#W# Initial Commit: Avatars Conquest
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529
Scripts/Engines/Pathing/Movement.cs
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529
Scripts/Engines/Pathing/Movement.cs
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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;
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using Server.Items;
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using Server.Mobiles;
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namespace Server.Movement
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{
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public class MovementImpl : IMovementImpl
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{
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private const int PersonHeight = 16;
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private const int StepHeight = 2;
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private const TileFlag ImpassableSurface = TileFlag.Impassable | TileFlag.Surface;
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private static bool m_AlwaysIgnoreDoors;
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private static bool m_IgnoreMovableImpassables;
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private static bool m_IgnoreSpellFields;
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public static bool AlwaysIgnoreDoors{ get{ return m_AlwaysIgnoreDoors; } set{ m_AlwaysIgnoreDoors = value; } }
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public static bool IgnoreMovableImpassables{ get{ return m_IgnoreMovableImpassables; } set{ m_IgnoreMovableImpassables = value; } }
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public static bool IgnoreSpellFields{ get{ return m_IgnoreSpellFields; } set{ m_IgnoreSpellFields = value; } }
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public static void Configure()
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{
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Movement.Impl = new MovementImpl();
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}
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private MovementImpl()
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{
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}
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private bool IsOk( bool ignoreDoors, bool ignoreSpellFields, int ourZ, int ourTop, StaticTile[] tiles, List<Item> items )
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{
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for ( int i = 0; i < tiles.Length; ++i )
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{
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StaticTile check = tiles[i];
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ItemData itemData = TileData.ItemTable[check.ID & TileData.MaxItemValue];
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if ( (itemData.Flags & ImpassableSurface) != 0 ) // Impassable || Surface
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{
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int checkZ = check.Z;
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int checkTop = checkZ + itemData.CalcHeight;
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if ( checkTop > ourZ && ourTop > checkZ )
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return false;
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}
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}
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for ( int i = 0; i < items.Count; ++i )
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{
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Item item = items[i];
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int itemID = item.ItemID & TileData.MaxItemValue;
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ItemData itemData = TileData.ItemTable[itemID];
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TileFlag flags = itemData.Flags;
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if ( (flags & ImpassableSurface) != 0 ) // Impassable || Surface
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{
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if ( ignoreDoors && ((flags & TileFlag.Door) != 0 || itemID == 0x692 || itemID == 0x846 || itemID == 0x873 || (itemID >= 0x6F5 && itemID <= 0x6F6)) )
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continue;
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if ( ignoreSpellFields && ( itemID == 0x82 || itemID == 0x3946 || itemID == 0x3956 ) )
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continue;
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int checkZ = item.Z;
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int checkTop = checkZ + itemData.CalcHeight;
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if ( checkTop > ourZ && ourTop > checkZ )
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return false;
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}
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}
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return true;
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}
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private List<Item>[] m_Pools = new List<Item>[4]
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{
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new List<Item>(), new List<Item>(),
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new List<Item>(), new List<Item>(),
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};
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private List<Sector> m_Sectors = new List<Sector>();
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private bool Check( Map map, Mobile m, List<Item> items, int x, int y, int startTop, int startZ, bool canSwim, bool cantWalk, out int newZ )
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{
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newZ = 0;
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StaticTile[] tiles = map.Tiles.GetStaticTiles( x, y, true );
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LandTile landTile = map.Tiles.GetLandTile( x, y );
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bool landBlocks = (TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Impassable) != 0;
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bool considerLand = !landTile.Ignored;
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if ( landBlocks && canSwim && (TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Wet) != 0 ) //Impassable, Can Swim, and Is water. Don't block it.
