Map is now cleaned out of anything not directly related to the map, and there's a new WorldBuilder class that will turn into a more sophisticated random world generator.
This commit is contained in:
parent
3f7a9cc124
commit
68d8bdce12
8 changed files with 296 additions and 266 deletions
4
main.cpp
4
main.cpp
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@ -8,6 +8,7 @@
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#include "render.hpp"
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#include "save.hpp"
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#include "lights.hpp"
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#include "worldbuilder.hpp"
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#include "ftxui/screen/terminal.hpp" // for SetColorSupport, Color, TrueColor
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#include <filesystem>
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#include <fcntl.h>
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@ -81,7 +82,8 @@ int main(int argc, char *argv[]) {
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fs::path save_path{argv[1]};
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save::from_file(save_path, world, game_map);
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} else {
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game_map.generate();
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WorldBuilder builder(game_map);
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builder.generate();
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configure_world(world, game_map);
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}
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243
map.cpp
243
map.cpp
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@ -3,7 +3,6 @@
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#include <vector>
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#include <array>
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#include <fmt/core.h>
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#include "rand.hpp"
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#include <utility>
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using std::vector, std::pair;
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@ -19,11 +18,6 @@ void dump_map(const std::string &msg, Matrix &map) {
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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) :
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$limit(1000),
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$width(width),
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@ -36,72 +30,54 @@ void Map::make_paths() {
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$paths.compute_paths($walls);
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}
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void Map::make_room(size_t origin_x, size_t origin_y, size_t w, size_t h) {
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INVARIANT();
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dbc::pre("y out of bounds", origin_y + h < $height);
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dbc::pre("x out of bounds", origin_x + w < $width);
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for(size_t y = origin_y; y < origin_y + h; ++y) {
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for(size_t x = origin_x; x < origin_x + w; ++x) {
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$walls[y][x] = INV_SPACE;
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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 < $height;
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}
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inline int make_split(Room &cur, bool horiz) {
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size_t dimension = horiz ? cur.height : cur.width;
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int min = dimension / 4;
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int max = dimension - min;
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return Random::uniform<int>(min, max);
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void Map::set_target(const Point &at, int value) {
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$paths.set_target(at, value);
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}
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void Map::partition_map(Room &cur, int depth) {
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if(cur.width >= 5 && cur.width <= 10 &&
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cur.height >= 5 && cur.height <= 10) {
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$rooms.push_back(cur);
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return;
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void Map::clear_target(const Point &at) {
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$paths.clear_target(at);
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}
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bool horiz = cur.width > cur.height ? false : true;
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int split = make_split(cur, horiz);
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Room left = cur;
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Room right = cur;
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Point Map::place_entity(size_t room_index) {
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dbc::check(room_index < $rooms.size(), "room_index is out of bounds, not enough rooms");
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if(horiz) {
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dbc::check(split > 0, "split is not > 0");
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dbc::check(split < int(cur.height), "split is too big!");
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left.height = size_t(split - 1);
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right.y = cur.y + split;
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right.height = size_t(cur.height - split);
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} else {
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dbc::check(split > 0, "split is not > 0");
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dbc::check(split < int(cur.width), "split is too big!");
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left.width = size_t(split-1);
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right.x = cur.x + split,
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right.width = size_t(cur.width - split);
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Room &start = $rooms[room_index];
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return {start.x+1, start.y+1};
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}
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if(depth > 0 && left.width > 5 && left.height > 5) {
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partition_map(left, depth-1);
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bool Map::iswall(size_t x, size_t y) {
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return $walls[y][x] == WALL_VALUE;
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}
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if(depth > 0 && right.width > 5 && right.height > 5) {
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partition_map(right, depth-1);
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}
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void Map::dump() {
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dump_map("WALLS", $walls);
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}
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void Map::place_rooms(Room &cur) {
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for(auto &cur : $rooms) {
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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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bool Map::can_move(Point move_to) {
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return inmap(move_to.x, move_to.y) &&
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!iswall(move_to.x, move_to.y);
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}
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Point Map::map_to_camera(const Point &loc, const Point &cam_orig) {
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return {loc.x - cam_orig.x, loc.y - cam_orig.y};
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}
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Point Map::center_camera(const Point &around, size_t view_x, size_t view_y) {
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int high_x = int(width() - view_x);
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int high_y = int(height() - view_y);
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int center_x = int(around.x - view_x / 2);
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int center_y = int(around.y - view_y / 2);
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// BUG: is clamp really the best thing here? this seems wrong.
