public static byte[][] GetTilesets(RoomGfxPal rGfxPal) { byte[][] gfx = new byte[12][]; for (int i = 0; i < 12; i++) { ushort ch = rGfxPal.GetGfxIndex(i); if (ch < (Num * 3)) { gfx[i] = RoomGfx.GetGfx(rGfxPal.GetGfxIndex(i)); } else { gfx[i] = null; } } return(gfx); }
public static Bitmap GetLayer2(int room, int flags) { var rInfo = RoomInfo.RoomInfoEntries[room]; var rGfxPal = RoomGfxPal.RoomGfxPalEntries[room]; // Get the width and height (in 16*16 tiles) int w = rInfo.Width; int h = rInfo.Height; // Create the bitmap Bitmap bmp = new Bitmap(w << 4, h << 4, PixelFormat.Format8bppIndexed); BitmapData bd = bmp.LockBits(ImageLockMode.WriteOnly); // Get the graphics var gfx = RoomGfx.GetTilesets(rGfxPal); int hash = gfx.GetHashCode(); // Get the tiles var tiles = RoomTiles.GetTiles(room); if (tiles == null) { return(null); } // Get the map var map = new byte[1][]; for (int i = 1; i < 2; i++) { map[i - 1] = RoomMap.GetMap(room, i); } // Get the palette var pal = RoomPal.GetPalette(rGfxPal.Pal); bmp.CopyPalette(pal, true); // For each layer... for (int layer = 1; layer >= 1; layer--) { // Check if it's in the flags for rendering this layer if (((flags & (1 << layer)) != 0) && (map[layer - 1] != null)) { // Make sure the map is big enough: some of them aren't! if (map[layer - 1].Length >= (w * h * 2)) { // We're drawing it, so for each entry in the map... for (int mapy = 0; mapy < h; mapy++) { for (int mapx = 0; mapx < w; mapx++) { // Get the 16x16 tile number ushort ch = map[layer - 1].ReadUShort((mapx + (mapy * w)) * 2); ushort tile16 = (ushort)(ch & 0x3FF); if ((tile16 >> 6) < 12) { int tpal = (ch >> 10) & 0xF; bool tflipx = (ch & 0x4000) != 0; bool tflipy = (ch & 0x8000) != 0; // For this tile... get the four 8x8 subtiles int[,] tile8 = new int[2, 2]; bool[,] sflipx = new bool[2, 2]; bool[,] sflipy = new bool[2, 2]; uint magic = tiles.ReadUInt(tile16 * 8); tile8[0, 0] = tiles[(tile16 * 8) + 4]; tile8[0, 1] = tiles[(tile16 * 8) + 5]; tile8[1, 0] = tiles[(tile16 * 8) + 6]; tile8[1, 1] = tiles[(tile16 * 8) + 7]; for (int i = 0; i < 2; i++) { for (int j = 0; j < 2; j++) { sflipx[i, j] = (tile8[i, j] & 0x40) != 0; sflipy[i, j] = (tile8[i, j] & 0x80) != 0; tile8[i, j] &= 0x3F; tile8[i, j] |= (ch & 0x3C0); } } // magic appears to contain some sort of tile mask... uint mask = (magic >> 16) & 0xF; if ((mask & 0x1) == 0) { tile8[0, 0] = -1; } if ((mask & 0x2) == 0) { tile8[0, 1] = -1; } if ((mask & 0x4) == 0) { tile8[1, 0] = -1; } if ((mask & 0x8) == 0) { tile8[1, 1] = -1; } // For each of these subtiles... for (int tiley = 0; tiley < 2; tiley++) { for (int tilex = 0; tilex < 2; tilex++) { if (tile8[tiley, tilex] >= 0) { int tileset = tile8[tiley, tilex] >> 6; int subtile = tile8[tiley, tilex] & 0x3F; int tileoffset = subtile << 5; var pixels = gfx[tileset].Read4BppTile(tileoffset); int tx = tflipx ? 1 - tilex : tilex; int ty = tflipy ? 1 - tiley : tiley; GfxProvider.RenderToBitmap(bd, pixels, (mapx << 4) + (tx << 3), (mapy << 4) + (ty << 3), sflipx[tiley, tilex] ^ tflipx, sflipy[tiley, tilex] ^ tflipy, tpal, true); } } } } } } } } } bmp.UnlockBits(bd); return(bmp); }