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landBlocks = false;
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else if ( cantWalk && (TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Wet) == 0 ) //Can't walk and it's not water
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landBlocks = true;
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int landZ = 0, landCenter = 0, landTop = 0;
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map.GetAverageZ( x, y, ref landZ, ref landCenter, ref landTop );
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bool moveIsOk = false;
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int stepTop = startTop + StepHeight;
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int checkTop = startZ + PersonHeight;
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bool ignoreDoors = ( m_AlwaysIgnoreDoors || !m.Alive || m.Body.BodyID == 0x3DB || m.IsDeadBondedPet );
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bool ignoreSpellFields = false;
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#region Tiles
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for ( int i = 0; i < tiles.Length; ++i )
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{
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StaticTile tile = tiles[i];
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ItemData itemData = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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TileFlag flags = itemData.Flags;
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if ( (flags & ImpassableSurface) == TileFlag.Surface || (canSwim && (flags & TileFlag.Wet) != 0) ) // Surface && !Impassable
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{
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if ( cantWalk && (flags & TileFlag.Wet) == 0 )
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continue;
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int itemZ = tile.Z;
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int itemTop = itemZ;
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int ourZ = itemZ + itemData.CalcHeight;
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int ourTop = ourZ + PersonHeight;
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int testTop = checkTop;
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if ( moveIsOk )
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{
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int cmp = Math.Abs( ourZ - m.Z ) - Math.Abs( newZ - m.Z );
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if ( cmp > 0 || (cmp == 0 && ourZ > newZ) )
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continue;
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}
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if ( ourZ + PersonHeight > testTop )
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testTop = ourZ + PersonHeight;
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if ( !itemData.Bridge )
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itemTop += itemData.Height;
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if ( stepTop >= itemTop )
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{
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int landCheck = itemZ;
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if ( itemData.Height >= StepHeight )
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landCheck += StepHeight;
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else
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landCheck += itemData.Height;
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if ( considerLand && landCheck < landCenter && landCenter > ourZ && testTop > landZ )
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continue;
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if ( IsOk( ignoreDoors, ignoreSpellFields, ourZ, testTop, tiles, items ) )
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{
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newZ = ourZ;
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moveIsOk = true;
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}
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}
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}
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}
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#endregion
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#region Items
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for ( int i = 0; i < items.Count; ++i )
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{
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Item item = items[i];
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ItemData itemData = item.ItemData;
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TileFlag flags = itemData.Flags;
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if ( !item.Movable && ((flags & ImpassableSurface) == TileFlag.Surface || (m.CanSwim && (flags & TileFlag.Wet) != 0)) ) // Surface && !Impassable && !Movable
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{
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if ( cantWalk && (flags & TileFlag.Wet) == 0 )
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continue;
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int itemZ = item.Z;
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int itemTop = itemZ;
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int ourZ = itemZ + itemData.CalcHeight;
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int ourTop = ourZ + PersonHeight;
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int testTop = checkTop;
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if ( moveIsOk )
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{
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int cmp = Math.Abs( ourZ - m.Z ) - Math.Abs( newZ - m.Z );
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if ( cmp > 0 || (cmp == 0 && ourZ > newZ) )
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continue;
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}
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if ( ourZ + PersonHeight > testTop )
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testTop = ourZ + PersonHeight;
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if ( !itemData.Bridge )
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itemTop += itemData.Height;
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if ( stepTop >= itemTop )
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{
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int landCheck = itemZ;
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if ( itemData.Height >= StepHeight )
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landCheck += StepHeight;
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else
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landCheck += itemData.Height;
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if ( considerLand && landCheck < landCenter && landCenter > ourZ && testTop > landZ )
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continue;
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if ( IsOk( ignoreDoors, ignoreSpellFields, ourZ, testTop, tiles, items ) )
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{
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newZ = ourZ;
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moveIsOk = true;
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}
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}
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}
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}
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#endregion
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if ( considerLand && !landBlocks && stepTop >= landZ )
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{
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int ourZ = landCenter;
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int ourTop = ourZ + PersonHeight;
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int testTop = checkTop;
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if ( ourZ + PersonHeight > testTop )
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testTop = ourZ + PersonHeight;
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bool shouldCheck = true;
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if ( moveIsOk )
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{
