Should fix movement (#192)

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Kamron Batman 2020-08-15 11:59:26 -07:00 • committed by GitHub
parent 38568fb5e7
commit 958763932b
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@ -12,458 +12,212 @@ namespace Server.Movement
private const TileFlag ImpassableSurface = TileFlag.Impassable | TileFlag.Surface;
private readonly List<Mobile>[] m_MobPools = {
new List<Mobile>(), new List<Mobile>(),
new List<Mobile>()
};
private readonly List<Item>[] m_Pools = {
new List<Item>(), new List<Item>(),
new List<Item>(), new List<Item>()
};
private readonly List<Sector> m_Sectors = new List<Sector>();
private MovementImpl()
{
}
private static Point3D m_Goal;
public static bool AlwaysIgnoreDoors { get; set; }
public static bool IgnoreMovableImpassables { get; set; }
public static bool IgnoreSpellFields { get; set; }
public static Point3D Goal { get; set; }
public bool CheckMovement(Mobile m, Map map, Point3D loc, Direction d, out int newZ)
public static Point3D Goal
{
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;
}
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 = IgnoreMovableImpassables;
TileFlag reqFlags = ImpassableSurface;
if (m.CanSwim)
reqFlags |= TileFlag.Wet;
List<Mobile> mobsForward = m_MobPools[0];
List<Mobile> mobsLeft = m_MobPools[1];
List<Mobile> mobsRight = m_MobPools[2];
BaseCreature bc = m as BaseCreature;
bool checkMobs = bc?.Controlled == false &&
(xForward != Goal.X || yForward != Goal.Y);
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.Flags & ImpassableSurface) != 0)
continue;
if ((item.ItemData.Flags & reqFlags) == 0)
continue;
if (!(item is BaseMulti))
{
if (sector == sectorStart && item.AtWorldPoint(xStart, yStart) &&
item.ItemID <= TileData.MaxItemValue)
itemsStart.Add(item);
else if (sector == sectorForward && item.AtWorldPoint(xForward, yForward) &&
item.ItemID <= TileData.MaxItemValue)
itemsForward.Add(item);
else if (sector == sectorLeft && item.AtWorldPoint(xLeft, yLeft) &&
item.ItemID <= TileData.MaxItemValue)
itemsLeft.Add(item);
else if (sector == sectorRight && item.AtWorldPoint(xRight, yRight) &&
item.ItemID <= TileData.MaxItemValue)
itemsRight.Add(item);
}
}
if (checkMobs)
for (int j = 0; j < sector.Mobiles.Count; ++j)
{
Mobile mob = sector.Mobiles[j];
if (sector == sectorForward && mob.X == xForward && mob.Y == yForward)
mobsForward.Add(mob);
else if (sector == sectorLeft && mob.X == xLeft && mob.Y == yLeft)
mobsLeft.Add(mob);
else if (sector == sectorRight && mob.X == xRight && mob.Y == yRight)
mobsRight.Add(mob);
}
}
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.Flags & ImpassableSurface) != 0)
continue;
if ((item.ItemData.Flags & reqFlags) == 0)
continue;
if (!(item is BaseMulti))
{
if (item.AtWorldPoint(xStart, yStart) &&
item.ItemID <= TileData.MaxItemValue)
itemsStart.Add(item);
else if (item.AtWorldPoint(xForward, yForward) &&
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.Flags & ImpassableSurface) != 0)
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.Flags & ImpassableSurface) != 0)
continue;
if ((item.ItemData.Flags & reqFlags) == 0)
continue;
if (item.AtWorldPoint(xStart, yStart) && !(item is BaseMulti) &&
item.ItemID <= TileData.MaxItemValue)
itemsStart.Add(item);
}
}
if (checkMobs)
for (int i = 0; i < sectorForward.Mobiles.Count; ++i)
{
