ModernUO/Server/Sector.cs
2006-06-15 04:14:30 +00:00

365 lines
No EOL
7.2 KiB
C#

/***************************************************************************
* Sector.cs
* -------------------
* begin : May 1, 2002
* copyright : (C) The RunUO Software Team
* email : info@runuo.com
*
* $Id: Sector.cs 124 2006-03-07 07:01:19Z mark $
*
***************************************************************************/
/***************************************************************************
*
* 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;
}
public void OnClientChange( NetState oldState, NetState newState )
{
if ( m_Clients != null )
{
m_Clients.Remove( oldState );
if ( newState == null && m_Clients.Count == 0 )
{
m_Clients = null;
return;
}
}
if ( newState != null )
{
if ( m_Clients == null )
m_Clients = new List<NetState>();
m_Clients.Add( newState );
}
}
public void OnEnter( Mobile m )
{
if ( m_Mobiles == null )
m_Mobiles = new List<Mobile>();
m_Mobiles.Add( m );
if ( m.NetState != null )
{
if ( m_Clients == null )
m_Clients = new List<NetState>();
m_Clients.Add( m.NetState );
}
if ( m.Player )
{
if ( m_Players == null )
{
m_Players = new List<Mobile>();
m_Owner.ActivateSectors( m_X, m_Y );
}
m_Players.Add( m );
}
}
public void OnEnter( Item item )
{
if ( m_Items == null )
m_Items = new List<Item>();
m_Items.Add( item );
}
public void OnEnter( Region r, Rectangle3D rect )
{
if ( m_RegionRects == null )
m_RegionRects = new List<RegionRect>();
RegionRect regRect = new RegionRect( r, rect );
m_RegionRects.Add( regRect );
m_RegionRects.Sort();
if ( m_Mobiles != null && m_Mobiles.Count > 0 )
{
List<Mobile> list = new List<Mobile>( m_Mobiles );
for ( int i = 0; i < list.Count; ++i )
list[i].UpdateRegion();
}
}
public void OnMultiEnter( BaseMulti m )
{
if ( m_Multis == null )
m_Multis = new List<BaseMulti>();
m_Multis.Add( m );
}
public void OnMultiLeave( BaseMulti m )
{
m_Multis.Remove( m );
if ( m_Multis.Count == 0 )
m_Multis = null;
}
public void OnLeave( Region r )
{
for ( int i = m_RegionRects.Count - 1; i >= 0; i-- )
{
RegionRect regRect = m_RegionRects[i];
if ( regRect.Region == r )
m_RegionRects.RemoveAt( i );
}
if ( m_Mobiles != null && m_Mobiles.Count > 0 )
{
List<Mobile> list = new List<Mobile>( m_Mobiles );
for ( int i = 0; i < list.Count; ++i )
list[i].UpdateRegion();
}
if ( m_RegionRects.Count == 0 )
m_RegionRects = null;
}
public void OnLeave( Mobile m )
{
m_Mobiles.Remove( m );
if ( m_Clients != null && m.NetState != null )
{
m_Clients.Remove( m.NetState );
if ( m_Clients.Count == 0 )
m_Clients = null;
}
if ( m.Player )
{
m_Players.Remove( m );
if ( m_Players.Count == 0 )
{
m_Owner.DeactivateSectors( m_X, m_Y );
m_Players = null;
}
}
if ( m_Mobiles.Count == 0 )
m_Mobiles = null;
}
public void OnLeave( Item item )
{
m_Items.Remove( item );
if ( m_Items.Count == 0 )
m_Items = null;
}
public void Activate()
{
if ( !Active && m_Owner != Map.Internal )
{
for ( int i = 0; m_Items != null && i < m_Items.Count; i++ )
m_Items[i].OnSectorActivate();
for ( int i = 0; m_Mobiles != null && i < m_Mobiles.Count; i++ )
m_Mobiles[i].OnSectorActivate();
m_Active = true;
}
}
public void Deactivate()
{
if ( Active )
{
for ( int i = 0; m_Items != null && i < m_Items.Count; i++ )
m_Items[i].OnSectorDeactivate();
for ( int i = 0; m_Mobiles != null && i < m_Mobiles.Count; i++ )
m_Mobiles[i].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;
}
}
}
}