#include "map.h" #include "rng/rng.h" #include "settings.h" #include "utils.h" #include #include #include #include void map_init(Map *map) { for (int y = 0; y < MAP_HEIGHT; y++) { for (int x = 0; x < MAP_WIDTH; x++) { map->tiles[y][x] = TILE_WALL; } } memset(map->light_map, 0, sizeof(map->light_map)); memset(map->remembered, 0, sizeof(map->remembered)); memset(map->door_open_from, 255, sizeof(map->door_open_from)); memset(map->door_anim_timer, 0, sizeof(map->door_anim_timer)); memset(map->door_anim_target, 0, sizeof(map->door_anim_target)); map->room_count = 0; } int is_floor(const Map *map, int x, int y) { if (!in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT)) return 0; return map->tiles[y][x] == TILE_FLOOR || map->tiles[y][x] == TILE_STAIRS || map->tiles[y][x] == TILE_DOOR_OPEN || map->tiles[y][x] == TILE_DOOR_RUINED || map->tiles[y][x] == TILE_DOOR_CLOSED || map->tiles[y][x] == TILE_RUBBLE || map->tiles[y][x] == TILE_SHALLOW_WATER; } void get_room_center(Room *room, int *cx, int *cy) { *cx = room->x + room->w / 2; *cy = room->y + room->h / 2; } // Carve a room into the map static void carve_room(Map *map, Room *room) { for (int y = room->y; y < room->y + room->h; y++) { for (int x = room->x; x < room->x + room->w; x++) { if (!in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT)) continue; int local_x = x - room->x; int local_y = y - room->y; int carved = 1; if ((room->type == ROOM_SHRINE || room->type == ROOM_VAULT) && ((local_x == 0 && local_y == 0) || (local_x == room->w - 1 && local_y == 0) || (local_x == 0 && local_y == room->h - 1) || (local_x == room->w - 1 && local_y == room->h - 1))) { carved = 0; } if (room->type == ROOM_CRYPT && ((local_x == 0 || local_x == room->w - 1) && (local_y == 0 || local_y == room->h - 1))) carved = 0; if (carved) map->tiles[y][x] = TILE_FLOOR; } } } // Carve a horizontal corridor static void carve_h_corridor(Map *map, int x1, int x2, int y) { int start = (x1 < x2) ? x1 : x2; int end = (x1 < x2) ? x2 : x1; for (int x = start; x <= end; x++) { if (in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT)) { map->tiles[y][x] = TILE_FLOOR; } } } // Carve a vertical corridor static void carve_v_corridor(Map *map, int x, int y1, int y2) { int start = (y1 < y2) ? y1 : y2; int end = (y1 < y2) ? y2 : y1; for (int y = start; y <= end; y++) { if (in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT)) { map->tiles[y][x] = TILE_FLOOR; } } } // Check if a room overlaps with existing rooms static int room_overlaps(Room *rooms, int count, Room *new_room) { // Add padding to prevent rooms from touching for (int i = 0; i < count; i++) { Room *r = &rooms[i]; if (!