mirror of
https://github.com/runuo/runuo
synced 2026-08-11 22:26:04 -04:00
+ Housekeeping. + Endless Journey core foundation support. + Peek functionality for Serialization. + IEntity supports a Name string.
2859 lines
68 KiB
C#
2859 lines
68 KiB
C#
/***************************************************************************
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* Map.cs
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* -------------------
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* begin : May 1, 2002
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* copyright : (C) The RunUO Software Team
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* email : info@runuo.com
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*
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* $Id$
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*
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***************************************************************************/
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/***************************************************************************
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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***************************************************************************/
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#region Map Updates
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/*
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* Name: Map Updates
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* Date: 20th August, 2015
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* Author: Vorspire
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* Testing: Punkte
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*
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* Test Methods: Stealth; 250+ clients connected, all moving randomly.
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* Test Results: 35ms average latency (ping) under load.
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*
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* Notes:
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* Until these updates become main-stream, they will remain differentiated
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* by their preprocessor directives. When they are deemed stable enough,
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* old code can be removed, along with the directives.
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*/
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/*
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* Map_AllUpdates
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*
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* When defined, enables all updates listed below regardless of whether their
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* preprocessor directives are defined.
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*
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* This can be used to compile your server with all of the updates enabled by
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* adding a single preprocessor directive definition to your build solution.
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*/
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//#define Map_AllUpdates
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/*
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* Map_NewEnumerables
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*
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* When defined, enables a major update to the IPooledEnumerables factory.
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*
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* This update removes the need for enumerator instantiation and replaces
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* them with simple, yet powerful Linq queries.
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*
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* In addition, the PooledEnumerable class is replaced with a compatible,
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* single generic class template and takes advantage of the nature of
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* nested static context to ensure that a buffer pool is available for
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* each type of PooledEnumerable<T> result, where result is T.
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* This update generally increases performance and reduces overall player
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* connection latency.
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*/
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#define Map_NewEnumerables
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/*
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* UseMaxRange
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*
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* When defined, enables a minor update that forces Get*InRange methods to
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* use Core.GlobalMaxUpdateRange, when no range is specified.
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*
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* By default, a constant range of 18 is used however, Core.GlobalMaxUpdateRange
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* is usually greater than that with a default value of 24.
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*
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* This update will allow things such as Effects to be displayed to more players,
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* as well as increasing the range of player sight.
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*
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* The benefits of this update appeal to players who choose to increase the
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* dimensions of their game window beyond the client's limits.
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* (This can also be beneficial for shards that mainly target the Enhanced client)
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*/
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//#define Map_UseMaxRange
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/*
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* Map_PoolFixColumn
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*
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* When defined, enables aminor update that attempts to improve the performance
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* of Item stack fixing.
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*
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* Item stack fixing is a feature that corrects the Z level of items that
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* are stacked on a single tile.
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*
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* This update also uses linq to increase performance.
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*/
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//#define Map_PoolFixColumn
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/*
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* Map_InternalProtection
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*
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* When defined, enables a minor update that protects the Internal Map from
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* potential name changes and ensures that Maps can be correctly parsed by
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* ID or Name without conflicts.
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*
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* In some cases where the AllMaps list is modified after all Maps have been
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* defined, the Map names may be cached and that cache will become stale.
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* This update removes the caching and uses Linq to improve performance.
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*
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* If you have issues with Map parsing where the Map returns null or an
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* unexpected Map instance, try enabling this update.
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*
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* If your shard implements any kind of feature that modifies (adds or removes)
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* the AllMaps list, then you should enable this update.
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* If this update is not enabled in the case of the above context, issues can
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* be verified by having your system generate a new Map instance and modifying
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* the AllMaps list, then using [Props on an Item or Mobile and selecting the
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* Map property from the Gump; The list of names may not be what you expect,
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* in which case, enabling this update will fix it.
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*/
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#define Map_InternalProtection
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#endregion
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Server.Items;
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using Server.Network;
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using Server.Targeting;
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#if Map_NewEnumerables || Map_PoolFixColumn || Map_InternalProtection || Map_AllUpdates
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using System.Linq;
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#endif
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namespace Server
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{
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[Flags]
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public enum MapRules
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{
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None = 0x0000,
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Internal = 0x0001, // Internal map (used for dragging, commodity deeds, etc)
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FreeMovement = 0x0002, // Anyone can move over anyone else without taking stamina loss
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BeneficialRestrictions = 0x0004, // Disallow performing beneficial actions on criminals/murderers
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HarmfulRestrictions = 0x0008, // Disallow performing harmful actions on innocents
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TrammelRules = FreeMovement | BeneficialRestrictions | HarmfulRestrictions,
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FeluccaRules = None
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}
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public interface IPooledEnumerable : IEnumerable {
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void Free();
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}
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public interface IPooledEnumerable<T> : IPooledEnumerable, IEnumerable<T> {
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}
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public interface IPooledEnumerator<T> : IEnumerator<T> {
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void Free();
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}
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#if Map_NewEnumerables || Map_AllUpdates
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public static class PooledEnumeration
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{
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public delegate IEnumerable<T> Selector<out T>(Sector sector, Rectangle2D bounds);
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public static Selector<NetState> ClientSelector { get; set; }
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public static Selector<IEntity> EntitySelector { get; set; }
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public static Selector<Mobile> MobileSelector { get; set; }
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public static Selector<Item> ItemSelector { get; set; }
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public static Selector<BaseMulti> MultiSelector { get; set; }
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public static Selector<StaticTile[]> MultiTileSelector { get; set; }
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static PooledEnumeration()
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{
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ClientSelector = SelectClients;
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EntitySelector = SelectEntities;
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MobileSelector = SelectMobiles;
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ItemSelector = SelectItems;
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MultiSelector = SelectMultis;
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MultiTileSelector = SelectMultiTiles;
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}
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public static IEnumerable<NetState> SelectClients(Sector s, Rectangle2D bounds)
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{
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return s.Clients.Where(o => o != null && o.Mobile != null && !o.Mobile.Deleted && bounds.Contains(o.Mobile));
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}
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public static IEnumerable<IEntity> SelectEntities(Sector s, Rectangle2D bounds)
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{
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return
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Enumerable.Empty<IEntity>()
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.Union(s.Mobiles.Where(o => o != null && !o.Deleted))
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.Union(s.Items.Where(o => o != null && !o.Deleted && o.Parent == null))
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.Where(bounds.Contains);
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}
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public static IEnumerable<Mobile> SelectMobiles(Sector s, Rectangle2D bounds)
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{
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return s.Mobiles.Where(o => o != null && !o.Deleted && bounds.Contains(o));
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}
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public static IEnumerable<Item> SelectItems(Sector s, Rectangle2D bounds)
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{
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return s.Items.Where(o => o != null && !o.Deleted && o.Parent == null && bounds.Contains(o));
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}
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public static IEnumerable<BaseMulti> SelectMultis(Sector s, Rectangle2D bounds)
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{
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return s.Multis.Where(o => o != null && !o.Deleted && bounds.Contains(o.Location));
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}
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public static IEnumerable<StaticTile[]> SelectMultiTiles(Sector s, Rectangle2D bounds)
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{
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foreach (var o in s.Multis.Where(o => o != null && !o.Deleted))
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{
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var c = o.Components;
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int x, y, xo, yo;
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StaticTile[] t, r;
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for (x = bounds.Start.X; x < bounds.End.X; x++)
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{
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xo = x - (o.X + c.Min.X);
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if (xo < 0 || xo >= c.Width)
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{
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continue;
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}
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for (y = bounds.Start.Y; y < bounds.End.Y; y++)
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{
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yo = y - (o.Y + c.Min.Y);
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if (yo < 0 || yo >= c.Height)
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{
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continue;
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}
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t = c.Tiles[xo][yo];
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if (t.Length <= 0)
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{
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continue;
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}
