Register() public method

public Register ( ObjectRef obj ) : UInt32
obj ObjectRef
return System.UInt32
Esempio n. 1
0
        static void SaveTileTypes(BinBuffer bb)
        {
            // don't write anything for now, custom tiles aren't implemented
            return;

#pragma warning disable 162
            var map = new ModIdMap(TileID.Count, or => new TileRef(or).Resolve().Type, id => new TileRef(id));
#pragma warning restore 162

            int  ot   = 0;
            int  amt  = 0;
            bool once = true;

            int op = bb.Position;
            bb.Write(0);

            for (int y = 0; y < Main.maxTilesY; y++)
            {
                for (int x = 0; x < Main.maxTilesX; x++)
                {
                    int t = Main.tile[x, y] == null || !Main.tile[x, y].active() ? 0 : Main.tile[x, y].type;

                    if (once)
                    {
                        ot = t;
                        bb.Write(map.Register(new TileRef(t)));

                        once = false;
                        continue;
                    }

                    if (t == ot && amt < UInt16.MaxValue)
                    {
                        amt++;
                    }
                    else
                    {
                        bb.Write((ushort)amt); // write the amount of successing tiles of the same type,
                                               // instead of the type over and over again, to save some space
                        amt = 0;

                        ot = t;
                        bb.Write(map.Register(new TileRef(t)));
                    }
                }
            }
            bb.Write((ushort)amt);

            var p = bb.Position;
            bb.Position = op;
            bb.Write(p - op); // dictionary offset
            bb.Position = p;

            map.WriteDictionary(bb);
        }
Esempio n. 2
0
        //TODO: make these faster (especially write)
        static void Write2DArray(BinBuffer bb, ModIdMap map, int xLen, int yLen, Func <int, int, bool> isEmpty, Func <int, int, int> getElemV, Func <int, int, ObjectRef> getElemM)
        {
            var  ov   = 0;
            var  ot   = ObjectRef.Null;
            bool isOV = true;

            int  amt  = 0;
            bool once = true;

            int dictOffsetPosition = bb.Position;

            bb.Write(0); // dictionary position

            for (int y = 0; y < yLen; y++)
            {
                for (int x = 0; x < xLen; x++)
                {
                    var e   = isEmpty(x, y);
                    var v   = e ? 0 : getElemV(x, y);
                    var t   = ObjectRef.Null;
                    var isV = e || v > 0;

                    if (!e && v == 0)
                    {
                        t   = getElemM(x, y);
                        isV = false;
                    }

                    if (once)
                    {
                        if (isV)
                        {
                            ov = v;
                        }
                        else
                        {
                            ot = t;
                        }
                        isOV = isV;

                        bb.Write((uint)(isV ? map.Register(v) : map.Register(t)));

                        once = false;
                    }
                    else if (isV == isOV && (isV ? v == ov : t == ot) && amt < UInt16.MaxValue)
                    {
                        amt++;
                    }
                    else
                    {
                        bb.Write((ushort)amt); // write the amount of successing elements of the same type,
                                               // instead of the type over and over again, to save some space
                        amt = 0;               // amt == 0 -> one element

                        if (isV)
                        {
                            ov = v;
                        }
                        else
                        {
                            ot = t;
                        }
                        isOV = isV;

                        bb.Write((uint)(isV ? map.Register(v) : map.Register(t)));
                    }
                }
            }

            bb.Write((ushort)amt); // write final amt

            var afterData = bb.Position;

            bb.Position = dictOffsetPosition;
            bb.Write(afterData); // dictionary position
            bb.Position = afterData;

            map.WriteDictionary(bb);
        }
Esempio n. 3
0
        //TODO: make these faster (especially write)
        static void Write2DArray(BinBuffer bb, ModIdMap map, int xLen, int yLen, Func  <int, int, bool> isEmpty , Func  <int, int, int      > getElemV, Func<int, int, ObjectRef> getElemM)
        {
            var ov = 0;
            var ot = ObjectRef.Null;
            bool isOV = true;

            int amt = 0;
            bool once = true;

            int dictOffsetPosition = bb.Position;
            bb.Write(0); // dictionary position

            for (int y = 0; y < yLen; y++)
                for (int x = 0; x < xLen; x++)
                {
                    var e = isEmpty(x, y);
                    var v = e ? 0 : getElemV(x, y);
                    var t = ObjectRef.Null;
                    var isV = e || v > 0;

                    if (!e && v == 0)
                    {
                        t = getElemM(x, y);
                        isV = false;
                    }

                    if (once)
                    {
                        if (isV) ov = v;
                        else     ot = t;
                        isOV = isV;

                        bb.Write((uint)(isV ? map.Register(v) : map.Register(t)));

                        once = false;
                    }
                    else if (isV == isOV && (isV ? v == ov : t == ot) && amt < UInt16.MaxValue)
                        amt++;
                    else
                    {
                        bb.Write((ushort)amt); // write the amount of successing elements of the same type,
                                               // instead of the type over and over again, to save some space
                        amt = 0; // amt == 0 -> one element

                        if (isV) ov = v;
                        else     ot = t;
                        isOV = isV;

                        bb.Write((uint)(isV ? map.Register(v) : map.Register(t)));
                    }
                }

            bb.Write((ushort)amt); // write final amt

            var afterData = bb.Position;
            bb.Position = dictOffsetPosition;
            bb.Write(afterData); // dictionary position
            bb.Position = afterData;

            map.WriteDictionary(bb);
        }
Esempio n. 4
0
        static void SaveTileTypes(BinBuffer bb)
        {
            // don't write anything for now, custom tiles aren't implemented
            return;

            #pragma warning disable 162
            var map = new ModIdMap(TileID.Count, or => new TileRef(or).Resolve().Type, id => new TileRef(id));
            #pragma warning restore 162

            int ot = 0;
            int amt = 0;
            bool once = true;

            int op = bb.Position;
            bb.Write(0);

            for (int y = 0; y < Main.maxTilesY; y++)
                for (int x = 0; x < Main.maxTilesX; x++)
                {
                    int t = Main.tile[x, y] == null || !Main.tile[x, y].active() ? 0 : Main.tile[x, y].type;

                    if (once)
                    {
                        ot = t;
                        bb.Write(map.Register(new TileRef(t)));

                        once = false;
                        continue;
                    }

                    if (t == ot && amt < UInt16.MaxValue)
                        amt++;
                    else
                    {
                        bb.Write((ushort)amt); // write the amount of successing tiles of the same type,
                                               // instead of the type over and over again, to save some space
                        amt = 0;

                        ot = t;
                        bb.Write(map.Register(new TileRef(t)));
                    }
                }
            bb.Write((ushort)amt);

            var p = bb.Position;
            bb.Position = op;
            bb.Write(p - op); // dictionary offset
            bb.Position = p;

            map.WriteDictionary(bb);
        }