forked from NotAShelf/rogged
various: add admin build; various layout improvements
Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: Ieaa99fa0a32b42b1e97aada611d809b96a6a6964
This commit is contained in:
parent
d8b49054d5
commit
514a9560a2
9 changed files with 856 additions and 201 deletions
416
libs/map/map.c
416
libs/map/map.c
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@ -25,7 +25,8 @@ 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 || map->tiles[y][x] == TILE_DOOR_CLOSED;
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map->tiles[y][x] == TILE_DOOR_RUINED || map->tiles[y][x] == TILE_DOOR_CLOSED ||
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map->tiles[y][x] == TILE_RUBBLE || map->tiles[y][x] == TILE_SHALLOW_WATER;
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}
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void get_room_center(Room *room, int *cx, int *cy) {
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@ -37,9 +38,25 @@ void get_room_center(Room *room, int *cx, int *cy) {
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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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if (!in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT))
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continue;
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int local_x = x - room->x;
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int local_y = y - room->y;
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int carved = 1;
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if ((room->type == ROOM_SHRINE || room->type == ROOM_VAULT) &&
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((local_x == 0 && local_y == 0) || (local_x == room->w - 1 && local_y == 0) ||
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(local_x == 0 && local_y == room->h - 1) || (local_x == room->w - 1 && local_y == room->h - 1))) {
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carved = 0;
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}
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if (room->type == ROOM_CRYPT &&
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((local_x == 0 || local_x == room->w - 1) && (local_y == 0 || local_y == room->h - 1)))
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carved = 0;
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if (carved)
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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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@ -71,39 +88,125 @@ 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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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 ||
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new_room->y + new_room->h + 2 < 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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static RoomType pick_room_type(int floor, int room_index) {
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if (room_index == 0)
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return ROOM_START;
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int roll = rng_int(0, 99);
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if (floor <= 1) {
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if (roll < 35)
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return ROOM_GUARD;
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if (roll < 55)
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return ROOM_ARMORY;
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if (roll < 75)
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return ROOM_SHRINE;
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return ROOM_CRYPT;
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}
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if (floor == 2) {
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if (roll < 40)
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return ROOM_CISTERN;
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if (roll < 60)
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return ROOM_GUARD;
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if (roll < 80)
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return ROOM_SHRINE;
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return ROOM_CRYPT;
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}
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if (floor == 3) {
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if (roll < 35)
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return ROOM_CRYPT;
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if (roll < 60)
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return ROOM_LIBRARY;
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if (roll < 80)
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return ROOM_CISTERN;
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return ROOM_VAULT;
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}
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if (floor == 4) {
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if (roll < 35)
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return ROOM_FORGE;
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if (roll < 55)
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return ROOM_ARMORY;
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if (roll < 75)
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return ROOM_CRYPT;
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return ROOM_VAULT;
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}
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if (roll < 30)
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return ROOM_VAULT;
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if (roll < 55)
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return ROOM_CRYPT;
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if (roll < 75)
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return ROOM_FORGE;
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return ROOM_SHRINE;
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}
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static void room_size_for_type(RoomType type, int *w, int *h) {
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switch (type) {
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case ROOM_START:
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*w = rng_int(7, 10);
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*h = rng_int(6, 8);
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break;
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case ROOM_GUARD:
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case ROOM_ARMORY:
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*w = rng_int(6, 11);
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*h = rng_int(5, 8);
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break;
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case ROOM_SHRINE:
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case ROOM_VAULT:
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*w = rng_int(7, 11);
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*h = rng_int(7, 11);
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break;
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case ROOM_CISTERN:
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*w = rng_int(8, 14);
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*h = rng_int(6, 10);
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break;
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case ROOM_CRYPT:
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case ROOM_LIBRARY:
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*w = rng_int(8, 13);
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*h = rng_int(5, 9);
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break;
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case ROOM_FORGE:
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*w = rng_int(7, 12);
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*h = rng_int(6, 9);
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break;
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}
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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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int max_attempts = 250;
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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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int target_rooms = 8 + (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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RoomType type = pick_room_type(floor, room_count);
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int w, h;
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room_size_for_type(type, &w, &h);
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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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int x, y;