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size_t start_x = high_x > 0 ? std::clamp(center_x, 0, high_x) : 0;
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size_t start_y = high_y > 0 ? std::clamp(center_y, 0, high_y) : 0;
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return {start_x, start_y};
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}
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bool Map::neighbors(Point &out, bool greater) {
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@ -142,159 +118,6 @@ bool Map::neighbors(Point &out, bool greater) {
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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 < $height;
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}
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void Map::set_door(Room &room, int value) {
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$walls[room.entry.y][room.entry.x] = value;
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$walls[room.exit.y][room.exit.x] = value;
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}
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void rand_side(Room &room, Point &door) {
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int rand_x = Random::uniform<int>(0, room.width - 1);
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int rand_y = Random::uniform<int>(0, room.height - 1);
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switch(Random::uniform<int>(0,3)) {
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case 0: // north
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door.x = room.x + rand_x;
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door.y = room.y-1;
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break;
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case 1: // south
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door.x = room.x + rand_x;
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door.y = room.y + room.height;
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break;
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case 2: // east
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door.x = room.x + room.width;
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door.y = room.y + rand_y;
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break;
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case 3: // west
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door.x = room.x - 1;
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door.y = room.y + rand_y;
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break;
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default:
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dbc::sentinel("impossible side");
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}
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}
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void Map::add_door(Room &room) {
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rand_side(room, room.entry);
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rand_side(room, room.exit);
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}
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bool Map::walk(Point &src, Point &target) {
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Matrix &paths = $paths.$paths;
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// this sets the target for the path
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dbc::check($paths.$input[target.y][target.x] == 0, "target point not set to 0");
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$walls[src.y][src.x] = INV_WALL;
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$walls[target.y][target.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($walls[src.y][src.x] == INV_WALL,
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"src room has a wall at exit door");
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dbc::check($walls[target.y][target.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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Point out{src.x, src.y};
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int count = 0;
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do {
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$walls[out.y][out.x] = INV_SPACE;
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found = neighbors(out, true);
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if(paths[out.y][out.x] == 0) {
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$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 && ++count < 100);
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return false;
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}
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void Map::set_target(const Point &at, int value) {
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$paths.set_target(at, value);
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}
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void Map::clear_target(const Point &at) {
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$paths.clear_target(at);
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}
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Point Map::place_entity(size_t room_index) {
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dbc::check(room_index < $rooms.size(), "room_index is out of bounds, not enough rooms");
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Room &start = $rooms[room_index];
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return {start.x+1, start.y+1};
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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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.y = 0,
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.width = $width,
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.height = $height
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};
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partition_map(root, 10);
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place_rooms(root);
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for(size_t i = 0; i < $rooms.size() - 1; i++) {
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Room &src = $rooms[i];
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Room &target = $rooms[i+1];
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set_target(target.entry);
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bool found = walk(src.exit, target.entry);
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if(!found) {
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println("ROOM NOT FOUND!");
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}
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clear_target(target.entry);
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}
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Room &src = $rooms.back();
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Room &target = $rooms.front();
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set_target(target.entry);
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walk(src.exit, target.entry);
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clear_target(target.entry);
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for(size_t y = 0; y < $height; ++y) {
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for(size_t x = 0; x < $width; ++x) {
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$walls[y][x] = !$walls[y][x];
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}
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}
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}
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bool Map::iswall(size_t x, size_t y) {
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return $walls[y][x] == WALL_VALUE;
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}
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void Map::dump() {
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dump_map("WALLS", $walls);
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}
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bool Map::can_move(Point move_to) {
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return inmap(move_to.x, move_to.y) &&
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!iswall(move_to.x, move_to.y);
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}
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Point Map::map_to_camera(const Point &loc, const Point &cam_orig) {
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return {loc.x - cam_orig.x, loc.y - cam_orig.y};
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}
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Point Map::center_camera(const Point &around, size_t view_x, size_t view_y) {
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int high_x = int(width() - view_x);
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int high_y = int(height() - view_y);
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int center_x = int(around.x - view_x / 2);
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int center_y = int(around.y - view_y / 2);
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// BUG: is clamp really the best thing here? this seems wrong.
