365 lines
No EOL
7.2 KiB
C#
365 lines
No EOL
7.2 KiB
C#
/***************************************************************************
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* Sector.cs
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* -------------------
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* begin : May 1, 2002
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* copyright : (C) The RunUO Software Team
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* email : info@runuo.com
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*
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* $Id: Sector.cs 124 2006-03-07 07:01:19Z mark $
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*
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***************************************************************************/
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/***************************************************************************
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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***************************************************************************/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Server.Items;
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using Server.Network;
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namespace Server
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{
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public class RegionRect : IComparable
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{
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private Region m_Region;
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private Rectangle3D m_Rect;
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public Region Region{ get{ return m_Region; } }
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public Rectangle3D Rect{ get{ return m_Rect; } }
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public RegionRect( Region region, Rectangle3D rect )
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{
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m_Region = region;
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m_Rect = rect;
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}
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public bool Contains( Point3D loc )
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{
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return m_Rect.Contains( loc );
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}
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int IComparable.CompareTo( object obj )
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{
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if ( obj == null )
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return 1;
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RegionRect regRect = obj as RegionRect;
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if ( regRect == null )
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throw new ArgumentException( "obj is not a RegionRect", "obj" );
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return ((IComparable)m_Region).CompareTo( regRect.m_Region );
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}
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}
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public class Sector
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{
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private int m_X, m_Y;
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private Map m_Owner;
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private List<Mobile> m_Mobiles;
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private List<Mobile> m_Players;
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private List<Item> m_Items;
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private List<NetState> m_Clients;
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private List<BaseMulti> m_Multis;
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private List<RegionRect> m_RegionRects;
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private bool m_Active;
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// TODO: Can we avoid this?
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private static List<Mobile> m_DefaultMobileList = new List<Mobile>();
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private static List<Item> m_DefaultItemList = new List<Item>();
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private static List<NetState> m_DefaultClientList = new List<NetState>();
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private static List<BaseMulti> m_DefaultMultiList = new List<BaseMulti>();
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private static List<RegionRect> m_DefaultRectList = new List<RegionRect>();
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public Sector( int x, int y, Map owner )
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{
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m_X = x;
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m_Y = y;
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m_Owner = owner;
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m_Active = false;
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}
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public void OnClientChange( NetState oldState, NetState newState )
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{
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if ( m_Clients != null )
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{
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m_Clients.Remove( oldState );
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if ( newState == null && m_Clients.Count == 0 )
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{
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m_Clients = null;
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return;
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}
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}
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if ( newState != null )
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{
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if ( m_Clients == null )
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m_Clients = new List<NetState>();
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m_Clients.Add( newState );
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}
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}
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public void OnEnter( Mobile m )
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{
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if ( m_Mobiles == null )
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m_Mobiles = new List<Mobile>();
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m_Mobiles.Add( m );
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if ( m.NetState != null )
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{
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if ( m_Clients == null )
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m_Clients = new List<NetState>();
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m_Clients.Add( m.NetState );
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}
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if ( m.Player )
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{
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if ( m_Players == null )
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{
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m_Players = new List<Mobile>();
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m_Owner.ActivateSectors( m_X, m_Y );
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}
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m_Players.Add( m );
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}
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}
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public void OnEnter( Item item )
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{
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if ( m_Items == null )
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m_Items = new List<Item>();
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m_Items.Add( item );
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}
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public void OnEnter( Region r, Rectangle3D rect )
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{
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if ( m_RegionRects == null )
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m_RegionRects = new List<RegionRect>();
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RegionRect regRect = new RegionRect( r, rect );
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m_RegionRects.Add( regRect );
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m_RegionRects.Sort();
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if ( m_Mobiles != null && m_Mobiles.Count > 0 )
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{
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List<Mobile> list = new List<Mobile>( m_Mobiles );
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for ( int i = 0; i < list.Count; ++i )
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list[i].UpdateRegion();
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}
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}
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public void OnMultiEnter( BaseMulti m )
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{
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if ( m_Multis == null )
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m_Multis = new List<BaseMulti>();
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m_Multis.Add( m );
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}
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public void OnMultiLeave( BaseMulti m )
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{
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m_Multis.Remove( m );
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if ( m_Multis.Count == 0 )
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m_Multis = null;
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}
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public void OnLeave( Region r )
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{
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for ( int i = m_RegionRects.Count - 1; i >= 0; i-- )
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{
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RegionRect regRect = m_RegionRects[i];
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if ( regRect.Region == r )
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m_RegionRects.RemoveAt( i );
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}
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if ( m_Mobiles != null && m_Mobiles.Count > 0 )
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{
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List<Mobile> list = new List<Mobile>( m_Mobiles );
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for ( int i = 0; i < list.Count; ++i )
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list[i].UpdateRegion();
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}
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if ( m_RegionRects.Count == 0 )
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m_RegionRects = null;
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}
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public void OnLeave( Mobile m )
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{
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m_Mobiles.Remove( m );
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if ( m_Clients != null && m.NetState != null )
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{
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m_Clients.Remove( m.NetState );
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if ( m_Clients.Count == 0 )
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m_Clients = null;
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}
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if ( m.Player )
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{
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m_Players.Remove( m );
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if ( m_Players.Count == 0 )
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{
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m_Owner.DeactivateSectors( m_X, m_Y );
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m_Players = null;
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}
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}
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if ( m_Mobiles.Count == 0 )
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m_Mobiles = null;
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}
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public void OnLeave( Item item )
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{
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m_Items.Remove( item );
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if ( m_Items.Count == 0 )
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m_Items = null;
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}
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public void Activate()
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{
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if ( !Active && m_Owner != Map.Internal )
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{
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for ( int i = 0; m_Items != null && i < m_Items.Count; i++ )
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m_Items[i].OnSectorActivate();
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for ( int i = 0; m_Mobiles != null && i < m_Mobiles.Count; i++ )
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m_Mobiles[i].OnSectorActivate();
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m_Active = true;
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}
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}
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public void Deactivate()
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{
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if ( Active )
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{
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for ( int i = 0; m_Items != null && i < m_Items.Count; i++ )
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m_Items[i].OnSectorDeactivate();
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for ( int i = 0; m_Mobiles != null && i < m_Mobiles.Count; i++ )
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m_Mobiles[i].OnSectorDeactivate();
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m_Active = false;
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}
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}
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public List<RegionRect> RegionRects
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{
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get
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{
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if ( m_RegionRects == null )
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return m_DefaultRectList;
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return m_RegionRects;
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}
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}
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public List<BaseMulti> Multis
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{
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get
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{
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if ( m_Multis == null )
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return m_DefaultMultiList;
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return m_Multis;
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}
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}
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public List<Mobile> Mobiles
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{
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get
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{
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if ( m_Mobiles == null )
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return m_DefaultMobileList;
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return m_Mobiles;
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}
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}
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public List<Item> Items
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{
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get
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{
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if ( m_Items == null )
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return m_DefaultItemList;
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return m_Items;
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}
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}
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public List<NetState> Clients
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{
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get
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{
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if ( m_Clients == null )
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return m_DefaultClientList;
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return m_Clients;
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}
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}
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public List<Mobile> Players
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{
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get
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{
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if ( m_Players == null )
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return m_DefaultMobileList;
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return m_Players;
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}
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}
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public bool Active
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{
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get
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{
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return ( m_Active && m_Owner != Map.Internal );
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}
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}
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public Map Owner
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{
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get
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{
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return m_Owner;
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}
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}
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public int X
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{
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get
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{
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return m_X;
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}
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}
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public int Y
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{
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get
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{
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return m_Y;
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}
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}
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}
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} |