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
{
// DEBUG: Tilesets not implemented at all.
public static Texture2D DefaultTile;
#region Public Exceptions
///
/// This exception is thrown during the loading of a map if any
/// part of the map file is inconsistent with the expected format
/// and order.
///
public class RuntimeException : System.ApplicationException
{
public RuntimeException() { }
public RuntimeException(string message) :
base(message) { }
public RuntimeException(string message, System.Exception inner) :
base(message, inner) { }
protected RuntimeException(SerializationInfo info, StreamingContext context) :
base(info, context) { }
}
#endregion
#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 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 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; } }
// TODO: This should return whatever object we end up using for tilesets.
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 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);
}
///
/// 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.
///
/// List of entity objects loaded.
public List