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r = new StaticTile[t.Length];
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for (var i = 0; i < t.Length; i++)
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{
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r[i] = t[i];
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r[i].Z += o.Z;
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}
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yield return r;
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}
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}
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}
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}
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public static Map.PooledEnumerable<NetState> GetClients(Map map, Rectangle2D bounds)
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{
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return Map.PooledEnumerable<NetState>.Instantiate(map, bounds, ClientSelector ?? SelectClients);
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}
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public static Map.PooledEnumerable<IEntity> GetEntities(Map map, Rectangle2D bounds)
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{
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return Map.PooledEnumerable<IEntity>.Instantiate(map, bounds, EntitySelector ?? SelectEntities);
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}
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public static Map.PooledEnumerable<Mobile> GetMobiles(Map map, Rectangle2D bounds)
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{
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return Map.PooledEnumerable<Mobile>.Instantiate(map, bounds, MobileSelector ?? SelectMobiles);
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}
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public static Map.PooledEnumerable<Item> GetItems(Map map, Rectangle2D bounds)
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{
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return Map.PooledEnumerable<Item>.Instantiate(map, bounds, ItemSelector ?? SelectItems);
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}
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public static Map.PooledEnumerable<BaseMulti> GetMultis(Map map, Rectangle2D bounds)
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{
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return Map.PooledEnumerable<BaseMulti>.Instantiate(map, bounds, MultiSelector ?? SelectMultis);
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}
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public static Map.PooledEnumerable<StaticTile[]> GetMultiTiles(Map map, Rectangle2D bounds)
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{
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return Map.PooledEnumerable<StaticTile[]>.Instantiate(map, bounds, MultiTileSelector ?? SelectMultiTiles);
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}
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public static IEnumerable<Sector> EnumerateSectors(Map map, Rectangle2D bounds)
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{
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if (map == null || map == Map.Internal)
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{
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yield break;
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}
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int x1 = bounds.Start.X, y1 = bounds.Start.Y, x2 = bounds.End.X, y2 = bounds.End.Y, xSector, ySector;
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if (!Bound(map, ref x1, ref y1, ref x2, ref y2, out xSector, out ySector))
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{
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yield break;
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}
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Sector s;
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var index = 0;
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while (NextSector(map, x1, y1, x2, y2, ref index, ref xSector, ref ySector, out s))
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{
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yield return s;
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}
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}
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public static bool Bound(
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Map map,
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ref int x1,
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ref int y1,
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ref int x2,
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ref int y2,
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out int xSector,
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out int ySector)
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{
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if (map == null || map == Map.Internal)
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{
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xSector = ySector = 0;
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return false;
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}
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map.Bound(x1, y1, out x1, out y1);
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map.Bound(x2 - 1, y2 - 1, out x2, out y2);
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x1 >>= Map.SectorShift;
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y1 >>= Map.SectorShift;
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x2 >>= Map.SectorShift;
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y2 >>= Map.SectorShift;
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xSector = x1;
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ySector = y1;
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return true;
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}
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private static bool NextSector(
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Map map,
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int x1,
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int y1,
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int x2,
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int y2,
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ref int index,
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ref int xSector,
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ref int ySector,
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out Sector s)
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{
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if (map == null)
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{
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s = null;
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xSector = ySector = 0;
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return false;
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}
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if (map == Map.Internal)
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{
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s = map.InvalidSector;
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xSector = ySector = 0;
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return false;
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}
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if (index++ > 0)
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{
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if (++ySector > y2)
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{
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ySector = y1;
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if (++xSector > x2)
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{
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xSector = x1;
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s = map.InvalidSector;
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return false;
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}
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}
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}
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s = map.GetRealSector(xSector, ySector);
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return true;
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}
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}
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#endif
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[Parsable]
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//[CustomEnum( new string[]{ "Felucca", "Trammel", "Ilshenar", "Malas", "Internal" } )]
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public sealed class Map : IComparable, IComparable<Map>
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{
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#region Compile-Time -> Run-Time Support
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#if Map_NewEnumerables || Map_AllUpdates
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public static readonly bool NewEnumerables = true;
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#else
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public static readonly bool NewEnumerables = false;
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#endif
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#if Map_UseMaxRange || Map_AllUpdates
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public static readonly bool UseMaxRange = true;
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#else
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public static readonly bool UseMaxRange = false;
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#endif
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#if Map_PoolFixColumn || Map_AllUpdates
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public static readonly bool PoolFixColumn = true;
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#else
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public static readonly bool PoolFixColumn = false;
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#endif
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#if Map_InternalProtection || Map_AllUpdates
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public static readonly bool InternalProtection = true;
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#else
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public static readonly bool InternalProtection = false;
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#endif
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#endregion
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public const int SectorSize = 16;
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public const int SectorShift = 4;
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public static int SectorActiveRange = 2;
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private static Map[] m_Maps = new Map[0x100];
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public static Map[] Maps { get { return m_Maps; } }
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public static Map Felucca { get { return m_Maps[0]; } }
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public static Map Trammel { get { return m_Maps[1]; } }
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public static Map Ilshenar { get { return m_Maps[2]; } }
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public static Map Malas { get { return m_Maps[3]; } }
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public static Map Tokuno { get { return m_Maps[4]; } }
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public static Map TerMur { get { return m_Maps[5]; } }
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public static Map Internal { get { return m_Maps[0x7F]; } }
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private static List<Map> m_AllMaps = new List<Map>();
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public static List<Map> AllMaps { get { return m_AllMaps; } }
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private int m_MapID, m_MapIndex, m_FileIndex;
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private int m_Width, m_Height;
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private int m_SectorsWidth, m_SectorsHeight;
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private int m_Season;
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private Dictionary<string, Region> m_Regions;
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private Region m_DefaultRegion;
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public int Season { get { return m_Season; } set { m_Season = value; } }
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private string m_Name;
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private MapRules m_Rules;
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private Sector[][] m_Sectors;
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private Sector m_InvalidSector;
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private TileMatrix m_Tiles;
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#if Map_InternalProtection || Map_AllUpdates
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public static string[] GetMapNames()
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{
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return m_Maps.Where(m => m != null).Select(m => m.Name).ToArray();
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}
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public static Map[] GetMapValues()
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{
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return m_Maps.Where(m => m != null).ToArray();
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}
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public static Map Parse(string value)
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{
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if (String.IsNullOrWhiteSpace(value))
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{
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return null;
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}
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if (Insensitive.Equals(value, "Internal"))
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{
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return Internal;
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}
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int index;
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if (!Int32.TryParse(value, out index))
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{
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return m_Maps.FirstOrDefault(m => m != null && Insensitive.Equals(m.Name, value));
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}
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if (index == 127)
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{
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return Internal;
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}
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return m_Maps.FirstOrDefault(m => m != null && m.MapIndex == index);
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}
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public override string ToString()
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{
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return Name;
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}
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#else
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private static string[] m_MapNames;
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private static Map[] m_MapValues;
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public static string[] GetMapNames()
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{
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CheckNamesAndValues();
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return m_MapNames;
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}
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public static Map[] GetMapValues()
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{
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CheckNamesAndValues();
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return m_MapValues;
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}
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public static Map Parse( string value )
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{
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CheckNamesAndValues();
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for ( int i = 0; i < m_MapNames.Length; ++i )
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{
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if ( Insensitive.Equals( m_MapNames[i], value ) )
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return m_MapValues[i];
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}
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int index;
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if( int.TryParse( value, out index ) )
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{
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if( index >= 0 && index < m_Maps.Length && m_Maps[index] != null )
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return m_Maps[index];
