private static bool Check( Map map, IPoint3D p, List <Item> items, int x, int y, int startTop, int startZ, bool canSwim, bool cantWalk, out int newZ) { newZ = 0; StaticTile[] tiles = map.Tiles.GetStaticTiles(x, y, true); LandTile landTile = map.Tiles.GetLandTile(x, y); LandData landData = TileData.LandTable[landTile.ID & TileData.MaxLandValue]; bool landBlocks = (landData.Flags & TileFlag.Impassable) != 0; bool considerLand = !landTile.Ignored; if (landBlocks && canSwim && (landData.Flags & TileFlag.Wet) != 0) { //Impassable, Can Swim, and Is water. Don't block it. landBlocks = false; } else if (cantWalk && (landData.Flags & TileFlag.Wet) == 0) { //Can't walk and it's not water landBlocks = true; } int landZ = 0, landCenter = 0, landTop = 0; map.GetAverageZ(x, y, ref landZ, ref landCenter, ref landTop); bool moveIsOk = false; int stepTop = startTop + StepHeight; int checkTop = startZ + PersonHeight; Mobile m = p as Mobile; bool ignoreDoors = MovementImpl.AlwaysIgnoreDoors(p) || m == null || !m.Alive || m.IsDeadBondedPet || m.Body.IsGhost || m.Body.BodyID == 987; bool ignoreSpellFields = m is PlayerMobile && map.MapID != 0; int itemZ, itemTop, ourZ, ourTop, testTop; ItemData itemData; TileFlag flags; #region Tiles foreach (StaticTile tile in tiles) { itemData = TileData.ItemTable[tile.ID & TileData.MaxItemValue]; flags = itemData.Flags; #region SA if (m != null && m.Flying && (Insensitive.Equals(itemData.Name, "hover over") || (flags & TileFlag.HoverOver) != 0)) { newZ = tile.Z; return(true); } // Stygian Dragon if (m != null && m.Body == 826 && map != null && map.MapID == 5) { if (x >= 307 && x <= 354 && y >= 126 && y <= 192) { if (tile.Z > newZ) { newZ = tile.Z; } moveIsOk = true; } else if (x >= 42 && x <= 89) { if ((y >= 333 && y <= 399) || (y >= 531 && y <= 597) || (y >= 739 && y <= 805)) { if (tile.Z > newZ) { newZ = tile.Z; } moveIsOk = true; } } } #endregion if ((flags & ImpassableSurface) != TileFlag.Surface && (!canSwim || (flags & TileFlag.Wet) == 0)) { continue; } if (cantWalk && (flags & TileFlag.Wet) == 0) { continue; } itemZ = tile.Z; itemTop = itemZ; ourZ = itemZ + itemData.CalcHeight; ourTop = ourZ + PersonHeight; testTop = checkTop; if (moveIsOk) { int cmp = Math.Abs(ourZ - p.Z) - Math.Abs(newZ - p.Z); if (cmp > 0 || (cmp == 0 && ourZ > newZ)) { continue; } } if (ourTop > testTop) { testTop = ourTop; } if (!itemData.Bridge) { itemTop += itemData.Height; } if (stepTop < itemTop) { continue; } int landCheck = itemZ; if (itemData.Height >= StepHeight) { landCheck += StepHeight; } else { landCheck += itemData.Height; } if (considerLand && landCheck < landCenter && landCenter > ourZ && testTop > landZ) { continue; } if (!IsOk(m, ignoreDoors, ignoreSpellFields, ourZ, testTop, tiles, items)) { continue; } newZ = ourZ; moveIsOk = true; } #endregion #region Items foreach (Item item in items) { itemData = item.ItemData; flags = itemData.Flags; #region SA if (m != null && m.Flying && (Insensitive.Equals(itemData.Name, "hover over") || (flags & TileFlag.HoverOver) != 0)) { newZ = item.Z; return(true); } #endregion if (item.Movable) { continue; } if ((flags & ImpassableSurface) != TileFlag.Surface && ((m != null && !m.CanSwim) || (flags & TileFlag.Wet) == 0)) { continue; } if (cantWalk && (flags & TileFlag.Wet) == 0) { continue; } itemZ = item.Z; itemTop = itemZ; ourZ = itemZ + itemData.CalcHeight; ourTop = ourZ + PersonHeight; testTop = checkTop; if (moveIsOk) { int cmp = Math.Abs(ourZ - p.Z) - Math.Abs(newZ - p.Z); if (cmp > 0 || (cmp == 0 && ourZ > newZ)) { continue; } } if (ourTop > testTop) { testTop = ourTop; } if (!itemData.Bridge) { itemTop += itemData.Height; } if (stepTop < itemTop) { continue; } int landCheck = itemZ; if (itemData.Height >= StepHeight) { landCheck += StepHeight; } else { landCheck += itemData.Height; } if (considerLand && landCheck < landCenter && landCenter > ourZ && testTop > landZ) { continue; } if (!IsOk(m, ignoreDoors, ignoreSpellFields, ourZ, testTop, tiles, items)) { continue; } newZ = ourZ; moveIsOk = true; } #endregion if (!considerLand || landBlocks || stepTop < landZ) { return(moveIsOk); } ourZ = landCenter; ourTop = ourZ + PersonHeight; testTop = checkTop; if (ourTop > testTop) { testTop = ourTop; } bool shouldCheck = true; if (moveIsOk) { int cmp = Math.Abs(ourZ - p.Z) - Math.Abs(newZ - p.Z); if (cmp > 0 || (cmp == 0 && ourZ > newZ)) { shouldCheck = false; } } if (!shouldCheck || !IsOk(m, ignoreDoors, ignoreSpellFields, ourZ, testTop, tiles, items)) { return(moveIsOk); } newZ = ourZ; moveIsOk = true; return(moveIsOk); }
public bool CheckMovement(IPoint3D p, Map map, Point3D loc, Direction d, out int newZ) { if (!Enabled && _Successor != null) { return(_Successor.CheckMovement(p, map, loc, d, out newZ)); } if (map == null || map == Map.Internal) { newZ = 0; return(false); } int xStart = loc.X; int yStart = loc.Y; int xForward = xStart, yForward = yStart; int xRight = xStart, yRight = yStart; int xLeft = xStart, yLeft = yStart; bool checkDiagonals = ((int)d & 0x1) == 0x1; Offset(d, ref xForward, ref yForward); Offset((Direction)(((int)d - 1) & 0x7), ref xLeft, ref yLeft); Offset((Direction)(((int)d + 1) & 0x7), ref xRight, ref yRight); if (xForward < 0 || yForward < 0 || xForward >= map.Width || yForward >= map.Height) { newZ = 0; return(false); } int startZ, startTop; IEnumerable <Item> itemsStart, itemsForward, itemsLeft, itemsRight; bool ignoreMovableImpassables = MovementImpl.IgnoresMovableImpassables(p); TileFlag reqFlags = ImpassableSurface; if (p is Mobile && ((Mobile)p).CanSwim) { reqFlags |= TileFlag.Wet; } if (checkDiagonals) { Sector sStart = map.GetSector(xStart, yStart); Sector sForward = map.GetSector(xForward, yForward); Sector sLeft = map.GetSector(xLeft, yLeft); Sector sRight = map.GetSector(xRight, yRight); itemsStart = sStart.Items.Where(i => Verify(i, reqFlags, ignoreMovableImpassables, xStart, yStart)); itemsForward = sForward.Items.Where(i => Verify(i, reqFlags, ignoreMovableImpassables, xForward, yForward)); itemsLeft = sLeft.Items.Where(i => Verify(i, reqFlags, ignoreMovableImpassables, xLeft, yLeft)); itemsRight = sRight.Items.Where(i => Verify(i, reqFlags, ignoreMovableImpassables, xRight, yRight)); } else { Sector sStart = map.GetSector(xStart, yStart); Sector sForward = map.GetSector(xForward, yForward); itemsStart = sStart.Items.Where(i => Verify(i, reqFlags, ignoreMovableImpassables, xStart, yStart)); itemsForward = sForward.Items.Where(i => Verify(i, reqFlags, ignoreMovableImpassables, xForward, yForward)); itemsLeft = Enumerable.Empty <Item>(); itemsRight = Enumerable.Empty <Item>(); } GetStartZ(p, map, loc, itemsStart, out startZ, out startTop); List <Item> list = null; MovementPool.AcquireMoveCache(ref list, itemsForward); Mobile m = p as Mobile; bool moveIsOk = Check(map, p, list, xForward, yForward, startTop, startZ, m != null && m.CanSwim, m != null && m.CantWalk, out newZ); if (m != null && moveIsOk && checkDiagonals) { int hold; if (m.Player && m.AccessLevel < AccessLevel.GameMaster) { MovementPool.AcquireMoveCache(ref list, itemsLeft); if (!Check(map, m, list, xLeft, yLeft, startTop, startZ, m.CanSwim, m.CantWalk, out hold)) { moveIsOk = false; } else { MovementPool.AcquireMoveCache(ref list, itemsRight); if (!Check(map, m, list, xRight, yRight, startTop, startZ, m.CanSwim, m.CantWalk, out hold)) { moveIsOk = false; } } } else { MovementPool.AcquireMoveCache(ref list, itemsLeft); if (!Check(map, m, list, xLeft, yLeft, startTop, startZ, m.CanSwim, m.CantWalk, out hold)) { MovementPool.AcquireMoveCache(ref list, itemsRight); if (!Check(map, m, list, xRight, yRight, startTop, startZ, m.CanSwim, m.CantWalk, out hold)) { moveIsOk = false; } } } } MovementPool.ClearMoveCache(ref list, true); if (!moveIsOk) { newZ = startZ; } return(moveIsOk); }