using System; using System.Collections.Generic; using System.Linq; using Server.Items; using Server.Mobiles; namespace Server.Movement { public class FastMovementImpl : IMovementImpl { private const int PersonHeight = 16; private const int StepHeight = 2; private const TileFlag ImpassableSurface = TileFlag.Impassable | TileFlag.Surface; public static bool Enabled = false; private static IMovementImpl _Successor; private FastMovementImpl() { } public bool CheckMovement(Mobile m, Map map, Point3D loc, Direction d, out int newZ) { if (!Enabled && _Successor != null) return _Successor.CheckMovement(m, map, loc, d, out 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; } IEnumerable itemsStart, itemsForward, itemsLeft, itemsRight; bool ignoreMovableImpassables = MovementImpl.IgnoreMovableImpassables; TileFlag reqFlags = ImpassableSurface; if (m.CanSwim) reqFlags |= TileFlag.Wet; if (checkDiagonals) { Sector sStart = map.GetSector(xStart, yStart); Sector sForward = map.GetSector(xForward, yForward); Sector sLeft = map.GetSector(xLeft, yLeft); Sector sRight = map.GetSector(xRight, yRight); itemsStart = sStart.Items.Where(i => Verify(i, reqFlags, ignoreMovableImpassables, xStart, yStart)); itemsForward = sForward.Items.Where(i => Verify(i, reqFlags, ignoreMovableImpassables, xForward, yForward)); itemsLeft = sLeft.Items.Where(i => Verify(i, reqFlags, ignoreMovableImpassables, xLeft, yLeft)); itemsRight = sRight.Items.Where(i => Verify(i, reqFlags, ignoreMovableImpassables, xRight, yRight)); } else { Sector sStart = map.GetSector(xStart, yStart); Sector sForward = map.GetSector(xForward, yForward); itemsStart = sStart.Items.Where(i => Verify(i, reqFlags, ignoreMovableImpassables, xStart, yStart)); itemsForward = sForward.Items.Where(i => Verify(i, reqFlags, ignoreMovableImpassables, xForward, yForward)); itemsLeft = Enumerable.Empty(); itemsRight = Enumerable.Empty(); } GetStartZ(m, map, loc, itemsStart, out int startZ, out int startTop); List list = null; MovementPool.AcquireMoveCache(ref list, itemsForward); bool moveIsOk = Check(map, m, list, xForward, yForward, startTop, startZ, m.CanSwim, m.CantWalk, out newZ); if (moveIsOk && checkDiagonals) { if (m.Player && m.AccessLevel < AccessLevel.GameMaster) { MovementPool.AcquireMoveCache(ref list, itemsLeft); if (!Check(map, m, list, xLeft, yLeft, startTop, startZ, m.CanSwim, m.CantWalk, out _)) { moveIsOk = false; } else { MovementPool.AcquireMoveCache(ref list, itemsRight); if (!Check(map, m, list, xRight, yRight, startTop, startZ, m.CanSwim, m.CantWalk, out _)) moveIsOk = false; } } else { MovementPool.AcquireMoveCache(ref list, itemsLeft); if (!Check(map, m, list, xLeft, yLeft, startTop, startZ, m.CanSwim, m.CantWalk, out _)) { MovementPool.AcquireMoveCache(ref list, itemsRight); if (!Check(map, m, list, xRight, yRight, startTop, startZ, m.CanSwim, m.CantWalk, out _)) moveIsOk = false; } } } MovementPool.ClearMoveCache(ref list, true); if (!moveIsOk) newZ = startZ; return moveIsOk; } public bool CheckMovement(Mobile m, Direction d, out int newZ) => !Enabled && _Successor != null ? _Successor.CheckMovement(m, d, out newZ) : CheckMovement(m, m.Map, m.Location, d, out newZ); public static void Initialize() { _Successor = Movement.Impl; Movement.Impl = new FastMovementImpl(); } private static bool IsOk(StaticTile tile, int