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95 lines
2.4 KiB
95 lines
2.4 KiB
#pragma once
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#include <vector>
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#include <utility>
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#include <string>
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#include <random>
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#include <algorithm>
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#include <fmt/core.h>
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#include "point.hpp"
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#include "tser.hpp"
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#include "lights.hpp"
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#define INV_WALL 0
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#define INV_SPACE 1
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#define WALL_VALUE 1
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#define SPACE_VALUE 0
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using lighting::LightSource;
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struct Room {
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size_t x = 0;
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size_t y = 0;
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size_t width = 0;
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size_t height = 0;
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Point entry;
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Point exit;
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DEFINE_SERIALIZABLE(Room, x, y, width, height);
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};
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typedef std::vector<int> MatrixRow;
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typedef std::vector<MatrixRow> Matrix;
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void dump_map(const std::string &msg, Matrix &map);
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void add_neighbors(Matrix &closed, size_t j, size_t i);
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class Map {
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public:
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int $limit;
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size_t $width;
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size_t $height;
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Matrix $input_map;
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Matrix $walls;
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Matrix $paths;
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Matrix $lightmap;
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std::vector<Room> $rooms;
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Map(Matrix input_map, Matrix walls_map, int limit);
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// make random
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Map(size_t width, size_t height);
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// disable copying
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Map(Map &map) = delete;
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Matrix& paths() { return $paths; }
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Matrix& lighting() { return $lightmap; }
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Matrix& input_map() { return $input_map; }
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Matrix& walls() { return $walls; }
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int limit() { return $limit; }
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size_t width() { return $width; }
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size_t height() { return $height; }
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int distance(Point to) { return $paths[to.y][to.x]; }
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Room &room(size_t at) { return $rooms[at]; }
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size_t room_count() { return $rooms.size(); }
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void partition_map(Room &cur, int depth);
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void make_room(size_t origin_y, size_t origin_x, size_t width, size_t height);
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void add_door(Room &room);
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bool can_move(Point move_to);
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void generate();
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void set_door(Room &room, int value);
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void place_rooms(Room &root);
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Point place_entity(size_t room_index);
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bool neighbors(Point &out, bool up);
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bool inmap(size_t x, size_t y);
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bool iswall(size_t x, size_t y);
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void make_paths();
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void set_target(const Point &at, int value=0);
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void clear_target(const Point &at);
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bool walk(Point &src, Point &target);
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Point map_to_camera(const Point &loc, const Point &cam_orig);
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Point center_camera(const Point &around, size_t view_x, size_t view_y);
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void reset_light();
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void set_light_target(const Point &at, int value=0);
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void clear_light_target(const Point &at);
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void path_light();
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void light_box(LightSource source, Point from, Point &min_out, Point &max_out);
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int light_level(int level, size_t x, size_t y);
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void render_light(LightSource source, Point at);
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void dump();
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};
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