Mobile mob = sectorForward.Mobiles[i];
if (mob.X == xForward && mob.Y == yForward)
mobsForward.Add(mob);
}
}
GetStartZ(m, map, loc, itemsStart, out int startZ, out int startTop);
bc?.DebugSay("My Z/Top is {0} {1}", startZ, startTop);
bool moveIsOk = Check(map, m, itemsForward, mobsForward, xForward, yForward, startTop, startZ, m.CanSwim,
m.CantWalk, out newZ);
bc?.DebugSay("Can I move? {0} {1}", moveIsOk, newZ);
if (moveIsOk && checkDiagonals)
{
if (m.Player && m.AccessLevel < AccessLevel.GameMaster)
{
if (!(Check(map, m, itemsLeft, mobsLeft, xLeft, yLeft, startTop, startZ, m.CanSwim, m.CantWalk,
out _) && Check(map, m, itemsRight, mobsRight, xRight, yRight, startTop, startZ, m.CanSwim,
m.CantWalk, out _)))
moveIsOk = false;
}
else
{
if (!(Check(map, m, itemsLeft, mobsLeft, xLeft, yLeft, startTop, startZ, m.CanSwim, m.CantWalk,
out _) || Check(map, m, itemsRight, mobsRight, xRight, yRight, startTop, startZ, m.CanSwim,
m.CantWalk, out _)))
moveIsOk = false;
}
bc?.DebugSay("Can I still move? {0} {1}", moveIsOk, newZ);
}
for (int i = 0; i < (checkDiagonals ? 4 : 2); ++i)
if (m_Pools[i].Count != 0)
m_Pools[i].Clear();
for (int i = 0; i < (checkDiagonals ? 3 : 1); ++i)
if (m_MobPools[i].Count != 0)
m_MobPools[i].Clear();
if (!moveIsOk)
newZ = startZ;
return moveIsOk;
get => m_Goal;
set => m_Goal = value;
}
public bool CheckMovement(Mobile m, Direction d, out int newZ) => CheckMovement(m, m.Map, m.Location, d, out newZ);
public static void Configure()
{
Movement.Impl = new MovementImpl();
}
private bool IsOk(bool ignoreDoors, bool ignoreSpellFields, int ourZ, int ourTop, StaticTile[] tiles,
List<Item> items)
private MovementImpl()
{
for (int i = 0; i < tiles.Length; ++i)
}
private bool IsOk(bool ignoreDoors, bool ignoreSpellFields, int ourZ, int ourTop, StaticTile[] tiles, List<Item> items)
{
for (var i = 0; i < tiles.Length; ++i)
{
StaticTile check = tiles[i];
ItemData itemData = TileData.ItemTable[check.ID & TileData.MaxItemValue];
var check = tiles[i];
var itemData = TileData.ItemTable[check.ID & TileData.MaxItemValue];
if ((itemData.Flags & ImpassableSurface) != 0) // Impassable || Surface
{
int checkZ = check.Z;
int checkTop = checkZ + itemData.CalcHeight;
var checkZ = check.Z;
var checkTop = checkZ + itemData.CalcHeight;
if (checkTop > ourZ && ourTop > checkZ)
return false;
if (checkTop > ourZ && ourTop > checkZ) return false;
}
}
for (int i = 0; i < items.Count; ++i)
for (var 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;
var item = items[i];
var itemID = item.ItemID & TileData.MaxItemValue;
var itemData = TileData.ItemTable[itemID];
var 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)))
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;
if (ignoreSpellFields && (itemID == 0x82 || itemID == 0x3946 || itemID == 0x3956)) continue;
int checkZ = item.Z;
int checkTop = checkZ + itemData.CalcHeight;
var checkZ = item.Z;
var checkTop = checkZ + itemData.CalcHeight;
if (checkTop > ourZ && ourTop > checkZ)
return false;
if (checkTop > ourZ && ourTop > checkZ) return false;
}
}
return true;
}
private List<Item>[] m_Pools = { new List<Item>(), new List<Item>(), new List<Item>(), new List<Item>() };
private List<Mobile>[] m_MobPools = { new List<Mobile>(), new List<Mobile>(), new List<Mobile>() };
private List<Sector> m_Sectors = new List<Sector>();
