#pragma once #include #include #include #include #define INV_WALL 0 #define INV_SPACE 1 #define WALL_VALUE 1 #define SPACE_VALUE 0 struct Point { size_t x = 0; size_t y = 0; }; struct Room { size_t x = 0; size_t y = 0; size_t width = 0; size_t height = 0; Point entry; Point exit; }; typedef std::vector PointList; typedef std::vector MatrixRow; typedef std::vector Matrix; void dump_map(const std::string &msg, Matrix &map); void add_neighbors(Matrix &closed, size_t j, size_t i); class Map { Matrix $input_map; Matrix $walls; Matrix $paths; std::vector $rooms; int $limit = 0; public: // make explicit Map(Matrix input_map, Matrix walls_map, int limit) : $input_map(input_map), $walls(walls_map), $limit(limit) { } // make random Map(size_t width, size_t height); // disable copying Map(Map &map) = delete; Matrix& paths() { return $paths; } Matrix& input_map() { return $input_map; } Matrix& walls() { return $walls; } int limit() { return $limit; } size_t width() { return $walls[0].size(); } size_t height() { return $walls.size(); } Room &room(size_t at) { return $rooms[at]; } size_t room_count() { return $rooms.size(); } void make_room(size_t origin_y, size_t origin_x, size_t width, size_t height); void add_door(Room &room); bool inmap(size_t x, size_t y); bool iswall(size_t x, size_t y); bool neighbors(Point &out, bool up); void generate(); void place_rooms(Room &root); void make_paths(); void partition_map(Room &cur, int depth); void set_target(Point &at, int value=0); void clear_target(Point &at); bool walk(Point &src, Point &target); void set_door(Room &room, int value); void dump(); Point place_entity(size_t room_index); };