#include "map.hpp" #include "dbc.hpp" #include "rand.hpp" #include #include #include #include #include "matrix.hpp" using std::vector, std::pair; using namespace fmt; Map::Map(size_t width, size_t height) : $width(width), $height(height), $walls(height, matrix::Row(width, SPACE_VALUE)), $paths(width, height) {} Map::Map(Matrix &walls, Pathing &paths) : $walls(walls), $paths(paths) { $width = matrix::width(walls); $height = matrix::height(walls); } void Map::make_paths() { INVARIANT(); $paths.compute_paths($walls); } bool Map::inmap(size_t x, size_t y) { return x < $width && y < $height; } void Map::set_target(const Point &at, int value) { $paths.set_target(at, value); } void Map::clear_target(const Point &at) { $paths.clear_target(at); } bool Map::place_entity(size_t room_index, Point &out) { dbc::check($dead_ends.size() != 0, "no dead ends?!"); if(room_index < $rooms.size()) { Room &start = $rooms.at(room_index); for(matrix::rando_rect it{$walls, start.x, start.y, start.width, start.height}; it.next();) { if(!iswall(it.x, it.y)) { out.x = it.x; out.y = it.y; return true; } } } out = $dead_ends.at(room_index % $dead_ends.size()); return true; } bool Map::iswall(size_t x, size_t y) { return $walls[y][x] == WALL_VALUE; } void Map::dump(int show_x, int show_y) { matrix::dump("WALLS", walls(), show_x, show_y); matrix::dump("PATHS", paths(), show_x, show_y); } bool Map::can_move(Point move_to) { return inmap(move_to.x, move_to.y) && !iswall(move_to.x, move_to.y); } Point Map::map_to_camera(const Point &loc, const Point &cam_orig) { return {loc.x - cam_orig.x, loc.y - cam_orig.y}; } Point Map::center_camera(const Point &around, size_t view_x, size_t view_y) { int high_x = int(width() - view_x); int high_y = int(height() - view_y); int center_x = int(around.x - view_x / 2); int center_y = int(around.y - view_y / 2); size_t start_x = high_x > 0 ? std::clamp(center_x, 0, high_x) : 0; size_t start_y = high_y > 0 ? std::clamp(center_y, 0, high_y) : 0; return {start_x, start_y}; } /* * Finds the next optimal neighbor in the path * using either a direct or random method. * * Both modes will pick a random direction to start * looking for the next path, then it goes clock-wise * from there. * * In the direct method it will attempt to find * a path that goes 1 lower in the dijkstra map * path, and if it can't find that it will go to * a 0 path (same number). * * In random mode it will pick either the next lower * or the same level depending on what it finds first. * Since the starting direction is random this will * give it a semi-random walk that eventually gets to * the target. * * In map generation this makes random paths and carves * up the space to make rooms more irregular. * * When applied to an enemy they will either go straight * to the player (random=false) or they'll wander around * drunkenly gradually reaching the player, and dodging * in and out. */ bool Map::neighbors(Point &out, bool random, int direction) { return $paths.random_walk(out, random, direction); } bool Map::INVARIANT() { using dbc::check; check($walls.size() == height(), "walls wrong height"); check($walls[0].size() == width(), "walls wrong width"); check($paths.$width == width(), "in Map paths width don't match map width"); check($paths.$height == height(), "in Map paths height don't match map height"); for(auto room : $rooms) { check(int(room.x) >= 0 && int(room.y) >= 0, format("room invalid position {},{}", room.x, room.y)); check(int(room.width) > 0 && int(room.height) > 0, format("room has invalid dims {},{}", room.width, room.height)); } return true; } void Map::init_tiles() { $tiles = $walls; } Matrix& Map::tiles() { return $walls; } void Map::enclose() { // wraps the outside edge with solid walls std::array starts{{ {0,0}, {$width-1, 0}, {$width-1, $height-1}, {0, $height-1} }}; std::array ends{{ {$width-1, 0}, {$width-1, $height-1}, {0, $height-1}, {0,0}, }}; for(size_t i = 0; i < starts.size(); i++) { for(matrix::line it{starts[i], ends[i]}; it.next();) { $walls[it.y][it.x] = 1; } } } void Map::add_room(Room &room) { $rooms.push_back(room); } void Map::invert_space() { for(matrix::each_cell it{$walls}; it.next();) { int is_wall = !$walls[it.y][it.x]; $walls[it.y][it.x] = is_wall; } }