(new_room->x > r->x + r->w + 2 || new_room->x + new_room->w + 2 < r->x || new_room->y > r->y + r->h + 2 || new_room->y + new_room->h + 2 < r->y)) { return 1; } } return 0; } static RoomType pick_room_type(int floor, int room_index) { if (room_index == 0) return ROOM_START; int roll = rng_int(0, 99); if (floor <= 1) { if (roll < 35) return ROOM_GUARD; if (roll < 55) return ROOM_ARMORY; if (roll < 75) return ROOM_SHRINE; return ROOM_CRYPT; } if (floor == 2) { if (roll < 40) return ROOM_CISTERN; if (roll < 60) return ROOM_GUARD; if (roll < 80) return ROOM_SHRINE; return ROOM_CRYPT; } if (floor == 3) { if (roll < 35) return ROOM_CRYPT; if (roll < 60) return ROOM_LIBRARY; if (roll < 80) return ROOM_CISTERN; return ROOM_VAULT; } if (floor == 4) { if (roll < 35) return ROOM_FORGE; if (roll < 55) return ROOM_ARMORY; if (roll < 75) return ROOM_CRYPT; return ROOM_VAULT; } if (roll < 30) return ROOM_VAULT; if (roll < 55) return ROOM_CRYPT; if (roll < 75) return ROOM_FORGE; return ROOM_SHRINE; } static void room_size_for_type(RoomType type, int *w, int *h) { switch (type) { case ROOM_START: *w = rng_int(7, 10); *h = rng_int(6, 8); break; case ROOM_GUARD: case ROOM_ARMORY: *w = rng_int(6, 11); *h = rng_int(5, 8); break; case ROOM_SHRINE: case ROOM_VAULT: *w = rng_int(7, 11); *h = rng_int(7, 11); break; case ROOM_CISTERN: *w = rng_int(8, 14); *h = rng_int(6, 10); break; case ROOM_CRYPT: case ROOM_LIBRARY: *w = rng_int(8, 13); *h = rng_int(5, 9); break; case ROOM_FORGE: *w = rng_int(7, 12); *h = rng_int(6, 9); break; } } // Generate rooms for this floor static int generate_rooms(Map *map, Room *rooms, int floor) { int room_count = 0; int attempts = 0; int max_attempts = 250; // Room count varies by floor, but capped at max_rooms int target_rooms = 8 + (floor % 3) + rng_int(0, 3); if (target_rooms > MAX_ROOMS) target_rooms = MAX_ROOMS; while (room_count < target_rooms && attempts < max_attempts) { attempts++; RoomType type = pick_room_type(floor, room_count); int w, h; room_size_for_type(type, &w, &h); int x, y; if (room_count == 0) { x = rng_int(3, 8); y = rng_int(3, MAP_HEIGHT - h - 4); } else { x = rng_int(2, MAP_WIDTH - w - 3); y = rng_int(2, MAP_HEIGHT - h - 3); } Room new_room = {x, y, w, h, type}; if (!room_overlaps(rooms, room_count, &new_room)) { rooms[room_count] = new_room; carve_room(map, &new_room); room_count++; } } return room_count; } // Check if a tile is at a room boundary (adjacent to wall but inside room) static int is_room_boundary(Map *map, int x, int y) { // Must be floor if (map->tiles[y][x] != TILE_FLOOR) return 0; // Must have at least one adjacent wall if (in_bounds(x - 1, y, MAP_WIDTH, MAP_HEIGHT) && map->tiles[y][x - 1] == TILE_WALL) return 1; if (in_bounds(x + 1, y, MAP_WIDTH, MAP_HEIGHT) && map->tiles[y][x + 1] == TILE_WALL) return 1; if (in_bounds(x, y - 1, MAP_WIDTH, MAP_HEIGHT) && map->tiles[y - 1][x] == TILE_WALL) return 1; if (in_bounds(x, y + 1, MAP_WIDTH, MAP_HEIGHT) && map->tiles[y + 1][x] == TILE_WALL) return 1; return 0; } // A corridor tile is a narrow floor passage with walls on at least 2 sides. static int is_corridor_tile(const Map *map, int x, int y) { if (map->tiles[y][x] != TILE_FLOOR) return 0; int walls = 0; if (y > 0 && map->tiles[y - 1][x] == TILE_WALL) walls++; if (y < MAP_HEIGHT - 1 && map->tiles[y + 1][x] == TILE_WALL) walls++; if (x > 0 && map->tiles[y][x - 1] == TILE_WALL) walls++; if (x < MAP_WIDTH - 1 && map->tiles[y][x + 