#pragma once #include #include #include #include #include #include #include "point.hpp" #include "tser.hpp" #include "lights.hpp" #define INV_WALL 0 #define INV_SPACE 1 #define WALL_VALUE 1 #define SPACE_VALUE 0 using lighting::LightSource; struct Room { size_t x = 0; size_t y = 0; size_t width = 0; size_t height = 0; Point entry; Point exit; DEFINE_SERIALIZABLE(Room, x, y, width, height); }; 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 { public: int $limit; size_t $width; size_t $height; Matrix $input_map; Matrix $walls; Matrix $paths; Matrix $lightmap; Matrix $light_paths; Matrix $light_input; std::vector $rooms; Map(Matrix input_map, Matrix walls_map, int limit); // make random Map(size_t width, size_t height); // disable copying Map(Map &map) = delete; Matrix& paths() { return $paths; } Matrix& lighting() { return $lightmap; } Matrix& input_map() { return $input_map; } Matrix& walls() { return $walls; } int limit() { return $limit; } size_t width() { return $width; } size_t height() { return $height; } int distance(Point to) { return $paths[to.y][to.x]; } Room &room(size_t at) { return $rooms[at]; } size_t room_count() { return $rooms.size(); } void partition_map(Room &cur, int depth); void make_room(size_t origin_y, size_t origin_x, size_t width, size_t height); void add_door(Room &room); bool can_move(Point move_to); void generate(); void set_door(Room &room, int value); void place_rooms(Room &root); Point place_entity(size_t room_index); bool neighbors(Point &out, bool up); bool inmap(size_t x, size_t y); bool iswall(size_t x, size_t y); void pathing_for(Matrix &input_map, Matrix &path_for); void make_paths(); void set_target(const Point &at, int value=0); void clear_target(const Point &at); bool walk(Point &src, Point &target); Point map_to_camera(const Point &loc, const Point &cam_orig); Point center_camera(const Point &around, size_t view_x, size_t view_y); void reset_light(); void set_light_target(const Point &at, int value=0); void clear_light_target(const Point &at); void path_light(); void light_box(LightSource source, Point from, Point &min_out, Point &max_out); int light_level(int level, size_t x, size_t y); void render_light(LightSource source, Point at); void dump(); bool INVARIANT(); };