2 using System.Collections.Generic;
6 using System.Runtime.Serialization;
7 using System.Diagnostics;
8 using Microsoft.Xna.Framework;
9 using Microsoft.Xna.Framework.Graphics;
10 using System.Reflection;
15 /// A map object represents the map or virtual world where players and other
16 /// game entities exist. The map consists of a grid where each grid space can
17 /// contain static scenery and/or game entities which can move and interact
18 /// with other game entities.
22 // DEBUG: Tilesets not implemented at all.
23 public static Texture2D DefaultTile;
25 #region Public Exceptions
28 /// This exception is thrown during the loading of a map if any
29 /// part of the map file is inconsistent with the expected format
32 public class RuntimeException : System.ApplicationException
34 public RuntimeException() { }
36 public RuntimeException(string message) :
39 public RuntimeException(string message, System.Exception inner) :
40 base(message, inner) { }
42 protected RuntimeException(SerializationInfo info, StreamingContext context) :
43 base(info, context) { }
49 #region Public Constants
51 public const float PixelsToUnitSquares = 64.0f;
59 /// The type of a map helps determine how the map is intended to be used.
69 /// The container class for map metadata.
76 public HashSet<int> NumPlayers = new HashSet<int>();
77 public string Tileset;
79 public int GridHeight;
83 /// The container class for information about an entity defined in the map.
85 public class RawEntity
88 public Point Position;
89 public Dictionary<string, string> Attributes = new Dictionary<string, string>();
95 #region Public Properties
98 /// Get the name of the map.
100 public string Name { get { return mData.Metadata.Name; } }
103 /// Get the type of the map.
105 public Mode Type { get { return mData.Metadata.Type; } }
108 /// Get the author of the map.
110 public string Author { get { return mData.Metadata.Author; } }
113 /// Get a set of integers containing each allowable number of players.
115 public HashSet<int> NumPlayers { get { return mData.Metadata.NumPlayers; } }
118 /// Get the width of the map, in grid units.
120 public int Width { get { return mData.Metadata.GridWidth; } }
123 /// Get the height of the map, in grid units.
125 public int Height { get { return mData.Metadata.GridHeight; } }
127 // TODO: This should return whatever object we end up using for tilesets.
128 public string Tileset { get { return mData.Metadata.Tileset; } }
131 /// Get the current grid of open cells. On the grid, true means
132 /// the cell is open (i.e. an entity can occupy that cell), and false
133 /// means the cell is closed. Note that, just like Map.IsCellOpen,
134 /// only static scenery is considered; the grid cannot tell you
135 /// whether or not an entity is already occupying the cell.
137 public bool[,] Grid { get { return mData.Grid; } }
140 /// Get a list of the raw entity containers loaded with the map. If you
141 /// want to get the actual entity objects, use Map.GetEntities and
142 /// Map.GetAllEntities instead.
144 public List<RawEntity> RawEntities { get { return mData.Entities; } }
148 /// Get and set the coordinate of the grid cell that should be in
149 /// the center of the screen when the map is drawn. Setting this
150 /// will change the viewport of the map and will effect the return
151 /// values of Map.GetPointFromCoordinates and Map.GetRectangleFromCoordinates.
153 public Vector2 CenterCell
155 get { return mView.CenterCell; }
156 set { mView.CenterCell = value; }
161 get { return mView.Zoom; }
162 set { mView.Zoom = value; }
168 #region Public Methods
171 /// Construct a map with the provided map data.
173 /// <param name="metadata">The metadata.</param>
174 /// <param name="grid">The grid.</param>
175 /// <param name="entities">The entities.</param>
176 public Map(Metadata metadata, char[,] grid, char defaultTile,
177 List<RawEntity> entities, Point[] playerPositions)
179 mData = new Modal(metadata, grid, defaultTile, entities, playerPositions);
180 mView = new View(mData);
185 /// Draw a representation of the map to the screen.
187 /// <param name="spriteBatch">The jeewiz.</param>
188 public void Draw(SpriteBatch spriteBatch)
190 mView.Draw(spriteBatch);
195 /// Get a point in screen-space from a coordinate in gridspace.
197 /// <param name="x">X-coordinate.</param>
198 /// <param name="y">Y-coordinate.</param>
199 /// <returns>Transformed point.</returns>
200 public Point GetPointFromCoordinates(float x, float y)
202 return mView.GetPointFromCoordinates(x, y);
206 /// Get a point in screen-space from a coordinate in gridspace.
208 /// <param name="point">X,Y-coordinates.</param>
209 /// <returns>Transformed point.</returns>
210 public Point GetPointFromCoordinates(Vector2 point)
212 return mView.GetPointFromCoordinates(point.X, point.Y);
216 /// Get a rectangle in screen-space centered around a coordinate in gridspace.
