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

177 lines
4.3 KiB

#include "worldbuilder.hpp"
#include "rand.hpp"
#include <fmt/core.h>
using namespace fmt;
inline int make_split(Room &cur, bool horiz) {
size_t dimension = horiz ? cur.height : cur.width;
int min = dimension / 4;
int max = dimension - min;
return Random::uniform<int>(min, max);
}
void WorldBuilder::set_door(Room &room, int value) {
$map.$walls[room.entry.y][room.entry.x] = value;
$map.$walls[room.exit.y][room.exit.x] = value;
}
void rand_side(Room &room, Point &door) {
int rand_x = Random::uniform<int>(0, room.width - 1);
int rand_y = Random::uniform<int>(0, room.height - 1);
switch(Random::uniform<int>(0,3)) {
case 0: // north
door.x = room.x + rand_x;
door.y = room.y-1;
break;
case 1: // south
door.x = room.x + rand_x;
door.y = room.y + room.height;
break;
case 2: // east
door.x = room.x + room.width;
door.y = room.y + rand_y;
break;
case 3: // west
door.x = room.x - 1;
door.y = room.y + rand_y;
break;
default:
dbc::sentinel("impossible side");
}
}
void WorldBuilder::add_door(Room &room) {
rand_side(room, room.entry);
rand_side(room, room.exit);
}
void WorldBuilder::partition_map(Room &cur, int depth) {
if(cur.width >= 5 && cur.width <= 10 &&
cur.height >= 5 && cur.height <= 10) {
$map.$rooms.push_back(cur);
return;
}
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 WorldBuilder::generate() {
Room root{
.x = 0,
.y = 0,
.width = $map.$width,
.height = $map.$height
};
partition_map(root, 10);
place_rooms(root);
for(size_t i = 0; i < $map.$rooms.size() - 1; i++) {
Room &src = $map.$rooms[i];
Room &target = $map.$rooms[i+1];
$map.set_target(target.entry);
bool found = dig_tunnel(src.exit, target.entry);
if(!found) {
println("ROOM NOT FOUND!");
}
$map.clear_target(target.entry);
}
Room &src = $map.$rooms.back();
Room &target = $map.$rooms.front();
$map.set_target(target.entry);
dig_tunnel(src.exit, target.entry);
$map.clear_target(target.entry);
for(size_t y = 0; y < $map.$height; ++y) {
for(size_t x = 0; x < $map.$width; ++x) {
$map.$walls[y][x] = !$map.$walls[y][x];
}
}
}
void WorldBuilder::make_room(size_t origin_x, size_t origin_y, size_t w, size_t h) {
$map.INVARIANT();
dbc::pre("y out of bounds", origin_y + h < $map.$height);
dbc::pre("x out of bounds", origin_x + w < $map.$width);
for(size_t y = origin_y; y < origin_y + h; ++y) {
for(size_t x = origin_x; x < origin_x + w; ++x) {
$map.$walls[y][x] = INV_SPACE;
}
}
}
void WorldBuilder::place_rooms(Room &cur) {
for(auto &cur : $map.$rooms) {
cur.x += 2;
cur.y += 2;
cur.width -= 4;
cur.height -= 4;
add_door(cur);
set_door(cur, INV_SPACE);
make_room(cur.x, cur.y, cur.width, cur.height);
}
}
bool WorldBuilder::dig_tunnel(Point &src, Point &target) {
Matrix &paths = $map.paths();
Matrix &walls = $map.walls();
walls[src.y][src.x] = INV_WALL;
walls[target.y][target.x] = INV_WALL;
// for the walk this needs to be walls since it's inverted?
dbc::check(walls[src.y][src.x] == INV_WALL,
"src room has a wall at exit door");
dbc::check(walls[target.y][target.x] == INV_WALL,
"target room has a wall at entry door");
$map.make_paths();
bool found = false;
Point out{src.x, src.y};
int count = 0;
do {
walls[out.y][out.x] = INV_SPACE;
found = $map.neighbors(out, true);
if(paths[out.y][out.x] == 0) {
walls[out.y][out.x] = INV_SPACE;
return true;
}
} while(found && out.x > 0 && out.y > 0 && ++count < 100);
return false;
}