using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.IO; using System.Runtime.Serialization; using System.Diagnostics; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Reflection; namespace CarFire { /// /// A map object represents the map or virtual world where players and other /// game entities exist. The map consists of a grid where each grid space can /// contain static scenery and/or game entities which can move and interact /// with other game entities. /// public class Map { #region Public Constants public const float PixelsToUnitSquares = 64.0f; #endregion #region Public Types /// /// The type of a map helps determine how the map is intended to be used. /// public enum Mode { None, Campaign, Battle } /// /// The container class for map metadata. /// public class Metadata { public string Name; public Mode Type; public string Author; public string Next; public HashSet NumPlayers = new HashSet(); public string Tileset; public int GridWidth; public int GridHeight; } /// /// The container class for information about an entity defined in the map. /// public class RawEntity { public char Id; public Point Position; public Dictionary Attributes = new Dictionary(); } #endregion #region Public Properties /// /// Get the name of the map. /// public string Name { get { return mData.Metadata.Name; } } /// /// Get the type of the map. /// public Mode Type { get { return mData.Metadata.Type; } } /// /// Get the author of the map. /// public string Author { get { return mData.Metadata.Author; } } /// /// Get the name of the next map to load after this one. /// public string Next { get { return mData.Metadata.Next; } } /// /// Get a set of integers containing each allowable number of players. /// public HashSet NumPlayers { get { return mData.Metadata.NumPlayers; } } /// /// Get the width of the map, in grid units. /// public int Width { get { return mData.Metadata.GridWidth; } } /// /// Get the height of the map, in grid units. /// public int Height { get { return mData.Metadata.GridHeight; } } /// /// Get the name of the tileset. /// public string Tileset { get { return mData.Metadata.Tileset; } } /// /// Get the current grid of open cells. On the grid, true means /// the cell is open (i.e. an entity can occupy that cell), and false /// means the cell is closed. Note that, just like Map.IsCellOpen, /// only static scenery is considered; the grid cannot tell you /// whether or not an entity is already occupying the cell. /// public bool[,] Grid { get { return mData.Grid; } } /// /// Get a list of the raw entity containers loaded with the map. If you /// want to get the actual entity objects, use Map.GetEntities and /// Map.GetAllEntities instead. /// public List RawEntities { get { return mData.Entities; } } /// /// Get and set the coordinate of the grid cell that should be in /// the center of the screen when the map is drawn. Setting this /// will change the viewport of the map and will effect the return /// values of Map.GetPointFromCoordinates and Map.GetRectangleFromCoordinates. /// public Vector2 CenterCell { get { return mView.CenterCell; } set { mView.CenterCell = value; } } /// /// Get and set the tilemap with its associated texture and tile /// character to coordinate mappings. This effects what the map looks /// like when it is drawn. You will need to reset any map instances /// after setting a new tilemap. You should also set a tilemap before /// instantiating any maps. /// public static Tilemap Tilemap; /// /// Get and set the zoom of the map view. The default zoom is /// Map.PixelsToUnitSquares. /// public float Zoom { get { return mView.Zoom; } set { mView.Zoom = value; } } #endregion #region Public Methods /// /// Construct a map with the provided map data. /// /// The metadata. /// The grid. /// The entities. public Map(Metadata metadata, char[,] grid, char defaultTile, List entities, Point[] playerPositions) { mData = new Model(metadata, grid, defaultTile, entities, playerPositions); mView = new View(mData); } /// /// Draw a representation of the map to the screen. /// /// The jeewiz. public void Draw(SpriteBatch spriteBatch) { mView.Draw(spriteBatch); } /// /// Get a point in screen-space from a coordinate in gridspace. /// /// X-coordinate. /// Y-coordinate. /// Transformed point. public Point GetPointFromCoordinates(float x, float y) { return mView.GetPointFromCoordinates(x, y); } /// /// Get