AvatarsConquest/Scripts/Engines/Pathing/Movement.cs

529 lines
No EOL
16 KiB
C#

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