Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: I0f0a0c12db76cc8e0f4c8ccc72ca4b826a6a6964
444 lines
12 KiB
C
444 lines
12 KiB
C
#include "map.h"
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#include "rng/rng.h"
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#include "settings.h"
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#include "utils.h"
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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void map_init(Map *map) {
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for (int y = 0; y < MAP_HEIGHT; y++) {
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for (int x = 0; x < MAP_WIDTH; x++) {
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map->tiles[y][x] = TILE_WALL;
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}
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}
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memset(map->light_map, 0, sizeof(map->light_map));
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memset(map->remembered, 0, sizeof(map->remembered));
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map->room_count = 0;
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}
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int is_floor(const Map *map, int x, int y) {
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if (!in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT))
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return 0;
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return map->tiles[y][x] == TILE_FLOOR || map->tiles[y][x] == TILE_STAIRS || map->tiles[y][x] == TILE_DOOR_OPEN ||
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map->tiles[y][x] == TILE_DOOR_RUINED;
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}
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void get_room_center(Room *room, int *cx, int *cy) {
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*cx = room->x + room->w / 2;
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*cy = room->y + room->h / 2;
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}
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// Carve a room into the map
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static void carve_room(Map *map, Room *room) {
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for (int y = room->y; y < room->y + room->h; y++) {
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for (int x = room->x; x < room->x + room->w; x++) {
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if (in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT)) {
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map->tiles[y][x] = TILE_FLOOR;
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}
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}
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}
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}
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// Carve a horizontal corridor
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static void carve_h_corridor(Map *map, int x1, int x2, int y) {
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int start = (x1 < x2) ? x1 : x2;
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int end = (x1 < x2) ? x2 : x1;
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for (int x = start; x <= end; x++) {
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if (in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT)) {
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map->tiles[y][x] = TILE_FLOOR;
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}
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}
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}
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// Carve a vertical corridor
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static void carve_v_corridor(Map *map, int x, int y1, int y2) {
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int start = (y1 < y2) ? y1 : y2;
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int end = (y1 < y2) ? y2 : y1;
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for (int y = start; y <= end; y++) {
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if (in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT)) {
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map->tiles[y][x] = TILE_FLOOR;
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}
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}
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}
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// Check if a room overlaps with existing rooms
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static int room_overlaps(Room *rooms, int count, Room *new_room) {
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// Add padding to prevent rooms from touching
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for (int i = 0; i < count; i++) {
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Room *r = &rooms[i];
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if (!(new_room->x > r->x + r->w || new_room->x + new_room->w < r->x || new_room->y > r->y + r->h ||
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new_room->y + new_room->h < r->y)) {
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return 1;
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}
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}
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return 0;
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}
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// Generate rooms for this floor
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static int generate_rooms(Map *map, Room *rooms, int floor) {
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int room_count = 0;
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int attempts = 0;
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int max_attempts = 100;
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// Room count varies by floor, but capped at max_rooms
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int target_rooms = 5 + (floor % 3) + rng_int(0, 3);
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if (target_rooms > MAX_ROOMS)
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target_rooms = MAX_ROOMS;
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while (room_count < target_rooms && attempts < max_attempts) {
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attempts++;
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// Random room dimensions
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int w = rng_int(5, 12);
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int h = rng_int(5, 10);
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// Random position (within map bounds with 1-tile border)
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int x = rng_int(2, MAP_WIDTH - w - 2);
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int y = rng_int(2, MAP_HEIGHT - h - 2);
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Room new_room = {x, y, w, h};
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// Check for overlap
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if (!room_overlaps(rooms, room_count, &new_room)) {
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rooms[room_count] = new_room;
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carve_room(map, &new_room);
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room_count++;
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}
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}
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return room_count;
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}
