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.IsAnyT2A(map, center) || SpellHelper.IsEodon(map, center)) { return(HousePlacementResult.BadRegion); // No houses in Ilshenar/T2A/Eodon } if (map == Map.Malas && (multiID == 0x007C || multiID == 0x007E)) { return(HousePlacementResult.InvalidCastleKeep); } if (map == Map.TerMur && !Engines.Points.PointsSystem.QueensLoyalty.IsNoble(from)) { return(HousePlacementResult.NoQueenLoyalty); } 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 <TempNoHousingRegion>()) { return(HousePlacementResult.BadRegionTemp); } if (reg.IsPartOf <HouseRegion>()) { return(HousePlacementResult.BadRegionHidden); } if (reg.IsPartOf <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 } } 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 } } } 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) { for (var index = 0; index < _houses.Count; index++) { BaseHouse b = _houses[index]; if (b.Contains(yard[i])) { return(HousePlacementResult.BadStatic); // Broke rule #3 } } } return(HousePlacementResult.Valid); }