/*
* 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.zone.form;
import silentium.gameserver.model.zone.L2ZoneForm;
/**
* A primitive rectangular zone
*
* @author durgus
*/
public class ZoneCuboid extends L2ZoneForm
{
private int _x1, _x2, _y1, _y2, _z1, _z2;
public ZoneCuboid(int x1, int x2, int y1, int y2, int z1, int z2)
{
_x1 = x1;
_x2 = x2;
if (_x1 > _x2) // switch them if alignment is wrong
{
_x1 = x2;
_x2 = x1;
}
_y1 = y1;
_y2 = y2;
if (_y1 > _y2) // switch them if alignment is wrong
{
_y1 = y2;
_y2 = y1;
}
_z1 = z1;
_z2 = z2;
if (_z1 > _z2) // switch them if alignment is wrong
{
_z1 = z2;
_z2 = z1;
}
}
@Override
public boolean isInsideZone(int x, int y, int z)
{
if (x < _x1 || x > _x2 || y < _y1 || y > _y2 || z < _z1 || z > _z2)
return false;
return true;
}
@Override
public boolean intersectsRectangle(int ax1, int ax2, int ay1, int ay2)
{
// Check if any point inside this rectangle
if (isInsideZone(ax1, ay1, (_z2 - 1)))
return true;
if (isInsideZone(ax1, ay2, (_z2 - 1)))
return true;
if (isInsideZone(ax2, ay1, (_z2 - 1)))
return true;
if (isInsideZone(ax2, ay2, (_z2 - 1)))
return true;
// Check if any point from this rectangle is inside the other one
if (_x1 > ax1 && _x1 < ax2 && _y1 > ay1 && _y1 < ay2)
return true;
if (_x1 > ax1 && _x1 < ax2 && _y2 > ay1 && _y2 < ay2)
return true;
if (_x2 > ax1 && _x2 < ax2 && _y1 > ay1 && _y1 < ay2)
return true;
if (_x2 > ax1 && _x2 < ax2 && _y2 > ay1 && _y2 < ay2)
return true;
// Horizontal lines may intersect vertical lines
if (lineSegmentsIntersect(_x1, _y1, _x2, _y1, ax1, ay1, ax1, ay2))
return true;
if (lineSegmentsIntersect(_x1, _y1, _x2, _y1, ax2, ay1, ax2, ay2))
return true;
if (lineSegmentsIntersect(_x1, _y2, _x2, _y2, ax1, ay1, ax1, ay2))
return true;
if (lineSegmentsIntersect(_x1, _y2, _x2, _y2, ax2, ay1, ax2, ay2))
return true;
// Vertical lines may intersect horizontal lines
if (lineSegmentsIntersect(_x1, _y1, _x1, _y2, ax1, ay1, ax2, ay1))
return true;
if (lineSegmentsIntersect(_x1, _y1, _x1, _y2, ax1, ay2, ax2, ay2))
return true;
if (lineSegmentsIntersect(_x2, _y1, _x2, _y2, ax1, ay1, ax2, ay1))
return true;
if (lineSegmentsIntersect(_x2, _y1, _x2, _y2, ax1, ay2, ax2, ay2))
return true;
return false;
}
@Override
public double getDistanceToZone(int x, int y)
{
double test, shortestDist = Math.pow(_x1 - x, 2) + Math.pow(_y1 - y, 2);
test = Math.pow(_x1 - x, 2) + Math.pow(_y2 - y, 2);
if (test < shortestDist)
shortestDist = test;
test = Math.pow(_x2 - x, 2) + Math.pow(_y1 - y, 2);
if (test < shortestDist)
shortestDist = test;
test = Math.pow(_x2 - x, 2) + Math.pow(_y2 - y, 2);
if (test < shortestDist)
shortestDist = test;
return Math.sqrt(shortestDist);
}
/*
* getLowZ() / getHighZ() - These two functions were added to cope with the demand of the new fishing algorithms, wich are now able to
* correctly place the hook in the water, thanks to getHighZ(). getLowZ() was added, considering potential future modifications.
*/
@Override
public int getLowZ()
{
return _z1;
}
@Override
public int getHighZ()
{
return _z2;
}
@Override
public void visualizeZone(int z)
{
// x1->x2
for (int x = _x1; x < _x2; x = x + STEP)
{
dropDebugItem(57, 1, x, _y1, z);
dropDebugItem(57, 1, x, _y2, z);
}
// y1->y2
for (int y = _y1; y < _y2; y = y + STEP)
{
dropDebugItem(57, 1, _x1, y, z);
dropDebugItem(57, 1, _x2, y, z);
}
}
}