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}
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throw new ArgumentException( "Invalid map name" );
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}
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private static void CheckNamesAndValues()
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{
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if ( m_MapNames != null && m_MapNames.Length == m_AllMaps.Count )
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return;
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m_MapNames = new string[m_AllMaps.Count];
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m_MapValues = new Map[m_AllMaps.Count];
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for ( int i = 0; i < m_AllMaps.Count; ++i )
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{
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Map map = m_AllMaps[i];
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m_MapNames[i] = map.Name;
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m_MapValues[i] = map;
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}
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}
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public override string ToString()
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{
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return m_Name;
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}
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#endif
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|
|
public int GetAverageZ( int x, int y )
|
|
{
|
|
int z = 0, avg = 0, top = 0;
|
|
|
|
GetAverageZ( x, y, ref z, ref avg, ref top );
|
|
|
|
return avg;
|
|
}
|
|
|
|
public void GetAverageZ( int x, int y, ref int z, ref int avg, ref int top )
|
|
{
|
|
int zTop = Tiles.GetLandTile( x, y ).Z;
|
|
int zLeft = Tiles.GetLandTile( x, y + 1 ).Z;
|
|
int zRight = Tiles.GetLandTile( x + 1, y ).Z;
|
|
int zBottom = Tiles.GetLandTile( x + 1, y + 1 ).Z;
|
|
|
|
z = zTop;
|
|
if ( zLeft < z )
|
|
z = zLeft;
|
|
if ( zRight < z )
|
|
z = zRight;
|
|
if ( zBottom < z )
|
|
z = zBottom;
|
|
|
|
top = zTop;
|
|
if ( zLeft > top )
|
|
top = zLeft;
|
|
if ( zRight > top )
|
|
top = zRight;
|
|
if ( zBottom > top )
|
|
top = zBottom;
|
|
|
|
if ( Math.Abs( zTop - zBottom ) > Math.Abs( zLeft - zRight ) )
|
|
avg = FloorAverage( zLeft, zRight );
|
|
else
|
|
avg = FloorAverage( zTop, zBottom );
|
|
}
|
|
|
|
private static int FloorAverage( int a, int b )
|
|
{
|
|
int v = a + b;
|
|
|
|
if ( v < 0 )
|
|
--v;
|
|
|
|
return ( v / 2 );
|
|
}
|
|
|
|
#if Map_NewEnumerables || Map_AllUpdates
|
|
#region Get*InRange/Bounds
|
|
public IPooledEnumerable<IEntity> GetObjectsInRange(Point3D p)
|
|
{
|
|
#if Map_UseMaxRange || Map_AllUpdates
|
|
return GetObjectsInRange(p, Core.GlobalMaxUpdateRange);
|
|
#else
|
|
return GetObjectsInRange(p, 18);
|
|
#endif
|
|
}
|
|
|
|
public IPooledEnumerable<IEntity> GetObjectsInRange(Point3D p, int range)
|
|
{
|
|
return GetObjectsInBounds(new Rectangle2D(p.m_X - range, p.m_Y - range, range * 2 + 1, range * 2 + 1));
|
|
}
|
|
|
|
public IPooledEnumerable<IEntity> GetObjectsInBounds(Rectangle2D bounds)
|
|
{
|
|
return PooledEnumeration.GetEntities(this, bounds);
|
|
}
|
|
|
|
public IPooledEnumerable<NetState> GetClientsInRange(Point3D p)
|
|
{
|
|
#if Map_UseMaxRange || Map_AllUpdates
|
|
return GetClientsInRange(p, Core.GlobalMaxUpdateRange);
|
|
#else
|
|
return GetClientsInRange(p, 18);
|
|
#endif
|
|
}
|
|
|
|
public IPooledEnumerable<NetState> GetClientsInRange(Point3D p, int range)
|
|
{
|
|
return GetClientsInBounds(new Rectangle2D(p.m_X - range, p.m_Y - range, range * 2 + 1, range * 2 + 1));
|
|
}
|
|
|
|
public IPooledEnumerable<NetState> GetClientsInBounds(Rectangle2D bounds)
|
|
{
|
|
return PooledEnumeration.GetClients(this, bounds);
|
|
}
|
|
|
|
public IPooledEnumerable<Item> GetItemsInRange(Point3D p)
|
|
{
|
|
#if Map_UseMaxRange || Map_AllUpdates
|
|
return GetItemsInRange(p, Core.GlobalMaxUpdateRange);
|
|
#else
|
|
return GetItemsInRange(p, 18);
|
|
#endif
|
|
}
|
|
|
|
public IPooledEnumerable<Item> GetItemsInRange(Point3D p, int range)
|
|
{
|
|
return GetItemsInBounds(new Rectangle2D(p.m_X - range, p.m_Y - range, range * 2 + 1, range * 2 + 1));
|
|
}
|
|
|
|
public IPooledEnumerable<Item> GetItemsInBounds(Rectangle2D bounds)
|
|
{
|
|
return PooledEnumeration.GetItems(this, bounds);
|
|
}
|
|
|
|
public IPooledEnumerable<Mobile> GetMobilesInRange(Point3D p)
|
|
{
|
|
#if Map_UseMaxRange || Map_AllUpdates
|
|
return GetMobilesInRange(p, Core.GlobalMaxUpdateRange);
|
|
#else
|
|
return GetMobilesInRange(p, 18);
|
|
#endif
|
|
}
|
|
|
|
public IPooledEnumerable<Mobile> GetMobilesInRange(Point3D p, int range)
|
|
{
|
|
return GetMobilesInBounds(new Rectangle2D(p.m_X - range, p.m_Y - range, range * 2 + 1, range * 2 + 1));
|
|
}
|
|
|
|
public IPooledEnumerable<Mobile> GetMobilesInBounds(Rectangle2D bounds)
|
|
{
|
|
return PooledEnumeration.GetMobiles(this, bounds);
|
|
}
|
|
#endregion
|
|
|
|
public IPooledEnumerable<StaticTile[]> GetMultiTilesAt(int x, int y)
|
|
{
|
|
return PooledEnumeration.GetMultiTiles(this, new Rectangle2D(x, y, 1, 1));
|
|
}
|
|
#else
|
|
#region Get*InRange/Bounds
|
|
public IPooledEnumerable<IEntity> GetObjectsInRange(Point3D p)
|
|
{
|
|
#if Map_UseMaxRange || Map_AllUpdates
|
|
return GetObjectsInRange(p, Core.GlobalMaxUpdateRange);
|
|
#else
|
|
return GetObjectsInRange(p, 18);
|
|
#endif
|
|
}
|
|
|
|
public IPooledEnumerable<IEntity> GetObjectsInRange(Point3D p, int range)
|
|
{
|
|
if ( this == Map.Internal )
|
|
return NullEnumerable<IEntity>.Instance;
|
|
|
|
return PooledEnumerable<IEntity>.Instantiate(EntityEnumerator.Instantiate(this, new Rectangle2D(p.m_X - range, p.m_Y - range, range * 2 + 1, range * 2 + 1)));
|
|
}
|
|
|
|
public IPooledEnumerable<IEntity> GetObjectsInBounds(Rectangle2D bounds)
|
|
{
|
|
if ( this == Map.Internal )
|
|
return NullEnumerable<IEntity>.Instance;
|
|
|
|
return PooledEnumerable<IEntity>.Instantiate(EntityEnumerator.Instantiate(this, bounds));
|
|
}
|
|
|
|
public IPooledEnumerable<NetState> GetClientsInRange(Point3D p)
|
|
{
|
|
#if Map_UseMaxRange || Map_AllUpdates
|
|
return GetClientsInRange(p, Core.GlobalMaxUpdateRange);
|
|
#else
|
|
return GetClientsInRange(p, 18);
|
|
#endif
|
|
}
|
|
|
|
public IPooledEnumerable<NetState> GetClientsInRange(Point3D p, int range)
|
|
{
|
|
if ( this == Map.Internal )
|
|
return NullEnumerable<NetState>.Instance;
|
|
|
|
return PooledEnumerable<NetState>.Instantiate(ClientEnumerator.Instantiate(this, new Rectangle2D(p.m_X - range, p.m_Y - range, range * 2 + 1, range * 2 + 1)));
|
|
}
|
|
|
|
public IPooledEnumerable<NetState> GetClientsInBounds(Rectangle2D bounds)
|
|
{
|
|
if ( this == Map.Internal )
|
|
return NullEnumerable<NetState>.Instance;
|
|
|
|
return PooledEnumerable<NetState>.Instantiate(ClientEnumerator.Instantiate(this, bounds));
|
|
}
|
|
|
|
public IPooledEnumerable<Item> GetItemsInRange(Point3D p)
|
|
{
|
|
#if Map_UseMaxRange || Map_AllUpdates
|
|
return GetItemsInRange(p, Core.GlobalMaxUpdateRange);
|
|
#else
|
|
return GetItemsInRange(p, 18);
|
|
#endif
|
|
}
|
|
|
|
public IPooledEnumerable<Item> GetItemsInRange(Point3D p, int range)
|
|
{
|
|
if ( this == Map.Internal )
|
|
return NullEnumerable<Item>.Instance;
|
|
|
|
return PooledEnumerable<Item>.Instantiate(ItemEnumerator.Instantiate(this, new Rectangle2D(p.m_X - range, p.m_Y - range, range * 2 + 1, range * 2 + 1)));
|
|
}
|
|
|
|
public IPooledEnumerable<Item> GetItemsInBounds(Rectangle2D bounds)
|
|
{
|
|
if ( this == Map.Internal )
|
|
return NullEnumerable<Item>.Instance;
|
|
|
|
return PooledEnumerable<Item>.Instantiate(ItemEnumerator.Instantiate(this, bounds));
|
|
}
|
|
|
|
public IPooledEnumerable<Mobile> GetMobilesInRange(Point3D p)
|
|
{
|
|
#if Map_UseMaxRange || Map_AllUpdates
|
|
return GetMobilesInRange(p, Core.GlobalMaxUpdateRange);
|
|
#else
|
|
return GetMobilesInRange(p, 18);
|
|
#endif
|
|
}
|
|
|
|
public IPooledEnumerable<Mobile> GetMobilesInRange(Point3D p, int range)
|
|
{
|
|
if ( this == Map.Internal )
|
|
return NullEnumerable<Mobile>.Instance;
|
|
|
|
return PooledEnumerable<Mobile>.Instantiate(MobileEnumerator.Instantiate(this, new Rectangle2D(p.m_X - range, p.m_Y - range, range * 2 + 1, range * 2 + 1)));
|
|
}
|
|
|
|
public IPooledEnumerable<Mobile> GetMobilesInBounds(Rectangle2D bounds)
|
|
{
|
|
if ( this == Map.Internal )
|
|
return NullEnumerable<Mobile>.Instance;
|
|
|
|
return PooledEnumerable<Mobile>.Instantiate(MobileEnumerator.Instantiate(this, bounds));
|
|
}
|
|
#endregion
|
|
|
|
public IPooledEnumerable<StaticTile[]> GetMultiTilesAt(int x, int y)
|
|
{
|
|
if ( this == Map.Internal )
|
|
return NullEnumerable<StaticTile[]>.Instance;
|
|
|
|
Sector sector = GetSector( x, y );
|
|
|
|
if ( sector.Multis.Count == 0 )
|
|
return NullEnumerable<StaticTile[]>.Instance;
|
|
|
|
return PooledEnumerable<StaticTile[]>.Instantiate(MultiTileEnumerator.Instantiate(sector, new Point2D(x, y)));
|
|
}
|
|
#endif
|
|
|
|
#region CanFit
|
|
public bool CanFit( Point3D p, int height, bool checkBlocksFit )
|
|
{
|
|
return CanFit( p.m_X, p.m_Y, p.m_Z, height, checkBlocksFit, true, true );
|
|
}
|
|
|
|
public bool CanFit( Point3D p, int height, bool checkBlocksFit, bool checkMobiles )
|
|
{
|
|
return CanFit( p.m_X, p.m_Y, p.m_Z, height, checkBlocksFit, checkMobiles, true );
|
|
}
|
|
|
|
public bool CanFit( Point2D p, int z, int height, bool checkBlocksFit )
|
|
{
|
|
return CanFit( p.m_X, p.m_Y, z, height, checkBlocksFit, true, true );
|
|
}
|
|
|
|
public bool CanFit( Point3D p, int height )
|
|
{
|
|
return CanFit( p.m_X, p.m_Y, p.m_Z, height, false, true, true );
|
|
}
|
|
|
|
public bool CanFit( Point2D p, int z, int height )
|
|
{
|
|
return CanFit( p.m_X, p.m_Y, z, height, false, true, true );
|
|
}
|
|
|
|
public bool CanFit( int x, int y, int z, int height )
|
|
{
|
|
return CanFit( x, y, z, height, false, true, true );
|
|
}
|
|
|
|
public bool CanFit( int x, int y, int z, int height, bool checksBlocksFit )
|
|
{
|
|
return CanFit( x, y, z, height, checksBlocksFit, true, true );
|
|
}
|
|
|
|
public bool CanFit( int x, int y, int z, int height, bool checkBlocksFit, bool checkMobiles )
|
|
{
|
|
return CanFit( x, y, z, height, checkBlocksFit, checkMobiles, true );
|
|
}
|
|
|
|
public bool CanFit( int x, int y, int z, int height, bool checkBlocksFit, bool checkMobiles, bool requireSurface )
|
|
{
|
|
if ( this == Map.Internal )
|
|
return false;
|
|
|
|
if ( x < 0 || y < 0 || x >= m_Width || y >= m_Height )
|
|
return false;
|
|
|
|
bool hasSurface = false;
|
|
|
|
LandTile lt = Tiles.GetLandTile( x, y );
|
|
int lowZ = 0, avgZ = 0, topZ = 0;
|
|
|
|
GetAverageZ( x, y, ref lowZ, ref avgZ, ref topZ );
|
|
TileFlag landFlags = TileData.LandTable[lt.ID & TileData.MaxLandValue].Flags;
|
|
|
|
if ( ( landFlags & TileFlag.Impassable ) != 0 && avgZ > z && ( z + height ) > lowZ )
|
|
return false;
|
|
else if ( ( landFlags & TileFlag.Impassable ) == 0 && z == avgZ && !lt.Ignored )
|
|
hasSurface = true;
|
|
|
|
StaticTile[] staticTiles = Tiles.GetStaticTiles( x, y, true );
|
|
|
|
bool surface, impassable;
|
|
|
|
for ( int i = 0; i < staticTiles.Length; ++i )
|
|
{
|
|
ItemData id = TileData.ItemTable[staticTiles[i].ID & TileData.MaxItemValue];
|
|
surface = id.Surface;
|
|
impassable = id.Impassable;
|
|
|
|
if ( ( surface || impassable ) && ( staticTiles[i].Z + id.CalcHeight ) > z && ( z + height ) > staticTiles[i].Z )
|
|
return false;
|
|
else if ( surface && !impassable && z == ( staticTiles[i].Z + id.CalcHeight ) )
|
|
hasSurface = true;
|
|
}
|
|
|
|
Sector sector = GetSector( x, y );
|
|
List<Item> items = sector.Items;
|
|
List<Mobile> mobs = sector.Mobiles;
|
|
|
|
for ( int i = 0; i < items.Count; ++i )
|
|
{
|
|
Item item = items[i];
|
|
|
|
if ( !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue && item.AtWorldPoint( x, y ) )
|
|
{
|
|
ItemData id = item.ItemData;
|
|
surface = id.Surface;
|
|
impassable = id.Impassable;
|
|
|
|
if ( ( surface || impassable || ( checkBlocksFit && item.BlocksFit ) ) && ( item.Z + id.CalcHeight ) > z && ( z + height ) > item.Z )
|
|
return false;
|
|
else if ( surface && !impassable && !item.Movable && z == ( item.Z + id.CalcHeight ) )
|
|
hasSurface = true;
|
|
}
|
|
}
|
|
|
|
if ( checkMobiles )
|
|
{
|
|
for ( int i = 0; i < mobs.Count; ++i )
|
|
{
|
|
Mobile m = mobs[i];
|
|
|
|
if ( m.Location.m_X == x && m.Location.m_Y == y && ( m.AccessLevel == AccessLevel.Player || !m.Hidden ) )
|
|
if ( ( m.Z + 16 ) > z && ( z + height ) > m.Z )
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return !requireSurface || hasSurface;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region CanSpawnMobile
|
|
public bool CanSpawnMobile( Point3D p )
|
|
{
|
|
return CanSpawnMobile( p.m_X, p.m_Y, p.m_Z );
|
|
}
|
|
|
|
public bool CanSpawnMobile( Point2D p, int z )
|
|
{
|
|
return CanSpawnMobile( p.m_X, p.m_Y, z );
|
|
}
|
|
|
|
public bool CanSpawnMobile( int x, int y, int z )
|
|
{
|
|
if ( !Region.Find( new Point3D( x, y, z ), this ).AllowSpawn() )
|
|
return false;
|
|
|
|
return CanFit( x, y, z, 16 );
|
|
}
|
|
#endregion
|
|
|
|
private class ZComparer : IComparer<Item>
|
|
{
|
|
public static readonly ZComparer Default = new ZComparer();
|
|
|
|
public int Compare( Item x, Item y )
|
|
{
|
|
return x.Z.CompareTo( y.Z );
|
|
}
|
|
}
|
|
|
|
#if Map_PoolFixColumn || Map_AllUpdates
|
|
private static readonly Queue<List<Item>> _FixPool = new Queue<List<Item>>(128);
|
|
|
|
private static readonly List<Item> _EmptyFixItems = new List<Item>();
|
|
|
|
private static List<Item> AcquireFixItems(Map map, int x, int y)
|
|
{
|
|
if (map == null || map == Internal || x < 0 || x > map.Width || y < 0 || y > map.Height)
|
|
{
|
|
return _EmptyFixItems;
|
|
}
|
|
|
|
List<Item> pool = null;
|
|
|
|
lock (_FixPool)
|
|
{
|
|
if (_FixPool.Count > 0)
|
|
{
|
|
pool = _FixPool.Dequeue();
|
|
}
|
|
}
|
|
|
|
if (pool == null)
|
|
{
|
|
pool = new List<Item>(128); // Arbitrary limit
|
|
}
|
|
|
|
var eable = map.GetItemsInRange(new Point3D(x, y, 0), 0);
|
|
|
|
pool.AddRange(
|
|
eable.Where(item => item.ItemID <= TileData.MaxItemValue && !(item is BaseMulti))
|
|
.OrderBy(item => item.Z)
|
|
.Take(pool.Capacity));
|
|
|
|
eable.Free();
|
|
|
|
return pool;
|
|
}
|
|
|
|
private static void FreeFixItems(List<Item> pool)
|
|
{
|
|
if (pool == _EmptyFixItems)
|
|
{
|
|
return;
|
|
}
|
|
|
|
pool.Clear();
|
|
|
|
lock (_FixPool)
|
|
{
|
|
if (_FixPool.Count < 128)
|
|
{
|
|
_FixPool.Enqueue(pool);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void FixColumn(int x, int y)
|
|
{
|
|
var landTile = Tiles.GetLandTile(x, y);
|
|
var tiles = Tiles.GetStaticTiles(x, y, true);
|
|
|
|
int landZ = 0, landAvg = 0, landTop = 0;
|
|
GetAverageZ(x, y, ref landZ, ref landAvg, ref landTop);
|
|
|
|
var items = AcquireFixItems(this, x, y);
|
|
|
|
for (var i = 0; i < items.Count; i++)
|
|
{
|
|
var toFix = items[i];
|
|
|
|
if (!toFix.Movable)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var z = int.MinValue;
|
|
var currentZ = toFix.Z;
|
|
|
|
if (!landTile.Ignored && landAvg <= currentZ)
|
|
{
|
|
z = landAvg;
|
|
}
|
|
|
|
foreach (var tile in tiles)
|
|
{
|
|
var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
|
|
|
|
var checkZ = tile.Z;
|
|
var checkTop = checkZ + id.CalcHeight;
|
|
|
|
if (checkTop == checkZ && !id.Surface)
|
|
{
|
|
++checkTop;
|
|
}
|
|
|
|
if (checkTop > z && checkTop <= currentZ)
|
|
{
|
|
z = checkTop;
|
|
}
|
|
}
|
|
|
|
for (var j = 0; j < items.Count; ++j)
|
|
{
|
|
if (j == i)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var item = items[j];
|
|
var id = item.ItemData;
|
|
|
|
var checkZ = item.Z;
|
|
var checkTop = checkZ + id.CalcHeight;
|
|
|
|
if (checkTop == checkZ && !id.Surface)
|
|
{
|
|
++checkTop;
|
|
}
|
|
|
|
if (checkTop > z && checkTop <= currentZ)
|
|
{
|
|
z = checkTop;
|
|
}
|
|
}
|
|
|
|
if (z != int.MinValue)
|
|
{
|
|
toFix.Location = new Point3D(toFix.X, toFix.Y, z);
|
|
}
|
|
}
|
|
|
|
FreeFixItems(items);
|
|
}
|
|
#else
|
|
public void FixColumn( int x, int y )
|
|
{
|
|
LandTile landTile = Tiles.GetLandTile( x, y );
|
|
|
|
int landZ = 0, landAvg = 0, landTop = 0;
|
|
GetAverageZ( x, y, ref landZ, ref landAvg, ref landTop );
|
|
|
|
StaticTile[] tiles = Tiles.GetStaticTiles( x, y, true );
|
|
|
|
List<Item> items = new List<Item>();
|
|
|
|
IPooledEnumerable<Item> eable = GetItemsInRange( new Point3D( x, y, 0 ), 0 );
|
|
|
|
foreach ( Item item in eable )
|
|
{
|
|
if ( !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue )
|
|
{
|
|
items.Add( item );
|
|
|
|
if ( items.Count > 100 )
|
|
break;
|
|
}
|
|
}
|
|
|
|
eable.Free();
|
|
|
|
if ( items.Count > 100 )
|
|
return;
|
|
|
|
items.Sort( ZComparer.Default );
|
|
|
|
for ( int i = 0; i < items.Count; ++i )
|
|
{
|
|
Item toFix = items[i];
|
|
|
|
if ( !toFix.Movable )
|
|
continue;
|
|
|
|
int z = int.MinValue;
|
|
int currentZ = toFix.Z;
|
|
|
|
if ( !landTile.Ignored && landAvg <= currentZ )
|
|
z = landAvg;
|
|
|
|
for ( int j = 0; j < tiles.Length; ++j )
|
|
{
|
|
StaticTile tile = tiles[j];
|
|
ItemData id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
|
|
|
|
int checkZ = tile.Z;
|
|
int checkTop = checkZ + id.CalcHeight;
|
|
|
|
if ( checkTop == checkZ && !id.Surface )
|
|
++checkTop;
|
|
|
|
if ( checkTop > z && checkTop <= currentZ )
|
|
z = checkTop;
|
|
}
|
|
|
|
for ( int j = 0; j < items.Count; ++j )
|
|
{
|
|
if ( j == i )
|
|
continue;
|
|
|
|
Item item = items[j];
|
|
ItemData id = item.ItemData;
|
|
|
|
int checkZ = item.Z;
|
|
int checkTop = checkZ + id.CalcHeight;
|
|
|
|
if ( checkTop == checkZ && !id.Surface )
|
|
++checkTop;
|
|
|
|
if ( checkTop > z && checkTop <= currentZ )
|
|
z = checkTop;
|
|
}
|
|
|
|
if ( z != int.MinValue )
|
|
toFix.Location = new Point3D( toFix.X, toFix.Y, z );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/* This could be probably be re-implemented if necessary (perhaps via an ITile interface?).
