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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1.8 KiB

#pragma once
#include <vector>
#include <utility>
#include <string>
#include <random>
#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;
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<Point> PointList;
typedef std::vector<int> MatrixRow;
typedef std::vector<MatrixRow> 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<Room> $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);
};