/* * 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 not so primitive npoly zone * * @author durgus */ public class ZoneNPoly extends L2ZoneForm { private final int[] _x; private final int[] _y; private final int _z1; private final int _z2; public ZoneNPoly(int[] x, int[] y, int z1, int z2) { _x = x; _y = y; _z1 = z1; _z2 = z2; } @Override public boolean isInsideZone(int x, int y, int z) { if (z < _z1 || z > _z2) return false; boolean inside = false; for (int i = 0, j = _x.length - 1; i < _x.length; j = i++) { if ((((_y[i] <= y) && (y < _y[j])) || ((_y[j] <= y) && (y < _y[i]))) && (x < (_x[j] - _x[i]) * (y - _y[i]) / (_y[j] - _y[i]) + _x[i])) { inside = !inside; } } return inside; } @Override public boolean intersectsRectangle(int ax1, int ax2, int ay1, int ay2) { int tX, tY, uX, uY; // First check if a point of the polygon lies inside the rectangle if (_x[0] > ax1 && _x[0] < ax2 && _y[0] > ay1 && _y[0] < ay2) return true; // Or a point of the rectangle inside the polygon if (isInsideZone(ax1, ay1, (_z2 - 1))) return true; // If the first point wasn't inside the rectangle it might still have any line crossing any side // of the rectangle // Check every possible line of the polygon for a collision with any of the rectangles side for (int i = 0; i < _y.length; i++) { tX = _x[i]; tY = _y[i]; uX = _x[(i + 1) % _x.length]; uY = _y[(i + 1) % _x.length]; // Check if this line intersects any of the four sites of the rectangle if (lineSegmentsIntersect(tX, tY, uX, uY, ax1, ay1, ax1, ay2)) return true; if (lineSegmentsIntersect(tX, tY, uX, uY, ax1, ay1, ax2, ay1)) return true; if (lineSegmentsIntersect(tX, tY, uX, uY, ax2, ay2, ax1, ay2)) return true; if (lineSegmentsIntersect(tX, tY, uX, uY, ax2, ay2, ax2, ay1)) return true; } return false; } @Override public double getDistanceToZone(int x, int y) { double test, shortestDist = Math.pow(_x[0] - x, 2) + Math.pow(_y[0] - y, 2); for (int i = 1; i < _y.length; i++) { test = Math.pow(_x[i] - x, 2) + Math.pow(_y[i] - 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) { for (int i = 0; i < _x.length; i++) { int nextIndex = i + 1; // ending point to first one if (nextIndex == _x.length) nextIndex = 0; int vx = _x[nextIndex] - _x[i]; int vy = _y[nextIndex] - _y[i]; float lenght = (float) Math.sqrt(vx * vx + vy * vy); lenght /= STEP; for (int o = 1; o <= lenght; o++) { float k = o / lenght; dropDebugItem(57, 1, (int) (_x[i] + k * vx), (int) (_y[i] + k * vy), z); } } } }