private void CreateMiniMapTexture() { if (_gumpTexture == null || _gumpTexture.IsDisposed) { return; } ushort lastX = World.Player.Position.X; ushort lastY = World.Player.Position.Y; if (_x != lastX || _y != lastY) { _x = lastX; _y = lastY; } else if (!_forceUpdate) { return; } if (_mapTexture != null && !_mapTexture.IsDisposed) { _mapTexture.Dispose(); } int blockOffsetX = Width / 4; int blockOffsetY = Height / 4; int gumpCenterX = Width / 2; int gumpCenterY = Height / 2; //0xFF080808 - pixel32 //0x8421 - pixel16 int minBlockX = (lastX - blockOffsetX) / 8 - 1; int minBlockY = (lastY - blockOffsetY) / 8 - 1; int maxBlockX = (lastX + blockOffsetX) / 8 + 1; int maxBlockY = (lastY + blockOffsetY) / 8 + 1; if (minBlockX < 0) { minBlockX = 0; } if (minBlockY < 0) { minBlockY = 0; } int maxBlockIndex = World.Map.MapBlockIndex; int mapBlockHeight = IO.Resources.Map.MapBlocksSize[World.MapIndex][1]; ushort[] data = IO.Resources.Gumps.GetGumpPixels(_useLargeMap ? 5011 : 5010, out _, out _); Point[] table = new Point[2] { new Point(0, 0), new Point(0, 1) }; for (int i = minBlockX; i <= maxBlockX; i++) { int blockIndexOffset = i * mapBlockHeight; for (int j = minBlockY; j <= maxBlockY; j++) { int blockIndex = blockIndexOffset + j; if (blockIndex >= maxBlockIndex) { break; } RadarMapBlock?mbbv = IO.Resources.Map.GetRadarMapBlock(World.MapIndex, i, j); if (!mbbv.HasValue) { break; } RadarMapBlock mb = mbbv.Value; MapChunk mapBlock = World.Map.Chunks[blockIndex]; int realBlockX = i * 8; int realBlockY = j * 8; for (int x = 0; x < 8; x++) { int px = realBlockX + x - lastX + gumpCenterX; for (int y = 0; y < 8; y++) { int py = realBlockY + y - lastY; int gx = px - py; int gy = px + py; uint color = mb.Cells[x, y].Graphic; bool island = mb.Cells[x, y].IsLand; //if (mapBlock != null) //{ // ushort multicolor = mapBlock.get //} if (!island) { color += 0x4000; } int tableSize = 2; color = (uint)(0x8000 | Hues.GetRadarColorData((int)color)); CreatePixels(data, (int)color, gx, gy, Width, Height, table, tableSize); } } } } _mapTexture = new SpriteTexture(Width, Height, false); _mapTexture.SetData(data); }