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 #region Public Constants
24 public const float PixelsToUnitSquares = 64.0f;
32 /// The type of a map helps determine how the map is intended to be used.
42 /// The container class for map metadata.
49 public HashSet<int> NumPlayers = new HashSet<int>();
50 public string Tileset;
52 public int GridHeight;
56 /// The container class for information about an entity defined in the map.
58 public class RawEntity
61 public Point Position;
62 public Dictionary<string, string> Attributes = new Dictionary<string, string>();
68 #region Public Properties
71 /// Get the name of the map.
73 public string Name { get { return mData.Metadata.Name; } }
76 /// Get the type of the map.
78 public Mode Type { get { return mData.Metadata.Type; } }
81 /// Get the author of the map.
83 public string Author { get { return mData.Metadata.Author; } }
86 /// Get a set of integers containing each allowable number of players.
88 public HashSet<int> NumPlayers { get { return mData.Metadata.NumPlayers; } }
91 /// Get the width of the map, in grid units.
93 public int Width { get { return mData.Metadata.GridWidth; } }
96 /// Get the height of the map, in grid units.
98 public int Height { get { return mData.Metadata.GridHeight; } }
101 /// Get the name of the tileset.
103 public string Tileset { get { return mData.Metadata.Tileset; } }
106 /// Get the current grid of open cells. On the grid, true means
107 /// the cell is open (i.e. an entity can occupy that cell), and false
108 /// means the cell is closed. Note that, just like Map.IsCellOpen,
109 /// only static scenery is considered; the grid cannot tell you
110 /// whether or not an entity is already occupying the cell.
112 public bool[,] Grid { get { return mData.Grid; } }
115 /// Get a list of the raw entity containers loaded with the map. If you
116 /// want to get the actual entity objects, use Map.GetEntities and
117 /// Map.GetAllEntities instead.
119 public List<RawEntity> RawEntities { get { return mData.Entities; } }
123 /// Get and set the coordinate of the grid cell that should be in
124 /// the center of the screen when the map is drawn. Setting this
125 /// will change the viewport of the map and will effect the return
126 /// values of Map.GetPointFromCoordinates and Map.GetRectangleFromCoordinates.
128 public Vector2 CenterCell
130 get { return mView.CenterCell; }
131 set { mView.CenterCell = value; }
135 /// Get and set the tilemap with its associated texture and tile
136 /// character to coordinate mappings. This effects what the map looks
137 /// like when it is drawn.
139 public Tilemap Tilemap
141 get { return mView.Tilemap; }
142 set { mView.Tilemap = value; }
146 /// Get and set the zoom of the map view. The default zoom is
147 /// Map.PixelsToUnitSquares.
151 get { return mView.Zoom; }
152 set { mView.Zoom = value; }
158 #region Public Methods
161 /// Construct a map with the provided map data.
163 /// <param name="metadata">The metadata.</param>
164 /// <param name="grid">The grid.</param>
165 /// <param name="entities">The entities.</param>
166 public Map(Metadata metadata, char[,] grid, char defaultTile,
167 List<RawEntity> entities, Point[] playerPositions)
169 mData = new Model(metadata, grid, defaultTile, entities, playerPositions);
170 mView = new View(mData);
175 /// Draw a representation of the map to the screen.
177 /// <param name="spriteBatch">The jeewiz.</param>
178 public void Draw(SpriteBatch spriteBatch)
180 mView.Draw(spriteBatch);
185 /// Get a point in screen-space from a coordinate in gridspace.
187 /// <param name="x">X-coordinate.</param>
188 /// <param name="y">Y-coordinate.</param>
189 /// <returns>Transformed point.</returns>
190 public Point GetPointFromCoordinates(float x, float y)
192 return mView.GetPointFromCoordinates(x, y);
196 /// Get a point in screen-space from a coordinate in gridspace.
198 /// <param name="point">X,Y-coordinates.</param>
199 /// <returns>Transformed point.</returns>
200 public Point GetPointFromCoordinates(Vector2 point)
202 return mView.GetPointFromCoordinates(point.X, point.Y);
206 /// Get a rectangle in screen-space centered around a coordinate in gridspace.
208 /// <param name="x">X-coordinate.</param>
209 /// <param name="y">Y-coordinate.</param>
210 /// <returns>Transformed rectangle.</returns>
211 public Rectangle GetRectangleFromCoordinates(float x, float y)
213 return mView.GetRectangleFromCoordinates(x, y);
217 /// Get a rectangle in screen-space centered around a coordinate in gridspace.