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if (room_count == 0) {
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x = rng_int(3, 8);
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y = rng_int(3, MAP_HEIGHT - h - 4);
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} else {
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x = rng_int(2, MAP_WIDTH - w - 3);
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y = rng_int(2, MAP_HEIGHT - h - 3);
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}
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Room new_room = {x, y, w, h};
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Room new_room = {x, y, w, h, type};
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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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@ -155,6 +258,103 @@ static int tile_in_any_room(int x, int y, Room *rooms, int room_count) {
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return 0;
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}
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static int tile_in_room(const Room *room, int x, int y) {
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return x >= room->x && x < room->x + room->w && y >= room->y && y < room->y + room->h;
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}
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Room *map_room_at(Map *map, int x, int y) {
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for (int i = 0; i < map->room_count; i++) {
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if (tile_in_room(&map->rooms[i], x, y))
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return &map->rooms[i];
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}
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return NULL;
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}
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static int protected_room_tile(const Room *room, int x, int y) {
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int cx, cy;
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get_room_center((Room *)room, &cx, &cy);
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return (abs(x - cx) <= 1 && abs(y - cy) <= 1) || x == room->x || y == room->y || x == room->x + room->w - 1 ||
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y == room->y + room->h - 1;
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}
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static void set_room_tile(Map *map, const Room *room, int x, int y, TileType tile) {
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if (!in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT) || !tile_in_room(room, x, y) || protected_room_tile(room, x, y))
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return;
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if (map->tiles[y][x] == TILE_FLOOR)
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map->tiles[y][x] = tile;
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}
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static void decorate_room(Map *map, const Room *room, int floor) {
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int cx, cy;
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get_room_center((Room *)room, &cx, &cy);
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switch (room->type) {
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case ROOM_START:
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if (room->w >= 8 && room->h >= 6) {
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set_room_tile(map, room, room->x + 2, room->y + 2, TILE_RUBBLE);
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set_room_tile(map, room, room->x + room->w - 3, room->y + room->h - 3, TILE_RUBBLE);
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}
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break;
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case ROOM_GUARD:
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for (int y = room->y + 2; y < room->y + room->h - 2; y += 3) {
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set_room_tile(map, room, room->x + 2, y, TILE_STATUE);
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set_room_tile(map, room, room->x + room->w - 3, y, TILE_STATUE);
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}
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break;
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case ROOM_SHRINE:
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set_room_tile(map, room, cx - 2, cy, TILE_STATUE);
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set_room_tile(map, room, cx + 2, cy, TILE_STATUE);
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set_room_tile(map, room, cx, cy - 2, TILE_RUBBLE);
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set_room_tile(map, room, cx, cy + 2, TILE_RUBBLE);
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break;
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case ROOM_CISTERN:
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for (int y = cy - 1; y <= cy + 1; y++) {
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for (int x = cx - 2; x <= cx + 2; x++) {
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if ((x + y + floor) % 5 != 0)
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set_room_tile(map, room, x, y, TILE_SHALLOW_WATER);
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}
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}
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break;
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case ROOM_ARMORY:
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for (int x = room->x + 2; x < room->x + room->w - 2; x += 3) {
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set_room_tile(map, room, x, room->y + 2, TILE_RUBBLE);
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set_room_tile(map, room, x, room->y + room->h - 3, TILE_RUBBLE);
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}
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break;
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case ROOM_CRYPT:
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for (int x = room->x + 2; x < room->x + room->w - 2; x += 3) {
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set_room_tile(map, room, x, cy - 1, TILE_STATUE);
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set_room_tile(map, room, x, cy + 1, TILE_RUBBLE);
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}
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break;
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case ROOM_LIBRARY:
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for (int y = room->y + 2; y < room->y + room->h - 2; y += 2) {
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set_room_tile(map, room, room->x + 2, y, TILE_STATUE);
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set_room_tile(map, room, room->x + room->w - 3, y, TILE_RUBBLE);
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}
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break;
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case ROOM_FORGE:
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for (int y = cy - 1; y <= cy + 1; y++) {
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set_room_tile(map, room, cx - 2, y, TILE_RUBBLE);
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set_room_tile(map, room, cx + 2, y, TILE_RUBBLE);
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}
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set_room_tile(map, room, cx, cy - 2, TILE_STATUE);
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break;
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case ROOM_VAULT:
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set_room_tile(map, room, cx - 2, cy - 2, TILE_STATUE);
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set_room_tile(map, room, cx + 2, cy - 2, TILE_STATUE);
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set_room_tile(map, room, cx - 2, cy + 2, TILE_STATUE);
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set_room_tile(map, room, cx + 2, cy + 2, TILE_STATUE);
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break;
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}
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}
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static void decorate_rooms(Map *map, Room *rooms, int room_count, int floor) {
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for (int i = 0; i < room_count; i++) {
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decorate_room(map, &rooms[i], floor);
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}
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}
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// Place doors at corridor-room junctions.
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// Doors sit on corridor tiles, not room tiles, so they occupy the actual doorway.