ourZ, int ourTop) { ItemData itemData = TileData.ItemTable[tile.ID & TileData.MaxItemValue]; return tile.Z + itemData.CalcHeight <= ourZ || ourTop <= tile.Z || (itemData.Flags & ImpassableSurface) == 0; } private static bool IsOk(Item item, int ourZ, int ourTop, bool ignoreDoors, bool ignoreSpellFields) { int itemID = item.ItemID & TileData.MaxItemValue; ItemData itemData = TileData.ItemTable[itemID]; if ((itemData.Flags & ImpassableSurface) == 0) return true; if (((itemData.Flags & TileFlag.Door) != 0 || itemID == 0x692 || itemID == 0x846 || itemID == 0x873 || (itemID >= 0x6F5 && itemID <= 0x6F6)) && ignoreDoors) return true; if ((itemID == 0x82 || itemID == 0x3946 || itemID == 0x3956) && ignoreSpellFields) return true; return item.Z + itemData.CalcHeight <= ourZ || ourTop <= item.Z; } private static bool IsOk( bool ignoreDoors, bool ignoreSpellFields, int ourZ, int ourTop, IEnumerable tiles, IEnumerable items) { return tiles.All(t => IsOk(t, ourZ, ourTop)) && items.All(i => IsOk(i, ourZ, ourTop, ignoreDoors, ignoreSpellFields)); } private static bool Check( Map map, Mobile m, List 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); LandData landData = TileData.LandTable[landTile.ID & TileData.MaxLandValue]; bool landBlocks = (landData.Flags & TileFlag.Impassable) != 0; bool considerLand = !landTile.Ignored; if (landBlocks && canSwim && (landData.Flags & TileFlag.Wet) != 0) landBlocks = false; else if (cantWalk && (landData.Flags & TileFlag.Wet) == 0) 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 = MovementImpl.AlwaysIgnoreDoors || !m.Alive || m.IsDeadBondedPet || m.Body.IsGhost || m.Body.BodyID == 987; bool ignoreSpellFields = m is PlayerMobile && map.MapID != 0; int itemZ, itemTop, ourZ, ourTop, testTop; ItemData itemData; TileFlag flags; foreach (StaticTile tile in tiles) { itemData = TileData.ItemTable[tile.ID & TileData.MaxItemValue]; if (m.Flying && Insensitive.Equals(itemData.Name, "hover over")) { newZ = tile.Z; return true; } // Stygian Dragon if (m.Body == 826 && map?.MapID == 5) { if (x >= 307 && x <= 354 && y >= 126 && y <= 192) { if (tile.Z > newZ) newZ = tile.Z; moveIsOk = true; } else if (x >= 42 && x <= 89) { if ((y >= 333 && y <= 399) || (y >= 531 && y <= 597) || (y >= 739 && y <= 805)) { if (tile.Z > newZ) newZ = tile.Z; moveIsOk = true; } } } flags = itemData.Flags; if ((flags & ImpassableSurface) != TileFlag.Surface && (!canSwim || (flags & TileFlag.Wet) == 0)) continue; if (cantWalk && (flags & TileFlag.Wet) == 0) continue; itemZ = tile.Z; itemTop = itemZ; ourZ = itemZ + itemData.CalcHeight; ourTop = ourZ + PersonHeight; 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 (ourTop > testTop) testTop = ourTop; 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)) continue; newZ = ourZ; moveIsOk = true; } foreach (Item item in items) { itemData = item.ItemData; flags = itemData.Flags; if (m.Flying && Insensitive.Equals(itemData.Name, "hover over")) { newZ = item.Z; return true; } if (item.Movable) continue; if ((flags & ImpassableSurface) != TileFlag.Surface && (!m.CanSwim || (flags & TileFlag.Wet) == 0)) continue; if (cantWalk && (flags & TileFlag.Wet) == 0) continue; itemZ = item.Z; itemTop = itemZ; ourZ = itemZ + itemData.CalcHeight; ourTop = ourZ + PersonHeight; 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 (ourTop > testTop) testTop = ourTop; 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)) continue; newZ = ourZ; moveIsOk = true; } if (!considerLand || landBlocks || stepTop < landZ) return moveIsOk; ourZ = landCenter; ourTop = ourZ + PersonHeight; testTop = checkTop; if (ourTop > testTop) testTop = ourTop; 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)) return moveIsOk; newZ = ourZ; moveIsOk = true; return moveIsOk; } private static bool Verify(Item item, int x, int y) => item.AtWorldPoint(x, y); private static bool Verify(Item item, TileFlag reqFlags, bool ignoreMovableImpassables) => item != null && (!ignoreMovableImpassables || !item.Movable || !item.ItemData.Impassable) && (item.ItemData.Flags & reqFlags) != 0 && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue; private static bool Verify(Item item, TileFlag reqFlags, bool ignoreMovableImpassables, int x, int y) => Verify(item, reqFlags, ignoreMovableImpassables) && Verify(item, x, y); private static void GetStartZ(Mobile m, Map map, Point3D loc, IEnumerable itemList, out int zLow, out int zTop) { int xCheck = loc.X, yCheck = loc.Y; LandTile landTile = map.Tiles.GetLandTile(xCheck, yCheck); LandData landData = TileData.LandTable[landTile.ID & TileData.MaxLandValue]; bool landBlocks = (landData.Flags & TileFlag.Impassable) != 0; if (landBlocks && m.CanSwim && (landData.Flags & TileFlag.Wet) != 0) landBlocks = false; else if (m.CantWalk && (landData.Flags & TileFlag.Wet) == 0) landBlocks = true; int landZ = 0, landCenter = 0, landTop = 0; 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; zTop = landTop; isSet = true; } StaticTile[] staticTiles = map.Tiles.GetStaticTiles(xCheck, yCheck, true); foreach (StaticTile tile in staticTiles) { ItemData tileData = TileData.ItemTable[tile.ID & TileData.MaxItemValue]; int calcTop = tile.Z + tileData.CalcHeight; if (isSet && calcTop < zCenter) continue; if ((tileData.Flags & TileFlag.Surface) == 0 && (!m.CanSwim || (tileData.Flags & TileFlag.Wet) == 0)) continue; if (loc.Z < calcTop) continue; if (m.CantWalk && (tileData.Flags & TileFlag.Wet) == 0) continue; zLow = tile.Z; zCenter = calcTop; int top = tile.Z + tileData.Height; if (!isSet || top > zTop) zTop = top; isSet = true; } foreach (Item item in itemList) { ItemData itemData = item.ItemData; int calcTop = item.Z + itemData.CalcHeight; if (isSet && calcTop < zCenter) continue; if ((itemData.Flags & TileFlag.Surface) == 0 && (!m.CanSwim || (itemData.Flags & TileFlag.Wet) == 0)) continue; if (loc.Z < calcTop) continue; if (m.CantWalk && (itemData.Flags & TileFlag.Wet) == 0) continue; zLow = item.Z; zCenter = calcTop; int top = item.Z + itemData.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; } } private static class MovementPool { private static readonly object _MovePoolLock = new object(); private static readonly Queue> _MoveCachePool = new Queue>(0x400); public static void AcquireMoveCache(ref List cache, IEnumerable items) { if (cache == null) lock (_MovePoolLock) { cache = _MoveCachePool.Count > 0 ? _MoveCachePool.Dequeue() : new List(0x10); } else cache.Clear(); cache.AddRange(items); } public static void ClearMoveCache(ref List cache, bool free) { cache?.Clear(); if (!free) return; lock (_MovePoolLock) { if (_MoveCachePool.Count < 0x400) _MoveCachePool.Enqueue(cache); } cache = null; } } } }