diff --git a/include/util.hpp b/include/util.hpp index 8c6bf9b..7c4f2dd 100644 --- a/include/util.hpp +++ b/include/util.hpp @@ -8,6 +8,8 @@ #include #include #include +#include +#include const double PI = 3.141592653589793238463; @@ -291,4 +293,5 @@ struct Light { look_at_center(); }; -}; \ No newline at end of file +}; + diff --git a/src/Old_Map.cpp b/src/Old_Map.cpp index d76562f..5dacd48 100644 --- a/src/Old_Map.cpp +++ b/src/Old_Map.cpp @@ -4,6 +4,7 @@ #include #include "util.hpp" #include +#include Old_Map::Old_Map(sf::Vector3i dim) { dimensions = dim; @@ -13,6 +14,69 @@ Old_Map::Old_Map(sf::Vector3i dim) { Old_Map::~Old_Map() { } +void generate_at(int x, int y, std::vector> *grid) { + + int x_bound = grid->size(); + int y_bound = grid->at(0).size(); + + // N S E W + std::vector t = { 1, 2, 3, 4 }; + std::random_shuffle(t.begin(), t.end()); + + while (t.size() > 0) { + + switch (t.back()) { + + // 20 lines to hard code, a headache to do it cleverly + case 1: { + if (y + 1 < y_bound && grid->at(x).at(y + 1) == 0) { + grid->at(x).at(y) = 1; + grid->at(x).at(y + 1) = 2; + generate_at(x, y + 1, grid); + } + break; + } + case 2: { + if (y - 1 >= 0 && grid->at(x).at(y - 1) == 0) { + grid->at(x).at(y) = 2; + grid->at(x).at(y - 1) = 1; + generate_at(x, y - 1, grid); + } + break; + } + case 3: { + if (x + 1 < x_bound && grid->at(x+1).at(y) == 0) { + grid->at(x).at(y) = 3; + grid->at(x + 1).at(y) = 4; + generate_at(x + 1, y, grid); + } + break; + } + case 4: { + if (x - 1 >= 0 && grid->at(x-1).at(y) == 0) { + grid->at(x).at(y) = 4; + grid->at(x - 1).at(y) = 3; + generate_at(x - 1, y, grid); + } + break; + } + } + + t.pop_back(); + } +} + +std::vector> generate_maze(sf::Vector2i dimensions, sf::Vector2i start_point) { + + std::vector> grid(dimensions.x, std::vector(dimensions.y, 0)); + + generate_at(start_point.x, start_point.y, &grid); + + return grid; +} + + + void Old_Map::generate_terrain() { std::mt19937 gen; @@ -122,49 +186,105 @@ void Old_Map::generate_terrain() { } - for (int x = 0; x < dimensions.x; x++) { - for (int y = 0; y < dimensions.y; y++) { + //for (int x = 0; x < dimensions.x; x++) { + // for (int y = 0; y < dimensions.y; y++) { - if (height_map[x + y * dimensions.x] > 0) { - - int z = static_cast(height_map[x + y * dimensions.x]); + // if (height_map[x + y * dimensions.x] > 0) { + // + // int z = static_cast(height_map[x + y * dimensions.x]); - while (z > 0) { - voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 5; - z--; - } - } + // while (z > 0) { + // voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 5; + // z--; + // } + // } - } - } + // } + //} - for (int x = dimensions.x / 2; x < dimensions.x / 2 + dimensions.x / 64; x++) { - for (int y = dimensions.x / 2; y < dimensions.y / 2 + dimensions.x / 64; y++) { - for (int z = 0; z < 5; z++) { + //for (int x = dimensions.x / 2; x < dimensions.x / 2 + dimensions.x / 64; x++) { + // for (int y = dimensions.x / 2; y < dimensions.y / 2 + dimensions.x / 64; y++) { + // for (int z = 0; z < 5; z++) { - voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 6; + // voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 6; + // } + // } + //} + + + //for (int x = 0; x < dimensions.x; x++) { + // for (int y = 0; y < dimensions.y; y++) { + //// for (int z = 0; z < dimensions.z; z++) { + // //if (rand() % 1000 < 1) + // voxel_data[x + dimensions.x * (y + dimensions.z * 1)] = 6; + //// } + // } + //} + + //for (int x = 30; x < 60; x++) { + // //for (int y = 0; y < dimensions.y; y++) { + // for (int z = 0; z < 25; z++) { + // voxel_data[x + dimensions.x * (50 + dimensions.z * z)] = 6; + // } + // //} + //} + + // Hand code in some constructions + + std::vector> maze = + generate_maze(sf::Vector2i(8, 8), sf::Vector2i(0, 0)); + + for (int x = 0; x < maze.size(); x++) { + for (int y = 0; y < maze.at(0).size(); y++) { + + switch(maze.at(x).at(y)) { + + case 1: { // North + voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6; + voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6; + voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 5; + //voxel_data[x * 3 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6; + //voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6; + break; } + case 2: { // South + voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + dimensions.z * 1)] = 5; + voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6; + voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6; + //voxel_data[x * 3 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6; + //voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6; + break; + } + case 3: { // East + voxel_data[x * 3 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6; + voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6; + voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 5; + //voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6; + //voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6; + break; + } + case 4: { // West + voxel_data[x * 3 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 5; + voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6; + voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6; + //voxel_data[x * 3 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6; + //voxel_data[x * 3 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6; + break; + } + + } + + } } - for (int x = 0; x < dimensions.x; x++) { - for (int y = 0; y < dimensions.y; y++) { - // for (int z = 0; z < dimensions.z; z++) { - //if (rand() % 1000 < 1) - voxel_data[x + dimensions.x * (y + dimensions.z * 1)] = 6; - // } - } - } - - for (int x = 30; x < 60; x++) { - //for (int y = 0; y < dimensions.y; y++) { - for (int z = 0; z < 25; z++) { - voxel_data[x + dimensions.x * (50 + dimensions.z * z)] = 6; - } - //} - } + //for (int x = 0; x < dimensions.x; x++) { + // for (int y = 0; y < dimensions.y; y++) { + // voxel_data[x + dimensions.x * (y + dimensions.z * 1)] = 6; + // } + //} set_voxel(sf::Vector3i(45, 70, 5), 1); set_voxel(sf::Vector3i(47, 70, 5), 1); diff --git a/src/main.cpp b/src/main.cpp index 1fe306f..d54d822 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -67,6 +67,8 @@ sf::Texture window_texture; // Y: 1.57 is straight down + + int main() {