Package zombie.iso
Class LightingJNI
java.lang.Object
zombie.iso.LightingJNI
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Nested Class Summary
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Field Summary
Modifier and TypeFieldDescriptionstatic final int[][]
static boolean
static final int
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Constructor Summary
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Method Summary
Modifier and TypeMethodDescriptionstatic void
addLight
(int id, int x, int y, int z, int radius, float r, float g, float b, int buildingID, boolean active) static void
addRoomLight
(int id, int buildingID, int roomID, int x, int y, int z, int width, int height, boolean active) static void
addTempLight
(int id, int x, int y, int z, int radius, float r, float g, float b, int life) static float
calculateVisionCone
(IsoGameCharacter player) static void
chunkBeginUpdate
(int wx, int wy) static void
static boolean
chunkLightingDone
(int wx, int wy) static void
configure
(float darkStep) static void
destroy()
static void
DoLightingUpdateNew
(long time) static boolean
getCanSee
(int playerIndex, int x, int y, int z) static boolean
getCouldSee
(int playerIndex, int x, int y, int z) static float
getDarkMulti
(int playerIndex, int x, int y, int z) static float
getLightInfo
(int playerIndex, int x, int y, int z, int rgb) static boolean
getSeen
(int playerIndex, int x, int y, int z) static boolean
getSquareLighting
(int playerIndex, int x, int y, int z, int[] data) static float
getTargetDarkMulti
(int playerIndex, int x, int y, int z) static void
static int
getVertLight
(int playerIndex, int x, int y, int z, int i) static void
init()
static void
playerSet
(float x, float y, float z, float angleX, float angleY, boolean isDead, boolean ReanimatedCorpse, boolean GhostMode, boolean ShortSighted, float tireddel, float ndist, float cone) static void
removeLight
(int id) static void
removeRoomLight
(int id) static void
removeTorch
(int id) static void
scrollDown
(int playerIndex) static void
scrollLeft
(int playerIndex) static void
scrollRight
(int playerIndex) static void
scrollUp
(int playerIndex) static void
setLightActive
(int id, boolean active) static void
setLightColor
(int id, float r, float g, float b) static void
setRoomLightActive
(int id, boolean active) static void
squareAddCurtain
(int wnes, boolean open) static void
squareAddDoor
(boolean north, boolean open, boolean trans) static void
squareAddThumpable
(boolean north, boolean open, boolean isDoor, boolean canPassThrough) static void
squareAddWindow
(boolean north, boolean open, boolean opaque) static void
squareBeginUpdate
(int x, int y, int z) static void
static void
squareSet
(boolean hasW, boolean hasN, boolean hasE, boolean hasS, boolean hasElevatedFloor, int visionMatrix, int buildingID, int roomID) static void
squareSetNull
(int x, int y, int z) static void
stateBeginUpdate
(int playerIndex, int minX, int minY, int width, int height) static void
stateEndFrame
(float rmod, float gmod, float bmod, float ambient, float night, float viewDist, float viewDistMax, boolean cacheCleared, float lightSourceUpdate) static void
static int
stateUpdateCounter
(int playerIndex) static void
stop()
static void
teleport
(int playerIndex, int wx, int wy) static void
update()
static void
updateChunk
(IsoChunk mchunk) static void
updatePlayer
(int playerIndex) static void
updateTorch
(int id, float x, float y, float z, float angleX, float angleY, float dist, float strength, boolean bCone, float dot, int focusing) static boolean
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Field Details
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ROOM_SPAWN_DIST
public static final int ROOM_SPAWN_DIST- See Also:
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init
public static boolean init -
ForcedVis
public static final int[][] ForcedVis
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Constructor Details
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LightingJNI
public LightingJNI()
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Method Details
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init
public static void init() -
calculateVisionCone
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updatePlayer
public static void updatePlayer(int playerIndex) -