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// Check if a tile is at a room boundary (adjacent to wall but inside room)
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static int is_room_boundary(Map *map, int x, int y) {
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// Must be floor
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if (map->tiles[y][x] != TILE_FLOOR)
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return 0;
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// Must have at least one adjacent wall
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if (in_bounds(x - 1, y, MAP_WIDTH, MAP_HEIGHT) && map->tiles[y][x - 1] == TILE_WALL)
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return 1;
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if (in_bounds(x + 1, y, MAP_WIDTH, MAP_HEIGHT) && map->tiles[y][x + 1] == TILE_WALL)
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return 1;
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if (in_bounds(x, y - 1, MAP_WIDTH, MAP_HEIGHT) && map->tiles[y - 1][x] == TILE_WALL)
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return 1;
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if (in_bounds(x, y + 1, MAP_WIDTH, MAP_HEIGHT) && map->tiles[y + 1][x] == TILE_WALL)
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return 1;
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return 0;
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}
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// Place doors at corridor-room junctions
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// DISABLED: Door placement removed per user request
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static void place_doors(Map *map, Room *rooms, int room_count) {
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(void)map;
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(void)rooms;
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(void)room_count;
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// No-op: doors disabled
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}
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// Connect all rooms with corridors
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static void connect_rooms(Map *map, Room *rooms, int room_count) {
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for (int i = 0; i < room_count - 1; i++) {
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int cx1, cy1, cx2, cy2;
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get_room_center(&rooms[i], &cx1, &cy1);
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get_room_center(&rooms[i + 1], &cx2, &cy2);
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// Carve L-shaped corridor between rooms
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if (rng_int(0, 1) == 0) {
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carve_h_corridor(map, cx1, cx2, cy1);
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carve_v_corridor(map, cx2, cy1, cy2);
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} else {
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carve_v_corridor(map, cx1, cy1, cy2);
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carve_h_corridor(map, cx1, cx2, cy2);
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}
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}
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// Place doors after all corridors are carved
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place_doors(map, rooms, room_count);
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}
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// Place stairs in the last room (furthest from start)
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static void place_stairs(Map *map, Room *rooms, int room_count) {
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if (room_count > 0) {
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Room *last_room = &rooms[room_count - 1];
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int cx, cy;
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get_room_center(last_room, &cx, &cy);
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// Ensure stairs are placed on a floor tile, not a wall
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if (in_bounds(cx, cy, MAP_WIDTH, MAP_HEIGHT) && map->tiles[cy][cx] == TILE_FLOOR) {
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map->tiles[cy][cx] = TILE_STAIRS;
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return;
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}
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// 3x3 fallback
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for (int dy = -1; dy <= 1; dy++) {
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for (int dx = -1; dx <= 1; dx++) {
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int nx = cx + dx;
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int ny = cy + dy;
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if (in_bounds(nx, ny, MAP_WIDTH, MAP_HEIGHT) && map->tiles[ny][nx] == TILE_FLOOR) {
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map->tiles[ny][nx] = TILE_STAIRS;
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return;
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}
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}
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}
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// Expanded fallback: scan the room for any floor tile
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for (int dy = 0; dy < last_room->h; dy++) {
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for (int dx = 0; dx < last_room->w; dx++) {
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int nx = last_room->x + dx;
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int ny = last_room->y + dy;
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if (in_bounds(nx, ny, MAP_WIDTH, MAP_HEIGHT) && map->tiles[ny][nx] == TILE_FLOOR) {
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map->tiles[ny][nx] = TILE_STAIRS;
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return;
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}
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}
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}
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// Final fallback: force the center tile to stairs regardless of type
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fprintf(stderr, "Warning: No floor tile found for stairs at room center (%d, %d). Forcing stairs placement.\n", cx,
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cy);
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if (in_bounds(cx, cy, MAP_WIDTH, MAP_HEIGHT)) {
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if (map->tiles[cy][cx] == TILE_WALL) {
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map->tiles[cy][cx] = TILE_FLOOR;
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}
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map->tiles[cy][cx] = TILE_STAIRS;
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}
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}
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}
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// Get a random floor tile (for player/enemy spawn)
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void get_random_floor_tile(Map *map, int *x, int *y, int attempts) {
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*x = -1;
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*y = -1;
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for (int i = 0; i < attempts; i++) {
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int tx = rng_int(1, MAP_WIDTH - 2);
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int ty = rng_int(1, MAP_HEIGHT - 2);
