]> Dogcows Code - chaz/carfire/blob - CarFire/CarFire/CarFire/Map.cs
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[chaz/carfire] / CarFire / CarFire / CarFire / Map.cs
1 using System;
2 using System.Collections.Generic;
3 using System.Linq;
4 using System.Text;
5 using System.IO;
6 using System.Runtime.Serialization;
7 using System.Diagnostics;
8 using Microsoft.Xna.Framework;
9 using Microsoft.Xna.Framework.Graphics;
10 using System.Reflection;
11
12 namespace CarFire
13 {
14 /// <summary>
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.
19 /// </summary>
20 public class Map
21 {
22 // DEBUG: Tilesets not implemented at all.
23 public static Texture2D DefaultTile;
24
25 #region Public Exceptions
26
27 /// <summary>
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
30 /// and order.
31 /// </summary>
32 public class RuntimeException : System.ApplicationException
33 {
34 public RuntimeException() { }
35
36 public RuntimeException(string message) :
37 base(message) { }
38
39 public RuntimeException(string message, System.Exception inner) :
40 base(message, inner) { }
41
42 protected RuntimeException(SerializationInfo info, StreamingContext context) :
43 base(info, context) { }
44 }
45
46 #endregion
47
48
49 #region Public Constants
50
51 public const float PixelsToUnitSquares = 64.0f;
52
53 #endregion
54
55
56 #region Public Types
57
58 /// <summary>
59 /// The type of a map helps determine how the map is intended to be used.
60 /// </summary>
61 public enum Mode
62 {
63 None,
64 Campaign,
65 Battle
66 }
67
68 /// <summary>
69 /// The container class for map metadata.
70 /// </summary>
71 public class Metadata
72 {
73 public string Name;
74 public Mode Type;
75 public string Author;
76 public HashSet<int> NumPlayers = new HashSet<int>();
77 public string Tileset;
78 public int GridWidth;
79 public int GridHeight;
80 }
81
82 /// <summary>
83 /// The container class for information about an entity defined in the map.
84 /// </summary>
85 public class RawEntity
86 {
87 public char Id;
88 public Point Position;
89 public Dictionary<string, string> Attributes = new Dictionary<string, string>();
90 }
91
92 #endregion
93
94
95 #region Public Properties
96
97 /// <summary>
98 /// Get the name of the map.
99 /// </summary>
100 public string Name { get { return mData.Metadata.Name; } }
101
102 /// <summary>
103 /// Get the type of the map.
104 /// </summary>
105 public Mode Type { get { return mData.Metadata.Type; } }
106
107 /// <summary>
108 /// Get the author of the map.
109 /// </summary>
110 public string Author { get { return mData.Metadata.Author; } }
111
112 /// <summary>
113 /// Get a set of integers containing each allowable number of players.
114 /// </summary>
115 public HashSet<int> NumPlayers { get { return mData.Metadata.NumPlayers; } }
116
117 /// <summary>
118 /// Get the width of the map, in grid units.
119 /// </summary>
120 public int Width { get { return mData.Metadata.GridWidth; } }
121
122 /// <summary>
123 /// Get the height of the map, in grid units.
124 /// </summary>
125 public int Height { get { return mData.Metadata.GridHeight; } }
126
127 // TODO: This should return whatever object we end up using for tilesets.
128 public string Tileset { get { return mData.Metadata.Tileset; } }
129
130 /// <summary>
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.
136 /// </summary>
137 public bool[,] Grid { get { return mData.Grid; } }
138
139 /// <summary>
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.
143 /// </summary>
144 public List<RawEntity> RawEntities { get { return mData.Entities; } }
145
146
147 /// <summary>
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.
152 /// </summary>
153 public Vector2 CenterCell
154 {
155 get { return mView.CenterCell; }
156 set { mView.CenterCell = value; }
157 }
158
159 /// <summary>
160 /// Get and set the zoom of the map view. The default zoom is
161 /// Map.PixelsToUnitSquares.
162 /// </summary>
163 public float Zoom
164 {
165 get { return mView.Zoom; }
166 set { mView.Zoom = value; }
167 }
168
169 #endregion
170
171
172 #region Public Methods
173
174 /// <summary>
175 /// Construct a map with the provided map data.
176 /// </summary>
177 /// <param name="metadata">The metadata.</param>
178 /// <param name="grid">The grid.</param>
179 /// <param name="entities">The entities.</param>
180 public Map(Metadata metadata, char[,] grid, char defaultTile,
181 List<RawEntity> entities, Point[] playerPositions)
182 {
183 mData = new Model(metadata, grid, defaultTile, entities, playerPositions);
184 mView = new View(mData);
185 }
186
187
188 /// <summary>
189 /// Draw a representation of the map to the screen.
