The next little game in the series where I make a fancy rogue game.
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roguish/map.cpp

85 lines
2.0 KiB

#include "map.hpp"
#include <vector>
#include <fmt/core.h>
using std::vector, std::pair;
using namespace fmt;
void dump_map(Matrix &map) {
println("-----------------");
for(auto row : map) {
for(auto col : row) {
print("{} ", col);
}
print("\n");
}
}
void add_neighbors(PairList &neighbors, Matrix &closed, size_t j, size_t i) {
size_t h = closed.size();
size_t w = closed[0].size();
vector<size_t> rows{j - 1, j, j + 1};
vector<size_t> cols{i - 1, i, i + 1};
for(auto row : rows) {
for(auto col : cols) {
if((0 <= row && row < h) &&
(0 <= col && col < w) &&
closed[row][col] == 0)
{
closed[row][col] = 1;
neighbors.push_back({.j=row, .i=col});
}
}
}
}
Matrix dijkstra_map(Matrix &input_map, Matrix &walls_map, int limit) {
size_t h = input_map.size();
size_t w = input_map[0].size();
// Initialize the new array with every pixel at limit distance
Matrix new_arr = Matrix(h, MatrixRow(w, 1));
Matrix closed = walls_map;
PairList starting_pixels;
PairList open_pixels;
limit = limit == 0 ? h * w : limit;
// First pass: Add starting pixels and put them in closed
for(size_t counter = 0; counter < h * w; counter++) {
size_t i = counter % w;
size_t j = counter / w;
if(input_map[j][i] == 0) {
new_arr[j][i] = 0;
closed[j][i] = 1;
starting_pixels.push_back({.j=j,.i=i});
}
}
// Second pass: Add border to open
for(auto sp : starting_pixels) {
add_neighbors(open_pixels, closed, sp.j, sp.i);
}
// Third pass: Iterate filling in the open list
int counter = 1;
while(counter < limit && !open_pixels.empty()) {
PairList next_open;
for(auto sp : open_pixels) {
new_arr[sp.j][sp.i] = counter;
add_neighbors(next_open, closed, sp.j, sp.i);
}
open_pixels = next_open;
++counter;
}
// Last pass: flood last pixels
for(auto sp : open_pixels) {
new_arr[sp.j][sp.i] = counter;
}
return new_arr;
}