319 lines
No EOL
6.9 KiB
C#
319 lines
No EOL
6.9 KiB
C#
/***************************************************************************
|
|
* Sector.cs
|
|
* -------------------
|
|
* begin : May 1, 2002
|
|
* copyright : (C) The RunUO Software Team
|
|
* email : info@runuo.com
|
|
*
|
|
* $Id$
|
|
*
|
|
***************************************************************************/
|
|
|
|
/***************************************************************************
|
|
*
|
|
* 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 2 of the License, or
|
|
* (at your option) any later version.
|
|
*
|
|
***************************************************************************/
|
|
|
|
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using Server.Items;
|
|
using Server.Network;
|
|
|
|
namespace Server {
|
|
public class RegionRect : IComparable {
|
|
private Region m_Region;
|
|
private Rectangle3D m_Rect;
|
|
|
|
public Region Region { get { return m_Region; } }
|
|
public Rectangle3D Rect { get { return m_Rect; } }
|
|
|
|
public RegionRect( Region region, Rectangle3D rect ) {
|
|
m_Region = region;
|
|
m_Rect = rect;
|
|
}
|
|
|
|
public bool Contains( Point3D loc ) {
|
|
return m_Rect.Contains( loc );
|
|
}
|
|
|
|
int IComparable.CompareTo( object obj ) {
|
|
if ( obj == null )
|
|
return 1;
|
|
|
|
RegionRect regRect = obj as RegionRect;
|
|
|
|
if ( regRect == null )
|
|
throw new ArgumentException( "obj is not a RegionRect", "obj" );
|
|
|
|
return ( ( IComparable ) m_Region ).CompareTo( regRect.m_Region );
|
|
}
|
|
}
|
|
|
|
|
|
public class Sector {
|
|
private int m_X, m_Y;
|
|
private Map m_Owner;
|
|
private List<Mobile> m_Mobiles;
|
|
private List<Mobile> m_Players;
|
|
private List<Item> m_Items;
|
|
private List<NetState> m_Clients;
|
|
private List<BaseMulti> m_Multis;
|
|
private List<RegionRect> m_RegionRects;
|
|
private bool m_Active;
|
|
|
|
// TODO: Can we avoid this?
|
|
private static List<Mobile> m_DefaultMobileList = new List<Mobile>();
|
|
private static List<Item> m_DefaultItemList = new List<Item>();
|
|
private static List<NetState> m_DefaultClientList = new List<NetState>();
|
|
private static List<BaseMulti> m_DefaultMultiList = new List<BaseMulti>();
|
|
private static List<RegionRect> m_DefaultRectList = new List<RegionRect>();
|
|
|
|
public Sector( int x, int y, Map owner ) {
|
|
m_X = x;
|
|
m_Y = y;
|
|
m_Owner = owner;
|
|
m_Active = false;
|
|
}
|
|
|
|
private void Add<T>( ref List<T> list, T value ) {
|
|
if ( list == null ) {
|
|
list = new List<T>();
|
|
}
|
|
|
|
list.Add( value );
|
|
}
|
|
|
|
private void Remove<T>( ref List<T> list, T value ) {
|
|
if ( list != null ) {
|
|
list.Remove( value );
|
|
|
|
if ( list.Count == 0 ) {
|
|
list = null;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void Replace<T>( ref List<T> list, T oldValue, T newValue ) {
|
|
if ( oldValue != null && newValue != null ) {
|
|
int index = ( list != null ? list.IndexOf( oldValue ) : -1 );
|
|
|
|
if ( index >= 0 ) {
|
|
list[index] = newValue;
|
|
} else {
|
|
Add( ref list, newValue );
|
|
}
|
|
} else if ( oldValue != null ) {
|
|
Remove( ref list, oldValue );
|
|
} else if ( newValue != null ) {
|
|
Add( ref list, newValue );
|
|
}
|
|
}
|
|
|
|
public void OnClientChange( NetState oldState, NetState newState ) {
|
|
Replace( ref m_Clients, oldState, newState );
|
|
}
|
|
|
|
public void OnEnter( Item item ) {
|
|
Add( ref m_Items, item );
|
|
}
|
|
|
|
public void OnLeave( Item item ) {
|
|
Remove( ref m_Items, item );
