/*
* 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);
}
}
}
}