Пример #1
0
        /// <summary>
        /// Initializes the terrain objects of the map.
        /// </summary>
        /// <param name="terrainObjListPackage">The package that contains the terrain object informations.</param>
        /// <param name="map">Reference to the map.</param>
        private void LoadTerrainObjects(RCPackage terrainObjListPackage, IMapAccess map)
        {
            /// TODO: Avoid this downcast!
            MapAccess mapObj = map as MapAccess;

            if (mapObj == null)
            {
                throw new ArgumentException("The given map cannot be handled by the MapEditor!", "map");
            }

            string[] terrainObjIndexTable = terrainObjListPackage.ReadStringArray(0);
            byte[]   terrainObjInfoBytes  = terrainObjListPackage.ReadByteArray(1);

            int offset = 0;

            while (offset < terrainObjInfoBytes.Length)
            {
                int       parsedBytes;
                RCPackage package = RCPackage.Parse(terrainObjInfoBytes, offset, terrainObjInfoBytes.Length - offset, out parsedBytes);
                if (package == null || !package.IsCommitted)
                {
                    throw new MapException("Syntax error!");
                }
                offset += parsedBytes;
                if (package.PackageFormat.ID == MapFileFormat.TERRAINOBJ)
                {
                    RCIntVector        quadCoords     = new RCIntVector(package.ReadShort(0), package.ReadShort(1));
                    ITerrainObjectType terrainObjType = this.mapStructure.Tileset.GetTerrainObjectType(terrainObjIndexTable[package.ReadByte(2)]);

                    /// TODO: Might be better to create the TerrainObject with a factory?
                    ITerrainObject newObj = new TerrainObject(map, terrainObjType, quadCoords);
                    foreach (ICellDataChangeSet changeset in newObj.Type.CellDataChangesets)
                    {
                        changeset.Apply(newObj);
                    }
                    mapObj.AttachTerrainObject(newObj);
                }
            }

            /// Check the constraints of the terrain objects.
            List <ITerrainObject> terrainObjects = new List <ITerrainObject>(map.TerrainObjects);

            foreach (ITerrainObject terrainObj in terrainObjects)
            {
                mapObj.DetachTerrainObject(terrainObj);
                if (terrainObj.Type.CheckConstraints(map, terrainObj.MapCoords).Count != 0)
                {
                    throw new MapException(string.Format("Terrain object at {0} is voilating the tileset constraints!", terrainObj.MapCoords));
                }
                if (terrainObj.Type.CheckTerrainObjectIntersections(map, terrainObj.MapCoords).Count != 0)
                {
                    throw new MapException(string.Format("Terrain object at {0} intersects other terrain objects!", terrainObj.MapCoords));
                }
                mapObj.AttachTerrainObject(terrainObj);
            }
        }
Пример #2
0
        /// <see cref="IMapEditor.PlaceTerrainObject"/>
        public ITerrainObject PlaceTerrainObject(IMapAccess targetMap, IQuadTile targetTile, ITerrainObjectType type)
        {
            if (targetMap == null)
            {
                throw new ArgumentNullException("targetMap");
            }
            if (targetTile == null)
            {
                throw new ArgumentNullException("targetTile");
            }
            if (type == null)
            {
                throw new ArgumentNullException("type");
            }
            if (targetMap.Tileset != type.Tileset)
            {
                throw new InvalidOperationException("The tileset of the terrain object type must be the same as the tileset of the map!");
            }

            /// TODO: Avoid this downcast!
            MapAccess targetMapObj = targetMap as MapAccess;

            if (targetMapObj == null)
            {
                throw new ArgumentException("The given map cannot be handled by the MapEditor!", "targetMap");
            }

            if (type.CheckConstraints(targetMap, targetTile.MapCoords).Count != 0)
            {
                return(null);
            }
            if (type.CheckTerrainObjectIntersections(targetMap, targetTile.MapCoords).Count != 0)
            {
                return(null);
            }

            /// TODO: Might be better to create the TerrainObject with a factory?
            ITerrainObject newObj = new TerrainObject(targetMap, type, targetTile.MapCoords);

            foreach (ICellDataChangeSet changeset in newObj.Type.CellDataChangesets)
            {
                changeset.Apply(newObj);
            }
            targetMapObj.AttachTerrainObject(newObj);
            return(newObj);
        }