public string Tileset { get { return mData.Metadata.Tileset; } }\r
\r
/// <summary>\r
- /// Get a list of the raw entity containers loaded with the map.\r
+ /// Get the current grid of open cells. On the grid, true means\r
+ /// the cell is open (i.e. an entity can occupy that cell), and false\r
+ /// means the cell is closed. Note that, just like Map.IsCellOpen,\r
+ /// only static scenery is considered; the grid cannot tell you\r
+ /// whether or not an entity is already occupying the cell.\r
+ /// </summary>\r
+ public bool[,] Grid { get { return mData.Grid; } }\r
+\r
+ /// <summary>\r
+ /// Get a list of the raw entity containers loaded with the map. If you\r
+ /// want to get the actual entity objects, use Map.GetEntities and\r
+ /// Map.GetAllEntities instead.\r
/// </summary>\r
public List<RawEntity> RawEntities { get { return mData.Entities; } }\r
\r
\r
/// <summary>\r
/// Get and set the coordinate of the grid cell that should be in\r
- /// the center of the screen when the map is drawn.\r
+ /// the center of the screen when the map is drawn. Setting this\r
+ /// will change the viewport of the map and will effect the return\r
+ /// values of Map.GetPointFromCoordinates and Map.GetRectangleFromCoordinates.\r
/// </summary>\r
public Vector2 CenterCell\r
{\r
/// <param name="metadata">The metadata.</param>\r
/// <param name="grid">The grid.</param>\r
/// <param name="entities">The entities.</param>\r
- public Map(Metadata metadata, char[,] grid, List<RawEntity> entities, Point[] playerPositions)\r
+ public Map(Metadata metadata, char[,] grid, char defaultTile,\r
+ List<RawEntity> entities, Point[] playerPositions)\r
{\r
- mData = new Modal(metadata, grid, entities, playerPositions);\r
+ mData = new Modal(metadata, grid, defaultTile, entities, playerPositions);\r
mView = new View(mData);\r
}\r
\r
return mData.GetEntities<T>();\r
}\r
\r
+\r
+ /// <summary>\r
+ /// Set the tile of a cell.\r
+ /// </summary>\r
+ /// <param name="x">X-coordinate.</param>\r
+ /// <param name="y">Y-coordinate.</param>\r
+ /// <param name="tile">The character representing the tile.</param>\r
+ public void SetCell(int x, int y, char tile)\r
+ {\r
+ mData.SetCell(x, y, tile);\r
+ }\r
+\r
+ /// <summary>\r
+ /// Set the tile of a cell.\r
+ /// </summary>\r
+ /// <param name="point">X,Y-coordinates.</param>\r
+ /// <param name="tile">The character representing the tile.</param>\r
+ public void SetCell(Point point, char tile)\r
+ {\r
+ mData.SetCell(point.X, point.Y, tile);\r
+ }\r
+\r
+\r
+ /// <summary>\r
+ /// Clear a cell to the default tile.\r
+ /// </summary>\r
+ /// <param name="x">X-coordinate.</param>\r
+ /// <param name="y">Y-coordinate.</param>\r
+ public void ClearCell(int x, int y)\r
+ {\r
+ mData.ClearCell(x, y);\r
+ }\r
+\r
+ /// <summary>\r
+ /// Clear a cell to the default tile.\r
+ /// </summary>\r
+ /// <param name="point">X,Y-coordinates.</param>\r
+ public void ClearCell(Point point)\r
+ {\r
+ mData.ClearCell(point.X, point.Y);\r
+ }\r
+\r
#endregion\r
\r
\r
{\r
Metadata mMetadata;\r
char[,] mGrid;\r
+ char mDefaultTile;\r
List<RawEntity> mEntities;\r
Point[] mPlayerPositions;\r
+ bool[,] mBooleanGrid;\r
\r
- public Modal(Metadata metadata, char[,] grid, List<RawEntity> entities, Point[] playerPositions)\r
+ public Modal(Metadata metadata, char[,] grid, char defaultTile,\r
+ List<RawEntity> entities, Point[] playerPositions)\r
{\r
Debug.Assert(metadata != null);\r
Debug.Assert(grid != null);\r
\r
mMetadata = metadata;\r
mGrid = grid;\r
+ mDefaultTile = defaultTile;\r
mEntities = entities;\r
mPlayerPositions = playerPositions;\r
\r
+ mBooleanGrid = new bool[mMetadata.GridWidth, mMetadata.GridHeight];\r
+ for (int x = 0; x < mMetadata.GridWidth; x++)\r
+ {\r
+ for (int y = 0; y < mMetadata.GridHeight; y++)\r
+ {\r
+ mBooleanGrid[x, y] = IsCellOpen(x, y);\r
+ }\r
+ }\r
+\r
#if DEBUG\r
Console.WriteLine("Loaded map {0} of type {1} written by {2}.",\r
metadata.Name,\r
public Metadata Metadata { get { return mMetadata; } }\r
public List<RawEntity> Entities { get { return mEntities; } }\r
public Point[] PlayerPositions { get { return mPlayerPositions; } }\r
+ public bool[,] Grid { get { return mBooleanGrid; } }\r
\r
\r
public bool IsCellOpen(int x, int y)\r
return mGrid[x, y] == ' ';\r
}\r
\r
+ public void SetCell(int x, int y, char tile)\r
+ {\r
+ mGrid[x, y] = tile;\r
+ mBooleanGrid[x, y] = IsCellOpen(x, y);\r
+ }\r
+\r
+ public void ClearCell(int x, int y)\r
+ {\r
+ SetCell(x, y, mDefaultTile);\r
+ }\r
+\r
\r
public List<object> GetAllEntities()\r
{\r