updateChunk
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update
public static void update() -
getTorches
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stop
public static void stop() -
configure
public static void configure(float darkStep) -
scrollLeft
public static void scrollLeft(int playerIndex) -
scrollRight
public static void scrollRight(int playerIndex) -
scrollUp
public static void scrollUp(int playerIndex) -
scrollDown
public static void scrollDown(int playerIndex) -
stateBeginUpdate
public static void stateBeginUpdate(int playerIndex, int minX, int minY, int width, int height) -
stateEndFrame
public static void stateEndFrame(float rmod, float gmod, float bmod, float ambient, float night, float viewDist, float viewDistMax, boolean cacheCleared, float lightSourceUpdate) -
stateEndUpdate
public static void stateEndUpdate() -
stateUpdateCounter
public static int stateUpdateCounter(int playerIndex) -
teleport
public static void teleport(int playerIndex, int wx, int wy) -
DoLightingUpdateNew
public static void DoLightingUpdateNew(long time) -
WaitingForMain
public static boolean WaitingForMain() -
playerSet
public static void playerSet(float x, float y, float z, float angleX, float angleY, boolean isDead, boolean ReanimatedCorpse, boolean GhostMode, boolean ShortSighted, float tireddel, float ndist, float cone) -
chunkLightingDone
public static boolean chunkLightingDone(int wx, int wy) -
chunkBeginUpdate
public static void chunkBeginUpdate(int wx, int wy) -
chunkEndUpdate
public static void chunkEndUpdate() -
squareSetNull
public static void squareSetNull(int x, int y, int z) -
squareBeginUpdate
public static void squareBeginUpdate(int x, int y, int z) -
squareSet
public static void squareSet(boolean hasW, boolean hasN, boolean hasE, boolean hasS, boolean hasElevatedFloor, int visionMatrix, int buildingID, int roomID) -
squareAddCurtain
public static void squareAddCurtain(int wnes, boolean open) -
squareAddDoor
public static void squareAddDoor(boolean north, boolean open, boolean trans) -
squareAddThumpable
public static void squareAddThumpable(boolean north, boolean open, boolean isDoor, boolean canPassThrough) -
squareAddWindow
public static void squareAddWindow(boolean north, boolean open, boolean opaque) -
squareEndUpdate
public static void squareEndUpdate() -
getVertLight
public static int getVertLight(int playerIndex, int x, int y, int z, int i) -
getLightInfo
public static float getLightInfo(int playerIndex, int x, int y, int z, int rgb) -
getDarkMulti
public static float getDarkMulti(int playerIndex, int x, int y, int z) -
getTargetDarkMulti
public static float getTargetDarkMulti(int playerIndex, int x, int y, int z) -
getSeen
public static boolean getSeen(int playerIndex, int x, int y, int z) -
getCanSee
public static boolean getCanSee(int playerIndex, int x, int y, int z) -
getCouldSee
public static boolean getCouldSee(int playerIndex, int x, int y, int z) -
getSquareLighting
public static boolean getSquareLighting(int playerIndex, int x, int y, int z, int[] data) -
addLight
public static void addLight(int id, int x, int y, int z, int radius, float r, float g, float b, int buildingID, boolean active) -
addTempLight
public static void addTempLight(int id, int x, int y, int z, int radius, float r, float g, float b, int life) -
removeLight
public static void removeLight(int id) -
setLightActive
public static void setLightActive(int id, boolean active) -
setLightColor
public static void setLightColor(int id, float r, float g, float b) -
addRoomLight
public static void addRoomLight(int id, int buildingID, int roomID, int x, int y, int z, int width, int height, boolean active) -
removeRoomLight
public static void removeRoomLight(int id) -
setRoomLightActive
public static void setRoomLightActive(int id, boolean active) -
updateTorch
public static void updateTorch(int id, float x, float y, float z, float angleX, float angleY, float dist, float strength, boolean bCone, float dot, int focusing) - Parameters:
id
-x
-y
-z
-angleX
-angleY
-dist
-strength
-bCone
-dot
-focusing
- - if "0" - full focusing light, if [1..1000] - unfocusing.
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removeTorch
public static void removeTorch(int id) -
destroy
public static void destroy()
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