using System; using System.Collections.Generic; 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 List[] m_MobPools = { new List(), new List(), new List() }; private List[] m_Pools = { new List(), new List(), new List(), new List() }; private List m_Sectors = new List(); private MovementImpl() { } 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) { 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 itemsStart = m_Pools[0]; List itemsForward = m_Pools[1]; List itemsLeft = m_Pools[2]; List itemsRight = m_Pools[3]; bool ignoreMovableImpassables = IgnoreMovableImpassables; TileFlag reqFlags = ImpassableSurface; if (m.CanSwim) reqFlags |= TileFlag.Wet; List mobsForward = m_MobPools[0]; List mobsLeft = m_MobPools[1]; List 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 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; } public bool CheckMovement(Mobile m, Direction d, out int newZ) { return 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 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 bool Check(Map map, Mobile m, List items, List 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); 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 = AlwaysIgnoreDoors || !m.Alive || m.Body.BodyID == 0x3DB || m.IsDeadBondedPet; bool ignoreSpellFields = m is PlayerMobile && map != Map.Felucca; #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; // Surface && !Impassable if ((flags & ImpassableSurface) != TileFlag.Surface && (!canSwim || (flags & TileFlag.Wet) == 0)) continue; if (cantWalk && (flags & TileFlag.Wet) == 0) continue; int itemZ = tile.Z; int itemTop = itemZ; int ourZ = itemZ + itemData.CalcHeight; 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) 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)) { 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 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 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; } } #region Mobiles for (int i = 0; moveIsOk && i < mobiles.Count; ++i) { Mobile mob = mobiles[i]; if (mob != m && mob.Z + 15 > newZ && newZ + 15 > mob.Z && !CanMoveOver(m, mob)) moveIsOk = false; } #endregion return moveIsOk; } private bool CanMoveOver(Mobile m, Mobile t) { return !t.Alive || !m.Alive || t.IsDeadBondedPet || m.IsDeadBondedPet || t.Hidden && t.AccessLevel > AccessLevel.Player; } private void GetStartZ(Mobile m, Map map, Point3D loc, List 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 (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; zTop = tile.Z + id.Height; 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; } } } }