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 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 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 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; * } * }*/ }