#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <helianthus.h>
#define WIDTH 285.0
#define HEIGHT 200.0
#define RES 10.0
#define THIKNESS 0.5
#define ALPHA 0.1
#define CELLSIZE 22.5
#define ITEMSIZE 10.0
#define WALLSIZE 10.0
#define WALLJITTER 1.0
#define WALLBORDER 2.0
#define SRCRES 10.0
#define SCALE 1.0
double itemScale;
double cellScale;
Animation itemTiles[1024];
Animation cellTiles[1024];
int itemTilesCount = 0;
int cellTilesCount = 0;
int rows;
int cols;
Framebuffer framebuffer;
Animation fbAnim;
void shuffle(Animation *anims, int count) {
for(int i = 0; i < 2*count; ++i) {
int a = randomNumber(0, count-1);
int b = randomNumber(0, count-1);
if (a != b) {
Animation anim = anims[a];
anims[a] = anims[b];
anims[b] = anim;
}
}
}
void groundLine(double len, double k) {
double x = 0;
double y = 0;
moveTo(x, y);
while(x < len) {
double ny;
do { ny = (randomFloat()*2 - 1)*k; } while(fabs(y + ny) > k);
y += ny;
x += (1 + (randomFloat()*2 - 1)*0.5)*2*k;
if (x >= len) { x = len; y = 0; }
lineTo(x, y);
}
strokePath();
}
void generate() {
int fw = framebufferGetWidth(framebuffer);
int fh = framebufferGetHeight(framebuffer);
saveState();
target(framebuffer);
background(COLOR_TRANSPARENT);
clear();
translate(fw/2, fh/2);
zoom(RES);
fill(COLOR_WHITE);
noStroke();
double step = CELLSIZE + WALLSIZE;
translate(-(cols-1)*step/2, -(rows-1)*step/2);
double itemStep = (CELLSIZE - ITEMSIZE)/2;
double cellSize = CELLSIZE*cellScale;
double itemSize = ITEMSIZE*itemScale;
int cellId = cellTilesCount;
int itemId = itemTilesCount;
for(int y = 0; y < rows; ++y) {
for(int x = 0; x < cols; ++x) {
saveState();
translate(x*step, y*step);
if (cellTilesCount > 0 && randomFloat()*100 < 10) {
if (cellId >= cellTilesCount) {
shuffle(cellTiles, cellTilesCount);
cellId = 0;
}
rectTextured(cellTiles[cellId++], -cellSize/2, -cellSize/2, cellSize, cellSize);
} else
if (itemTilesCount > 0) {
int cnt = 4;
if (cnt < itemTilesCount) cnt = rand()%itemTilesCount;
for(int i = 0; i < 4; ++i) {
saveState();
translate(i%2 ? itemStep : -itemStep, i/2 ? itemStep : -itemStep);
if (itemId >= itemTilesCount) {
shuffle(itemTiles, itemTilesCount);
itemId = 0;
}
rectTextured(itemTiles[itemId++], -itemSize/2, -itemSize/2, itemSize, itemSize);
restoreState();
}
}
restoreState();
}
}
noFill();
stroke(COLOR_BLACK);
strokeWidth(THIKNESS);
double k = WALLJITTER;
double wallStep = CELLSIZE/2 + k + WALLBORDER;
saveState();
translate(-wallStep, 0);
double len = (cols-1)*step + 2*wallStep;
for(int i = 0; i < rows; ++i) {
saveState();
translate(0, i*step - wallStep);
groundLine(len, k);
translate(0, 2*wallStep);
groundLine(len, k);
restoreState();
}
restoreState();
saveState();
rotate(90);
scale(1, -1);
translate(-wallStep, 0);
len = (rows-1)*step + 2*wallStep;
for(int i = 0; i < cols; ++i) {
saveState();
translate(0, i*step - wallStep);
groundLine(len, k);
translate(0, 2*wallStep);
groundLine(len, k);
restoreState();
}
restoreState();
viewportSave("data/output/generated-dungeon2.png");
restoreState();
}
Animation subImage(int width, int height, unsigned char *pixels, int x, int y, int w, int h) {
if (x < 0 || y < 0 || x + w > width || y + h > height || !pixels)
return NULL;
unsigned char *px = calloc(4, w*h);
for(int i = 0; i < h; ++i)
memcpy(px + i*w*4, pixels + ((y+i)*width + x)*4, w*4);
Animation anim = createAnimationFromImage(w, h, px, FALSE);
free(px);
return anim;
}
void init() {
int w = 0;
int h = 0;
unsigned char *px = NULL;
imageLoad("data/dungeon2.png", &w, &h, &px);
int is = 128;
int cs = 256;
itemScale = is/(ITEMSIZE*SRCRES);
cellScale = cs/(CELLSIZE*SRCRES);
int ix0 = (int)round((1*ITEMSIZE + (1 - itemScale)*ITEMSIZE/2)*SRCRES);
int iy0 = ix0;
int idx = (int)round(2*ITEMSIZE*SRCRES);
int idy = idx;
int cx0 = (int)round((1*ITEMSIZE + (1 - cellScale)*CELLSIZE/2)*SRCRES);
int cy0 = (int)round((5*ITEMSIZE + (1 - cellScale)*CELLSIZE/2)*SRCRES);
int cdx = (int)round(3*ITEMSIZE*SRCRES);
int y = iy0;
for(int i = 0; i < 6; ++i)
if ((itemTiles[itemTilesCount] = subImage(w, h, px, ix0 + i*idx, y, is, is)))
++itemTilesCount;
y += idy;
for(int i = 0; i < 5; ++i)
if ((itemTiles[itemTilesCount] = subImage(w, h, px, ix0 + i*idx, y, is, is)))
++itemTilesCount;
y = cy0;
for(int i = 0; i < 3; ++i)
if ((cellTiles[cellTilesCount] = subImage(w, h, px, cx0 + i*cdx, y, cs, cs)))
++cellTilesCount;
free(px);
rows = HEIGHT/(CELLSIZE + WALLSIZE);
cols = WIDTH/(CELLSIZE + WALLSIZE);
int fw = ceil(WIDTH*RES - 0.001);
int fh = ceil(HEIGHT*RES - 0.001);
framebuffer = createFramebuffer(fw, fh);
fbAnim = createAnimationFromFramebuffer(framebuffer);
generate();
}
void draw() {
background(COLOR_WHITE);
double w = windowGetWidth();
double h = windowGetHeight();
if (keyWentDown("space")) generate();
saveState();
translate(w/2, h/2);
zoom(w/WIDTH);
fill(COLOR_WHITE);
noStroke();
rectTextured(fbAnim, -WIDTH/2.0, -HEIGHT/2.0, WIDTH, HEIGHT);
restoreState();
}
int main() {
windowSetVariableFrameRate();
windowSetResizable(TRUE);
windowSetInit(&init);
windowSetDraw(&draw);
windowRun();
}