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

182 lines
5.1 KiB

#include "map.hpp"
#include "dbc.hpp"
#include "rand.hpp"
#include <vector>
#include <array>
#include <fmt/core.h>
#include <utility>
#include "matrix.hpp"
using std::vector, std::pair;
using namespace fmt;
Map::Map(size_t width, size_t height) :
$width(width),
$height(height),
$tiles(width, height),
$walls(height, matrix::Row(width, SPACE_VALUE)),
$paths(width, height)
{}
Map::Map(Matrix &walls, Pathing &paths) :
$tiles(matrix::width(walls), matrix::height(walls)),
$walls(walls),
$paths(paths)
{
$width = matrix::width(walls);
$height = matrix::height(walls);
}
void Map::make_paths() {
INVARIANT();
$paths.compute_paths($walls);
}
bool Map::inmap(size_t x, size_t y) {
return x < $width && y < $height;
}
void Map::set_target(const Point &at, int value) {
$paths.set_target(at, value);
}
void Map::clear_target(const Point &at) {
$paths.clear_target(at);
}
Point Map::place_entity(size_t room_index) {
dbc::check(room_index < $rooms.size(), "room_index is out of bounds, not enough rooms");
Room &start = $rooms[room_index];
// BUG: this can place someone in a wall on accident, move them if they're stuck
return {start.x+1, start.y+1};
}
bool Map::iswall(size_t x, size_t y) {
return $walls[y][x] == WALL_VALUE;
}
void Map::dump(int show_x, int show_y) {
matrix::dump("WALLS", walls(), show_x, show_y);
matrix::dump("PATHS", paths(), show_x, show_y);
}
bool Map::can_move(Point move_to) {
return inmap(move_to.x, move_to.y) &&
!iswall(move_to.x, move_to.y);
}
Point Map::map_to_camera(const Point &loc, const Point &cam_orig) {
return {loc.x - cam_orig.x, loc.y - cam_orig.y};
}
Point Map::center_camera(const Point &around, size_t view_x, size_t view_y) {
int high_x = int(width() - view_x);
int high_y = int(height() - view_y);
int center_x = int(around.x - view_x / 2);
int center_y = int(around.y - view_y / 2);
size_t start_x = high_x > 0 ? std::clamp(center_x, 0, high_x) : 0;
size_t start_y = high_y > 0 ? std::clamp(center_y, 0, high_y) : 0;
return {start_x, start_y};
}
/*
* Finds the next optimal neighbor in the path
* using either a direct or random method.
*
* Both modes will pick a random direction to start
* looking for the next path, then it goes clock-wise
* from there.
*
* In the direct method it will attempt to find
* a path that goes 1 lower in the dijkstra map
* path, and if it can't find that it will go to
* a 0 path (same number).
*
* In random mode it will pick either the next lower
* or the same level depending on what it finds first.
* Since the starting direction is random this will
* give it a semi-random walk that eventually gets to
* the target.
*
* In map generation this makes random paths and carves
* up the space to make rooms more irregular.
*
* When applied to an enemy they will either go straight
* to the player (random=false) or they'll wander around
* drunkenly gradually reaching the player, and dodging
* in and out.
*/
bool Map::neighbors(Point &out, bool random) {
Matrix &paths = $paths.$paths;
bool zero_found = false;
// just make a list of the four directions
std::array<Point, 4> dirs{{
{out.x,out.y-1}, // north
{out.x+1,out.y}, // east
{out.x,out.y+1}, // south
{out.x-1,out.y} // west
}};
// get the current dijkstra number
int cur = paths[out.y][out.x];
// pick a random start of directions
// BUG: is uniform inclusive of the dir.size()?
int rand_start = Random::uniform<int>(0, dirs.size());
// go through all possible directions
for(size_t i = 0; i < dirs.size(); i++) {
// but start at the random start, effectively randomizing
// which valid direction to go
// BUG: this might be wrong given the above ranom from 0-size
Point dir = dirs[(i + rand_start) % dirs.size()];
if(!inmap(dir.x, dir.y)) continue; //skip unpathable stuff
int weight = cur - paths[dir.y][dir.x];
if(weight == 1) {
// no matter what we follow direct paths
out = dir;
return true;
} else if(random && weight == 0) {
// if random is selected and it's a 0 path take it
out = dir;
return true;
} else if(weight == 0) {
// otherwise keep the last zero path for after
out = dir;
zero_found = true;
}
}
// if we reach this then either zero was found and
// zero_found is set true, or it wasn't and nothing found
return zero_found;
}
bool Map::INVARIANT() {
using dbc::check;
check($walls.size() == height(), "walls wrong height");
check($walls[0].size() == width(), "walls wrong width");
check($paths.$width == width(), "in Map paths width don't match map width");
check($paths.$height == height(), "in Map paths height don't match map height");
for(auto room : $rooms) {
check(int(room.x) >= 0 && int(room.y) >= 0,
format("room depth={} has invalid position {},{}",
room.depth, room.x, room.y));
check(int(room.width) > 0 && int(room.height) > 0,
format("room depth={} has invalid dims {},{}",
room.depth, room.width, room.height));
}
return true;
}
void Map::load_tiles() {
$tiles.load($walls);
}