Random map gen is mostly working, now to clean it up.
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3 changed files with 139 additions and 35 deletions
16
main.cpp
16
main.cpp
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@ -28,35 +28,31 @@ int main() {
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auto c = Canvas(60 * 2, 27 * 4);
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Map game_map(60, 27);
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Map game_map(50, 27);
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game_map.generate();
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Matrix &input_map = game_map.input_map();
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Matrix &walls = game_map.walls();
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// place character
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// input_map[10][10] = 0;
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auto map = Renderer([&] {
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Matrix &result = game_map.paths();
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Matrix &walls = game_map.walls();
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for(size_t x = 0; x < result[0].size(); ++x) {
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for(size_t y = 0; y < result.size(); ++y) {
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auto path = result[y][x];
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if(path == 1000) {
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if(path == 1000 || walls[y][x] == 1) {
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// it's a wall or unreachable, use the wall_map
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const string tile = walls[y][x] == 1 ? "#" : ".";
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c.DrawText(x*2, y*4, tile, Color::Yellow);
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c.DrawText(x*2, y*4, tile, Color::GrayDark);
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} else {
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// it's a path number, show it
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const string tile = format("{}", path);
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Color color = path == 0 ? Color::Red : Color::GrayDark;
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auto color = Color::Palette16(path % 7 + 1);
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c.DrawText(x*2, y*4, tile, color);
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}
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}
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}
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// draw the character
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c.DrawText(10*2, 10*4, "@", Color::Blue);
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//c.DrawText(10*2, 10*4, "@", Color::Blue);
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return canvas(c);
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});
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136
map.cpp
136
map.cpp
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@ -5,7 +5,6 @@
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#include <random>
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#include <utility>
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std::random_device g_rng;
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std::mt19937 g_generator(g_rng());
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@ -41,8 +40,13 @@ inline void add_neighbors(PairList &neighbors, Matrix &closed, size_t j, size_t
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}
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}
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/**
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* This will create an _inverted_ map that you
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* can run make_rooms and generate on. It will
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* NOT be valid until you actually run generate.
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*/
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Map::Map(size_t width, size_t height) : m_limit(1000) {
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m_walls = Matrix(height, MatrixRow(width, 0));
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m_walls = Matrix(height, MatrixRow(width, INV_WALL));
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m_input_map = Matrix(height, MatrixRow(width, 1));
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}
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@ -103,18 +107,15 @@ void Map::make_room(size_t origin_x, size_t origin_y, size_t w, size_t h) {
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dbc::check(y < m_walls.size(), "y is out of bounds");
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for(size_t x = origin_x; x < origin_x + w; ++x) {
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dbc::check(x < m_walls[y].size(), "x is out of bounds");
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m_walls[y][x] = 1;
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m_walls[y][x] = INV_SPACE;
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}
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}
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}
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inline int make_split(Room &cur, bool horiz) {
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println("MAKE SPLIT horiz={}, y={}, w={}, h={}", horiz,
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cur.y, cur.width, cur.height);
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size_t dimension = horiz ? cur.height : cur.width;
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int min = dimension / 4;
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int max = dimension - min;
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println("dimension={}, min={}, max={}", dimension, min, max);
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std::uniform_int_distribution<int> rand_dim(min, max);
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return rand_dim(g_generator);
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}
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@ -158,13 +159,96 @@ void Map::partition_map(Room &cur, int depth) {
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void Map::place_rooms(Room &cur) {
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for(auto &cur : m_rooms) {
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make_room(cur.x+1, cur.y+1, cur.width-2, cur.height-2);
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cur.door_x = cur.x+1;
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cur.door_y = cur.y;
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m_input_map[cur.door_y][cur.door_x] = 0;
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cur.x += 2;
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cur.y += 2;
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cur.width -= 4;
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cur.height -= 4;
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add_door(cur);
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set_door(cur, INV_SPACE);
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make_room(cur.x, cur.y, cur.width, cur.height);
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}
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}
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bool Map::neighbors(Point &out, bool greater) {
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std::array<Point, 4> dirs{{
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{out.x,out.y-1},
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{out.x+1,out.y},
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{out.x,out.y+1},
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{out.x-1,out.y}
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}};
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int zero_i = -1;
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int cur = m_paths[out.y][out.x];
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dbc::check(cur != 1000, "WRONG! start point is in a wall");
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for(int i = 0; i < 4; ++i) {
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Point dir = dirs[i];
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int diff = inmap(dir.x, dir.y) ? cur - m_paths[dir.y][dir.x] : -1000;
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if(diff == 1) {
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out = {.x=dir.x, .y=dir.y};
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return true;
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} else if(diff == 0) {
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zero_i = i;
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}
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}