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static void place_doors(Map *map, Room *rooms, int room_count) {
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@ -187,23 +387,56 @@ static void place_doors(Map *map, Room *rooms, int 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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static int room_distance2(Room *a, Room *b) {
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int ax, ay, bx, by;
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get_room_center(a, &ax, &ay);
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get_room_center(b, &bx, &by);
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int dx = ax - bx;
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int dy = ay - by;
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return dx * dx + dy * dy;
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}
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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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static void carve_connection(Map *map, Room *a, Room *b) {
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int cx1, cy1, cx2, cy2;
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get_room_center(a, &cx1, &cy1);
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get_room_center(b, &cx2, &cy2);
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if (rng_int(0, 2) == 0) {
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int mid_x = (cx1 + cx2) / 2 + rng_int(-3, 3);
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carve_h_corridor(map, cx1, mid_x, cy1);
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carve_v_corridor(map, mid_x, cy1, cy2);
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carve_h_corridor(map, mid_x, cx2, cy2);
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} else 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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static void connect_rooms(Map *map, Room *rooms, int room_count) {
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for (int i = 1; i < room_count; i++) {
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int nearest = 0;
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int best = room_distance2(&rooms[i], &rooms[0]);
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for (int j = 1; j < i; j++) {
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int dist = room_distance2(&rooms[i], &rooms[j]);
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if (dist < best) {
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best = dist;
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nearest = j;
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}
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}
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carve_connection(map, &rooms[i], &rooms[nearest]);
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}
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for (int i = 0; i < room_count; i++) {
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if (rng_int(0, 99) >= 28)
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continue;
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int j = rng_int(0, room_count - 1);
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if (i != j)
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carve_connection(map, &rooms[i], &rooms[j]);
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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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@ -284,18 +517,121 @@ void get_random_floor_tile(Map *map, int *x, int *y, int attempts) {
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}
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}
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int get_room_floor_tile(const Map *map, const Room *room, int *x, int *y) {
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*x = -1;
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*y = -1;
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int cx = room->x + room->w / 2;
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int cy = room->y + room->h / 2;
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if (in_bounds(cx, cy, MAP_WIDTH, MAP_HEIGHT) && map->tiles[cy][cx] == TILE_FLOOR) {
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*x = cx;
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*y = cy;
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return 1;
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}
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for (int radius = 1; radius < room->w + room->h; radius++) {
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for (int yy = cy - radius; yy <= cy + radius; yy++) {
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for (int xx = cx - radius; xx <= cx + radius; xx++) {
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if (!tile_in_room(room, xx, yy) || !in_bounds(xx, yy, MAP_WIDTH, MAP_HEIGHT))
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continue;
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if (map->tiles[yy][xx] == TILE_FLOOR) {
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*x = xx;
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*y = yy;
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return 1;
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}
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}
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}
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}
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return 0;
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}
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int get_random_floor_tile_excluding_room(Map *map, const Room *excluded, 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 && (excluded == NULL || !tile_in_room(excluded, tx, ty))) {
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*x = tx;
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*y = ty;
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return 1;
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}
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}
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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 && (excluded == NULL || !tile_in_room(excluded, tx, ty))) {
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*x = tx;
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*y = ty;
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||||
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) {
|
||||
// Initialize map to all walls
|
||||
map_init(map);
|
||||
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);
|
||||
|
||||
// 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);
|
||||
if (map_validate_layout(map))
|
||||
break;
|
||||
}
|
||||
|
||||
// Store dungeon state
|
||||
d->current_floor = floor_num;
|
||||
|
|
@ -326,7 +662,7 @@ static int trace_line_of_sight(const Map *map, int x1, int y1, int x2, int y2) {
|
|||
return 1;
|
||||
|
||||
TileType t = map->tiles[y][x];
|
||||
if ((t == TILE_WALL || t == TILE_DOOR_CLOSED) && !(x == x1 && y == y1))
|
||||
if ((t == TILE_WALL || t == TILE_DOOR_CLOSED || t == TILE_STATUE) && !(x == x1 && y == y1))
|
||||
return 0;
|
||||
|
||||
int e2 = 2 * err;
|
||||
|
|
@ -363,7 +699,7 @@ static int is_solid(const Map *map, int sub_x, int sub_y) {
|
|||
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;
|
||||
return t == TILE_WALL || t == TILE_DOOR_CLOSED || t == TILE_STATUE;
|
||||
}
|
||||
|
||||
static float smoothstep_light(float edge0, float edge1, float x) {
|
||||
|
|
|
|||
|
|
@ -17,6 +17,10 @@ void map_init(Map *map);
|
|||
|
||||
// Get a random floor tile position
|
||||
void get_random_floor_tile(Map *map, int *x, int *y, int attempts);
|
||||
int get_room_floor_tile(const Map *map, const Room *room, int *x, int *y);
|
||||
int get_random_floor_tile_excluding_room(Map *map, const Room *excluded, int *x, int *y, int attempts);
|
||||
Room *map_room_at(Map *map, int x, int y);
|
||||
int map_validate_layout(const Map *map);
|
||||
|
||||
// Visibility / Fog of War
|
||||
int is_in_view_range(int x, int y, int view_x, int view_y, int range);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue