/*
* 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 silentium.gameserver.model.actor.position;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import silentium.commons.utils.Point3D;
import silentium.gameserver.model.L2Object;
import silentium.gameserver.model.L2World;
import silentium.gameserver.model.L2WorldRegion;
import silentium.gameserver.model.actor.L2Character;
public class ObjectPosition
{
private static final Logger _log = LoggerFactory.getLogger(ObjectPosition.class.getName());
private final L2Object _activeObject;
private int _heading = 0;
private Point3D _worldPosition;
private L2WorldRegion _worldRegion; // Object localization : Used for items/chars that are seen in the world
public ObjectPosition(L2Object activeObject)
{
_activeObject = activeObject;
setWorldRegion(L2World.getInstance().getRegion(getWorldPosition()));
}
/**
* Set the x,y,z position of the L2Object and if necessary modify its _worldRegion.
*
* @param x
* @param y
* @param z
*/
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.warn("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. A L2Object is invisble if <B>_hidden</B>=true or <B>_worldregion</B>==null
*
* @param x
* @param y
* @param z
*/
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());
}
}
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)
{
// confirm revalidation of old region's zones
if (_worldRegion != null && getActiveObject() instanceof L2Character)
{
if (value != null)
_worldRegion.revalidateZones((L2Character) getActiveObject());
else
_worldRegion.removeFromZones((L2Character) getActiveObject());
}
_worldRegion = value;
}
}