rogged/libs/map/map.c
NotAShelf 26aa295f82
build: move map & rng logic to their own libraries
Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: I1802469f3baff4576f61accfb5a197d86a6a6964
2026-04-10 20:07:04 +03:00

253 lines
6.5 KiB
C

#include "map.h"
#include "rng/rng.h"
#include "settings.h"
#include "utils.h"
#include <stdlib.h>
#include <string.h>
void map_init(Map *map) {
// Fill entire map with walls
for (int y = 0; y < MAP_HEIGHT; y++) {
for (int x = 0; x < MAP_WIDTH; x++) {
map->tiles[y][x] = TILE_WALL;
}
}
memset(map->visible, 0, sizeof(map->visible));
memset(map->remembered, 0, sizeof(map->remembered));
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;
}
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)) {
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 || new_room->x + new_room->w < r->x || new_room->y > r->y + r->h ||
new_room->y + new_room->h < r->y)) {
return 1;
}
}
return 0;
}
// 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 = 100;
// Room count varies by floor, but capped at max_rooms
int target_rooms = 5 + (floor % 3) + rng_int(0, 3);
if (target_rooms > MAX_ROOMS)
target_rooms = MAX_ROOMS;
while (room_count < target_rooms && attempts < max_attempts) {
attempts++;
// Random room dimensions
int w = rng_int(5, 12);
int h = rng_int(5, 10);
// Random position (within map bounds with 1-tile border)
int x = rng_int(2, MAP_WIDTH - w - 2);
int y = rng_int(2, MAP_HEIGHT - h - 2);
Room new_room = {x, y, w, h};
// Check for overlap
if (!room_overlaps(rooms, room_count, &new_room)) {
rooms[room_count] = new_room;
carve_room(map, &new_room);
room_count++;
}
}
return room_count;
}
// Connect all rooms with corridors
static void connect_rooms(Map *map, Room *rooms, int room_count) {
for (int i = 0; i < room_count - 1; i++) {
int cx1, cy1, cx2, cy2;
get_room_center(&rooms[i], &cx1, &cy1);
get_room_center(&rooms[i + 1], &cx2, &cy2);
// Carve L-shaped corridor between rooms
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);
}
}
}
// 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);
// Place stairs at center of last room
if (in_bounds(cx, cy, MAP_WIDTH, MAP_HEIGHT)) {
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;
}
}
}
}
void dungeon_generate(Dungeon *d, Map *map, int floor_num) {
// Initialize map to all walls
map_init(map);
// Generate rooms
map->room_count = generate_rooms(map, map->rooms, floor_num);
// Connect rooms with corridors
connect_rooms(map, map->rooms, map->room_count);
// Place stairs in last room
place_stairs(map, map->rooms, map->room_count);
// 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;
if (map->tiles[y][x] == TILE_WALL && !(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;
return has_line_of_sight(map, from_x, from_y, to_x, to_y);
}
void calculate_visibility(Map *map, int x, int y) {
memset(map->visible, 0, sizeof(map->visible));
for (int ty = 0; ty < MAP_HEIGHT; ty++) {
for (int tx = 0; tx < MAP_WIDTH; tx++) {
if (is_in_view_range(tx, ty, x, y, PLAYER_VIEW_RANGE)) {
if (has_line_of_sight(map, x, y, tx, ty)) {
map->visible[ty][tx] = 1;
map->remembered[ty][tx] = 1;
}
}
}
}
}