private unsafe HuedTile[][][] GetTilesFromBlock(StaticTile *staticTiles, int count) { if (TileMatrix.m_Lists == null) { TileMatrix.m_Lists = new TileList[8][]; for (int index1 = 0; index1 < 8; ++index1) { TileMatrix.m_Lists[index1] = new TileList[8]; for (int index2 = 0; index2 < 8; ++index2) { TileMatrix.m_Lists[index1][index2] = new TileList(); } } } TileList[][] tileListArray = TileMatrix.m_Lists; StaticTile * staticTilePtr1 = staticTiles; for (StaticTile *staticTilePtr2 = staticTiles + count; staticTilePtr1 < staticTilePtr2; ++staticTilePtr1) { tileListArray[(int)staticTilePtr1->x & 7][(int)staticTilePtr1->y & 7].Add(new HuedTile(*staticTilePtr1)); } HuedTile[][][] huedTileArray = new HuedTile[8][][]; for (int index1 = 0; index1 < 8; ++index1) { huedTileArray[index1] = new HuedTile[8][]; for (int index2 = 0; index2 < 8; ++index2) { huedTileArray[index1][index2] = tileListArray[index1][index2].ToArray(); } } return(huedTileArray); }
private StaticItem(HuedTile tile, int influence, int serial) { this.m_ID = (short)tile.itemId; this.m_Z = tile.z; this.m_RealID = this.m_ID; this.m_Hue = Hues.GetItemHue((int)this.m_ID, (int)tile.hueId); this.m_Height = Map.GetItemHeight(tile.itemId); this.m_SortInfluence = influence; this.Serial = serial; this.m_vPool = VertexConstructor.Create(); }
public static StaticItem Instantiate(HuedTile tile, int influence, int serial) { if (StaticItem.m_InstancePool.Count <= 0) { return(new StaticItem(tile, influence, serial)); } StaticItem staticItem = (StaticItem)StaticItem.m_InstancePool.Dequeue(); staticItem.m_RealID = (short)tile.itemId; staticItem.m_ID = staticItem.m_RealID; staticItem.m_Z = tile.z; staticItem.m_Hue = Hues.GetItemHue((int)staticItem.m_ID, (int)tile.hueId); staticItem.m_Height = Map.GetItemHeight(tile.itemId); staticItem.m_SortInfluence = influence; staticItem.Serial = serial; staticItem.m_LastImage = (Texture)null; staticItem.m_LastImageHue = (IHue)null; staticItem.m_LastImageID = (short)0; staticItem.m_fAlpha = 0.0f; staticItem.m_bDraw = false; staticItem.m_bInit = false; return(staticItem); }
private static unsafe void Load(int x, int y, int w, int h, int world, Texture tex) { if (GRadar.m_Colors == null) { GRadar.LoadColors(); } if (GRadar.m_StrongReferences == null || GRadar.m_StrongReferences.Length != w * h) { GRadar.m_StrongReferences = new MapBlock[w * h]; } if (GRadar.m_Guarded == null || GRadar.m_Guarded.Length != w * h * 64) { GRadar.m_Guarded = new BitArray(w * h * 64); } else { GRadar.m_Guarded.SetAll(false); } Region[] guardedRegions = Region.GuardedRegions; int num1 = x * 8; int num2 = y * 8; int num3 = w * 8; int num4 = h * 8; for (int index1 = 0; index1 < guardedRegions.Length; ++index1) { Region region = guardedRegions[index1]; RegionWorld world1 = region.World; bool flag = false; switch (world1) { case RegionWorld.Britannia: flag = world == 0 || world == 1; break; case RegionWorld.Felucca: flag = world == 0; break; case RegionWorld.Trammel: flag = world == 1; break; case RegionWorld.Ilshenar: flag = world == 2; break; case RegionWorld.Malas: flag = world == 3; break; case RegionWorld.Tokuno: flag = world == 4; break; } if (flag) { int num5 = region.X - num1; int num6 = region.Y - num2; if (num5 < num3 && num6 < num4 && (num5 > -region.Width && num6 > -region.Height)) { int num7 = num5 + region.Width; int num8 = num6 + region.Height; if (num5 < 0) { num5 = 0; } if (num6 < 0) { num6 = 0; } for (int index2 = num5; index2 < num7 && index2 < num3; ++index2) { for (int index3 = num6; index3 < num8 && index3 < num4; ++index3) { GRadar.m_Guarded[index3 * num3 + index2] = true; } } } } } TileMatrix matrix = Map.GetMatrix(world); LockData lockData = tex.Lock(LockFlags.WriteOnly); int num9 = lockData.Pitch >> 1; fixed(short *numPtr1 = GRadar.m_Colors) { for (int index1 = 0; index1 < w; ++index1) { short *numPtr2 = (short *)((IntPtr)lockData.pvSrc + (index1 << 3) * 2); for (int index2 = 0; index2 < h; ++index2) { MapBlock block = matrix.GetBlock(x + index1, y + index2); GRadar.m_StrongReferences[index2 * w + index1] = block; HuedTile[][][] huedTileArray = block == null ? matrix.EmptyStaticBlock : block.m_StaticTiles; Tile[] tileArray = block == null ? matrix.InvalidLandBlock : block.m_LandTiles; int index3 = 0; int num5 = 0; while (index3 < 8) { for (int index4 = 0; index4 < 8; ++index4) { int num6 = -255; int num7 = -255; int index5 = 0; int num8 = 0; for (int index6 = 0; index6 < huedTileArray[index4][index3].Length; ++index6) { HuedTile huedTile = huedTileArray[index4][index3][index6]; int num10 = 16384 + (int)huedTile.itemId; switch (num10) { case 16385: case 22422: case 24996: case 24984: case 25020: case 24985: goto case 16385; default: int num11 = (int)huedTile.z; int num12 = num11 + (int)Map.GetItemHeight(huedTile.itemId); if (num12 > num6 || num11 > num7 && num12 >= num6) { num6 = num12; num7 = num11; index5 = num10; num8 = (int)huedTile.hueId; goto case 16385; } else { goto case 16385; } } } if ((int)tileArray[num5 + index4].z > num6 && tileArray[num5 + index4].Visible) { index5 = (int)tileArray[num5 + index4].landId; num8 = 0; } numPtr2[index4] = num8 != 0 ? (short)Hues.Load(num8 & 16383 | 32768).Pixel((ushort)numPtr1[index5]) : numPtr1[index5]; } numPtr2 += num9; ++index3; num5 += 8; } } } ArrayList items = Engine.Multis.Items; for (int index1 = 0; index1 < items.Count; ++index1) { Item obj = (Item)items[index1]; if (obj.InWorld) { CustomMultiEntry customMulti = CustomMultiLoader.GetCustomMulti(obj.Serial, obj.Revision); Multi multi = (Multi)null; if (customMulti != null) { multi = customMulti.Multi; } if (multi == null) { multi = obj.Multi; } if (multi != null) { short[][] radar = multi.Radar; if (radar != null) { int xMin; int yMin; int xMax; int yMax; multi.GetBounds(out xMin, out yMin, out xMax, out yMax); int index2 = 0; int num5 = obj.Y - (y << 3) + yMin; while (index2 < radar.Length) { if (num5 >= 0 && num5 < h << 3) { short * numPtr2 = (short *)((IntPtr)lockData.pvSrc + (num5 * num9) * 2); short[] numArray = radar[index2]; int index3 = 0; int index4 = obj.X - (x << 3) + xMin; while (index3 < numArray.Length) { if (index4 >= 0 && index4 < w << 3 && (int)numArray[index3] != 0) { numPtr2[index4] = numPtr1[16384 + (int)numArray[index3]]; } ++index3; ++index4; } } ++index2; ++num5; } } } } } } tex.Unlock(); }