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

200 lines
5.1 KiB

#include "map.hpp"
#include "dbc.hpp"
#include <vector>
#include <fmt/core.h>
#include <random>
#include <utility>
std::random_device g_rng;
std::mt19937 g_generator(g_rng());
using std::vector, std::pair;
using namespace fmt;
void dump_map(const std::string &msg, Matrix &map) {
println("----------------- {}", msg);
for(auto row : map) {
for(auto col : row) {
print("{} ", col);
}
print("\n");
}
}
inline 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});
}
}
}
}
Map::Map(size_t width, size_t height) : m_limit(1000) {
m_walls = Matrix(height, MatrixRow(width, 0));
m_input_map = Matrix(height, MatrixRow(width, 1));
}
void Map::make_paths() {
size_t h = m_input_map.size();
size_t w = m_input_map[0].size();
// Initialize the new array with every pixel at limit distance
// NOTE: this is normally ones() * limit
int limit = m_limit == 0 ? h * w : m_limit;
Matrix new_arr = Matrix(h, MatrixRow(w, limit));
Matrix closed = m_walls;
PairList starting_pixels;
PairList open_pixels;
// 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(m_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; // leave this here so it's available below
for(; counter < limit && !open_pixels.empty(); ++counter) {
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;
}
// Last pass: flood last pixels
for(auto sp : open_pixels) {
new_arr[sp.j][sp.i] = counter;
}
m_paths = new_arr;
}
void Map::make_room(size_t origin_x, size_t origin_y, size_t w, size_t h) {
dbc::pre("x out of bounds", origin_x < width());
dbc::pre("y out of bounds", origin_y < height());
dbc::pre("w out of bounds", w <= width());
dbc::pre("h out of bounds", h <= height());
for(size_t y = origin_y; y < origin_y + h; ++y) {
dbc::check(y < m_walls.size(), "y is out of bounds");
for(size_t x = origin_x; x < origin_x + w; ++x) {
dbc::check(x < m_walls[y].size(), "x is out of bounds");
m_walls[y][x] = 1;
}
}
}
inline int make_split(Room &cur, bool horiz) {
println("MAKE SPLIT horiz={}, y={}, w={}, h={}", horiz,
cur.y, cur.width, cur.height);
size_t dimension = horiz ? cur.height : cur.width;
int min = dimension / 4;
int max = dimension - min;
println("dimension={}, min={}, max={}", dimension, min, max);
std::uniform_int_distribution<int> rand_dim(min, max);
return rand_dim(g_generator);
}
void Map::partition_map(Room &cur, int depth) {
if(cur.width >= 5 && cur.width <= 10 &&
cur.height >= 5 && cur.height <= 10) {
m_rooms.push_back(cur);
return;
}
std::uniform_int_distribution<int> rsplit(0, 1);
bool horiz = cur.width > cur.height ? false : true;
int split = make_split(cur, horiz);
Room left = cur;
Room right = cur;
if(horiz) {
dbc::check(split > 0, "split is not > 0");
dbc::check(split < int(cur.height), "split is too big!");
left.height = size_t(split - 1);
right.y = cur.y + split;
right.height = size_t(cur.height - split);
} else {
dbc::check(split > 0, "split is not > 0");
dbc::check(split < int(cur.width), "split is too big!");
left.width = size_t(split-1);
right.x = cur.x + split,
right.width = size_t(cur.width - split);
}
if(depth > 0 && left.width > 5 && left.height > 5) {
partition_map(left, depth-1);
}
if(depth > 0 && right.width > 5 && right.height > 5) {
partition_map(right, depth-1);
}
}
void Map::place_rooms(Room &cur) {
for(auto &cur : m_rooms) {
make_room(cur.x+1, cur.y+1, cur.width-2, cur.height-2);
cur.door_x = cur.x+1;
cur.door_y = cur.y;
m_input_map[cur.door_y][cur.door_x] = 0;
}
}
void Map::generate() {
Room root{
.x = 0,
.y = 0,
.width = width(),
.height = height()
};
partition_map(root, 10);
place_rooms(root);
make_paths();
Room &room0 = m_rooms[0];
Room &room1 = m_rooms[1];
int cur = m_paths[room0.door_y][room0.door_x];
int next = m_paths[room0.door_y][room0.door_x+1];
int i = 1;
while(next >= cur) {
cur = next;
next = m_paths[room0.door_y][room0.door_x+i];
++i;
println("door_y: {}, door_x: {}, CUR: {}, NEXT: {}", room0.door_y, room0.door_x, cur, next);
}
}
void Map::dump() {
dump_map("PATHS", m_paths);
dump_map("WALLS", m_walls);
dump_map("INPUT", m_input_map);
}