private bool Check(Map map, Mobile m, List<Item> items, List<Mobile> mobiles, 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);
var tiles = map.Tiles.GetStaticTiles(x, y, true);
var landTile = map.Tiles.GetLandTile(x, y);
var flags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
var impassable = (flags & TileFlag.Impassable) != 0;
bool landBlocks = (TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Impassable) != 0;
bool considerLand = !landTile.Ignored;
// Impassable + swim on water is ok, otherwise block if cannot walk or impassable
var landBlocks = (cantWalk || impassable) && !(impassable && canSwim && (flags & TileFlag.Wet) != 0);
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;
var considerLand = !landTile.Ignored;
int landZ = 0, landCenter = 0, landTop = 0;
map.GetAverageZ(x, y, ref landZ, ref landCenter, ref landTop);
bool moveIsOk = false;
var moveIsOk = false;
int stepTop = startTop + StepHeight;
int checkTop = startZ + PersonHeight;
var stepTop = startTop + StepHeight;
var checkTop = startZ + PersonHeight;
bool ignoreDoors = AlwaysIgnoreDoors || !m.Alive || m.Body.BodyID == 0x3DB || m.IsDeadBondedPet;
bool ignoreSpellFields = m is PlayerMobile && map != Map.Felucca;
var ignoreDoors = AlwaysIgnoreDoors || !m.Alive || m.Body.BodyID == 0x3DB || m.IsDeadBondedPet;
var ignoreSpellFields = m is PlayerMobile && map != Map.Felucca;
for (int i = 0; i < tiles.Length; ++i)
for (var i = 0; i < tiles.Length; ++i)
{
StaticTile tile = tiles[i];
ItemData itemData = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
TileFlag flags = itemData.Flags;
var tile = tiles[i];
var itemData = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
flags = itemData.Flags;
var notWater = (flags & TileFlag.Wet) == 0;
// Surface && !Impassable
if ((flags & ImpassableSurface) != TileFlag.Surface && (!canSwim || (flags & TileFlag.Wet) == 0))
continue;
if ((flags & ImpassableSurface) != TileFlag.Surface && (!canSwim || notWater) || cantWalk && notWater) continue;
if (cantWalk && (flags & TileFlag.Wet) == 0)
continue;
int itemZ = tile.Z;
int itemTop = itemZ;
int ourZ = itemZ + itemData.CalcHeight;
int testTop = checkTop;
var itemZ = tile.Z;
var itemTop = itemZ;
var ourZ = itemZ + itemData.CalcHeight;
// int ourTop = ourZ + PersonHeight;
var testTop = checkTop;
if (moveIsOk)
{
int cmp = Math.Abs(ourZ - m.Z) - Math.Abs(newZ - m.Z);
var cmp = Math.Abs(ourZ - m.Z) - Math.Abs(newZ - m.Z);
if (cmp > 0 || (cmp == 0 && ourZ > newZ))
continue;
if (cmp > 0 || cmp == 0 && ourZ > newZ) continue;
}
if (ourZ + PersonHeight > testTop)
testTop = ourZ + PersonHeight;
if (ourZ + PersonHeight > testTop) testTop = ourZ + PersonHeight;
if (!itemData.Bridge)
itemTop += itemData.Height;
if (!itemData.Bridge) itemTop += itemData.Height;
if (stepTop < itemTop)
continue;
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))
if (stepTop >= itemTop)
{
newZ = ourZ;
moveIsOk = true;
var 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;
}
}
}
for (int i = 0; i < items.Count; ++i)
for (var i = 0; i < items.Count; ++i)
{
Item item = items[i];
ItemData itemData = item.ItemData;
TileFlag flags = itemData.Flags;
var item = items[i];
var itemData = item.ItemData;
flags = itemData.Flags;
if (!item.Movable && ((flags & ImpassableSurface) == TileFlag.Surface ||
(m.CanSwim && (flags & TileFlag.Wet) != 0))) // Surface && !Impassable && !Movable
