Class LightingJNI

java.lang.Object
zombie.iso.LightingJNI

public final class LightingJNI extends Object
  • Field Details

    • ROOM_SPAWN_DIST

      public static final int ROOM_SPAWN_DIST
      See Also:
    • init

      public static boolean init
    • ForcedVis

      public static final int[][] ForcedVis
  • Constructor Details

    • LightingJNI

      public LightingJNI()
  • Method Details

    • doInvalidateGlobalLights

      public static void doInvalidateGlobalLights(int var0)
    • init

      public static void init()
    • calculateVisionCone

      public static float calculateVisionCone(IsoGameCharacter player)
    • calculateRearZombieDistance

      public static float calculateRearZombieDistance(IsoGameCharacter isoGameCharacter)
    • updatePlayer

      public static void updatePlayer(int playerIndex)
    • updateChunk

      public static void updateChunk(int int1, IsoChunk isoChunk)
    • preUpdate

      public static void preUpdate()
    • update

      public static void update()
    • getTorches

      public static void getTorches(ArrayList<IsoGameCharacter.TorchInfo> out)
    • getUpdateCounter

      public static int getUpdateCounter(int int0)
    • 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 var0, float var1, float var2, float var3, float var4, float var5, float var6, boolean var7, float var8, int var9)
    • 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 var0, boolean var2)
    • 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)
    • getChunkDirty

      public static boolean getChunkDirty(int var0, int var1, int var2, int var3)
    • chunkBeginUpdate

      public static void chunkBeginUpdate(int var0, int var1, int var2, int var3)
    • chunkEndUpdate

      public static void chunkEndUpdate()
    • chunkLevelBeginUpdate

      public static void chunkLevelBeginUpdate(int var0)
    • chunkLevelEndUpdate

      public static void chunkLevelEndUpdate()
    • 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(int var0, boolean var1, boolean var2, boolean var3, int var4, int var5, int var6, int var7, boolean var8)
    • 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 var0, int var1, int var2, int var3, int[] var4)
    • getSquareDirty

      public static boolean getSquareDirty(int var0, int var1, int var2, int var3)
    • 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)
    • removeTorch

      public static void removeTorch(int id)
    • destroy

      public static void destroy()