|
|
public List<Tile> GetTilesAt( Point2D p, bool items, bool land, bool statics )
|
|
{
|
|
List<Tile> list = new List<Tile>();
|
|
|
|
if ( this == Map.Internal )
|
|
return list;
|
|
|
|
if ( land )
|
|
list.Add( Tiles.GetLandTile( p.m_X, p.m_Y ) );
|
|
|
|
if ( statics )
|
|
list.AddRange( Tiles.GetStaticTiles( p.m_X, p.m_Y, true ) );
|
|
|
|
if ( items )
|
|
{
|
|
Sector sector = GetSector( p );
|
|
|
|
foreach ( Item item in sector.Items )
|
|
if ( item.AtWorldPoint( p.m_X, p.m_Y ) )
|
|
list.Add( new StaticTile( (ushort)item.ItemID, (sbyte) item.Z ) );
|
|
}
|
|
|
|
return list;
|
|
}
|
|
*/
|
|
|
|
/// <summary>
|
|
/// Gets the highest surface that is lower than <paramref name="p"/>.
|
|
/// </summary>
|
|
/// <param name="p">The reference point.</param>
|
|
/// <returns>A surface <typeparamref name="Tile"/> or <typeparamref name="Item"/>.</returns>
|
|
public object GetTopSurface( Point3D p )
|
|
{
|
|
if ( this == Map.Internal )
|
|
return null;
|
|
|
|
object surface = null;
|
|
int surfaceZ = int.MinValue;
|
|
|
|
|
|
LandTile lt = Tiles.GetLandTile( p.X, p.Y );
|
|
|
|
if ( !lt.Ignored )
|
|
{
|
|
int avgZ = GetAverageZ( p.X, p.Y );
|
|
|
|
if ( avgZ <= p.Z )
|
|
{
|
|
surface = lt;
|
|
surfaceZ = avgZ;
|
|
|
|
if ( surfaceZ == p.Z )
|
|
return surface;
|
|
}
|
|
}
|
|
|
|
StaticTile[] staticTiles = Tiles.GetStaticTiles( p.X, p.Y, true );
|
|
|
|
for ( int i = 0; i < staticTiles.Length; i++ )
|
|
{
|
|
StaticTile tile = staticTiles[i];
|
|
ItemData id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
|
|
|
|
if ( id.Surface || ( id.Flags & TileFlag.Wet ) != 0 )
|
|
{
|
|
int tileZ = tile.Z + id.CalcHeight;
|
|
|
|
if ( tileZ > surfaceZ && tileZ <= p.Z )
|
|
{
|
|
surface = tile;
|
|
surfaceZ = tileZ;
|
|
|
|
if ( surfaceZ == p.Z )
|
|
return surface;
|
|
}
|
|
}
|
|
}
|
|
|
|
Sector sector = GetSector( p.X, p.Y );
|
|
|
|
for ( int i = 0; i < sector.Items.Count; i++ )
|
|
{
|
|
Item item = sector.Items[i];
|
|
|
|
if ( !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue && item.AtWorldPoint( p.X, p.Y ) && !item.Movable )
|
|
{
|
|
ItemData id = item.ItemData;
|
|
|
|
if ( id.Surface || ( id.Flags & TileFlag.Wet ) != 0 )
|
|
{
|
|
int itemZ = item.Z + id.CalcHeight;
|
|
|
|
if ( itemZ > surfaceZ && itemZ <= p.Z )
|
|
{
|
|
surface = item;
|
|
surfaceZ = itemZ;
|
|
|
|
if ( surfaceZ == p.Z )
|
|
return surface;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return surface;
|
|
}
|
|
|
|
public void Bound( int x, int y, out int newX, out int newY )
|
|
{
|
|
if ( x < 0 )
|
|
newX = 0;
|
|
else if ( x >= m_Width )
|
|
newX = m_Width - 1;
|
|
else
|
|
newX = x;
|
|
|
|
if ( y < 0 )
|
|
newY = 0;
|
|
else if ( y >= m_Height )
|
|
newY = m_Height - 1;
|
|
else
|
|
newY = y;
|
|
}
|
|
|
|
public Point2D Bound( Point2D p )
|
|
{
|
|
int x = p.m_X, y = p.m_Y;
|
|
|
|
if ( x < 0 )
|
|
x = 0;
|
|
else if ( x >= m_Width )
|
|
x = m_Width - 1;
|
|
|
|
if ( y < 0 )
|
|
y = 0;
|
|
else if ( y >= m_Height )
|
|
y = m_Height - 1;
|
|
|
|
return new Point2D( x, y );
|
|
}
|
|
|
|
public Map( int mapID, int mapIndex, int fileIndex, int width, int height, int season, string name, MapRules rules )
|
|
{
|
|
m_MapID = mapID;
|
|
m_MapIndex = mapIndex;
|
|
m_FileIndex = fileIndex;
|
|
m_Width = width;
|
|
m_Height = height;
|
|
m_Season = season;
|
|
m_Name = name;
|
|
m_Rules = rules;
|
|
m_Regions = new Dictionary<string, Region>( StringComparer.OrdinalIgnoreCase );
|
|
m_InvalidSector = new Sector( 0, 0, this );
|
|
m_SectorsWidth = width >> SectorShift;
|
|
m_SectorsHeight = height >> SectorShift;
|
|
m_Sectors = new Sector[m_SectorsWidth][];
|
|
}
|
|
|
|
#region GetSector
|
|
public Sector GetSector( Point3D p )
|
|
{
|
|
return InternalGetSector( p.m_X >> SectorShift, p.m_Y >> SectorShift );
|
|
}
|
|
|
|
public Sector GetSector( Point2D p )
|
|
{
|
|
return InternalGetSector( p.m_X >> SectorShift, p.m_Y >> SectorShift );
|
|
}
|
|
|
|
public Sector GetSector( IPoint2D p )
|
|
{
|
|
return InternalGetSector( p.X >> SectorShift, p.Y >> SectorShift );
|
|
}
|
|
|
|
public Sector GetSector( int x, int y )
|
|
{
|
|
return InternalGetSector( x >> SectorShift, y >> SectorShift );
|
|
}
|
|
|
|
public Sector GetRealSector( int x, int y )
|
|
{
|
|
return InternalGetSector( x, y );
|
|
}
|
|
|
|
private Sector InternalGetSector( int x, int y )
|
|
{
|
|
if ( x >= 0 && x < m_SectorsWidth && y >= 0 && y < m_SectorsHeight )
|
|
{
|
|
Sector[] xSectors = m_Sectors[x];
|
|
|
|
if ( xSectors == null )
|
|
m_Sectors[x] = xSectors = new Sector[m_SectorsHeight];
|
|
|
|
Sector sec = xSectors[y];
|
|
|
|
if ( sec == null )
|
|
xSectors[y] = sec = new Sector( x, y, this );
|
|
|
|
return sec;
|
|
}
|
|
else
|
|
{
|
|
return m_InvalidSector;
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
public void ActivateSectors( int cx, int cy )
|
|
{
|
|
for ( int x = cx - SectorActiveRange; x <= cx + SectorActiveRange; ++x )
|
|
{
|
|
for ( int y = cy - SectorActiveRange; y <= cy + SectorActiveRange; ++y )
|
|
{
|
|
Sector sect = GetRealSector( x, y );
|
|
if ( sect != m_InvalidSector )
|
|
sect.Activate();
|
|
}
|
|
}
|
|
}
|
|
|
|
public void DeactivateSectors( int cx, int cy )
|
|
{
|
|
for ( int x = cx - SectorActiveRange; x <= cx + SectorActiveRange; ++x )
|
|
{
|
|
for ( int y = cy - SectorActiveRange; y <= cy + SectorActiveRange; ++y )
|
|
{
|
|
Sector sect = GetRealSector( x, y );
|
|
if ( sect != m_InvalidSector && !PlayersInRange( sect, SectorActiveRange ) )
|
|
sect.Deactivate();
|
|
}
|
|
}
|
|
}
|
|
|
|
private bool PlayersInRange( Sector sect, int range )
|
|
{
|
|
for ( int x = sect.X - range; x <= sect.X + range; ++x )
|
|
{
|
|
for ( int y = sect.Y - range; y <= sect.Y + range; ++y )
|
|
{
|
|
Sector check = GetRealSector( x, y );
|
|
if ( check != m_InvalidSector && check.Players.Count > 0 )
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void OnClientChange( NetState oldState, NetState newState, Mobile m )
|
|
{
|
|
if ( this == Map.Internal )
|
|
return;
|
|
|
|
GetSector( m ).OnClientChange( oldState, newState );
|
|
}
|
|
|
|
public void OnEnter( Mobile m )
|
|
{
|
|
if ( this == Map.Internal )
|
|
return;
|
|
|
|
Sector sector = GetSector( m );
|
|
|
|
sector.OnEnter( m );
|
|
}
|
|
|
|
public void OnEnter( Item item )
|
|
{
|
|
if ( this == Map.Internal )
|
|
return;
|
|
|
|
GetSector( item ).OnEnter( item );
|
|
|
|
if ( item is BaseMulti )
|
|
{
|
|
BaseMulti m = (BaseMulti)item;
|
|
MultiComponentList mcl = m.Components;
|
|
|
|
Sector start = GetMultiMinSector( item.Location, mcl );
|
|
Sector end = GetMultiMaxSector( item.Location, mcl );
|
|
|
|
AddMulti( m, start, end );
|
|
}
|
|
}
|
|
|
|
public void OnLeave( Mobile m )
|
|
{
|
|
if ( this == Map.Internal )
|
|
return;
|
|
|
|
Sector sector = GetSector( m );
|
|
|
|
sector.OnLeave( m );
|
|
}
|
|
|
|
public void OnLeave( Item item )
|
|
{
|
|
if ( this == Map.Internal )
|
|
return;
|
|
|
|
GetSector( item ).OnLeave( item );
|
|
|
|
if ( item is BaseMulti )
|
|
{
|
|
BaseMulti m = (BaseMulti)item;
|
|
MultiComponentList mcl = m.Components;
|
|
|
|
Sector start = GetMultiMinSector( item.Location, mcl );
|
|