var notWater = (flags & TileFlag.Wet) == 0;
// Surface && !Impassable && !Movable
if (item.Movable ||
(flags & ImpassableSurface) != TileFlag.Surface && (!m.CanSwim || notWater) ||
cantWalk && notWater) continue;
var itemZ = item.Z;
var itemTop = itemZ;
var ourZ = itemZ + itemData.CalcHeight;
// int ourTop = ourZ + PersonHeight;
var testTop = checkTop;
if (moveIsOk)
{
if (cantWalk && (flags & TileFlag.Wet) == 0)
continue;
var cmp = Math.Abs(ourZ - m.Z) - Math.Abs(newZ - m.Z);
int itemZ = item.Z;
int itemTop = itemZ;
int ourZ = itemZ + itemData.CalcHeight;
int testTop = checkTop;
if (cmp > 0 || cmp == 0 && ourZ > newZ) continue;
}
if (moveIsOk)
if (ourZ + PersonHeight > testTop) testTop = ourZ + PersonHeight;
if (!itemData.Bridge) itemTop += itemData.Height;
if (stepTop >= itemTop)
{
var 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))
{
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;
}
newZ = ourZ;
moveIsOk = true;
}
}
}
if (considerLand && !landBlocks && stepTop >= landZ)
{
int ourZ = landCenter;
int testTop = checkTop;
var ourZ = landCenter;
// int ourTop = ourZ + PersonHeight;
var testTop = checkTop;
if (ourZ + PersonHeight > testTop)
testTop = ourZ + PersonHeight;
if (ourZ + PersonHeight > testTop) testTop = ourZ + PersonHeight;
bool shouldCheck = true;
var shouldCheck = true;
if (moveIsOk)
{
int cmp = Math.Abs(ourZ - m.Z) - Math.Abs(newZ - m.Z);
var cmp = Math.Abs(ourZ - m.Z) - Math.Abs(newZ - m.Z);
if (cmp > 0 || (cmp == 0 && ourZ > newZ))
shouldCheck = false;
if (cmp > 0 || cmp == 0 && ourZ > newZ) shouldCheck = false;
}
if (shouldCheck && IsOk(ignoreDoors, ignoreSpellFields, ourZ, testTop, tiles, items))
@ -473,97 +227,282 @@ namespace Server.Movement
}
}
for (int i = 0; moveIsOk && i < mobiles.Count; ++i)
{
Mobile mob = mobiles[i];
if (moveIsOk)
for (var i = 0; moveIsOk && i < mobiles.Count; ++i)
{
var mob = mobiles[i];
if (mob != m && mob.Z + 15 > newZ && newZ + 15 > mob.Z && !CanMoveOver(m, mob))
moveIsOk = false;
}
if (mob != m && mob.Z + 15 > newZ && newZ + 15 > mob.Z && !CanMoveOver(m, mob)) moveIsOk = false;
}
return moveIsOk;
}
private bool CanMoveOver(Mobile m, Mobile t) =>
!t.Alive || !m.Alive || t.IsDeadBondedPet || m.IsDeadBondedPet ||
(t.Hidden && t.AccessLevel > AccessLevel.Player);
!t.Alive || !m.Alive || t.IsDeadBondedPet || m.IsDeadBondedPet || t.Hidden && t.AccessLevel > AccessLevel.Player;
public bool CheckMovement(Mobile m, Map map, Point3D loc, Direction d, out int newZ)
{
if (map == null || map == Map.Internal)
{
newZ = 0;
return false;
}
var xStart = loc.X;
var yStart = loc.Y;
int xForward = xStart, yForward = yStart;
int xRight = xStart, yRight = yStart;
int xLeft = xStart, yLeft = yStart;
var 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;
}
var itemsStart = m_Pools[0];
var itemsForward = m_Pools[1];
var itemsLeft = m_Pools[2];
var itemsRight = m_Pools[3];
var ignoreMovableImpassables = IgnoreMovableImpassables;
var reqFlags = ImpassableSurface;
if (m.CanSwim) reqFlags |= TileFlag.Wet;
var mobsForward = m_MobPools[0];
var mobsLeft = m_MobPools[1];
var mobsRight = m_MobPools[2];
var checkMobs = (m as BaseCreature)?.Controlled == false && (xForward != m_Goal.X || yForward != m_Goal.Y);
if (checkDiagonals)
{
var sectorStart = map.GetSector(xStart, yStart);
var sectorForward = map.GetSector(xForward, yForward);
var sectorLeft = map.GetSector(xLeft, yLeft);