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if(zero_i != -1) {
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out = {.x=dirs[zero_i].x, .y=dirs[zero_i].y};
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return true;
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} else {
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return false;
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}
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}
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bool Map::inmap(size_t x, size_t y) {
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return x < width() && y < height();
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}
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void Map::set_door(Room &room, int value) {
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m_walls[room.entry.y][room.entry.x] = value;
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m_walls[room.exit.y][room.exit.x] = value;
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}
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void Map::add_door(Room &room) {
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room.entry.x = room.x;
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room.entry.y = room.y-1;
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room.exit.x = room.x + room.width - 1;
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room.exit.y = room.y + room.height;
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}
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bool Map::walk(Room &src, Room &target) {
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// this sets the target for the path
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dbc::check(m_input_map[target.entry.y][target.entry.x] == 0, "target point not set to 0");
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m_walls[src.exit.y][src.exit.x] = INV_WALL;
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m_walls[target.entry.y][target.entry.x] = INV_WALL;
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// for the walk this needs to be walls since it's inverted?
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dbc::check(m_walls[src.exit.y][src.exit.x] == INV_WALL,
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"src room has a wall at exit door");
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dbc::check(m_walls[target.entry.y][target.entry.x] == INV_WALL,
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"target room has a wall at entry door");
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make_paths();
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bool found = false;
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int count = 0;
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Point out{src.exit.x, src.exit.y};
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do {
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m_walls[out.y][out.x] = INV_SPACE;
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found = neighbors(out, true);
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if(m_paths[out.y][out.x] == 0) {
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m_walls[out.y][out.x] = INV_SPACE;
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return true;
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}
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} while(found && out.x > 0 && out.y > 0);
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return false;
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}
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void Map::generate() {
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Room root{
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.x = 0,
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@ -175,19 +259,29 @@ void Map::generate() {
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partition_map(root, 10);
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place_rooms(root);
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make_paths();
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Room &room0 = m_rooms[0];
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Room &room1 = m_rooms[1];
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int cur = m_paths[room0.door_y][room0.door_x];
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int next = m_paths[room0.door_y][room0.door_x+1];
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int i = 1;
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for(size_t i = 0; i < m_rooms.size() - 1; i++) {
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Room &src = m_rooms[i];
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Room &target = m_rooms[i+1];
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m_input_map[target.entry.y][target.entry.x] = 0;
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bool found = walk(src, target);
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if(!found) {
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println("ROOM NOT FOUND!");
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}
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m_input_map[target.entry.y][target.entry.x] = 1;
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}
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while(next >= cur) {
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cur = next;
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next = m_paths[room0.door_y][room0.door_x+i];
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++i;
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println("door_y: {}, door_x: {}, CUR: {}, NEXT: {}", room0.door_y, room0.door_x, cur, next);
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Room &src = m_rooms[m_rooms.size()-1];
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Room &target = m_rooms[0];
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m_input_map[target.entry.y][target.entry.x] = 0;
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walk(src, target);
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dump_map("WALLS", m_walls);
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for(size_t y = 0; y < height(); ++y) {
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for(size_t x = 0; x < width(); ++x) {
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m_walls[y][x] = !m_walls[y][x];
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}
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}
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}
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22
map.hpp
22
map.hpp
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@ -4,6 +4,17 @@
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#include <string>
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#include <random>
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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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struct Point {
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size_t x = 0;
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size_t y = 0;
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};
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struct Pair {
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size_t j = 0;
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size_t i = 0;
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@ -16,10 +27,8 @@ struct Room {
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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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size_t door_x = 0;
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size_t door_y = 0;
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std::vector<Room> next;
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Point entry;
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Point exit;
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};
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typedef std::vector<Pair> PairList;
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@ -58,9 +67,14 @@ public:
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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 inmap(size_t x, size_t y);
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bool neighbors(Point &out, bool up);
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void generate();
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void place_rooms(Room &root);
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void make_paths();
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void partition_map(Room &cur, int depth);
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bool walk(Room &src, Room &target);
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void set_door(Room &room, int value);
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void dump();
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};
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