public SurveyPreviewHouse(int multiID, Mobile prev) : base(0x219A)
        {
            m_Previewer  = prev;
            m_PreviewID  = multiID;
            m_Components = new List <Item>();

            MultiComponentList mcl = MultiData.GetComponents(m_PreviewID);

            for (int i = 1; i < mcl.List.Length; ++i)
            {
                MultiTileEntry entry = mcl.List[i];

                if (entry.m_Flags == 0)
                {
                    Item item = new PreviewStatic(entry.m_ItemID, m_Previewer);
                    item.Name = TileData.ItemTable[entry.m_ItemID].Name;

                    item.MoveToWorld(new Point3D(X + entry.m_OffsetX, Y + entry.m_OffsetY, Z + entry.m_OffsetZ), Map);

                    m_Components.Add(item);
                }
            }

            m_Timer = new DecayTimer(this, prev);
            m_Timer.Start();
            m_PreviewHouseList.Add(prev);
        }
Beispiel #2
0
        /// <summary>
        /// 初始化多周目数据
        /// </summary>
        private void InitMultiplay()
        {
            string filename = "datamp.sav";
            string savepath = SaveLoadTool.GetSavePath(filename);

            //判断是否含有datamp文件
            if (!SaveLoadTool.IsFileExists(savepath))
            {
                //若不存在 则生成默认数据表
                DefaultMultiData();
                //并写入本地文件
                string toSave = JsonConvert.SerializeObject(multiData);
                SaveLoadTool.SaveFile(savepath, toSave);
            }
            else
            {
                try
                {
                    //若文件存在 则读取二周目数据
                    string toLoad = SaveLoadTool.LoadFile(savepath);
                    multiData = JsonConvert.DeserializeObject <MultiData>(toLoad);
                }
                catch
                {
                    Debug.LogError("存档文件不符,已重置");
                    //出差错则覆盖本地文件
                    DefaultMultiData();
                    string toSave = JsonConvert.SerializeObject(multiData);
                    SaveLoadTool.SaveFile(savepath, toSave);
                }
            }
        }
Beispiel #3
0
        public void AddMissingComponents()
        {
            if (this.Map == Map.Internal)
            {
                return;
            }
            if (dirSpawned == Facing)
            {
                return;
            }

            // On rend certains composants invisibles
            TillerMan.Visible = false;
            PPlank.Visible    = false;
            SPlank.Visible    = false;
            Hold.Visible      = false;

            int multiID = 0;

            switch (Facing)
            {
            case Direction.North: multiID = NorthID; break;

            case Direction.East: multiID = EastID; break;

            case Direction.South: multiID = SouthID; break;

            case Direction.West: multiID = WestID; break;
            }

            if (multiID == 0)
            {
                return;
            }
            dirSpawned = this.Facing;

            CleanStaticParts();

            MultiComponentList mcl = MultiData.GetComponents(multiID);

            MultiTileEntry[] mte = mcl.List;

            for (int i = 0; i < mte.Length; i++)
            {
                if (mte[i].m_Flags == 0)
                {
                    BoatStatic s = new BoatStatic((int)mte[i].m_ItemID);
                    s.MoveToWorld(new Point3D(this.X + mte[i].m_OffsetX, this.Y + mte[i].m_OffsetY, this.Z + mte[i].m_OffsetZ), this.Map);
                    s.Movable = false;
                    m_StaticParts.Add(s);
                }
            }
        }
Beispiel #4
0
        public SmallFarm(Mobile owner, int id) : base(owner, id, 125, 2)
        {
            uint keyValue = CreateKeys(owner);

            AddSouthDoors(0, 3, 7, true);
            MultiComponentList mcl = MultiData.GetComponents(id);

            if (id >= 0x13EC && id < 0x1D00)
            {
                HouseFoundation.AddStairsTo(ref mcl); // this is a AOS house, add the stairs
            }
            // AddSouthDoor(0, 3, 7, keyValue);
            // SetSign(2, 4, 5);
        }
Beispiel #5
0
        public void AddExteriorStairs(MultiComponentList mcl)
        {
            // this won't work correctly without declaring a new mcl so it can then be resized
            MultiComponentList mclNew = new MultiComponentList(MultiData.GetComponents(ItemID));

            mclNew.Resize(mclNew.Width, mclNew.Height + 1);

            int xCenter = mcl.Center.X;
            int yCenter = mcl.Center.Y;
            int y       = mcl.Height;

            for (int x = 1; x < mclNew.Width; ++x)
            {
                Item stair = new Static(0x751);
                stair.MoveToWorld(new Point3D(x - xCenter, y - yCenter, 0), Map);
                m_Components.Add(stair);
            }
        }
Beispiel #6
0
        /// <summary>
        /// 生成默认的多周目数据
        /// </summary>
        private void DefaultMultiData()
        {
            multiData = new MultiData();

            //foreach (KeyValuePair<int, string> kv in staticData.cgInfo)
            //{
            //    multiData.cgTable.Add(kv.Key, false);
            //}

            //multiData.cgTable[0] = true;
            //multiData.cgTable[1] = true;
            //multiData.cgTable[2] = true;
            //multiData.cgTable[3] = true;
            //multiData.endingTable[0] = true;
            //multiData.endingTable[1] = true;
            //multiData.endingTable[2] = false;
            //multiData.endingTable[3] = false;
            //multiData.musicTable[0] = true;
            //multiData.musicTable[1] = true;
        }
Beispiel #7
0
        protected EffectInfo[] GetEffects()
        {
            var l = GetWorldLocation();
            var c = MultiData.GetComponents(MultiID);

            _Center = l.Clone3D(c.Center.X, c.Center.Y, l.Z);

            var list = new EffectInfo[c.List.Length];

            Parallel.For(
                0,
                list.Length,
                index =>
            {
                var t = c.List[index];
                var p = l.Clone3D(t.m_OffsetX, t.m_OffsetY, t.m_OffsetZ);

                list[index] = new EffectInfo(p, Map, t.m_ItemID, Hue, Speed, Duration, Render);
            });

            return(list);
        }
Beispiel #8
0
        public virtual void AutoAddFixtures()
        {
            MultiComponentList components = MultiData.GetComponents(ItemID);

            Dictionary <int, List <MultiTileEntry> > teleporters = new Dictionary <int, List <MultiTileEntry> >();

            for (var index = 0; index < components.List.Length; index++)
            {
                MultiTileEntry entry = components.List[index];

                if (entry.m_Flags == 0)
                {
                    // Telepoters
                    if (entry.m_ItemID >= 0x181D && entry.m_ItemID <= 0x1828)
                    {
                        if (teleporters.ContainsKey(entry.m_ItemID))
                        {
                            teleporters[entry.m_ItemID].Add(entry);
                        }
                        else
                        {
                            teleporters[entry.m_ItemID] = new List <MultiTileEntry>();
                            teleporters[entry.m_ItemID].Add(entry);
                        }
                    }
                    else
                    {
                        ItemData data = TileData.ItemTable[entry.m_ItemID & TileData.MaxItemValue];

                        // door
                        if ((data.Flags & TileFlag.Door) != 0)
                        {
                            AddDoor(entry.m_ItemID, entry.m_OffsetX, entry.m_OffsetY, entry.m_OffsetZ);
                        }
                        else
                        {
                            Item st = new Static((int)entry.m_ItemID);

                            st.MoveToWorld(new Point3D(X + entry.m_OffsetX, Y + entry.m_OffsetY, entry.m_OffsetZ), Map);
                            AddFixture(st);
                        }
                    }
                }
            }

            for (var index = 0; index < Doors.Count; index++)
            {
                Item item = Doors[index];

                if (item is BaseDoor door)
                {
                    for (var i = 0; i < Doors.Count; i++)
                    {
                        Item houseDoor = Doors[i];

                        if (houseDoor is BaseDoor check && check != door && door.InRange(check.Location, 1))
                        {
                            door.Link  = check;
                            check.Link = door;
                        }
                    }
                }
            }

            foreach (KeyValuePair <int, List <MultiTileEntry> > kvp in teleporters)
            {
                if (kvp.Value.Count > 2)
                {
                    Utility.WriteConsoleColor(ConsoleColor.Yellow, string.Format("Warning: More than 2 teleporters detected for {0:X}!", kvp.Key));
                }
                else if (kvp.Value.Count <= 1)
                {
                    Utility.WriteConsoleColor(ConsoleColor.Yellow, string.Format("Warning: 1 or less teleporters detected for {0:X}!", kvp.Key));

                    continue;
                }

                AddTeleporters(kvp.Key, new Point3D(kvp.Value[0].m_OffsetX, kvp.Value[0].m_OffsetY, kvp.Value[0].m_OffsetZ), new Point3D(kvp.Value[1].m_OffsetX, kvp.Value[1].m_OffsetY, kvp.Value[1].m_OffsetZ));
            }

            teleporters.Clear();
        }
Beispiel #9
0
        public static HousePlacementResult Check(Mobile from, int multiID, Point3D center, out ArrayList toMove)
        {
            // If this spot is considered valid, every item and mobile in this list will be moved under the house sign
            toMove = new ArrayList();

            Map map = from.Map;

            if (map == null || map == Map.Internal)
            {
                return(HousePlacementResult.BadLand);                // A house cannot go here
            }

            if (from.AccessLevel >= AccessLevel.GameMaster)
            {
                return(HousePlacementResult.Valid);                // Staff can place anywhere
            }

            if (map == Map.Ilshenar)
            {
                return(HousePlacementResult.BadRegion);                // No houses in Ilshenar
            }

            NoHousingRegion noHousingRegion = Region.Find(center, map) as NoHousingRegion;

            if (noHousingRegion != null)
            {
                return(HousePlacementResult.BadRegion);
            }

            // This holds data describing the internal structure of the house
            MultiComponentList mcl = MultiData.GetComponents(multiID);

            if (multiID >= 0x13EC && multiID < 0x1D00)
            {
                HouseFoundation.AddStairsTo(ref mcl);                   // this is a AOS house, add the stairs
            }

            // Location of the nortwest-most corner of the house
            Point3D start = new Point3D(center.X + mcl.Min.X, center.Y + mcl.Min.Y, center.Z);

