using System.Buffers; using Server.Collections; using Server.Network; namespace Server.Gumps { public class GumpItem : GumpEntry { public static readonly byte[] LayoutName = Gump.StringToBuffer("tilepic"); public static readonly byte[] LayoutNameHue = Gump.StringToBuffer("tilepichue"); public GumpItem(int x, int y, int itemID, int hue = 0) { X = x; Y = y; ItemID = itemID; Hue = hue; } public int X { get; set; } public int Y { get; set; } public int ItemID { get; set; } public int Hue { get; set; } public override string Compile(OrderedHashSet strings) => Hue == 0 ? $"{{ tilepic {X} {Y} {ItemID} }}" : $"{{ tilepichue {X} {Y} {ItemID} {Hue} }}"; public override void AppendTo(ref SpanWriter writer, OrderedHashSet strings, ref int entries, ref int switches) { writer.Write(Hue == 0 ? LayoutName : LayoutNameHue); writer.Write((byte)0x20); // ' ' writer.WriteAscii(X.ToString()); writer.Write((byte)0x20); // ' ' writer.WriteAscii(Y.ToString()); writer.Write((byte)0x20); // ' ' writer.WriteAscii(ItemID.ToString()); if (Hue != 0) { writer.Write((byte)0x20); // ' ' writer.WriteAscii(Hue.ToString()); } writer.Write((ushort)0x207D); // " }" } } }