]> Dogcows Code - chaz/carfire/blob - CarFire/CarFire/CarFire/Map.cs
Map shouldn't keep a reference to the game as if it were a property, but it is needed...
[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 /// <param name="game">The game reference to be passed to entities.</param>
281 /// <returns>List of entity objects loaded.</returns>
282 public List<IEntity> GetAllEntities(Game game)
283 {
284 return mData.GetAllEntities(game);
285 }
286
287 /// <summary>
288 /// Get the entities of a certain type loaded from the map file. Exceptions
289 /// could be thrown if there are entities without associated classes.
290 /// </summary>
291 /// <param name="game">The game reference to be passed to entities.</param>
292 /// <typeparam name="T">Type of the entity you want a list of.</typeparam>
293 /// <returns>List of entity objects loaded.</returns>
294 public List<T> GetEntities<T>(Game game)
295 {
296 return mData.GetEntities<T>(game);
297 }
298
299
300 /// <summary>
301 /// Set the tile of a cell.
302 /// </summary>
303 /// <param name="x">X-coordinate.</param>
304 /// <param name="y">Y-coordinate.</param>
305 /// <param name="tile">The character representing the tile.</param>
306 public void SetCell(int x, int y, char tile)
307 {
308 mData.SetCell(x, y, tile);
309 }
310
311 /// <summary>
312 /// Set the tile of a cell.
313 /// </summary>
314 /// <param name="point">X,Y-coordinates.</param>
315 /// <param name="tile">The character representing the tile.</param>
316 public void SetCell(Point point, char tile)
317 {
318 mData.SetCell(point.X, point.Y, tile);
319 }
320
321
322 /// <summary>
323 /// Clear a cell to the default tile.
324 /// </summary>
325 /// <param name="x">X-coordinate.</param>
326 /// <param name="y">Y-coordinate.</param>
327 public void ClearCell(int x, int y)
328 {
329 mData.ClearCell(x, y);
330 }
331
332 /// <summary>
333 /// Clear a cell to the default tile.
334 /// </summary>
335 /// <param name="point">X,Y-coordinates.</param>
336 public void ClearCell(Point point)
337 {
338 mData.ClearCell(point.X, point.Y);
339 }
340
341
342 /// <summary>
343 /// Reset the map to the state it was at right after loading.
344 /// </summary>
345 public void Reset()
346 {
347 mData.Reset();
348 mView.Reset();
349 }
350
351 #endregion
352
353
354 #region Private Types
355
356 class Model
357 {
358 public Metadata Metadata { get { return mMetadata; } }
359 public List<RawEntity> Entities { get { return mEntities; } }
360 public Point[] PlayerPositions { get { return mPlayerPositions; } }
361 public bool[,] Grid { get { return mBooleanGrid; } }
362
363
364 public Model(Metadata metadata, char[,] grid, char defaultTile,
365 List<RawEntity> entities, Point[] playerPositions)
366 {
367 Debug.Assert(metadata != null);
368 Debug.Assert(grid != null);
369 Debug.Assert(entities != null);
370 Debug.Assert(metadata.GridWidth * metadata.GridHeight == grid.Length);
371
372 mMetadata = metadata;
373 mCleanGrid = grid;
374 mDefaultTile = defaultTile;
375 mEntities = entities;
376 mPlayerPositions = playerPositions;
377
378 Reset();
379
380 #if DEBUG
381 Console.WriteLine("Loaded map {0} of type {1} written by {2}.",
382 metadata.Name,
383 metadata.Type,
384 metadata.Author);
385 #endif
386 }
387
388
389 public void Reset()
390 {
391 mGrid = (char[,])mCleanGrid.Clone();
392
393 mBooleanGrid = new bool[mMetadata.GridWidth, mMetadata.GridHeight];
394 for (int x = 0; x < mMetadata.GridWidth; x++)
395 {
396 for (int y = 0; y < mMetadata.GridHeight; y++)
397 {
398 mBooleanGrid[x, y] = IsCellOpen(x, y);
399 }
400 }
401 }
402
403
404 public bool IsCellOpen(int x, int y)
405 {
406 // TODO: Still need to define characters for types of scenery.