Sector end = GetMultiMaxSector( item.Location, mcl );
|
|
|
|
RemoveMulti( m, start, end );
|
|
}
|
|
}
|
|
|
|
public void RemoveMulti( BaseMulti m, Sector start, Sector end )
|
|
{
|
|
if ( this == Map.Internal )
|
|
return;
|
|
|
|
for ( int x = start.X; x <= end.X; ++x )
|
|
for ( int y = start.Y; y <= end.Y; ++y )
|
|
InternalGetSector( x, y ).OnMultiLeave( m );
|
|
}
|
|
|
|
public void AddMulti( BaseMulti m, Sector start, Sector end )
|
|
{
|
|
if ( this == Map.Internal )
|
|
return;
|
|
|
|
for ( int x = start.X; x <= end.X; ++x )
|
|
for ( int y = start.Y; y <= end.Y; ++y )
|
|
InternalGetSector( x, y ).OnMultiEnter( m );
|
|
}
|
|
|
|
public Sector GetMultiMinSector( Point3D loc, MultiComponentList mcl )
|
|
{
|
|
return GetSector( Bound( new Point2D( loc.m_X + mcl.Min.m_X, loc.m_Y + mcl.Min.m_Y ) ) );
|
|
}
|
|
|
|
public Sector GetMultiMaxSector( Point3D loc, MultiComponentList mcl )
|
|
{
|
|
return GetSector( Bound( new Point2D( loc.m_X + mcl.Max.m_X, loc.m_Y + mcl.Max.m_Y ) ) );
|
|
}
|
|
|
|
public void OnMove( Point3D oldLocation, Mobile m )
|
|
{
|
|
if ( this == Map.Internal )
|
|
return;
|
|
|
|
Sector oldSector = GetSector( oldLocation );
|
|
Sector newSector = GetSector( m.Location );
|
|
|
|
if ( oldSector != newSector )
|
|
{
|
|
oldSector.OnLeave( m );
|
|
newSector.OnEnter( m );
|
|
}
|
|
}
|
|
|
|
public void OnMove( Point3D oldLocation, Item item )
|
|
{
|
|
if ( this == Map.Internal )
|
|
return;
|
|
|
|
Sector oldSector = GetSector( oldLocation );
|
|
Sector newSector = GetSector( item.Location );
|
|
|
|
if ( oldSector != newSector )
|
|
{
|
|
oldSector.OnLeave( item );
|
|
newSector.OnEnter( item );
|
|
}
|
|
|
|
if ( item is BaseMulti )
|
|
{
|
|
BaseMulti m = (BaseMulti)item;
|
|
MultiComponentList mcl = m.Components;
|
|
|
|
Sector start = GetMultiMinSector( item.Location, mcl );
|
|
Sector end = GetMultiMaxSector( item.Location, mcl );
|
|
|
|
Sector oldStart = GetMultiMinSector( oldLocation, mcl );
|
|
Sector oldEnd = GetMultiMaxSector( oldLocation, mcl );
|
|
|
|
if ( oldStart != start || oldEnd != end )
|
|
{
|
|
RemoveMulti( m, oldStart, oldEnd );
|
|
AddMulti( m, start, end );
|
|
}
|
|
}
|
|
}
|
|
|
|
private object tileLock = new object();
|
|
|
|
public TileMatrix Tiles
|
|
{
|
|
get
|
|
{
|
|
if (m_Tiles != null)
|
|
return m_Tiles;
|
|
|
|
lock (tileLock)
|
|
return m_Tiles ?? (m_Tiles = new TileMatrix(this, m_FileIndex, m_MapID, m_Width, m_Height));
|
|
}
|
|
}
|
|
|
|
public int MapID
|
|
{
|
|
get
|
|
{
|
|
return m_MapID;
|
|
}
|
|
}
|
|
|
|
public int MapIndex
|
|
{
|
|
get
|
|
{
|
|
return m_MapIndex;
|
|
}
|
|
}
|
|
|
|
public int Width
|
|
{
|
|
get
|
|
{
|
|
return m_Width;
|
|
}
|
|
}
|
|
|
|
public int Height
|
|
{
|
|
get
|
|
{
|
|
return m_Height;
|
|
}
|
|
}
|
|
|
|
public Dictionary<string, Region> Regions
|
|
{
|
|
get
|
|
{
|
|
return m_Regions;
|
|
}
|
|
}
|
|
|
|
public void RegisterRegion( Region reg )
|
|
{
|
|
string regName = reg.Name;
|
|
|
|
if ( regName != null )
|
|
{
|
|
if ( m_Regions.ContainsKey( regName ) )
|
|
Console.WriteLine( "Warning: Duplicate region name '{0}' for map '{1}'", regName, this.Name );
|
|
else
|
|
m_Regions[regName] = reg;
|
|
}
|
|
}
|
|
|
|
public void UnregisterRegion( Region reg )
|
|
{
|
|
string regName = reg.Name;
|
|
|
|
if ( regName != null )
|
|
m_Regions.Remove( regName );
|
|
}
|
|
|
|
public Region DefaultRegion
|
|
{
|
|
get
|
|
{
|
|
if ( m_DefaultRegion == null )
|
|
m_DefaultRegion = new Region( null, this, 0, new Rectangle3D[0] );
|
|
|
|
return m_DefaultRegion;
|
|
}
|
|
set
|
|
{
|
|
m_DefaultRegion = value;
|
|
}
|
|
}
|
|
|
|
public MapRules Rules
|
|
{
|
|
get
|
|
{
|
|
return m_Rules;
|
|
}
|
|
set
|
|
{
|
|
m_Rules = value;
|
|
}
|
|
}
|
|
|
|
public Sector InvalidSector
|
|
{
|
|
get
|
|
{
|
|
return m_InvalidSector;
|
|
}
|
|
}
|
|
|
|
public string Name
|
|
{
|
|
get
|
|
{
|
|
#if Map_InternalProtection || Map_AllUpdates
|
|
if (this == Internal && m_Name != "Internal")
|
|
{
|
|
Console.WriteLine("Internal Map Name was changed to '{0}'", m_Name);
|
|
|
|
m_Name = "Internal";
|
|
}
|
|
#endif
|
|
return m_Name;
|
|
}
|
|
set
|
|
{
|
|
#if Map_InternalProtection || Map_AllUpdates
|
|
if (this == Internal && value != "Internal")
|
|
{
|
|
Console.WriteLine("Attempted to set Internal Map Name to '{0}'", value);
|
|
|
|
value = "Internal";
|
|
}
|
|
#endif
|
|
m_Name = value;
|
|
}
|
|
}
|
|
|
|
#if Map_NewEnumerables || Map_AllUpdates
|
|
public class NullEnumerable<T> : IPooledEnumerable<T>
|
|
{
|
|
public static readonly NullEnumerable<T> Instance = new NullEnumerable<T>();
|
|
|
|
private readonly IEnumerable<T> _Empty;
|
|
|
|
private NullEnumerable()
|
|
{
|
|
_Empty = Enumerable.Empty<T>();
|
|
}
|
|
|
|
IEnumerator IEnumerable.GetEnumerator()
|
|
{
|
|
return _Empty.GetEnumerator();
|
|
}
|
|
|
|
public IEnumerator<T> GetEnumerator()
|
|
{
|
|
return _Empty.GetEnumerator();
|
|
}
|
|
|
|
public void Free()
|
|
{ }
|
|
}
|
|
|
|
public sealed class PooledEnumerable<T> : IPooledEnumerable<T>, IDisposable
|
|
{
|
|
private static readonly Queue<PooledEnumerable<T>> _Buffer = new Queue<PooledEnumerable<T>>(0x400);
|
|
|
|
public static PooledEnumerable<T> Instantiate(Map map, Rectangle2D bounds, PooledEnumeration.Selector<T> selector)
|
|
{
|
|
PooledEnumerable<T> e = null;
|
|
|
|
lock (((ICollection)_Buffer).SyncRoot)
|
|
{
|
|
if (_Buffer.Count > 0)
|
|
{
|
|
e = _Buffer.Dequeue();
|
|
}
|
|
}
|
|
|
|
var pool = PooledEnumeration.EnumerateSectors(map, bounds).SelectMany(s => selector(s, bounds));
|
|
|
|
if (e != null)
|
|
{
|
|
e._Pool.AddRange(pool);
|
|
}
|
|
else
|
|
{
|
|
e = new PooledEnumerable<T>(pool);
|
|
}
|
|
|
|
return e;
|
|
}
|
|
|
|
private bool _IsDisposed;
|
|
|
|
private List<T> _Pool = new List<T>(0x40);
|
|
|
|
public PooledEnumerable(IEnumerable<T> pool)
|
|
{
|
|
_Pool.AddRange(pool);
|
|
}
|
|
|
|
IEnumerator IEnumerable.GetEnumerator()
|
|
{
|
|
return _Pool.GetEnumerator();
|
|
}
|
|
|
|
public IEnumerator<T> GetEnumerator()
|
|
{
|
|
return _Pool.GetEnumerator();
|
|
}
|
|
|
|
public void Free()
|
|
{
|
|
if (_IsDisposed)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_Pool.Clear();
|
|
|
|
if (_Pool.Capacity > 0x100)
|
|
{
|
|
_Pool.Capacity = 0x100;
|
|
}
|
|
|
|
lock (((ICollection)_Buffer).SyncRoot)
|
|
{
|
|
_Buffer.Enqueue(this);
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
_IsDisposed = true;
|
|
|
|
_Pool.Clear();
|
|
_Pool.TrimExcess();
|
|
_Pool = null;
|
|
}
|
|
}
|
|
#else
|
|
#region Enumerables
|
|
public class NullEnumerable<T> : IPooledEnumerable<T>
|
|
{
|
|
private InternalEnumerator<T> m_Enumerator;
|
|
|
|
public static readonly NullEnumerable<T> Instance = new NullEnumerable<T>();
|
|
|
|
private NullEnumerable() {
|
|
m_Enumerator = new InternalEnumerator<T>();
|
|
}
|
|
|
|
IEnumerator IEnumerable.GetEnumerator() { return m_Enumerator; }
|
|
public IEnumerator<T> GetEnumerator() { return m_Enumerator; }
|
|
|
|
public void Free() { }
|
|
|
|
private class InternalEnumerator<K> : IEnumerator<K> {
|
|
public void Reset() { }
|
|
object IEnumerator.Current { get { return null; } }
|
|
public K Current { get { return default(K); } }
|
|
public bool MoveNext() { return false; }
|
|
void IDisposable.Dispose() { }
|
|
}
|
|
}
|
|
|
|
private class PooledEnumerable<T> : IPooledEnumerable<T>, IDisposable
|
|
{
|
|
private IPooledEnumerator<T> m_Enumerator;
|
|
|
|
private static Queue<PooledEnumerable<T>> m_InstancePool = new Queue<PooledEnumerable<T>>();
|
|
|
|
public static PooledEnumerable<T> Instantiate(IPooledEnumerator<T> etor)
|
|
{
|
|
PooledEnumerable<T> e = null;
|
|
|
|
lock (m_InstancePool) {
|
|
if ( m_InstancePool.Count > 0 ) {
|
|
e = m_InstancePool.Dequeue();
|
|
e.m_Enumerator = etor;
|
|
}
|
|
}
|
|
|
|
if (e == null )
|
|
e = new PooledEnumerable<T>( etor );
|
|
|
|
return e;
|
|
}
|
|
|
|
private PooledEnumerable(IPooledEnumerator<T> etor)
|
|
{
|
|
m_Enumerator = etor;
|
|
}
|
|
|
|
IEnumerator IEnumerable.GetEnumerator()
|
|
{
|
|
if (m_Enumerator == null)
|
|
throw new ObjectDisposedException("PooledEnumerable", "GetEnumerator() called after Free()");
|
|
|
|
return m_Enumerator;
|
|
}
|
|
|
|
public IEnumerator<T> GetEnumerator()
|
|
{
|
|
if ( m_Enumerator == null )
|
|
throw new ObjectDisposedException( "PooledEnumerable", "GetEnumerator() called after Free()" );
|
|
|
|
return m_Enumerator;
|
|
}
|
|
|
|
public void Free()
|
|
{
|
|
if ( m_Enumerator != null) {
|
|
m_Enumerator.Free();
|
|
m_Enumerator = null;
|
|
}
|
|
|
|
lock (m_InstancePool) {
|
|
if (m_InstancePool.Count < 200) // Arbitrary
|
|
m_InstancePool.Enqueue( this );
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
// Don't return disposed objects to the instance pool
|
|
//Free();
|
|
|
|
if (m_Enumerator != null) {
|
|
m_Enumerator.Free();
|
|
m_Enumerator = null;
|
|
}
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
#region Enumerators
|
|
private class ClientEnumerator : IPooledEnumerator<NetState>
|
|
{
|
|
private Map m_Map;
|
|
private Rectangle2D m_Bounds;
|
|
|
|
private int m_xSector, m_ySector;
|
|
private int m_xSectorStart, m_ySectorStart;
|
|
private int m_xSectorEnd, m_ySectorEnd;
|
|
private List<NetState> m_CurrentList;
|
|
private int m_CurrentIndex;
|
|
|
|
private static Queue<ClientEnumerator> m_InstancePool = new Queue<ClientEnumerator>();
|
|
|
|
public static ClientEnumerator Instantiate(Map map, Rectangle2D bounds)
|
|
{
|
|
ClientEnumerator e = null;
|
|
|
|
lock (m_InstancePool)
|
|
{
|
|
if (m_InstancePool.Count > 0)
|
|
{
|
|
e = m_InstancePool.Dequeue();
|
|
|
|
e.m_Map = map;
|
|
e.m_Bounds = bounds;
|
|
}
|
|
}
|
|
|
|
if (e == null)
|
|
{
|
|
e = new ClientEnumerator(map, bounds);
|
|
}
|
|
|
|
e.Reset();
|
|
|
|
return e;
|
|
}
|
|
|
|
public void Free()
|
|
{
|
|
if (m_Map == null)
|
|
return;
|
|
|
|
m_Map = null;
|
|
|
|
lock (m_InstancePool)
|
|
{
|
|
if (m_InstancePool.Count < 200) // Arbitrary
|
|
m_InstancePool.Enqueue(this);
|
|
}
|
|
}
|
|
|
|
private ClientEnumerator(Map map, Rectangle2D bounds)
|
|
{
|
|
m_Map = map;
|
|
m_Bounds = bounds;
|
|
}
|
|
|
|
public NetState Current
|
|
{
|
|
get
|
|
{
|
|
return m_CurrentList[m_CurrentIndex];
|
|
}
|
|
}
|
|
|
|
object IEnumerator.Current { get { return m_CurrentList[m_CurrentIndex]; } }
|
|
|
|
void IDisposable.Dispose() { }
|
|
|
|
public bool MoveNext()
|
|
{
|
|
while (true)
|
|
{
|
|
++m_CurrentIndex;
|
|
|
|
if (m_CurrentIndex == m_CurrentList.Count)
|
|
{
|
|
++m_ySector;
|
|
|
|
if (m_ySector > m_ySectorEnd)
|
|
{
|
|
m_ySector = m_ySectorStart;
|
|
++m_xSector;
|
|
|
|
if (m_xSector > m_xSectorEnd)
|
|
{
|
|
m_CurrentIndex = -1;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
m_CurrentIndex = -1;
|
|
m_CurrentList = m_Map.InternalGetSector(m_xSector, m_ySector).Clients;
|
|
}
|
|
else
|
|
{
|
|
Mobile m = m_CurrentList[m_CurrentIndex].Mobile;
|
|
|
|
if ( m != null && !m.Deleted && m_Bounds.Contains( m.Location ) )
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void Reset()
|
|
{
|
|
m_Map.Bound(m_Bounds.Start.m_X, m_Bounds.Start.m_Y, out m_xSectorStart, out m_ySectorStart);
|
|
m_Map.Bound(m_Bounds.End.m_X - 1, m_Bounds.End.m_Y - 1, out m_xSectorEnd, out m_ySectorEnd);
|
|
|
|
m_xSector = m_xSectorStart >>= Map.SectorShift;
|
|
m_ySector = m_ySectorStart >>= Map.SectorShift;
|
|
|
|
m_xSectorEnd >>= Map.SectorShift;
|
|
m_ySectorEnd >>= Map.SectorShift;
|
|
|
|
m_CurrentIndex = -1;
|
|
m_CurrentList = m_Map.InternalGetSector(m_xSector, m_ySector).Clients;
|
|
}
|
|
}
|
|
|
|
private class EntityEnumerator : IPooledEnumerator<IEntity>
|
|
{
|
|
private Map m_Map;
|
|
private Rectangle2D m_Bounds;
|
|
|
|
private int m_xSector, m_ySector;
|
|
private int m_xSectorStart, m_ySectorStart;
|
|
private int m_xSectorEnd, m_ySectorEnd;
|
|
private int m_Stage;
|
|
private IList m_CurrentList;
|
|
private int m_CurrentIndex;
|
|
|
|
private static Queue<EntityEnumerator> m_InstancePool = new Queue<EntityEnumerator>();
|
|
|
|
public static EntityEnumerator Instantiate(Map map, Rectangle2D bounds)
|
|
{
|
|
EntityEnumerator e = null;
|
|
|
|
lock (m_InstancePool)
|
|
{
|
|
if (m_InstancePool.Count > 0)
|
|
{
|
|
e = m_InstancePool.Dequeue();
|
|
|
|
e.m_Map = map;
|
|
e.m_Bounds = bounds;
|
|
}
|
|
}
|
|
|
|
if (e == null)
|
|
{
|
|
e = new EntityEnumerator(map, bounds);
|
|
}
|
|
|
|
e.Reset();
|
|
|
|
return e;
|
|
}
|
|
|
|
public void Free()
|
|
{
|
|
if (m_Map == null)
|
|
return;
|
|
|
|
m_Map = null;
|
|
|
|
lock (m_InstancePool)
|
|
{
|
|
if (m_InstancePool.Count < 200) // Arbitrary
|
|
m_InstancePool.Enqueue(this);
|
|
}
|
|
}
|
|
|
|
private EntityEnumerator(Map map, Rectangle2D bounds)
|
|
{
|
|
m_Map = map;
|
|
m_Bounds = bounds;
|
|
}
|
|
|
|
public IEntity Current
|
|
{
|
|
get
|
|
{
|
|
return (IEntity)m_CurrentList[m_CurrentIndex];
|
|
}
|
|
}
|
|
|
|
object IEnumerator.Current { get { return m_CurrentList[m_CurrentIndex]; } }
|
|
|
|
void IDisposable.Dispose() { }
|
|
|
|
public bool MoveNext()
|
|
{
|
|
while (true)
|
|
{
|
|
++m_CurrentIndex;
|
|
|
|
if (m_CurrentIndex < 0 || m_CurrentIndex > m_CurrentList.Count) { // Sanity
|
|
Console.WriteLine("EntityEnumerator OOB: {0}", m_CurrentIndex);
|
|
return false;
|
|
}
|
|
|
|
if (m_CurrentIndex == m_CurrentList.Count)
|
|
{
|
|
++m_ySector;
|
|
|
|
if (m_ySector > m_ySectorEnd)
|
|
{
|
|
m_ySector = m_ySectorStart;
|
|
++m_xSector;
|
|
|
|
if (m_xSector > m_xSectorEnd)
|
|
{
|
|
if (m_Stage > 0) {
|
|
m_CurrentIndex = -1;
|
|
return false;
|
|
}
|
|
++m_Stage;
|
|
m_xSector = m_xSectorStart >>= Map.SectorShift;
|
|
m_ySector = m_ySectorStart >>= Map.SectorShift;
|
|
}
|
|
}
|
|
|
|
m_CurrentIndex = -1;
|
|
|
|
if (m_Stage == 0)
|
|
m_CurrentList = m_Map.InternalGetSector(m_xSector, m_ySector).Items;
|
|
else
|
|
m_CurrentList = m_Map.InternalGetSector(m_xSector, m_ySector).Mobiles;
|
|
}
|
|
else
|
|
{
|
|
IEntity e = (IEntity)m_CurrentList[m_CurrentIndex];
|
|
|
|
if (e.Deleted)
|
|
continue;
|
|
|
|
if (e is Item)
|
|
{
|
|
Item item = (Item)e;
|
|
|
|
if (item.Parent != null)
|
|
continue;
|
|
}
|
|
|
|
if (m_Bounds.Contains(e.Location))
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void Reset()
|
|
{
|
|
m_Map.Bound(m_Bounds.Start.m_X, m_Bounds.Start.m_Y, out m_xSectorStart, out m_ySectorStart);
|
|