219 /// <param name="point">X,Y-coordinates.</param>
220 /// <returns>Transformed rectangle.</returns>
221 public Rectangle GetRectangleFromCoordinates(Vector2 point)
223 return mView.GetRectangleFromCoordinates(point.X, point.Y);
228 /// Determine whether or not a cell can be occupied by a game entity.
230 /// <param name="x">X-coordinate.</param>
231 /// <param name="y">Y-coordinate.</param>
232 /// <returns>True if cell can be occupied, false otherwise.</returns>
233 public bool IsCellOpen(int x, int y)
235 return mData.IsCellOpen(x, y);
239 /// created by Brady for AI precalculations
241 /// <param name="x">X-coordinate.</param>
242 /// <param name="y">Y-coordinate.</param>
243 public bool IsWall(int x, int y)
245 return mData.IsWall(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 /// <param name="game">The game reference to be passed to entities.</param>
277 /// <returns>List of entity objects loaded.</returns>
278 public List<IEntity> GetAllEntities(Game game)
280 return mData.GetAllEntities(game);
284 /// Get the entities of a certain type loaded from the map file. Exceptions
285 /// could be thrown if there are entities without associated classes.
287 /// <param name="game">The game reference to be passed to entities.</param>
288 /// <typeparam name="T">Type of the entity you want a list of.</typeparam>
289 /// <returns>List of entity objects loaded.</returns>
290 public List<T> GetEntities<T>(Game game)
292 return mData.GetEntities<T>(game);
297 /// Set the tile of a cell.
299 /// <param name="x">X-coordinate.</param>
300 /// <param name="y">Y-coordinate.</param>
301 /// <param name="tile">The character representing the tile.</param>
302 public void SetCell(int x, int y, char tile)
304 mData.SetCell(x, y, tile);
308 /// Set the tile of a cell.
310 /// <param name="point">X,Y-coordinates.</param>
311 /// <param name="tile">The character representing the tile.</param>
312 public void SetCell(Point point, char tile)
314 mData.SetCell(point.X, point.Y, tile);
319 /// Clear a cell to the default tile.
321 /// <param name="x">X-coordinate.</param>
322 /// <param name="y">Y-coordinate.</param>
323 public void ClearCell(int x, int y)
325 mData.ClearCell(x, y);
329 /// Clear a cell to the default tile.
331 /// <param name="point">X,Y-coordinates.</param>
332 public void ClearCell(Point point)
334 mData.ClearCell(point.X, point.Y);
339 /// Reset the map to the state it was at right after loading.
350 #region Private Types
354 public Metadata Metadata { get { return mMetadata; } }
355 public List<RawEntity> Entities { get { return mEntities; } }
356 public Point[] PlayerPositions { get { return mPlayerPositions; } }
357 public bool[,] Grid { get { return mBooleanGrid; } }
360 public Model(Metadata metadata, char[,] grid, char defaultTile,
361 List<RawEntity> entities, Point[] playerPositions)
363 Debug.Assert(metadata != null);
364 Debug.Assert(grid != null);
365 Debug.Assert(entities != null);
366 Debug.Assert(metadata.GridWidth * metadata.GridHeight == grid.Length);
368 mMetadata = metadata;
370 mDefaultTile = defaultTile;
371 mEntities = entities;
372 mPlayerPositions = playerPositions;
377 Console.WriteLine("Loaded map {0} of type {1} written by {2}.",
387 mGrid = (char[,])mCleanGrid.Clone();
389 mBooleanGrid = new bool[mMetadata.GridWidth, mMetadata.GridHeight];
390 for (int x = 0; x < mMetadata.GridWidth; x++)
392 for (int y = 0; y < mMetadata.GridHeight; y++)
394 mBooleanGrid[x, y] = IsCellOpen(x, y);
400 public bool IsCellOpen(int x, int y)
402 // TODO: Still need to define characters for types of scenery.
