625 lines
19 KiB
C#
625 lines
19 KiB
C#
using System;
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using System.Collections.Generic;
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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 List<Mobile>[] m_MobPools = {
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new List<Mobile>(), new List<Mobile>(),
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new List<Mobile>()
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};
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private List<Item>[] m_Pools = {
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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 MovementImpl()
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{
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}
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public static bool AlwaysIgnoreDoors{ get; set; }
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public static bool IgnoreMovableImpassables{ get; set; }
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public static bool IgnoreSpellFields{ get; set; }
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public static Point3D Goal{ get; set; }
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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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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 = 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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List<Mobile> mobsForward = m_MobPools[0];
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List<Mobile> mobsLeft = m_MobPools[1];
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List<Mobile> mobsRight = m_MobPools[2];
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BaseCreature bc = m as BaseCreature;
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bool checkMobs = bc?.Controlled == false &&
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(xForward != Goal.X || yForward != Goal.Y);
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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.Flags & ImpassableSurface) != 0)
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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 is BaseMulti))
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{
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if (sector == sectorStart && item.AtWorldPoint(xStart, yStart) &&
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item.ItemID <= TileData.MaxItemValue)
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itemsStart.Add(item);
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else if (sector == sectorForward && item.AtWorldPoint(xForward, yForward) &&
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item.ItemID <= TileData.MaxItemValue)
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itemsForward.Add(item);
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else if (sector == sectorLeft && item.AtWorldPoint(xLeft, yLeft) &&
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item.ItemID <= TileData.MaxItemValue)
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itemsLeft.Add(item);
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else if (sector == sectorRight && item.AtWorldPoint(xRight, yRight) &&
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item.ItemID <= TileData.MaxItemValue)
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itemsRight.Add(item);
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}
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}
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if (checkMobs)
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for (int j = 0; j < sector.Mobiles.Count; ++j)
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{
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Mobile mob = sector.Mobiles[j];
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if (sector == sectorForward && mob.X == xForward && mob.Y == yForward)
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mobsForward.Add(mob);
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else if (sector == sectorLeft && mob.X == xLeft && mob.Y == yLeft)
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mobsLeft.Add(mob);
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else if (sector == sectorRight && mob.X == xRight && mob.Y == yRight)
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mobsRight.Add(mob);
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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.Flags & ImpassableSurface) != 0)
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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 is BaseMulti))
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{
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if (item.AtWorldPoint(xStart, yStart) &&
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item.ItemID <= TileData.MaxItemValue)
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itemsStart.Add(item);
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else if (item.AtWorldPoint(xForward, yForward) &&
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item.ItemID <= TileData.MaxItemValue)
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itemsForward.Add(item);
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}
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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.Flags & ImpassableSurface) != 0)
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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) &&
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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.Flags & ImpassableSurface) != 0)
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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) &&
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item.ItemID <= TileData.MaxItemValue)
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itemsStart.Add(item);
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}
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}
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if (checkMobs)
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for (int i = 0; i < sectorForward.Mobiles.Count; ++i)
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{
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Mobile mob = sectorForward.Mobiles[i];
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if (mob.X == xForward && mob.Y == yForward)
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mobsForward.Add(mob);
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}
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}
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GetStartZ(m, map, loc, itemsStart, out int startZ, out int startTop);
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bc?.DebugSay("My Z/Top is {0} {1}", startZ, startTop);
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bool moveIsOk = Check(map, m, itemsForward, mobsForward, xForward, yForward, startTop, startZ, m.CanSwim,
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m.CantWalk, out newZ);
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bc?.DebugSay("Can I move? {0} {1}", moveIsOk, newZ);
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if (moveIsOk && checkDiagonals)
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{
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if (m.Player && m.AccessLevel < AccessLevel.GameMaster)
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{
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if (!(Check(map, m, itemsLeft, mobsLeft, xLeft, yLeft, startTop, startZ, m.CanSwim, m.CantWalk,
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out _) && Check(map, m, itemsRight, mobsRight, xRight, yRight, startTop, startZ, m.CanSwim,
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m.CantWalk, out _)))
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moveIsOk = false;
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}
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else
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{
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if (!(Check(map, m, itemsLeft, mobsLeft, xLeft, yLeft, startTop, startZ, m.CanSwim, m.CantWalk,
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out _) || Check(map, m, itemsRight, mobsRight, xRight, yRight, startTop, startZ, m.CanSwim,
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m.CantWalk, out _)))
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moveIsOk = false;
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}
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bc?.DebugSay("Can I still move? {0} {1}", moveIsOk, newZ);
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}
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for (int i = 0; i < (checkDiagonals ? 4 : 2); ++i)
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if (m_Pools[i].Count != 0)
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m_Pools[i].Clear();
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for (int i = 0; i < (checkDiagonals ? 3 : 1); ++i)
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if (m_MobPools[i].Count != 0)
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m_MobPools[i].Clear();
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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) => CheckMovement(m, m.Map, m.Location, d, out newZ);
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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 bool IsOk(bool ignoreDoors, bool ignoreSpellFields, int ourZ, int ourTop, StaticTile[] tiles,
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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 ||
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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 bool Check(Map map, Mobile m, List<Item> items, List<Mobile> mobiles, int x, int y, int startTop, int startZ,
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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
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) //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
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) //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 = AlwaysIgnoreDoors || !m.Alive || m.Body.BodyID == 0x3DB || m.IsDeadBondedPet;
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bool ignoreSpellFields = m is PlayerMobile && map != Map.Felucca;
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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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// Surface && !Impassable
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if ((flags & ImpassableSurface) != TileFlag.Surface && (!canSwim || (flags & TileFlag.Wet) == 0))
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continue;
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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 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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continue;
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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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#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 ||
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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 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 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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#region Mobiles
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for (int i = 0; moveIsOk && i < mobiles.Count; ++i)
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{
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Mobile mob = mobiles[i];
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if (mob != m && mob.Z + 15 > newZ && newZ + 15 > mob.Z && !CanMoveOver(m, mob))
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moveIsOk = false;
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}
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#endregion
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return moveIsOk;
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}
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private bool CanMoveOver(Mobile m, Mobile t) =>
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!t.Alive || !m.Alive || t.IsDeadBondedPet || m.IsDeadBondedPet ||
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t.Hidden && t.AccessLevel > AccessLevel.Player;
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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 &&
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(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;
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|