190 /// </summary>
191 /// <param name="spriteBatch">The jeewiz.</param>
192 public void Draw(SpriteBatch spriteBatch)
193 {
194 mView.Draw(spriteBatch);
195 }
196
197
198 /// <summary>
199 /// Get a point in screen-space from a coordinate in gridspace.
200 /// </summary>
201 /// <param name="x">X-coordinate.</param>
202 /// <param name="y">Y-coordinate.</param>
203 /// <returns>Transformed point.</returns>
204 public Point GetPointFromCoordinates(float x, float y)
205 {
206 return mView.GetPointFromCoordinates(x, y);
207 }
208
209 /// <summary>
210 /// Get a point in screen-space from a coordinate in gridspace.
211 /// </summary>
212 /// <param name="point">X,Y-coordinates.</param>
213 /// <returns>Transformed point.</returns>
214 public Point GetPointFromCoordinates(Vector2 point)
215 {
216 return mView.GetPointFromCoordinates(point.X, point.Y);
217 }
218
219 /// <summary>
220 /// Get a rectangle in screen-space centered around a coordinate in gridspace.
221 /// </summary>
222 /// <param name="x">X-coordinate.</param>
223 /// <param name="y">Y-coordinate.</param>
224 /// <returns>Transformed rectangle.</returns>
225 public Rectangle GetRectangleFromCoordinates(float x, float y)
226 {
227 return mView.GetRectangleFromCoordinates(x, y);
228 }
229
230 /// <summary>
231 /// Get a rectangle in screen-space centered around a coordinate in gridspace.
232 /// </summary>
233 /// <param name="point">X,Y-coordinates.</param>
234 /// <returns>Transformed rectangle.</returns>
235 public Rectangle GetRectangleFromCoordinates(Vector2 point)
236 {
237 return mView.GetRectangleFromCoordinates(point.X, point.Y);
238 }
239
240
241 /// <summary>
242 /// Determine whether or not a cell can be occupied by a game entity.
243 /// </summary>
244 /// <param name="x">X-coordinate.</param>
245 /// <param name="y">Y-coordinate.</param>
246 /// <returns>True if cell can be occupied, false otherwise.</returns>
247 public bool IsCellOpen(int x, int y)
248 {
249 return mData.IsCellOpen(x, y);
250 }
251
252 /// <summary>
253 /// Determine whether or not a cell can be occupied by a game entity.
254 /// </summary>
255 /// <param name="point">X,Y-coordinates.</param>
256 /// <returns>True if cell can be occupied, false otherwise.</returns>
257 public bool IsCellOpen(Point point)
258 {
259 return mData.IsCellOpen(point.X, point.Y);
260 }
261
262
263 /// <summary>
264 /// Get the starting position of a player.
265 /// </summary>
266 /// <param name="playerNumber">The number of the player (i.e. 1-4).
267 /// This number must be a valid player number.</param>
268 /// <returns>The starting position of the player.</returns>
269 public Point GetStartingPositionForPlayer(int playerNumber)
270 {
271 Debug.Assert(1 <= playerNumber && playerNumber <= NumPlayers.Max());
272 return mData.PlayerPositions[playerNumber];
273 }
274
275
276 /// <summary>
277 /// Get all the entities loaded from the map file. Exceptions could be
278 /// thrown if there are entities without associated classes.
279 /// </summary>
280 /// <returns>List of entity objects loaded.</returns>
281 public List<object> GetAllEntities()
282 {
283 return mData.GetAllEntities();
284 }
285
286 /// <summary>
287 /// Get the entities of a certain type loaded from the map file. Exceptions
288 /// could be thrown if there are entities without associated classes.
289 /// </summary>
290 /// <typeparam name="T">Type of the entity you want a list of.</typeparam>
291 /// <returns>List of entity objects loaded.</returns>
292 public List<T> GetEntities<T>()
293 {
294 return mData.GetEntities<T>();
295 }
296
297
298 /// <summary>
299 /// Set the tile of a cell.
300 /// </summary>
301 /// <param name="x">X-coordinate.</param>
302 /// <param name="y">Y-coordinate.</param>
303 /// <param name="tile">The character representing the tile.</param>
304 public void SetCell(int x, int y, char tile)
305 {
306 mData.SetCell(x, y, tile);
307 }
308
309 /// <summary>
310 /// Set the tile of a cell.
311 /// </summary>
312 /// <param name="point">X,Y-coordinates.</param>
313 /// <param name="tile">The character representing the tile.</param>
314 public void SetCell(Point point, char tile)
315 {
316 mData.SetCell(point.X, point.Y, tile);
317 }
318
319
320 /// <summary>
321 /// Clear a cell to the default tile.
322 /// </summary>
323 /// <param name="x">X-coordinate.</param>
324 /// <param name="y">Y-coordinate.</param>
325 public void ClearCell(int x, int y)
326 {
327 mData.ClearCell(x, y);
328 }
329
330 /// <summary>
331 /// Clear a cell to the default tile.
332 /// </summary>
333 /// <param name="point">X,Y-coordinates.</param>
334 public void ClearCell(Point point)
335 {
336 mData.ClearCell(point.X, point.Y);
337 }
338
339
340 /// <summary>
341 /// Reset the map to the state it was at right after loading.
342 /// </summary>
343 public void Reset()
344 {
345 mData.Reset();
346 mView.Reset();
347 }
348
349 #endregion
350
351
352 #region Private Types
353
354 class Model
355 {
356 public Metadata Metadata { get { return mMetadata; } }
357 public List<RawEntity> Entities { get { return mEntities; } }
358 public Point[] PlayerPositions { get { return mPlayerPositions; } }
359 public bool[,] Grid { get { return mBooleanGrid; } }
360
361
362 public Model(Metadata metadata, char[,] grid, char defaultTile,
363 List<RawEntity> entities, Point[] playerPositions)
364 {
365 Debug.Assert(metadata != null);
366 Debug.Assert(grid != null);
367 Debug.Assert(entities != null);
368 Debug.Assert(metadata.GridWidth * metadata.GridHeight == grid.Length);
369
370 mMetadata = metadata;
371 mCleanGrid = grid;
372 mDefaultTile = defaultTile;
373 mEntities = entities;
374 mPlayerPositions = playerPositions;
375
376 Reset();
377
378 #if DEBUG
379 Console.WriteLine("Loaded map {0} of type {1} written by {2}.",
380 metadata.Name,
381 metadata.Type,
382 metadata.Author);
383 #endif
384 }
385
386
387 public void Reset()
388 {
389 mGrid = (char[,])mCleanGrid.Clone();
390
391 mBooleanGrid = new bool[mMetadata.GridWidth, mMetadata.GridHeight];
392 for (int x = 0; x < mMetadata.GridWidth; x++)
393 {
394 for (int y = 0; y < mMetadata.GridHeight; y++)
395 {
396 mBooleanGrid[x, y] = IsCellOpen(x, y);
397 }
398 }
399 }
400
401
402 public bool IsCellOpen(int x, int y)
403 {
404 // TODO: Still need to define characters for types of scenery.
405 if (IsOnMap(x, y)) return mGrid[x, y] == ' ';
406 return false;
407 }
408
409 public void SetCell(int x, int y, char tile)
410 {
411 if (IsOnMap(x, y))
412 {
413 mGrid[x, y] = tile;
414 mBooleanGrid[x, y] = IsCellOpen(x, y);
415 }
416 }
417
418 public void ClearCell(int x, int y)
419 {
420 SetCell(x, y, mDefaultTile);
421 }
422
423 public bool IsOnMap(int x, int y)
424 {
425 return 0 <= x && x < Metadata.GridWidth && 0 <= y && y < Metadata.GridHeight;
426 }
427
428
429 public List<object> GetAllEntities()
430 {
431 List<object> list = new List<object>();
432
433 foreach (RawEntity raw in mEntities)
434 {
435 if (raw.Attributes.ContainsKey("type"))
436 {
437 string typename = raw.Attributes["type"];
438
439 object[] args = new object[3];
440 args[0] = raw.Id;
441 args[1] = raw.Position;
442 args[2] = raw.Attributes;
443
444 try
445 {
446
447 object entity = Activator.CreateInstance(System.Type.GetType("CarFire." + typename), args);
448 if (entity != null) list.Add(entity);
449 else throw new RuntimeException();
450 }
451 #pragma warning disable 0168
452 catch (System.Exception ex)
453 #pragma warning restore 0168
454 {
455 throw new RuntimeException("Entity of type " + typename + " not loaded because an entity class can't be found.");
456 }
457 }
458 else
459 {