218 /// <param name="x">X-coordinate.</param>
219 /// <param name="y">Y-coordinate.</param>
220 /// <returns>Transformed rectangle.</returns>
221 public Rectangle GetRectangleFromCoordinates(float x, float y)
223 return mView.GetRectangleFromCoordinates(x, y);
227 /// Get a rectangle in screen-space centered around a coordinate in gridspace.
229 /// <param name="point">X,Y-coordinates.</param>
230 /// <returns>Transformed rectangle.</returns>
231 public Rectangle GetRectangleFromCoordinates(Vector2 point)
233 return mView.GetRectangleFromCoordinates(point.X, point.Y);
238 /// Determine whether or not a cell can be occupied by a game entity.
240 /// <param name="x">X-coordinate.</param>
241 /// <param name="y">Y-coordinate.</param>
242 /// <returns>True if cell can be occupied, false otherwise.</returns>
243 public bool IsCellOpen(int x, int y)
245 return mData.IsCellOpen(x, y);
249 /// Determine whether or not a cell can be occupied by a game entity.
251 /// <param name="point">X,Y-coordinates.</param>
252 /// <returns>True if cell can be occupied, false otherwise.</returns>
253 public bool IsCellOpen(Point point)
255 return mData.IsCellOpen(point.X, point.Y);
260 /// Get the starting position of a player.
262 /// <param name="playerNumber">The number of the player (i.e. 1-4).
263 /// This number must be a valid player number.</param>
264 /// <returns>The starting position of the player.</returns>
265 public Point GetStartingPositionForPlayer(int playerNumber)
267 Debug.Assert(1 <= playerNumber && playerNumber <= NumPlayers.Max());
268 return mData.PlayerPositions[playerNumber];
273 /// Get all the entities loaded from the map file. Exceptions could be
274 /// thrown if there are entities without associated classes.
276 /// <returns>List of entity objects loaded.</returns>
277 public List<object> GetAllEntities()
279 return mData.GetAllEntities();
283 /// Get the entities of a certain type loaded from the map file. Exceptions
284 /// could be thrown if there are entities without associated classes.
286 /// <typeparam name="T">Type of the entity you want a list of.</typeparam>
287 /// <returns>List of entity objects loaded.</returns>
288 public List<T> GetEntities<T>()
290 return mData.GetEntities<T>();
295 /// Set the tile of a cell.
297 /// <param name="x">X-coordinate.</param>
298 /// <param name="y">Y-coordinate.</param>
299 /// <param name="tile">The character representing the tile.</param>
300 public void SetCell(int x, int y, char tile)
302 mData.SetCell(x, y, tile);
306 /// Set the tile of a cell.
308 /// <param name="point">X,Y-coordinates.</param>
309 /// <param name="tile">The character representing the tile.</param>
310 public void SetCell(Point point, char tile)
312 mData.SetCell(point.X, point.Y, tile);
317 /// Clear a cell to the default tile.
319 /// <param name="x">X-coordinate.</param>
320 /// <param name="y">Y-coordinate.</param>
321 public void ClearCell(int x, int y)
323 mData.ClearCell(x, y);
327 /// Clear a cell to the default tile.
329 /// <param name="point">X,Y-coordinates.</param>
330 public void ClearCell(Point point)
332 mData.ClearCell(point.X, point.Y);
337 /// Reset the map to the state it was at right after loading.
348 #region Private Types
352 public Metadata Metadata { get { return mMetadata; } }
353 public List<RawEntity> Entities { get { return mEntities; } }
354 public Point[] PlayerPositions { get { return mPlayerPositions; } }
355 public bool[,] Grid { get { return mBooleanGrid; } }
358 public Modal(Metadata metadata, char[,] grid, char defaultTile,
359 List<RawEntity> entities, Point[] playerPositions)
361 Debug.Assert(metadata != null);
362 Debug.Assert(grid != null);
363 Debug.Assert(entities != null);
364 Debug.Assert(metadata.GridWidth * metadata.GridHeight == grid.Length);
366 mMetadata = metadata;
368 mDefaultTile = defaultTile;
369 mEntities = entities;
370 mPlayerPositions = playerPositions;
375 Console.WriteLine("Loaded map {0} of type {1} written by {2}.",
385 mGrid = (char[,])mCleanGrid.Clone();
387 mBooleanGrid = new bool[mMetadata.GridWidth, mMetadata.GridHeight];
388 for (int x = 0; x < mMetadata.GridWidth; x++)
390 for (int y = 0; y < mMetadata.GridHeight; y++)
392 mBooleanGrid[x, y] = IsCellOpen(x, y);
398 public bool IsCellOpen(int x, int y)
400 // TODO: Still need to define characters for types of scenery.
