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

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1.6 KiB

#pragma once
#include <vector>
#include <utility>
#include <string>
#include <random>
#include <algorithm>
#include <fmt/core.h>
#include "point.hpp"
#include "tser.hpp"
#include "lights.hpp"
#include "pathing.hpp"
#include "matrix.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);
};
void dump_map(const std::string &msg, Matrix &map);
class Map {
public:
int $limit;
size_t $width;
size_t $height;
Matrix $walls;
Pathing $paths;
std::vector<Room> $rooms;
Map(size_t width, size_t height);
// disable copying
Map(Map &map) = delete;
Matrix& paths() { return $paths.paths(); }
Matrix& input_map() { return $paths.input(); }
Matrix& walls() { return $walls; }
int limit() { return $limit; }
size_t width() { return $width; }
size_t height() { return $height; }
int distance(Point to) { return $paths.distance(to); }
Room &room(size_t at) { return $rooms[at]; }
size_t room_count() { return $rooms.size(); }
Point place_entity(size_t room_index);
bool inmap(size_t x, size_t y);
bool iswall(size_t x, size_t y);
bool can_move(Point move_to);
bool neighbors(Point &out, bool up);
void make_paths();
void set_target(const Point &at, int value=0);
void clear_target(const Point &at);
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 dump();
bool INVARIANT();
};