/* * 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); } } }