            // These are storage lists. They hold items and mobiles found in the map for further processing
            ArrayList items = new ArrayList(), mobiles = new ArrayList();

            // These are also storage lists. They hold location values indicating the yard and border locations.
            ArrayList yard = new ArrayList(), borders = new ArrayList();

            /* RULES:
             *
             * 1) All tiles which are around the -outside- of the foundation must not have anything impassable.
             * 2) No impassable object or land tile may come in direct contact with any part of the house.
             * 3) Five tiles from the front and back of the house must be completely clear of all house tiles.
             * 4) The foundation must rest flatly on a surface. Any bumps around the foundation are not allowed.
             * 5) No foundation tile may reside over terrain which is viewed as a road.
             */

            for (int x = 0; x < mcl.Width; ++x)
            {
                for (int y = 0; y < mcl.Height; ++y)
                {
                    int tileX = start.X + x;
                    int tileY = start.Y + y;

                    Tile[] addTiles = mcl.Tiles[x][y];

                    if (addTiles.Length == 0)
                    {
                        continue;                         // There are no tiles here, continue checking somewhere else
                    }

                    Point3D testPoint = new Point3D(tileX, tileY, center.Z);

                    Region reg = Region.Find(testPoint, map);

                    if (!reg.AllowHousing(from, testPoint))                         // Cannot place houses in dungeons, towns, treasure map areas etc
                    {
                        if (reg is TreasureRegion)
                        {
                            return(HousePlacementResult.BadRegionHidden);
                        }

                        return(HousePlacementResult.BadRegion);
                    }

                    Tile landTile = map.Tiles.GetLandTile(tileX, tileY);
                    int  landID   = landTile.ID & 0x3FFF;

                    Tile[] oldTiles = map.Tiles.GetStaticTiles(tileX, tileY, true);

                    Sector sector = map.GetSector(tileX, tileY);

                    items.Clear();

                    for (int i = 0; i < sector.Items.Count; ++i)
                    {
                        Item item = (Item)sector.Items[i];

                        if (item.Visible && item.X == tileX && item.Y == tileY)
                        {
                            items.Add(item);
                        }
                    }

                    mobiles.Clear();

                    for (int i = 0; i < sector.Mobiles.Count; ++i)
                    {
                        Mobile m = (Mobile)sector.Mobiles[i];

                        if (m.X == tileX && m.Y == tileY)
                        {
                            mobiles.Add(m);
                        }
                    }

                    int landStartZ = 0, landAvgZ = 0, landTopZ = 0;

                    map.GetAverageZ(tileX, tileY, ref landStartZ, ref landAvgZ, ref landTopZ);

                    bool hasFoundation = false;

                    for (int i = 0; i < addTiles.Length; ++i)
                    {
                        Tile addTile = addTiles[i];

                        if (addTile.ID == 0x4001)                           // Nodraw
                        {
                            continue;
                        }

                        TileFlag addTileFlags = TileData.ItemTable[addTile.ID & 0x3FFF].Flags;

                        bool isFoundation = (addTile.Z == 0 && (addTileFlags & TileFlag.Wall) != 0);
                        bool hasSurface   = false;

                        if (isFoundation)
                        {
                            hasFoundation = true;
                        }

                        int addTileZ   = center.Z + addTile.Z;
                        int addTileTop = addTileZ + addTile.Height;

                        if ((addTileFlags & TileFlag.Surface) != 0)
                        {
                            addTileTop += 16;
                        }

                        if (addTileTop > landStartZ && landAvgZ > addTileZ)
                        {
                            return(HousePlacementResult.BadLand);                            // Broke rule #2
                        }

                        if (isFoundation && ((TileData.LandTable[landTile.ID & 0x3FFF].Flags & TileFlag.Impassable) == 0) && landAvgZ == center.Z)
                        {
                            hasSurface = true;
                        }

                        for (int j = 0; j < oldTiles.Length; ++j)
                        {
                            Tile     oldTile = oldTiles[j];
                            ItemData id      = TileData.ItemTable[oldTile.ID & 0x3FFF];

                            if ((id.Impassable || (id.Surface && (id.Flags & TileFlag.Background) == 0)) && addTileTop > oldTile.Z && (oldTile.Z + id.CalcHeight) > addTileZ)
                            {
                                return(HousePlacementResult.BadStatic);                                // Broke rule #2
                            }

                            /*else if ( isFoundation && !hasSurface && (id.Flags & TileFlag.Surface) != 0 && (oldTile.Z + id.CalcHeight) == center.Z )
                             *      hasSurface = true;*/
                        }

                        for (int j = 0; j < items.Count; ++j)
                        {
                            Item     item = (Item)items[j];
                            ItemData id   = item.ItemData;

                            if (addTileTop > item.Z && (item.Z + id.CalcHeight) > addTileZ)
                            {
                                if (item.Movable)
                                {
                                    toMove.Add(item);
                                }
                                else if ((id.Impassable || (id.Surface && (id.Flags & TileFlag.Background) == 0)))
                                {
                                    return(HousePlacementResult.BadItem);                                    // Broke rule #2
                                }
                            }

                            /*else if ( isFoundation && !hasSurface && (id.Flags & TileFlag.Surface) != 0 && (item.Z + id.CalcHeight) == center.Z )
                             * {
                             *      hasSurface = true;
                             * }*/
                        }

                        if (isFoundation && !hasSurface)
                        {
                            return(HousePlacementResult.NoSurface);                            // Broke rule #4
                        }

                        for (int j = 0; j < mobiles.Count; ++j)
                        {
                            Mobile m = (Mobile)mobiles[j];

                            if (addTileTop > m.Z && (m.Z + 16) > addTileZ)
                            {
                                toMove.Add(m);
                            }
                        }
                    }

                    for (int i = 0; i < m_RoadIDs.Length; i += 2)
                    {
                        if (landID >= m_RoadIDs[i] && landID <= m_RoadIDs[i + 1])
                        {
                            return(HousePlacementResult.BadLand);                            // Broke rule #5
                        }
                    }

                    if (hasFoundation)
                    {
                        for (int xOffset = -1; xOffset <= 1; ++xOffset)
                        {
                            for (int yOffset = -YardSize; yOffset <= YardSize; ++yOffset)
                            {
                                Point2D yardPoint = new Point2D(tileX + xOffset, tileY + yOffset);

                                if (!yard.Contains(yardPoint))
                                {
                                    yard.Add(yardPoint);
                                }
                            }
                        }

                        for (int xOffset = -1; xOffset <= 1; ++xOffset)
                        {
                            for (int yOffset = -1; yOffset <= 1; ++yOffset)
                            {
                                if (xOffset == 0 && yOffset == 0)
                                {
                                    continue;
                                }

                                // To ease this rule, we will not add to the border list if the tile here is under a base floor (z<=8)

                                int vx = x + xOffset;
                                int vy = y + yOffset;

                                if (vx >= 0 && vx < mcl.Width && vy >= 0 && vy < mcl.Height)
                                {
                                    Tile[] breakTiles  = mcl.Tiles[vx][vy];
                                    bool   shouldBreak = false;

                                    for (int i = 0; !shouldBreak && i < breakTiles.Length; ++i)
                                    {
                                        Tile breakTile = breakTiles[i];

                                        if (breakTile.Height == 0 && breakTile.Z <= 8 && TileData.ItemTable[breakTile.ID & 0x3FFF].Surface)
                                        {
                                            shouldBreak = true;
                                        }
                                    }

                                    if (shouldBreak)
                                    {
                                        continue;
                                    }
                                }

                                Point2D borderPoint = new Point2D(tileX + xOffset, tileY + yOffset);

                                if (!borders.Contains(borderPoint))
                                {
                                    borders.Add(borderPoint);
                                }
                            }
                        }
                    }
                }
            }

            for (int i = 0; i < borders.Count; ++i)
            {
                Point2D borderPoint = (Point2D)borders[i];

                Tile landTile = map.Tiles.GetLandTile(borderPoint.X, borderPoint.Y);
                int  landID   = landTile.ID & 0x3FFF;

                if ((TileData.LandTable[landID].Flags & TileFlag.Impassable) != 0)
                {
                    return(HousePlacementResult.BadLand);
                }

                for (int j = 0; j < m_RoadIDs.Length; j += 2)
                {
                    if (landID >= m_RoadIDs[j] && landID <= m_RoadIDs[j + 1])
                    {
                        return(HousePlacementResult.BadLand);                        // Broke rule #5
                    }
                }

                Tile[] tiles = map.Tiles.GetStaticTiles(borderPoint.X, borderPoint.Y, true);

                for (int j = 0; j < tiles.Length; ++j)
                {
                    Tile     tile = tiles[j];
                    ItemData id   = TileData.ItemTable[tile.ID & 0x3FFF];

                    if (id.Impassable || (id.Surface && (id.Flags & TileFlag.Background) == 0 && (tile.Z + id.CalcHeight) > (center.Z + 2)))
                    {
                        return(HousePlacementResult.BadStatic);                        // Broke rule #1
                    }
                }

                Sector    sector      = map.GetSector(borderPoint.X, borderPoint.Y);
                ArrayList sectorItems = sector.Items;

                for (int j = 0; j < sectorItems.Count; ++j)
                {
                    Item item = (Item)sectorItems[j];

                    if (item.X != borderPoint.X || item.Y != borderPoint.Y || item.Movable)
                    {
                        continue;
                    }

                    ItemData id = item.ItemData;

                    if (id.Impassable || (id.Surface && (id.Flags & TileFlag.Background) == 0 && (item.Z + id.CalcHeight) > (center.Z + 2)))
                    {
                        return(HousePlacementResult.BadItem);                        // Broke rule #1
                    }
                }
            }

            for (int i = 0; i < yard.Count; ++i)
            {
                Point2D yardPoint = (Point2D)yard[i];

                IPooledEnumerable eable = map.GetMultiTilesAt(yardPoint.X, yardPoint.Y);

                foreach (Tile[] tile in eable)
                {
                    for (int j = 0; j < tile.Length; ++j)
                    {
                        if ((TileData.ItemTable[tile[j].ID & 0x3FFF].Flags & (TileFlag.Impassable | TileFlag.Surface)) != 0)
                        {
                            eable.Free();
                            return(HousePlacementResult.BadStatic);                            // Broke rule #3
                        }
                    }
                }

                eable.Free();
            }

            return(HousePlacementResult.Valid);