1] == TILE_WALL) walls++; return walls >= 2; } static int tile_in_any_room(int x, int y, Room *rooms, int room_count) { for (int i = 0; i < room_count; i++) { if (x >= rooms[i].x && x < rooms[i].x + rooms[i].w && y >= rooms[i].y && y < rooms[i].y + rooms[i].h) return 1; } return 0; } static int tile_in_room(const Room *room, int x, int y) { return x >= room->x && x < room->x + room->w && y >= room->y && y < room->y + room->h; } Room *map_room_at(Map *map, int x, int y) { for (int i = 0; i < map->room_count; i++) { if (tile_in_room(&map->rooms[i], x, y)) return &map->rooms[i]; } return NULL; } static int protected_room_tile(const Room *room, int x, int y) { int cx, cy; get_room_center((Room *)room, &cx, &cy); return (abs(x - cx) <= 1 && abs(y - cy) <= 1) || x == room->x || y == room->y || x == room->x + room->w - 1 || y == room->y + room->h - 1; } static void set_room_tile(Map *map, const Room *room, int x, int y, TileType tile) { if (!in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT) || !tile_in_room(room, x, y) || protected_room_tile(room, x, y)) return; if (map->tiles[y][x] == TILE_FLOOR) map->tiles[y][x] = tile; } static void decorate_room(Map *map, const Room *room, int floor) { int cx, cy; get_room_center((Room *)room, &cx, &cy); switch (room->type) { case ROOM_START: if (room->w >= 8 && room->h >= 6) { set_room_tile(map, room, room->x + 2, room->y + 2, TILE_RUBBLE); set_room_tile(map, room, room->x + room->w - 3, room->y + room->h - 3, TILE_RUBBLE); } break; case ROOM_GUARD: for (int y = room->y + 2; y < room->y + room->h - 2; y += 3) { set_room_tile(map, room, room->x + 2, y, TILE_STATUE); set_room_tile(map, room, room->x + room->w - 3, y, TILE_STATUE); } break; case ROOM_SHRINE: set_room_tile(map, room, cx - 2, cy, TILE_STATUE); set_room_tile(map, room, cx + 2, cy, TILE_STATUE); set_room_tile(map, room, cx, cy - 2, TILE_RUBBLE); set_room_tile(map, room, cx, cy + 2, TILE_RUBBLE); break; case ROOM_CISTERN: for (int y = cy - 1; y <= cy + 1; y++) { for (int x = cx - 2; x <= cx + 2; x++) { if ((x + y + floor) % 5 != 0) set_room_tile(map, room, x, y, TILE_SHALLOW_WATER); } } break; case ROOM_ARMORY: for (int x = room->x + 2; x < room->x + room->w - 2; x += 3) { set_room_tile(map, room, x, room->y + 2, TILE_RUBBLE); set_room_tile(map, room, x, room->y + room->h - 3, TILE_RUBBLE); } break; case ROOM_CRYPT: for (int x = room->x + 2; x < room->x + room->w - 2; x += 3) { set_room_tile(map, room, x, cy - 1, TILE_STATUE); set_room_tile(map, room, x, cy + 1, TILE_RUBBLE); } break; case ROOM_LIBRARY: for (int y = room->y + 2; y < room->y + room->h - 2; y += 2) { set_room_tile(map, room, room->x + 2, y, TILE_STATUE); set_room_tile(map, room, room->x + room->w - 3, y, TILE_RUBBLE); } break; case ROOM_FORGE: for (int y = cy - 1; y <= cy + 1; y++) { set_room_tile(map, room, cx - 2, y, TILE_RUBBLE); set_room_tile(map, room, cx + 2, y, TILE_RUBBLE); } set_room_tile(map, room, cx, cy - 2, TILE_STATUE); break; case ROOM_VAULT: set_room_tile(map, room, cx - 2, cy - 2, TILE_STATUE); set_room_tile(map, room, cx + 2, cy - 2, TILE_STATUE); set_room_tile(map, room, cx - 2, cy + 2, TILE_STATUE); set_room_tile(map, room, cx + 2, cy + 2, TILE_STATUE); break; } } static void decorate_rooms(Map *map, Room *rooms, int room_count, int floor) { for (int i = 0; i < room_count; i++) { decorate_room(map, &rooms[i], floor); } } // Place doors at corridor-room junctions. // Doors sit on corridor tiles, not room tiles, so they occupy the actual doorway. static void place_doors(Map *map, Room *rooms, int room_count) { for (int y = 0; y < MAP_HEIGHT; y++) { for (int x = 0; x < MAP_WIDTH; x++) { if (map->tiles[y][x] != TILE_FLOOR) continue; if (!is_corridor_tile(map, x, y)) continue; // Don't place doors inside rooms — corridors are between rooms if (tile_in_any_room(x, y, rooms, room_count)) continue; // Corridor must be adjacent to a room floor tile const int dx[4] = {0, 0, 1, -1}; const int dy[4] = {1, -1, 0, 0}; for (int i = 0; i < 4; i++) { int nx = x + dx[i]; int ny = y + dy[i]; if (!in_bounds(nx, ny, MAP_WIDTH, MAP_HEIGHT)) continue; if (map->tiles[ny][nx] != TILE_FLOOR) continue; if (tile_in_any_room(nx, ny, rooms, room_count)) { map->tiles[y][x] = TILE_DOOR_CLOSED; break; } } } } } // Connect all rooms with corridors static int room_distance2(Room *a, Room *b) { int ax, ay, bx, by; get_room_center(a, &ax, &ay); get_room_center(b, &bx, &by); int dx = ax - bx; int dy = ay - by; return dx * dx + dy * dy; } static void carve_connection(Map *map, Room *a, Room *b) { int cx1, cy1, cx2, cy2; get_room_center(a, &cx1, &cy1); get_room_center(b, &cx2, &cy2); if (rng_int(0, 2) == 0) { int mid_x = (cx1 + cx2) / 2 + rng_int(-3, 3); carve_h_corridor(map, cx1, mid_x, cy1); carve_v_corridor(map, mid_x, cy1, cy2); carve_h_corridor(map, mid_x, cx2, cy2); } else if (rng_int(0, 1) == 0) { carve_h_corridor(map, cx1, cx2, cy1); carve_v_corridor(map, cx2, cy1, cy2); } else { carve_v_corridor(map, cx1, cy1, cy2); carve_h_corridor(map, cx1, cx2, cy2); } } static void connect_rooms(Map *map, Room *rooms, int room_count) { for (int i = 1; i < room_count; i++) { int nearest = 0; int best = room_distance2(&rooms[i], &rooms[0]); for (int j = 1; j < i; j++) { int dist = room_distance2(&rooms[i], &rooms[j]); if (dist < best) { best = dist; nearest = j; } } carve_connection(map, &rooms[i], &rooms[nearest]); } for (int i = 0; i < room_count; i++) { if (rng_int(0, 99) >= 28) continue; int j = rng_int(0, room_count - 1); if (i != j) carve_connection(map, &rooms[i], &rooms[j]); } place_doors(map, rooms, room_count); } // Place stairs in the last room (furthest from start) static void place_stairs(Map *map, Room *rooms, int room_count) { if (room_count > 0) { Room *last_room = &rooms[room_count - 1]; int cx, cy; get_room_center(last_room, &cx, &cy); // Ensure stairs are placed on a floor tile, not a wall if (in_bounds(cx, cy, MAP_WIDTH, MAP_HEIGHT) && map->tiles[cy][cx] == TILE_FLOOR) { map->tiles[cy][cx] = TILE_STAIRS; return; } // 3x3 fallback for (int dy = -1; dy <= 1; dy++) { for (int dx = -1; dx <= 1; dx++) { int nx = cx + dx; int ny = cy + dy; if (in_bounds(nx, ny, MAP_WIDTH, MAP_HEIGHT) && map->tiles[ny][nx] == TILE_FLOOR) { map->tiles[ny][nx] = TILE_STAIRS; return; } } } // Expanded fallback: scan the room for any floor tile for (int dy = 0; dy < last_room->h; dy++) { for (int dx = 0; dx < last_room->w; dx++) { int nx = last_room->x + dx; int ny = last_room->y + dy; if (in_bounds(nx, ny, MAP_WIDTH, MAP_HEIGHT) && map->tiles[ny][nx] == TILE_FLOOR) { map->tiles[ny][nx] = TILE_STAIRS; return; } } } // Final fallback: force the center tile to stairs regardless of type fprintf(stderr, "Warning: No floor tile found for stairs at room center (%d, %d). Forcing stairs placement.\n", cx, cy); if (in_bounds(cx, cy, MAP_WIDTH, MAP_HEIGHT)) { if (map->tiles[cy][cx] == TILE_WALL) { map->tiles[cy][cx] = TILE_FLOOR; } map->tiles[cy][cx] = TILE_STAIRS; } } } // Get a random floor tile (for player/enemy spawn) void get_random_floor_tile(Map *map, int *x, int *y, int attempts) { *x = -1; *y = -1; for (int i = 0; i < attempts; i++) { int tx = rng_int(1, MAP_WIDTH - 2); int ty = rng_int(1, MAP_HEIGHT - 2); if (map->tiles[ty][tx] == TILE_FLOOR) { *x = tx; *y = ty; return; } } // Fallback: search from top-left for (int ty = 1; ty < MAP_HEIGHT - 1; ty++) { for (int tx = 1; tx < MAP_WIDTH - 1; tx++) { if (map->tiles[ty][tx] == TILE_FLOOR) { *x = tx; *y = ty; return; } } } } int get_room_floor_tile(const Map *map, const Room *room, int *x, int *y) { *x = -1; *y = -1; int cx = room->x + room->w / 2; int cy = room->y + room->h / 2; if (in_bounds(cx, cy, MAP_WIDTH, MAP_HEIGHT) && map->tiles[cy][cx] == TILE_FLOOR) { *x = cx; *y = cy; return 1; } for (int radius = 1; radius < room->w + room->h; radius++) { for (int yy = cy - radius; yy <= cy + radius; yy++) { for (int xx = cx - radius; xx <= cx + radius; xx++) { if (!tile_in_room(room, xx, yy) || !in_bounds(xx, yy, MAP_WIDTH, MAP_HEIGHT)) continue; if (map->tiles[yy][xx] == TILE_FLOOR) { *x = xx; *y = yy; return 1; } } } } return 0; } int get_random_floor_tile_excluding_room(Map *map, const Room *excluded, int *x, int *y, int attempts) { *x = -1; *y = -1; for (int i = 0; i < attempts; i++) { int tx = rng_int(1, MAP_WIDTH - 2); int ty = rng_int(1, MAP_HEIGHT - 2); if (map->tiles[ty][tx] == TILE_FLOOR && (excluded == NULL || !tile_in_room(excluded, tx, ty))) { *x = tx; *y = ty; return 1; } } for (int ty = 1; ty < MAP_HEIGHT - 1; ty++) { for (int tx = 1; tx < MAP_WIDTH - 1; tx++) { if (map->tiles[ty][tx] == TILE_FLOOR && (excluded == NULL || !tile_in_room(excluded, tx, ty))) { *x = tx; *y = ty; return 1; } } } return 0; } int map_validate_layout(const Map *map) { if (map->room_count <= 0) return 0; int sx, sy; if (!get_room_floor_tile(map, &map->rooms[0], &sx, &sy)) return 0; unsigned char visited[MAP_HEIGHT][MAP_WIDTH]; Vec2 queue[MAP_HEIGHT * MAP_WIDTH]; memset(visited, 0, sizeof(visited)); int head = 0; int tail = 0; queue[tail++] = (Vec2){sx, sy}; visited[sy][sx] = 1; while (head < tail) { Vec2 p = queue[head++]; const int dx[4] = {0, 0, 1, -1}; const int dy[4] = {1, -1, 0, 0}; for (int i = 0; i < 