Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: Ie3b66d17f6f660c9b9a719210bd86f9f6a6a6964
188 lines
4.9 KiB
C
188 lines
4.9 KiB
C
#include "map.h"
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#include "rng.h"
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#include "utils.h"
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#include <string.h>
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void map_init(Map *map) {
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// Fill entire map with walls
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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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map->room_count = 0;
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}
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int is_floor(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;
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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 ||
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new_room->y > r->y + r->h || 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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// 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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}
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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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// Place stairs at center of last room
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if (in_bounds(cx, cy, MAP_WIDTH, MAP_HEIGHT)) {
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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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// Seed RNG with floor number for deterministic generation
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rng_seed(floor_num * 12345);
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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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