            /*if ( blockedLand || blockedStatic || blockedItem )
             * {
             *      from.SendLocalizedMessage( 1043287 ); // The house could not be created here.  Either something is blocking the house, or the house would not be on valid terrain.
             * }
             * else if ( !foundationHasSurface )
             * {
             *      from.SendMessage( "The house could not be created here.  Part of the foundation would not be on any surface." );
             * }
             * else
             * {
             *      BaseHouse house = GetHouse( from );
             *      house.MoveToWorld( center, from.Map );
             *      this.Delete();
             *
             *      for ( int i = 0; i < toMove.Count; ++i )
             *      {
             *              object o = toMove[i];
             *
             *              if ( o is Mobile )
             *                      ((Mobile)o).Location = house.BanLocation;
             *              else if ( o is Item )
             *                      ((Item)o).Location = house.BanLocation;
             *      }
             * }*/
        }
Beispiel #10
0
        public virtual void AutoAddFixtures()
        {
            var components = MultiData.GetComponents(ItemID);

            var teleporters = new Dictionary <int, List <MultiTileEntry> >();

            foreach (var entry in components.List.Where(e => e.m_Flags == 0))
            {
                // Telepoters
                if (entry.m_ItemID >= 0x181D && entry.m_ItemID <= 0x1828)
                {
                    if (teleporters.ContainsKey(entry.m_ItemID))
                    {
                        teleporters[entry.m_ItemID].Add(entry);
                    }
                    else
                    {
                        teleporters[entry.m_ItemID] = new List <MultiTileEntry>();
                        teleporters[entry.m_ItemID].Add(entry);
                    }
                }
                else
                {
                    ItemData data = TileData.ItemTable[entry.m_ItemID & TileData.MaxItemValue];

                    // door
                    if ((data.Flags & TileFlag.Door) != 0)
                    {
                        AddDoor(entry.m_ItemID, entry.m_OffsetX, entry.m_OffsetY, entry.m_OffsetZ);
                    }
                    else
                    {
                        Item st = new Static((int)entry.m_ItemID);

                        st.MoveToWorld(new Point3D(X + entry.m_OffsetX, Y + entry.m_OffsetY, entry.m_OffsetZ), Map);
                        AddFixture(st);
                    }
                }
            }

            foreach (var door in Doors.OfType <BaseDoor>())
            {
                foreach (var check in Doors.OfType <BaseDoor>().Where(d => d != door))
                {
                    if (door.InRange(check.Location, 1))
                    {
                        door.Link  = check;
                        check.Link = door;
                    }
                }
            }

            foreach (var kvp in teleporters)
            {
                if (kvp.Value.Count > 2)
                {
                    Utility.WriteConsoleColor(ConsoleColor.Yellow, String.Format("Warning: More than 2 teleporters detected for {0}!", kvp.Key.ToString("X")));
                }
                else if (kvp.Value.Count <= 1)
                {
                    Utility.WriteConsoleColor(ConsoleColor.Yellow, String.Format("Warning: 1 or less teleporters detected for {0}!", kvp.Key.ToString("X")));

                    continue;
                }

                AddTeleporters(kvp.Key, new Point3D(kvp.Value[0].m_OffsetX, kvp.Value[0].m_OffsetY, kvp.Value[0].m_OffsetZ), new Point3D(kvp.Value[1].m_OffsetX, kvp.Value[1].m_OffsetY, kvp.Value[1].m_OffsetZ));
            }

            teleporters.Clear();
        }
Beispiel #11
0
        public virtual void AutoAddFixtures()
        {
            var components = MultiData.GetComponents(ItemID);

            var teleporters = new Dictionary <int, List <MultiTileEntry> >();

            foreach (var entry in components.List.Where(e => e.Flags == 0))
            // Teleporters
            {
                if (entry.ItemId >= 0x181D && entry.ItemId <= 0x1828)
                {
                    if (teleporters.TryGetValue(entry.ItemId, out var result))
                    {
                        result.Add(entry);
                    }
                    else
                    {
                        teleporters.Add(entry.ItemId, new List <MultiTileEntry> {
                            entry
                        });
                    }
                }
                else
                {
                    var data = TileData.ItemTable[entry.ItemId & TileData.MaxItemValue];

                    // door
                    if ((data.Flags & TileFlag.Door) != 0)
                    {
                        AddDoor(entry.ItemId, entry.OffsetX, entry.OffsetY, entry.OffsetZ);
                    }
                    else
                    {
                        Item st = new Static((int)entry.ItemId);

                        st.MoveToWorld(new Point3D(X + entry.OffsetX, Y + entry.OffsetY, entry.OffsetZ), Map);
                        AddFixture(st);
                    }
                }
            }

            foreach (var door in Doors)
            {
                foreach (var check in Doors.Where(d => d != door))
                {
                    if (door.InRange(check.Location, 1))
                    {
                        door.Link  = check;
                        check.Link = door;
                    }
                }
            }

            foreach (var(key, value) in teleporters)
            {
                if (value.Count > 2)
                {
                    Console.WriteLine("Warning: More than 2 teleporters detected for {0:X}!", key);
                }
                else if (value.Count <= 1)
                {
                    Console.WriteLine("Warning: 1 or less teleporters detected for {0:X}!", key);

                    continue;
                }

                AddTeleporters(
                    key,
                    new Point3D(value[0].OffsetX, value[0].OffsetY, value[0].OffsetZ),
                    new Point3D(value[1].OffsetX, value[1].OffsetY, value[1].OffsetZ)
                    );
            }

            teleporters.Clear();
        }
        /// <summary>
        /// Determines if a new carpet can be placed at the given point. If a carpet cannot fit because
        /// of Z-index clashes, the Z-index is modified until the carpet can fit.
        /// </summary>
        public bool CanFit(ref Point3D p)
        {
            if (Map == null || Map == Map.Internal || Deleted || Carpet == null || Carpet.Deleted)
            {
                return(false);
            }

            MultiComponentList mcl = MultiData.GetComponents(Carpet.ItemID);
            int topZ = p.Z;

            for (int x = 0; x < mcl.Width; x++)
            {
                for (int y = 0; y < mcl.Height; y++)
                {
                    int tx = (p.X + mcl.Min.X + x);
                    int ty = (p.Y + mcl.Min.Y + y);

                    LandTile     landTile = Map.Tiles.GetLandTile(tx, ty);
                    StaticTile[] statics  = Map.Tiles.GetStaticTiles(tx, ty, true);

                    topZ = Math.Max(topZ, Map.GetAverageZ(tx, ty));

                    for (int i = 0; i < statics.Length; i++)
                    {
                        StaticTile t = statics[i];

                        if (t.Z > p.Z && (p.Z + 12) > t.Z)  //if it's above, and our top would hit its bottom
                        {
                            return(false);
                        }
                        else if (t.Z < p.Z && (t.Z + t.Height) > p.Z)  //if it's below, and its top would hit our bottom
                        {
                            return(false);
                        }
                    }

                    object obj = Map.GetTopSurface(p);

                    if (obj is LandTile)
                    {
                        LandTile t = (LandTile)obj;

                        if (t.Z > p.Z)
                        {
                            return(false);
                        }
                    }
                    else if (obj is StaticTile)
                    {
                        StaticTile t = (StaticTile)obj;

                        if (t.Z > p.Z)
                        {
                            return(false);
                        }
                    }
                    else if (obj is Item)
                    {
                        Item i = obj as Item;

                        if (i.GetWorldTop().Z > p.Z)
                        {
                            return(false);
                        }
                    }

                    if (mcl.Tiles[x][y].Length == 0 || Carpet.Contains(tx, ty))
                    {
                        continue;
                    }

                    if (!Map.CanFit(tx, ty, Z, 12, false, true, false))
                    {
                        return(false);
                    }
                }
            }

            IPooledEnumerable eable = Map.GetItemsInBounds(new Rectangle2D((p.X + mcl.Min.X), (p.Y + mcl.Min.Y), mcl.Width, mcl.Height));

            foreach (Item i in eable)
            {
                if (i.ItemID >= 0x4000 || i.Z < p.Z || !i.Visible)
                {
                    continue;
                }

                int x = (i.X - p.X + mcl.Min.X);
                int y = (i.Y - p.Y + mcl.Min.Y);

                if (x >= 0 && x < mcl.Width && y >= 0 && y < mcl.Height && mcl.Tiles[x][y].Length == 0)
                {
                    continue;
                }
                else if (Carpet.Contains(i))
                {
                    continue;
                }

                eable.Free();
                return(false);
            }

            eable.Free();

            p.Z = topZ + 1;

            return(true);
        }
Beispiel #13
0
        public static HousePlacementResult Check(Mobile from, int multiID, Point3D center, out ArrayList toMove, bool east_facing_door)
        {
            toMove = new ArrayList();

            //Basic Limitations

            Map map = from.Map;

            if (map == null || map == Map.Internal)
            {
                return(HousePlacementResult.BadLand);                // A house cannot go here
            }
            if (from.AccessLevel >= AccessLevel.GameMaster)
            {
                return(HousePlacementResult.Valid);                // Staff can place anywhere
            }
            if (map == Map.Ilshenar || SpellHelper.IsFeluccaT2A(map, center))
            {
                return(HousePlacementResult.BadRegion);                // No houses in Ilshenar/T2A
            }
            if (map == Map.Malas && (multiID == 0x007C || multiID == 0x007E))
            {
                return(HousePlacementResult.InvalidCastleKeep);
            }

            NoHousingRegion noHousingRegion = (NoHousingRegion)Region.Find(center, map).GetRegion(typeof(NoHousingRegion));

            if (noHousingRegion != null)
            {
                return(HousePlacementResult.BadRegion);
            }

            //Tile-Specific Limitations

            /* Placement Rules:
             *          1) All tiles which are around the -outside- of the foundation must not have anything impassable.
             *          2) No impassable object or land tile may come in direct contact with any part of the house.
             *          3) Five tiles from the front and back of the house must be completely clear of all house tiles.
             *          4) The foundation must rest flatly on a surface. Any bumps around the foundation are not allowed.
             *          5) No foundation tile may reside over terrain which is viewed as a road.
             */

            HousePlacementResult firstBadResult      = HousePlacementResult.Valid;
            List <Point2D>       m_BlockedTiles      = new List <Point2D>();
            List <Point2D>       m_BadProximityTiles = new List <Point2D>();
            Point2D badTile;

            MultiComponentList mcl = MultiData.GetComponents(multiID);

            //AOS House With Stairs
            if (multiID >= 0x13EC && multiID < 0x1D00)
            {
                HouseFoundation.AddStairsTo(ref mcl);
            }

            //Northwest Corner of House
            Point3D start = new Point3D(center.X + mcl.Min.X, center.Y + mcl.Min.Y, center.Z);

            List <Item>    items = new List <Item>();
            List <Mobile>  mobiles = new List <Mobile>();
            List <Point2D> yard = new List <Point2D>(), borders = new List <Point2D>();

            for (int x = 0; x < mcl.Width; ++x)
            {
                for (int y = 0; y < mcl.Height; ++y)
                {
                    int tileX = start.X + x;
                    int tileY = start.Y + y;

                    StaticTile[] addTiles = mcl.Tiles[x][y];

                    if (addTiles.Length == 0)
                    {
                        continue;
                    }

                    Point3D testPoint = new Point3D(tileX, tileY, center.Z);
                    Region  reg       = Region.Find(testPoint, map);

                    if (!reg.AllowHousing(from, testPoint))                         // Cannot place houses in dungeons, towns, treasure map areas etc
                    {
                        if (reg.IsPartOf(typeof(HouseRegion)))
                        {
                            if (firstBadResult == HousePlacementResult.Valid)
                            {
                                firstBadResult = HousePlacementResult.BadRegionExistingHouse;
                            }

                            badTile = new Point2D(tileX, tileY);

                            if (!m_BadProximityTiles.Contains(badTile))
                            {
                                m_BadProximityTiles.Add(badTile);
                            }
                        }

                        else
                        {
                            if (reg.IsPartOf(typeof(TempNoHousingRegion)))
                            {
                                return(HousePlacementResult.BadRegionTemp);
                            }

                            if (reg.IsPartOf(typeof(TreasureRegion)))
                            {
                                return(HousePlacementResult.BadRegionHidden);
                            }

                            if (reg.IsPartOf(typeof(HouseRaffleRegion)))
                            {
                                return(HousePlacementResult.BadRegionRaffle);
                            }

                            return(HousePlacementResult.BadRegion);
                        }
                    }

                    LandTile landTile = map.Tiles.GetLandTile(tileX, tileY);
                    int      landID   = landTile.ID & TileData.MaxLandValue;

                    StaticTile[] oldTiles = map.Tiles.GetStaticTiles(tileX, tileY, true);

                    Sector sector = map.GetSector(tileX, tileY);

                    items.Clear();

                    for (int i = 0; i < sector.Items.Count; ++i)
                    {
                        Item item = sector.Items[i];

                        if (item.Visible && item.X == tileX && item.Y == tileY)
                        {
                            items.Add(item);
                        }
                    }

                    mobiles.Clear();

                    for (int i = 0; i < sector.Mobiles.Count; ++i)
                    {
                        Mobile m = sector.Mobiles[i];

                        if (m.X == tileX && m.Y == tileY)
                        {
                            mobiles.Add(m);
                        }
                    }

                    int landStartZ = 0, landAvgZ = 0, landTopZ = 0;

                    map.GetAverageZ(tileX, tileY, ref landStartZ, ref landAvgZ, ref landTopZ);

                    bool hasFoundation = false;

                    for (int i = 0; i < addTiles.Length; ++i)
                    {
                        StaticTile addTile = addTiles[i];

                        if (addTile.ID == 0x1)                           //Nodraw
                        {
                            continue;
                        }

                        TileFlag addTileFlags = TileData.ItemTable[addTile.ID & TileData.MaxItemValue].Flags;

                        bool isFoundation = (addTile.Z == 0 && (addTileFlags & TileFlag.Wall) != 0);
                        bool hasSurface   = false;

                        if (isFoundation)
                        {
                            hasFoundation = true;
                        }

                        int addTileZ   = center.Z + addTile.Z;
                        int addTileTop = addTileZ + addTile.Height;

                        if ((addTileFlags & TileFlag.Surface) != 0)
                        {
                            addTileTop += 16;
                        }

                        //Broke Rule 2
                        if (addTileTop > landStartZ && landAvgZ > addTileZ)
                        {
                            if (firstBadResult == HousePlacementResult.Valid)
                            {
                                firstBadResult = HousePlacementResult.BadLand;
                            }

                            badTile = new Point2D(tileX, tileY);

                            if (!m_BlockedTiles.Contains(badTile))
                            {
                                m_BlockedTiles.Add(badTile);
                            }
                        }

                        if (isFoundation && ((TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Impassable) == 0) && landAvgZ == center.Z)
                        {
                            hasSurface = true;
                        }

                        for (int j = 0; j < oldTiles.Length; ++j)
                        {
                            StaticTile oldTile = oldTiles[j];
                            ItemData   id      = TileData.ItemTable[oldTile.ID & TileData.MaxItemValue];

                            //Rules 2 Broken
                            if ((id.Impassable || (id.Surface && (id.Flags & TileFlag.Background) == 0)) && addTileTop > oldTile.Z && (oldTile.Z + id.CalcHeight) > addTileZ)
                            {
                                if (firstBadResult == HousePlacementResult.Valid)
                                {
                                    firstBadResult = HousePlacementResult.BadStatic;
                                }

                                badTile = new Point2D(tileX, tileY);

                                if (!m_BlockedTiles.Contains(badTile))
                                {
                                    m_BlockedTiles.Add(badTile);
                                }
                            }
                        }

                        for (int j = 0; j < items.Count; ++j)
                        {
                            Item     item = items[j];
                            ItemData id   = item.ItemData;

                            if (addTileTop > item.Z && (item.Z + id.CalcHeight) > addTileZ)
                            {
                                if (item.Movable)
                                {
                                    toMove.Add(item);
                                }

                                //Broke Rule 2
                                else if ((id.Impassable || (id.Surface && (id.Flags & TileFlag.Background) == 0)))
                                {
                                    if (firstBadResult == HousePlacementResult.Valid)
                                    {
                                        firstBadResult = HousePlacementResult.BadItem;
                                    }

                                    badTile = new Point2D(tileX, tileY);

                                    if (!m_BlockedTiles.Contains(badTile))
                                    {
                                        m_BlockedTiles.Add(badTile);
                                    }
                                }
                            }
                        }

                        //Broke Rule 4
                        if (isFoundation && !hasSurface)
                        {
                            if (firstBadResult == HousePlacementResult.Valid)
                            {
                                firstBadResult = HousePlacementResult.NoSurface;
                            }

                            badTile = new Point2D(tileX, tileY);

                            if (!m_BlockedTiles.Contains(badTile))
                            {
                                m_BlockedTiles.Add(badTile);
                            }
                        }

                        for (int j = 0; j < mobiles.Count; ++j)
                        {
                            Mobile m = mobiles[j];

                            if (addTileTop > m.Z && (m.Z + 16) > addTileZ)
                            {
                                toMove.Add(m);
                            }
                        }
                    }

                    for (int i = 0; i < m_RoadIDs.Length; i += 2)
                    {
                        //Broke Rule 5
                        if (landID >= m_RoadIDs[i] && landID <= m_RoadIDs[i + 1])
                        {
                            if (firstBadResult == HousePlacementResult.Valid)
                            {
                                firstBadResult = HousePlacementResult.BadLand;
                            }

                            badTile = new Point2D(tileX, tileY);

                            if (!m_BlockedTiles.Contains(badTile))
                            {
                                m_BlockedTiles.Add(badTile);
                            }
                        }
                    }

                    if (hasFoundation || east_facing_door)
                    {
                        int x_expanse = east_facing_door ? YardSize : SideyardSize;
                        int y_expanse = east_facing_door ? YardSize : YardSize;

                        for (int xOffset = -x_expanse; xOffset <= x_expanse; ++xOffset)
                        {
                            for (int yOffset = -y_expanse; yOffset <= y_expanse; ++yOffset)
                            {
                                Point2D yardPoint = new Point2D(tileX + xOffset, tileY + yOffset);

                                if (!yard.Contains(yardPoint))
                                {
                                    yard.Add(yardPoint);
                                }
                            }
                        }

                        for (int xOffset = -1; xOffset <= 1; ++xOffset)
                        {
                            for (int yOffset = -1; yOffset <= 1; ++yOffset)
                            {
                                if (xOffset == 0 && yOffset == 0)
                                {
                                    continue;
                                }

                                int vx = x + xOffset;
                                int vy = y + yOffset;

                                if (vx >= 0 && vx < mcl.Width && vy >= 0 && vy < mcl.Height)
                                {
                                    StaticTile[] breakTiles  = mcl.Tiles[vx][vy];
                                    bool         shouldBreak = false;

                                    for (int i = 0; !shouldBreak && i < breakTiles.Length; ++i)
                                    {
                                        StaticTile breakTile = breakTiles[i];

                                        if (breakTile.Height == 0 && breakTile.Z <= 8 && TileData.ItemTable[breakTile.ID & TileData.MaxItemValue].Surface)
                                        {
                                            shouldBreak = true;
                                        }
                                    }

                                    if (shouldBreak)
                                    {
                                        continue;
                                    }
                                }

                                Point2D borderPoint = new Point2D(tileX + xOffset, tileY + yOffset);

                                if (!borders.Contains(borderPoint))
                                {
                                    borders.Add(borderPoint);
                                }
                            }
                        }
                    }
                }
            }

            for (int i = 0; i < borders.Count; ++i)
            {
                Point2D borderPoint = borders[i];

                LandTile landTile = map.Tiles.GetLandTile(borderPoint.X, borderPoint.Y);
                int      landID   = landTile.ID & TileData.MaxLandValue;

                //Broke Rule
                if ((TileData.LandTable[landID].Flags & TileFlag.Impassable) != 0)
                {
                    if (firstBadResult == HousePlacementResult.Valid)
                    {
                        firstBadResult = HousePlacementResult.BadLand;
                    }

                    badTile = new Point2D(borderPoint.X, borderPoint.Y);

                    if (!m_BlockedTiles.Contains(badTile))
                    {
                        m_BlockedTiles.Add(badTile);
                    }
                }

                for (int j = 0; j < m_RoadIDs.Length; j += 2)
                {
                    //Broke Rule 5
                    if (landID >= m_RoadIDs[j] && landID <= m_RoadIDs[j + 1])
                    {
                        if (firstBadResult == HousePlacementResult.Valid)
                        {
                            firstBadResult = HousePlacementResult.BadLand;
                        }

                        badTile = new Point2D(borderPoint.X, borderPoint.Y);

                        if (!m_BlockedTiles.Contains(badTile))
                        {
                            m_BlockedTiles.Add(badTile);
                        }
                    }
                }

                StaticTile[] tiles = map.Tiles.GetStaticTiles(borderPoint.X, borderPoint.Y, true);

                for (int j = 0; j < tiles.Length; ++j)
                {
                    StaticTile tile = tiles[j];
                    ItemData   id   = TileData.ItemTable[tile.ID & TileData.MaxItemValue];

                    //Broke Rule 1
                    if (id.Impassable || (id.Surface && (id.Flags & TileFlag.Background) == 0 && (tile.Z + id.CalcHeight) > (center.Z + 2)))
                    {
                        if (firstBadResult == HousePlacementResult.Valid)
                        {
                            firstBadResult = HousePlacementResult.BadStatic;
                        }

                        badTile = new Point2D(borderPoint.X, borderPoint.Y);

                        if (!m_BlockedTiles.Contains(badTile))
                        {
                            m_BlockedTiles.Add(badTile);
                        }
                    }
                }

                Sector      sector      = map.GetSector(borderPoint.X, borderPoint.Y);
                List <Item> sectorItems = sector.Items;

                for (int j = 0; j < sectorItems.Count; ++j)
                {
                    Item item = sectorItems[j];

                    if (item.X != borderPoint.X || item.Y != borderPoint.Y || item.Movable)
                    {
                        continue;
                    }

                    ItemData id = item.ItemData;

                    //Broke Rule 1
                    if (id.Impassable || (id.Surface && (id.Flags & TileFlag.Background) == 0 && (item.Z + id.CalcHeight) > (center.Z + 2)))
                    {
                        if (firstBadResult == HousePlacementResult.Valid)
                        {
                            firstBadResult = HousePlacementResult.BadItem;
                        }

                        badTile = new Point2D(borderPoint.X, borderPoint.Y);

                        if (!m_BlockedTiles.Contains(badTile))
                        {
                            m_BlockedTiles.Add(badTile);
                        }
                    }
                }
            }

            List <Sector>    sectors = new List <Sector>();
            List <BaseHouse> houses  = new List <BaseHouse>();

            for (int i = 0; i < yard.Count; i++)
            {
                Sector sector = map.GetSector(yard[i]);

                if (!sectors.Contains(sector))
                {
                    sectors.Add(sector);

                    if (sector.Multis != null)
                    {
                        for (int j = 0; j < sector.Multis.Count; j++)
                        {
                            if (sector.Multis[j] is BaseHouse)
                            {
                                BaseHouse house = (BaseHouse)sector.Multis[j];

                                if (!houses.Contains(house))
                                {
                                    houses.Add(house);
                                }
                            }
                        }
                    }
                }
            }

            for (int i = 0; i < yard.Count; ++i)
            {
                foreach (BaseHouse b in houses)
                {
                    //Broke Rule 3
                    if (b.Contains(yard[i]))
                    {
                        if (firstBadResult != HousePlacementResult.Valid)
                        {
                            firstBadResult = HousePlacementResult.BadStatic;
                        }

                        badTile = yard[i];

                        if (!m_BadProximityTiles.Contains(badTile) && !m_BlockedTiles.Contains(badTile))
                        {
                            m_BadProximityTiles.Add(badTile);
                        }
                    }
                }
            }

            if (firstBadResult != HousePlacementResult.Valid)
            {
                ShowBlockingTiles(from, m_BlockedTiles, m_BadProximityTiles, from.Map);

                return(firstBadResult);
            }

            return(HousePlacementResult.Valid);
        }
Beispiel #14
0
        public static HousePlacementResult Check(Mobile from, int multiID, Point3D center, out ArrayList toMove, bool tent)
        {
            // If this spot is considered valid, every item and mobile in this list will be moved under the house sign
            toMove = new ArrayList();

            Map map = from.Map;

            if (map == null || map == Map.Internal)
            {
                return(HousePlacementResult.BadLand);                // A house cannot go here
            }
            if (from.AccessLevel >= AccessLevel.GameMaster)
            {
                return(HousePlacementResult.Valid);                // Staff can place anywhere
            }
            if (map == Map.Ilshenar)
            {
                return(HousePlacementResult.BadRegion);                // No houses in Ilshenar
            }
            // This holds data describing the internal structure of the house
            MultiComponentList mcl = MultiData.GetComponents(multiID);

            if (multiID >= 0x13EC && multiID < 0x1D00)
            {
                HouseFoundation.AddStairsTo(ref mcl);                 // this is a AOS house, add the stairs
            }
            // Location of the nortwest-most corner of the house
            Point3D start = new Point3D(center.X + mcl.Min.X, center.Y + mcl.Min.Y, center.Z);

            // These are storage lists. They hold items and mobiles found in the map for further processing
            ArrayList items = new ArrayList(), mobiles = new ArrayList();

            // These are also storage lists. They hold location values indicating the yard and border locations.
            ArrayList yard = new ArrayList(), borders = new ArrayList();

            // This is also a storage lists. It holds the addons for tents as we will want to exclude them
            ArrayList TentComponents = new ArrayList();

            /* RULES:
             *
             * 1) All tiles which are around the -outside- of the foundation must not have anything impassable.
             * 2) No impassable object or land tile may come in direct contact with any part of the house.
             * 3) Five tiles from the front and back of the house must be completely clear of all house tiles.
             * 4) The foundation must rest flatly on a surface. Any bumps around the foundation are not allowed.
             * 5) No foundation tile may reside over terrain which is viewed as a road.
             * 6) Tried to place a tent but the area ws not clear of other retions
             * 7) if we are placing a house and there is a tent there at that we do not own, fail
             * 8) tried to place a non-tent and the area wasn't a valid region
             */

            for (int x = 0; x < mcl.Width; ++x)
            {
                for (int y = 0; y < mcl.Height; ++y)
                {
                    int tileX = start.X + x;
                    int tileY = start.Y + y;

                    Tile[] addTiles = mcl.Tiles[x][y];

                    if (addTiles.Length == 0)
                    {
                        continue;                         // There are no tiles here, continue checking somewhere else
                    }
                    // okay, we have a house tile at this point, is there anything there to block us?
                    Point3D testPoint = new Point3D(tileX, tileY, center.Z);

                    #region REGION_CHECK
                    // maybe this point is in a region that doesn't allow housing?
                    Region region = null;
                    HousePlacementResult RegionCheck = HousePlacementRegionCheck(from, map, testPoint, out region);

                    // if we are placing a tent, the area must be clear of everything including other tents
                    if (tent == true)
                    {                           // if we are placing a tent and the region is not cool, fail
                        if (RegionCheck != HousePlacementResult.Valid)
                        {
                            return(RegionCheck);                            // Broke rule #6
                        }
                    }
                    if (TentComponents != null && TentComponents.Count > 0)
                    {                           // if we are placing a house and there is a tent there at that we do not own, fail
                        foreach (BaseHouse bx in TentComponents)
                        {                       // disabled annex() in tent.cs until better understood
                            if (bx != null && bx.Owner != from)
                            {
                                return(RegionCheck);                                // Broke rule #7
                            }
                        }
                    }
                    else
                    {                           // if we are placing a house, the area better either be clear or a tent
                        if (RegionCheck != HousePlacementResult.Valid && RegionCheck != HousePlacementResult.TentRegion)
                        {
                            return(RegionCheck);                            // Broke rule #7
                        }
                        ////
                        // save the list of all the addon components from the tent as we will want to exclude them from further tests
                        if (RegionCheck == HousePlacementResult.TentRegion && region != null)
                        {
                            BaseHouse house = (region as HouseRegion).House;
                            if (house is Tent == true)
                            {
                                // we will move this house after house is placed
                                if (toMove.Contains(house) == false)
                                {
                                    toMove.Add(house);
                                }

                                if (TentComponents.Contains(house) == false)
                                {
                                    TentComponents.Add(house);
                                }

                                if (TentComponents.Contains((house as Tent).TentPack) == false)
                                {
                                    TentComponents.Add((house as Tent).TentPack);
                                }

                                if (TentComponents.Contains((house as Tent).TentBed) == false)
                                {
                                    TentComponents.Add((house as Tent).TentBed);
                                }

                                if (house.Addons != null)
                                {
                                    for (int ix = 0; ix < house.Addons.Count; ix++)
                                    {
                                        if (house.Addons[ix] != null)
                                        {
                                            Server.Items.BaseAddon ba = house.Addons[ix] as Server.Items.BaseAddon;
                                            for (int jx = 0; jx < ba.Components.Count; jx++)
                                            {
                                                if (TentComponents.Contains(ba.Components[jx]) == false)
                                                {
                                                    TentComponents.Add(ba.Components[jx]);
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                    // otherwise, all is a go!
                    #endregion REGION_CHECK

                    // look at the land tiles (water etc.)
                    Tile landTile = map.Tiles.GetLandTile(tileX, tileY);
                    int  landID   = landTile.ID & 0x3FFF;

                    Tile[] oldTiles = map.Tiles.GetStaticTiles(tileX, tileY, true);

                    // get the sector of this tile
                    Sector sector = map.GetSector(tileX, tileY);

                    #region ITEMS_MOBILES
                    // collect the items in this sector at this location
                    items.Clear();
                    foreach (Item item in sector.Items.Values)
                    {
                        if (item == null)
                        {
                            continue;
                        }

                        if (item.X == tileX && item.Y == tileY)
                        {
                            if (SpecialItemExclusion(item) == false)
                            {
                                if (TentComponents.Contains(item) == false)
                                {
                                    items.Add(item);
                                }
                            }
                        }
                    }

                    // collect the mobiles in this sector at this location
                    mobiles.Clear();
                    foreach (Mobile m in sector.Mobiles.Values)
                    {
                        if (m == null)
                        {
                            continue;
                        }

                        if (m.X == tileX && m.Y == tileY)
                        {
                            if (SpecialMobileExclusion(m) == false)
                            {
                                mobiles.Add(m);
                            }
                        }
                    }
                    #endregion ITEMS_MOBILES

                    #region LAND_TILES
                    int landStartZ = 0, landAvgZ = 0, landTopZ = 0;

                    map.GetAverageZ(tileX, tileY, ref landStartZ, ref landAvgZ, ref landTopZ);

                    bool hasFoundation = false;

                    if (addTiles != null)
                    {
                        for (int i = 0; i < addTiles.Length; ++i)
                        {
                            Tile addTile = addTiles[i];

                            if (addTile.ID == 0x4001)                             // Nodraw
                            {
                                continue;
                            }

                            TileFlag addTileFlags = TileData.ItemTable[addTile.ID & 0x3FFF].Flags;

                            bool isFoundation = (addTile.Z == 0 && (addTileFlags & TileFlag.Wall) != 0);
                            bool hasSurface   = false;

                            if (isFoundation)
                            {
                                hasFoundation = true;
                            }

                            int addTileZ   = center.Z + addTile.Z;
                            int addTileTop = addTileZ + addTile.Height;

                            if ((addTileFlags & TileFlag.Surface) != 0)
                            {
                                addTileTop += 16;
                            }

                            if (addTileTop > landStartZ && landAvgZ > addTileZ)
                            {
                                return(HousePlacementResult.BadLand);                                // Broke rule #2
                            }
                            if (isFoundation && ((TileData.LandTable[landTile.ID & 0x3FFF].Flags & TileFlag.Impassable) == 0) && landAvgZ == center.Z)
                            {
                                hasSurface = true;
                            }

                            for (int j = 0; j < oldTiles.Length; ++j)
                            {
                                Tile     oldTile = oldTiles[j];
                                ItemData id      = TileData.ItemTable[oldTile.ID & 0x3FFF];

                                if ((id.Impassable || (id.Surface && (id.Flags & TileFlag.Background) == 0)) && addTileTop > oldTile.Z && (oldTile.Z + id.CalcHeight) > addTileZ)
                                {
                                    return(HousePlacementResult.BadStatic);                                    // Broke rule #2
                                }
                                else if (isFoundation && !hasSurface && (id.Flags & TileFlag.Surface) != 0 && (oldTile.Z + id.CalcHeight) == center.Z)
                                {
                                    hasSurface = true;
                                }
                            }

                            for (int j = 0; j < items.Count; ++j)
                            {
                                Item     item = (Item)items[j];
                                ItemData id   = item.ItemData;

                                if (addTileTop > item.Z && (item.Z + id.CalcHeight) > addTileZ)
                                {
                                    if (item.Movable)
                                    {
                                        toMove.Add(item);
                                    }
                                    else if ((id.Impassable || (id.Surface && (id.Flags & TileFlag.Background) == 0)))
                                    {
                                        return(HousePlacementResult.BadItem);                                        // Broke rule #2
                                    }
                                }
                                else if (isFoundation && !hasSurface && (id.Flags & TileFlag.Surface) != 0 && (item.Z + id.CalcHeight) == center.Z)
                                {
                                    hasSurface = true;
                                }
                            }

                            if (isFoundation && !hasSurface)
                            {
                                return(HousePlacementResult.NoSurface);                                // Broke rule #4
                            }
                            for (int j = 0; j < mobiles.Count; ++j)
                            {
                                Mobile m = (Mobile)mobiles[j];

                                if (addTileTop > m.Z && (m.Z + 16) > addTileZ)
                                {
                                    toMove.Add(m);
                                }
                            }
                        }
                    }
                    #endregion LAND_TILES

                    #region ROAD_TILES
                    for (int i = 0; i < m_RoadIDs.Length; i += 2)
                    {
                        if ((landID >= m_RoadIDs[i] && landID <= m_RoadIDs[i + 1]) && (ExceptionTiles(landID) == false))
                        {
                            //Console.WriteLine(landID.ToString());
                            return(HousePlacementResult.BadLand);                            // Broke rule #5
                        }
                    }
                    #endregion ROAD_TILES

                    #region YARD_CHECK
                    if (hasFoundation)
                    {
                        for (int xOffset = -1; xOffset <= 1; ++xOffset)
                        {
                            for (int yOffset = -YardSize; yOffset <= YardSize; ++yOffset)
                            {
                                Point2D yardPoint = new Point2D(tileX + xOffset, tileY + yOffset);

                                if (!yard.Contains(yardPoint))
                                {
                                    yard.Add(yardPoint);
                                }
                            }
                        }

                        for (int xOffset = -1; xOffset <= 1; ++xOffset)
                        {
                            for (int yOffset = -1; yOffset <= 1; ++yOffset)
                            {
                                if (xOffset == 0 && yOffset == 0)
                                {
                                    continue;
                                }

                                // To ease this rule, we will not add to the border list if the tile here is under a base floor (z<=8)

                                int vx = x + xOffset;
                                int vy = y + yOffset;

                                if (vx >= 0 && vx < mcl.Width && vy >= 0 && vy < mcl.Height)
                                {
                                    Tile[] breakTiles  = mcl.Tiles[vx][vy];
                                    bool   shouldBreak = false;

                                    for (int i = 0; !shouldBreak && i < breakTiles.Length; ++i)
                                    {
                                        Tile breakTile = breakTiles[i];

                                        if (breakTile.Height == 0 && breakTile.Z <= 8 && TileData.ItemTable[breakTile.ID & 0x3FFF].Surface)
                                        {
                                            shouldBreak = true;
                                        }
                                    }

                                    if (shouldBreak)
                                    {
                                        continue;
                                    }
                                }

                                Point2D borderPoint = new Point2D(tileX + xOffset, tileY + yOffset);

                                if (!borders.Contains(borderPoint))
                                {
                                    borders.Add(borderPoint);
                                }
                            }
                        }
                    }
                    #endregion YARD_CHECK
                }
            }

            for (int i = 0; i < borders.Count; ++i)
            {
                Point2D borderPoint = (Point2D)borders[i];

                Tile landTile = map.Tiles.GetLandTile(borderPoint.X, borderPoint.Y);
                int  landID   = landTile.ID & 0x3FFF;

                if ((TileData.LandTable[landID].Flags & TileFlag.Impassable) != 0)
                {
                    return(HousePlacementResult.BadLand);
                }

                #region ROAD_TILES
                for (int j = 0; j < m_RoadIDs.Length; j += 2)
                {
                    if ((landID >= m_RoadIDs[j] && landID <= m_RoadIDs[j + 1]) && (ExceptionTiles(landID) == false))
                    {
                        //Console.WriteLine(landID.ToString());
                        return(HousePlacementResult.BadLand);                        // Broke rule #5
                    }
                }
                #endregion ROAD_TILES

                Tile[] tiles = map.Tiles.GetStaticTiles(borderPoint.X, borderPoint.Y, true);

                for (int j = 0; j < tiles.Length; ++j)
                {
                    Tile     tile = tiles[j];
                    ItemData id   = TileData.ItemTable[tile.ID & 0x3FFF];

                    if (id.Impassable || (id.Surface && (id.Flags & TileFlag.Background) == 0 && (tile.Z + id.CalcHeight) > (center.Z + 2)))
                    {
                        return(HousePlacementResult.BadStatic);                        // Broke rule #1
                    }
                }

                Sector sector = map.GetSector(borderPoint.X, borderPoint.Y);

                #region IMPASSABLE_TILE
                foreach (Item item in sector.Items.Values)
                {
                    if (item == null)
                    {
                        continue;
                    }

                    if (item.X != borderPoint.X || item.Y != borderPoint.Y || item.Movable)
                    {
                        continue;
                    }

                    // Adam: ignore these tent components
                    if (TentComponents.Contains(item) == true)
                    {
                        continue;
                    }

                    ItemData id = item.ItemData;

                    if (id.Impassable || (id.Surface && (id.Flags & TileFlag.Background) == 0 && (item.Z + id.CalcHeight) > (center.Z + 2)))
                    {
                        return(HousePlacementResult.BadItem);                        // Broke rule #1
                    }
                }
                #endregion IMPASSABLE_TILE
            }

            for (int i = 0; i < yard.Count; ++i)
            {
                Point2D yardPoint = (Point2D)yard[i];

                IPooledEnumerable eable = map.GetMultiTilesAt(yardPoint.X, yardPoint.Y);

                foreach (Tile[] tile in eable)
                {
                    for (int j = 0; j < tile.Length; ++j)
                    {
                        if ((TileData.ItemTable[tile[j].ID & 0x3FFF].Flags & (TileFlag.Impassable | TileFlag.Surface)) != 0)
                        {
                            eable.Free();
                            return(HousePlacementResult.BadStatic);                            // Broke rule #3
                        }
                    }
                }

                eable.Free();
            }

            return(HousePlacementResult.Valid);

            /*if ( blockedLand || blockedStatic || blockedItem )
             * {
             *      from.SendLocalizedMessage( 1043287 ); // The house could not be created here.  Either something is blocking the house, or the house would not be on valid terrain.
             * }
             * else if ( !foundationHasSurface )
             * {
             *      from.SendMessage( "The house could not be created here.  Part of the foundation would not be on any surface." );
             * }
             * else
             * {
             *      BaseHouse house = GetHouse( from );
             *      house.MoveToWorld( center, from.Map );
             *      this.Delete();
             *
             *      for ( int i = 0; i < toMove.Count; ++i )
             *      {
             *              object o = toMove[i];
             *
             *              if ( o is Mobile )
             *                      ((Mobile)o).Location = house.BanLocation;
             *              else if ( o is Item )
             *                      ((Item)o).Location = house.BanLocation;
             *      }
             * }*/
        }
Beispiel #15
0
        public bool CanFit(Point3D p, Map map, int itemId, Direction dir, bool altitudeChange)
        {
            if (map == null || map == Map.Internal || Deleted)
            {
                return(false);
            }

            if ((p.Z + Mobile.Height) >= Map.TopZ)
            {
                return(false);
            }

            MultiComponentList mcl = MultiData.GetComponents(itemId);

            Shadow.Visible = true;

            for (int x = 0; x < mcl.Width; x++)
            {
                for (int y = 0; y < mcl.Height; y++)
                {
                    int tx = (p.X + mcl.Min.X + x);
                    int ty = (p.Y + mcl.Min.Y + y);

                    LandTile     landTile = map.Tiles.GetLandTile(tx, ty);
                    StaticTile[] statics  = map.Tiles.GetStaticTiles(tx, ty);

                    if ((landTile.Z + 2) == p.Z && (!altitudeChange || (altitudeChange && dir == Direction.Down)))
                    {
                        Shadow.Visible = false;
                    }

                    if (landTile.Z == p.Z && (!altitudeChange || (altitudeChange && dir == Direction.Down)))
                    {
                        return(false);
                    }

                    for (int i = 0; i < statics.Length; i++)
                    {
                        StaticTile t = statics[i];

                        if (t.Z > p.Z && (p.Z + Mobile.Height) > t.Z)  //if it's above, and our top would hit its bottom
                        {
                            return(false);
                        }
                        else if (t.Z < p.Z && (t.Z + t.Height) > p.Z)  //if it's below, and its top would hit our bottom
                        {
                            return(false);
                        }
                    }

                    object obj = map.GetTopSurface(p);

                    if (obj is LandTile)
                    {
                        LandTile t = (LandTile)obj;

                        if ((t.Z + t.Height) > p.Z)
                        {
                            return(false);
                        }
                    }
                    else if (obj is StaticTile)
                    {
                        StaticTile t = (StaticTile)obj;

                        if ((t.Z + t.Height) > p.Z)
                        {
                            return(false);
                        }
                    }
                    else if (obj is Item)
                    {
                        Item i = obj as Item;

                        if (i.GetWorldTop().Z > p.Z)
                        {
                            return(false);
                        }
                    }

                    if (mcl.Tiles[x][y].Length == 0 || Contains(tx, ty))
                    {
                        continue;
                    }

                    if (!map.CanFit(tx, ty, Z, 12, false, true, false))
                    {
                        return(false);
                    }
                }
            }

            IPooledEnumerable eable = map.GetItemsInBounds(new Rectangle2D((p.X + mcl.Min.X), (p.Y + mcl.Min.Y), mcl.Width, mcl.Height));

            foreach (Item i in eable)
            {
                if (i.ItemID >= 0x4000 || i.Z < p.Z || !i.Visible)
                {
                    continue;
                }

                int x = (i.X - p.X + mcl.Min.X);
                int y = (i.Y - p.Y + mcl.Min.Y);

                if (x >= 0 && x < mcl.Width && y >= 0 && y < mcl.Height && mcl.Tiles[x][y].Length == 0)
                {
                    continue;
                }
                else if (Contains(i))
                {
                    continue;
                }

                eable.Free();
                return(false);
            }

            eable.Free();

            return(true);
        }
Beispiel #16
0
        public static HousePlacementResult Check(Mobile from, int multiID, Point3D center, out ArrayList toMove)
        {
            // If this spot is considered valid, every item and mobile in this list will be moved under the house sign
            toMove = new ArrayList();

            Map map = from.Map;

            if (map == null || map == Map.Internal)
            {
                return(HousePlacementResult.BadLand); // A house cannot go here
            }
            if (from.AccessLevel >= AccessLevel.GameMaster)
            {
                return(HousePlacementResult.Valid); // Staff can place anywhere
            }
            if (map == Map.Ilshenar || SpellHelper.IsFeluccaT2A(map, center))
            {
                return(HousePlacementResult.BadRegion); // No houses in Ilshenar/T2A
            }
            if (map == Map.Malas && (multiID == 0x007C || multiID == 0x007E))
            {
                return(HousePlacementResult.InvalidCastleKeep);
            }

            NoHousingRegion noHousingRegion = (NoHousingRegion)Region.Find(center, map).GetRegion(typeof(NoHousingRegion));

            if (noHousingRegion != null)
            {
                return(HousePlacementResult.BadRegion);
            }

            // This holds data describing the internal structure of the house
            MultiComponentList mcl = MultiData.GetComponents(multiID);

            if (multiID >= 0x13EC && multiID < 0x1D00)
            {
                HouseFoundation.AddStairsTo(ref mcl); // this is a AOS house, add the stairs
            }
            // Location of the nortwest-most corner of the house
            Point3D start = new Point3D(center.X + mcl.Min.X, center.Y + mcl.Min.Y, center.Z);

            // These are storage lists. They hold items and mobiles found in the map for further processing
            List <Item>   items   = new List <Item>();
            List <Mobile> mobiles = new List <Mobile>();

            // These are also storage lists. They hold location values indicating the yard and border locations.
            List <Point2D> yard = new List <Point2D>(), borders = new List <Point2D>();

            /* RULES:
             *
             * 1) All tiles which are around the -outside- of the foundation must not have anything impassable.
             * 2) No impassable object or land tile may come in direct contact with any part of the house.
             * 3) Five tiles from the front and back of the house must be completely clear of all house tiles.
             * 4) The foundation must rest flatly on a surface. Any bumps around the foundation are not allowed.
             * 5) No foundation tile may reside over terrain which is viewed as a road.
             */

            for (int x = 0; x < mcl.Width; ++x)
            {
                for (int y = 0; y < mcl.Height; ++y)
                {
                    int tileX = start.X + x;
                    int tileY = start.Y + y;

                    StaticTile[] addTiles = mcl.Tiles[x][y];

                    if (addTiles.Length == 0)
                    {
                        continue; // There are no tiles here, continue checking somewhere else
                    }
                    Point3D testPoint = new Point3D(tileX, tileY, center.Z);

                    Region reg = Region.Find(testPoint, map);

                    if (!reg.AllowHousing(from, testPoint)) // Cannot place houses in dungeons, towns, treasure map areas etc
                    {
                        if (reg.IsPartOf(typeof(TempNoHousingRegion)))
                        {
                            return(HousePlacementResult.BadRegionTemp);
                        }

                        if (reg.IsPartOf(typeof(TreasureRegion)) || reg.IsPartOf(typeof(HouseRegion)))
                        {
                            return(HousePlacementResult.BadRegionHidden);
                        }

                        if (reg.IsPartOf(typeof(HouseRaffleRegion)))
                        {
                            return(HousePlacementResult.BadRegionRaffle);
                        }

                        return(HousePlacementResult.BadRegion);
                    }

                    LandTile landTile = map.Tiles.GetLandTile(tileX, tileY);
                    int      landID   = landTile.ID & TileData.MaxLandValue;

                    StaticTile[] oldTiles = map.Tiles.GetStaticTiles(tileX, tileY, true);

                    Sector sector = map.GetSector(tileX, tileY);

                    items.Clear();

                    for (int i = 0; i < sector.Items.Count; ++i)
                    {
                        Item item = sector.Items[i];

                        if (item.Visible && item.X == tileX && item.Y == tileY)
                        {
                            items.Add(item);
                        }
                    }

                    mobiles.Clear();

                    for (int i = 0; i < sector.Mobiles.Count; ++i)
                    {
                        Mobile m = sector.Mobiles[i];

                        if (m.X == tileX && m.Y == tileY)
                        {
                            mobiles.Add(m);
                        }
                    }

                    int landStartZ = 0, landAvgZ = 0, landTopZ = 0;

                    map.GetAverageZ(tileX, tileY, ref landStartZ, ref landAvgZ, ref landTopZ);

                    bool hasFoundation = false;

                    for (int i = 0; i < addTiles.Length; ++i)
                    {
                        StaticTile addTile = addTiles[i];

                        if (addTile.ID == 0x1) // Nodraw
                        {
                            continue;
                        }

                        TileFlag addTileFlags = TileData.ItemTable[addTile.ID & TileData.MaxItemValue].Flags;

                        bool isFoundation = (addTile.Z == 0 && (addTileFlags & TileFlag.Wall) != 0);
                        bool hasSurface   = false;

                        if (isFoundation)
                        {
                            hasFoundation = true;
                        }

                        int addTileZ   = center.Z + addTile.Z;
                        int addTileTop = addTileZ + addTile.Height;

                        if ((addTileFlags & TileFlag.Surface) != 0)
                        {
                            addTileTop += 16;
                        }

                        if (addTileTop > landStartZ && landAvgZ > addTileZ)
                        {
                            return(HousePlacementResult.BadLand); // Broke rule #2
                        }
                        if (isFoundation && ((TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Impassable) == 0) && landAvgZ == center.Z)
                        {
                            hasSurface = true;
                        }

                        for (int j = 0; j < oldTiles.Length; ++j)
                        {
                            StaticTile oldTile = oldTiles[j];
                            ItemData   id      = TileData.ItemTable[oldTile.ID & TileData.MaxItemValue];

                            if ((id.Impassable || (id.Surface && (id.Flags & TileFlag.Background) == 0)) && addTileTop > oldTile.Z && (oldTile.Z + id.CalcHeight) > addTileZ)
                            {
                                return(HousePlacementResult.BadStatic); // Broke rule #2
                            }

                            /*else if ( isFoundation && !hasSurface && (id.Flags & TileFlag.Surface) != 0 && (oldTile.Z + id.CalcHeight) == center.Z )
                             * hasSurface = true;*/
                        }

                        for (int j = 0; j < items.Count; ++j)
                        {
                            Item     item = items[j];
                            ItemData id   = item.ItemData;

                            if (addTileTop > item.Z && (item.Z + id.CalcHeight) > addTileZ)
                            {
                                if (item.Movable)
                                {
                                    toMove.Add(item);
                                }
                                else if ((id.Impassable || (id.Surface && (id.Flags & TileFlag.Background) == 0)))
                                {
                                    return(HousePlacementResult.BadItem); // Broke rule #2
                                }
                            }

                            /*else if ( isFoundation && !hasSurface && (id.Flags & TileFlag.Surface) != 0 && (item.Z + id.CalcHeight) == center.Z )
                             * {
                             * hasSurface = true;
                             * }*/
                        }

                        if (isFoundation && !hasSurface)
                        {
                            return(HousePlacementResult.NoSurface); // Broke rule #4
                        }
                        for (int j = 0; j < mobiles.Count; ++j)
                        {
                            Mobile m = mobiles[j];

                            if (addTileTop > m.Z && (m.Z + 16) > addTileZ)
                            {
                                toMove.Add(m);
                            }
                        }
                    }

                    for (int i = 0; i < m_RoadIDs.Length; i += 2)
                    {
                        if (landID >= m_RoadIDs[i] && landID <= m_RoadIDs[i + 1])
                        {
                            return(HousePlacementResult.BadLand); // Broke rule #5
                        }
                    }

                    if (hasFoundation)
                    {
                        for (int xOffset = -1; xOffset <= 1; ++xOffset)
                        {
                            for (int yOffset = -YardSize; yOffset <= YardSize; ++yOffset)
                            {
                                Point2D yardPoint = new Point2D(tileX + xOffset, tileY + yOffset);

                                if (!yard.Contains(yardPoint))
                                {
                                    yard.Add(yardPoint);
                                }
                            }
                        }

                        for (int xOffset = -1; xOffset <= 1; ++xOffset)
                        {
                            for (int yOffset = -1; yOffset <= 1; ++yOffset)
                            {
                                if (xOffset == 0 && yOffset == 0)
                                {
                                    continue;
                                }

                                // To ease this rule, we will not add to the border list if the tile here is under a base floor (z<=8)

                                int vx = x + xOffset;
                                int vy = y + yOffset;

                                if (vx >= 0 && vx < mcl.Width && vy >= 0 && vy < mcl.Height)
                                {
                                    StaticTile[] breakTiles  = mcl.Tiles[vx][vy];
                                    bool         shouldBreak = false;

                                    for (int i = 0; !shouldBreak && i < breakTiles.Length; ++i)
                                    {
                                        StaticTile breakTile = breakTiles[i];

                                        if (breakTile.Height == 0 && breakTile.Z <= 8 && TileData.ItemTable[breakTile.ID & TileData.MaxItemValue].Surface)
                                        {
                                            shouldBreak = true;
                                        }
                                    }

                                    if (shouldBreak)
                                    {
                                        continue;
                                    }
                                }

                                Point2D borderPoint = new Point2D(tileX + xOffset, tileY + yOffset);

                                if (!borders.Contains(borderPoint))
                                {
                                    borders.Add(borderPoint);
                                }
                            }
                        }
                    }
                }
            }

            for (int i = 0; i < borders.Count; ++i)
            {
                Point2D borderPoint = borders[i];

                LandTile landTile = map.Tiles.GetLandTile(borderPoint.X, borderPoint.Y);
                int      landID   = landTile.ID & TileData.MaxLandValue;

                if ((TileData.LandTable[landID].Flags & TileFlag.Impassable) != 0)
                {
                    return(HousePlacementResult.BadLand);
                }

                for (int j = 0; j < m_RoadIDs.Length; j += 2)
                {
                    if (landID >= m_RoadIDs[j] && landID <= m_RoadIDs[j + 1])
                    {
                        return(HousePlacementResult.BadLand); // Broke rule #5
                    }
                }

                StaticTile[] tiles = map.Tiles.GetStaticTiles(borderPoint.X, borderPoint.Y, true);

                for (int j = 0; j < tiles.Length; ++j)
                {
                    StaticTile tile = tiles[j];
                    ItemData   id   = TileData.ItemTable[tile.ID & TileData.MaxItemValue];

                    if (id.Impassable || (id.Surface && (id.Flags & TileFlag.Background) == 0 && (tile.Z + id.CalcHeight) > (center.Z + 2)))
                    {
                        return(HousePlacementResult.BadStatic); // Broke rule #1
                    }
                }

                Sector      sector      = map.GetSector(borderPoint.X, borderPoint.Y);
                List <Item> sectorItems = sector.Items;

                for (int j = 0; j < sectorItems.Count; ++j)
                {
                    Item item = sectorItems[j];

                    if (item.X != borderPoint.X || item.Y != borderPoint.Y || item.Movable)
                    {
                        continue;
                    }

                    ItemData id = item.ItemData;

                    if (id.Impassable || (id.Surface && (id.Flags & TileFlag.Background) == 0 && (item.Z + id.CalcHeight) > (center.Z + 2)))
                    {
                        return(HousePlacementResult.BadItem); // Broke rule #1
                    }
                }
            }

            List <Sector>    _sectors = new List <Sector>();
            List <BaseHouse> _houses  = new List <BaseHouse>();

            for (int i = 0; i < yard.Count; i++)
            {
                Sector sector = map.GetSector(yard[i]);

                if (!_sectors.Contains(sector))
                {
                    _sectors.Add(sector);

                    if (sector.Multis != null)
                    {
                        for (int j = 0; j < sector.Multis.Count; j++)
                        {
                            if (sector.Multis[j] is BaseHouse)
                            {
                                BaseHouse _house = (BaseHouse)sector.Multis[j];
                                if (!_houses.Contains(_house))
                                {
                                    _houses.Add(_house);
                                }
                            }
                        }
                    }
                }
            }

            for (int i = 0; i < yard.Count; ++i)
            {
                foreach (BaseHouse b in _houses)
                {
                    if (b.Contains(yard[i]))
                    {
                        return(HousePlacementResult.BadStatic); // Broke rule #3
                    }
                }

                /*Point2D yardPoint = yard[i];
                 * IPooledEnumerable eable = map.GetMultiTilesAt( yardPoint.X, yardPoint.Y );
                 * foreach ( StaticTile[] tile in eable )
                 * {
                 * for ( int j = 0; j < tile.Length; ++j )
                 * {
                 * if ( (TileData.ItemTable[tile[j].ID & TileData.MaxItemValue].Flags & (TileFlag.Impassable | TileFlag.Surface)) != 0 )
                 * {
                 * eable.Free();
                 * return HousePlacementResult.BadStatic; // Broke rule #3
                 * }
                 * }
                 * }
                 * eable.Free();*/
            }

            return(HousePlacementResult.Valid);
        }
Beispiel #17
0
        public bool CanFit(Point3D loc, Map map, int itemID)
        {
            if (map == null || map == Map.Internal || Deleted)
            {
                return(false);
            }

            MultiComponentList newComponents = MultiData.GetComponents(itemID);

            for (int x = 0; x < newComponents.Width; ++x)
            {
                for (int y = 0; y < newComponents.Height; ++y)
                {
                    if (itemID <= 0x20 && itemID >= 0x18)
                    {
                        if (m_Facing == Direction.North)
                        {
                            if ((x >= 0) && (x <= 4))
                            {
                                continue;
                            }
                            if ((x >= newComponents.Width - 5) && (x < newComponents.Width))
                            {
                                continue;
                            }
                        }
                        else if (m_Facing == Direction.South)
                        {
                            if ((x >= 0) && (x <= 4))
                            {
                                continue;
                            }
                            if ((x >= newComponents.Width - 5) && (x < newComponents.Width))
                            {
                                continue;
                            }
                        }
                        else if (m_Facing == Direction.East)
                        {
                            if ((y >= 0) && (y <= 4))
                            {
                                continue;
                            }
                            if ((y >= newComponents.Height - 5) && (y < newComponents.Height))
                            {
                                continue;
                            }
                        }
                        else
                        {
                            if ((y >= 0) && (y <= 4))
                            {
                                continue;
                            }
                            if ((y >= newComponents.Height - 5) && (y < newComponents.Height))
                            {
                                continue;
                            }
                        }
                    }

                    int tx = loc.X + newComponents.Min.X + x;
                    int ty = loc.Y + newComponents.Min.Y + y;

                    if (newComponents.Tiles[x][y].Length == 0 || Contains(tx, ty))
                    {
                        continue;
                    }

                    bool isWalkable = false;

                    // landTile check
                    LandTile landTile = map.Tiles.GetLandTile(tx, ty);
                    if (landTile.Z == loc.Z && IsEnabledLandID(landTile.ID))
                    {
                        isWalkable = true;
                    }

                    // staticTiles check
                    foreach (StaticTile tile in map.Tiles.GetStaticTiles(tx, ty, true))
                    {
                        if (IsEnabledStaticID(tile.ID) && (tile.Z == loc.Z))
                        {
                            isWalkable = true;
                        }
                        else if (!IsEnabledStaticID(tile.ID) && (tile.Z >= loc.Z))//else if (!isBridgeEnabledTile(tile, loc.Z, maxMultiZ))
                        {
                            return(false);
                        }
                    }

                    if (!isWalkable)
                    {
                        return(false);
                    }
                }
            }

            // controllo items ( da aggiungere controllo ponti se previsti )
            IPooledEnumerable eable = map.GetItemsInBounds(new Rectangle2D(loc.X + newComponents.Min.X, loc.Y + newComponents.Min.Y, newComponents.Width, newComponents.Height));

            foreach (Item item in eable)
            {
                if (item is BaseSmoothMulti || item.ItemID > TileData.MaxItemValue || item.Z < loc.Z || !item.Visible)
                {
                    continue;
                }

                int x = item.X - loc.X + newComponents.Min.X;
                int y = item.Y - loc.Y + newComponents.Min.Y;

                if (x >= 0 && x < newComponents.Width && y >= 0 && y < newComponents.Height && newComponents.Tiles[x][y].Length == 0)
                {
                    continue;
                }
                else if (IsOnBoard(item))
                {
                    continue;
                }

                eable.Free();
                return(false);
            }

            eable.Free();

            return(true);
        }