4; i++) { int nx = p.x + dx[i]; int ny = p.y + dy[i]; if (!in_bounds(nx, ny, MAP_WIDTH, MAP_HEIGHT) || visited[ny][nx] || !is_floor(map, nx, ny)) continue; visited[ny][nx] = 1; queue[tail++] = (Vec2){nx, ny}; } } int stairs = 0; for (int y = 0; y < MAP_HEIGHT; y++) { for (int x = 0; x < MAP_WIDTH; x++) { if (is_floor(map, x, y) && !visited[y][x]) return 0; if (map->tiles[y][x] == TILE_STAIRS) { if (!visited[y][x]) return 0; stairs++; } } } return stairs == 1; } void dungeon_generate(Dungeon *d, Map *map, int floor_num) { for (int attempt = 0; attempt < 4; attempt++) { map_init(map); map->room_count = generate_rooms(map, map->rooms, floor_num); connect_rooms(map, map->rooms, map->room_count); decorate_rooms(map, map->rooms, map->room_count, floor_num); place_stairs(map, map->rooms, map->room_count); if (map_validate_layout(map)) break; } // Store dungeon state d->current_floor = floor_num; d->room_count = map->room_count; memcpy(d->rooms, map->rooms, sizeof(Room) * map->room_count); } int is_in_view_range(int x, int y, int view_x, int view_y, int range) { int dx = x - view_x; int dy = y - view_y; return (dx * dx + dy * dy) <= (range * range); } static int trace_line_of_sight(const Map *map, int x1, int y1, int x2, int y2) { int dx = abs(x2 - x1); int dy = abs(y2 - y1); int sx = (x1 < x2) ? 1 : -1; int sy = (y1 < y2) ? 1 : -1; int err = dx - dy; int x = x1; int y = y1; while (1) { if (!in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT)) return 0; if (x == x2 && y == y2) return 1; TileType t = map->tiles[y][x]; if ((t == TILE_WALL || t == TILE_DOOR_CLOSED || t == TILE_STATUE) && !(x == x1 && y == y1)) return 0; int e2 = 2 * err; if (e2 > -dy) { err -= dy; x += sx; } if (e2 < dx) { err += dx; y += sy; } } } int has_line_of_sight(const Map *map, int x1, int y1, int x2, int y2) { if (!in_bounds(x1, y1, MAP_WIDTH, MAP_HEIGHT) || !in_bounds(x2, y2, MAP_WIDTH, MAP_HEIGHT)) return 0; return trace_line_of_sight(map, x1, y1, x2, y2); } int can_see_entity(const Map *map, int from_x, int from_y, int to_x, int to_y, int range) { if (!is_in_view_range(to_x, to_y, from_x, from_y, range)) return 0; if (!has_line_of_sight(map, from_x, from_y, to_x, to_y)) return 0; return tile_brightness(map, to_x, to_y) > LIGHT_SIGHT_THRESHOLD; } static int is_solid(const Map *map, int sub_x, int sub_y) { int map_w = MAP_WIDTH; int map_h = MAP_HEIGHT; int tx = sub_x / SUB_TILE_RES; int ty = sub_y / SUB_TILE_RES; if (tx < 0 || tx >= map_w || ty < 0 || ty >= map_h) return 1; TileType t = map->tiles[ty][tx]; return t == TILE_WALL || t == TILE_DOOR_CLOSED || t == TILE_STATUE; } static float smoothstep_light(float edge0, float edge1, float x) { float t = (x - edge0) / (edge1 - edge0); if (t < 0.0f) return 0.0f; if (t > 1.0f) return 1.0f; return t * t * (3.0f - 2.0f * t); } static int trace_sub_los(const Map *map, int sx, int sy, int tx, int ty) { int dx = abs(tx - sx); int dy = abs(ty - sy); int step_x = (sx < tx) ? 1 : -1; int step_y = (sy < ty) ? 1 : -1; int err = dx - dy; int x = sx, y = sy; while (1) { if (x == tx && y == ty) return 1; if (is_solid(map, x, y) && !