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size_t start_x = high_x > 0 ? std::clamp(center_x, 0, high_x) : 0;
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size_t start_y = high_y > 0 ? std::clamp(center_y, 0, high_y) : 0;
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return {start_x, start_y};
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}
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bool Map::INVARIANT() {
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using dbc::check;
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12
map.hpp
12
map.hpp
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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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bool can_move(Point move_to);
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bool neighbors(Point &out, bool up);
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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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@ -32,6 +32,7 @@ runtests = executable('runtests', [
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'render.cpp',
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'pathing.cpp',
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'lights.cpp',
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'worldbuilder.cpp',
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'tests/fsm.cpp',
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'tests/dbc.cpp',
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'tests/map.cpp',
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'tests/panel.cpp',
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'tests/sound.cpp',
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'tests/pathing.cpp',
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'tests/worldbuilder.cpp',
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],
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dependencies: dependencies)
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'panel.cpp',
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'pathing.cpp',
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'lights.cpp',
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'worldbuilder.cpp',
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],
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dependencies: dependencies)
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#include <catch2/catch_test_macros.hpp>
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#include "map.hpp"
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#include <fmt/core.h>
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#include <nlohmann/json.hpp>
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#include <fstream>
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#include "map.hpp"
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using namespace fmt;
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using namespace nlohmann;
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// FIX ME: REQUIRE(paths == expected);
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}
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}
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TEST_CASE("bsp algo test", "[map]") {
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Map map(20, 20);
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map.generate();
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}
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TEST_CASE("dumping and debugging", "[map]") {
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Map map(20, 20);
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map.generate();
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dump_map("GENERATED", map.paths());
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map.dump();
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}
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TEST_CASE("camera control", "[map]") {
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Map map(20,20);
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map.generate();
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Point center = map.center_camera({10,10}, 5, 5);
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REQUIRE(center.x == 8);
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REQUIRE(center.y == 8);
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Point translation = map.map_to_camera({10,10}, center);
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REQUIRE(translation.x == 2);
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REQUIRE(translation.y == 2);
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}
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TEST_CASE("pathing", "[map]") {
