public void LoadStatics(TileMatrixData tileData, Map map) { // get data from the tile Matrix byte[] groundData = tileData.GetLandChunk(ChunkX, ChunkY); int staticLength; byte[] staticsData = tileData.GetStaticChunk(ChunkX, ChunkY, out staticLength); // load the ground data into the tiles. int groundDataIndex = 0; for (int i = 0; i < 64; i++) { int tileID = groundData[groundDataIndex++] + (groundData[groundDataIndex++] << 8); int tileZ = (sbyte)groundData[groundDataIndex++]; Ground ground = new Ground(tileID, map); ground.Position.Set((int)ChunkX * 8 + i % 8, (int)ChunkY * 8 + (i / 8), tileZ); } // load the statics data into the tiles int countStatics = staticLength / 7; int staticDataIndex = 0; for (int i = 0; i < countStatics; i++) { int iTileID = staticsData[staticDataIndex++] + (staticsData[staticDataIndex++] << 8); int iX = staticsData[staticDataIndex++]; int iY = staticsData[staticDataIndex++]; int iTileZ = (sbyte)staticsData[staticDataIndex++]; int hue = staticsData[staticDataIndex++] + (staticsData[staticDataIndex++] * 256); StaticItem item = new StaticItem(iTileID, hue, i, map); item.Position.Set((int)ChunkX * 8 + iX, (int)ChunkY * 8 + iY, iTileZ); } }
private static sbyte[] m_Zs = new sbyte[64]; // shared between all instances of MiniMapChunk. public MiniMapChunk(uint x, uint y, TileMatrixData tileData) { X = x; Y = y; Colors = new uint[64]; // get data from the tile Matrix byte[] groundData = tileData.GetLandChunk(x, y); int staticLength; byte[] staticsData = tileData.GetStaticChunk(x, y, out staticLength); // get the ground colors int groundDataIndex = 0; for (int i = 0; i < 64; i++) { Colors[i] = RadarColorData.Colors[groundData[groundDataIndex++] + (groundData[groundDataIndex++] << 8)]; m_Zs[i]= (sbyte)groundData[groundDataIndex++]; } // get the static colors int countStatics = staticLength / 7; int staticDataIndex = 0; for (int i = 0; i < countStatics; i++) { int itemID = staticsData[staticDataIndex++] + (staticsData[staticDataIndex++] << 8); int tile = staticsData[staticDataIndex++] + staticsData[staticDataIndex++] * 8; sbyte z = (sbyte)staticsData[staticDataIndex++]; int hue = staticsData[staticDataIndex++] + (staticsData[staticDataIndex++] * 256); // is this used? ItemData data = TileData.ItemData[itemID]; int iz = z + data.Height + (data.IsRoof || data.IsSurface ? 1 : 0); if ((x * 8 + (tile % 8) == 1480) && (y * 8 + (tile / 8) == 1608)) { if (iz > m_Zs[tile]) { Colors[tile] = RadarColorData.Colors[itemID + 0x4000]; m_Zs[tile] = (sbyte)iz; } } if (iz > m_Zs[tile]) { Colors[tile] = RadarColorData.Colors[itemID + 0x4000]; m_Zs[tile] = (sbyte)iz; } } }
private void ParseMapBlock(TileMatrixData tileData, uint x, uint y) { byte[] groundData = tileData.GetLandChunk(x, y); int staticLength; byte[] staticsData = tileData.GetStaticChunk(x, y, out staticLength); // load the statics data int countStatics = staticLength / 7; int staticDataIndex = 0; for (int i = 0; i < countStatics; i++) { int iTileID = staticsData[staticDataIndex++] + (staticsData[staticDataIndex++] << 8); int iX = staticsData[staticDataIndex++]; int iY = staticsData[staticDataIndex++]; int iTileZ = (sbyte)staticsData[staticDataIndex++]; int hue = staticsData[staticDataIndex++] + (staticsData[staticDataIndex++] * 256); if (m_StaticCounts.ContainsKey(iTileID)) m_StaticCounts[iTileID]++; else m_StaticCounts.Add(iTileID, 1); } }