407 if (IsOnMap(x, y)) return mGrid[x, y] == ' ';
408 return false;
409 }
410
411 public void SetCell(int x, int y, char tile)
412 {
413 if (IsOnMap(x, y))
414 {
415 mGrid[x, y] = tile;
416 mBooleanGrid[x, y] = IsCellOpen(x, y);
417 }
418 }
419
420 public void ClearCell(int x, int y)
421 {
422 SetCell(x, y, mDefaultTile);
423 }
424
425 public bool IsOnMap(int x, int y)
426 {
427 return 0 <= x && x < Metadata.GridWidth && 0 <= y && y < Metadata.GridHeight;
428 }
429
430
431 public List<IEntity> GetAllEntities(Game game)
432 {
433 List<IEntity> list = new List<IEntity>();
434
435 foreach (RawEntity raw in mEntities)
436 {
437 if (raw.Attributes.ContainsKey("type"))
438 {
439 string typename = raw.Attributes["type"];
440
441 object[] args = new object[4];
442 args[0] = raw.Id;
443 args[1] = raw.Position;
444 args[2] = raw.Attributes;
445 args[3] = game;
446
447 try
448 {
449 IEntity entity = (IEntity)Activator.CreateInstance(System.Type.GetType("CarFire." + typename), args);
450 if (entity != null)
451 {
452 entity.LoadContent(game.ContentManager);
453 list.Add(entity);
454 }
455 else throw new RuntimeException();
456 }
457 #pragma warning disable 0168
458 catch (System.Exception ex)
459 #pragma warning restore 0168
460 {
461 throw new RuntimeException("Entity of type " + typename + " not loaded because an entity class can't be found.");
462 }
463 }
464 else
465 {
466 Console.WriteLine("Ignoring entity with identifier " + raw.Id + " since it has no type key.");
467 }
468 }
469
470 return list;
471 }
472
473 public List<T> GetEntities<T>(Game game)
474 {
475 System.Type type = typeof(T);
476 List<T> list = new List<T>();
477
478 string typename = typeof(T).Name;
479 foreach (RawEntity raw in mEntities)
480 {
481 if (raw.Attributes.ContainsKey("type") && typename == raw.Attributes["type"])
482 {
483 object[] args = new object[4];
484 args[0] = raw.Id;
485 args[1] = raw.Position;
486 args[2] = raw.Attributes;
487 args[3] = game;
488
489 T entity = (T)Activator.CreateInstance(type, args);
490 if (entity != null)
491 {
492 ((IEntity)entity).LoadContent(game.ContentManager);
493 list.Add(entity);
494 }
495 else throw new RuntimeException("Entity of type " + typename + " not loaded because an entity class can't be found.");
496 }
497 }
498
499 return list;
500 }
501
502
503 Metadata mMetadata;
504 char[,] mGrid;
505 char[,] mCleanGrid;
506 bool[,] mBooleanGrid;
507 char mDefaultTile;
508 List<RawEntity> mEntities;
509 Point[] mPlayerPositions;
510 }
511
512 class View
513 {
514 public Vector2 CenterCell;
515 public float Zoom;
516
517
518 public View(Model data)
519 {
520 Debug.Assert(data != null);
521 mData = data;
522
523 Reset();
524 }
525
526
527 public void Reset()
528 {
529 CenterCell = Vector2.Zero;
530 Zoom = PixelsToUnitSquares;
531 }
532
533
534 public void Draw(SpriteBatch spriteBatch)
535 {
536 mViewport = spriteBatch.GraphicsDevice.Viewport;
537
538 // TODO: There is no culling yet, but it runs so fast that it probably won't ever need it.
539 for (int y = 0; y < mData.Metadata.GridHeight; y++)
540 {
541 for (int x = 0; x < mData.Metadata.GridWidth; x++)
542 {
543 if (mData.IsCellOpen(x, y))
544 {
545 spriteBatch.Draw(Map.DefaultTile, GetRectangleFromCoordinates(x, y), Color.White);
546 }
547 else
548 {
549 spriteBatch.Draw(Map.DefaultTile, GetRectangleFromCoordinates(x, y), Color.DarkBlue);
550 }
551 }
552 }
553 }
554
555
556 public Point GetPointFromCoordinates(float x, float y)
557 {
558 Matrix transform = GetTransformation(CenterCell);
559 Vector2 point = Vector2.Transform(new Vector2(x, y), transform);
560
561 return new Point((int)point.X, (int)point.Y);
562 }
563
564 public Rectangle GetRectangleFromCoordinates(float x, float y)
565 {
566 Matrix transform = GetTransformation(CenterCell);
567 Vector2 point = Vector2.Transform(new Vector2(x, y), transform);
568
569 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));
570 }
571
572
573
574 Matrix GetTransformation(Vector2 center)
575 {
576 float halfRatio = Zoom * 0.5f;
577 Matrix transform = Matrix.CreateTranslation(-center.X, -center.Y, 0.0f);
578 transform *= Matrix.CreateScale(Zoom);
579 transform *= Matrix.CreateTranslation(mViewport.Width * 0.5f - halfRatio,
580 mViewport.Height * 0.5f - halfRatio, 0.0f);
581
582 Vector2 topLeft = Vector2.Transform(new Vector2(0.0f, 0.0f), transform);
583 topLeft.X = Math.Max(mViewport.X, topLeft.X);
584 topLeft.Y = Math.Max(mViewport.Y, topLeft.Y);
585 transform *= Matrix.CreateTranslation(-topLeft.X, -topLeft.Y, 0.0f);
586
587 Vector2 bottomRight = Vector2.Transform(new Vector2((float)mData.Metadata.GridWidth,
588 (float)mData.Metadata.GridHeight), transform);
589 float right = mViewport.X + mViewport.Width;
590 float bottom = mViewport.Y + mViewport.Height;
591 bottomRight.X = Math.Min(right, bottomRight.X) - right;
592 bottomRight.Y = Math.Min(bottom, bottomRight.Y) - bottom;
593 transform *= Matrix.CreateTranslation(-bottomRight.X, -bottomRight.Y, 0.0f);
594
595 return transform;
596 }
597
598
599 Model mData;
600 Viewport mViewport;
601 }
602
603 #endregion
604
605
606 #region Private Variables
607
608 Model mData;
609 View mView;
610
611 #endregion
612 }
613 }
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