package com.aionemu.gameserver.model.gameobjects.player;
import com.aionemu.gameserver.model.gameobjects.Persistable;
/**
* @author evilset
*/
public class BindPointPosition implements Persistable {
private int mapId;
private float x;
private float y;
private float z;
private byte heading;
private PersistentState persistentState;
/**
* @param mapId
* @param x
* @param y
* @param z
* @param heading
*/
public BindPointPosition(int mapId, float x, float y, float z, byte heading) {
this.mapId = mapId;
this.x = x;
this.y = y;
this.z = z;
this.heading = heading;
this.persistentState = PersistentState.NEW;
}
/**
* @return Returns the mapId.
*/
public int getMapId() {
return mapId;
}
/**
* @return Returns the x.
*/
public float getX() {
return x;
}
/**
* @return Returns the y.
*/
public float getY() {
return y;
}
/**
* @return Returns the z.
*/
public float getZ() {
return z;
}
/**
* @return Returns the heading.
*/
public byte getHeading() {
return heading;
}
/**
* @return the persistentState
*/
@Override
public PersistentState getPersistentState() {
return persistentState;
}
/**
* @param persistentState
* the persistentState to set
*/
@Override
@SuppressWarnings("fallthrough")
public void setPersistentState(PersistentState persistentState) {
switch (persistentState) {
case UPDATE_REQUIRED:
if (this.persistentState == PersistentState.NEW)
break;
default:
this.persistentState = persistentState;
}
}
}