コード例 #1
0
        // Set texture and height data for city tiles
        public static void SetLocationTiles(ContentReader contentReader, ref MapPixelData mapPixel)
        {
            const int tileDim  = 16;
            const int chunkDim = 8;

            // Get location
            DFLocation location = contentReader.MapFileReader.GetLocation(mapPixel.mapRegionIndex, mapPixel.mapLocationIndex);

            // Centre location tiles inside terrain area
            int startX = ((chunkDim * tileDim) - location.Exterior.ExteriorData.Width * tileDim) / 2;
            int startY = ((chunkDim * tileDim) - location.Exterior.ExteriorData.Height * tileDim) / 2;

            // Full 8x8 locations have "terrain blend space" around walls to smooth down random terrain towards flat area.
            // This is indicated by texture index > 55 (ground texture range is 0-55), larger values indicate blend space.
            // We need to know rect of actual city area so we can use blend space outside walls.
            int xmin = terrainSampleDim, ymin = terrainSampleDim;
            int xmax = 0, ymax = 0;

            // Iterate blocks of this location
            for (int blockY = 0; blockY < location.Exterior.ExteriorData.Height; blockY++)
            {
                for (int blockX = 0; blockX < location.Exterior.ExteriorData.Width; blockX++)
                {
                    // Get block data
                    DFBlock block;
                    string  blockName = contentReader.MapFileReader.GetRmbBlockName(ref location, blockX, blockY);
                    if (!contentReader.GetBlock(blockName, out block))
                    {
                        continue;
                    }

                    // Copy ground tile info
                    for (int tileY = 0; tileY < tileDim; tileY++)
                    {
                        for (int tileX = 0; tileX < tileDim; tileX++)
                        {
                            DFBlock.RmbGroundTiles tile = block.RmbBlock.FldHeader.GroundData.GroundTiles[tileX, (tileDim - 1) - tileY];
                            int xpos   = startX + blockX * tileDim + tileX;
                            int ypos   = startY + blockY * tileDim + tileY;
                            int offset = (ypos * terrainSampleDim) + xpos;

                            int record = tile.TextureRecord;
                            if (tile.TextureRecord < 56)
                            {
                                // Track interior bounds of location tiled area
                                if (xpos < xmin)
                                {
                                    xmin = xpos;
                                }
                                if (xpos > xmax)
                                {
                                    xmax = xpos;
                                }
                                if (ypos < ymin)
                                {
                                    ymin = ypos;
                                }
                                if (ypos > ymax)
                                {
                                    ymax = ypos;
                                }

                                // Store texture data from block
                                mapPixel.samples[offset].record   = record;
                                mapPixel.samples[offset].flip     = tile.IsFlipped;
                                mapPixel.samples[offset].rotate   = tile.IsRotated;
                                mapPixel.samples[offset].location = true;
                            }
                        }
                    }
                }
            }

            // Update location rect with extra clearance
            const int extraClearance = 2;
            Rect      locationRect = new Rect();

            locationRect.xMin     = xmin - extraClearance;
            locationRect.xMax     = xmax + extraClearance;
            locationRect.yMin     = ymin - extraClearance;
            locationRect.yMax     = ymax + extraClearance;
            mapPixel.locationRect = locationRect;
        }