var sectorRight = map.GetSector(xRight, yRight);
var 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 (var i = 0; i < sectors.Count; ++i)
{
var sector = sectors[i];
for (var j = 0; j < sector.Items.Count; ++j)
{
var item = sector.Items[j];
if (ignoreMovableImpassables && item.Movable && (item.ItemData.Flags & ImpassableSurface) != 0) continue;
if ((item.ItemData.Flags & reqFlags) == 0) continue;
if (item is BaseMulti || item.ItemID > TileData.MaxItemValue) continue;
if (sector == sectorStart && item.AtWorldPoint(xStart, yStart))
itemsStart.Add(item);
else if (sector == sectorForward && item.AtWorldPoint(xForward, yForward))
itemsForward.Add(item);
else if (sector == sectorLeft && item.AtWorldPoint(xLeft, yLeft))
itemsLeft.Add(item);
else if (sector == sectorRight && item.AtWorldPoint(xRight, yRight))
itemsRight.Add(item);
}
if (checkMobs)
for (var j = 0; j < sector.Mobiles.Count; ++j)
{
var mob = sector.Mobiles[j];
if (sector == sectorForward && mob.X == xForward && mob.Y == yForward)
mobsForward.Add(mob);
else if (sector == sectorLeft && mob.X == xLeft && mob.Y == yLeft)
mobsLeft.Add(mob);
else if (sector == sectorRight && mob.X == xRight && mob.Y == yRight) mobsRight.Add(mob);
}
}
if (m_Sectors.Count > 0) m_Sectors.Clear();
}
else
{
var sectorStart = map.GetSector(xStart, yStart);
var sectorForward = map.GetSector(xForward, yForward);
if (sectorStart == sectorForward)
{
for (var i = 0; i < sectorStart.Items.Count; ++i)
{
var item = sectorStart.Items[i];
if (ignoreMovableImpassables && item.Movable && (item.ItemData.Flags & ImpassableSurface) != 0) continue;
if ((item.ItemData.Flags & reqFlags) == 0) continue;
if (item is BaseMulti || item.ItemID > TileData.MaxItemValue) continue;
if (item.AtWorldPoint(xStart, yStart))
itemsStart.Add(item);
else if (item.AtWorldPoint(xForward, yForward))
itemsForward.Add(item);
}
}
else
{
for (var i = 0; i < sectorForward.Items.Count; ++i)
{
var item = sectorForward.Items[i];
if (ignoreMovableImpassables && item.Movable && (item.ItemData.Flags & ImpassableSurface) != 0) continue;
if ((item.ItemData.Flags & reqFlags) == 0) continue;
if (item.AtWorldPoint(xForward, yForward) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue)
itemsForward.Add(item);
}
for (var i = 0; i < sectorStart.Items.Count; ++i)
{
var item = sectorStart.Items[i];
if (ignoreMovableImpassables && item.Movable && (item.ItemData.Flags & ImpassableSurface) != 0) continue;
if ((item.ItemData.Flags & reqFlags) == 0) continue;
if (item.AtWorldPoint(xStart, yStart) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue)
itemsStart.Add(item);
}
}
if (checkMobs)
for (var i = 0; i < sectorForward.Mobiles.Count; ++i)
{
var mob = sectorForward.Mobiles[i];
if (mob.X == xForward && mob.Y == yForward) mobsForward.Add(mob);
}
}
GetStartZ(m, map, loc, itemsStart, out var startZ, out var startTop);
var moveIsOk = Check(map, m, itemsForward, mobsForward, xForward, yForward, startTop, startZ, m.CanSwim, m.CantWalk,
out newZ);
if (moveIsOk && checkDiagonals)
{
if (m.Player && m.AccessLevel < AccessLevel.GameMaster)
{
if (!Check(map, m, itemsLeft, mobsLeft, xLeft, yLeft, startTop, startZ, m.CanSwim, m.CantWalk, out _) ||
!Check(map, m, itemsRight, mobsRight, xRight, yRight, startTop, startZ, m.CanSwim, m.CantWalk, out _))
moveIsOk = false;
}
else
{