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Map map(20,20);
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map.generate();
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REQUIRE(map.can_move({0,0}) == false);
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REQUIRE(map.iswall(0,0) == true);
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}
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51
tests/worldbuilder.cpp
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51
tests/worldbuilder.cpp
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#include <catch2/catch_test_macros.hpp>
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#include <fmt/core.h>
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#include <nlohmann/json.hpp>
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#include <fstream>
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#include "map.hpp"
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#include "worldbuilder.hpp"
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using namespace fmt;
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using namespace nlohmann;
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using std::string;
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TEST_CASE("bsp algo test", "[map]") {
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Map map(20, 20);
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WorldBuilder builder(map);
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builder.generate();
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}
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TEST_CASE("dumping and debugging", "[map]") {
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Map map(20, 20);
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WorldBuilder builder(map);
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builder.generate();
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dump_map("GENERATED", map.paths());
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map.dump();
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}
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TEST_CASE("camera control", "[map]") {
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Map map(20, 20);
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WorldBuilder builder(map);
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builder.generate();
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Point center = map.center_camera({10,10}, 5, 5);
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REQUIRE(center.x == 8);
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REQUIRE(center.y == 8);
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Point translation = map.map_to_camera({10,10}, center);
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REQUIRE(translation.x == 2);
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REQUIRE(translation.y == 2);
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}
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TEST_CASE("pathing", "[map]") {
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Map map(20, 20);
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WorldBuilder builder(map);
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builder.generate();
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REQUIRE(map.can_move({0,0}) == false);
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REQUIRE(map.iswall(0,0) == true);
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}
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177
worldbuilder.cpp
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177
worldbuilder.cpp
Normal file
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#include "worldbuilder.hpp"
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#include "rand.hpp"
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#include <fmt/core.h>
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using namespace fmt;
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inline int make_split(Room &cur, bool horiz) {
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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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|
||||
return Random::uniform<int>(min, max);
|
||||
}
|
||||
|
||||
void WorldBuilder::set_door(Room &room, int value) {
|
||||
$map.$walls[room.entry.y][room.entry.x] = value;
|
||||
$map.$walls[room.exit.y][room.exit.x] = value;
|
||||
}
|
||||
|
||||
void rand_side(Room &room, Point &door) {
|
||||
int rand_x = Random::uniform<int>(0, room.width - 1);
|
||||
int rand_y = Random::uniform<int>(0, room.height - 1);
|
||||
|
||||
switch(Random::uniform<int>(0,3)) {
|
||||
case 0: // north
|
||||
door.x = room.x + rand_x;
|
||||
door.y = room.y-1;
|
||||
break;
|
||||
case 1: // south
|