401 if (IsOnMap(x, y)) return mGrid[x, y] == ' ';
405 public void SetCell(int x, int y, char tile)
410 mBooleanGrid[x, y] = IsCellOpen(x, y);
414 public void ClearCell(int x, int y)
416 SetCell(x, y, mDefaultTile);
419 public bool IsOnMap(int x, int y)
421 return 0 <= x && x < Metadata.GridWidth && 0 <= y && y < Metadata.GridHeight;
425 public List<object> GetAllEntities()
427 List<object> list = new List<object>();
429 foreach (RawEntity raw in mEntities)
431 if (raw.Attributes.ContainsKey("type"))
433 string typename = raw.Attributes["type"];
435 object[] args = new object[3];
437 args[1] = raw.Position;
438 args[2] = raw.Attributes;
443 object entity = Activator.CreateInstance(System.Type.GetType("CarFire." + typename), args);
444 if (entity != null) list.Add(entity);
445 else throw new RuntimeException();
447 #pragma warning disable 0168
448 catch (System.Exception ex)
449 #pragma warning restore 0168
451 throw new RuntimeException("Entity of type " + typename + " not loaded because an entity class can't be found.");
456 Console.WriteLine("Ignoring entity with identifier " + raw.Id + " since it has no type key.");
463 public List<T> GetEntities<T>()
465 System.Type type = typeof(T);
466 List<T> list = new List<T>();
468 string typename = typeof(T).Name;
469 foreach (RawEntity raw in mEntities)
471 if (raw.Attributes.ContainsKey("type") && typename == raw.Attributes["type"])
473 object[] args = new object[3];
475 args[1] = raw.Position;
476 args[2] = raw.Attributes;
478 T entity = (T)Activator.CreateInstance(type, args);
479 if (entity != null) list.Add(entity);
480 else throw new RuntimeException("Entity of type " + typename + " not loaded because an entity class can't be found.");
491 bool[,] mBooleanGrid;
493 List<RawEntity> mEntities;
494 Point[] mPlayerPositions;
499 public Vector2 CenterCell;
503 public View(Modal data)
505 Debug.Assert(data != null);
514 CenterCell = Vector2.Zero;
515 Zoom = PixelsToUnitSquares;
519 public void Draw(SpriteBatch spriteBatch)
521 mViewport = spriteBatch.GraphicsDevice.Viewport;
523 // TODO: There is no culling yet, but it runs so fast that it probably won't ever need it.
524 for (int y = 0; y < mData.Metadata.GridHeight; y++)
526 for (int x = 0; x < mData.Metadata.GridWidth; x++)
528 if (mData.IsCellOpen(x, y))
530 spriteBatch.Draw(Map.DefaultTile, GetRectangleFromCoordinates(x, y), Color.White);
534 spriteBatch.Draw(Map.DefaultTile, GetRectangleFromCoordinates(x, y), Color.DarkBlue);
541 public Point GetPointFromCoordinates(float x, float y)
543 Matrix transform = GetTransformation(CenterCell);
544 Vector2 point = Vector2.Transform(new Vector2(x, y), transform);
546 return new Point((int)point.X, (int)point.Y);
549 public Rectangle GetRectangleFromCoordinates(float x, float y)
551 Matrix transform = GetTransformation(CenterCell);
552 Vector2 point = Vector2.Transform(new Vector2(x, y), transform);
554 return new Rectangle((int)Math.Round(point.X, 0), (int)Math.Round(point.Y, 0), (int)Math.Round(Zoom, 0), (int)Math.Round(Zoom, 0));
559 Matrix GetTransformation(Vector2 center)
561 float halfRatio = Zoom * 0.5f;
562 Matrix transform = Matrix.CreateTranslation(-center.X, -center.Y, 0.0f);
563 transform *= Matrix.CreateScale(Zoom);
564 transform *= Matrix.CreateTranslation(mViewport.Width * 0.5f - halfRatio,
565 mViewport.Height * 0.5f - halfRatio, 0.0f);
567 Vector2 topLeft = Vector2.Transform(new Vector2(0.0f, 0.0f), transform);
568 topLeft.X = Math.Max(mViewport.X, topLeft.X);
569 topLeft.Y = Math.Max(mViewport.Y, topLeft.Y);
570 transform *= Matrix.CreateTranslation(-topLeft.X, -topLeft.Y, 0.0f);
572 Vector2 bottomRight = Vector2.Transform(new Vector2((float)mData.Metadata.GridWidth,
573 (float)mData.Metadata.GridHeight), transform);
574 float right = mViewport.X + mViewport.Width;
575 float bottom = mViewport.Y + mViewport.Height;
576 bottomRight.X = Math.Min(right, bottomRight.X) - right;
577 bottomRight.Y = Math.Min(bottom, bottomRight.Y) - bottom;
578 transform *= Matrix.CreateTranslation(-bottomRight.X, -bottomRight.Y, 0.0f);
591 #region Private Variables