a point in screen-space from a coordinate in gridspace. /// /// X,Y-coordinates. /// Transformed point. public Point GetPointFromCoordinates(Vector2 point) { return mView.GetPointFromCoordinates(point.X, point.Y); } /// /// Get a rectangle in screen-space centered around a coordinate in gridspace. /// /// X-coordinate. /// Y-coordinate. /// Transformed rectangle. public Rectangle GetRectangleFromCoordinates(float x, float y) { return mView.GetRectangleFromCoordinates(x, y); } /// /// Get a rectangle in screen-space centered around a coordinate in gridspace. /// /// X,Y-coordinates. /// Transformed rectangle. public Rectangle GetRectangleFromCoordinates(Vector2 point) { return mView.GetRectangleFromCoordinates(point.X, point.Y); } /// /// Determine whether or not a cell can be occupied by a game entity. /// /// X-coordinate. /// Y-coordinate. /// True if cell can be occupied, false otherwise. public bool IsCellOpen(int x, int y) { return mData.IsCellOpen(x, y); } /// /// created by Brady for AI precalculations /// /// X-coordinate. /// Y-coordinate. public bool IsWall(int x, int y) { return mData.IsWall(x, y); } /// /// Determine whether or not a cell can be occupied by a game entity. /// /// X,Y-coordinates. /// True if cell can be occupied, false otherwise. public bool IsCellOpen(Point point) { return mData.IsCellOpen(point.X, point.Y); } /// /// Get the starting position of a player. /// /// The number of the player (i.e. 1-4). /// This number must be a valid player number. /// The starting position of the player. public Point GetStartingPositionForPlayer(int playerNumber) { Debug.Assert(1 <= playerNumber && playerNumber <= NumPlayers.Max()); return mData.PlayerPositions[playerNumber]; } /// /// Get all the entities loaded from the map file. Exceptions could be /// thrown if there are entities without associated classes. /// /// The game reference to be passed to entities. /// List of entity objects loaded. public List GetAllEntities(Game game) { return mData.GetAllEntities(game); } /// /// Get the entities of a certain type loaded from the map file. Exceptions /// could be thrown if there are entities without associated classes. /// /// The game reference to be passed to entities. /// Type of the entity you want a list of. /// List of entity objects loaded. public List GetEntities(Game game) { return mData.GetEntities(game); } /// /// Set the tile of a cell. /// /// X-coordinate. /// Y-coordinate. /// The character representing the tile. public void SetCell(int x, int y, char tile) { mData.SetCell(x, y, tile); } /// /// Set the tile of a cell. /// /// X,Y-coordinates. /// The character representing the tile. public void SetCell(Point point, char tile) { mData.SetCell(point.X, point.Y, tile); } /// /// Clear a cell to the default tile. /// /// X-coordinate. /// Y-coordinate. public void ClearCell(int x, int y) { mData.ClearCell(x, y); } /// /// Clear a cell to the default tile. /// /// X,Y-coordinates. public void ClearCell(Point point) { mData.ClearCell(point.X, point.Y); } /// /// Reset the map to the state it was at right after loading. /// public void Reset() { mData.Reset(); mView.Reset(); } #endregion #region Private Types class Model { public Metadata Metadata { get { return mMetadata; } } public List Entities { get { return mEntities; } } public Point[] PlayerPositions { get { return mPlayerPositions; } } public bool[,] Grid { get { return mBooleanGrid; } } public Model(Metadata metadata, char[,] grid, char defaultTile, List entities, Point[] playerPositions) { Debug.Assert(metadata != null); Debug.Assert(grid != null); Debug.Assert(entities != null); Debug.Assert(metadata.GridWidth * metadata.GridHeight == grid.Length); Debug.Assert(Tilemap != null); mMetadata = metadata; mCleanGrid = grid; mDefaultTile = defaultTile; mEntities = entities; mPlayerPositions = playerPositions; Reset(); #if DEBUG Console.WriteLine("Loaded map {0} of type {1} written by {2}.", metadata.Name, metadata.Type, metadata.Author); #endif } public void Reset() { mGrid = (char[,])mCleanGrid.Clone(); mBooleanGrid = new bool[mMetadata.GridWidth, mMetadata.GridHeight]; for (int x = 0; x < mMetadata.GridWidth; x++) { for (int y = 0; y < mMetadata.GridHeight; y++) { mBooleanGrid[x, y] = IsCellOpen(x, y); } } } public bool IsCellOpen(int x, int y) { if (!IsOnMap(x, y)) return false; return (Tilemap.GetTileFlags(mGrid[x, y]) & TileFlags.Open) == TileFlags.Open; } //created