(x == sx && y == sy)) return 0; int e2 = 2 * err; if (e2 > -dy) { err -= dy; x += step_x; } if (e2 < dx) { err += dx; y += step_y; } } } void compute_lighting(Map *map, const LightSource *sources, int num_sources) { memset(map->light_map, 0, sizeof(map->light_map)); int map_sub_w = MAP_WIDTH * SUB_TILE_RES; int map_sub_h = MAP_HEIGHT * SUB_TILE_RES; for (int si = 0; si < num_sources; si++) { int cx = sources[si].x * SUB_TILE_RES + SUB_TILE_RES / 2; int cy = sources[si].y * SUB_TILE_RES + SUB_TILE_RES / 2; int range_sub = sources[si].range * SUB_TILE_RES; int intensity = sources[si].intensity; for (int dy = -range_sub; dy <= range_sub; dy++) { for (int dx = -range_sub; dx <= range_sub; dx++) { int sub_x = cx + dx; int sub_y = cy + dy; if (sub_x < 0 || sub_x >= map_sub_w || sub_y < 0 || sub_y >= map_sub_h) continue; int dist_sq = dx * dx + dy * dy; if (dist_sq > range_sub * range_sub) continue; if (!trace_sub_los(map, cx, cy, sub_x, sub_y)) continue; float dist = sqrtf((float)dist_sq); float t = dist / (float)range_sub; float brightness = 1.0f - smoothstep_light(0.35f, 1.0f, t); int val = (int)(brightness * (float)intensity); if (val > map->light_map[sub_y][sub_x]) map->light_map[sub_y][sub_x] = (unsigned char)val; } } int src_x = sources[si].x; int src_y = sources[si].y; int src_range = sources[si].range; int src_intensity = sources[si].intensity; for (int ty = 0; ty < MAP_HEIGHT; ty++) { for (int tx = 0; tx < MAP_WIDTH; tx++) { if (map->tiles[ty][tx] != TILE_WALL && map->tiles[ty][tx] != TILE_DOOR_CLOSED) continue; if (!is_in_view_range(tx, ty, src_x, src_y, src_range)) continue; if (!has_line_of_sight(map, src_x, src_y, tx, ty)) continue; int dx = tx - src_x; int dy = ty - src_y; float t = sqrtf((float)(dx * dx + dy * dy)) / (float)src_range; float fb = 1.0f - smoothstep_light(0.35f, 1.0f, t); int val = (int)(fb * (float)src_intensity); int base_x = tx * SUB_TILE_RES; int base_y = ty * SUB_TILE_RES; for (int cy2 = 0; cy2 < SUB_TILE_RES; cy2++) { for (int cx2 = 0; cx2 < SUB_TILE_RES; cx2++) { if (val > map->light_map[base_y + cy2][base_x + cx2]) map->light_map[base_y + cy2][base_x + cx2] = (unsigned char)val; } } } } } for (int ty = 0; ty < MAP_HEIGHT; ty++) { for (int tx = 0; tx < MAP_WIDTH; tx++) { int max_bright = 0; int bx = tx * SUB_TILE_RES; int by = ty * SUB_TILE_RES; for (int dy = 0; dy < SUB_TILE_RES; dy++) { for (int dx = 0; dx < SUB_TILE_RES; dx++) { int v = map->light_map[by + dy][bx + dx]; if (v > max_bright) max_bright = v; } } if (max_bright > LIGHT_SIGHT_THRESHOLD) map->remembered[ty][tx] = 1; } } } int tile_brightness(const Map *map, int tx, int ty) { int sum = 0; int base_x = tx * SUB_TILE_RES; int base_y = ty * SUB_TILE_RES; for (int dy = 0; dy < SUB_TILE_RES; dy++) { for (int dx = 0; dx < SUB_TILE_RES; dx++) { sum += map->light_map[base_y + dy][base_x + dx]; } } return sum / (SUB_TILE_RES * SUB_TILE_RES); } int is_tile_revealed(const Map *map, int tx, int ty) { return tile_brightness(map, tx, ty) > LIGHT_SIGHT_THRESHOLD; }