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if (map->tiles[ty][tx] == TILE_FLOOR) {
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*x = tx;
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*y = ty;
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return;
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}
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}
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// Fallback: search from top-left
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for (int ty = 1; ty < MAP_HEIGHT - 1; ty++) {
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for (int tx = 1; tx < MAP_WIDTH - 1; tx++) {
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if (map->tiles[ty][tx] == TILE_FLOOR) {
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*x = tx;
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*y = ty;
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return;
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}
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}
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}
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}
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void dungeon_generate(Dungeon *d, Map *map, int floor_num) {
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// Initialize map to all walls
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map_init(map);
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// Generate rooms
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map->room_count = generate_rooms(map, map->rooms, floor_num);
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// Connect rooms with corridors
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connect_rooms(map, map->rooms, map->room_count);
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// Place stairs in last room
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place_stairs(map, map->rooms, map->room_count);
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// Store dungeon state
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d->current_floor = floor_num;
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d->room_count = map->room_count;
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memcpy(d->rooms, map->rooms, sizeof(Room) * map->room_count);
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}
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int is_in_view_range(int x, int y, int view_x, int view_y, int range) {
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int dx = x - view_x;
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int dy = y - view_y;
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return (dx * dx + dy * dy) <= (range * range);
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}
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static int trace_line_of_sight(const Map *map, int x1, int y1, int x2, int y2) {
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int dx = abs(x2 - x1);
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int dy = abs(y2 - y1);
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int sx = (x1 < x2) ? 1 : -1;
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int sy = (y1 < y2) ? 1 : -1;
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int err = dx - dy;
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int x = x1;
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int y = y1;
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while (1) {
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if (!in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT))
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return 0;
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if (x == x2 && y == y2)
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return 1;
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if (map->tiles[y][x] == TILE_WALL && !(x == x1 && y == y1))
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return 0;
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int e2 = 2 * err;
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if (e2 > -dy) {
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err -= dy;
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x += sx;
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}
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if (e2 < dx) {
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err += dx;
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y += sy;
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}
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}
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}
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int has_line_of_sight(const Map *map, int x1, int y1, int x2, int y2) {
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if (!in_bounds(x1, y1, MAP_WIDTH, MAP_HEIGHT) || !in_bounds(x2, y2, MAP_WIDTH, MAP_HEIGHT))
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return 0;
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return trace_line_of_sight(map, x1, y1, x2, y2);
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}
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int can_see_entity(const Map *map, int from_x, int from_y, int to_x, int to_y, int range) {
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if (!is_in_view_range(to_x, to_y, from_x, from_y, range))
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return 0;
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if (!has_line_of_sight(map, from_x, from_y, to_x, to_y))
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return 0;
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return tile_brightness(map, to_x, to_y) > LIGHT_SIGHT_THRESHOLD;
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}
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static int is_solid(const Map *map, int sub_x, int sub_y) {
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int map_w = MAP_WIDTH;
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int map_h = MAP_HEIGHT;
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int tx = sub_x / SUB_TILE_RES;
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int ty = sub_y / SUB_TILE_RES;
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if (tx < 0 || tx >= map_w || ty < 0 || ty >= map_h)
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return 1;
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TileType t = map->tiles[ty][tx];
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return t == TILE_WALL || t == TILE_DOOR_CLOSED;
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}
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static float smoothstep_light(float edge0, float edge1, float x) {
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float t = (x - edge0) / (edge1 - edge0);
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if (t < 0.0f)
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return 0.0f;
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if (t > 1.0f)
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return 1.0f;
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return t * t * (3.0f - 2.0f * t);
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}
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static int trace_sub_los(const Map *map, int sx, int sy, int tx, int ty) {
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int dx = abs(tx - sx);
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int dy = abs(ty - sy);
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int step_x = (sx < tx) ? 1 : -1;
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int step_y = (sy < ty) ? 1 : -1;
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int err = dx - dy;