|
|
}
|
|
|
|
public void OnEnter( Mobile mob ) {
|
|
Add( ref m_Mobiles, mob );
|
|
|
|
if ( mob.NetState != null ) {
|
|
Add( ref m_Clients, mob.NetState );
|
|
}
|
|
|
|
if ( mob.Player ) {
|
|
if ( m_Players == null ) {
|
|
m_Owner.ActivateSectors( m_X, m_Y );
|
|
}
|
|
|
|
Add( ref m_Players, mob );
|
|
}
|
|
}
|
|
|
|
public void OnLeave( Mobile mob ) {
|
|
Remove( ref m_Mobiles, mob );
|
|
|
|
if ( mob.NetState != null ) {
|
|
Remove( ref m_Clients, mob.NetState );
|
|
}
|
|
|
|
if ( mob.Player && m_Players != null ) {
|
|
Remove( ref m_Players, mob );
|
|
|
|
if ( m_Players == null ) {
|
|
m_Owner.DeactivateSectors( m_X, m_Y );
|
|
}
|
|
}
|
|
}
|
|
|
|
public void OnEnter( Region region, Rectangle3D rect ) {
|
|
Add( ref m_RegionRects, new RegionRect( region, rect ) );
|
|
|
|
m_RegionRects.Sort();
|
|
|
|
UpdateMobileRegions();
|
|
}
|
|
|
|
public void OnLeave( Region region ) {
|
|
if ( m_RegionRects != null ) {
|
|
for ( int i = m_RegionRects.Count - 1; i >= 0; i-- ) {
|
|
RegionRect regRect = m_RegionRects[i];
|
|
|
|
if ( regRect.Region == region ) {
|
|
m_RegionRects.RemoveAt( i );
|
|
}
|
|
}
|
|
|
|
if ( m_RegionRects.Count == 0 ) {
|
|
m_RegionRects = null;
|
|
}
|
|
}
|
|
|
|
UpdateMobileRegions();
|
|
}
|
|
|
|
private void UpdateMobileRegions() {
|
|
if ( m_Mobiles != null ) {
|
|
List<Mobile> sandbox = new List<Mobile>( m_Mobiles );
|
|
|
|
foreach ( Mobile mob in sandbox ) {
|
|
mob.UpdateRegion();
|
|
}
|
|
}
|
|
}
|
|
|
|
public void OnMultiEnter( BaseMulti multi ) {
|
|
Add( ref m_Multis, multi );
|
|
}
|
|
|
|
public void OnMultiLeave( BaseMulti multi ) {
|
|
Remove( ref m_Multis, multi );
|
|
}
|
|
|
|
public void Activate() {
|
|
if ( !Active && m_Owner != Map.Internal ) {
|
|
if ( m_Items != null ) {
|
|
foreach ( Item item in m_Items ) {
|
|
item.OnSectorActivate();
|
|
}
|
|
}
|
|
|
|
if ( m_Mobiles != null ) {
|
|
foreach ( Mobile mob in m_Mobiles ) {
|
|
mob.OnSectorActivate();
|
|
}
|
|
}
|
|
|
|
m_Active = true;
|
|
}
|
|
}
|
|
|
|
public void Deactivate() {
|
|
if ( Active ) {
|
|
if ( m_Items != null ) {
|
|
foreach ( Item item in m_Items ) {
|
|
item.OnSectorDeactivate();
|
|
}
|
|
}
|
|
|
|
if ( m_Mobiles != null ) {
|
|
foreach ( Mobile mob in m_Mobiles ) {
|
|
mob.OnSectorDeactivate();
|
|
}
|
|
}
|
|
|
|
m_Active = false;
|
|
}
|
|
}
|
|
|
|
public List<RegionRect> RegionRects {
|
|
get {
|
|
if ( m_RegionRects == null )
|
|
return m_DefaultRectList;
|
|
|
|
return m_RegionRects;
|
|
}
|
|
}
|
|
|
|
public List<BaseMulti> Multis {
|
|
get {
|
|
if ( m_Multis == null )
|
|
return m_DefaultMultiList;
|
|
|
|
return m_Multis;
|
|
}
|
|
}
|
|
|
|
public List<Mobile> Mobiles {
|
|
get {
|
|
if ( m_Mobiles == null )
|
|
return m_DefaultMobileList;
|
|
|
|
return m_Mobiles;
|
|
}
|
|
}
|
|
|
|
public List<Item> Items {
|
|
get {
|
|
if ( m_Items == null )
|
|
return m_DefaultItemList;
|
|
|
|
return m_Items;
|
|
}
|
|
}
|
|
|
|
public List<NetState> Clients {
|
|
get {
|
|
if ( m_Clients == null )
|
|
return m_DefaultClientList;
|
|
|
|
return m_Clients;
|
|
}
|
|
}
|
|
|
|
public List<Mobile> Players {
|
|
get {
|
|
if ( m_Players == null )
|
|
return m_DefaultMobileList;
|
|
|
|
return m_Players;
|
|
}
|
|
}
|
|
|
|
public bool Active {
|
|
get {
|
|
return ( m_Active && m_Owner != Map.Internal );
|
|
}
|
|
}
|
|
|
|
public Map Owner {
|
|
get {
|
|
return m_Owner;
|
|
}
|
|
}
|
|
|
|
public int X {
|
|
get {
|
|
return m_X;
|
|
}
|
|
}
|
|
|
|
public int Y {
|
|
get {
|
|
return m_Y;
|
|
}
|
|
}
|
|
}
|
|
} |