460 Console.WriteLine("Ignoring entity with identifier " + raw.Id + " since it has no type key.");
461 }
462 }
463
464 return list;
465 }
466
467 public List<T> GetEntities<T>()
468 {
469 System.Type type = typeof(T);
470 List<T> list = new List<T>();
471
472 string typename = typeof(T).Name;
473 foreach (RawEntity raw in mEntities)
474 {
475 if (raw.Attributes.ContainsKey("type") && typename == raw.Attributes["type"])
476 {
477 object[] args = new object[3];
478 args[0] = raw.Id;
479 args[1] = raw.Position;
480 args[2] = raw.Attributes;
481
482 T entity = (T)Activator.CreateInstance(type, args);
483 if (entity != null) list.Add(entity);
484 else throw new RuntimeException("Entity of type " + typename + " not loaded because an entity class can't be found.");
485 }
486 }
487
488 return list;
489 }
490
491
492 Metadata mMetadata;
493 char[,] mGrid;
494 char[,] mCleanGrid;
495 bool[,] mBooleanGrid;
496 char mDefaultTile;
497 List<RawEntity> mEntities;
498 Point[] mPlayerPositions;
499 }
500
501 class View
502 {
503 public Vector2 CenterCell;
504 public float Zoom;
505
506
507 public View(Model data)
508 {
509 Debug.Assert(data != null);
510 mData = data;
511
512 Reset();
513 }
514
515
516 public void Reset()
517 {
518 CenterCell = Vector2.Zero;
519 Zoom = PixelsToUnitSquares;
520 }
521
522
523 public void Draw(SpriteBatch spriteBatch)
524 {
525 mViewport = spriteBatch.GraphicsDevice.Viewport;
526
527 // TODO: There is no culling yet, but it runs so fast that it probably won't ever need it.
528 for (int y = 0; y < mData.Metadata.GridHeight; y++)
529 {
530 for (int x = 0; x < mData.Metadata.GridWidth; x++)
531 {
532 if (mData.IsCellOpen(x, y))
533 {
534 spriteBatch.Draw(Map.DefaultTile, GetRectangleFromCoordinates(x, y), Color.White);
535 }
536 else
537 {
538 spriteBatch.Draw(Map.DefaultTile, GetRectangleFromCoordinates(x, y), Color.DarkBlue);
539 }
540 }
541 }
542 }
543
544
545 public Point GetPointFromCoordinates(float x, float y)
546 {
547 Matrix transform = GetTransformation(CenterCell);
548 Vector2 point = Vector2.Transform(new Vector2(x, y), transform);
549
550 return new Point((int)point.X, (int)point.Y);
551 }
552
553 public Rectangle GetRectangleFromCoordinates(float x, float y)
554 {
555 Matrix transform = GetTransformation(CenterCell);
556 Vector2 point = Vector2.Transform(new Vector2(x, y), transform);
557
558 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 }
560
561
562
563 Matrix GetTransformation(Vector2 center)
564 {
565 float halfRatio = Zoom * 0.5f;
566 Matrix transform = Matrix.CreateTranslation(-center.X, -center.Y, 0.0f);
567 transform *= Matrix.CreateScale(Zoom);
568 transform *= Matrix.CreateTranslation(mViewport.Width * 0.5f - halfRatio,
569 mViewport.Height * 0.5f - halfRatio, 0.0f);
570
571 Vector2 topLeft = Vector2.Transform(new Vector2(0.0f, 0.0f), transform);
572 topLeft.X = Math.Max(mViewport.X, topLeft.X);
573 topLeft.Y = Math.Max(mViewport.Y, topLeft.Y);
574 transform *= Matrix.CreateTranslation(-topLeft.X, -topLeft.Y, 0.0f);
575
576 Vector2 bottomRight = Vector2.Transform(new Vector2((float)mData.Metadata.GridWidth,
577 (float)mData.Metadata.GridHeight), transform);
578 float right = mViewport.X + mViewport.Width;
579 float bottom = mViewport.Y + mViewport.Height;
580 bottomRight.X = Math.Min(right, bottomRight.X) - right;
581 bottomRight.Y = Math.Min(bottom, bottomRight.Y) - bottom;
582 transform *= Matrix.CreateTranslation(-bottomRight.X, -bottomRight.Y, 0.0f);
583
584 return transform;
585 }
586
587
588 Model mData;
589 Viewport mViewport;
590 }
591
592 #endregion
593
594
595 #region Private Variables
596
597 Model mData;
598 View mView;
599
600 #endregion
601 }
602 }
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