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int x = sx, y = sy;
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while (1) {
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if (x == tx && y == ty)
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return 1;
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if (is_solid(map, x, y) && !(x == sx && y == sy))
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return 0;
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int e2 = 2 * err;
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if (e2 > -dy) {
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err -= dy;
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x += step_x;
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}
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if (e2 < dx) {
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err += dx;
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y += step_y;
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}
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}
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}
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void compute_lighting(Map *map, const LightSource *sources, int num_sources) {
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memset(map->light_map, 0, sizeof(map->light_map));
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int map_sub_w = MAP_WIDTH * SUB_TILE_RES;
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int map_sub_h = MAP_HEIGHT * SUB_TILE_RES;
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for (int si = 0; si < num_sources; si++) {
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int cx = sources[si].x * SUB_TILE_RES + SUB_TILE_RES / 2;
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int cy = sources[si].y * SUB_TILE_RES + SUB_TILE_RES / 2;
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int range_sub = sources[si].range * SUB_TILE_RES;
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int intensity = sources[si].intensity;
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for (int dy = -range_sub; dy <= range_sub; dy++) {
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for (int dx = -range_sub; dx <= range_sub; dx++) {
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int sub_x = cx + dx;
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int sub_y = cy + dy;
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if (sub_x < 0 || sub_x >= map_sub_w || sub_y < 0 || sub_y >= map_sub_h)
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continue;
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int dist_sq = dx * dx + dy * dy;
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if (dist_sq > range_sub * range_sub)
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continue;
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if (!trace_sub_los(map, cx, cy, sub_x, sub_y))
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continue;
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float dist = sqrtf((float)dist_sq);
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float t = dist / (float)range_sub;
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float brightness = 1.0f - smoothstep_light(0.35f, 1.0f, t);
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int val = (int)(brightness * (float)intensity);
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if (val > map->light_map[sub_y][sub_x])
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map->light_map[sub_y][sub_x] = (unsigned char)val;
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}
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}
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int src_x = sources[si].x;
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int src_y = sources[si].y;
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int src_range = sources[si].range;
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int src_intensity = sources[si].intensity;
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for (int ty = 0; ty < MAP_HEIGHT; ty++) {
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for (int tx = 0; tx < MAP_WIDTH; tx++) {
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if (map->tiles[ty][tx] != TILE_WALL && map->tiles[ty][tx] != TILE_DOOR_CLOSED)
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continue;
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if (!is_in_view_range(tx, ty, src_x, src_y, src_range))
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continue;
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if (!has_line_of_sight(map, src_x, src_y, tx, ty))
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continue;
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int dx = tx - src_x;
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int dy = ty - src_y;
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float t = sqrtf((float)(dx * dx + dy * dy)) / (float)src_range;
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float fb = 1.0f - smoothstep_light(0.35f, 1.0f, t);
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int val = (int)(fb * (float)src_intensity);
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int base_x = tx * SUB_TILE_RES;
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int base_y = ty * SUB_TILE_RES;
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for (int cy2 = 0; cy2 < SUB_TILE_RES; cy2++) {
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for (int cx2 = 0; cx2 < SUB_TILE_RES; cx2++) {
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if (val > map->light_map[base_y + cy2][base_x + cx2])
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map->light_map[base_y + cy2][base_x + cx2] = (unsigned char)val;
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}
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}
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}
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}
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}
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for (int ty = 0; ty < MAP_HEIGHT; ty++) {
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for (int tx = 0; tx < MAP_WIDTH; tx++) {
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if (tile_brightness(map, tx, ty) > LIGHT_SIGHT_THRESHOLD)
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map->remembered[ty][tx] = 1;
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}
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}
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}
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int tile_brightness(const Map *map, int tx, int ty) {
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int sum = 0;
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int base_x = tx * SUB_TILE_RES;
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int base_y = ty * SUB_TILE_RES;
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for (int dy = 0; dy < SUB_TILE_RES; dy++) {
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for (int dx = 0; dx < SUB_TILE_RES; dx++) {
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sum += map->light_map[base_y + dy][base_x + dx];
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}
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}
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return sum / (SUB_TILE_RES * SUB_TILE_RES);
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}
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int is_tile_revealed(const Map *map, int tx, int ty) {
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return tile_brightness(map, tx, ty) > LIGHT_SIGHT_THRESHOLD;
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}
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