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

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756 B

#pragma once
#include <vector>
#include <unordered_map>
#include "map.hpp"
#include "dinkyecs.hpp"
#include <tuple>
struct PointHash {
size_t operator()(const Point& p) const {
return std::hash<int>()(p.x) ^ std::hash<int>()(p.y);
}
};
typedef std::vector<DinkyECS::Entity> FoundList;
class SpatialHashTable {
public:
SpatialHashTable() {}
// disable copying, I think?
SpatialHashTable(SpatialHashTable &other) = delete;
void insert(Point pos, DinkyECS::Entity obj);
void move(Point from, Point to, DinkyECS::Entity ent);
void remove(Point pos);
bool occupied(Point pos);
std::tuple<bool, FoundList> neighbors(Point position);
private:
std::unordered_map<Point, DinkyECS::Entity, PointHash> table;
};