GetPendingStatics() public method

public GetPendingStatics ( int blockx, int blocky ) : Ultima.StaticTile[]
blockx int
blocky int
return Ultima.StaticTile[]
Esempio n. 1
0
        private unsafe short[] RenderBlock(int x, int y, bool drawStatics, bool diff)
        {
            var data = new short[64];

            Tile[] tiles = m_Tiles.GetLandBlock(x, y, diff);

            fixed(short *pColors = RadarCol.Colors)
            {
                fixed(int *pHeight = TileData.HeightTable)
                {
                    fixed(Tile *ptTiles = tiles)
                    {
                        Tile *pTiles = ptTiles;

                        fixed(short *pData = data)
                        {
                            short *pvData = pData;

                            if (drawStatics)
                            {
                                HuedTile[][][] statics = drawStatics ? m_Tiles.GetStaticBlock(x, y, diff) : null;

                                for (int k = 0, v = 0; k < 8; ++k, v += 8)
                                {
                                    for (int p = 0; p < 8; ++p)
                                    {
                                        int  highTop = -255;
                                        int  highZ = -255;
                                        int  highID = 0;
                                        int  highHue = 0;
                                        int  z, top;
                                        bool highstatic = false;

                                        HuedTile[] curStatics = statics[p][k];

                                        if (curStatics.Length > 0)
                                        {
                                            fixed(HuedTile *phtStatics = curStatics)
                                            {
                                                HuedTile *pStatics    = phtStatics;
                                                HuedTile *pStaticsEnd = pStatics + curStatics.Length;

                                                while (pStatics < pStaticsEnd)
                                                {
                                                    z   = pStatics->m_Z;
                                                    top = z + pHeight[pStatics->ID];

                                                    if (top > highTop || (z > highZ && top >= highTop))
                                                    {
                                                        highTop    = top;
                                                        highZ      = z;
                                                        highID     = pStatics->ID;
                                                        highHue    = pStatics->Hue;
                                                        highstatic = true;
                                                    }

                                                    ++pStatics;
                                                }
                                            }
                                        }
                                        StaticTile[] pending = m_Tiles.GetPendingStatics(x, y);
                                        if (pending != null)
                                        {
                                            foreach (StaticTile penS in pending)
                                            {
                                                if (penS.m_X == p)
                                                {
                                                    if (penS.m_Y == k)
                                                    {
                                                        z   = penS.m_Z;
                                                        top = z + pHeight[penS.m_ID];

                                                        if (top > highTop || (z > highZ && top >= highTop))
                                                        {
                                                            highTop    = top;
                                                            highZ      = z;
                                                            highID     = penS.m_ID;
                                                            highHue    = penS.m_Hue;
                                                            highstatic = true;
                                                        }
                                                    }
                                                }
                                            }
                                        }

                                        top = pTiles->m_Z;

                                        if (top > highTop)
                                        {
                                            highID     = pTiles->m_ID;
                                            highHue    = 0;
                                            highstatic = false;
                                        }

                                        if (highHue == 0)
                                        {
                                            try
                                            {
                                                if (highstatic)
                                                {
                                                    *pvData++ = pColors[highID + 0x4000];
                                                }
                                                else
                                                {
                                                    *pvData++ = pColors[highID];
                                                }
                                            }
                                            catch
                                            { }
                                        }
                                        else
                                        {
                                            *pvData++ = Hues.GetHue(highHue - 1).Colors[(pColors[highID + 0x4000] >> 10) & 0x1F];
                                        }

                                        ++pTiles;
                                    }
                                }
                            }
                            else
                            {
                                Tile *pEnd = pTiles + 64;

                                while (pTiles < pEnd)
                                {
                                    *pvData++ = pColors[(pTiles++)->m_ID];
                                }
                            }
                        }
                    }
                }
            }

            return(data);
        }
Esempio n. 2
0
        private unsafe short[] RenderBlock(int x, int y, bool drawStatics, bool diff)
        {
            var data = new short[64];

            Tile[] tiles = _tiles.GetLandBlock(x, y, diff);

            fixed(short *pColors = RadarCol.Colors)
            {
                fixed(int *pHeight = TileData.HeightTable)
                fixed(Tile * ptTiles = tiles)
                {
                    Tile *pTiles = ptTiles;

                    fixed(short *pData = data)
                    {
                        short *pvData = pData;

                        if (drawStatics)
                        {
                            HuedTile[][][] statics = _tiles.GetStaticBlock(x, y, diff);

                            for (int k = 0; k < 8; ++k)
                            {
                                for (int p = 0; p < 8; ++p)
                                {
                                    int  highTop = -255;
                                    int  highZ = -255;
                                    int  highId = 0;
                                    int  highHue = 0;
                                    int  z, top;
                                    bool highStatic = false;

                                    HuedTile[] curStatics = statics[p][k];

                                    if (curStatics.Length > 0)
                                    {
                                        fixed(HuedTile *phtStatics = curStatics)
                                        {
                                            HuedTile *pStatics    = phtStatics;
                                            HuedTile *pStaticsEnd = pStatics + curStatics.Length;

                                            while (pStatics < pStaticsEnd)
                                            {
                                                z   = pStatics->Z;
                                                top = z + pHeight[pStatics->Id];

                                                if (top > highTop || (z > highZ && top >= highTop))
                                                {
                                                    highTop    = top;
                                                    highZ      = z;
                                                    highId     = pStatics->Id;
                                                    highHue    = pStatics->Hue;
                                                    highStatic = true;
                                                }

                                                ++pStatics;
                                            }
                                        }
                                    }

                                    StaticTile[] pending = _tiles.GetPendingStatics(x, y);
                                    if (pending != null)
                                    {
                                        foreach (StaticTile penS in pending)
                                        {
                                            if (penS.X != p || penS.Y != k)
                                            {
                                                continue;
                                            }

                                            z   = penS.Z;
                                            top = z + pHeight[penS.Id];

                                            if (top <= highTop && (z <= highZ || top < highTop))
                                            {
                                                continue;
                                            }

                                            highTop    = top;
                                            highZ      = z;
                                            highId     = penS.Id;
                                            highHue    = penS.Hue;
                                            highStatic = true;
                                        }
                                    }

                                    top = pTiles->Z;

                                    if (top > highTop)
                                    {
                                        highId     = pTiles->Id;
                                        highHue    = 0;
                                        highStatic = false;
                                    }

                                    if (highHue == 0)
                                    {
                                        try
                                        {
                                            if (highStatic)
                                            {
                                                *pvData++ = pColors[highId + 0x4000];
                                            }
                                            else
                                            {
                                                *pvData++ = pColors[highId];
                                            }
                                        }
                                        catch
                                        {
                                            // TODO: ignored?
                                            // ignored
                                        }
                                    }
                                    else
                                    {
                                        *pvData++ = Hues.GetHue(highHue - 1)
                                                    .Colors[(pColors[highId + 0x4000] >> 10) & 0x1F];
                                    }

                                    ++pTiles;
                                }
                            }
                        }
                        else
                        {
                            Tile *pEnd = pTiles + 64;

                            while (pTiles < pEnd)
                            {
                                *pvData++ = pColors[(pTiles++)->Id];
                            }
                        }
                    }
                }
            }

            return(data);
        }