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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2.5 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"
#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<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 {
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<Room> $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();
};