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

186 lines
4.6 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 / WORLDBUILD_DIVISION;
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) {
dbc::check(int(room.width) > 0 && int(room.height) > 0, "Weird room with 0 for height or width.");
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);
if(split <= 0) return; // end recursion
Room left = cur;
Room right = cur;
if(horiz) {
if(split >= int(cur.height)) return; // end recursion
left.height = size_t(split - 1);
right.y = cur.y + split;
right.height = size_t(cur.height - split);
} else {
if(split >= int(cur.width)) return; // end recursion
left.width = size_t(split-1);
right.x = cur.x + split,
right.width = size_t(cur.width - split);
}
// BUG: min room size should be configurable
if(depth > 0 && left.width > 2 && left.height > 2) {
left.depth = depth - 1;
partition_map(left, depth-1);
}
// BUG: min room size should be configurable
if(depth > 0 && right.width > 2 && right.height > 2) {
right.depth = depth - 1;
partition_map(right, depth-1);
}
}
void WorldBuilder::update_door(Point &at, int wall_or_space) {
$map.$walls[at.y][at.x] = wall_or_space;
}
void WorldBuilder::tunnel_doors(PointList &holes, Room &src, Room &target) {
$map.set_target(target.entry);
$map.make_paths();
bool found = dig_tunnel(holes, src.exit, target.entry);
dbc::check(found, "room should always be found");
$map.INVARIANT();
$map.clear_target(target.entry);
}
void WorldBuilder::generate() {
PointList holes;
Room root{
.x = 0,
.y = 0,
.width = $map.$width,
.height = $map.$height
};
// BUG: depth should be configurable
partition_map(root, 10);
place_rooms();
for(size_t i = 0; i < $map.$rooms.size() - 1; i++) {
tunnel_doors(holes, $map.$rooms[i], $map.$rooms[i+1]);
}
// one last connection from first room to last
tunnel_doors(holes, $map.$rooms.back(), $map.$rooms.front());
// place all the holes
for(auto hole : holes) {
$map.$walls[hole.y][hole.x] = INV_SPACE;
}
for(matrix::each_cell it{$map.$walls}; it.next();) {
$map.$walls[it.y][it.x] = !$map.$walls[it.y][it.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() {
for(auto &cur : $map.$rooms) {
cur.x += WORLDBUILD_SHRINK;
cur.y += WORLDBUILD_SHRINK;
cur.width -= WORLDBUILD_SHRINK * 2;
cur.height -= WORLDBUILD_SHRINK * 2;
add_door(cur);
make_room(cur.x, cur.y, cur.width, cur.height);
}
}
bool WorldBuilder::dig_tunnel(PointList &holes, Point &src, Point &target) {
Matrix &paths = $map.paths();
dbc::check(paths[src.y][src.x] != WALL_PATH_LIMIT,
"source room has path as a wall");
dbc::check(paths[target.y][target.x] != WALL_PATH_LIMIT,
"target room has path as a wall");
bool found = false;
Point out{src.x, src.y};
int count = 0;
do {
found = $map.neighbors(out, true);
holes.push_back(out);
if(paths[out.y][out.x] == 0) {
return true;
}
} while(found && ++count < WORLDBUILD_MAX_PATH);
return false;
}