Game Object Design Question

Ok, I have a question on the logical design on my game. The game will consist of a world, levels within the world, items, NPC's, and a Player.
I will have NPC's wandering around the world automatically. In order to move, they are obviously going to need to be able to look at the level they are on, and figure out where they want to go.
My question is regarding the acces to the Level object. What is the smartest way to make someNPC.Move(int x, int y) be able to access the Level? Should I write some static methods for the World or Level classes? The only other way I can think of is to pass the World object on to the NPC's upon thier creation and have them store a reference to it...
Thank you all very much,
Michael

My book on Java 1.3 says calling public final methods is fastest (together with calling private methods). public static methods take about twice as long to call but are still pretty fast. Values assume the jit has optimized the method. Calling synchronized methods is very slow. Instead of using synchronized, make sure only one object is making a movement decision at the same time.
I would coordinate movement using the level objects, because unless objects move to a different level, only objects on the same level influence each other's movement (by standing in the way and for example).
Every object in your model will have a position, and I assume part of the position information is the level it is on. You have several co-existing levels. In that case I would make the "level" postion information a reference to the level for direct access and I would make the methods the moving objects use public final (or just final if possible).
Give your objects a reference to the level they are on. If you knew your exact position on the planet but had NO way to know what planet you are on, how would you decide where to move ? It would have to be something like "ok, I don't have any sensory information but I know I exist and I know my exact location. Lets make a step to see what happens. Oh, I still exist. This means I cannot be on the planet where the step would have resulted in a lethal drop. And oh, my position really did change. This helps too. Only 1.000.000.000.000 more planets to exclude by trial and error..."
But Kayaman is right, the World or level needs to have a reference to each moving object too. You need a list of objects in the same area so the moving objects check for collisions, the level can tell them about environment effects that effect them (to all you moving objects inside me, the death star : You are dead because the rebells have blown up my reactor).

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