m_Map.Bound(m_Bounds.End.m_X - 1, m_Bounds.End.m_Y - 1, out m_xSectorEnd, out m_ySectorEnd);
|
|
|
|
m_xSector = m_xSectorStart >>= Map.SectorShift;
|
|
m_ySector = m_ySectorStart >>= Map.SectorShift;
|
|
|
|
m_xSectorEnd >>= Map.SectorShift;
|
|
m_ySectorEnd >>= Map.SectorShift;
|
|
|
|
m_CurrentIndex = -1;
|
|
m_Stage = 0;
|
|
m_CurrentList = m_Map.InternalGetSector(m_xSector, m_ySector).Items;
|
|
}
|
|
}
|
|
|
|
private class ItemEnumerator : IPooledEnumerator<Item>
|
|
{
|
|
private Map m_Map;
|
|
private Rectangle2D m_Bounds;
|
|
|
|
private int m_xSector, m_ySector;
|
|
private int m_xSectorStart, m_ySectorStart;
|
|
private int m_xSectorEnd, m_ySectorEnd;
|
|
private List<Item> m_CurrentList;
|
|
private int m_CurrentIndex;
|
|
|
|
private static Queue<ItemEnumerator> m_InstancePool = new Queue<ItemEnumerator>();
|
|
|
|
public static ItemEnumerator Instantiate(Map map, Rectangle2D bounds)
|
|
{
|
|
ItemEnumerator e = null;
|
|
|
|
lock (m_InstancePool)
|
|
{
|
|
if (m_InstancePool.Count > 0)
|
|
{
|
|
e = m_InstancePool.Dequeue();
|
|
|
|
e.m_Map = map;
|
|
e.m_Bounds = bounds;
|
|
}
|
|
}
|
|
|
|
if (e == null)
|
|
{
|
|
e = new ItemEnumerator(map, bounds);
|
|
}
|
|
|
|
e.Reset();
|
|
|
|
return e;
|
|
}
|
|
|
|
public void Free()
|
|
{
|
|
if (m_Map == null)
|
|
return;
|
|
|
|
m_Map = null;
|
|
|
|
lock (m_InstancePool)
|
|
{
|
|
if (m_InstancePool.Count < 200) // Arbitrary
|
|
m_InstancePool.Enqueue(this);
|
|
}
|
|
}
|
|
|
|
private ItemEnumerator(Map map, Rectangle2D bounds)
|
|
{
|
|
m_Map = map;
|
|
m_Bounds = bounds;
|
|
}
|
|
|
|
public Item Current
|
|
{
|
|
get
|
|
{
|
|
return m_CurrentList[m_CurrentIndex];
|
|
}
|
|
}
|
|
|
|
object IEnumerator.Current { get { return m_CurrentList[m_CurrentIndex]; } }
|
|
|
|
void IDisposable.Dispose() { }
|
|
|
|
public bool MoveNext()
|
|
{
|
|
while (true)
|
|
{
|
|
++m_CurrentIndex;
|
|
|
|
if (m_CurrentIndex == m_CurrentList.Count)
|
|
{
|
|
++m_ySector;
|
|
|
|
if (m_ySector > m_ySectorEnd)
|
|
{
|
|
m_ySector = m_ySectorStart;
|
|
++m_xSector;
|
|
|
|
if (m_xSector > m_xSectorEnd)
|
|
{
|
|
m_CurrentIndex = -1;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
m_CurrentIndex = -1;
|
|
m_CurrentList = m_Map.InternalGetSector(m_xSector, m_ySector).Items;
|
|
}
|
|
else
|
|
{
|
|
Item item = m_CurrentList[m_CurrentIndex];
|
|
|
|
if (!item.Deleted && item.Parent == null && m_Bounds.Contains(item.Location))
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void Reset()
|
|
{
|
|
m_Map.Bound(m_Bounds.Start.m_X, m_Bounds.Start.m_Y, out m_xSectorStart, out m_ySectorStart);
|
|
m_Map.Bound(m_Bounds.End.m_X - 1, m_Bounds.End.m_Y - 1, out m_xSectorEnd, out m_ySectorEnd);
|
|
|
|
m_xSector = m_xSectorStart >>= Map.SectorShift;
|
|
m_ySector = m_ySectorStart >>= Map.SectorShift;
|
|
|
|
m_xSectorEnd >>= Map.SectorShift;
|
|
m_ySectorEnd >>= Map.SectorShift;
|
|
|
|
m_CurrentIndex = -1;
|
|
m_CurrentList = m_Map.InternalGetSector(m_xSector, m_ySector).Items;
|
|
}
|
|
}
|
|
|
|
private class MobileEnumerator : IPooledEnumerator<Mobile>
|
|
{
|
|
private Map m_Map;
|
|
private Rectangle2D m_Bounds;
|
|
|
|
private int m_xSector, m_ySector;
|
|
private int m_xSectorStart, m_ySectorStart;
|
|
private int m_xSectorEnd, m_ySectorEnd;
|
|
private List<Mobile> m_CurrentList;
|
|
private int m_CurrentIndex;
|
|
|
|
private static Queue<MobileEnumerator> m_InstancePool = new Queue<MobileEnumerator>();
|
|
|
|
public static MobileEnumerator Instantiate(Map map, Rectangle2D bounds)
|
|
{
|
|
MobileEnumerator e = null;
|
|
|
|
lock (m_InstancePool)
|
|
{
|
|
if (m_InstancePool.Count > 0)
|
|
{
|
|
e = m_InstancePool.Dequeue();
|
|
|
|
e.m_Map = map;
|
|
e.m_Bounds = bounds;
|
|
}
|
|
}
|
|
|
|
if (e == null)
|
|
{
|
|
e = new MobileEnumerator(map, bounds);
|
|
}
|
|
|
|
e.Reset();
|
|
|
|
return e;
|
|
}
|
|
|
|
public void Free()
|
|
{
|
|
if (m_Map == null)
|
|
return;
|
|
|
|
m_Map = null;
|
|
|
|
lock (m_InstancePool)
|
|
{
|
|
if (m_InstancePool.Count < 200) // Arbitrary
|
|
m_InstancePool.Enqueue(this);
|
|
}
|
|
}
|
|
|
|
private MobileEnumerator(Map map, Rectangle2D bounds)
|
|
{
|
|
m_Map = map;
|
|
m_Bounds = bounds;
|
|
}
|
|
|
|
public Mobile Current
|
|
{
|
|
get
|
|
{
|
|
return m_CurrentList[m_CurrentIndex];
|
|
}
|
|
}
|
|
|
|
object IEnumerator.Current { get { return m_CurrentList[m_CurrentIndex]; } }
|
|
|
|
void IDisposable.Dispose() { }
|
|
|
|
public bool MoveNext()
|
|
{
|
|
while (true)
|
|
{
|
|
++m_CurrentIndex;
|
|
|
|
if (m_CurrentIndex == m_CurrentList.Count)
|
|
{
|
|
++m_ySector;
|
|
|
|
if (m_ySector > m_ySectorEnd)
|
|
{
|
|
m_ySector = m_ySectorStart;
|
|
++m_xSector;
|
|
|
|
if (m_xSector > m_xSectorEnd)
|
|
{
|
|
m_CurrentIndex = -1;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
m_CurrentIndex = -1;
|
|
m_CurrentList = m_Map.InternalGetSector(m_xSector, m_ySector).Mobiles;
|
|
}
|
|
else
|
|
{
|
|
Mobile m = m_CurrentList[m_CurrentIndex];
|
|
|
|
if ( !m.Deleted && m_Bounds.Contains( m.Location ) )
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void Reset()
|
|
{
|
|
m_Map.Bound(m_Bounds.Start.m_X, m_Bounds.Start.m_Y, out m_xSectorStart, out m_ySectorStart);
|
|
m_Map.Bound(m_Bounds.End.m_X - 1, m_Bounds.End.m_Y - 1, out m_xSectorEnd, out m_ySectorEnd);
|
|
|
|
m_xSector = m_xSectorStart >>= Map.SectorShift;
|
|
m_ySector = m_ySectorStart >>= Map.SectorShift;
|
|
|
|
m_xSectorEnd >>= Map.SectorShift;
|
|
m_ySectorEnd >>= Map.SectorShift;
|
|
|
|
m_CurrentIndex = -1;
|
|
m_CurrentList = m_Map.InternalGetSector(m_xSector, m_ySector).Mobiles;
|
|
}
|
|
}
|
|
|
|
private class MultiTileEnumerator : IPooledEnumerator<StaticTile[]>
|
|
{
|
|
private List<BaseMulti> m_List;
|
|
private Point2D m_Location;
|
|
private StaticTile[] m_Current;
|
|
private int m_Index;
|
|
|
|
private static Queue<MultiTileEnumerator> m_InstancePool = new Queue<MultiTileEnumerator>();
|
|
|
|
public static MultiTileEnumerator Instantiate(Sector sector, Point2D loc)
|
|
{
|
|
MultiTileEnumerator e = null;
|
|
|
|
lock (m_InstancePool)
|
|
{
|
|
if (m_InstancePool.Count > 0)
|
|
{
|
|
e = m_InstancePool.Dequeue();
|
|
|
|
e.m_List = sector.Multis;
|
|
e.m_Location = loc;
|
|
}
|
|
}
|
|
|
|
if (e == null)
|
|
{
|
|
e = new MultiTileEnumerator(sector, loc);
|
|
}
|
|
|
|
e.Reset();
|
|
|
|
return e;
|
|
}
|
|
|
|
private MultiTileEnumerator(Sector sector, Point2D loc)
|
|
{
|
|
m_List = sector.Multis;
|
|
m_Location = loc;
|
|
}
|
|
|
|
public StaticTile[] Current { get { return m_Current; } }
|
|
|
|
object IEnumerator.Current { get { return m_Current; } }
|
|
|
|
void IDisposable.Dispose() { }
|
|
|
|
public bool MoveNext()
|
|
{
|
|
while (++m_Index < m_List.Count)
|
|
{
|
|
BaseMulti m = m_List[m_Index];
|
|
|
|
if (m != null && !m.Deleted)
|
|
{
|
|
MultiComponentList list = m.Components;
|
|
|
|
int xOffset = m_Location.m_X - (m.Location.m_X + list.Min.m_X);
|
|
int yOffset = m_Location.m_Y - (m.Location.m_Y + list.Min.m_Y);
|
|
|
|
if (xOffset >= 0 && xOffset < list.Width && yOffset >= 0 && yOffset < list.Height)
|
|
{
|
|
StaticTile[] tiles = list.Tiles[xOffset][yOffset];
|
|
|
|
if (tiles.Length > 0)
|
|
{
|
|
// TODO: How to avoid this copy?