403 if (IsOnMap(x, y)) return mGrid[x, y] == ' ';
407 //created by Brady for AI precalculations
408 public bool IsWall(int x, int y)
410 if (IsOnMap(x, y)) return (mGrid[x, y] == '-' || mGrid[x, y] == '|' || mGrid[x, y] == '+' || mGrid[x, y] == '/' || mGrid[x, y] == '\\');
413 public void SetCell(int x, int y, char tile)
418 mBooleanGrid[x, y] = IsCellOpen(x, y);
422 public char GetCell(int x, int y)
424 if (IsOnMap(x, y)) return mGrid[x, y];
428 public void ClearCell(int x, int y)
430 SetCell(x, y, mDefaultTile);
433 public bool IsOnMap(int x, int y)
435 return 0 <= x && x < Metadata.GridWidth && 0 <= y && y < Metadata.GridHeight;
439 public List<IEntity> GetAllEntities(Game game)
441 List<IEntity> list = new List<IEntity>();
443 foreach (RawEntity raw in mEntities)
445 if (raw.Attributes.ContainsKey("type"))
447 string typename = raw.Attributes["type"];
449 object[] args = new object[4];
451 args[1] = raw.Position;
452 args[2] = raw.Attributes;
457 IEntity entity = (IEntity)Activator.CreateInstance(System.Type.GetType("CarFire." + typename), args);
460 entity.LoadContent(game.ContentManager);
463 else throw new Exception();
465 #pragma warning disable 0168
466 catch (System.Exception ex)
467 #pragma warning restore 0168
469 throw new Exception("Entity of type " + typename + " not loaded because an entity class can't be found.");
474 Console.WriteLine("Ignoring entity with identifier " + raw.Id + " since it has no type key.");
481 public List<T> GetEntities<T>(Game game)
483 System.Type type = typeof(T);
484 List<T> list = new List<T>();
486 string typename = typeof(T).Name;
487 foreach (RawEntity raw in mEntities)
489 if (raw.Attributes.ContainsKey("type") && typename == raw.Attributes["type"])
491 object[] args = new object[4];
493 args[1] = raw.Position;
494 args[2] = raw.Attributes;
497 T entity = (T)Activator.CreateInstance(type, args);
500 ((IEntity)entity).LoadContent(game.ContentManager);
503 else throw new Exception("Entity of type " + typename + " not loaded because an entity class can't be found.");
514 bool[,] mBooleanGrid;
516 List<RawEntity> mEntities;
517 Point[] mPlayerPositions;
522 public Vector2 CenterCell;
523 public Tilemap Tilemap;
527 public View(Model data)
529 Debug.Assert(data != null);
538 CenterCell = Vector2.Zero;
539 Zoom = PixelsToUnitSquares;
543 public void Draw(SpriteBatch spriteBatch)
545 if (Tilemap == null) throw new Exception("Cannot draw map without first setting the tilemap.");
546 mViewport = spriteBatch.GraphicsDevice.Viewport;
548 for (int y = 0; y < mData.Metadata.GridHeight; y++)
550 for (int x = 0; x < mData.Metadata.GridWidth; x++)
552 Tilemap.Draw(spriteBatch, mData.GetCell(x, y), GetRectangleFromCoordinates(x, y));
558 public Point GetPointFromCoordinates(float x, float y)
560 Matrix transform = GetTransformation(CenterCell);
561 Vector2 point = Vector2.Transform(new Vector2(x, y), transform);
563 return new Point((int)point.X, (int)point.Y);
566 public Rectangle GetRectangleFromCoordinates(float x, float y)
568 Matrix transform = GetTransformation(CenterCell);
569 Vector2 point = Vector2.Transform(new Vector2(x, y), transform);
571 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));
576 Matrix GetTransformation(Vector2 center)
578 float halfRatio = Zoom * 0.5f;
579 Matrix transform = Matrix.CreateTranslation(-center.X, -center.Y, 0.0f);
580 transform *= Matrix.CreateScale(Zoom);
581 transform *= Matrix.CreateTranslation(mViewport.Width * 0.5f - halfRatio,
582 mViewport.Height * 0.5f - halfRatio, 0.0f);
584 Vector2 topLeft = Vector2.Transform(new Vector2(0.0f, 0.0f), transform);
585 topLeft.X = Math.Max(mViewport.X, topLeft.X);
586 topLeft.Y = Math.Max(mViewport.Y, topLeft.Y);
587 transform *= Matrix.CreateTranslation(-topLeft.X, -topLeft.Y, 0.0f);
589 Vector2 bottomRight = Vector2.Transform(new Vector2((float)mData.Metadata.GridWidth,
590 (float)mData.Metadata.GridHeight), transform);
591 float right = mViewport.X + mViewport.Width;
592 float bottom = mViewport.Y + mViewport.Height;
593 bottomRight.X = Math.Min(right, bottomRight.X) - right;
594 bottomRight.Y = Math.Min(bottom, bottomRight.Y) - bottom;
595 transform *= Matrix.CreateTranslation(-bottomRight.X, -bottomRight.Y, 0.0f);
608 #region Private Variables