Пример #1
0
        /// <summary>
        /// Saves a TeddyBear map. If you are not really well versed in how JCR6 works, you may only need the first two paramters, I only added the others so more advanced users can benefit from the true power of JCR6 ;)
        /// </summary>
        /// <param name="map"></param>
        /// <param name="jcr"></param>
        /// <param name="Entry"></param>
        /// <param name="Storage"></param>
        /// <param name="FileTableStorage"></param>
        static public string Save(TeddyMap map, string filename, string EntryPref = "", string Storage = "Store", string FileTableStorage = "Store")
        {
            var bt = new TJCRCreate(filename, FileTableStorage);
            var r  = Save(map, bt, EntryPref, Storage);

            bt.Close();
            return(r);
        }
Пример #2
0
        static public void DrawLayer(TeddyMap map, string Layer, int x = 0, int y = 0, int scrollx = 0, int scrolly = 0, bool[,] visibilityMap = null)
        {
            d_DrawItem DrawItem = DrawTileItem;

            if (qstr.Prefixed(Layer.ToUpper(), "ZONE_"))
            {
                DrawItem = DrawZoneItem;
            }
            for (int iy = 0; iy < map.Layers[Layer].H; iy++)
            {
                for (int ix = 0; ix < map.Layers[Layer].W; ix++)
                {
                    try {
                        DrawItem(map, Layer, x, y, scrollx, scrolly, ix, iy);
                    } catch (Exception e) {
                        Debug.WriteLine($"DrawLayer error! {e.Message} >> Layer: {Layer}({x},{y})");
                    }
                }
            }
        }
Пример #3
0
 /// <summary>
 /// Saves the TeddyBear map inside a JCR6 resouce currently in creation. Returns "Ok" if succesful and otherwise an error message.
 /// </summary>
 /// <param name="map"></param>
 /// <param name="jcr"></param>
 /// <param name="Entry"></param>
 /// <param name="Storage"></param>
 public static string Save(TeddyMap map, TJCRCreate jcr, string EntryPref, string Storage = "Store")
 {
     try {
         Init();
         //Local MP$ = Replace(MapFile, "\"," / ")
         TJCRCreate       BT = jcr;
         TJCRCreateStream BTE;
         // var K = "";
         // Local Ak, X, Y
         // TeddyObject Obj;
         // Local Obj: TeddyObject
         //'If Right(MP,1)<>"/" MP:+"/"
         //'If Not CreateDir(MP,1) Return "Required path could not be created!"
         // BT = JCR_Create(MapFile)
         Log("Gonna save a Teddy Bear map");
         if (BT == null)
         {
             return("Save file could not be created or null sent to saveJCR request!");
         }
         // DEFS
         Log("Saving Defs");
         BTE = BT.NewEntry($"{EntryPref}Defs", Storage);
         if (BTE == null)
         {
             return($"Entry creation failed: {JCR6.JERROR}");
         }
         BTE.WriteByte(0); BTE.WriteInt(map.GridX); BTE.WriteInt(map.GridY);
         BTE.WriteByte(1); if (map.TexResize)
         {
             BTE.WriteByte(1);
         }
         else
         {
             BTE.WriteByte(0);
         }
         BTE.WriteByte(2); BTE.WriteInt(map.SizeX); BTE.WriteInt(map.SizeY);
         Log("\tWriting Textures");
         for (byte Ak = 255; Ak > 0; Ak--)
         {
             // Log($"\tWriting texture {Ak}"); // Needless to log all the time, but I used this line for debugging purposes.
             if (map.Texture[Ak] != null && map.Texture[Ak] != "")
             {
                 BTE.WriteByte(3);
                 BTE.WriteByte(Ak);
                 BTE.WriteString(map.Texture[Ak]);
             }
         }
         Log("\tWriting Layers");
         foreach (string K in map.Layers.Keys)
         {
             Log($"\tWriting Layer: {K}");
             BTE.WriteByte(4);
             BTE.WriteString(K);
             if (qstr.Left(K, 5) == "Zone_")
             {
                 for (byte Ak = 255; Ak > 0; Ak--)   // Zone Names (if the specific layer is a zone)
                 {
                     if (map.ZName(K).Name[Ak] == null)
                     {
                         map.ZName(K).Name[Ak] = "";
                     }
                     BTE.WriteByte(5);
                     BTE.WriteByte(Ak);
                     BTE.WriteString(map.ZName(K).Name[Ak]);
                 }
             }
         }
         BTE.Close();
         // Layers
         Log("Saving Layers");
         foreach (string K in map.Layers.Keys)
         {
             Log($"Saving Layer {K}");
             var Prefix = "Layer_";
             var lay    = map.Layers[K];
             if (qstr.Left(K, 5) == "Zone_")
             {
                 Prefix = "";
             }
             BTE = BT.NewEntry($"{EntryPref}{Prefix}{K}", Storage);
             // Layer Type (should in this version be 0 always)
             BTE.WriteByte(0);
             BTE.WriteByte(map.Layers[K].T);
             // Format
             BTE.WriteByte(1);
             BTE.WriteInt(lay.W);
             BTE.WriteInt(lay.H);
             // Hot Spots
             BTE.WriteByte(2);
             BTE.WriteString(qstr.Left($"{lay.Hot}   ", 2), true);
             // Saving the map itself. No compression is used in saving the data, as TeddyBear has been designed to be used in combination with JCR6 which already compresses everything by itself.
             // Also note, the map itself tagged with $ff will cause the loader to end loading as soon as the map itself is read. In other words it must always come last in the file.
             // This is simply a security measure as some tags above can cause the loaded level to be unloaded immediatly, when this comes last, this simply can't happen.
             // A level without a $ff tagged map will also result into an error when loading.
             // $fe is also reserved in case 32 bit maps may be added in the future, which is in the current state of things, not likely to happen, but just in case :)
             // and for that reason $fd is reserved in case of the very small chance 64bit is used.
             // Must I really reserve $fc for 128bit (which is not even supported by BlitzMax yet)? Nah.... :-P
             BTE.WriteByte(0xff);
             for (int X = 0; X <= lay.W; X++)
             {
                 for (int Y = 0; Y <= lay.H; Y++)
                 {
                     BTE.WriteByte(lay.Get(X, Y));
                 }
             }
             BTE.Close();
         }
         // Objects
         Log("Saving Objects");
         BTE = BT.NewEntry($"{EntryPref}Objects", Storage);
         BTE.WriteInt(map.OWidth);
         BTE.WriteInt(map.OHeight);
         for (int X = 0; X <= map.OWidth; X++)
         {
             for (int Y = 0; Y <= map.OHeight; Y++)
             {
                 foreach (TeddyObject Obj in map.ObjectList(X, Y))
                 {
                     BTE.WriteByte(0); // New Object on the next coordinates
                     BTE.WriteInt(X);
                     BTE.WriteInt(Y);
                     BTE.WriteByte(2);
                     BTE.WriteString(Obj.ObjType);
                     foreach (string K in Obj.Keys)   // New field, with the next data
                     {
                         BTE.WriteByte(1);
                         BTE.WriteString(K);
                         BTE.WriteString(Obj.Cl(K));
                     }
                 }
             }
         }
         BTE.Close();
         // General Data
         Log("Saving General Data");
         BT.NewStringMap(map.MetaData, $"{EntryPref}Data", Storage);
         // All done
         Log("Closing");
         BT.Close();
         Log("Map saved");
         return("Ok");
     } catch (System.Exception err) {
         return($"System Error: {err.Message}");
     }
 }