by Brady for AI precalculations public bool IsWall(int x, int y) { if (!IsOnMap(x, y)) return false; return (Tilemap.GetTileFlags(mGrid[x, y]) & TileFlags.Wall) == TileFlags.Wall; } public void SetCell(int x, int y, char tile) { if (IsOnMap(x, y)) { mGrid[x, y] = tile; mBooleanGrid[x, y] = IsCellOpen(x, y); } } public char GetCell(int x, int y) { if (IsOnMap(x, y)) return mGrid[x, y]; return mDefaultTile; } public void ClearCell(int x, int y) { SetCell(x, y, mDefaultTile); } public bool IsOnMap(int x, int y) { return 0 <= x && x < Metadata.GridWidth && 0 <= y && y < Metadata.GridHeight; } public List GetAllEntities(Game game) { List list = new List(); foreach (RawEntity raw in mEntities) { if (raw.Attributes.ContainsKey("type")) { string typename = raw.Attributes["type"]; object[] args = new object[4]; args[0] = raw.Id; args[1] = raw.Position; args[2] = raw.Attributes; args[3] = game; try { IEntity entity = (IEntity)Activator.CreateInstance(System.Type.GetType("CarFire." + typename), args); if (entity != null) { entity.LoadContent(game.ContentManager); list.Add(entity); } else throw new Exception(); } #pragma warning disable 0168 catch (System.Exception ex) #pragma warning restore 0168 { throw new Exception("Entity of type " + typename + " not loaded because an entity class can't be found."); } } else { Console.WriteLine("Ignoring entity with identifier " + raw.Id + " since it has no type key."); } } return list; } public List GetEntities(Game game) { System.Type type = typeof(T); List list = new List(); string typename = typeof(T).Name; foreach (RawEntity raw in mEntities) { if (raw.Attributes.ContainsKey("type") && typename == raw.Attributes["type"]) { object[] args = new object[4]; args[0] = raw.Id; args[1] = raw.Position; args[2] = raw.Attributes; args[3] = game; T entity = (T)Activator.CreateInstance(type, args); if (entity != null) { ((IEntity)entity).LoadContent(game.ContentManager); list.Add(entity); } else throw new Exception("Entity of type " + typename + " not loaded because an entity class can't be found."); } } return list; } Metadata mMetadata; char[,] mGrid; char[,] mCleanGrid; bool[,] mBooleanGrid; char mDefaultTile; List mEntities; Point[] mPlayerPositions; } class View { public Vector2 CenterCell; public float Zoom; public View(Model data) { Debug.Assert(data != null); mData = data; Reset(); } public void Reset() { CenterCell = Vector2.Zero; Zoom = PixelsToUnitSquares; } public void Draw(SpriteBatch spriteBatch) { if (Tilemap == null) throw new Exception("Cannot draw map without first setting the tilemap."); mViewport = spriteBatch.GraphicsDevice.Viewport; for (int y = 0; y < mData.Metadata.GridHeight; y++) { for (int x = 0; x < mData.Metadata.GridWidth; x++) { Tilemap.Draw(spriteBatch, mData.GetCell(x, y), GetRectangleFromCoordinates(x, y)); } } } public Point GetPointFromCoordinates(float x, float y) { Matrix transform = GetTransformation(CenterCell); Vector2 point = Vector2.Transform(new Vector2(x, y), transform); return new Point((int)point.X, (int)point.Y); } public Rectangle GetRectangleFromCoordinates(float x, float y) { Matrix transform = GetTransformation(CenterCell); Vector2 point = Vector2.Transform(new Vector2(x, y), transform); 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)); } Matrix GetTransformation(Vector2 center) { float halfRatio = Zoom * 0.5f; Matrix transform = Matrix.CreateTranslation(-center.X, -center.Y, 0.0f); transform *= Matrix.CreateScale(Zoom); transform *= Matrix.CreateTranslation(mViewport.Width * 0.5f - halfRatio, mViewport.Height * 0.5f - halfRatio, 0.0f); Vector2 topLeft = Vector2.Transform(new Vector2(0.0f, 0.0f), transform); topLeft.X = Math.Max(mViewport.X, topLeft.X); topLeft.Y = Math.Max(mViewport.Y, topLeft.Y); transform *= Matrix.CreateTranslation(-topLeft.X, -topLeft.Y, 0.0f); Vector2 bottomRight = Vector2.Transform(new Vector2((float)mData.Metadata.GridWidth, (float)mData.Metadata.GridHeight), transform); float right = mViewport.X + mViewport.Width; float bottom = mViewport.Y + mViewport.Height; bottomRight.X = Math.Min(right, bottomRight.X) - right; bottomRight.Y = Math.Min(bottom, bottomRight.Y) - bottom; transform *= Matrix.CreateTranslation(-bottomRight.X, -bottomRight.Y, 0.0f); return transform; } Model mData; Viewport mViewport; } #endregion #region Private Variables Model mData; View mView; #endregion } }