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int cmp = Math.Abs( ourZ - m.Z ) - Math.Abs( newZ - m.Z );
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if ( cmp > 0 || (cmp == 0 && ourZ > newZ) )
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shouldCheck = false;
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}
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if ( shouldCheck && IsOk( ignoreDoors, ignoreSpellFields, ourZ, testTop, tiles, items ) )
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{
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newZ = ourZ;
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moveIsOk = true;
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}
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}
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return moveIsOk;
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}
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public bool CheckMovement( Mobile m, Map map, Point3D loc, Direction d, out int newZ )
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{
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if ( map == null || map == Map.Internal )
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{
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newZ = 0;
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return false;
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}
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int xStart = loc.X;
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int yStart = loc.Y;
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int xForward = xStart, yForward = yStart;
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int xRight = xStart, yRight = yStart;
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int xLeft = xStart, yLeft = yStart;
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bool checkDiagonals = ((int)d & 0x1) == 0x1;
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Offset( d, ref xForward, ref yForward );
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Offset( (Direction)(((int)d - 1) & 0x7), ref xLeft, ref yLeft );
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Offset( (Direction)(((int)d + 1) & 0x7), ref xRight, ref yRight );
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if ( xForward < 0 || yForward < 0 || xForward >= map.Width || yForward >= map.Height )
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{
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newZ = 0;
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return false;
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}
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int startZ, startTop;
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List<Item> itemsStart = m_Pools[0];
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List<Item> itemsForward = m_Pools[1];
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List<Item> itemsLeft = m_Pools[2];
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List<Item> itemsRight = m_Pools[3];
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bool ignoreMovableImpassables = m_IgnoreMovableImpassables;
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TileFlag reqFlags = ImpassableSurface;
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if ( m.CanSwim )
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reqFlags |= TileFlag.Wet;
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if ( checkDiagonals )
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{
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Sector sectorStart = map.GetSector( xStart, yStart );
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Sector sectorForward = map.GetSector( xForward, yForward );
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Sector sectorLeft = map.GetSector( xLeft, yLeft );
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Sector sectorRight = map.GetSector( xRight, yRight );
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List<Sector> sectors = m_Sectors;
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sectors.Add( sectorStart );
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if ( !sectors.Contains( sectorForward ) )
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sectors.Add( sectorForward );
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if ( !sectors.Contains( sectorLeft ) )
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sectors.Add( sectorLeft );
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if ( !sectors.Contains( sectorRight ) )
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sectors.Add( sectorRight );
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for ( int i = 0; i < sectors.Count; ++i )
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{
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Sector sector = sectors[i];
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for ( int j = 0; j < sector.Items.Count; ++j )
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{
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Item item = sector.Items[j];
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if ( ignoreMovableImpassables && item.Movable && item.ItemData.Impassable )
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continue;
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if ( (item.ItemData.Flags & reqFlags) == 0 )
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continue;
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if ( sector == sectorStart && item.AtWorldPoint( xStart, yStart ) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue )
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itemsStart.Add( item );
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else if ( sector == sectorForward && item.AtWorldPoint( xForward, yForward ) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue )
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itemsForward.Add( item );
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else if ( sector == sectorLeft && item.AtWorldPoint( xLeft, yLeft ) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue )
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itemsLeft.Add( item );
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else if ( sector == sectorRight && item.AtWorldPoint( xRight, yRight ) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue )
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itemsRight.Add( item );
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}
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}
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if ( m_Sectors.Count > 0 )
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m_Sectors.Clear();
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}
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else
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{
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Sector sectorStart = map.GetSector( xStart, yStart );
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Sector sectorForward = map.GetSector( xForward, yForward );
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if ( sectorStart == sectorForward )
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{
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for ( int i = 0; i < sectorStart.Items.Count; ++i )
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{
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Item item = sectorStart.Items[i];
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if ( ignoreMovableImpassables && item.Movable && item.ItemData.Impassable )
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continue;
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if ( (item.ItemData.Flags & reqFlags) == 0 )
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continue;
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if ( item.AtWorldPoint( xStart, yStart ) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue )
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itemsStart.Add( item );
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else if ( item.AtWorldPoint( xForward, yForward ) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue )
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itemsForward.Add( item );
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}
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}
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else
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{