if (!Check(map, m, itemsLeft, mobsLeft, xLeft, yLeft, startTop, startZ, m.CanSwim, m.CantWalk, out _) &&
!Check(map, m, itemsRight, mobsRight, xRight, yRight, startTop, startZ, m.CanSwim, m.CantWalk, out _))
moveIsOk = false;
}
}
for (int i = 0, c = checkDiagonals ? 4 : 2; i < c; ++i)
m_Pools[i].Clear();
for (int i = 0, c = checkDiagonals ? 3 : 1; i < c; ++i)
m_MobPools[i].Clear();
if (!moveIsOk) newZ = startZ;
return moveIsOk;
}
public bool CheckMovement(Mobile m, Direction d, out int newZ) => 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);
var 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;
var flags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
var impassable = (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;
// Impassable + swim on water is ok, otherwise block if cannot walk or impassable
var landBlocks = (m.CantWalk || impassable) && !(impassable && m.CanSwim && (flags & TileFlag.Wet) != 0);
map.GetAverageZ(xCheck, yCheck, ref landZ, ref landCenter, ref landTop);
bool considerLand = !landTile.Ignored;
var considerLand = !landTile.Ignored;
int zCenter = zLow = zTop = 0;
bool isSet = false;
var zCenter = zLow = zTop = 0;
var isSet = false;
if (considerLand && !landBlocks && loc.Z >= landCenter)
{
zLow = landZ;
zCenter = landCenter;
if (landTop > zTop)
zTop = landTop;
zTop = landTop;
isSet = true;
}
StaticTile[] staticTiles = map.Tiles.GetStaticTiles(xCheck, yCheck, true);
var staticTiles = map.Tiles.GetStaticTiles(xCheck, yCheck, true);
for (int i = 0; i < staticTiles.Length; ++i)
for (var i = 0; i < staticTiles.Length; ++i)
{
StaticTile tile = staticTiles[i];
ItemData id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
var tile = staticTiles[i];
var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
int calcTop = tile.Z + id.CalcHeight;
var calcTop = tile.Z + id.CalcHeight;
if ((!isSet || calcTop >= zCenter) &&
((id.Flags & TileFlag.Surface) != 0 || (m.CanSwim && (id.Flags & TileFlag.Wet) != 0)) && loc.Z >= calcTop)
((id.Flags & TileFlag.Surface) != 0 || m.CanSwim && (id.Flags & TileFlag.Wet) != 0) && loc.Z >= calcTop)
{
if (m.CantWalk && (id.Flags & TileFlag.Wet) == 0)
continue;
if (m.CantWalk && (id.Flags & TileFlag.Wet) == 0) continue;
zLow = tile.Z;
zCenter = calcTop;
zTop = tile.Z + id.Height;
var top = tile.Z + id.Height;
if (!isSet || top > zTop) zTop = top;
isSet = true;
}
}
for (int i = 0; i < itemList.Count; ++i)
for (var i = 0; i < itemList.Count; ++i)
{
Item item = itemList[i];
var item = itemList[i];
ItemData id = item.ItemData;
var id = item.ItemData;
int calcTop = item.Z + id.CalcHeight;
var calcTop = item.Z + id.CalcHeight;
if ((!isSet || calcTop >= zCenter) &&
((id.Flags & TileFlag.Surface) != 0 || (m.CanSwim && (id.Flags & TileFlag.Wet) != 0)) && loc.Z >= calcTop)
((id.Flags & TileFlag.Surface) != 0 || m.CanSwim && (id.Flags & TileFlag.Wet) != 0) && loc.Z >= calcTop)
{
if (m.CantWalk && (id.Flags & TileFlag.Wet) == 0)
continue;
if (m.CantWalk && (id.Flags & TileFlag.Wet) == 0) continue;
zLow = item.Z;
zCenter = calcTop;
int top = item.Z + id.Height;
var top = item.Z + id.Height;
if (!isSet || top > zTop)
zTop = top;
if (!isSet || top > zTop) zTop = top;
isSet = true;
}
@ -571,8 +510,7 @@ namespace Server.Movement
if (!isSet)
zLow = zTop = loc.Z;
else if (loc.Z > zTop)
zTop = loc.Z;
else if (loc.Z > zTop) zTop = loc.Z;
}
public void Offset(Direction d, ref int x, ref int y)