||||
door.x = room.x + rand_x;
|
||||
door.y = room.y + room.height;
|
||||
break;
|
||||
case 2: // east
|
||||
door.x = room.x + room.width;
|
||||
door.y = room.y + rand_y;
|
||||
break;
|
||||
case 3: // west
|
||||
door.x = room.x - 1;
|
||||
door.y = room.y + rand_y;
|
||||
break;
|
||||
default:
|
||||
dbc::sentinel("impossible side");
|
||||
}
|
||||
}
|
||||
|
||||
void WorldBuilder::add_door(Room &room) {
|
||||
rand_side(room, room.entry);
|
||||
rand_side(room, room.exit);
|
||||
}
|
||||
|
||||
void WorldBuilder::partition_map(Room &cur, int depth) {
|
||||
if(cur.width >= 5 && cur.width <= 10 &&
|
||||
cur.height >= 5 && cur.height <= 10) {
|
||||
$map.$rooms.push_back(cur);
|
||||
return;
|
||||
}
|
||||
|
||||
bool horiz = cur.width > cur.height ? false : true;
|
||||
int split = make_split(cur, horiz);
|
||||
Room left = cur;
|
||||
Room right = cur;
|
||||
|
||||
if(horiz) {
|
||||
dbc::check(split > 0, "split is not > 0");
|
||||
dbc::check(split < int(cur.height), "split is too big!");
|
||||
left.height = size_t(split - 1);
|
||||
right.y = cur.y + split;
|
||||
right.height = size_t(cur.height - split);
|
||||
} else {
|
||||
dbc::check(split > 0, "split is not > 0");
|
||||
dbc::check(split < int(cur.width), "split is too big!");
|
||||
|
||||
left.width = size_t(split-1);
|
||||
right.x = cur.x + split,
|
||||
right.width = size_t(cur.width - split);
|
||||
}
|
||||
|
||||
if(depth > 0 && left.width > 5 && left.height > 5) {
|
||||
partition_map(left, depth-1);
|
||||
}
|
||||
|
||||
if(depth > 0 && right.width > 5 && right.height > 5) {
|
||||
partition_map(right, depth-1);
|
||||
}
|
||||
}
|
||||
|
||||
void WorldBuilder::generate() {
|
||||
Room root{
|
||||
.x = 0,
|
||||
.y = 0,
|
||||
.width = $map.$width,
|
||||
.height = $map.$height
|
||||
};
|
||||
|
||||
partition_map(root, 10);
|
||||
place_rooms(root);
|
||||
|
||||
for(size_t i = 0; i < $map.$rooms.size() - 1; i++) {
|
||||
Room &src = $map.$rooms[i];
|
||||
Room &target = $map.$rooms[i+1];
|
||||
$map.set_target(target.entry);
|
||||
bool found = dig_tunnel(src.exit, target.entry);
|
||||
if(!found) {
|
||||
println("ROOM NOT FOUND!");
|
||||
}
|
||||
$map.clear_target(target.entry);
|
||||
}
|
||||
|
||||
Room &src = $map.$rooms.back();
|
||||
Room &target = $map.$rooms.front();
|
||||
|
||||
$map.set_target(target.entry);
|
||||
dig_tunnel(src.exit, target.entry);
|
||||
$map.clear_target(target.entry);
|
||||
|
||||
for(size_t y = 0; y < $map.$height; ++y) {
|
||||
for(size_t x = 0; x < $map.$width; ++x) {
|
||||
$map.$walls[y][x] = !$map.$walls[y][x];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void WorldBuilder::make_room(size_t origin_x, size_t origin_y, size_t w, size_t h) {
|
||||
$map.INVARIANT();
|
||||
dbc::pre("y out of bounds", origin_y + h < $map.$height);
|
||||
dbc::pre("x out of bounds", origin_x + w < $map.$width);
|
||||
|
||||
for(size_t y = origin_y; y < origin_y + h; ++y) {
|
||||
for(size_t x = origin_x; x < origin_x + w; ++x) {
|
||||
$map.$walls[y][x] = INV_SPACE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void WorldBuilder::place_rooms(Room &cur) {
|
||||
for(auto &cur : $map.$rooms) {
|
||||
cur.x += 2;
|
||||
cur.y += 2;
|
||||
cur.width -= 4;
|
||||
cur.height -= 4;
|
||||
add_door(cur);
|
||||
set_door(cur, INV_SPACE);
|
||||
make_room(cur.x, cur.y, cur.width, cur.height);
|
||||
}
|
||||
}
|
||||
|
||||
bool WorldBuilder::dig_tunnel(Point &src, Point &target) {
|
||||
Matrix &paths = $map.paths();
|
||||
Matrix &walls = $map.walls();
|
||||
|
||||
walls[src.y][src.x] = INV_WALL;
|
||||
walls[target.y][target.x] = INV_WALL;
|
||||
|
||||
// for the walk this needs to be walls since it's inverted?
|
||||
dbc::check(walls[src.y][src.x] == INV_WALL,
|
||||
"src room has a wall at exit door");
|
||||
dbc::check(walls[target.y][target.x] == INV_WALL,
|
||||
"target room has a wall at entry door");
|
||||
|
||||
$map.make_paths();
|
||||
bool found = false;
|
||||
Point out{src.x, src.y};
|
||||
int count = 0;
|
||||
|
||||
do {
|
||||
walls[out.y][out.x] = INV_SPACE;
|
||||
found = $map.neighbors(out, true);
|
||||
|
||||
if(paths[out.y][out.x] == 0) {
|
||||
walls[out.y][out.x] = INV_SPACE;
|
||||
return true;
|
||||
}
|
||||
} while(found && out.x > 0 && out.y > 0 && ++count < 100);
|
||||
|
||||
return false;
|
||||
}
|
18
worldbuilder.hpp
Normal file
18
worldbuilder.hpp
Normal file
|
@ -0,0 +1,18 @@
|
|||
#pragma once
|
||||
|
||||
#include "map.hpp"
|
||||
|
||||
class WorldBuilder {
|
||||
public:
|
||||
Map& $map;
|
||||
|
||||
WorldBuilder(Map &map) : $map(map) { }
|
||||
|
||||
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);
|
||||
void generate();
|
||||
void set_door(Room &room, int value);
|
||||
void place_rooms(Room &root);
|
||||
bool dig_tunnel(Point &src, Point &target);
|
||||
};
|
Loading…
Add table
Add a link
Reference in a new issue