|
|
StaticTile[] copy = new StaticTile[tiles.Length];
|
|
|
|
for (int i = 0; i < copy.Length; ++i)
|
|
{
|
|
copy[i] = tiles[i];
|
|
copy[i].Z += m.Z;
|
|
}
|
|
|
|
m_Current = copy;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void Free()
|
|
{
|
|
if (m_List == null)
|
|
return;
|
|
|
|
lock (m_InstancePool)
|
|
{
|
|
if (m_InstancePool.Count < 200) // Arbitrary
|
|
m_InstancePool.Enqueue(this);
|
|
|
|
m_List = null;
|
|
}
|
|
}
|
|
|
|
public void Reset()
|
|
{
|
|
m_Current = null;
|
|
m_Index = -1;
|
|
}
|
|
}
|
|
#endregion
|
|
#endif
|
|
|
|
public Point3D GetPoint( object o, bool eye )
|
|
{
|
|
Point3D p;
|
|
|
|
if( o is Mobile )
|
|
{
|
|
p = ((Mobile)o).Location;
|
|
p.Z += 14;//eye ? 15 : 10;
|
|
}
|
|
else if( o is Item )
|
|
{
|
|
p = ((Item)o).GetWorldLocation();
|
|
p.Z += (((Item)o).ItemData.Height / 2) + 1;
|
|
}
|
|
else if( o is Point3D )
|
|
{
|
|
p = (Point3D)o;
|
|
}
|
|
else if( o is LandTarget )
|
|
{
|
|
p = ((LandTarget)o).Location;
|
|
|
|
int low = 0, avg = 0, top = 0;
|
|
GetAverageZ( p.X, p.Y, ref low, ref avg, ref top );
|
|
|
|
p.Z = top + 1;
|
|
}
|
|
else if( o is StaticTarget )
|
|
{
|
|
StaticTarget st = (StaticTarget)o;
|
|
ItemData id = TileData.ItemTable[st.ItemID & TileData.MaxItemValue];
|
|
|
|
p = new Point3D( st.X, st.Y, st.Z - id.CalcHeight + (id.Height / 2) + 1 );
|
|
}
|
|
else if( o is IPoint3D )
|
|
{
|
|
p = new Point3D( (IPoint3D)o );
|
|
}
|
|
else
|
|
{
|
|
Console.WriteLine( "Warning: Invalid object ({0}) in line of sight", o );
|
|
p = Point3D.Zero;
|
|
}
|
|
|
|
return p;
|
|
}
|
|
|
|
#region Line Of Sight
|
|
private static int m_MaxLOSDistance = 25;
|
|
|
|
public static int MaxLOSDistance
|
|
{
|
|
get { return m_MaxLOSDistance; }
|
|
set { m_MaxLOSDistance = value; }
|
|
}
|
|
|
|
public bool LineOfSight( Point3D org, Point3D dest )
|
|
{
|
|
if( this == Map.Internal )
|
|
return false;
|
|
|
|
if( !Utility.InRange( org, dest, m_MaxLOSDistance ) )
|
|
return false;
|
|
|
|
Point3D start = org;
|
|
Point3D end = dest;
|
|
|
|
if( org.X > dest.X || (org.X == dest.X && org.Y > dest.Y) || (org.X == dest.X && org.Y == dest.Y && org.Z > dest.Z) )
|
|
{
|
|
Point3D swap = org;
|
|
org = dest;
|
|
dest = swap;
|
|
}
|
|
|
|
double rise, run, zslp;
|
|
double sq3d;
|
|
double x, y, z;
|
|
int xd, yd, zd;
|
|
int ix, iy, iz;
|
|
int height;
|
|
bool found;
|
|
Point3D p;
|
|
Point3DList path = new Point3DList();
|
|
TileFlag flags;
|
|
|
|
if( org == dest )
|
|
return true;
|
|
|
|
if( path.Count > 0 )
|
|
path.Clear();
|
|
|
|
xd = dest.m_X - org.m_X;
|
|
yd = dest.m_Y - org.m_Y;
|
|
zd = dest.m_Z - org.m_Z;
|
|
zslp = Math.Sqrt( xd * xd + yd * yd );
|
|
if( zd != 0 )
|
|
sq3d = Math.Sqrt( zslp * zslp + zd * zd );
|
|
else
|
|
sq3d = zslp;
|
|
|
|
rise = ((float)yd) / sq3d;
|
|
run = ((float)xd) / sq3d;
|
|
zslp = ((float)zd) / sq3d;
|
|
|
|
y = org.m_Y;
|
|
z = org.m_Z;
|
|
x = org.m_X;
|
|
while( Utility.NumberBetween( x, dest.m_X, org.m_X, 0.5 ) && Utility.NumberBetween( y, dest.m_Y, org.m_Y, 0.5 ) && Utility.NumberBetween( z, dest.m_Z, org.m_Z, 0.5 ) )
|
|
{
|
|
ix = (int)Math.Round( x );
|
|
iy = (int)Math.Round( y );
|
|
iz = (int)Math.Round( z );
|
|
if( path.Count > 0 )
|
|
{
|
|
p = path.Last;
|
|
|
|
if( p.m_X != ix || p.m_Y != iy || p.m_Z != iz )
|
|
path.Add( ix, iy, iz );
|
|
}
|
|
else
|
|
{
|
|
path.Add( ix, iy, iz );
|
|
}
|
|
x += run;
|
|
y += rise;
|
|
z += zslp;
|
|
}
|
|
|
|
if( path.Count == 0 )
|
|
return true;//<--should never happen, but to be safe.
|
|
|
|
p = path.Last;
|
|
|
|
if( p != dest )
|
|
path.Add( dest );
|
|
|
|
Point3D pTop = org, pBottom = dest;
|
|
Utility.FixPoints( ref pTop, ref pBottom );
|
|
|
|
int pathCount = path.Count;
|
|
int endTop = end.m_Z + 1;
|
|
|
|
for( int i = 0; i < pathCount; ++i )
|
|
{
|
|
Point3D point = path[i];
|
|
int pointTop = point.m_Z + 1;
|
|
|
|
LandTile landTile = Tiles.GetLandTile( point.X, point.Y );
|
|
int landZ = 0, landAvg = 0, landTop = 0;
|
|
GetAverageZ( point.m_X, point.m_Y, ref landZ, ref landAvg, ref landTop );
|
|
|
|
if( landZ <= pointTop && landTop >= point.m_Z && (point.m_X != end.m_X || point.m_Y != end.m_Y || landZ > endTop || landTop < end.m_Z) && !landTile.Ignored )
|
|
return false;
|
|
|
|
/* --Do land tiles need to be checked? There is never land between two people, always statics.--
|
|
LandTile landTile = Tiles.GetLandTile( point.X, point.Y );
|
|
if ( landTile.Z-1 >= point.Z && landTile.Z+1 <= point.Z && (TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Impassable) != 0 )
|
|
return false;
|
|
*/
|
|
|
|
StaticTile[] statics = Tiles.GetStaticTiles( point.m_X, point.m_Y, true );
|
|
|
|
bool contains = false;
|
|
int ltID = landTile.ID;
|
|
|
|
for( int j = 0; !contains && j < m_InvalidLandTiles.Length; ++j )
|
|
contains = (ltID == m_InvalidLandTiles[j]);
|
|
|
|
if( contains && statics.Length == 0 )
|
|
{
|
|
IPooledEnumerable<Item> eable = GetItemsInRange( point, 0 );
|
|
|
|
foreach( Item item in eable )
|
|
{
|
|
if( item.Visible )
|
|
contains = false;
|
|
|
|
if( !contains )
|
|
break;
|
|
}
|
|
|
|
eable.Free();
|
|
|
|
if( contains )
|
|
return false;
|
|
}
|
|
|
|
for( int j = 0; j < statics.Length; ++j )
|
|
{
|
|
StaticTile t = statics[j];
|
|
|
|
ItemData id = TileData.ItemTable[t.ID & TileData.MaxItemValue];
|
|
|
|
flags = id.Flags;
|
|
height = id.CalcHeight;
|
|
|
|
if( t.Z <= pointTop && t.Z + height >= point.Z && (flags & (TileFlag.Window | TileFlag.NoShoot)) != 0 )
|
|
{
|
|
if( point.m_X == end.m_X && point.m_Y == end.m_Y && t.Z <= endTop && t.Z + height >= end.m_Z )
|
|
continue;
|
|
|
|
return false;
|
|
}
|
|
|
|
/*if ( t.Z <= point.Z && t.Z+height >= point.Z && (flags&TileFlag.Window)==0 && (flags&TileFlag.NoShoot)!=0
|
|
&& ( (flags&TileFlag.Wall)!=0 || (flags&TileFlag.Roof)!=0 || (((flags&TileFlag.Surface)!=0 && zd != 0)) ) )*/
|
|
/*{
|
|
//Console.WriteLine( "LoS: Blocked by Static \"{0}\" Z:{1} T:{3} P:{2} F:x{4:X}", TileData.ItemTable[t.ID&TileData.MaxItemValue].Name, t.Z, point, t.Z+height, flags );
|
|
//Console.WriteLine( "if ( {0} && {1} && {2} && ( {3} || {4} || {5} || ({6} && {7} && {8}) ) )", t.Z <= point.Z, t.Z+height >= point.Z, (flags&TileFlag.Window)==0, (flags&TileFlag.Impassable)!=0, (flags&TileFlag.Wall)!=0, (flags&TileFlag.Roof)!=0, (flags&TileFlag.Surface)!=0, t.Z != dest.Z, zd != 0 ) ;
|
|
return false;
|
|
}*/
|
|
}
|
|
}
|
|
|
|
Rectangle2D rect = new Rectangle2D( pTop.m_X, pTop.m_Y, (pBottom.m_X - pTop.m_X) + 1, (pBottom.m_Y - pTop.m_Y) + 1 );
|
|
|
|
IPooledEnumerable<Item> area = GetItemsInBounds( rect );
|
|
|
|
foreach( Item i in area )
|
|
{
|
|
if( !i.Visible )
|
|
continue;
|
|
|
|
if( i is BaseMulti || i.ItemID > TileData.MaxItemValue )
|
|
continue;
|
|
|
|
ItemData id = i.ItemData;
|
|
flags = id.Flags;
|
|
|
|
if( (flags & (TileFlag.Window | TileFlag.NoShoot)) == 0 )
|
|
continue;
|
|
|
|
height = id.CalcHeight;
|
|
|
|
found = false;
|
|
|
|
int count = path.Count;
|
|
|
|
for( int j = 0; j < count; ++j )
|
|
{
|
|
Point3D point = path[j];
|
|
int pointTop = point.m_Z + 1;
|
|
Point3D loc = i.Location;
|
|
|
|
//if ( t.Z <= point.Z && t.Z+height >= point.Z && ( height != 0 || ( t.Z == dest.Z && zd != 0 ) ) )
|
|
if( loc.m_X == point.m_X && loc.m_Y == point.m_Y &&
|
|
loc.m_Z <= pointTop && loc.m_Z + height >= point.m_Z )
|
|
{
|
|
if( loc.m_X == end.m_X && loc.m_Y == end.m_Y && loc.m_Z <= endTop && loc.m_Z + height >= end.m_Z )
|
|
continue;
|
|
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( !found )
|
|
continue;
|
|
|
|
area.Free();
|
|
return false;
|
|
|
|
/*if ( (flags & (TileFlag.Impassable | TileFlag.Surface | TileFlag.Roof)) != 0 )
|
|
|
|
//flags = TileData.ItemTable[i.ItemID&TileData.MaxItemValue].Flags;
|
|
//if ( (flags&TileFlag.Window)==0 && (flags&TileFlag.NoShoot)!=0 && ( (flags&TileFlag.Wall)!=0 || (flags&TileFlag.Roof)!=0 || (((flags&TileFlag.Surface)!=0 && zd != 0)) ) )
|
|
{
|
|
//height = TileData.ItemTable[i.ItemID&TileData.MaxItemValue].Height;
|
|
//Console.WriteLine( "LoS: Blocked by ITEM \"{0}\" P:{1} T:{2} F:x{3:X}", TileData.ItemTable[i.ItemID&TileData.MaxItemValue].Name, i.Location, i.Location.Z+height, flags );
|
|
area.Free();
|
|
return false;
|
|
}*/
|
|
}
|
|
|
|
area.Free();
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool LineOfSight( object from, object dest )
|
|
{
|
|
if ( from == dest || ( from is Mobile && ( (Mobile) from ).AccessLevel > AccessLevel.Player ) )
|
|
return true;
|
|
else if ( dest is Item && from is Mobile && ( (Item) dest ).RootParent == from )
|
|
return true;
|
|
|
|
return LineOfSight( GetPoint( from, true ), GetPoint( dest, false ) );
|
|
}
|
|
|
|
public bool LineOfSight( Mobile from, Point3D target )
|
|
{
|
|
if ( from.AccessLevel > AccessLevel.Player )
|
|
return true;
|
|
|
|
Point3D eye = from.Location;
|
|
|
|
eye.Z += 14;
|
|
|
|
return LineOfSight( eye, target );
|
|
}
|
|
|
|
public bool LineOfSight( Mobile from, Mobile to )
|
|
{
|
|
if ( from == to || from.AccessLevel > AccessLevel.Player )
|
|
return true;
|
|
|
|
Point3D eye = from.Location;
|
|
Point3D target = to.Location;
|
|
|
|
eye.Z += 14;
|
|
target.Z += 14;//10;
|
|
|
|
return LineOfSight( eye, target );
|
|
}
|
|
#endregion
|
|
|
|
private static int[] m_InvalidLandTiles = new int[] { 0x244 };
|
|
|
|
public static int[] InvalidLandTiles
|
|
{
|
|
get { return m_InvalidLandTiles; }
|
|
set { m_InvalidLandTiles = value; }
|
|
}
|
|
|
|
public int CompareTo( Map other )
|
|
{
|
|
if ( other == null )
|
|
return -1;
|
|
|
|
return m_MapID.CompareTo( other.m_MapID );
|
|
}
|
|
|
|
public int CompareTo( object other )
|
|
{
|
|
if ( other == null || other is Map )
|
|
return this.CompareTo( other );
|
|
|
|
throw new ArgumentException();
|
|
}
|
|
}
|
|
}
|