int y, int z)
{
getWorldPosition().setXYZ(x,y,z);
}
public final void setWorldPosition(Point3D newPosition) { setWorldPosition(newPosition.getX(), newPosition.getY(), newPosition.getZ()); }
public final L2WorldRegion getWorldRegion() { return _worldRegion; }
public void setWorldRegion(L2WorldRegion value)
{
if(_worldRegion != null && getActiveObject() instanceof L2Character) // confirm revalidation of old region's zones
{
if (value != null)
_worldRegion.revalidateZones((L2Character)getActiveObject()); // at world region change
else
_worldRegion.removeFromZones((L2Character)getActiveObject()); // at world region change
}
_worldRegion = value;
}
}