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for ( int i = 0; i < sectorForward.Items.Count; ++i )
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{
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Item item = sectorForward.Items[i];
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if ( ignoreMovableImpassables && item.Movable && item.ItemData.Impassable )
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continue;
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if ( (item.ItemData.Flags & reqFlags) == 0 )
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continue;
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if ( item.AtWorldPoint( xForward, yForward ) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue )
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itemsForward.Add( item );
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}
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for ( int i = 0; i < sectorStart.Items.Count; ++i )
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{
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Item item = sectorStart.Items[i];
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if ( ignoreMovableImpassables && item.Movable && item.ItemData.Impassable )
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continue;
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if ( (item.ItemData.Flags & reqFlags) == 0 )
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continue;
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if ( item.AtWorldPoint( xStart, yStart ) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue )
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itemsStart.Add( item );
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}
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}
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}
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GetStartZ( m, map, loc, itemsStart, out startZ, out startTop );
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bool moveIsOk = Check( map, m, itemsForward, xForward, yForward, startTop, startZ, m.CanSwim, m.CantWalk, out newZ );
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if ( moveIsOk && checkDiagonals )
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{
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int hold;
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if ( m.Player && m.AccessLevel < AccessLevel.GameMaster ) {
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if ( !Check( map, m, itemsLeft, xLeft, yLeft, startTop, startZ, m.CanSwim, m.CantWalk, out hold ) || !Check( map, m, itemsRight, xRight, yRight, startTop, startZ, m.CanSwim, m.CantWalk, out hold ) )
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moveIsOk = false;
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} else {
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if ( !Check( map, m, itemsLeft, xLeft, yLeft, startTop, startZ, m.CanSwim, m.CantWalk, out hold ) && !Check( map, m, itemsRight, xRight, yRight, startTop, startZ, m.CanSwim, m.CantWalk, out hold ) )
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moveIsOk = false;
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}
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}
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for ( int i = 0; i < (checkDiagonals ? 4 : 2); ++i )
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{
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if ( m_Pools[i].Count > 0 )
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m_Pools[i].Clear();
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}
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if ( !moveIsOk )
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newZ = startZ;
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return moveIsOk;
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}
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public bool CheckMovement( Mobile m, Direction d, out int newZ )
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{
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return CheckMovement( m, m.Map, m.Location, d, out newZ );
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}
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private void GetStartZ( Mobile m, Map map, Point3D loc, List<Item> itemList, out int zLow, out int zTop )
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{
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int xCheck = loc.X, yCheck = loc.Y;
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LandTile landTile = map.Tiles.GetLandTile( xCheck, yCheck );
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int landZ = 0, landCenter = 0, landTop = 0;
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bool landBlocks = (TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Impassable) != 0;
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if ( landBlocks && m.CanSwim && (TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Wet) != 0 )
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landBlocks = false;
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else if ( m.CantWalk && (TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Wet) == 0 )
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landBlocks = true;
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map.GetAverageZ( xCheck, yCheck, ref landZ, ref landCenter, ref landTop );
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bool considerLand = !landTile.Ignored;
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int zCenter = zLow = zTop = 0;
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bool isSet = false;
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if ( considerLand && !landBlocks && loc.Z >= landCenter )
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{
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zLow = landZ;
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zCenter = landCenter;
|
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|
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if ( !isSet || landTop > zTop )
|
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zTop = landTop;
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isSet = true;
|
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}
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StaticTile[] staticTiles = map.Tiles.GetStaticTiles( xCheck, yCheck, true );
|
||||
|
||||
for ( int i = 0; i < staticTiles.Length; ++i )
|
||||
{
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||||
StaticTile tile = staticTiles[i];
|
||||
ItemData id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
|
||||
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||||
int calcTop = (tile.Z + id.CalcHeight);
|
||||
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||||
if ( (!isSet || calcTop >= zCenter) && ( (id.Flags & TileFlag.Surface) != 0 || ( m.CanSwim && (id.Flags&TileFlag.Wet) != 0 ) ) && loc.Z >= calcTop )
|
||||
{
|
||||
if ( m.CantWalk && (id.Flags & TileFlag.Wet) == 0 )
|
||||
continue;
|
||||
|
||||
zLow = tile.Z;
|
||||
zCenter = calcTop;
|
||||
|
||||
int top = tile.Z + id.Height;
|
||||
|
||||
if ( !isSet || top > zTop )
|
||||
zTop = top;
|
||||
|
||||
isSet = true;
|
||||
}
|
||||
}
|
||||
|
||||
for ( int i = 0; i < itemList.Count; ++i )
|
||||
{
|
||||
Item item = itemList[i];
|
||||
|
||||
ItemData id = item.ItemData;
|
||||
|
||||
int calcTop = item.Z + id.CalcHeight;
|
||||
|
||||
if ( (!isSet || calcTop >= zCenter) && ( (id.Flags & TileFlag.Surface) != 0 || ( m.CanSwim && (id.Flags&TileFlag.Wet) != 0 ) ) && loc.Z >= calcTop )
|
||||
{
|
||||
if ( m.CantWalk && (id.Flags & TileFlag.Wet) == 0 )
|
||||
continue;
|
||||
|
||||
zLow = item.Z;
|
||||
zCenter = calcTop;
|
||||
|
||||
int top = item.Z + id.Height;
|
||||
|
||||
if ( !isSet || top > zTop )
|
||||
zTop = top;
|
||||
|
||||
isSet = true;
|
||||
}
|
||||
}
|
||||
|
||||
if ( !isSet )
|
||||
zLow = zTop = loc.Z;
|
||||
else if ( loc.Z > zTop )
|
||||
zTop = loc.Z;
|
||||
}
|
||||
|
||||
public void Offset( Direction d, ref int x, ref int y )
|
||||
{
|
||||
switch ( d & Direction.Mask )
|
||||
{
|
||||
case Direction.North: --y; break;
|
||||
case Direction.South: ++y; break;
|
||||
case Direction.West: --x; break;
|
||||
case Direction.East: ++x; break;
|
||||
case Direction.Right: ++x; --y; break;
|
||||
case Direction.Left: --x; ++y; break;
|
||||
case Direction.Down: ++x; ++y; break;
|
||||
case Direction.Up: --x; --y; break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue