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); }
/// <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); } } }
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); } } }
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); }
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); } }
/// <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; }
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); }
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(); }
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; * } * }*/ }
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(); }
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); }
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); }
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; * } * }*/ }
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); }
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); }
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); }